I had a discussion with someone about Toxtricity in OU, we gravitated towards Clef, Pex and Corv being neutralised and Hippo and Drill being 2HKOed by it. That's the general idea behind the team and the other mons are there to fulfill the the other roles.
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Overdrive
- Boomburst
- Sludge Wave
- Volt Switch
Toxtricity is the wallbreaker focused on destroying Clefable and Toxapex and countering Corviknight and Skarmory. The Speed invesment is just to overspeed some other mons and fire a Volt switch to keep momentum or use another move to deal a good amount of damage. Boomburst is the anti Hippo and Drill move, Volt is just to keep momentum and deal some damage (still unsure about this one) and the other ones are just powerful STABS.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 92 HP / 252 Atk / 164 Spe
Jolly Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Rillaboom is here to be an offensive threat, cover some weaknesses on the team, set Grassy Terrain up (halve EQ damage for Pex and give some healing). I chose the standard Band set to deal heavy damage and limit even more enemy Pex and Clef. The nature and the EV spread on Speed allow it to outspeed 252 Adamant Rillaboom and not need to resort to winning a Speed tie.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave
Clefable is the answer to Urshifu, the EV spread allows it to survive Wicked blow and Poison jab from Life Orb Usrhifu at full. Thunder wave is there to give Dragapult support Hex Pult and Clef is also the main stealth rocker.
Corviknight @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- U-turn
- Body Press
Corviknight is a mon I'm really unsure about, I needed a Defoger and its bulk is appreciated. U-turn is there to just give it some momentum and Body Press allows it to deal some damage and even KO Urshifu.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic
Toxapex is here to serve as a special wall, Haze on some setup mons like Volcarona, which is a threat to this team. It also has Toxic and Scald to help Dragapult do its work with Hex.
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunder Wave
- Hex
- U-turn
- Draco Meteor
Dragapult is the pivot and will be almost always the first mon to be sent into battle. HDB allows it to enter the battle and U-turn with no fear of hazards. T-wave helps it deal damage and control Speed. Hex is supported by Clef and Pex and Draco is just a strong STAB move. I thought about making it Specs and perhaps remove T-wave and give it Shadow ball but I have seen many Specs with T-wave work well.
I'm unsure about some of the team members and their sets, like Pult and Rillaboom, and Corviknight is there mostly to serve as a Defogger and face Rillaboom. Would appreciate your opinions on it.
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Overdrive
- Boomburst
- Sludge Wave
- Volt Switch
Toxtricity is the wallbreaker focused on destroying Clefable and Toxapex and countering Corviknight and Skarmory. The Speed invesment is just to overspeed some other mons and fire a Volt switch to keep momentum or use another move to deal a good amount of damage. Boomburst is the anti Hippo and Drill move, Volt is just to keep momentum and deal some damage (still unsure about this one) and the other ones are just powerful STABS.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 92 HP / 252 Atk / 164 Spe
Jolly Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Rillaboom is here to be an offensive threat, cover some weaknesses on the team, set Grassy Terrain up (halve EQ damage for Pex and give some healing). I chose the standard Band set to deal heavy damage and limit even more enemy Pex and Clef. The nature and the EV spread on Speed allow it to outspeed 252 Adamant Rillaboom and not need to resort to winning a Speed tie.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave
Clefable is the answer to Urshifu, the EV spread allows it to survive Wicked blow and Poison jab from Life Orb Usrhifu at full. Thunder wave is there to give Dragapult support Hex Pult and Clef is also the main stealth rocker.
Corviknight @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- U-turn
- Body Press
Corviknight is a mon I'm really unsure about, I needed a Defoger and its bulk is appreciated. U-turn is there to just give it some momentum and Body Press allows it to deal some damage and even KO Urshifu.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic
Toxapex is here to serve as a special wall, Haze on some setup mons like Volcarona, which is a threat to this team. It also has Toxic and Scald to help Dragapult do its work with Hex.
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunder Wave
- Hex
- U-turn
- Draco Meteor
Dragapult is the pivot and will be almost always the first mon to be sent into battle. HDB allows it to enter the battle and U-turn with no fear of hazards. T-wave helps it deal damage and control Speed. Hex is supported by Clef and Pex and Draco is just a strong STAB move. I thought about making it Specs and perhaps remove T-wave and give it Shadow ball but I have seen many Specs with T-wave work well.
I'm unsure about some of the team members and their sets, like Pult and Rillaboom, and Corviknight is there mostly to serve as a Defogger and face Rillaboom. Would appreciate your opinions on it.