Greetings! The idea of this team is to set up and protect your sweepers and abuse current meta options. Please feel free to give critism, good or bad. This team has been tested in sun and moon OU and had me get to 1500+ and continuing, starting from 0 yesterday. This team is very susceptible to rocks, as the whole set up can be failure.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 20 SpA / 232 SpD
Quiet Nature
- Knock Off
- Giga Drain
- Hidden Power [Ice]
- Earthquake
This tangrowth set is pretty typical of a tangrowth. Its main role is soak damage and knock off any incoming mons, including heatran. But for heatran it also packs earthquake for coverage and ability to hit mons such as koko, toxapex, and incoming heatran hard. Its EVs might not make sense, mainly in the 4 attack. The 4 attack is unnecessary, but the 20+ Special attack is there to knock out a scarf lando or non spdef lando after rocks.
Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Hydro Pump
- U-turn
- Rock Slide
This scarf greninja set is made to be able to stop and revenge kill many sweepers in the tier, such as groudium z dugtrio, volcarona, and to an extent scarf latios, as well as scare off potential threats such as excadrill, unboosted volcarona, and surprise serperior with a u-turn, which does over half to it and can revenge kill if its less then 55%.
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Zen Headbutt
- Swords Dance
This ballade set is meant to scare away any Mon 50% or less, such as incoming zard. The move set is built to set up, scare, and land a hit that will either get some chip damage in or 2HKO any other Mon. Drain punch is a staple on all sets, and knock off is for mew, tangrowth, and incoming fini, as it can remove their essential items such as assault vest and get in major damage to new. Zen headbutt is just there for stab, and it can be replaced without problem if a better move is found, such as ice punch.
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is back, and here to sweep and counter many many mons. It KO's mega lopunny with sucker punch at plus 2 after spikes damage, and 2HKo's fini with iron head. Set is very common on bisharp, but with this team it fits well with the teams, as its a good partner for heatran, as it can be switched with heatran effortlessly and heatran can take any firevor ground moves with its air balloon.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Toxic
This heatran is my main lead besides greninja, as it can set up rocks for free and take a scald fairly well from fini. Air balloon is there to counter other heatran and help teammates, mainly bisharp. The subtoxic heatran set gets completely walled by air balloon heatran, and a forced switch can be the whole game for you, like if the opponent then sends in fini or z move zapdos, a toxic or a switch to tangrowth can pit the opponent at a disadvantage.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Dragon Claw
- Fire Punch
The main player in the team, this dragonite is a force. It can come in mid game versus a greninja or tapu kok, take an ice move, and dragon dance to get enough speed or attack to KO and sweep with extreme speed. Plus 3 extreme speed can 2HKO most trans and finis that come in. However, I could use some advice or tips to help this team out against rocks. Thank you!
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 20 SpA / 232 SpD
Quiet Nature
- Knock Off
- Giga Drain
- Hidden Power [Ice]
- Earthquake
This tangrowth set is pretty typical of a tangrowth. Its main role is soak damage and knock off any incoming mons, including heatran. But for heatran it also packs earthquake for coverage and ability to hit mons such as koko, toxapex, and incoming heatran hard. Its EVs might not make sense, mainly in the 4 attack. The 4 attack is unnecessary, but the 20+ Special attack is there to knock out a scarf lando or non spdef lando after rocks.
Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Hydro Pump
- U-turn
- Rock Slide
This scarf greninja set is made to be able to stop and revenge kill many sweepers in the tier, such as groudium z dugtrio, volcarona, and to an extent scarf latios, as well as scare off potential threats such as excadrill, unboosted volcarona, and surprise serperior with a u-turn, which does over half to it and can revenge kill if its less then 55%.
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Zen Headbutt
- Swords Dance
This ballade set is meant to scare away any Mon 50% or less, such as incoming zard. The move set is built to set up, scare, and land a hit that will either get some chip damage in or 2HKO any other Mon. Drain punch is a staple on all sets, and knock off is for mew, tangrowth, and incoming fini, as it can remove their essential items such as assault vest and get in major damage to new. Zen headbutt is just there for stab, and it can be replaced without problem if a better move is found, such as ice punch.
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is back, and here to sweep and counter many many mons. It KO's mega lopunny with sucker punch at plus 2 after spikes damage, and 2HKo's fini with iron head. Set is very common on bisharp, but with this team it fits well with the teams, as its a good partner for heatran, as it can be switched with heatran effortlessly and heatran can take any firevor ground moves with its air balloon.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Toxic
This heatran is my main lead besides greninja, as it can set up rocks for free and take a scald fairly well from fini. Air balloon is there to counter other heatran and help teammates, mainly bisharp. The subtoxic heatran set gets completely walled by air balloon heatran, and a forced switch can be the whole game for you, like if the opponent then sends in fini or z move zapdos, a toxic or a switch to tangrowth can pit the opponent at a disadvantage.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Dragon Claw
- Fire Punch
The main player in the team, this dragonite is a force. It can come in mid game versus a greninja or tapu kok, take an ice move, and dragon dance to get enough speed or attack to KO and sweep with extreme speed. Plus 3 extreme speed can 2HKO most trans and finis that come in. However, I could use some advice or tips to help this team out against rocks. Thank you!