The team is super standard, but I read over all the rules and didn't see a rule against really standard teams. I'm sorry if it's hard to change anything, but I'm not sure if I'm doing anything wrong. I've played a bit more than 100 games with this team so I have some experience with it, again super sorry if I did anything wrong.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Toxic
- King's Shield
- Shadow Ball
Toxic stall. It can tank a lot of super effective hits like flamethrower. I switch into it often when I know the opponent's gonna use a fighting type move. I does struggle a lot against dark types like Urshifu especially.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Spikes
...setup? Kinda? I've found myself using it less and less because most teams defog. Probably the one most likely to be swapped out. Dies too easily to fire moves and fighting moves.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Defog
Bulky offense with roost, I switch into it often to counter ground moves. Brave bird does a lot of damage even on neutral hits, and defog is useful. Dies most commonly to electric and fire moves. Don't find myself using Bulk Up often though.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Standard heatran to counter fire types and Toxapex specifically. Air balloon is to counter other heatrans and ground sweepers like garchomp. However, air balloon pops often to U turn and the like and it STILL doesn't counter Toxapex well, since scalds do 20%.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Standard revenge killer excadrill. Not much else to say, but I do wish that I had access to rock slide more often without switching out since lots of people switch into flying types as soon as it comes in.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Magnet Rise
Bulky defense Klefki. Because of Prankster and Magnet Rise the only thing that hits super effective is fire, and I've seen lots of fire moves do 20%. Roxiee suggested this one so I'll assume it's pretty trustworthy, the main reason I run it anyway is to counter fighting, dark and dragon types.
The main reason I'm posting this here is that I keep struggling against Urshifu and Toxapex specifically and found myself using Ferrothorn less and less. The team also struggles against flying and fighting types. If there's no problem with it I'll just continue practicing and going at it.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Toxic
- King's Shield
- Shadow Ball
Toxic stall. It can tank a lot of super effective hits like flamethrower. I switch into it often when I know the opponent's gonna use a fighting type move. I does struggle a lot against dark types like Urshifu especially.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Spikes
...setup? Kinda? I've found myself using it less and less because most teams defog. Probably the one most likely to be swapped out. Dies too easily to fire moves and fighting moves.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Defog
Bulky offense with roost, I switch into it often to counter ground moves. Brave bird does a lot of damage even on neutral hits, and defog is useful. Dies most commonly to electric and fire moves. Don't find myself using Bulk Up often though.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Standard heatran to counter fire types and Toxapex specifically. Air balloon is to counter other heatrans and ground sweepers like garchomp. However, air balloon pops often to U turn and the like and it STILL doesn't counter Toxapex well, since scalds do 20%.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Standard revenge killer excadrill. Not much else to say, but I do wish that I had access to rock slide more often without switching out since lots of people switch into flying types as soon as it comes in.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Magnet Rise
Bulky defense Klefki. Because of Prankster and Magnet Rise the only thing that hits super effective is fire, and I've seen lots of fire moves do 20%. Roxiee suggested this one so I'll assume it's pretty trustworthy, the main reason I run it anyway is to counter fighting, dark and dragon types.
The main reason I'm posting this here is that I keep struggling against Urshifu and Toxapex specifically and found myself using Ferrothorn less and less. The team also struggles against flying and fighting types. If there's no problem with it I'll just continue practicing and going at it.