Intro:
I made this a while ago and eventually just chocked it up as the makings of an inexperienced teambuilder just throwing cool ou staples together(which it kind of still is tbh). Later on, after completely forgetting about this team, when looking through old replays I saw this team and realized I had made a team around zera+chomp. I took it the OU chat room and they gave some suggestions, but said the team was good overall, so after some more playtesting here we are.
Deus (Garchomp) @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Aqua Tail
Garchomp acts a potent setup sweeper with the typical SD + scale shot. Eq is the requisite stab, while the odd one out is aqua tail. This lets chomp act as a glorified lando lure as its one of the most common switchin to this beast. This helps open up zeraora for the late game. The lack of edge/fang isnt that bad since you have both volcarona and zeraora, as well as those mons still having to anticipate edge or fang until you reveal the tail.
Gigawatt (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up/Toxic/Volt Switch
Zera is the main mon this team is built around. The first three moves are the norm of plasma, cc, and knock. The last move is pretty versatile on zera, with the three I find to be the most useful being volt switch, bulk up, and toxic. Bulk up lets zera sweep endgame if it wants, volt lets zera pivot during a match, and toxic lets zera cripple its usual ground type switchins.
Big steely bolts (Melmetal) @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Protect
- Toxic
Standard prot+toxic melmetal, adamant nature with 252 attack to maximize power, while 12 speed is used to outspeed pex. The rest is put into spdef to help sponge power special attacks like pilot's sball. Protect lets melm maximize leftovers recovery as well as poison chip.
Leviathin (Tapu Fini) @ Choice Scarf
Ability: Misty Surge
Shiny: Yes
EVs: 64 HP / 228 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Moonblast
- Trick
- Defog
Fini acts as both speed control and the defoger of the team. The reason I'm using a scarfer as my defoger is because a) this team only has one member weak to rocks(who has gen on) and b) because fini commonly tricks its scarf away during a game. Fini can still trick even if it loses its scarf as many mons hate losing their leftovers and hdbs. This team also appreciates fini's terrain protecting them from the status affects that run rampant. The evs let fini outrun a +1 dnite and ohko weavile from full, the rest if put into hp to help sponge attacks from the likes of weavile and shifu.
Clout lion (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 22 Spe
- Earthquake
- Toxic
- Stealth Rock
- U-turn
A standard spdef lando that provides massive role compression in the form of a pivot, rocker, and immunity to both ground and electric types. 22 ivs is used to underspeed the common 23 iv landos, though 23 ivs is still a viable option.
Caster (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Roost
- Psychic
The final member of the team is a somewhat bulky qd volcarona. The specific evs let volc outrun max speed scarf fini at +1 while the go lets volc live a shifu ajet from full. Fiery dance is used for its ability to snowball, though flamethrower is obviously a choice as well.
Here's the pokepaste, have a great day:
https://pokepast.es/62cc929b1c0baaf3
I made this a while ago and eventually just chocked it up as the makings of an inexperienced teambuilder just throwing cool ou staples together(which it kind of still is tbh). Later on, after completely forgetting about this team, when looking through old replays I saw this team and realized I had made a team around zera+chomp. I took it the OU chat room and they gave some suggestions, but said the team was good overall, so after some more playtesting here we are.


Deus (Garchomp) @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Aqua Tail
Garchomp acts a potent setup sweeper with the typical SD + scale shot. Eq is the requisite stab, while the odd one out is aqua tail. This lets chomp act as a glorified lando lure as its one of the most common switchin to this beast. This helps open up zeraora for the late game. The lack of edge/fang isnt that bad since you have both volcarona and zeraora, as well as those mons still having to anticipate edge or fang until you reveal the tail.

Gigawatt (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up/Toxic/Volt Switch
Zera is the main mon this team is built around. The first three moves are the norm of plasma, cc, and knock. The last move is pretty versatile on zera, with the three I find to be the most useful being volt switch, bulk up, and toxic. Bulk up lets zera sweep endgame if it wants, volt lets zera pivot during a match, and toxic lets zera cripple its usual ground type switchins.


Big steely bolts (Melmetal) @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Protect
- Toxic
Standard prot+toxic melmetal, adamant nature with 252 attack to maximize power, while 12 speed is used to outspeed pex. The rest is put into spdef to help sponge power special attacks like pilot's sball. Protect lets melm maximize leftovers recovery as well as poison chip.


Leviathin (Tapu Fini) @ Choice Scarf
Ability: Misty Surge
Shiny: Yes
EVs: 64 HP / 228 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Moonblast
- Trick
- Defog
Fini acts as both speed control and the defoger of the team. The reason I'm using a scarfer as my defoger is because a) this team only has one member weak to rocks(who has gen on) and b) because fini commonly tricks its scarf away during a game. Fini can still trick even if it loses its scarf as many mons hate losing their leftovers and hdbs. This team also appreciates fini's terrain protecting them from the status affects that run rampant. The evs let fini outrun a +1 dnite and ohko weavile from full, the rest if put into hp to help sponge attacks from the likes of weavile and shifu.


Clout lion (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 22 Spe
- Earthquake
- Toxic
- Stealth Rock
- U-turn
A standard spdef lando that provides massive role compression in the form of a pivot, rocker, and immunity to both ground and electric types. 22 ivs is used to underspeed the common 23 iv landos, though 23 ivs is still a viable option.

Caster (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Roost
- Psychic
The final member of the team is a somewhat bulky qd volcarona. The specific evs let volc outrun max speed scarf fini at +1 while the go lets volc live a shifu ajet from full. Fiery dance is used for its ability to snowball, though flamethrower is obviously a choice as well.
Here's the pokepaste, have a great day:
https://pokepast.es/62cc929b1c0baaf3