Hello all! Faust here, and this is a team I built focused on Decidueye for my second playthrough of Ultra Sun! There is ONE version exclusive in this build (Houndoom), so please keep that in mind. The team is built around the Elite Four, Hau, and a few encounters that gave me trouble the first time around. Please note, that this team is built for just before the E4. No post E4 moves or items are used. Now, without further ado, here's the team. Enjoy!
@ Grassium Z
• Leaf Blade
• Spirit Shackle
• Steel Wing
• Swords Dance/Sucker Punch
Your Starter and the first member of the team, Decidueye. With the stats to be a decent mixed attacker, Decidueye can be a potent threat with a variety of viable sets. However, I feel the Swords Dance set makes the most of what Decidueye has to offer. Leaf Blade for STAB, and gives Decidueye a massive Kingdom Hearts-esque nuke in Bloom Doom. Spirit Shackle for additional STAB, which covers Psychic and, especially, Ghost types. Steel Wing for coverage on Fairy and Ice types, but also as an option against some of the Rock types in the E4, namely Cradilly. Swords Dance for setting up a sweep, or alternatively Sucker Punch for added offensive pressure against faster opponents.
• Ice Beam/Shock Wave
Taking the Water spot in the Grass/Water/Fire core, Pelipper is the second team member. Scald is STAB, boosted by Rain via Drizzle, and has a chance to Burn opponents which can cripple strong physical attackers. Hurricane for STAB, and 100% accuracy in Rain for massive damage, with the added chance of Confusion to mess with the enemy's momentum. Ice Beam for Dragon/Ground types and especially the Flying E4 member. Alternatively, Shock Wave can be run to help deal with opposing Water Types. Can also be used with Flyinium Z early to help deal with Totem Araquanid. Along with Decidueye, helps immensely with Hala.
@ Choice Specs
• Dark Pulse
• Sludge Bomb
• Destiny Bond
The third member of the team and final Pokémon to complete the Grass/Water/Fire core, it's the original Incineroar; Houndoom! Coupled with Choice Specs, it fires off devastating attacks that not many Pokémon appreciate. Flamethrower for STAB, essential for the Steel E4 member. Dark Pulse for STAB, essential for the Ghost E4 member. Sludge Bomb for Fairy and Grass/Water coverage. Destiny Bond in case you need to sacrifice Houndoom to net a kill on a tough opponent. The prime use of this is for Ultra Necrozma, coupled with a Focus Sash.
@ Soft Sand
• Dragon Claw
• Fire Punch/Rock Slide/Stone Edge
• Dragon Dance
The resident Ground type of the team, Flygon is your boi. Getting Dragon Dance this generation, Flygon is preferred over Garchomp for ease instead of SOS Chaining, as well as a similar moveset. Earthquake for STAB, paired with Soft Sand and Dragon Dance, you can essentially "Earthquake all the things" into Oblivion. Dragon Claw for STAB. The third move is up to preference. Fire Punch gives you a way to hit Grass types and Steel/Electric types with Magnet Rise/Levitate, or the likes of Skarmory. Either Rock move can be used to assist Raichu in defeating the Flying E4 member. Dragon Dance to boost ATK/SPEED and make sweeping easier.
@ Aloraichium Z/Electrium Z
• Surf/Grass Knot/Focus Blast
• Nasty Plot
Only obtainable as a Gift after placing 1st at every Surf Spot, this Raichu-Alola comes with Surf. However, if Surf doesn't interest you, you can catch a Pikachu and secure this team member much sooner. Thunderbolt for STAB, as well as using Stoked Sparksurfer, Raichu-Alola's unique Z Move. Also helps immensely with the Flying E4 member. Psychic for STAB. Surf for coverage of Ground/Rock/Fire types, Grass Knot for Water/Ground types, or Focus Blast for Dark and Normal types. Nasty Plot to boost Raichu-Alola's decent SP ATK stat. Raichu-Alola is also key in defeating Totem Kommo-o, with Pelipper supporting it. If running Thunder to play off of Pelipper bringing in Rain, I would suggest Electrium Z instead of Aloraichium Z. Both work well to nuke.
@ Silk Scarf
• Drain Punch/Hammer Arm/Superpower
• Thunder Punch/Ice Punch/Fire Punch
• Shadow Claw/Payback
The last member of the team, Bewear! This adorable pink monster is here to kick @$$ and chew bubble gum. Thanks to Fluffy, Bewear can take virtually any physical attack and fire back. Bewear's Normal typing also helps counter the Ghost E4 member. Return paired with a Silk Scarf releases insane damage, and hits almost every type. The Fighting move is purely preference, however if you go with Hammer Arm, it is advised to use a Brave nature and Payback to make the most of the set. Thunder Punch for Water types, and helps with the Flying E4 member. Any of the elemental punches can be used, based on what you think benefits you more. Again, the last move is purely preference based on how you run Bewear. Typically Shadow Claw is preferred, but Payback has it's niche. Bewear is essentially a coverage Pokemon, so his moveset is flexible to adjust to your team's needs. Swords Dance is an option on Bewear, but generally is unnecessary due to it's already skyscraper-level ATK stat, and the rest of the team typically appreciates the coverage more.
Final Notes: All in all, I feel as though this team is very well balanced, with only a few types that have an advantage over it. If you play smart, and keep momentum, you should have no problem with the Alola region. Bewear is the easiest Pokémon to swap out, as just about every other Normal type in the game can fill it's role just the same, but Bewear's typing of Normal/Fighting is a very welcome change to the game and functions rather uniquely. Also, I really wanted to find a way to fit an Eeveelution on the team, but I couldn't find a cohesive way to fit one in. If you can, by all means go for it!
I hope y'all enjoy the team! Happy trails in Alola!