I've been getting back into Showdown lately, and I got a team I like that I would like to get some feedback on. Note that I'm not sure what do with tera types. Here's the team:
Sableye-Mega @ Sablenite
Ability: Magic Bounce
Tera Type: Dark
EVs: 248 HP / 8 Def / 248 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Foul Play
- Recover
- Will-O-Wisp
- Protect
Sableye is the center of the team. Magic bounce is a god-send, denying hazards to whatever it can wall. Max SpD with an Impish nature gives Sableye more bulk against physical and special Pokémon alike, such as Ferrothorn and Glimmora. I originally wanted a Calm mind set, but the loss in pp to recover makes it hard to pull off. Foul Play is perhaps Sableye's strongest moves, and punishes physical sweepers for setting up on it. Wil-o-wisp neuters physical threats and can be used with prankster in emergency (bad match up, basically). I was thinking of opting for Knock Off, but Foul Play has worked quite well for me. Protect allows a safe mega evolution, and has lots of bonuses: scout sets and what a choice Pokémon locks itself into, tank a z move, stall for burn/poison damage, and scout Charizard's mega stone.
Clodsire @ Leftovers
Ability: Unaware
Tera Type: Fighting
EVs: 252 HP / 252 SpD
Careful Nature
IVs: 0 Atk
- Toxic
- Recover
- Stealth Rock
- Body Press
My boy, I love this guy. It is so bulky, it avoids the 2HKO from Zard Y's weather ball after Leftovers recovery. However, it's not my primary check. That said, it does check a lot of heavy hitters very well, such as Archaludon and Raging Bolt, and weaker threats like Koko and Clefable. Toxic wears down sweepers and switch-ins, while Body Press provides immediate damage. Stealth Rock is basically obligatory on any team, especially stall, and this is where I fit it in. Unaware allows Clodsire to wall the sweepers it checks.
Moltres @ Leftovers
Ability: Pressure
Tera Type: Ground
EVs: 252 HP / 104 SpD / 152 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Defog
- Scorching Sands
Moltres is my obligatory Heatran check, and it also checks Kartana and Zard Y quite well. Flamethrower is Moltres' main attack, while Scorching Sands smacks Heatran. Defog is obligatory to keep Heatran's rocks off the field. Speed EVs allow Moltres to outspeed Heatran, with the rest in HP and SpD to better wall Heatran and Zard Y.
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Roost
- Defog
- Iron Defense
Corviknight checks physical setup sweepers that my Unaware Pokémon can't, such as Kartana, Lando, and Garchomp. Body Press, in conjunction with iron defense, allows Corviknight to check and 1v1 physical setup sweepers. Defog prevents Lando and Garchomp from keeping rocks up.
Clefable @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Heal Bell
- Calm Mind
Clefable is my obligatory cleric. I originally had Chansey, but she was too passive. I had max SpD, but switched to a mixed spread after taking too much damage from basically all physical moves. Calm Mind allows Clefable to check a variety of setup sweepers; it provides bulk against stored power and allows you to muscle through bulky threats such as Magic Guard Clefable and Dondonzo. Unaware is needed to check setup sweepers, notably ignoring defensive boosts so you win cm wars.
Pyukumuku @ Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Block
- Soak
- Recover
Pyukumuku checks the heavy hitting water types rampant on rain teams, such as Greninja, Urshifu, and Mega Swampert. Toxic is Pyukumuku's only means of causing damage. Block allows Pyukumuku to 1v1 the threats it checks, quickly wearing them down as Toxic damage increases. Soak allows Pyukumuku to use Toxic on poison and steel types, and weakens STAB moves as well.
Any suggestions for my team? What should I do with the Tera types?
Sableye-Mega @ Sablenite
Ability: Magic Bounce
Tera Type: Dark
EVs: 248 HP / 8 Def / 248 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Foul Play
- Recover
- Will-O-Wisp
- Protect
Sableye is the center of the team. Magic bounce is a god-send, denying hazards to whatever it can wall. Max SpD with an Impish nature gives Sableye more bulk against physical and special Pokémon alike, such as Ferrothorn and Glimmora. I originally wanted a Calm mind set, but the loss in pp to recover makes it hard to pull off. Foul Play is perhaps Sableye's strongest moves, and punishes physical sweepers for setting up on it. Wil-o-wisp neuters physical threats and can be used with prankster in emergency (bad match up, basically). I was thinking of opting for Knock Off, but Foul Play has worked quite well for me. Protect allows a safe mega evolution, and has lots of bonuses: scout sets and what a choice Pokémon locks itself into, tank a z move, stall for burn/poison damage, and scout Charizard's mega stone.
Clodsire @ Leftovers
Ability: Unaware
Tera Type: Fighting
EVs: 252 HP / 252 SpD
Careful Nature
IVs: 0 Atk
- Toxic
- Recover
- Stealth Rock
- Body Press
My boy, I love this guy. It is so bulky, it avoids the 2HKO from Zard Y's weather ball after Leftovers recovery. However, it's not my primary check. That said, it does check a lot of heavy hitters very well, such as Archaludon and Raging Bolt, and weaker threats like Koko and Clefable. Toxic wears down sweepers and switch-ins, while Body Press provides immediate damage. Stealth Rock is basically obligatory on any team, especially stall, and this is where I fit it in. Unaware allows Clodsire to wall the sweepers it checks.
Moltres @ Leftovers
Ability: Pressure
Tera Type: Ground
EVs: 252 HP / 104 SpD / 152 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Defog
- Scorching Sands
Moltres is my obligatory Heatran check, and it also checks Kartana and Zard Y quite well. Flamethrower is Moltres' main attack, while Scorching Sands smacks Heatran. Defog is obligatory to keep Heatran's rocks off the field. Speed EVs allow Moltres to outspeed Heatran, with the rest in HP and SpD to better wall Heatran and Zard Y.
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Roost
- Defog
- Iron Defense
Corviknight checks physical setup sweepers that my Unaware Pokémon can't, such as Kartana, Lando, and Garchomp. Body Press, in conjunction with iron defense, allows Corviknight to check and 1v1 physical setup sweepers. Defog prevents Lando and Garchomp from keeping rocks up.
Clefable @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Heal Bell
- Calm Mind
Clefable is my obligatory cleric. I originally had Chansey, but she was too passive. I had max SpD, but switched to a mixed spread after taking too much damage from basically all physical moves. Calm Mind allows Clefable to check a variety of setup sweepers; it provides bulk against stored power and allows you to muscle through bulky threats such as Magic Guard Clefable and Dondonzo. Unaware is needed to check setup sweepers, notably ignoring defensive boosts so you win cm wars.
Pyukumuku @ Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Block
- Soak
- Recover
Pyukumuku checks the heavy hitting water types rampant on rain teams, such as Greninja, Urshifu, and Mega Swampert. Toxic is Pyukumuku's only means of causing damage. Block allows Pyukumuku to 1v1 the threats it checks, quickly wearing them down as Toxic damage increases. Soak allows Pyukumuku to use Toxic on poison and steel types, and weakens STAB moves as well.
Any suggestions for my team? What should I do with the Tera types?