I wanted to build a team around Hex Dragapult, but I'm not that experienced in competitive Pokemon OU, so any advice on how to improve this team I made would be super helpful
Dragapult
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- U-turn
- Will-O-Wisp
Hex is one of the main late game win conditions for this team with its base power of 130 against targets afflicted by status and Draco Meteor serves to nuke down any threats that can resist its Ghost STAB. Will-O-Wisp strengthens Hex and punishes potential switch ins, while U-turn helps keep momentum against mons that Dragapult won't be able to handle otherwise like Blissey or Heatran. Heavy-Duty Boots lets Dragapult come in multiple times unaffected by hazards to apply offensive pressure as an effective wallbreaker and offensive pivot.
Toxapex
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
A pretty standard SpDef Toxapex. Scald helps burn switch in's that could potentially abuse the lack of Def investment, along with spreading status for Dragapult Hex. Recover and Haze serve the usual purpose to wall out mons and remove boosts. Toxic Spikes to spread even more status for late-game Hex. The defensive typing also helps resist Lando-T's main weaknesses in water and ice.
Landorus-Therian
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Toxic
Defensive pivot Landorus-Therian, providing massive utility with an Intimidate attack drop, Earthquake and Electric immunity that could otherwise destroy Toxapex, Stealth Rock hazards, Toxic to spread status for Dragapult Hex, and U-turn to maintain momentum into more offensive threats like Dragapult and Rillaboom. Even without investment, STAB Earthquake still does a decent amount of damage so it can still apply pressure to mons that could be a large issue to this team like Heatran.
Rillaboom
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
Rillaboom's main role is to provide a physical wallbreaking presence, while also providing extra benefits with Grassy Glide speed control and Grassy Terrain giving much appreciated recovery to a team that doesn't really use Leftovers, with the exception of Black Sludge Toxapex, who still benefits from the reduction in Earthquake damage. Banded Wood Hammer applies a lot of pressure to certain checks to Hex Dragapult like Blissey, Tyranitar, and opposing SpDef Toxapex.
Zapdos
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Defog
This mon also brings a lot to the table, complimenting Rillaboom by checking mons that could give it trouble like Kartana, Ferrothorn, and Buzzwole with Heat Wave (+ a small 10% chance to burn). Discharge + Static is amazing at spreading status to open the door for game winning paralyses and Dragapult Hex. End on slapping on some defog support to clear things like Stealth Rock for Hawlucha to sweep later.
Hawlucha
Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Acrobatics
- Swords Dance
- Taunt
Secondary win condition in case Dragapult can't cut it, and pairs nicely with Rillaboom. Rillaboom and Zapdos help clear some of Hawlucha's checks like Slowbro and Toxapex and Hawlucha can destroy a lot of the checks to Hex Dragapult like Heatran, Blissey, Tyranitar, etc. Taunt is mainly there so it can setup on more passive mons out of a U-turn from Dragapult, Rillaboom, or Landorus-Therian.
If you guys feel like any mons or moves need replacing please let me know! I'm still quite new to teambuilding and tried to think hard on this one trying to make it good.
Dragapult
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- U-turn
- Will-O-Wisp
Hex is one of the main late game win conditions for this team with its base power of 130 against targets afflicted by status and Draco Meteor serves to nuke down any threats that can resist its Ghost STAB. Will-O-Wisp strengthens Hex and punishes potential switch ins, while U-turn helps keep momentum against mons that Dragapult won't be able to handle otherwise like Blissey or Heatran. Heavy-Duty Boots lets Dragapult come in multiple times unaffected by hazards to apply offensive pressure as an effective wallbreaker and offensive pivot.
Toxapex
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
A pretty standard SpDef Toxapex. Scald helps burn switch in's that could potentially abuse the lack of Def investment, along with spreading status for Dragapult Hex. Recover and Haze serve the usual purpose to wall out mons and remove boosts. Toxic Spikes to spread even more status for late-game Hex. The defensive typing also helps resist Lando-T's main weaknesses in water and ice.
Landorus-Therian
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Toxic
Defensive pivot Landorus-Therian, providing massive utility with an Intimidate attack drop, Earthquake and Electric immunity that could otherwise destroy Toxapex, Stealth Rock hazards, Toxic to spread status for Dragapult Hex, and U-turn to maintain momentum into more offensive threats like Dragapult and Rillaboom. Even without investment, STAB Earthquake still does a decent amount of damage so it can still apply pressure to mons that could be a large issue to this team like Heatran.
Rillaboom
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
Rillaboom's main role is to provide a physical wallbreaking presence, while also providing extra benefits with Grassy Glide speed control and Grassy Terrain giving much appreciated recovery to a team that doesn't really use Leftovers, with the exception of Black Sludge Toxapex, who still benefits from the reduction in Earthquake damage. Banded Wood Hammer applies a lot of pressure to certain checks to Hex Dragapult like Blissey, Tyranitar, and opposing SpDef Toxapex.
Zapdos
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Defog
This mon also brings a lot to the table, complimenting Rillaboom by checking mons that could give it trouble like Kartana, Ferrothorn, and Buzzwole with Heat Wave (+ a small 10% chance to burn). Discharge + Static is amazing at spreading status to open the door for game winning paralyses and Dragapult Hex. End on slapping on some defog support to clear things like Stealth Rock for Hawlucha to sweep later.
Hawlucha
Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Acrobatics
- Swords Dance
- Taunt
Secondary win condition in case Dragapult can't cut it, and pairs nicely with Rillaboom. Rillaboom and Zapdos help clear some of Hawlucha's checks like Slowbro and Toxapex and Hawlucha can destroy a lot of the checks to Hex Dragapult like Heatran, Blissey, Tyranitar, etc. Taunt is mainly there so it can setup on more passive mons out of a U-turn from Dragapult, Rillaboom, or Landorus-Therian.
If you guys feel like any mons or moves need replacing please let me know! I'm still quite new to teambuilding and tried to think hard on this one trying to make it good.