Here's my most reliable team. I feel its very balanced, the team has an aggregate weakness only to fairy and fire. According to Jake Rodelius team weakness calculator, it has an above average rating: Team Weakness Calculator. The team has very strict roles and everyone performs their duty well. Aegislash is wallbreaker, Weavile is revenge/cleaner, Lando-T the lead, Garchomp and Keldeo the 2 dynamic sweepers. Corviknight gives that critical stop and momentum I need a couple times per game, along with hazard control.
Aegislash @ Choice Specs
Ability: Stance Change
Shiny: Yes
EVs: 240 HP / 252 SpA / 4 SpD / 12 Spe
Mild Nature
- Shadow Ball
- Flash Cannon
- Close Combat
- Shadow Sneak
Aegislash is the wallbreaker, once it comes in, its hurting anything for big damage. Ghost is always nice in OU, its cool to have a shadow ball user that hits harder than Dragapult. Plus Ghost+Steel is great typing. I run some speed so that it can outspeed things with similar speed tiers. Close combat wrecks heatran, ferrothorn, blissey and t-tar, even without atk investment. I like to bring it in on Corviknights trying to defog very often and claim big damage. It can also come in on ferrothorn, but make sure its taken some chip damage otherwise knock off will cripple you. Another bonus is that Aegislash utterly walls Tapu Lele, although you don't wanna switch in on too many specs psychics.
Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Icy Wind
- Secret Sword
Keldeo's damage output is always very good, I used to run hydro pump but after missing several times in a row, I changed to surf. Calm mind is a great win condition. Only common switch ins, in the entire tier are slowking/slowbro and toxapex. The speed tier is also very decent, it has to watch out for Zeraora and Koko however.
Corviknight @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- U-turn
- Defog
- Roost
This Sp Def Corviknight has always been so reliable for me. Brave Bird chip, U-turn momentum and hazard control. Out of everything, my favourite thing that Corviknight does is 1v1'ing non-fire blast volcarona when fully healthy. I used to run leftovers, but I just didn't like switching in on physical moves without punishing, it just works out nicely so often. And corviknight is usually my knock off switch in, alongside lando which allows me to atleast get some chip before the item is removed.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Knock Off
Offensive/suicide lead Lando-T. Gets big damage off and burdens the opponent with the responsibility to remove hazards. I don't even care about the hazards most of the time, but it gets in the opponents head. Some games, I can preserve lando and even earthquake sweep. Against zeraora and koko teams, I like to keep lando alive to help keldeo, as those are its direct counters.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Shard
- Low Kick
- Knock Off
Classic HD boots Weavile. I used to run triple axel over ice shard, but honestly weavile is so strong, you can micro manage your game so that you can end up clicking ice shard and get the KO, instead of axel. Ice shard is also more clutch. Low kick is great to punish opposing weavile, hurt t-tar, ferro, heatran, kyurem and blissey. But most of the time, I bring in this beast and click Knock Off. Such a great Pokemon.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Full offensive Garchomp. I run Fire Fang over flamethrower, because I believe I can't spare a single EV. Its actually important for Garchomp to sponge an attack or two while setting up SD+Scale shot. This set is undeniably strong, but people call it unreliable. I don't really worry about that with this team, because I always adapt my win condition to be what suits the matchup best. So I'm not 100% reliant on Garchomp. In fact, Keldeo and Weavile are usually the win-cons.
PokePaste: https://pokepast.es/8acbddc13796fe89
Aegislash @ Choice Specs
Ability: Stance Change
Shiny: Yes
EVs: 240 HP / 252 SpA / 4 SpD / 12 Spe
Mild Nature
- Shadow Ball
- Flash Cannon
- Close Combat
- Shadow Sneak
Aegislash is the wallbreaker, once it comes in, its hurting anything for big damage. Ghost is always nice in OU, its cool to have a shadow ball user that hits harder than Dragapult. Plus Ghost+Steel is great typing. I run some speed so that it can outspeed things with similar speed tiers. Close combat wrecks heatran, ferrothorn, blissey and t-tar, even without atk investment. I like to bring it in on Corviknights trying to defog very often and claim big damage. It can also come in on ferrothorn, but make sure its taken some chip damage otherwise knock off will cripple you. Another bonus is that Aegislash utterly walls Tapu Lele, although you don't wanna switch in on too many specs psychics.
Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Icy Wind
- Secret Sword
Keldeo's damage output is always very good, I used to run hydro pump but after missing several times in a row, I changed to surf. Calm mind is a great win condition. Only common switch ins, in the entire tier are slowking/slowbro and toxapex. The speed tier is also very decent, it has to watch out for Zeraora and Koko however.
Corviknight @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- U-turn
- Defog
- Roost
This Sp Def Corviknight has always been so reliable for me. Brave Bird chip, U-turn momentum and hazard control. Out of everything, my favourite thing that Corviknight does is 1v1'ing non-fire blast volcarona when fully healthy. I used to run leftovers, but I just didn't like switching in on physical moves without punishing, it just works out nicely so often. And corviknight is usually my knock off switch in, alongside lando which allows me to atleast get some chip before the item is removed.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Knock Off
Offensive/suicide lead Lando-T. Gets big damage off and burdens the opponent with the responsibility to remove hazards. I don't even care about the hazards most of the time, but it gets in the opponents head. Some games, I can preserve lando and even earthquake sweep. Against zeraora and koko teams, I like to keep lando alive to help keldeo, as those are its direct counters.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Shard
- Low Kick
- Knock Off
Classic HD boots Weavile. I used to run triple axel over ice shard, but honestly weavile is so strong, you can micro manage your game so that you can end up clicking ice shard and get the KO, instead of axel. Ice shard is also more clutch. Low kick is great to punish opposing weavile, hurt t-tar, ferro, heatran, kyurem and blissey. But most of the time, I bring in this beast and click Knock Off. Such a great Pokemon.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Full offensive Garchomp. I run Fire Fang over flamethrower, because I believe I can't spare a single EV. Its actually important for Garchomp to sponge an attack or two while setting up SD+Scale shot. This set is undeniably strong, but people call it unreliable. I don't really worry about that with this team, because I always adapt my win condition to be what suits the matchup best. So I'm not 100% reliant on Garchomp. In fact, Keldeo and Weavile are usually the win-cons.
PokePaste: https://pokepast.es/8acbddc13796fe89
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