So I wanted to build a team around the combination of Teleport Slowbro and powerful breakers, specifically Nidoking and banded Kartana which are some of my favorites this gen, here's what I came up with:
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Earth Power
- Ice Beam
Here's the team's first breaker. The idea is to F-Sight with Slowbro, then Teleport into this and deal huge damage. I chose to run an all-out attacker set, with Sludge Wave and Earth Power for reliable STAB, Ice Beam to hit targets like most Dragon and Flying types and Flamethrower specifically for Ferrothorn (and Corviknight, but I haven't seen much of it recently). The EV spread is standard, with a Timid nature to outspeed as many targets as possible. A Modest nature isn't really needed with Slowbro's support.
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Teleport
- Slack Off
- Future Sight
The aforementioned Slowbro, with TeleSight to support the breakers, Slack Off for instant recovery and Scald for the useful burn chance. EV spread is standard for a physical wall, making this a better check to things like Melmetal and Zap-G. A Relaxed nature with 0 Speed IVs guarantees that Teleport will go last, which means safe entry for Nidoking and Kartana. Not much else to say, but this set is pretty much what the team revolves around.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave
Clefable has three main purposes: Secondary physical wall / Urshifu switch-in, Stealth Rock user, and status spreader with T-Wave. Moonblast is a reliable attacking move and it prevents Clef from being useless when Taunted, Soft-Boiled provides reliable instant recovery, Stealth Rock is... Stealth Rock, and Thunder Wave slows down quicker threats making them much easier for the breakers to handle. EVs are tailored for physical defense.
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Smart Strike
- Sacred Sword
Banded Kartana is the physical wallbreaker of the team, and a pokemon which I really enjoy using. Leaf Blade is the most reliable STAB move, and can quickly snowball with Beast Boost. Smart Strike provides secondary STAB, and is useful for eliminating Fairies. Knock Off is a safe move to spam early-game and cripple switch-ins, and the last move is useful Fighting coverage to deal with Grass-resistant switch-ins such as Ferrothorn. A Jolly nature is used to make Kartana as fast as possible, which could potentially result in a sweep if the opposing team is crippled enough.
Spectrier @ Choice Scarf
Ability: Grim Neigh
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Haze
- Hex
Scarfed Spectrier makes a good revenge killer, but more importantly, it can clean up the mess end-game once the breakers have sufficiently softened the opposing team. Shadow Ball is obviously the most important move, and Spectrier can get extremely difficult to stop once it's accumulated a few Grim Neigh boosts. Will-O-Wisp can cripple a predicted switch-in, Haze can act as an emergency stop to a setup sweeper, and Hex can be used instead of Shadow Ball to sweep assuming that I've used Thunder Wave and Will-O-Wisp enough times. This set's purpose, as mentioned earlier, is to tear up whatever remains of the opposing team when the match nears its end.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost
The final member of the team is Mandibuzz, which provides hazard control and a special wall which the team lacks. Foul Play is good Dark STAB, U-Turn allows for pivoting, Defog for clearing hazards, and Roost provides immediate recovery. The main reason this is on the team is because I lacked a specially defensive pokemon and a hazard remover, and Mandibuzz has the benefit of being a great switch-in to Spectrier which the team also didn't have.
So that's the team. It's pretty good, but there's definitely room for improvement. Right now the match-ups I'm most concerned about are Quiver Dance Pheromosa and opposing Kartana, I don't really have answers to those besides clever play...
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Earth Power
- Ice Beam
Here's the team's first breaker. The idea is to F-Sight with Slowbro, then Teleport into this and deal huge damage. I chose to run an all-out attacker set, with Sludge Wave and Earth Power for reliable STAB, Ice Beam to hit targets like most Dragon and Flying types and Flamethrower specifically for Ferrothorn (and Corviknight, but I haven't seen much of it recently). The EV spread is standard, with a Timid nature to outspeed as many targets as possible. A Modest nature isn't really needed with Slowbro's support.
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Teleport
- Slack Off
- Future Sight
The aforementioned Slowbro, with TeleSight to support the breakers, Slack Off for instant recovery and Scald for the useful burn chance. EV spread is standard for a physical wall, making this a better check to things like Melmetal and Zap-G. A Relaxed nature with 0 Speed IVs guarantees that Teleport will go last, which means safe entry for Nidoking and Kartana. Not much else to say, but this set is pretty much what the team revolves around.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave
Clefable has three main purposes: Secondary physical wall / Urshifu switch-in, Stealth Rock user, and status spreader with T-Wave. Moonblast is a reliable attacking move and it prevents Clef from being useless when Taunted, Soft-Boiled provides reliable instant recovery, Stealth Rock is... Stealth Rock, and Thunder Wave slows down quicker threats making them much easier for the breakers to handle. EVs are tailored for physical defense.
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Smart Strike
- Sacred Sword
Banded Kartana is the physical wallbreaker of the team, and a pokemon which I really enjoy using. Leaf Blade is the most reliable STAB move, and can quickly snowball with Beast Boost. Smart Strike provides secondary STAB, and is useful for eliminating Fairies. Knock Off is a safe move to spam early-game and cripple switch-ins, and the last move is useful Fighting coverage to deal with Grass-resistant switch-ins such as Ferrothorn. A Jolly nature is used to make Kartana as fast as possible, which could potentially result in a sweep if the opposing team is crippled enough.
Spectrier @ Choice Scarf
Ability: Grim Neigh
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Haze
- Hex
Scarfed Spectrier makes a good revenge killer, but more importantly, it can clean up the mess end-game once the breakers have sufficiently softened the opposing team. Shadow Ball is obviously the most important move, and Spectrier can get extremely difficult to stop once it's accumulated a few Grim Neigh boosts. Will-O-Wisp can cripple a predicted switch-in, Haze can act as an emergency stop to a setup sweeper, and Hex can be used instead of Shadow Ball to sweep assuming that I've used Thunder Wave and Will-O-Wisp enough times. This set's purpose, as mentioned earlier, is to tear up whatever remains of the opposing team when the match nears its end.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost
The final member of the team is Mandibuzz, which provides hazard control and a special wall which the team lacks. Foul Play is good Dark STAB, U-Turn allows for pivoting, Defog for clearing hazards, and Roost provides immediate recovery. The main reason this is on the team is because I lacked a specially defensive pokemon and a hazard remover, and Mandibuzz has the benefit of being a great switch-in to Spectrier which the team also didn't have.
So that's the team. It's pretty good, but there's definitely room for improvement. Right now the match-ups I'm most concerned about are Quiver Dance Pheromosa and opposing Kartana, I don't really have answers to those besides clever play...