Hi there, this is the first thread I have ever posted on Smogon and hopefully it's good for a beginner. Now to get to the point, I wanted to get some advice on this team that I made a few days ago, I have test played the team and I will a replay at the bottom of this thread so you can see how deadly this team can be in battle. But first, Let's get to the team.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Extreme Speed
Now, this is the co-main wincon for the team. If you can manage to get Dragonite in without taking a hit and you get off a dragon dance, you now have one of the most op pokemon in OU. Not only can Drag sweep in the right situations, but it also has speed control that my team desperately needed until I just decided to put it on Dragonite with Extreme Speed. Dual Wingbeat is for stab and it hits twice so even better and Earthquake is just a great coverage move, so overall, this Dragonite can be your main wincon at the end of the game, or your possible setup sweeper wincon for the start or mid-game.
Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Substitute
- Belly Drum
- Stealth Rock
Ok now, this is your other half of your wincons as Kommo-o has won me multiple battles throughout using this team. Like Dragonite, if you can get it in battle safely, get up your sub without it being broken first turn, and then you get up Belly Drum, you're almost guaranteed to be able to 6-0 right there and then. I chose drain Punch as my only attacking move because it does a decent base 75 damage with the x4 Belly Drum boost and to keep you at decent health with the 50% of however much Drain Punch did coming right back to you. Stealth rocks are really just if you want a hazard up after you get up your sub or in some situations where you can tell Kommo-o won't be able to set-up with Belly Drum but that really won't be needed much due to our next pokemon, shuckle.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Infestation
Now Shuckle should be your lead, no exceptions. Even if your opponent leads with a fire type that can easily OHKO you, you still have sturdy to guarantee that you can at least get one hazard off. Whether that be sticky webs or stealth rocks. I just find that with shuckle's OP defensive stats that it can easily set up hazards and it is in my top 3 hazard setters in the game. If you can pull off an encore infestation combination that can be very good as well but that's just a secondary option if you survive after putting up webs and rocks but it's just optional because you can always just switch after hazards are up.
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
Now I know this is going to be a choice that many people will instantly want to change but hear me out. Weavile just swept an entire team for me yesterday, literally a full OU team, no pokemon from any other tier. I wish I saved the replay but I did not plan to be putting my team on this forum but it's just doing so good for me that I really wanted to do it. If you can get Weavile in at full health and not be knocked off, Weavile can be godly I am telling you. Triple Axel with the choice band is op, extremely op, it is the move that swept the team I was talking about. Not only is it banded but Triple Axel also increases damage each time it lands which makes it absolutely goated. Knock off is for stab and to get rid of any annoying items or ones that might stop Drag and Kommo-o like Heavy Duty Boots and other sitrus berry belly drum sweepers. Ice shard is for stab and speed control and Low Kick is for coverage, so overall this Weavile is your physical wallbreaker but in some situations where Drag and Kommo-o can not finish the battle, it can be your emergency wincon.
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Defog
Now this set is to be used for suicide leads mostly but I decided to use it as a physical wallbreaker and backup lead. I know I said always lead with shuckle no matter what but if shuckle goes down before rocks can get up (i.g. If you use sticky webs with shuckle first turn and then gets hit with flamethrower from Charizard but then Charizard hits you with a quick attack so you did not get to put up rocks, then you would go out to Lando and proceed to do that). I know it is not the best example but it is what it is. If that is not needed, his max EV in attack allows him to be another physical wallbreaker for the team if needed (which you will probably use him for most of the times, or just an explosion sac) EQ because it's just EQ that's kinda self-explanitory 100 base damage with max attack EV'S is a lot of damage. Lastly, I put defog on Lando so that we have some type of hazard control. So that is really all I need to say for Lando, and now let's go into our last Pokemon, Chandelure.
Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hex
- Toxic
- Protect
Now Chandelure is kind of the black sheep of this team. It is the only special attacker that I have on the team. I realized when making this thread that we literally had no special attacker once so ever so I decided to get one of my favorite special attackers in Pokemon history, Chandelure. This spot was originally given to Tapu Fini (I will put the set to that at the end of this thread if anybody wants to use it instead) but after realizing we had no special attackers, I put defog on Lando for hazard control to replace Fini's spot and add Chandelure in as our special attacker. Fire Blast is for stab and it is one of our very few special moves on the team although you will have some times where you rage when you miss fire blast during a clutch moment of the battle. Hex is in case you get hit with a status move, toxic is to just weaken down big threats and one strat I think can work but I have not been in the right situation yet is if you get matched up against a magic bounce Hatterine and you go for toxic and they magic bounce it back to you, then you have hex doubled and all you had to do was go for toxic and hope that your opponent does not know your strat and boom you have another possible sweeper right there.
Well, this is it for the team if anybody has any advice/critique for me I am glad to take it and I will use as much of it as I can. If you want Tapu Fini's set here it is
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 64 SpD / 192 Spe
Timid Nature
- Moonblast
- Scald
- Taunt
- Defog
Here is the pokepaste for my team as well https://pokepast.es/29fed5cf16fb144c
And here is a replay to see how to properly play the team
https://replay.pokemonshowdown.com/gen8ou-1290335646-spq857ayexud3g3k5xzn71f6aiqjwr2pw

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Extreme Speed
Now, this is the co-main wincon for the team. If you can manage to get Dragonite in without taking a hit and you get off a dragon dance, you now have one of the most op pokemon in OU. Not only can Drag sweep in the right situations, but it also has speed control that my team desperately needed until I just decided to put it on Dragonite with Extreme Speed. Dual Wingbeat is for stab and it hits twice so even better and Earthquake is just a great coverage move, so overall, this Dragonite can be your main wincon at the end of the game, or your possible setup sweeper wincon for the start or mid-game.
Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Substitute
- Belly Drum
- Stealth Rock
Ok now, this is your other half of your wincons as Kommo-o has won me multiple battles throughout using this team. Like Dragonite, if you can get it in battle safely, get up your sub without it being broken first turn, and then you get up Belly Drum, you're almost guaranteed to be able to 6-0 right there and then. I chose drain Punch as my only attacking move because it does a decent base 75 damage with the x4 Belly Drum boost and to keep you at decent health with the 50% of however much Drain Punch did coming right back to you. Stealth rocks are really just if you want a hazard up after you get up your sub or in some situations where you can tell Kommo-o won't be able to set-up with Belly Drum but that really won't be needed much due to our next pokemon, shuckle.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Infestation
Now Shuckle should be your lead, no exceptions. Even if your opponent leads with a fire type that can easily OHKO you, you still have sturdy to guarantee that you can at least get one hazard off. Whether that be sticky webs or stealth rocks. I just find that with shuckle's OP defensive stats that it can easily set up hazards and it is in my top 3 hazard setters in the game. If you can pull off an encore infestation combination that can be very good as well but that's just a secondary option if you survive after putting up webs and rocks but it's just optional because you can always just switch after hazards are up.
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
Now I know this is going to be a choice that many people will instantly want to change but hear me out. Weavile just swept an entire team for me yesterday, literally a full OU team, no pokemon from any other tier. I wish I saved the replay but I did not plan to be putting my team on this forum but it's just doing so good for me that I really wanted to do it. If you can get Weavile in at full health and not be knocked off, Weavile can be godly I am telling you. Triple Axel with the choice band is op, extremely op, it is the move that swept the team I was talking about. Not only is it banded but Triple Axel also increases damage each time it lands which makes it absolutely goated. Knock off is for stab and to get rid of any annoying items or ones that might stop Drag and Kommo-o like Heavy Duty Boots and other sitrus berry belly drum sweepers. Ice shard is for stab and speed control and Low Kick is for coverage, so overall this Weavile is your physical wallbreaker but in some situations where Drag and Kommo-o can not finish the battle, it can be your emergency wincon.

Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Defog
Now this set is to be used for suicide leads mostly but I decided to use it as a physical wallbreaker and backup lead. I know I said always lead with shuckle no matter what but if shuckle goes down before rocks can get up (i.g. If you use sticky webs with shuckle first turn and then gets hit with flamethrower from Charizard but then Charizard hits you with a quick attack so you did not get to put up rocks, then you would go out to Lando and proceed to do that). I know it is not the best example but it is what it is. If that is not needed, his max EV in attack allows him to be another physical wallbreaker for the team if needed (which you will probably use him for most of the times, or just an explosion sac) EQ because it's just EQ that's kinda self-explanitory 100 base damage with max attack EV'S is a lot of damage. Lastly, I put defog on Lando so that we have some type of hazard control. So that is really all I need to say for Lando, and now let's go into our last Pokemon, Chandelure.

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hex
- Toxic
- Protect
Now Chandelure is kind of the black sheep of this team. It is the only special attacker that I have on the team. I realized when making this thread that we literally had no special attacker once so ever so I decided to get one of my favorite special attackers in Pokemon history, Chandelure. This spot was originally given to Tapu Fini (I will put the set to that at the end of this thread if anybody wants to use it instead) but after realizing we had no special attackers, I put defog on Lando for hazard control to replace Fini's spot and add Chandelure in as our special attacker. Fire Blast is for stab and it is one of our very few special moves on the team although you will have some times where you rage when you miss fire blast during a clutch moment of the battle. Hex is in case you get hit with a status move, toxic is to just weaken down big threats and one strat I think can work but I have not been in the right situation yet is if you get matched up against a magic bounce Hatterine and you go for toxic and they magic bounce it back to you, then you have hex doubled and all you had to do was go for toxic and hope that your opponent does not know your strat and boom you have another possible sweeper right there.
Well, this is it for the team if anybody has any advice/critique for me I am glad to take it and I will use as much of it as I can. If you want Tapu Fini's set here it is

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 64 SpD / 192 Spe
Timid Nature
- Moonblast
- Scald
- Taunt
- Defog
Here is the pokepaste for my team as well https://pokepast.es/29fed5cf16fb144c
And here is a replay to see how to properly play the team
https://replay.pokemonshowdown.com/gen8ou-1290335646-spq857ayexud3g3k5xzn71f6aiqjwr2pw