Primarina @ Choice Specs
Ability: Torrent
Tera Type: Water
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Moonblast
- Psychic Noise
- Ice Beam
The main star of the team that I planned to build around. Prim is one of my favourites so I've been wanting to make it work. I chose Specs for immediate power that took advantage of Primarina's 126 Special Attack, with dual stabs that are nearly unresisted (to my knowledge).
Ninetales-Alola @ Light Clay
Ability: Snow Warning
Tera Type: Steel
EVs: 252 HP / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore
While Prim has pretty good natural Special Defense, it's pretty weak on the physical side, which is why I decided to bring veil support with Ninetales-Alola. In addition to being the premiere veil setter, I also figured that it led well into Samurott-Hisui, threatening it with both STABs. I chose Freeze-Dry instead of Ice Beam for the sake of threatening Ogerpon-Wellspring. Encore is there for general disturbance.
Hatterene @ Heavy-Duty Boots
Ability: Magic Bounce
Tera Type: Poison
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Nuzzle
- Mystical Fire
- Draining Kiss
- Healing Wish
Primarina's biggest weakness as an offensive Pokemon is that it's slow. Because of that, I decided to bring Hatterene to spread paralysis with Nuzzle. Furthermore, since Ninetales is Light Clay and not Boots, I figured that Hatterene's Magic Bounce would help keep hazards like Stealth Rock off. Mystical Fire is there because I recognize that my team thus far gets swept by any OU Steel type. Finally, Healing Wish is a bit of utility to heal up a key Pokemon in a pinch. I trained Hatterene to be Specially Defensive because my team sorely lacks that.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Headlong Rush
- Temper Flare
At this point in the teambuilding process, I realized five things: my team was extremely weak to Steel, I have no hazards, I have no Knock Off absorbers, I have no electric immunity, and I have no reliable hazard removal. Thankfully, Great Tusk covers all five of these bases! The first three moveslots are staple, but I tacked on Temper Flare as a means to punish Gholdengo harder if he tries to switch into my Rapid Spin. Booster Speed gives my team a burst of speed and simultaneously allows Tusk to absorb future Knock Offs.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Water
EVs: 4 HP / 252 Def / 252 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Discharge
- Roost
I figured that Hatterene wouldn't be enough to spread paralysis, so I contracted Zapdos. Between Discharge and Static, I figure that there's a good enough chance to gets the status. The Physical Defense investment is there to handle Ogerpon-Wellspring behind veil, everything else is pretty standard. Tera Water is to resist an Ivy Cudgel once.
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
Standard Kingambit set. I realized that I was still pretty weak to Steel and Poison at this point, both of which threaten my headliner Primarina, so I tacked Kingambit on. He's Tera Flying for the Fighting resist and the additional Ground immunity should I need it. He can also act as an alternative late-game cleaner.
FORESEEABLE THREATS:
- Gholdengo
- Kingambit
- Raging Bolt
- Scizor
- Dragapult
- Ceruledge