





Introduction
I've been playing a lot of gen7 OU, and since I've seen so little of it, I wanted to make an offensive webs team centered around powerful wallbreakers like mega charizard y and specs koko. The team looks to set up webs to keep my cores faster than most of the meta game and then preferably one shot the enemy team after rocks. The team has performed fairly well so far, but I'd love some advise to optomize the movesets and composition of my team.
The Team

Ribombee (M) @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Stun Spore
- Sticky Web
- Reflect
Ribombee serves as the fastest sticky web setter in the game, and was the inspiration behind the creation of this team. Since it does not appreciate taking rocks and has a decent matchup against a few common leads, this is usually the go-to sash lead of the team over excadrill. Shield dust allows you to ignore mega lopunnys fake out flinch and OHKO it if it has mega'd. Moonblast with 252 special attack investment allows for a respectable amount of damage before it dies, 2HKOing common leads like offensive landorous and notably OHKOing regular form greninja, which ribombee outspeeds. Using stun spore turn 1 against suspected scarf opponents or base faster pokemon allows you to outspeed next turn once your sash is used up to set up webs before dying, as well as letting the next mon you send in be able to outspeed as well to revenge kill. Sticky web, as explained earlier, is a great move on this mon considering nothing other than prankster thunderous will be able to taunt to prevent webs. The last slot is very flexible, and I have tried defog, quiver dance (also replacing stun spore with HP fire), trick, tailwind, and light screen over reflect. Ultimately the goal of whatever move you put in this slot is to help protect and support whatever's going to be coming in after ribombee, with reflect specifically being to help against , choice scarf Kartana, Mega Lopunny, bisharps, and other fast physical attackers who haven't switched into webs yet.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Hidden Power [Ice]
Charizard Y is a terrifying wallbreaker who becomes insanely hard to deal with for many teams once webs are up. Timid is preferred over modest since charizard will either 2HKO or OHKO anything its meant to go up against whether you're using modest or timid, and timid lets you outspeed things like scarf lele after webs. The moveset is fairly standard except for HP ice, which is there instead of roost to OHKO defensive landorous, Garchomp, and CB Zyguarde. Removing rocks is almost always mandatory however since roost isn't being used.

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hydro Pump
- Secret Sword
- Taunt
Keldeo is on the team as a fast water type to help wallbreak against heatran and serve as a check against greninja. Calm mind and Waterium Z helps it get through general tanks which could threaten other members of the team like clefable or mew, with taunt to allow it to beat toxapex and Chansey, 2 particularly annoying walls against the team. HP poison could be run instead of taunt however for Tapu Bulu.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- Volt Switch
Specs Koko should be pretty familiar to most people who've played Gen 7 OU. Its role here is the same as it is in any team which runs it; hit insanely hard, volt switch around, and sweep once the ground type has been killed. On this team Koko is also a nice switch in to pokemon like thundurous or Tornadous that aren't affected by webs, whose stabs Koko can resist and kill the following turn. Koko also serves as a nice win conditions should you never be able to get up webs, since it doesn't need webs to outspeed the non-boosted OU metagame.

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Excadrill helps form the duo sash core with ribombee, and can come in after it to set up rocks and spin away opponent hazards if they got them up while ribombee was out the first turn. Considering Charizard is being used, spinning is invaluable to this team. After using its sash it can then deal a respectable amount of damage with potential flinches using EQ or iron head. Excadrill also serves as the only ground type to stop enemy Kokos from sweeping, meaning it may be necessary to keep alive in some matchups.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake
CB tyranitar is an excellent pursuit trapper/revenge killer for many Spdef heavy threats to this mostly special attacking team like Hoopa, latios, Z celebrate victini, or choice scarf blacephelon if it isn't caught in webs. Tyranitars bulk allows it to take a decent amount of hits, especially with a reflect up, making it the closest thing to a tank this team has when that is needed. The moveset is fairly standard, with EQ used over anything else for added insurance against heatran and toxapex.
Conclusion
I've enjoyed playing this team quite a lot, though I have noticed a few weaknesses that I hope you all can help me with, as well as whatever weaknesses you can find. If webs are removed in any way several sweepers like enemy Kokos or choice scarf Leles become huge problems. Chansey is nightmarish as well if keldeo or tyrantar are weakened, and mega venusaur as well if charizard goes down too early. Let me know what you all think and thank you!