Hey guys! After a while of getting used to the Gen 8 meta, I've finally created a team I'm pretty happy with. I built it around specs Kyurem, as it is new to the meta and I wanted to try it out.
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
This is the star of the show. Specs Kyurem packs a huge punch, especially with Freeze-Dry against common water types like Gyrados, Seismetoad, and Pex. He is bulky enough to survive hits from mons like Dragapult, and then answer with a Draco Meteor. However, Kyurem is weak to steel types and fire types, both of which we've been seeing a lot of recently with sun teams and the like.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost
Corviknight is my answer to Kyurem's steel-type vulnerability. It can punish steel-types through Body Press, and Brave Bird can be useful against mons like Conkeldurr as well. It is also my defogger, as hazards can do a lot of damage to Kyurem and Zeraora.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power
Seismitoad is my primary defensive wall on the team, able to switch in to a lot of mons, especially fire-types. It is also my rocks setter, and usually my lead pokemon if I don't have another plan in mind. It has Water Absorb to deal with pokemon like Dracovish, which would otherwise outspeed Kyurem when he uses Freeze-Dry. I made sure to put a few EV points into SpD, that way it doesn't get one-shotted by mons like Dragapult.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough
Zeraora has proven to be a major force in the current OU metagame, and is my physical sweeper on the team. Plasma Fists is the primary STAB move, able to deal with mons like Corviknight, Dracovish, and Togekiss. CC will deal with any steel types (specifically Excadrill, who will switch in on Zeraora most of the time). I put Play Rough in the fourth move slot, but I don't really know if there's a better move that could go there.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
Clefable can be a powerhouse of a special sweeper once it gets a Calm Mind up, and it is able to switch into a lot of Pokemon that would otherwise threaten my team
(notably Hydregion or Kommo-o). Flamethrower is a steel-type punisher, and soft-boiled is there to keep Clef alive.
Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head
Cinderace seves sort of a dual function. It is a pivot/utility with U-Turn and Court Change, but it can also wreck some havoc with Pyro Ball. Iron Head is there mainly because people don't seem to expect it from Cinderace, and will switch in fairies against it.
I'd love your suggestions on how to improve the team!
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
This is the star of the show. Specs Kyurem packs a huge punch, especially with Freeze-Dry against common water types like Gyrados, Seismetoad, and Pex. He is bulky enough to survive hits from mons like Dragapult, and then answer with a Draco Meteor. However, Kyurem is weak to steel types and fire types, both of which we've been seeing a lot of recently with sun teams and the like.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost
Corviknight is my answer to Kyurem's steel-type vulnerability. It can punish steel-types through Body Press, and Brave Bird can be useful against mons like Conkeldurr as well. It is also my defogger, as hazards can do a lot of damage to Kyurem and Zeraora.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power
Seismitoad is my primary defensive wall on the team, able to switch in to a lot of mons, especially fire-types. It is also my rocks setter, and usually my lead pokemon if I don't have another plan in mind. It has Water Absorb to deal with pokemon like Dracovish, which would otherwise outspeed Kyurem when he uses Freeze-Dry. I made sure to put a few EV points into SpD, that way it doesn't get one-shotted by mons like Dragapult.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough
Zeraora has proven to be a major force in the current OU metagame, and is my physical sweeper on the team. Plasma Fists is the primary STAB move, able to deal with mons like Corviknight, Dracovish, and Togekiss. CC will deal with any steel types (specifically Excadrill, who will switch in on Zeraora most of the time). I put Play Rough in the fourth move slot, but I don't really know if there's a better move that could go there.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
Clefable can be a powerhouse of a special sweeper once it gets a Calm Mind up, and it is able to switch into a lot of Pokemon that would otherwise threaten my team
(notably Hydregion or Kommo-o). Flamethrower is a steel-type punisher, and soft-boiled is there to keep Clef alive.
Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head
Cinderace seves sort of a dual function. It is a pivot/utility with U-Turn and Court Change, but it can also wreck some havoc with Pyro Ball. Iron Head is there mainly because people don't seem to expect it from Cinderace, and will switch in fairies against it.
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head
I'd love your suggestions on how to improve the team!