SS OU Rillaboom Dream Team - Suggestions appreciated!

Intro
Hey everyone! This is my first team that I really think could go far with a little refinement, I'd love to hear what you think about the team member choices, movesets, natures, EVs, etc. I'm just worried that some mons aren't living up to their fullest potential. Thanks so much for the help!

The Team

The Myth (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

I really like Clefable's access to Magic Guard and I mostly chose her for taking care of prominent threats in the meta right now, like Urshifu and Dragapult. Very useful for late game sweeping especially with Calm Mind and Soft-Boiled if needed. I wouldn't be at all opposed to something that might fit my team better, if needed. Played around with some different items as well, but the Life Orb seemed to work fairly well.

Comin Atcha (Hawlucha) @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Taunt

Hawlucha is a massive physical threat with the grass seed, unburden, and swords dance. I've loved how well he pairs with Rillaboom as well. Acrobatics is fantastic for sweeping/chip damage, and Close Combat is a reliable STAB attack for great damage.

The End (Grimmsnarl) @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Thunder Wave

I love Grimmsnarl on this team so much. Prankster is extremely useful, and taunt can cripple sacrifice Mews and sometimes Excadrills. Pretty much guaranteed a light screen or reflect, and then it's simple to switch into Volcarona for one or two quiver dances. I'm extremely satisfied with how useful Grimmsnarl has been, and I might need to start adding him to some other teams as well, he's that good.

Phil Collins (Rillaboom) @ Terrain Extender
Ability: Grassy Surge
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Drain Punch

Rillaboom is what I mainly built the team around and is the driving force along with Hawlucha. Grassy Glide is a fantastic priority move and Drain Punch helps recover even more health. I might switch to a Choice Band with U-turn build for easy switching into Hawlucha, but I'm not entirely sure yet. Could probably use some improvement, I'd love to hear what you all think.

Bug (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Volcarona can be a bit fragile, but nothing's stopping it after a quiver dance or two and the dual screen setup from Grimmsnarl. Flamethrower makes short work of annoying Excadrills and Corviknights, and psychic can tear through Toxapex. The only real threats to Volcarona's success are some special walls like Chansey and Blissey.

The Pex (Toxapex) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Knock Off
- Recover
- Haze
- Baneful Bunker

I've always found Toxapex extremely reliable, and an all around helpful utility/stall mon. I never used to use stall strategies until I started using Toxapex. Knock Off is for some chip damage and sometimes crippling Life Orb/Leftovers/Rocky Helmet users. Recover is essential, Haze helps prevent setting up, and Baneful Bunker is an even better protect with the chance to poison. I've considered switching it out for Chansey/Blissey, but I'm not too sure.

Conclusion
Overall, this team has served me well, but I'm sure it could be improved upon, which is why I came to you lovely users. Please let me know what you think! Thanks!
 
Isnt it better to have Crawdaunt over Toxapex in this team? Besides, assuming that you built around the Rillaboom Hawlucha core, I am assuming this is a Hyper Offense team, so I would prefer Crawdaunt over Toxapex, since the latter does not fit at all on hyper offense.
 
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