Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 96 HP / 80 SDef / 80 Def
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Mach Punch
- Detect
Like a large number a VGC players, I have been lured into using Conkeldurr. It hits hard, provides priority, and works wonders under Trick Room conditions (which was what I had planned to build around when I started making this team). Drain Punch over Hammer Arm is a very questionable choice; I opted for Drain Punch because it could still OHKO TTar through its Chople Berry and in the 6-6 format I thought some extra longevity would be much appreciated. Hammer Arm is certainly a great option though, packing an incredibly heavy load of power in exchange for no way to recover Life Orb recoil and a 10% miss rate. The spread allows Conkeldurr to survive an unboosted Zen Headbutt off of Metagross after taking one round of Life Orb recoil.
Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 72 SDef / 172 SAtk / 12 Def
Sassy Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Ice Beam
- Sunny Day
- Trick Room
Obviously Cresselia's main role for the team is to support Conkeldurr and Heatran via Sunny Day and Trick Room support. It also holds rain at bay fairly easily, something Landorus-T and Heatran most certainly appreciate. The spread is a Lv 100 version of a fairly typical VGC spread. The EVs allow Ice Beam to OHKO Landorus-T, assuming it has no Yache Berry or Sash. 12 Def EVs allow it to always survive a Dark Gem-boosted Crunch off of Tyranitar and the remaining EVs go into Special Defense for as much special bulk as possible.
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Protect
This is a standard Focus Sash Landorus-T and one of two members of my "speedy" section of the team. There isn't much to add, but I will note that I originally ran Rock Slide over Stone Edge (I did this for a long time). The idea first presented itself after I saw Stone Edge Lando being used in several VGC battles. While I was heavily reluctant at first due to the shaky accuracy, I eventually chose to use it because it can accomplish a lot of things Rock Slide never would, notably OHKOing standard Thundurus (and Tornadus) sets.
Heatran @ Fire Gem
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk / 17 Spd
- Eruption
- Earth Power
- Heat Wave
- Protect
Eruption Heatran was something I had never used myself and I figured when building this team that it was time to change this. I went with a very simple spread, so there isn't much to explain here. I decided on Earth Power over Hidden Power Grass because Sunny Day from Cresselia (and Rotom) already held back bulky Water-types a lot and my extra IVs (which are there so Sunny Day goes up before Eruption in Trick Room conditions) allow me to out-speed opposing Eruption Heatran outside of Trick Room, so I figured I might as well take advantage of that. I do find myself missing Hidden Power Grass a lot, since Rotom-W can be a very hard threat for this team to work around.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 24 SAtk / 248 HP / 156 SDef / 80 Def
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Rest
This is probably the set I have changed around the most. I originally decided to try Specs Rotom-W, but later decided I needed more support and went for defensive Rotom-W. However, I had been switching around between a lot of different defensive sets. I eventually settled on a ChestoRest Rotom-W with a build closely identical to
Brendan's Worlds Rotom, but I do find myself missing the last slot for Light Screen fairly often, which leads to me switching between it and Sitrus Berry Rotom every-so-often.
Tornadus (M) @ Flying Gem
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Acrobatics
- Superpower
- Taunt
- Protect
Probably the only member of the team that you wouldn't completely expect to be here. While I have become very fond of Tornadus (ever since it helped win me the Doubles Dash) and use it on 50% of my teams, I noticed I had never used a Landorus-T + Tornadus core on any of my teams. Since I wanted to give it a try, I decided to add those two as my "speedy" section of the team, which operates outside of Trick Room in the event that my opponent has Pokemon that are troublesome for my team, such as Amoonguss or Thundurus. Everything else is more or less standard; I opted for Taunt mostly because both Tailwind and U-turn were fairly redundant with the team, but it also was useful for shutting down Follow Me Togekiss and Thundurus shenanigans, among other things.