Foreword
I'd like to say hello to everybody! This is my first competitive Pokemon team and I'd love to hear any criticism and tips you have, such as other Pokemon I could use, moves, and battle strategies.
This team is centered around Suicune, one of my all-time favorite Pokemon. I was hyped to hear that it was viable in competitive, so this team is centered around Suicune entirely + supporting 'mons.
Teambuilding
The star of the show, Suicune. A Sub + Calm Mind set was the set I used originally; however, I dropped Substitute in favor of Extrasensory to threaten Fighting-and-Poison types.
My first Suicune partner was Skarmory, because of it's access to Spikes + Whirlwind for chip damage Suicuine really needs to be a viable sweeper.
Clefable synergizes nicely with Suicune, with access to WishPort and Toxic for healing and chip damage.
In the end, I choose the final set because it offered the widest range of coverage against 'mons Suicuine couldn't handle alone. I also made an additional change of switching Skarmory for Ferrothorn, because Ferrothorn was more durable and Iron Barbs + Rocky Helmet can be used to wither down physical attackers Clefable can't stall.
In-Depth
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 100 Def / 60 SpA / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Extrasensory
- Scald
Suicune is the star of the show and a phenomal Water-type. Calm Mind gives Suicune the boost it needs to be truly effective, and the remaining three slots are Scald STAB + coverage, in the forms of Ice Beam against Flying 'mons like Zapdos and Extrasensory to cover Poison-types such as the ever prelevant Toxapex. A Substitute set is also viable, but it would cost one of Suicune's attacking slots, which would leave it ineffective against teams with Toxapex, Zapdos, etc. It's IV's are set into HP for longevity and the defenses to help it last longer, with the rest of them dumped into Special Attack for an extra boost. This set is useful against attackers like Landorus and Zygarde, who tend to underestimate Suicune's bulk.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Protect
- Gyro Ball
- Leech Seed
Ah yes, Ferrothorn: the keystone of any bulky offense team. Usually chosen as the lead (unless when being faced with Trick Room teams, then see Mandibuzz), Ferrothorn can set up a layer of Spikes and force a switch with Leech Seed. Protect can be used to heal when Leech Seed is available or scout for supereffective moves, for example, a Heat Wave from Zapdos. Gyro Ball is chosen over other attacks due to it's ability to hit Fairy Types, such as opposing Clefable, or Rock Types.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Healing Wish
- Heal Bell
- Thunder Wave
- Moonblast
This team hates status. The phrase "Will-o-Wisp" offends them. This is where Clefable, the Queen of OU, can really shine; healing it's teammates with a Heal Bell while delivering a Thunder Wave or Toxic to enemy ranks. Moonblast is a powerful STAB that punishes dragons in the game, such as Dragapult. Clefable's spot on this team is largely based around Healing Wish, which is a move that can be used in a pinch to ressurect one of it's teammates (like Zeraora, or chiefly, Suicune). It's IV's are dumped into HP and Defense to help it against the chiefly physical attackers of this generation, like Rillaboom, Steel Wing Dragapult, Zeraora, Cinderace, etc etc.
Landorus-Therian (M) @ Red Card
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Landorus-T is the Stealth Rock setter of the generation, outspeeding Excadrill on non-sand teams and delivering powerful Earthquakes + Stone Edge's against opponents. Red Card is an interesting item that allows it to maybe get the upper hand against a random enemy Pokemon, or draw out a late-game sweeper. U-Turn is useful in a pinch and can be used with Zeraora, the other half of this offensive monster. Max Speed and Attack make it the most useful when it comes to outspeeding and revenge killing enemy Pokemon.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 60 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Foul Play
- Toxic
- Taunt
Mandibuzz is a beautiful example of a Defog user, and is selected > Corviknight due to it's access to Foul Play and Taunt, which makes it useful when shutting down opposing Light Screen + Reflect leads and Trick Room teams. It's possible to run Roost, however, I choose Toxic for extra chip damage. To make up for the loss of Roost all of it's IV's are in HP + Def, leaving 60 for speed to outspeed rival Mandibuzz and maybe opposing Pokemon. In general, Mandibuzz is useful when walling enemies who rely on boosts like Rillaboom and Toxapex (with Taunt).
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Close Combat
- Plasma Fists
- Grass Knot
- Knock Off / Outrage / Volt Switch
An issue this team faced was speed control, and Zeraora is the sollution. It's Ability Volt Absorb is useful when switching into opposing Electric attacks directed at Mandibuzz or Suicune, and it's variety of attacks are very helpful when widdling down enemy teams. Knock Off and Outrage are interchangeable because they both threaten different types of Pokemon, such as Spectrier and dragon-types, respectively. Volt Switch is another choice to round off Landorus-T's U-turn, however, it's easy enough to predict and switch into. Grass Knot + Chip Damage is enough to take down Swampert, a common switch-in, and Plasma Fist + Close Combat are generally universal moves to help it take down Steel-types and general Electric-type matches.
End Note
As stated before, I would love to hear all of the suggestions my team could use, because I really feel like it could use them. Different Pokemon and different sets are greatly appreciated. Have a wonderful day and play on! ^^