Calm Mind Tapu fini and Weavile Balance Peak (1650)

zReptar

formerly LT83AQ Lou
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Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
- Calm Mind
- Taunt
- Scald
- Draining Kiss
Taunt turns Pokemon that rely on status moves to damage Tapu Fini such as Blissey and Toxapex into setup fodder. It also prevents Slowking from using Teleport and Pokemon like Corviknight and Clefable from using their recovery moves, forcing them to play more carefully to avoid being worn down. Scald is weaker than Surf, but it discourages Pokemon not protected by Misty Terrain, such as Landorus-T and Rillaboom, from switching in due to the threat of a burn. Draining Kiss is preferred over Moonblast to make Tapu Fini less easily worn down, but Moonblast can be considered for its greater immediate power. 140 Speed EVs are used to outspeed Bisharp and Timid Magnezone. The Defense EVs and Bold nature are used because Calm Mind already boosts Tapu Fini's special bulk.



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Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Iron Defense
- Body Press
- Thunderbolt
- Toxic
Iron Defense + Body Press Magnezone traps Pokemon that its STAB moves cannot threaten while also pressuring certain special walls that can switch into its attacks otherwise, such as Blissey. Ferrothorn is the main target, as it is one of the best defensive Steel-types that resists Electric and Steel, but this set is still able to trap typical targets like Skarmory and Corviknight with Thunderbolt. Substitute is very useful alternative to block common status moves such as Ferrothorn's Leech Seed and get one more hit off after taking down a Steel-type. Toxic allows Magnezone to badly poison switch-ins such as Landorus-T and Swampert that can exploit Magnezone, while Teleport allows for Magnezone to gain momentum against them and other Ground-type Pokemon instead.

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Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 12 Def / 124 SpA / 120 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam
Assault Vest allows Galarian Slowking to act as a special tank, sponging hits from the likes of Clefable, Tapu Koko, and Tapu Fini and threatening them out with it's STAB moves. Future Sight may be used along with powerful attackers like Urshifu-R and Bisharp to break through Pokemon such as Toxapex and Buzzwole. The combination of Future Sight and Sludge Bomb also allows Galarian Slowking to easily break through and damage Substitute users like Kyurem and Zapdos. However, Psychic may be used for more immediate damage to Toxapex and Urshifu-R. Flamethrower can be used to punish Steel-Type Pokemon like Ferrothorn and Corviknight that would normally attempt to switch into Galarian Slowking on an expected Future Sight. Scald is used to punish switch-ins to opposing Ground-Types such as Hippowdon, Landorus, and Excadrill, chipping them down and possibly crippling them with burn. It may also be used to chip down Heatran, which is otherwise unaffected by most of Galarian Slowking's moves. Hydro Pump may also be used to greatly chip Heatran and other Ground- and Fire-types at the price for being unable to fish for burns on other Pokemon and lower accuracy. Unlike Scald, Hydro Pump allows Galarian Slowking to 3HKO Specially Defensive Heatran, and can 2HKO defensive Ground-types like Landorus-T and Hippowdon. Ice Beam can also replace Scald as a higher power move that specifically targets Ground- and Dragon-types like Landorus-Therian, Dragapult, and Garchomp. 252 HP EVs 12 Def EVs and 120 SpD EVs coupled with a Calm Nature and Assault Vest allow Galarian Slowking to tank 2 Choice Specs Shadow Balls from Dragapult and also allow it to live 1 Choice Banded Surging Strikes from Urshifu-R. The remaining EVs are put into Special Attack to maximize its offensive presence. However, if the Dragapult threshold is not necessary for the team, a Modest nature can be run for increased damage with Future Sight and in general.



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Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel/ Icicle Crash
- Knock Off
- Ice Shard
Swords Dance allows Weavile to be one of the best late game cleaners in OU. After some prior chip damage, Weavile is able to break past its usual checks such as Clefable, Toxapex, and Corviknight, and sweep through the opposing team. It gains setup opportunities on forced switches from Pokemon like Galarian Slowking and Landorus-T, as well as more offensive threats like Garchomp, Hydreigon, Choice-locked and Dragapult. While Triple Axel is an incredibly strong Ice-type STAB, its unreliability can lead some to prefer Icicle Crash, which has higher accuracy and avoids contact at the cost of much of its power, which is especially noticeable against Clefable, Buzzwole, and Skarmory. Weavile uses Knock Off on defensive Pokemon during the early game, removing key items like Corviknight's Leftovers or Rocky Helmet, Buzzwole's Heavy-Duty Boots or Rocky Helmet, and Clefable's Leftovers, in order to help chip these targets down more easily, often via hazards damage or pivoting teammates, in preparation for an endgame with Triple Axel. Ice Shard has use in revenge killing faster threats like Dragapult, Speed-boosted Garchomp, and Hawlucha, and can help facilitate an endgame sweep by picking off weakened revenge killers like Tapu Koko and Zeraora. An Adamant Nature is primarily used to deal much more damage to typical checks, most notably increasing rolls to OHKO Clefable while dealing heavily increased damage to Corviknight and Toxapex. A Jolly Nature can alternatively be used on teams lacking speed control or those extremely weak to Tornadus-T.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Defog/Stealth Rock
Defensive Landorus-T is a great Stealth Rock setter by virtue of its good typing and Intimidate, which help it switch into many physical attackers including Garchomp and Excadrill to sponge hits. U-turn allows it to safely pivot out against checks like Corviknight, Hippowdon, and opposing Landorus-T as well as keep up momentum during a match. Knock Off cripples any Pokemon that switches in by removing their item; this makes Landorus-T much more annoying to switch into. Removing Heavy-Duty Boots from Pokemon like Tornadus-T, Zapdos, and Mandibuzz is especially useful, as it leaves them vulnerable to Landorus-T's Stealth Rock. Toxic is an alternative that cripples Pokemon like Tangrowth, Slowbro, and opposing Landorus-T. It's also especially useful for pressuring Defoggers such as the aforementioned Tornadus-T and Mandibuzz. Leftovers provides Landorus-T with passive recovery, which somewhat mitigates its problem with longevity. 92 Speed EVs are used to outspeed Bisharp and specially defensive Heatran as well as positive-natured base 60s such as Magnezone and Aegislash.

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Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Knock Off
- Sacred Sword
Swords Dance Kartana is a premier wallbreaker because of its immense power. Its ability to steamroll its common Flying-type checks when boosted or slowly whittle them down with Knock Off and entry hazard support makes it nearly uncheckable. Knock Off targets Flying-type switch-ins like Mandibuzz, Zapdos, and Tornadus-T, as well as hitting Galarian Slowking and Volcarona. By removing their items, Kartana ensures that it or one of its teammates has an easier time breaking through later. Sacred Sword lets it break through Steel-types such as Ferrothorn and Heatran more easily. Sacred Sword also lets Kartana beat Iron Defense Corviknight and Skarmory by bypassing their Defense boosts. Synthesis is an alternative to ensure Kartana defeats Corviknight while healing off Life Orb recoil. It is especially valuable on bulkier teams, where Kartana can be useful even after eliminating Corviknight. However, forgoing Sacred Sword results in harder matchups against other Steel-types like Ferrothorn and Heatran. A Jolly nature is used to outspeed and possibly revenge kill common offensive threats like Garchomp and Hydreigon. Life Orb is especially useful when trying to break through common defensive walls like Corviknight, Zapdos, and Tangrowth

Importable team- Calm Mind Tapu fini and Weavile Balance Peak (1650) (pokepast.es)
I'm sorry for the long Rmt its my first time. Hope you enjoy the team and let me know of any improvements that need to be made.
 
View attachment 371523
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
- Calm Mind
- Taunt
- Scald
- Draining Kiss
Taunt turns Pokemon that rely on status moves to damage Tapu Fini such as Blissey and Toxapex into setup fodder. It also prevents Slowking from using Teleport and Pokemon like Corviknight and Clefable from using their recovery moves, forcing them to play more carefully to avoid being worn down. Scald is weaker than Surf, but it discourages Pokemon not protected by Misty Terrain, such as Landorus-T and Rillaboom, from switching in due to the threat of a burn. Draining Kiss is preferred over Moonblast to make Tapu Fini less easily worn down, but Moonblast can be considered for its greater immediate power. 140 Speed EVs are used to outspeed Bisharp and Timid Magnezone. The Defense EVs and Bold nature are used because Calm Mind already boosts Tapu Fini's special bulk.



View attachment 371525
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Iron Defense
- Body Press
- Thunderbolt
- Toxic
Iron Defense + Body Press Magnezone traps Pokemon that its STAB moves cannot threaten while also pressuring certain special walls that can switch into its attacks otherwise, such as Blissey. Ferrothorn is the main target, as it is one of the best defensive Steel-types that resists Electric and Steel, but this set is still able to trap typical targets like Skarmory and Corviknight with Thunderbolt. Substitute is very useful alternative to block common status moves such as Ferrothorn's Leech Seed and get one more hit off after taking down a Steel-type. Toxic allows Magnezone to badly poison switch-ins such as Landorus-T and Swampert that can exploit Magnezone, while Teleport allows for Magnezone to gain momentum against them and other Ground-type Pokemon instead.

View attachment 371527
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 12 Def / 124 SpA / 120 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam
Assault Vest allows Galarian Slowking to act as a special tank, sponging hits from the likes of Clefable, Tapu Koko, and Tapu Fini and threatening them out with it's STAB moves. Future Sight may be used along with powerful attackers like Urshifu-R and Bisharp to break through Pokemon such as Toxapex and Buzzwole. The combination of Future Sight and Sludge Bomb also allows Galarian Slowking to easily break through and damage Substitute users like Kyurem and Zapdos. However, Psychic may be used for more immediate damage to Toxapex and Urshifu-R. Flamethrower can be used to punish Steel-Type Pokemon like Ferrothorn and Corviknight that would normally attempt to switch into Galarian Slowking on an expected Future Sight. Scald is used to punish switch-ins to opposing Ground-Types such as Hippowdon, Landorus, and Excadrill, chipping them down and possibly crippling them with burn. It may also be used to chip down Heatran, which is otherwise unaffected by most of Galarian Slowking's moves. Hydro Pump may also be used to greatly chip Heatran and other Ground- and Fire-types at the price for being unable to fish for burns on other Pokemon and lower accuracy. Unlike Scald, Hydro Pump allows Galarian Slowking to 3HKO Specially Defensive Heatran, and can 2HKO defensive Ground-types like Landorus-T and Hippowdon. Ice Beam can also replace Scald as a higher power move that specifically targets Ground- and Dragon-types like Landorus-Therian, Dragapult, and Garchomp. 252 HP EVs 12 Def EVs and 120 SpD EVs coupled with a Calm Nature and Assault Vest allow Galarian Slowking to tank 2 Choice Specs Shadow Balls from Dragapult and also allow it to live 1 Choice Banded Surging Strikes from Urshifu-R. The remaining EVs are put into Special Attack to maximize its offensive presence. However, if the Dragapult threshold is not necessary for the team, a Modest nature can be run for increased damage with Future Sight and in general.



View attachment 371529
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel/ Icicle Crash
- Knock Off
- Ice Shard
Swords Dance allows Weavile to be one of the best late game cleaners in OU. After some prior chip damage, Weavile is able to break past its usual checks such as Clefable, Toxapex, and Corviknight, and sweep through the opposing team. It gains setup opportunities on forced switches from Pokemon like Galarian Slowking and Landorus-T, as well as more offensive threats like Garchomp, Hydreigon, Choice-locked and Dragapult. While Triple Axel is an incredibly strong Ice-type STAB, its unreliability can lead some to prefer Icicle Crash, which has higher accuracy and avoids contact at the cost of much of its power, which is especially noticeable against Clefable, Buzzwole, and Skarmory. Weavile uses Knock Off on defensive Pokemon during the early game, removing key items like Corviknight's Leftovers or Rocky Helmet, Buzzwole's Heavy-Duty Boots or Rocky Helmet, and Clefable's Leftovers, in order to help chip these targets down more easily, often via hazards damage or pivoting teammates, in preparation for an endgame with Triple Axel. Ice Shard has use in revenge killing faster threats like Dragapult, Speed-boosted Garchomp, and Hawlucha, and can help facilitate an endgame sweep by picking off weakened revenge killers like Tapu Koko and Zeraora. An Adamant Nature is primarily used to deal much more damage to typical checks, most notably increasing rolls to OHKO Clefable while dealing heavily increased damage to Corviknight and Toxapex. A Jolly Nature can alternatively be used on teams lacking speed control or those extremely weak to Tornadus-T.

View attachment 371531
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Defog/Stealth Rock
Defensive Landorus-T is a great Stealth Rock setter by virtue of its good typing and Intimidate, which help it switch into many physical attackers including Garchomp and Excadrill to sponge hits. U-turn allows it to safely pivot out against checks like Corviknight, Hippowdon, and opposing Landorus-T as well as keep up momentum during a match. Knock Off cripples any Pokemon that switches in by removing their item; this makes Landorus-T much more annoying to switch into. Removing Heavy-Duty Boots from Pokemon like Tornadus-T, Zapdos, and Mandibuzz is especially useful, as it leaves them vulnerable to Landorus-T's Stealth Rock. Toxic is an alternative that cripples Pokemon like Tangrowth, Slowbro, and opposing Landorus-T. It's also especially useful for pressuring Defoggers such as the aforementioned Tornadus-T and Mandibuzz. Leftovers provides Landorus-T with passive recovery, which somewhat mitigates its problem with longevity. 92 Speed EVs are used to outspeed Bisharp and specially defensive Heatran as well as positive-natured base 60s such as Magnezone and Aegislash.

View attachment 371533
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Knock Off
- Sacred Sword
Swords Dance Kartana is a premier wallbreaker because of its immense power. Its ability to steamroll its common Flying-type checks when boosted or slowly whittle them down with Knock Off and entry hazard support makes it nearly uncheckable. Knock Off targets Flying-type switch-ins like Mandibuzz, Zapdos, and Tornadus-T, as well as hitting Galarian Slowking and Volcarona. By removing their items, Kartana ensures that it or one of its teammates has an easier time breaking through later. Sacred Sword lets it break through Steel-types such as Ferrothorn and Heatran more easily. Sacred Sword also lets Kartana beat Iron Defense Corviknight and Skarmory by bypassing their Defense boosts. Synthesis is an alternative to ensure Kartana defeats Corviknight while healing off Life Orb recoil. It is especially valuable on bulkier teams, where Kartana can be useful even after eliminating Corviknight. However, forgoing Sacred Sword results in harder matchups against other Steel-types like Ferrothorn and Heatran. A Jolly nature is used to outspeed and possibly revenge kill common offensive threats like Garchomp and Hydreigon. Life Orb is especially useful when trying to break through common defensive walls like Corviknight, Zapdos, and Tangrowth

Importable team- Calm Mind Tapu fini and Weavile Balance Peak (1650) (pokepast.es)
I'm sorry for the long Rmt its my first time. Hope you enjoy the team and let me know of any improvements that need to be made.

Hello! Thanks for posting, hope you had fun with the team, however, there are some very ever-present issues once examined. For one, Landorus is either given the role of a defogger or a hazard setter, which is far from ideal. Any team with a slower and bulkier playstyle requires safe switching, and hazard control in the form of removal and rocks for instance. This team would rely on rocks, as it makes many calcs for your current mons possible and the overall game plan becomes much more realistic, although lacking Defog means its entire goal is solely to rely on the offense of the mons which in this case isn't entirely reliable for a team of its style. Mons such as LO/CB Kartana and Weavile only offer so much speed control, and your defense core is almost entirely not there- especially VS Dragapult / Lele matchups- so there are a few things that need changed.

For one, if momentum is entirely self-generated in this team aside from Landorus there is unfortunately an issue. Momentum plays a huge factor into how a lot of these mons are played (such as safe switching), and considering its overall frailty this quickly becomes as road block, making you overly reliant on prediction. An added lack of any form of hazard control aside from an overbeared defensive / offensive power in Tapu Fini's taunt for one, is sorely not healthy, especially with a lack of SpD coverage. To have a fair balance of the two, Corviknight and Landorus to covering each other's weaknesses respectively, and are great additions to most cores which synergize well with Glowking and Weavile.

:Weavile: :Slowking-Galar: :Corviknight: :Landorus-Therian:

I came up with this core while trying to redesign your team, Weavile is an all around powerful physical threat that is well aided by the core for having multiple switches such as Corviknight or Landorus, and receiving Future Sight support from Slowking-G while covering your weaknesses.

:Zeraora: :Tapu Fini:

To add, these two provide a perfect balance of offense to speed control for the team. They're a nice pairing, as Tapu Fini begins to make up for further weaknesses for the likes of Urshifu-R, Weavile, and the occasional Crawdaunt while utilizing a trapper set to deal with the likes of Toxapex and Blissey, while Zeraora offers speed control and a secondary electric immunity as otherwise Landorus can be quickly overloaded.

https://pokepast.es/ae5cab6ce4b9b482

This is a very basic recreation of the core, if you want to give it a go.

Unfortunately I don't have much better explanation of how or why some of these changes are made outside of synergy. It's difficult to begin to change the functional core of a team without completely rewriting it to some degree.

EVs:

230 Speed creep Fini for other base 220s, mainly threats like non-hail max speed Arctozolt and Crawdaunt, 36 Spd / 248 HP to take 3HKO from Specs Dragapult Shadow Ball after rocks

44 Def SpD Lando for taking +1 / +2 LO Rillaboom Glassy Glides

248 HP Corv to take minimal rocks damage while being consistent, 92 SpD / 248 HP allows for back to back FD to be taken from Kyurem, rest into defense and Relaxed 0 Spe IVs to slowturn on other Corviknight and underspeed Hippowdon.
 
Hello! Thanks for posting, hope you had fun with the team, however, there are some very ever-present issues once examined. For one, Landorus is either given the role of a defogger or a hazard setter, which is far from ideal. Any team with a slower and bulkier playstyle requires safe switching, and hazard control in the form of removal and rocks for instance. This team would rely on rocks, as it makes many calcs for your current mons possible and the overall game plan becomes much more realistic, although lacking Defog means its entire goal is solely to rely on the offense of the mons which in this case isn't entirely reliable for a team of its style. Mons such as LO/CB Kartana and Weavile only offer so much speed control, and your defense core is almost entirely not there- especially VS Dragapult / Lele matchups- so there are a few things that need changed.

For one, if momentum is entirely self-generated in this team aside from Landorus there is unfortunately an issue. Momentum plays a huge factor into how a lot of these mons are played (such as safe switching), and considering its overall frailty this quickly becomes as road block, making you overly reliant on prediction. An added lack of any form of hazard control aside from an overbeared defensive / offensive power in Tapu Fini's taunt for one, is sorely not healthy, especially with a lack of SpD coverage. To have a fair balance of the two, Corviknight and Landorus to covering each other's weaknesses respectively, and are great additions to most cores which synergize well with Glowking and Weavile.

:Weavile: :Slowking-Galar: :Corviknight: :Landorus-Therian:

I came up with this core while trying to redesign your team, Weavile is an all around powerful physical threat that is well aided by the core for having multiple switches such as Corviknight or Landorus, and receiving Future Sight support from Slowking-G while covering your weaknesses.

:Zeraora: :Tapu Fini:

To add, these two provide a perfect balance of offense to speed control for the team. They're a nice pairing, as Tapu Fini begins to make up for further weaknesses for the likes of Urshifu-R, Weavile, and the occasional Crawdaunt while utilizing a trapper set to deal with the likes of Toxapex and Blissey, while Zeraora offers speed control and a secondary electric immunity as otherwise Landorus can be quickly overloaded.

https://pokepast.es/ae5cab6ce4b9b482

This is a very basic recreation of the core, if you want to give it a go.

Unfortunately I don't have much better explanation of how or why some of these changes are made outside of synergy. It's difficult to begin to change the functional core of a team without completely rewriting it to some degree.

EVs:

230 Speed creep Fini for other base 220s, mainly threats like non-hail max speed Arctozolt and Crawdaunt, 36 Spd / 248 HP to take 3HKO from Specs Dragapult Shadow Ball after rocks

44 Def SpD Lando for taking +1 / +2 LO Rillaboom Glassy Glides

248 HP Corv to take minimal rocks damage while being consistent, 92 SpD / 248 HP allows for back to back FD to be taken from Kyurem, rest into defense and Relaxed 0 Spe IVs to slowturn on other Corviknight and underspeed Hippowdon.
Thanks for the feed back i understand the weaknesses are pretty bad and i'll make sure to try out the changes
 
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