Intro
I am a former top 500 gen 7 OU player who mainly spammed Mega Diancie balance team because I love Mega Diancie. Because of this, I am most familar with using balance teams and am not too great at using HO, however I wanted to try something new and since none of the teams I have played really feel right for me, I wanted to try making my own psychic spam team, since those were pretty fun in gen 7, but not my style.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Toxic
This is the main rocker and soft check to any special attackers such as Blacephalon and Dragapult especially. Leftovers and Earthquake are mandatory on this set for passive healing and STAB while u-turn is for momentum and toxic to wear down annoying pokemon immune to Earthquake. This allows Lando to be a bulky pivot for the team and not lose too much momentum from tanking attacks. Also, this is my ground type to block electric moves such as volt switch and the like.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Future Sight
Lele is the obvious choice for a psychic spam team as it sets up (duh) psychic terrain and gets the team going. This also allows me to block priority from things such as Weavile ice shard which is a huge threat to my team. Scarf is for the speed control since my team is somewhat lacking on that front while Psyshock and Moonblast are mandatory STABs. Focus Blast is to dent any steel type attempting to switch in trying to get a free turn. Future sight is a nice option to trap players into an uncomfortable situation when I am give a free turn to set it up.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Nasty Plot
- Shadow Ball
- Focus Blast
This is the main breaker and Terrain abuser. Magic guard to block any annoying hazards and status while also preserving Focus Sash in the case rocks will be up. Focus sash is on this set because I felt that the extra turn I would get from it was very valuable especially as a backup revenge killer to other choice scarfers or faster pokemon such as scarf Kartana. Nasty plot allows Alakazam to go from a good special attack to devastating levels and threatens to sweep at a moments notice. Expanding force is used over psychic to abuse the 140 power move in the terrain and go for the OHKOs rather than fishing for spdef drops or consistency.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Fire Blast
This is my other breaker and speed control. Since Dragapult and Alakazam have overlapping checks, they can each wear them down and put the checks into KO range for ther other. Standard set with Specs and dual stabs, U-Turn for momentum and scouting, and fire blast for steels that would not be 2HKO'd by shadow ball. Infiltrator to bypass sub and screens. Dragapult also serves as a soft check to opposing Urshifu-R since it can outspeed and threaten to KO with Draco Meteor. Fire Blast is used over Flamethrower for the greater power to cut down on turns lost.
Urshifu-Rapid-Strike @ Protective Pads
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- U-turn
Pads Urshifu is here because I think the team already has enough breaking potential and this blocks annoying side effects form contact like Rocky Helmet and Static mainly. This also provides freedom to switch moves and can serve as a late game cleaner if nessessary with Aqua Jet out of psychic terrain. Also, since Urshifu is a Water type, it can threaten to OHKO Lando and other Fire or Rock types that may stand in its way.
Zapdos-Galar @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Thunderous Kick
- U-turn
Gapdos is my main way of wallbreaking past special walls such as Chansey/Blissey while also being a Defiant user to deter defog usage since this is a HO team, and giving the enemy free turns to defog rocks is not allowed. Gapdos also helps wallbreaking the pesky steel types that flood the tier and halt progress of Alakazam and Dragapult try to make. Gapdos also serves as another ground immunity apart from Lando and being able to weaken checks for Urshifu so they can together break down the enemy's physical defensive core.
I am a former top 500 gen 7 OU player who mainly spammed Mega Diancie balance team because I love Mega Diancie. Because of this, I am most familar with using balance teams and am not too great at using HO, however I wanted to try something new and since none of the teams I have played really feel right for me, I wanted to try making my own psychic spam team, since those were pretty fun in gen 7, but not my style.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Toxic
This is the main rocker and soft check to any special attackers such as Blacephalon and Dragapult especially. Leftovers and Earthquake are mandatory on this set for passive healing and STAB while u-turn is for momentum and toxic to wear down annoying pokemon immune to Earthquake. This allows Lando to be a bulky pivot for the team and not lose too much momentum from tanking attacks. Also, this is my ground type to block electric moves such as volt switch and the like.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Future Sight
Lele is the obvious choice for a psychic spam team as it sets up (duh) psychic terrain and gets the team going. This also allows me to block priority from things such as Weavile ice shard which is a huge threat to my team. Scarf is for the speed control since my team is somewhat lacking on that front while Psyshock and Moonblast are mandatory STABs. Focus Blast is to dent any steel type attempting to switch in trying to get a free turn. Future sight is a nice option to trap players into an uncomfortable situation when I am give a free turn to set it up.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Nasty Plot
- Shadow Ball
- Focus Blast
This is the main breaker and Terrain abuser. Magic guard to block any annoying hazards and status while also preserving Focus Sash in the case rocks will be up. Focus sash is on this set because I felt that the extra turn I would get from it was very valuable especially as a backup revenge killer to other choice scarfers or faster pokemon such as scarf Kartana. Nasty plot allows Alakazam to go from a good special attack to devastating levels and threatens to sweep at a moments notice. Expanding force is used over psychic to abuse the 140 power move in the terrain and go for the OHKOs rather than fishing for spdef drops or consistency.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Fire Blast
This is my other breaker and speed control. Since Dragapult and Alakazam have overlapping checks, they can each wear them down and put the checks into KO range for ther other. Standard set with Specs and dual stabs, U-Turn for momentum and scouting, and fire blast for steels that would not be 2HKO'd by shadow ball. Infiltrator to bypass sub and screens. Dragapult also serves as a soft check to opposing Urshifu-R since it can outspeed and threaten to KO with Draco Meteor. Fire Blast is used over Flamethrower for the greater power to cut down on turns lost.
Urshifu-Rapid-Strike @ Protective Pads
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- U-turn
Pads Urshifu is here because I think the team already has enough breaking potential and this blocks annoying side effects form contact like Rocky Helmet and Static mainly. This also provides freedom to switch moves and can serve as a late game cleaner if nessessary with Aqua Jet out of psychic terrain. Also, since Urshifu is a Water type, it can threaten to OHKO Lando and other Fire or Rock types that may stand in its way.
Zapdos-Galar @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Thunderous Kick
- U-turn
Gapdos is my main way of wallbreaking past special walls such as Chansey/Blissey while also being a Defiant user to deter defog usage since this is a HO team, and giving the enemy free turns to defog rocks is not allowed. Gapdos also helps wallbreaking the pesky steel types that flood the tier and halt progress of Alakazam and Dragapult try to make. Gapdos also serves as another ground immunity apart from Lando and being able to weaken checks for Urshifu so they can together break down the enemy's physical defensive core.