





Introduction
Hey there, I'd like to give my welcome to you all here, my first RMT ever. After spending a good two months out of OU I finally decided to come back thanks to a friend, and this is a balance team I decided to build around Flyinium Z Salamence as I found it could do heavy damage to quite a lot of teams, especially those with easily weakened walls.
Teambuilding Process

I started my build with none other than Salamence himself, with so many fairies added dragons should seem less powerful, but I've found Salamence to be a fun and effective Pokémon to use.


Next I added Tapu Lele as it helps me to begin to form a Dragon Fairy Steel core, and it's ability Psychic Terrain helps remove the threat of ice shard, among other priority moves against a potentially weakened Salamence.



After sampling many steel types, I chose to add Mega Metagross, it's heavy offensive power and ability to abuse the added Fairy types makes it very dangerous, especially paired with Tapu Lele, giving them the power to break down defensive cores.




I found I was lacking a Stealth Rocker, and struggled against the likes of Landorus-Therian, Heatran and Magearna. This was before I changed a move of my Salamence, which I'll get into later.





At this point in the build, I had no reliable answer to Tapu Lele, so this is where I brought in Alolan Muk, I find Alolan Muk very underrated for what it can do, being able to reliably swap into Tapu Lele, and take it out of the game with pursuit, as well as abuse its ability Poison Touch to poison walls or switching out Pokémon, after using the team for a while I also found it great for removing both the Lati twins, Mega Alakazam, Gengar and other frail sweepers suprisingly early in games, putting me at a huge advantage.






At the end of my build, I lacked a reliable answer to many physical hits, including fighting types that could easily swap out once Tapu Lele or Salamence came in, so this is where I added Tapu Fini, which using Misty Terrain also benefits my team, protecting all but Salamence and Tapu Lele from Status, and being able to defog away any hazards people set up against me. This is rather benefiting for my team, and reliably bulks hits throughout games.
The Team

Salamence @ Flyinium Z
Ability:
EVs: 252 Atk / 4 SpD / 252 Spe
- Fly
- Dragon Claw
- Dragon Dance
-
I started with Salamence as a Flyinium Z set, which provides offensive support, with a setup sweeper for late game cleaning. Fly is used as a form to be able to use the Z move, but it also provides nice flying stab which allows me to hit Pheromosa, Tapu Bulu, Buzzwole, Tangrowth, Decidueye among other Pokémon for super effective damage, while still hitting a lot of other Pokémon for neutral damage that take less from Earthquake or Dragon Claw, while also recieving a STAB bonus. Dragon Claw gives me a great STAB move which is benefitted well from Dragon Dance boosts, it allows me to hit Hydreigon, Kyurem(-B) and other Salamence, to list a few, as well as most Pokémon for neutral damage. Dragon Dance is my form of Setup on Salamence, which helps cause its Fly, Dragon Claw and Earthquake do damage, and helps to make my Z move KO key walls, and do heavy damage to those using Protect. Finally Earthquake allows me to hit many Steel, Fire and Electric types which could be threatening. Either by having super effective moves, resisting both stabs or adding the risk of a burn, Earthquake allows me to hit Magearna, Heatran and Mega Metagross for super effective damage. Originally I was running Fire Blast as it made my matchup against Ferrothorn and Scizor much easier, but I haven't seen a Scizor as of yet, and Ferrothorn's are rare. I chose moxie as when using intimidate, I found I was picking up several kills that would allow me to boost myself up further, leading to this change.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Psyshock
- Thunderbolt

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Ice Punch
- Zen Headbutt

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Freeze-Dry
- Icicle Crash

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Flamethrower
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog
Finally I came to Tapu Fini, which does form a great glue for my team, which helps 3/6 of my team with Misty Terrain, as Mamoswine, Metagross and Alolan Muk can't be burned while it's terrain is up, and it can't be toxiced with it's terrain for itself. I chose to run leftovers for a Recovery method over time, and then chose Scald over Surf for a chance to burn other tapus if they try to swap into Fini, and a chance to burn if the terrain runs out. Moonblast provides alternate stab for taking on dragon, fighting and dark types which get too cocky when in on Tapu Fini. Taunt is good for helping my stall matchup by stopping many threats from being able to do anything but attack. And defog can remove hazards which may be a pain if led
Conclusion
To conclude, I've created this team that's been working pretty well for me, but I'm stuck as to whether I could make any improvements, or whether it's as good as it will be, thanks for reading and fee free to give your opinion.
Tapu Koko / Tapu Lele
Tapu Koko and Tapu Lele can be a huge pain to deal with, especially if Muk goes down as my only way to deal with them can become sacks or speed ties depending on opposing sets.
Ferrothorn
Tapu Koko and Tapu Lele can be a huge pain to deal with, especially if Muk goes down as my only way to deal with them can become sacks or speed ties depending on opposing sets.
Ferrothorn
Ferrothorn is a huge pain for me as my only consistent way to deal with it is Muk's Flamethrower, which can lead to a lot of pressure to keep Muk Healthy.
Scizor
For the same reason as Ferrothorn I have Scizor as a threat, as it's able to also set up it can lead to more easily lost games.
Weather Teams
Weather teams Are a huge problem for me as they can outspeed and nuke my whole team leading for uphill battles that end up very close.
Scizor
For the same reason as Ferrothorn I have Scizor as a threat, as it's able to also set up it can lead to more easily lost games.
Weather Teams
Weather teams Are a huge problem for me as they can outspeed and nuke my whole team leading for uphill battles that end up very close.
http://replay.pokemonshowdown.com/gen7pokebankou-520972387
Vs Trick Room / U-Turn Spam
http://replay.pokemonshowdown.com/gen7pokebankou-520992565
Vs Opposing Balance
http://replay.pokemonshowdown.com/gen7pokebankou-521021001
Vs Trick Room
http://replay.pokemonshowdown.com/gen7pokebankou-521025887
Vs Opposing Balance
http://replay.pokemonshowdown.com/gen7pokebankou-521233000
Vs Hail
Vs Trick Room / U-Turn Spam
http://replay.pokemonshowdown.com/gen7pokebankou-520992565
Vs Opposing Balance
http://replay.pokemonshowdown.com/gen7pokebankou-521021001
Vs Trick Room
http://replay.pokemonshowdown.com/gen7pokebankou-521025887
Vs Opposing Balance
http://replay.pokemonshowdown.com/gen7pokebankou-521233000
Vs Hail
Salamence @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fly
- Dragon Claw
- Dragon Dance
- Fire Blast
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Psyshock
- Thunderbolt
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Ice Punch
- Zen Headbutt
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Freeze-Dry
- Icicle Crash
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fly
- Dragon Claw
- Dragon Dance
- Fire Blast
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Psyshock
- Thunderbolt
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Ice Punch
- Zen Headbutt
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Freeze-Dry
- Icicle Crash
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog
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