Feeling pretty good with this team on low-ladder UU, but I'm still looking for some advices.
The Team : https://pokepast.es/e6739eb220d3c584
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Roost
- U-turn
- Defog
The team's main hazard remover, physical wall, and defensive pivot. Went on full HP/DEF with the EV spread, unlike what Smogon's sets preconize. I also prefer Knock Off over Foul Play, as I don't really any reliable Knock user on my team, and I don't feel like Mandibuzz really needs to put damage.
Slowking @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Slack Off
- Teleport
- Thunder Wave
Mandibuzz + Slowking is a quite infamous duo, and for a good reason. Slowking combo really well with Physical Wall Mandibuzz as a Special Wall. It's the standart set I don't really have anything to say about it, I decided to play Thunder Wave over something like Psychic or Future Sight because I already have another Psychic stabber and I felt like Para support was needed.
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Ice Beam
- Trick
The Psychic STAB I talked about, and the speed controller. Scarfed Latias outspeed pretty much the entire tier, especially with a Timid Nature, and still hits hard. Draco Meteor and Psychock are the STABs, Psychock is preferred over Psychic to not get completely walled by Special Walls. Ice Beam since Ice was a much needed coverage for my team, Trick stomps wall easily.
Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
IVs: 0 Atk
- Volt Switch
- Focus Blast
- Thunderbolt
- Grass Knot
A special attacker and the offensive pivot of the team. Volt Switch gives you momentum, Focus Blast is coverage, Tbolt is the main STAB, Grass Knot deals with Ground type.
Conkeldurr (M) @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Mach Punch
- Facade
- Drain Punch
The physical wallbreaker of the team. I'm playing it as a Bulky Physical Attacker, so no Speed EV investment. That's why I preferred Drain Punch over Close Combat, as Recovery is precious especially when you're burned and get outspeed by everything. Knock Off for some switch-ins ( also deal with some Psychic type ) but I'm not clicking it often tbh.
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
I'm playing Excadrill purely offensively, mostly because my team lacked physical attacker, it works pretty great as a revenge killer tho. Other than that it's the standart set, Toxic is played over Sword Dance because I like that poison support.
End of the RMT, thanks in advance for any help.
The Team : https://pokepast.es/e6739eb220d3c584
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Roost
- U-turn
- Defog
The team's main hazard remover, physical wall, and defensive pivot. Went on full HP/DEF with the EV spread, unlike what Smogon's sets preconize. I also prefer Knock Off over Foul Play, as I don't really any reliable Knock user on my team, and I don't feel like Mandibuzz really needs to put damage.
Slowking @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Slack Off
- Teleport
- Thunder Wave
Mandibuzz + Slowking is a quite infamous duo, and for a good reason. Slowking combo really well with Physical Wall Mandibuzz as a Special Wall. It's the standart set I don't really have anything to say about it, I decided to play Thunder Wave over something like Psychic or Future Sight because I already have another Psychic stabber and I felt like Para support was needed.
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Ice Beam
- Trick
The Psychic STAB I talked about, and the speed controller. Scarfed Latias outspeed pretty much the entire tier, especially with a Timid Nature, and still hits hard. Draco Meteor and Psychock are the STABs, Psychock is preferred over Psychic to not get completely walled by Special Walls. Ice Beam since Ice was a much needed coverage for my team, Trick stomps wall easily.
Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
IVs: 0 Atk
- Volt Switch
- Focus Blast
- Thunderbolt
- Grass Knot
A special attacker and the offensive pivot of the team. Volt Switch gives you momentum, Focus Blast is coverage, Tbolt is the main STAB, Grass Knot deals with Ground type.
Conkeldurr (M) @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Mach Punch
- Facade
- Drain Punch
The physical wallbreaker of the team. I'm playing it as a Bulky Physical Attacker, so no Speed EV investment. That's why I preferred Drain Punch over Close Combat, as Recovery is precious especially when you're burned and get outspeed by everything. Knock Off for some switch-ins ( also deal with some Psychic type ) but I'm not clicking it often tbh.
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
I'm playing Excadrill purely offensively, mostly because my team lacked physical attacker, it works pretty great as a revenge killer tho. Other than that it's the standart set, Toxic is played over Sword Dance because I like that poison support.
End of the RMT, thanks in advance for any help.