Hey
First time posting a team here, just wanted some opinion on it, it's pretty standard overall, but I would love some opinions/critiques! There are some threats that I don't have accounted for, so if you see any glaring weaknesses that I missed, let me know what can be changed in order to work around those threats. I haven't faced any trick room with this team yet, but I'm not too confident in how it would deal with it. Thank you in advance!
Coalossal @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Rock Blast
- Heat Crash/Flare Blitz
- Will-O-Wisp
Whenever I'm teambuilding, I try to think of lower tier pokemon I could use that fill a specific niche/counter some OU mons. Coalossal does a pretty good job of countering Volcarona, rock blast always knocking it out. Coalossal can also take at least 1 aura sphere from specs Magearna, while dishing out 53-63% with flare blitz, of course doing less damage with heat crash but with no recoil. Coalossal is also naturally physically defensive enough to take a +1 dragon darts from Dragapult, and dish out a will-o-wisp to cripple it. Rapid Spin obviously just gives us hazard control. I like flame body over flash fire because of the chance to burn physical threats. We already quad resist fire, so Volcarona isn't going be throwing any fire moves at us.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA /
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Honestly Clefable is more of a spot filler to make up a dragon/fairy/steel core. In addition, this team doesn't really have much reliable recovery, so wish passing is pretty helpful. The only thing I'm not entirely sure on is whether to run phys. or special defense. Physical defense plus unaware gives us our only real counter to Hawlucha, which kinda destroys the team otherwise. I prefer magic guard for literally any other situation, but like I said, I don't have much else for Hawlucha or other fighting types like Urshifu.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 188 Def / 68 Spe
Impish Nature
- Body Press
- Earthquake
- Stealth Rock
- Toxic
Standard Kommo-o physically defensive set, does well against Rillaboom and other physical threats. Provides hazards, and toxic helps to put things on a timer.
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 248 HP / 112 SpA / 12 SpD / 136 Spe
Modest Nature
- Fleur Cannon
- Volt Switch
- Aura Sphere
- Trick
To me, it seems like you almost have to run Magearna because of how much of a threat it is. Not sure what I'll replace it with once the inevitable ban happens. Trick has really helped when dealing with Ferrothorn, absolutely crippling it. I'm thinking it may need more EVs put into special attack since I'd prefer to do more than 50% to special defense Toxapex with specs Volt Switch.
Hawlucha @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Acrobatics
- Taunt/Roost
Another standard set, Hawlucha has come in super clutch in the end of a few games, turning games completely around. Hits hard, and can predict around haze Toxapex with taunt.
Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 100 HP / 252 SpA / 156 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower/Thunderbolt
Lastly, I felt like I needed some sort of speed control. I'm running enough speed to outspeed max speed Kingdra in the rain, Draco always knocking it out, assuming we hit. This also outspeeds Zeraora, and takes 1 Play Rough with the HP investment, dealing a guaranteed 2 hit KO with Draco after rocks, that is if Zeraora isn't running Heavy Duty Boots, which has a small percent of not knocking it out. Sucker Punch from Cinderace also does 93.2% max, so we're able to do massive damage. Not sure if I should run Flamethrower or T-Bolt, haven't tested enough with either to make a clear decision. U-Turn gives us momentum, and Shadow Ball just gives us another form of STAB, having a chance of knocking out Alakazam.
First time posting a team here, just wanted some opinion on it, it's pretty standard overall, but I would love some opinions/critiques! There are some threats that I don't have accounted for, so if you see any glaring weaknesses that I missed, let me know what can be changed in order to work around those threats. I haven't faced any trick room with this team yet, but I'm not too confident in how it would deal with it. Thank you in advance!
Coalossal @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Rock Blast
- Heat Crash/Flare Blitz
- Will-O-Wisp
Whenever I'm teambuilding, I try to think of lower tier pokemon I could use that fill a specific niche/counter some OU mons. Coalossal does a pretty good job of countering Volcarona, rock blast always knocking it out. Coalossal can also take at least 1 aura sphere from specs Magearna, while dishing out 53-63% with flare blitz, of course doing less damage with heat crash but with no recoil. Coalossal is also naturally physically defensive enough to take a +1 dragon darts from Dragapult, and dish out a will-o-wisp to cripple it. Rapid Spin obviously just gives us hazard control. I like flame body over flash fire because of the chance to burn physical threats. We already quad resist fire, so Volcarona isn't going be throwing any fire moves at us.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA /
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Honestly Clefable is more of a spot filler to make up a dragon/fairy/steel core. In addition, this team doesn't really have much reliable recovery, so wish passing is pretty helpful. The only thing I'm not entirely sure on is whether to run phys. or special defense. Physical defense plus unaware gives us our only real counter to Hawlucha, which kinda destroys the team otherwise. I prefer magic guard for literally any other situation, but like I said, I don't have much else for Hawlucha or other fighting types like Urshifu.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 188 Def / 68 Spe
Impish Nature
- Body Press
- Earthquake
- Stealth Rock
- Toxic
Standard Kommo-o physically defensive set, does well against Rillaboom and other physical threats. Provides hazards, and toxic helps to put things on a timer.
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 248 HP / 112 SpA / 12 SpD / 136 Spe
Modest Nature
- Fleur Cannon
- Volt Switch
- Aura Sphere
- Trick
To me, it seems like you almost have to run Magearna because of how much of a threat it is. Not sure what I'll replace it with once the inevitable ban happens. Trick has really helped when dealing with Ferrothorn, absolutely crippling it. I'm thinking it may need more EVs put into special attack since I'd prefer to do more than 50% to special defense Toxapex with specs Volt Switch.
Hawlucha @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Acrobatics
- Taunt/Roost
Another standard set, Hawlucha has come in super clutch in the end of a few games, turning games completely around. Hits hard, and can predict around haze Toxapex with taunt.
Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 100 HP / 252 SpA / 156 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower/Thunderbolt
Lastly, I felt like I needed some sort of speed control. I'm running enough speed to outspeed max speed Kingdra in the rain, Draco always knocking it out, assuming we hit. This also outspeeds Zeraora, and takes 1 Play Rough with the HP investment, dealing a guaranteed 2 hit KO with Draco after rocks, that is if Zeraora isn't running Heavy Duty Boots, which has a small percent of not knocking it out. Sucker Punch from Cinderace also does 93.2% max, so we're able to do massive damage. Not sure if I should run Flamethrower or T-Bolt, haven't tested enough with either to make a clear decision. U-Turn gives us momentum, and Shadow Ball just gives us another form of STAB, having a chance of knocking out Alakazam.