Hey, I'm a returning player from the BW days giving competitive another shot. After some messing around I've landed on a team that's gotten me to the 1400s but I feel like I'm constantly run over by common mons now. I did make some changes already but would like some input ^^
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard
Not much to say here, Weavile seems like one of if not the strongest cleanup mons rn. Lategame wincon when its checks and counters are removed. I've considered swapping out SD since I rarely click it since by the time I start using Weavile, the enemy team is already weak enough where I can just click attacks and win.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Whirlpool
- Taunt
- Moonblast
- Nature's Madness
One of my favourite sets rn, abuses stall mons and walls super hard. Main role is to remove Toxapex, Clefable (sometimes) and the like to enable Weavile. Also stops enemy Weaviles and Urshifus from running over my team. Cool mon.
I kinda copied the set from a thread in the SSOU subforum, I believe the EVs let you outspeed max spd heatran but since this isn't my dedicated heatran switch-in, I feel like the spread can use some work.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Roost
- U-turn
- Flamethrower
- Scorching Sands
The most recent change to the team. Initially I had Heatran here with the Magma Taunt trap set - Double trapping was pretty fun - but I kept getting rolled by Kartana since secret sword hits like a truck on Heatran. Moltres tanks Kartana better imo but really, really hates Knock Off so I'm still not sure. Moltres also counters Rillaboom better who could otherwise be a problem, since if he sets up an SD this team gets rolled without Moltres. Roost Turn for utility and longetivity, Flametrower STAB and Scorching Sands to kill Heatran and possibly surprise other ground-weak mons. God Bless HDB.
Not sure on the spread, stole it from the suggested sets. I like the SpA but haven't ran the calcs yet on what it needs to reliable OHKO/2HKO the things i want to kill with it.
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Knock Off
- Sacred Sword
- Leaf Blade
One of the members I'm still torn on. On one hand, this thing tears through a lot of mons. However I feel like I barely use it and it kinda shares its role with weavile already. However its ability to soften up stuff like Corviknight, Lando-t, etc is really appreciated, and has very good late-game cleanup capability. Also I have an unreasonable obsession with FWG cores.
Aerial Ace is for dealing with Buzzwhole after he's taken a bit of chip damage.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Defog
- Stealth Rock
- U-turn
Mandatory Lando-t I needed some role compression since I didn't want to run defog on Moltres and Lando-t seemed the most obvious choice here, Intimidate is a great ability, it stops Zeraora from dunking on Moltres and Fini, provides hazard control and can pivot really well. I can see why this guy's in the S tier, though I'm kinda tired of seeing Lando literally everywhere already and I've only been back for 2 days.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Toxic
I'm most unsure about this mon. Felt like I needed some more Special firepower in the team, and something to help deal with Koko, and another trapper for steel-types can't hurt when I rely on Kartana and Weavile as my main wincons. Thing is, I barely every swap magnezone in and even if I do, I feel like he just kinda doesnt do much. I was running SubRoost Kyurem in this slot earlier for idk why. I'm considerin running Specs Dragapult in this slot but honestly idk. Perhaps I could also run something here that can defog/set hazards to free up a slot on Lando for toxic/knock-off.
Overall I'm pretty satisfied with the team so far. Main issues I've run into is hard hitting special nukes like specs Dragapult, Blacephalon and Tapu Lele since they require good predictions on my part. Shadow Ball hurts no matter what tho. I've also had issues against Tapu Koko + Weavile teams before I added Magnezone since Lando-t was the only answer and he gets worn down pretty hard if he takes repeated chip damage from rocks, knock off, dazzling gleam and other stuff. Lastly so far, I've found that Melmetal is really annoying to play around, depending on what moves he carries. TPunch hits Moltres really hard, Ice Punch messes up Lando and DIB hurts on almost anyone, and it usually carries AV so Moltres and Magnezone can't stay in safely and nuke it down.
Thanks in advance for the help!
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard
Not much to say here, Weavile seems like one of if not the strongest cleanup mons rn. Lategame wincon when its checks and counters are removed. I've considered swapping out SD since I rarely click it since by the time I start using Weavile, the enemy team is already weak enough where I can just click attacks and win.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Whirlpool
- Taunt
- Moonblast
- Nature's Madness
One of my favourite sets rn, abuses stall mons and walls super hard. Main role is to remove Toxapex, Clefable (sometimes) and the like to enable Weavile. Also stops enemy Weaviles and Urshifus from running over my team. Cool mon.
I kinda copied the set from a thread in the SSOU subforum, I believe the EVs let you outspeed max spd heatran but since this isn't my dedicated heatran switch-in, I feel like the spread can use some work.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Roost
- U-turn
- Flamethrower
- Scorching Sands
The most recent change to the team. Initially I had Heatran here with the Magma Taunt trap set - Double trapping was pretty fun - but I kept getting rolled by Kartana since secret sword hits like a truck on Heatran. Moltres tanks Kartana better imo but really, really hates Knock Off so I'm still not sure. Moltres also counters Rillaboom better who could otherwise be a problem, since if he sets up an SD this team gets rolled without Moltres. Roost Turn for utility and longetivity, Flametrower STAB and Scorching Sands to kill Heatran and possibly surprise other ground-weak mons. God Bless HDB.
Not sure on the spread, stole it from the suggested sets. I like the SpA but haven't ran the calcs yet on what it needs to reliable OHKO/2HKO the things i want to kill with it.
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Knock Off
- Sacred Sword
- Leaf Blade
One of the members I'm still torn on. On one hand, this thing tears through a lot of mons. However I feel like I barely use it and it kinda shares its role with weavile already. However its ability to soften up stuff like Corviknight, Lando-t, etc is really appreciated, and has very good late-game cleanup capability. Also I have an unreasonable obsession with FWG cores.
Aerial Ace is for dealing with Buzzwhole after he's taken a bit of chip damage.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Defog
- Stealth Rock
- U-turn
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Toxic
I'm most unsure about this mon. Felt like I needed some more Special firepower in the team, and something to help deal with Koko, and another trapper for steel-types can't hurt when I rely on Kartana and Weavile as my main wincons. Thing is, I barely every swap magnezone in and even if I do, I feel like he just kinda doesnt do much. I was running SubRoost Kyurem in this slot earlier for idk why. I'm considerin running Specs Dragapult in this slot but honestly idk. Perhaps I could also run something here that can defog/set hazards to free up a slot on Lando for toxic/knock-off.
Overall I'm pretty satisfied with the team so far. Main issues I've run into is hard hitting special nukes like specs Dragapult, Blacephalon and Tapu Lele since they require good predictions on my part. Shadow Ball hurts no matter what tho. I've also had issues against Tapu Koko + Weavile teams before I added Magnezone since Lando-t was the only answer and he gets worn down pretty hard if he takes repeated chip damage from rocks, knock off, dazzling gleam and other stuff. Lastly so far, I've found that Melmetal is really annoying to play around, depending on what moves he carries. TPunch hits Moltres really hard, Ice Punch messes up Lando and DIB hurts on almost anyone, and it usually carries AV so Moltres and Magnezone can't stay in safely and nuke it down.
Thanks in advance for the help!
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