This is a team I was inspired to build by Melmetal's Three attacks + T-Wave set, and it has been working well! It's biggest problem, however, is Lando-T, as this team lacks the firepower to deal with it. I will be open to any suggestions!
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Superpower
- Thunder Punch
- Thunder Wave
Melmetal is the bruiser in this team. Double Iron Bash as a STAB is ridiculous, hitting for massive damage. It gives him a great matchup against Fairies, such as the omnipresent Clefable and Tapu Lele. After a paralysis, Melmetal can proceed to flinchhax his opponents. Superpower does good damage to steel types such as Ferrothorn or Heatran who might switch in, expecting an easy matchup. Thunderpunch covers his matchup against Corviknight, as well as bulky water types such as Tapu Fini, Toxapex, and Slowking. T-Wave slows down opponents, allowing Double Iron Bash the option of flinchhaxing opponents. Overall a powerhouse set meant to take down some of OU's biggest problems.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
- Moonblast
- Knock Off
- Soft-Boiled
- Wish
Speaking of the devil, Clef is useful because of it's ability to act as a cleric, especially to Melmetal who lacks recovery. Moonblast hits Dragon. Dark, and Fighting types hard, despite Clef's lack of Spa. investment. Knock off is an annoying tool to use against opponents who have items, and is effective no matter the match up. Soft-Boiled acts as a reliable recovery move, while Wish is used to heal up other teammates, notably Melmetal and Garchomp. Clef acts as an essential cleric for the team, and a check against Dragapult.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Zeraora acts as a pivot and an effective option for speed control. Plasma Fists hits flying and water types hard, giving him a good matchup against OU staples such as Tornadus-T, Corviknight, and Tapu Fini. Volt Switch acts as a good pivoting move, and can hit physically def walls from the special side. Knock Off is a great utility tool to remove items from normally good switch ins such as Lando-T and Hippowdon. Close Combat pressures steel and ice types such as Ferrothorn, Weavile, and Kyurem well. Notably, Zeraora and Melmetal can pressure walls like Ferrothorn well in tandem with their fighting type coverage. Zeraora fulfills it's role as an offensive pivot well.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Future Sight
- Teleport
Slowking is a good spdef wall capable of stopping some of the tiers premiere special attackers. Scald does good damage, and can burn opponents if he is lucky. Slack Off keeps his health at full. Future Sight works very well in tandem with the physical attacks from Melmetal and Garchomp, weakening the opponents to kill range. Teleport acts as a slow pivot, allowing the next mon to avoid getting hit. A good spdef wall to round out the coverage.
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Stealth Rock
Garchomp acts as a good stealth rocker, wallbreaker, and even sweeper. Swords Dance boosts Garchomp's attack. Earthquake is a reliable STAB and a powerful one at that, hitting steel types particularly hard. Stone Edge rounds out his coverage by hitting flying types and levitate users not affected by EQ. Stealth Rock is great considering Garchomp's ability to force out defoggers. A solid generalist that can fulfill many roles thanks to his advantages.
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Brave Bird
- U-turn
- Defog
- Roost
Corviknight acts as a great defogger and physical wall. I opted for Brave Bird since it has a better matchup vs Lando-T. It also tears apart grass types such as Rillaboom, Tapu Bulu, and Tangrowth, and can surprise an unsuspecting Volcarona. U-turn acts as a pivot move, being able to get in another mon as a slow pivot. Defog is great for getting rid of entry hazards, and roost keeps Corviknight as full health. Rocky Helmet is great against U-Turn users who would use Corvinknight as fodder.
Again, I am open to any suggestions! Although I would prefer to keep Melmetal on the team!
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Superpower
- Thunder Punch
- Thunder Wave
Melmetal is the bruiser in this team. Double Iron Bash as a STAB is ridiculous, hitting for massive damage. It gives him a great matchup against Fairies, such as the omnipresent Clefable and Tapu Lele. After a paralysis, Melmetal can proceed to flinchhax his opponents. Superpower does good damage to steel types such as Ferrothorn or Heatran who might switch in, expecting an easy matchup. Thunderpunch covers his matchup against Corviknight, as well as bulky water types such as Tapu Fini, Toxapex, and Slowking. T-Wave slows down opponents, allowing Double Iron Bash the option of flinchhaxing opponents. Overall a powerhouse set meant to take down some of OU's biggest problems.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
- Moonblast
- Knock Off
- Soft-Boiled
- Wish
Speaking of the devil, Clef is useful because of it's ability to act as a cleric, especially to Melmetal who lacks recovery. Moonblast hits Dragon. Dark, and Fighting types hard, despite Clef's lack of Spa. investment. Knock off is an annoying tool to use against opponents who have items, and is effective no matter the match up. Soft-Boiled acts as a reliable recovery move, while Wish is used to heal up other teammates, notably Melmetal and Garchomp. Clef acts as an essential cleric for the team, and a check against Dragapult.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Zeraora acts as a pivot and an effective option for speed control. Plasma Fists hits flying and water types hard, giving him a good matchup against OU staples such as Tornadus-T, Corviknight, and Tapu Fini. Volt Switch acts as a good pivoting move, and can hit physically def walls from the special side. Knock Off is a great utility tool to remove items from normally good switch ins such as Lando-T and Hippowdon. Close Combat pressures steel and ice types such as Ferrothorn, Weavile, and Kyurem well. Notably, Zeraora and Melmetal can pressure walls like Ferrothorn well in tandem with their fighting type coverage. Zeraora fulfills it's role as an offensive pivot well.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Future Sight
- Teleport
Slowking is a good spdef wall capable of stopping some of the tiers premiere special attackers. Scald does good damage, and can burn opponents if he is lucky. Slack Off keeps his health at full. Future Sight works very well in tandem with the physical attacks from Melmetal and Garchomp, weakening the opponents to kill range. Teleport acts as a slow pivot, allowing the next mon to avoid getting hit. A good spdef wall to round out the coverage.
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Stealth Rock
Garchomp acts as a good stealth rocker, wallbreaker, and even sweeper. Swords Dance boosts Garchomp's attack. Earthquake is a reliable STAB and a powerful one at that, hitting steel types particularly hard. Stone Edge rounds out his coverage by hitting flying types and levitate users not affected by EQ. Stealth Rock is great considering Garchomp's ability to force out defoggers. A solid generalist that can fulfill many roles thanks to his advantages.
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Brave Bird
- U-turn
- Defog
- Roost
Corviknight acts as a great defogger and physical wall. I opted for Brave Bird since it has a better matchup vs Lando-T. It also tears apart grass types such as Rillaboom, Tapu Bulu, and Tangrowth, and can surprise an unsuspecting Volcarona. U-turn acts as a pivot move, being able to get in another mon as a slow pivot. Defog is great for getting rid of entry hazards, and roost keeps Corviknight as full health. Rocky Helmet is great against U-Turn users who would use Corvinknight as fodder.
Again, I am open to any suggestions! Although I would prefer to keep Melmetal on the team!