TriCore Balance
With this team, I wanted to create a trio of Tyranitar, Tapu Fini and Magnezone. I then added Tornadus for utility, Kyurem for breaking and Dragapult for sweeping. I will be explaining what they do, and how they synergize with each other below. Overall this team covers a lot of threats and strategies in OU, and you will always have a decent chance at winning every game if you play competently.
TYRANITAR
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 8 Def / 28 SpA / 204 SpD
Sassy Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Ice Beam
Sp. Def Tyranitar, specced with EV's in ATK for better chip damage, DEF to survive earthquakes from certain lando's and garchomps, and Sp. Atk to kill them with ice beam. Rocks are important for this team's residual damage output. Rock Blast is the main STAB, and can take care of sub kyurem. Tyranitar benefits from the misty terrain as it can't get poisoned or burned. Earthquake for Heatran. And Ice Beam to 1v1 most landorus and garchomps. Yache berry can be used instead of leftovers, but in games where tyranitar is not used to 1v1 the aforementioned, leftovers are a much better payoff. This mon is also the weather control for the team, allowing a weather war to occur instead of being overwhelmed by opposing weather. It's also worth noting that T-tar checks blacephalon and specs pult.
TAPU FINI
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 212 Def / 40 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Calm Mind
- Defog
Classic CM Fini. A very good physical wall for the team, coupled with calm mind it can become un-killable. 115 base defense and 130 sp. defense really puts in work. Defog is also utility for the team, although be wary of removing your own terrain. Phys Def Fini and Sp def Tyranitar work very well together, sponging a plethora of attacks. Terrain control is an overlooked aspect, thwarting psyspam and rising voltage abuse. Notably, it also prevents grassy, psychic and electric seed from activating on the unforgiving Hawlucha, which it also walls 1v1.
MAGNEZONE
Magnezone @ Expert Belt
Ability: Magnet Pull
EVs: 188 HP / 252 SpA / 8 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Body Press
- Iron Defense
The classic iron trapper set for gen 8. Except, this one has volt switch instead of thunderbolt to function as a pivot. Flash cannon for chip on ground types switching in, and for killing Alolan-Ninetales. Body press and Iron defense to kill ferrothorn and wall kartana. 60 speed to outspeed Corviknight and kill them with a volt switch. This Pokemon takes care of many different steel types in the tier in most cases, helping to open up Kyurem and Dragapult. It's a very useful Pokemon for the team, and sand stream also helps because it does not take residual damage while the opponent may.
KYUREM
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Focus Blast
- Earth Power
One of the most terrifying threats in OU, presented here with the choice specs, is the breaker for the team. Dual ice move for max coverage. Ice Beam is the most Spammable attack, hitting extremely hard. Freeze-Dry for water types such as toxapex, swampert and tapu fini. Getting a freeze is also very beneficial, as it essentially allows you to re-position or grab a free kill. Focus blast to hit blissey, tyranitar and steel types. Earth power for Heatran and Magnezone, although focus blast can also be clicked. Kyurem appreciates the dual defoggers on the squad, as it is quite weak to stealth rock.
TORNADUS-T
Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Knock Off
- Defog
- Hurricane
- U-turn
Role compression is the name of the game. Able to remove items, remove hazards, pivot AND revenge kill is what make Tornadus so useful. It also acts as the ground immunity, can take strong attacks and regenerate HP back. Notably, it checks Rillaboom and Kartana amongst other things.
DRAGAPULT
Dragapult @ Dragon Fang
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Phantom Force
- Sucker Punch
Dragapult is the setup sweeper for the team. Clear body prevents Pult from being intimidated, and with a monstrous attack of 372 through an adamant nature (which it can afford to run), it becomes very difficult to stop. Dragon fang is used instead of LO for longevity, as Pult likes to come in for a little bit and switch out sometimes. Once a DD has been set, the opponent begins to scramble and make many switches, oftentimes. With LO, you may end up knocking yourself out if the opponent has gotten enough chip on you. HD boots aren't used because the team has dual defoggers, and it appreciates the boost on the dragon darts. Phantom force is to take out fairy types once they've been chipped, and for other dragon resists. Sucker punch takes out a chipped rillaboom clicking G-glide, and ohko's Blacephalon. Steel wing can be ran for Clefable and Lele on the switch, but the priority from sucker punch has been quite comfortable for me.
NOTABLE THREATS/COUNTERS
Electric types:

Since this team has no ground types, strong electric types freely clicking moves such as volt switch, wear this team down. Tapu-Fini and Tornadus in particular, are very prone. Zapdos with HD boots is particularly difficult to deal with. Luckily kyurem destroys many of these threats, so play around that. The Zolt brothers can wreck havoc if you don't play around them carefully. Magnezone and Kyurem are quite useful here, and a boosted Dragapult outspeeds.
Garchomp
The classic SD chomp is very dangerous to this team, because once it gets a scale shot it becomes nearly impossible to stop. Watch out for screens/veil game plans where Chomp gets to come in and set up. This is very difficult to play around.
Clefable
Not knowing whether the clefable is unaware or magic guard makes coming up with a solution difficult. Magnezone seems an obvious switch, but mystical fire can be annoying. On one hand, an unaware clefable puts to rest any Pult or Fini win-condition. Cosmic power sets can very often spell certain doom. Magic guard will always be an annoying switch in, but atleast it can be chipped and swept up by Pult.
Kyurem
For the same reasons kyurem is so deadly on my team, it also devastates it.
Stall:
Stall can be difficult to deal with because of only having 1 breaker, so you must optimize Kyurem's turns. Never bring it in when you haven't removed stealth rocks. Magnezone's trapping and T-tar's rocks + sand is very important for residual damage as well. You can also initiate Pult when the things which wall it have been chipped appropriately.
Importable: https://pokepast.es/f84f106da6b19592
With this team, I wanted to create a trio of Tyranitar, Tapu Fini and Magnezone. I then added Tornadus for utility, Kyurem for breaking and Dragapult for sweeping. I will be explaining what they do, and how they synergize with each other below. Overall this team covers a lot of threats and strategies in OU, and you will always have a decent chance at winning every game if you play competently.
TYRANITAR

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 8 Def / 28 SpA / 204 SpD
Sassy Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Ice Beam
Sp. Def Tyranitar, specced with EV's in ATK for better chip damage, DEF to survive earthquakes from certain lando's and garchomps, and Sp. Atk to kill them with ice beam. Rocks are important for this team's residual damage output. Rock Blast is the main STAB, and can take care of sub kyurem. Tyranitar benefits from the misty terrain as it can't get poisoned or burned. Earthquake for Heatran. And Ice Beam to 1v1 most landorus and garchomps. Yache berry can be used instead of leftovers, but in games where tyranitar is not used to 1v1 the aforementioned, leftovers are a much better payoff. This mon is also the weather control for the team, allowing a weather war to occur instead of being overwhelmed by opposing weather. It's also worth noting that T-tar checks blacephalon and specs pult.
TAPU FINI

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 212 Def / 40 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Calm Mind
- Defog
Classic CM Fini. A very good physical wall for the team, coupled with calm mind it can become un-killable. 115 base defense and 130 sp. defense really puts in work. Defog is also utility for the team, although be wary of removing your own terrain. Phys Def Fini and Sp def Tyranitar work very well together, sponging a plethora of attacks. Terrain control is an overlooked aspect, thwarting psyspam and rising voltage abuse. Notably, it also prevents grassy, psychic and electric seed from activating on the unforgiving Hawlucha, which it also walls 1v1.
MAGNEZONE

Magnezone @ Expert Belt
Ability: Magnet Pull
EVs: 188 HP / 252 SpA / 8 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Body Press
- Iron Defense
The classic iron trapper set for gen 8. Except, this one has volt switch instead of thunderbolt to function as a pivot. Flash cannon for chip on ground types switching in, and for killing Alolan-Ninetales. Body press and Iron defense to kill ferrothorn and wall kartana. 60 speed to outspeed Corviknight and kill them with a volt switch. This Pokemon takes care of many different steel types in the tier in most cases, helping to open up Kyurem and Dragapult. It's a very useful Pokemon for the team, and sand stream also helps because it does not take residual damage while the opponent may.
KYUREM
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Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Focus Blast
- Earth Power
One of the most terrifying threats in OU, presented here with the choice specs, is the breaker for the team. Dual ice move for max coverage. Ice Beam is the most Spammable attack, hitting extremely hard. Freeze-Dry for water types such as toxapex, swampert and tapu fini. Getting a freeze is also very beneficial, as it essentially allows you to re-position or grab a free kill. Focus blast to hit blissey, tyranitar and steel types. Earth power for Heatran and Magnezone, although focus blast can also be clicked. Kyurem appreciates the dual defoggers on the squad, as it is quite weak to stealth rock.
TORNADUS-T

Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Knock Off
- Defog
- Hurricane
- U-turn
Role compression is the name of the game. Able to remove items, remove hazards, pivot AND revenge kill is what make Tornadus so useful. It also acts as the ground immunity, can take strong attacks and regenerate HP back. Notably, it checks Rillaboom and Kartana amongst other things.
DRAGAPULT

Dragapult @ Dragon Fang
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Phantom Force
- Sucker Punch
Dragapult is the setup sweeper for the team. Clear body prevents Pult from being intimidated, and with a monstrous attack of 372 through an adamant nature (which it can afford to run), it becomes very difficult to stop. Dragon fang is used instead of LO for longevity, as Pult likes to come in for a little bit and switch out sometimes. Once a DD has been set, the opponent begins to scramble and make many switches, oftentimes. With LO, you may end up knocking yourself out if the opponent has gotten enough chip on you. HD boots aren't used because the team has dual defoggers, and it appreciates the boost on the dragon darts. Phantom force is to take out fairy types once they've been chipped, and for other dragon resists. Sucker punch takes out a chipped rillaboom clicking G-glide, and ohko's Blacephalon. Steel wing can be ran for Clefable and Lele on the switch, but the priority from sucker punch has been quite comfortable for me.
NOTABLE THREATS/COUNTERS
Electric types:








Since this team has no ground types, strong electric types freely clicking moves such as volt switch, wear this team down. Tapu-Fini and Tornadus in particular, are very prone. Zapdos with HD boots is particularly difficult to deal with. Luckily kyurem destroys many of these threats, so play around that. The Zolt brothers can wreck havoc if you don't play around them carefully. Magnezone and Kyurem are quite useful here, and a boosted Dragapult outspeeds.
Garchomp

The classic SD chomp is very dangerous to this team, because once it gets a scale shot it becomes nearly impossible to stop. Watch out for screens/veil game plans where Chomp gets to come in and set up. This is very difficult to play around.
Clefable

Not knowing whether the clefable is unaware or magic guard makes coming up with a solution difficult. Magnezone seems an obvious switch, but mystical fire can be annoying. On one hand, an unaware clefable puts to rest any Pult or Fini win-condition. Cosmic power sets can very often spell certain doom. Magic guard will always be an annoying switch in, but atleast it can be chipped and swept up by Pult.
Kyurem

For the same reasons kyurem is so deadly on my team, it also devastates it.
Stall:
Stall can be difficult to deal with because of only having 1 breaker, so you must optimize Kyurem's turns. Never bring it in when you haven't removed stealth rocks. Magnezone's trapping and T-tar's rocks + sand is very important for residual damage as well. You can also initiate Pult when the things which wall it have been chipped appropriately.
Importable: https://pokepast.es/f84f106da6b19592
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