





What's up guys, I have yet another team after a brief stint of both having no inspiration and making teams that looked good in theory but were rather awful in practice. I generally aim to build my team around something that's a little bit different and/or unusual just to have more interesting teams, and Feraligatr has low enough usage to be deemed different to me. Feraligatr is definitely my favorite Gen 2 Starter and with Sheer Force recently added I thought it would be nice to design my next team around it.
Teambuilding Process

Feraligatr was the Pokemon I started the team around. Surprisingly bulky, decently fast, ridiculously powerful and all around good, and with Dragon Dance it can 6-0 unprepared teams surprisingly easy. There are a lot of things that can check/counter it, but luckily, I found something to deal with that.


Seriously, the synergy between these two is unbelievable. I'm running Crunch/Aqua Jet on Gatr, so I have problems with Keldeo, Azumarill, Altaria, Manectric, Raikou, Breloom, Unaware Clef, Ferrothorn, Thundurus, Mega Gyarados, Chesnaught, Quagsire and others. What do these all have in common? They're all easily checked by Mega Venusaur barring Gyara and rare HP Flying Thundurus. Gatr also Aqua Jets Talonflame at +1, and can set up to win on Torn-T, as well as being able to set up at full health on Mega Metagross, Aqua Jets/Waterfalls each and every Sand abuser which of course Venusaur can't beat due to the flaw in Synthesis and others that can wall/beat Mega Venusaur.



I wanted better bulk across the team and a way to punish physical attackers. And hey, it's not an OU team unless it's got RockyChomp. It gets up Rocks well for me, generally takes any physical hit and deals out insane recoil, as well as usually being able to switch in on Heatran which Gatr, as a win con, usually prefers not to do.




Heatran doesn't look like it fits when I've already got a rocker, but this is ScarfTran. Talonflame was still annoying despite having two checks and Zard X and Y were both able to sweep me fairly easily. ScarfTran is usually a surprise to many people and it gives me the speed that I need in an otherwise relatively slow team - things like Mega Lopunny and Manectric are actually outsped by this which is much needed for me.





Looking at the team, you'll be able to quickly notice a weakness to things such as Alakazam, Garchomp, the Latis, Mega Gardevoir, Excadrill, Mega Diancie and others. Skarmory acts as a decent check to these as well as a Spikes stacker to stand a chance against Stall and to force out things like Chansey or Celebi which Skarmory can't really touch, and they can't touch me. With the advantage of Spikes on my team, I also found that having a spinner was largely unnecessary as most of the time hazards were Defogged away for me.






Lastly, I wanted a good way to deal with bulky Poisons, like opposing Mega Venusaur, and an offensive check to a lot of threats in the tier that Heatran couldn't deal with. With near perfect coverage and an amazing speed tier, as well as good utility with Thunder Wave baiting in Torn-T which is otherwise quite a big threat to the team, Zam fits right in on the team.
Sets In Detail
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Crunch
- Ice Punch


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Crunch
- Ice Punch
Dragon Dance Feraligatr is pretty frightening. Crunch is great coverage for hitting all the Psychics that are everywhere in OU now, and Waterfall is a must. Aqua Jet has since been replaced with Ice Punch. The amount of times I found myself wanting Ice Punch far outweighed the times I actually used Aqua Jet, so I swapped them over.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
This is a pretty standard offensive Mega Venusaur set, with max Special Attack and both STABs, as well as HP Fire because it's meant to be checking Ferrothorn and Chesnaught as well. Synthesis is mandatory, and the speed lets me outpace 252 Speed neutral Azumarill. I chose offensive for many reasons, largely because I wanted to be able to threaten Zard X, which Sludge Bomb OHKOes after Rocks.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Really the only different things about this set are Toxic over Fire Blast, which I chose because most things in the team can usually deal with Ferrothorn and Skarmory, and the speed, which lets me outpace any Bisharp and Metagross before Mega Evolving. The other moves are pretty imperative on RockyChomp.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Fire Blast
- Flash Cannon
- Earth Power


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Really the only different things about this set are Toxic over Fire Blast, which I chose because most things in the team can usually deal with Ferrothorn and Skarmory, and the speed, which lets me outpace any Bisharp and Metagross before Mega Evolving. The other moves are pretty imperative on RockyChomp.


Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Fire Blast
- Flash Cannon
- Earth Power
The speed investment on this outspeeds Mega Lopunny. The choice between Overheat and Fire Blast was hard, but I like being able to hit multiple times and Fire Blast is good for cleaning up late game. Flash Cannon and Earth Power are required, and Stone Edge with 28- Attack investment OHKOes Charizard Y.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
SpDef Skarmory checks all the things that I needed to check when I chose it. Spikes is one of its greatest assets, Roost is pretty much needed and Whirlwind was chosen over Taunt because I'm tired of Manaphy. Leftovers is pretty important, too, because even with near maximum investment Skarmory is sort of frail on the Special side.


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
SpDef Skarmory checks all the things that I needed to check when I chose it. Spikes is one of its greatest assets, Roost is pretty much needed and Whirlwind was chosen over Taunt because I'm tired of Manaphy. Leftovers is pretty important, too, because even with near maximum investment Skarmory is sort of frail on the Special side.


Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Psychic
- Shadow Ball
- Focus Blast
Psychic, Shadow Ball and Focus Blast are really important on Alakazam for STAB, then for hitting Psychics, then for hitting Dark types. The last move I chose was Thunder Wave because, even without a Sash, Zam is great at catching things on the switch that hate being Paralyzed - primarily Torn-T, but also things like other SpDef Skarms, and things of that nature. Encore or HP Ice is also an option but at the moment Thunder Wave is my most useful option. Life Orb was chosen over Sash because I initially ran Sash and it never came into use in about 20 games in a row and I decided I would make the switch to Life Orb.
Threats

Heat Wave + Superpower Torn-T is really scary to the team - while it's rare to encounter one with both of these options it's not unheard of and it's pretty hard to work around. I usually can beat it with a combination of Feraligatr and Thunder Wave on Alakazam, but both of these aren't long term Pokemon and they can be damaged/removed pretty easily, especially Zam.

Depending on its moveset Mega Gyarados gives me a few problems. It gets setup opportunities on Heatran, Feraligatr, Skarmory if it's Taunt, and so on. Ice Fang tears me apart and if it flinches or freezes my Venusaur after setting up it pretty much just wins. However, I usually play very cautiously around it and can find ways to win usually by going to Garchomp on predicted Waterfalls.

Rocks, Venusaur, Gatr, Garchomp and Sturdy on Skarmory usually lets me bullshit my way past Zard X but Zard Y is a whole different kettle of fish. Garchomp is a one time check that can't do much other than Toxic or Dragon Tail, and while Heatran is a "reliable" (Thankyou based Stone Edge) check I don't like risking the switch - when I do I usually get predicted and Focus Blasted - and I'm otherwise left to revenge it.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Crunch
- Aqua Jet
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Fire Blast
- Flash Cannon
- Earth Power
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Psychic
- Shadow Ball
- Focus Blast
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Crunch
- Aqua Jet
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Fire Blast
- Flash Cannon
- Earth Power
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Psychic
- Shadow Ball
- Focus Blast
Well, that's the team. Hope you guys enjoyed and thanks for any feedback I might get!
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