I normally don't make many of my own teams but usually pick out teams i like and change them to my playstyle but lately i thought i'd just went with the idea of making a team around Specs kyurem since i really like using it in Gen 8 OU. This is what i came up with and i'd love to hear feedback and some criticism on what to improve for this team. My current rank is swaying around the 1500-ish with occasional boosts to 1600's.
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Freeze-Dry
- Earth Power
- Flash Cannon
The main deal i made my team around: Awesome wallbreaker with great coverage here to break down enemy walls like toxapex, Clefable and Amoonguss, even being able to hit other water types like kingdra, azumarill, pelipper or the rare barraskewda with freeze-dry. Draco meteor is here to just hit things hard when they lack any fairy types and flash cannon is here to take care of clefable. Earth power is less necessary after the magearna ban but it's still really handy to have to hit things like Excadrill, Alolan-Marowak and Torkoal.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Rapid Spin
- Toxic
- Stealth Rock
Excadrill is my choice for hazard control and for hazard setting in my team. I like using the Sp Def build here for things like clefable, some varients of dragapult, hydreigon, Scarf togekiss with mono attacking air slash. Eq is obviously here for my strongest stab ground move to still be able to hit opponents hard, Rapid Spin and Stealth Rocks explain themselves and Toxic is here to cripple potential defoggers switching in like mandibuzz or the rotom appliances. Leftovers is needed to still be able to get some recovery after taking hits.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Wish
- Knock Off
I really like using Clefable in this generation as a great counter for the everpresent Urshifu. Magic guard is amazing if hazards are on my side and it takes care of opposing toxic's. Kyurem can't get any recovery on it's on so that's why i wanted wish passing to keep it healthy after taking potention Hazard damage or after opposing hits from faster pokemon. Soft-boiled is needed to survive hits from urshifu while it's trying to wish pass and i chose knock off to be able to remove heavy-duty boots or potential choice items.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Blaze Kick
- Close Combat
I needed a speed tier for my team and zeraora seems really solid, being able to get kyurem in on weak targets after volt switch makes him even stronger. Heavy-duty boots to keep it healthy after repeatedly volt switching on the enemy team. I need Close combat for things like Excadrill, Urshifu and Hydreigon. I initally ran Knock Off over Blaze Kick To take care of Dragapult but i noticed my team really struggled with dealing with Ferrothorn so i swapped Knock off out since i have excadrill and clefable to deal with Dragapult.
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight
I wanted to run a regenerator core for my last 2 pokemon so i decided to go with slowbro and amoonguss. It's a pretty basic moveset, Scald is here to cripple physicals attackers with burn. Heavy-duty boots so it doesn't get crippled by T-Spikes or other hazards. Teleport is here for more pivoting that benefits Kyurem. Slack off is for staying healty and Future is here to punish Pokemon trying to swap in after I teleport out. Max defense will make it a good anti-rain wall as well as an Urshifu Rapid Strike counter. Might still swap the item to rocky helmet to punish U-turn but right now i think heavy-duty is better.
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Toxic
- Giga Drain
- Sludge Bomb
As i said before, my last pokemon is Amoonguss: A strong mixed wall that can cripple things with spore and toxic while healing back with regenerator. It gives me a check to non grassy seed acrobatics Rillaboom, Tangrowth and Zeraora. Putting things to sleep with spore will allow my offensive core to be able to hit harder if revenge killers like Zeraora or Dragapult are asleep. Toxic is here as a 2nd status for grass types or when i have already slept an opponent (or for overcoat mandibuzz). Dual Stab will still allow it to hit hard against things it crippled with sleep or poison.
I'd love to hear feedback and/or Advice on what people think of one of my first self-made teams. Thanks for taking the time to read my thread.
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Freeze-Dry
- Earth Power
- Flash Cannon
The main deal i made my team around: Awesome wallbreaker with great coverage here to break down enemy walls like toxapex, Clefable and Amoonguss, even being able to hit other water types like kingdra, azumarill, pelipper or the rare barraskewda with freeze-dry. Draco meteor is here to just hit things hard when they lack any fairy types and flash cannon is here to take care of clefable. Earth power is less necessary after the magearna ban but it's still really handy to have to hit things like Excadrill, Alolan-Marowak and Torkoal.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Rapid Spin
- Toxic
- Stealth Rock
Excadrill is my choice for hazard control and for hazard setting in my team. I like using the Sp Def build here for things like clefable, some varients of dragapult, hydreigon, Scarf togekiss with mono attacking air slash. Eq is obviously here for my strongest stab ground move to still be able to hit opponents hard, Rapid Spin and Stealth Rocks explain themselves and Toxic is here to cripple potential defoggers switching in like mandibuzz or the rotom appliances. Leftovers is needed to still be able to get some recovery after taking hits.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Wish
- Knock Off
I really like using Clefable in this generation as a great counter for the everpresent Urshifu. Magic guard is amazing if hazards are on my side and it takes care of opposing toxic's. Kyurem can't get any recovery on it's on so that's why i wanted wish passing to keep it healthy after taking potention Hazard damage or after opposing hits from faster pokemon. Soft-boiled is needed to survive hits from urshifu while it's trying to wish pass and i chose knock off to be able to remove heavy-duty boots or potential choice items.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Blaze Kick
- Close Combat
I needed a speed tier for my team and zeraora seems really solid, being able to get kyurem in on weak targets after volt switch makes him even stronger. Heavy-duty boots to keep it healthy after repeatedly volt switching on the enemy team. I need Close combat for things like Excadrill, Urshifu and Hydreigon. I initally ran Knock Off over Blaze Kick To take care of Dragapult but i noticed my team really struggled with dealing with Ferrothorn so i swapped Knock off out since i have excadrill and clefable to deal with Dragapult.
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight
I wanted to run a regenerator core for my last 2 pokemon so i decided to go with slowbro and amoonguss. It's a pretty basic moveset, Scald is here to cripple physicals attackers with burn. Heavy-duty boots so it doesn't get crippled by T-Spikes or other hazards. Teleport is here for more pivoting that benefits Kyurem. Slack off is for staying healty and Future is here to punish Pokemon trying to swap in after I teleport out. Max defense will make it a good anti-rain wall as well as an Urshifu Rapid Strike counter. Might still swap the item to rocky helmet to punish U-turn but right now i think heavy-duty is better.
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Toxic
- Giga Drain
- Sludge Bomb
As i said before, my last pokemon is Amoonguss: A strong mixed wall that can cripple things with spore and toxic while healing back with regenerator. It gives me a check to non grassy seed acrobatics Rillaboom, Tangrowth and Zeraora. Putting things to sleep with spore will allow my offensive core to be able to hit harder if revenge killers like Zeraora or Dragapult are asleep. Toxic is here as a 2nd status for grass types or when i have already slept an opponent (or for overcoat mandibuzz). Dual Stab will still allow it to hit hard against things it crippled with sleep or poison.
I'd love to hear feedback and/or Advice on what people think of one of my first self-made teams. Thanks for taking the time to read my thread.