National Dex Incineroar Balance Team NatDexOU

Hey! this is a team I made that is having trouble getting consistent wins. There is no single issue I'd say, so I'm a little lost on what to change or modify. Through testing of the team, I'm ending up with more elo than I started, but it is more like a chart graph taken from the stock market, where it goes up and down, but usually ends up a little more higher from where it started. If you have any ideas on changes leave a post!
(Don't feel like making this post look pretty btw)
The Team -

Incineroar @ Leftovers
Ability: Intimidate
Tera Type: Grass
EVs: 248 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Parting Shot
- Knock Off
- Blaze Kick

Just as the title says, I feel like a lot of the current meta struggles when they face Incineroar (Even Great Tusks sometimes). It is a great option in almost any scenario as it has great bulk, with it's EV spread focused more on the special defensive side, as it already will intimidate the opponent on switch in. Incineroar also has great support moves like Will-O-Wisp and Parting Shot, which shuts down the enemy Pokemon, and can allow an entrance for your Pokemon. It also has stab Knock Off, which is great utility and damage. Blaze Kick is for consistent Stab damage, I would've gone for flare blitz, but the recoil wouldn't match well for Incineroar's role on the team as a bulky support. Tera-Type Grass to remove weakness to Fairy, Fighting, rock, resistant to Water, and Ground.

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Earthquake
- Taunt
- Whirlwind / Ruination
- Stealth Rock

Ting-Lu is the premier stealth rocker in this generation, as it walls not only special, but physical sides greatly. With moves like Stealth Rock, and Whirlwind, it can keep the opponent on their toes on switching out to a counter, only for it to get whirlwind' away. It also gets Ruination which, similar to Nature's Madness, is great utility and damage. In my testing I used Whirlwind as it is great to shut down any Pokemon trying to set up in front of Ting-Lu. Earthquake is for stab, and main offensive move. With a little bit of speed investment too, you can outspeed most defensive tanky mons and be able to taunt them. 48 speed leaves it faster than mons (with no speed investment) like Chansey, Kingambit, Mawile-Mega, Aggron, Diancie, Iron Hands, and pretty much every other base 50 Speed. Tera-Type Ghost as it removes weakness to Grass, Water, Fairy, resistant to Bug, and immune to Fighting and Normal.

Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Bleakwind Storm / Hurricane
- Heat Wave
- U-turn
- Defog

This is the first Pokemon I feel like is kind of lacking. It serves the vital role of Defogger, and is able to counter gholdengo with Heat Wave, and has a strong offensive option as Bleakwind Storm or Hurricane (In testing I always used Bleakwind Storm). It then has the nice utility move of U-Turn to hopefully get in chip damage, scout if the opponent is switching out, or just exit the field to later proc it's Regenerator. EV's placed for max speed, to ensure Defog, and to likely ensure it's moves will hit first, but mainly for Defog to hit first. The rest thrown into HP, to hopefully place more bulk on to this Pokemon, and to recover the most from Regenerator. Tera-Type Steel as it removes weakness to Electric, and resistant to Ice, Rock and Fairy, Immune to Poison.

Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Dragon
EVs: 212 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Make It Rain
- Thunderbolt

I don't think this Pokemon needs any explanation why it on a team, as it is only here to prevent the opponent from getting rid of hazards, mine playing the same role. Instead of a choice scarf standard set, I found more use in a T-Wave + Hex set, as Gholdengo has pretty decent Bulk. Make It Rain for another more offensive option, and Thunderbolt to shut down Rain teams. (I literally cannot tell you how many Pelippers have died to this thing). it's Ev's has some speed, to ensure that after Thunder Wave, even the speediest Pokemon like Mega-Loppany will be slower than this Pokemon. Max Special Attack, to get the most offensive presence of this mon, and the rest placed into Defense. Tera-Type Dragon as it removed weakness to Dark, Ghost, Ground, Resistant to Fire.

Keldeo-Resolute @ Choice Scarf
Ability: Justified
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Air Slash
- Hidden Power [Grass]

This is a Pokemon I thought would not do well being scarfed, but it has given me the win to so many games because of it. I initially tested with specs / life orb timid, but found that I was just always a little too slow, so adding a scarf solves pretty much most problems I encountered, and frees up the nature to allow modest and still be viable. It also has a surprise factor when it is compared to other scarfed mons, who don't invest in max speed. Hydro Pump + Secret Sword for Stab and to hit both sides, Physical and Special defenses. Air Slash to cut down any opposing grass mons (Usually Venusaurs). Hidden Power Grass to get rid of any opposing Water Types. (And pesky Quagsires and sometimes Gastrodons, if encountered). Tera-Type Steel to remove weakness to Electric, and resistant to Grass, Flying, Psychic, and Fairy, Immune to Poison.

Scizor-Mega @ Scizorite
Ability: Light Metal
Tera Type: Bug
EVs: 248 HP / 20 Def / 240 SpD
Impish Nature
- Swords Dance
- Dual Wingbeat / Roost
- Bullet Punch
- U-turn

Lastly, I felt like it would be a waste to not have a mega-slot on this team, so I picked Mega-Scizor, which while useful at times, just like Tornadus-Therian, I feel is also kind of lacking at times, and I wouldn't be opposed if this mon was changed to something else. I chose a standard Scizor Mega set, Specking into a Special Defensive wall, with just enough defenses to live some calc'ed earthquakes from certain mons and such more than just two times. The rest being thrown into HP. It also has some offensive options with Swords Dance, but in practice it is often just straight up checked by any fire types, leaving it kind of useless. (I guess the meta of using Scizor / Scizor Mega for the past couple generations has left people making sure they have something to check this mon).

Final Thoughts -
While it is a strong team definitely, using after a while feels kind of sluggish, and like it's not living up to it's full potential. But again with no clear reason why this team fails to consistently get wins; Its like a win ratio of ever 5 wins you get, you lose 3, which makes it hard to climb the ladder unless you have a bunch of time on your hands. I am not opposed of this team changing up a few mons, but would like to keep Incineroar, as it is the core of the team.

Replays -
I have a bunch of replays of this team I got from within the past hour on my alt, and managed to reach from low ladder (~1100) to around (~1350/1370) in about an hour and a half. (In every replay I won). - They forfeitted after their Dragonite was struggling to set up (You'll see what I mean). - Part Sun-Team with Mega Sceptile. - Mega-Absol & RegiDraco (I do make some misplays, but still win). - Flying Mono. - Snow/Hail Team. - Actually just outplayed them a lot. - They had a really good balanced team I must say. - Part Sun-Team (With Venusaur). - Full on Rain-team. - Mega Lopunny balance w/ Loaded Die + Iron Thorns gimmick.

Threats -
I haven't really encountered any Pokemon at the start of a battle that I saw countered my whole team, but in late game, Pokemon like Volcarona and Chlorophyll Venusaur could have an easy win. I also struggle a little bit with getting to KO on fully defensive bulky SlowBro, and in general Zapdos'.

This marks the end of the post, even if you kinda just skimmed over it, thanks for checking this post out. Sayonara!
I would reccomend putting flyinium-z on tornadus to make it a stronger hitter and defogger. The set I use is
Tornadus-Therian (M) @ Flyinium Z
Ability: Regenerator
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Bleakwind Storm
- Heat Wave
- Defog
It serves as a defogger and actually another sweeper on the team. Not much in the tier tanks a plus +2 flying zmove (i forgor the name) and is just a crazy hit overall. Trust me.
Threats -
I haven't really encountered any Pokemon at the start of a battle that I saw countered my whole team, but in late game, Pokemon like Volcarona and Chlorophyll Venusaur could have an easy win. I also struggle a little bit with getting to KO on fully defensive bulky SlowBro, and in general Zapdos'.
Just wanted to add that this team struggles pretty bad against Rotom-Wash, and doesn't have many options to check it, or switch-ins that can tank it's hydro-pump and volt-switch decently. I also wanted to emphasize that Zapdos is a bigger threat than said earlier, as Discharge + Hurricane checks a lot of the Pokemon on this team, with no reliable check to Zapdos. One more threat is Volcarona, as none of the Pokemon here, except maybe Keldeo, can threaten it, and they all lose after a quiver dance.

I am thinking to counter Zapdos, I switch Hidden Power (Grass) on Keldeo-resolute to Hidden Power (Ice), to check zapdos, but I don't think it will do much. I am also still unsure for Rotom-Wash though. I may have to switch a Pokemon like Mega-Scizor to something more reliable like Mega-Venusaur or something that can directly switch in to Rotom-Wash, and reliably and threaten it. I am also lost on what to do against the Volcarona.
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