Super Fang Noivern Team
So, this team was created after I remembered that Noivern had one very special move that is very similar to a move that is used in OU, super fang. Cutting the opponents HP in half is amazing utility and can allow otherwise passive mons to deal good damage. Thus, I decided to build a team around this move.
Noivern @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Super Fang
- U-turn
- Dragon Pulse
- Roost
First up, we have noivern. Now, noivern can fill both a defensive and offensive niche in this team. Super fang can chip down bulkier opponents and open up cleanup games for barra and mienshao. This can also open up games for Noivern itself, who can sometimes lack power in order to break through bulkier teams. U-turn allows noivern to scout opponents moves and can get in hard hitting teammates easier. Dragon Pulse was chosen over draco meteor because in the late game noivern can clean up much easier, and while barra and mienshao do provide great power to the team, I thought a bit more couldn't hurt. Finally, roost allows noivern to stay healthy and with its decent defensive typing, it can survive quite a few hits. Tera steel is just a good defensive typing and allows noivern to fire off more super fangs to wittle down the opponent. Overall, noivern is an interesting mon that can be a supportive mon or an offensive mon, depending on the situation.
Forretress @ Leftovers
Ability: Sturdy
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Volt Switch
- Gyro Ball
- Spikes
Forretress is next and it provides both spikes and spin support for the team, which is great role compression. It's mostly the standard set, though volt switch allows forretress to get its teammates in for free due to its slow speed, allowing it to take a hit for them. Rapid spin gets rid of hazards, which can be great for barra and mien to wallbreak more effectively, while amoonguss can wall things easier. Gyro ball gives forretress impressive power, as something like gengar which might attempt to spin block will be destroyed by its power. Spikes supports the wallbreaking of opponents in order to gain some crucial kos, for example barra's liquidation ohko'ing zoroark-h after one layer of spikes. Tera water means that any fire types will have to be careful and it can wall these in a pinch. Overall, forretresss gives a crucial defensive backbone to the team and means that teammates can do their jobs more effectively.
Barraskewda @ Choice Scarf
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Flip Turn
- Close Combat
- Crunch
A personal favourite of mine, choice scarf barra can outspeed basically everything in the meta, even a +2 armarouge, and destroy them with strong attacks. Liquidation is of course the stab of choice on this set (pun not intended) and deals pretty great damage to everything in the tier. Tera water enhances the power of this move and with 3 layers of spikes has a great chance of 2hit koing id cobalion, while it can't even ohko you back. Flip turn keeps up momentum for the team and allows you to scout the opponent while still dealing good damage. Close combat can deal with pesky steel types that may switch in and absolutely annihilates cyclizar as the pesky bike won't know what hit it. Finally, crunch can deal great damage to the psychic types of the tier, including iron leaves which resists all its other moves. Overall, barra is a nice addition to the team and with a bit of support can wallbreak quite efficently.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stun Spore
- Giga Drain
- Clear Smog
- Synthesis
A part of the defensive backbone of the team, amoonguss supports the team quite effectively by being a regen damage sponge and annoying opposing setup sweepers. Stun spore was chosen over toxic with its ability to cripple a lot more mons such as okidogi that may pose a threat to this team. I also find it makes amoonguss a lot less passive, as nothing really wants to switch into stun spore except for a few grass types, which are hurt hard by clear smog, and electric types, which is solely limited to thundy-t. Giga drain can keep amoonguss healthy while also dealing good damage to hippowdon, 2hit ko'ing it if only one layer of spikes is down. Clear smog can stop annoying setup sweepers in their tracks, while still dealing good damage to grasses and fairies, such as 2hit koing breloom and having a small chance to 3hit ko enam-t. Finally, synthesis can keep amoonguss healthy while still staying on the field, and since it threatens both rain and hippowdon so much, it will most likely be healing 50%. Overall, amoonguss is a great addition to the team and forms a good defensive backbone with the other members of the team.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ground
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roost
- Will-O-Wisp
- U-turn
- Flamethrower
Moltres is up next and acts as a counter to steel types and can be a general nuisance to opposing physical attackers. Flame body was of course chosen to allow moltres to emergency check physical threats and combined with will-o-wisp, it can spread status alongside amoonguss like nobody's business. I went with a more specially defensive set because both forretress and amoonguss cover the physcial side quite well, and I needed a special wall on this team. Roost allows moltres to keep itself healthy over the course of the battle, while u-turn allows it to bring in teammates for free. Flamethrower allows moltres to deal some good damage to the opponent, such as having a good chance to ohko cobalion. Tera ground is chosen because alongside resisting rock type moves, it can also in a pinch block volt switches from thundy-t if you somehow can't offensively pressure it, giving you an opportunity to 2hit ko it. It can even take a +2 grass knot in a pinch. Overall, moltres can really wall a team if positioned well and alongside amoonguss, can wall a lot of the tier.
Mienshao @ Assault Vest
Ability: Regenerator
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Knock Off
- Stone Edge
Finally, we have AV mienshao, another personal favourite of mine. It blends an offensive powerhouse with the ability to take special hits quite well. Regenerator combined with AV can mean it can take many special hits, such as an enam-t draining kiss in a pinch. Close combat is just good stab for mienshao and was chosen over drain punch due to the lack of power on this team. U-turn can deal good damage to opponents while getting mienshao out of a sticky situation. Knock off can help deal with ghost types such as gengar, while removing items so that forretress' spikes can do their job. Finally, stone edge can rip apart flying types that might try to wall this team. Tera rock can be used both defensively and offensively, as it means mien can resist flying type moves aimed at it while also boosting the power of stone edge. Overall, mienshao can fill a variety of roles on this team as both a special wall and an offensive threat and rounds out the team.