The Forbidden Woods

Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus
The Forbidden Woods


Intro:
I actually have no idea why I named the team that, it isn’t very thematic at all besides my inclusion of Venusaur and two Therians, but it all started out as a request from a friend to make a team with Trevenant in it, so I suppose it fits. It eventually became the balance/bulky offense hybrid team I always dreamed of using. I have done some laddering and I almost meet the voting reqs regarding Lucarionite with this team so I suppose that's noteworthy.

Now typically in this section of the RMT one discusses the teambuilding process and previous members, but the team has undergone so much development it is virtually unrecognizable from its first incarnation and therefore I think it’s pretty pointless to discuss the structure, function and purpose of teams that really no longer exist.

Instead I’m just going to jump ahead and present the team and let the in-depth descriptions for each Pokémon explain my choices for the team.



In-Depth Look:



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Venusaur (M) @ Venusaurite

Trait: Overgrow (Thick Fat)

EVs: 252 HP / 88 Def / 168 SDef

Nature: Relaxed (+Def, -Spd)

- Roar


- Giga Drain

- Earthquake

- Synthesis
Taking the suggestion of TCR and Shooting Starmie, I replaced Trevenant with Venusaur Mega, replacing my often unneeded spinblocker with a better bulky pivot for this team, acting as a safe switch in to regain momentum if the Volt-Turn core is disrupted. The set I'm using now comes straight off of the Daunting Dreadnaughts stall team and I think it is pretty fantastic. The EVs and Nature give Venusaur pretty excellent mixed bulk to halt a lot of the metagame, it also has fantastic defensive synergy with Rotom and provides a service this team sorely needed. reliable phazing, hence the inclusion of Roar on this set. Venusaur Mega is a bulky monster for sure but even it often cant stand up to wallbreaking set up mons like Garchomp and Excadrill, so Roar is a great move for him to keep from being set up on.

As for the rest of his moves, Synthesis is a must on Venusaur for reliable recovery, Giga Drain provides additional recovery to make up for the lack of Leftovers and a strong STAB move to hit Rotom-W, Tyranitar, and Keldeo. Earthquake is used pretty much specifically for Heatran, who is becoming more and more common, as well as to do some damage to things Giga Drain cannot touch or whenever Giga Drain is unfavorable to use (Liquid Ooze Tentacruel, for example).



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Tornadus-T (M) @ Life Orb

Trait: Regenerator

EVs: 4 Atk / 252 SAtk / 252 Spd

Naive Nature (+Spd, -SDef)

- Hurricane

- Superpower

- U-turn

- Taunt
The closest this team has to a win condition and probably the most important member of the team is the devastating force of BW2 OU Tornadus-Therian.
Before adding Tornadus-T to the team I was extremely weak to stall like play due to lacking a spinner for Spikes and being unable to crack the most common stall cores without major over predictions. Tornadus-T’s ability to Taunt stallers and also break the Venusaur-Heatran core almost single-handedly was invaluable to the team. The team was also very slow with only one source of priority and Tornadus-T filled the role of speedy offensive pivot as well as revenge killer to an extent and just in general added lots of much needed offensive momentum, even creating the fabled Volt-Turn combo with Rotom-W. Regenerator is the icing on the cake to heal off Stealth Rock damage and Life Orb recoil.

Tornadus-T is often my lead to Taunt hazard setters (such as Smeargle) or U-turn out of an offensive threat to a check.

The accuracy of Hurricane without rain is often disappointing, but even with a Life Orb equipped the extra power over Air Slash is absolutely crucial to breaking Mega Venusaur and Amoonguss as well as ripping opposing AV Conkeldurr to shreds. And while Rain is no longer nearly as common on the ladder this Generation, Rain teams are still great for tournament play and taking advantage of the opponent’s own Rain is never a bad thing.

Superpower is the other key move of the set and smacks Heatran for about half of its health while OHKOing most Tyranitar and Lucario. The damage on Heatran may seem underwhelming at first but considering he has no reliable recovery and I have access to one of the best spinblockers in the game and two other solid checks on the team to pivot into, wearing it down becomes almost too easy.

Taunt shuts down hazard setters like Smeargle and Skarmory as well as Wish passers such as Clefable (who can also be a menace with the Cosmic Stored Power set) while U-turn provides momentum.

A Naive nature is preferred to tank physical priority better as well as U-turn and Fighting type attacks. Life Orb is the best item for it due to its great synergy with Regenerator and the boost it provides to Tornadus-T’s already decent mixed attacking stats. The EV spread maximizes Speed and Hurricane’s damage output because Superpower already hits its targets hard enough and U-turn is not used for damage.





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Conkeldurr (M) @ Assault Vest

Trait: Guts

EVs: 252 Atk / 252 SDef / 4 Spd

Adamant Nature (+Atk, -SAtk)

- Drain Punch

- Mach Punch

- Ice Punch

- Knock Off
Without a doubt the most valuable player on this team, AV Conkeldurr is a force to be feared, boasting obscene bulk with the Assault Vest while hitting hard off of a massive 416 Attack stat. Conkeldurr is the one winning the most games for me, sometimes almost by itself, and also an original member of the team, providing awesome synergy with Trevenant, Sylveon and Rotom-W because of Conkeldurr’s Guts trait, which allows it to switch into Status moves and boost his attack to a frightening degree. Conkeldurr also threatens Dark types such as Bisharp and Crawdaunt that can be nuisance to Trevenant while also scaring off Ferrothorn and Heatran while benefitting from Thunder Wave and Lava Plume’s burn chance.

Drain Punch is my main STAB that compensates with this set’s lack of Leftovers and works great with the SDef boost from Assault Vest to demolish frail special attacking threats such as Greninja while not being worn down as much or as quickly as other AV users. A resistance to Stealth Rock only adds to Conkeldurr’s durability. Mach Punch is a secondary STAB providing a source of priority on the team while helping finish off weakened threats. Knock Off is the most important coverage move on the set, providing perfect neutral coverage with Fighting STAB and crippling defensive Pokemon like Mandibuzz and Rotom-W or Pokemon that depend on their item to function effectively such as Choice users, Porygon2, other Harvest Trevenant or Weakness Policy Dragonite (who can then be hit with Rock Slide). Knock Off also deals massive damage to common Conkeldurr switch-ins such as Aegislash, the Lati twins and Xatu.

Ice Punch remains a great coverage option on Conkeldurr to hit Flying types that resist Drain Punch like Thundurus and to keep from being walled by Gliscor and opposing Landorus-T as well as doing decent damage to Hippowdon. Ice Punch also makes Conkeldurr a great Dragon check due to his good all around bulk while discouraging opposing Venusaur from switching in if they have not Mega-evolved.

I chose to maximize SDef instead of HP to better tank neutral special attacks and to provide more special bulk overall to the team. Not investing in HP also means that Drain Punch will heal a higher portion of my HP per hit. Otherwise this a pretty standard AV Conk set with Adamant to maximize Attack. The extra 4 Speed EVs are simply to Speed creep other Conkeldurr.



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Rotom (Rotom-W) @ Leftovers

Trait: Levitate

EVs: 252 HP / 212 Def / 44 Spd

Bold Nature (+Def, -Atk)

- Volt Switch

- Thunder Wave

- Will-O-Wisp

- Hydro Pump
It isn’t very hard to see why Rotom-W is the most used Pokemon in the metagame, it is simply such a great glue Pokemon for this team, countering Pokemon that could otherwise severely threaten the team such as Mamoswine, Scizor and Talonflame, as well as being a solid check to Pinsir and Keldeo while providing extra insurance against Azumarril and Crawdaunt. Now initially this set seems a little weird because I am not running ChestoResto and because I’m running Thunder Wave.

Basically T-wave gives Rotom-W a greater amount of flexibility regarding what it can check. For example, Rotom-W ironically doesn’t match up too well against some of the tier’s most common Fire types such as both Mega Charizard X and Y, Volcarona, and to a smaller extent Infernape, all immune to Will O Wisp and able to either set up on it or hit it hard with a coverage move or secondary STAB. With Thunder Wave, Rotom-W can prevent a Pokemon like Volcarona or Zard-X from setting up on it and sweeping my team. And while Rotom-W isn’t uncomfortable around special attackers in general, it often struggles to do anything significant to Pokemon like Latios, Gengar, Greninja, Togekiss and Alakazam. Thunder Wave gives Rotom-W extra utility in slowing down fast special attackers that can be a huge nuisance otherwise, making Rotom-W even more useful than it already is and insuring it is never helpless against the most common threats in the metagame.

Hydro Pump is mandatory STAB on Rotom-W to hit threats like Heatran and Hippowdon hard while Volt Switch provides great momentum for the team in tandem with Tornadus-T’s U-turn and deals decent damage as well.

Will-o-Wisp is the secondary form of status Rotom-W can spread and can force a lot of switches into Pokemon crippled by Thunder Wave instead due to how common and expected it is on Rotom-W, despite this I still manage to get good use out of Will-o-Wisp due to the physical nature of the meta.

Rotom’s typing caters more towards tanking physical hits in the current metagame so I used the standard Bold Natured EV spread with some extra Speed EVs to outpace opposing Landorus-Therians. Leftovers provide passive recovery due to the lack of Rest and mitigates Stealth Rock damage.



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Chansey (F) @ Eviolite

Trait: Natural Cure

EVs: 252 HP/ 252 Def / 4 SDef


Bold Nature (+Def, -Atk)

- Toxic/Seismic Toss

- Softboiled

- Wish

- Heal Bell
Among some of the suggestions I received, one of them was to run a more physically defensive Sylveon. I thought it was a pretty good idea at first but looking at the team as a whole I realized I actually didnt have a whole lot to fear from Dark, Bug and Fighting STAB, so then why not just run Chansey?
Chansey has more bulk on both ends than Sylveon could ever dream of, at the cost of offensive capabilities (which the rest of the team has plenty of).
She also plays the Cleric role much better than Sylveon by providing huge 350+ HP Wishes while also having reliable recovery of her own in the form of Softboiled to become a stalling behemoth.
Despite clashing with Conkeldurr's Guts ability Heal Bell is a must for this team to deal with status-based stall and the omnipresence of Will-o-wisp and burn in the metagame.
Eviolite plus the EVs and Nature give Chansey a surprising amount of physical bulk (the equivalent of fully invested 100/100 if I'm not wrong) while still pulling together a massive amount of special bulk to wall Greninja, Zard Y, Landorus-I, and other threatening special attackers.
The choice between Toxic and Seismic Toss is a bit troubling, Seismic Toss lets me handle offensive threats much quicker and with less risk of a set up but leaves me helpless against anything with reliable recovery (like Zard X and Y). Toxic, on the other hand, allows me to wear down a wider variety of threats but at a much slower rate, opening an oppurtunity for a set up. Toxic also clashes with Rotom's status moves and leaves me completely helpless against Steel types like Heatran.



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Landorus-Therian (M) @ Leftovers

Trait: Intimidate

EVs: 252 HP / 76 Atk / 180 Def

Nature: Impish (+Def, -SAtk)


- Stealth Rock

- U-turn

- Stone Edge

- Earthquake
After testing the options given to me by the raters, I went with TCR's suggestion of running Landorus-Therian as my Stealth Rocker. The team already has a good amount of special bulk, so Landorus's great ability in Intimidate is of great service to Chansey and Conkeldurr. Landorus-T's immunity to Spikes and neutrality to Stealth Rocks also helps the team function without a Defogger or Rapid Spinner, with the ever so useful Leftovers mitigating the hazard damage. As well as setting up hazards for the team and providing physical bulk to the team, Landorus-T still provides great offensive presence off of a massive 145 Atk stat and STAB Earthquake to smack threats like Aegislash and Excadrill.

Stone Edge alongside Earthquake gives Landorus-T good neutral coverage as well as SE coverage, and is useful especially for hitting Dragonite, Charizard, Talonflame, and Volcarona.
Finally, U-turn adds on to the Volt-Turn core with Tornadus-T and Rotom-W, making it a great momentum snatcher when predicting a switch.
The EVs and Nature take advantage of Landorus-T's great defensive ability while giving him a little extra power behind its STAB Earthquakes.



Threats to the team:


Stall: Even with Tornadus-T and Chansey on the team, Stall can still be a sizeable problem for my team if it gets anything other than Stealth Rock up (my team is not really weak to Rocks at all, which is why I did not include Rapid Spin or Defog on it).

Dragon types: No longer having a Dragon resist really hurts, and I often have to rely on this team's offense to keep Dragons at bay/

Freeze Dry Mamoswine: I actually have not run into one, but once I do I get the sense this threat will move up to the top of my list -gulp-.

Can’t think of anything else off the top of my head but feel free to identify more weak spots because I’m sure there’s more.
 
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1 underrated strategy I think Trevenant could use is ChestoRest with Harvest, which lets it be a status absorber for your team as well. Definitely put Ice Punch > Rock Slide on Conkeldurr. As for Rotom, give it Pain Split or ChestoRest, it really needs the recovery, though if you use ChestoRest Trevenant, use Pain Split instead. Yawn seems odd on Sylveon, as it should be forcing out Pokemon that lose to it anyway, so making them switch again would go great with hazards instead. Garchomps EVs need to be readjusted, as it's a wallbreaker and Stealth Rock should be replaced with Fire Blast to beat Skarmory/Bronzong/whatever. You might just want more Attack EVs, but this is just preference in the end.
 
1 underrated strategy I think Trevenant could use is ChestoRest with Harvest, which lets it be a status absorber for your team as well. Definitely put Ice Punch > Rock Slide on Conkeldurr. As for Rotom, give it Pain Split or ChestoRest, it really needs the recovery, though if you use ChestoRest Trevenant, use Pain Split instead. Yawn seems odd on Sylveon, as it should be forcing out Pokemon that lose to it anyway, so making them switch again would go great with hazards instead. Garchomps EVs need to be readjusted, as it's a wallbreaker and Stealth Rock should be replaced with Fire Blast to beat Skarmory/Bronzong/whatever. You might just want more Attack EVs, but this is just preference in the end.

Thanks for the suggestions. I haven't actually changed Ice Punch on cartridge so I'll be sure to give it a try though you havent really specified why Landorus-T and Gliscor are more threatening to me than Charizard Y and Pinsir, Rock Slide has saved me plenty against both. It also isn't like I'm breaking through Hippowdon anytime soon anyway. And I've been getting a lot of suggestions for an alternate Trevenant set, from Curse to Lum berry. I will test all of those sets along with yours.

Some of your other suggestions puzzled me though because it seems you did not properly read my justifications for my move choices. Yawn is not to force out Pokemon that lose to Sylveon but to force out Pokemon that typically BEAT Sylveon. I also sorely needed the phazing utility. You also did not suggest an alternative move.

And on Rotom-W you did not specify which move I should replace with Rest or Pain Split. Right now I'm very satisfied with Dual Status Rotom-W and he generally prefers Sylveon's Wishes to the unreliable Pain Split anyway. You'll have to give me a stronger reason why Rotom-W absolutely NEEDS his own recovery over a second status move that has been working well for me.

And on Garchomp I agree I don't really know how efficient my EVs are I just copied them from an old analysis of Mega Garchomp. You should recommend an alternative spread and justify it with some calcs if you feel so strongly about it.
And I'm really reluctant on giving up Stealth Rock because then I have no hazards on my team which is really problematic since I also do not have a way to get rid of hazards on my side, putting me at an instant disadvantage against pretty much every other team. Unless you can fit SR somewhere else on the team without making drastic changes then SR stays on Garchomp. I will consider Fire Blast over Stone Edge though (I believe that is also stated in the description).
I don't mean to shut out your suggestions or anything I just also need to point out what has been working well for me.

EDIT: I actually might replace Trevenant altogether, he's kind of a weak link. I'm thinking Ferrothorn. This frees up a slot on Garchomp for Fire Blast.

EDIT: lol nvm Trevenant does work
 
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Bump! And I would just like to update by saying this team just recently won me an Event 6IV Adamant Jirachi from a tournament-like challenge against some very tough admin trainers.
 
Hiii I would really recommend either putting pain split > thunder wave on or rest > twave + chesto berry > leftovers using both twave and WoW on the same set is not that good. I might edit this later with more of a real rate but for now that is really all I have time for :]
 
I don't think you're using garchomp to its full potential, it does make for a decent special attacker, it's a much more effective physical sweeper, I'd give it Dragon claw/outrage, earthquake, stone edge, and iron head/fire blast. Or if you want to make it a full special attacker(which would be much more effective than a mixed physical and special set) Replace earthquake with earth power and give it full speed and special attack EV's. Garchomp is not an effective hazard setter, but I think it's the only pokemon on your team that can get it.
 
Hey, sorry for the late reply, but I'm here to rate your team.

So by the looks of it, this is generally a pretty balanced team that consists of a pretty solid Volt turn core, and bulky attackers. The overall synergy of the team is pretty nice, so I won't be changing too much about the team. However, I feel I have a few small suggestions that can make your team slightly better.

As you said, offensive Fairy types can really rip through this team. Banded Azumarill 2HKO's everything on your team, and it doesn't even need to predict as it can just spam Play Rough. You don't have a dedicated wall breaker, meaning stall teams can be troublesome for you, so maybe having a dedicated wall breaker could help you. I think that some of your sets may be inferior to how good they could be, so I'm going to be making some small suggestions as well.

1) Change Trevenant to Mega Venusaur. Mega Venusaur checks Azumarill very nicely, and it's overall a much better Pokemon in the metagame right now. Obviously you can't have to Mega's on a team, so you'll need to change Garchomp, which is my next suggestion...

2) Change Mega Garchomp to a regular SD + SR Garchomp. This overall will allow you to easily break through stall much more easily, as the only Pokemon that can counter SD Garchomp commonly seen on stall teams are Togekiss and Skarmory, both of which are dealt with by Rotom-W.

Here's a few minor suggestions

3) Change Rotom-W's Speed EVs. 44 Speed EVs allow Rotom-W to outpace all defensive Landorus-T, and it doesn't really affect your physical bulk too much.

4) Replace Yawn on Sylveon with Heal Bell. Now that you're using Mega Venusaur, cleric support is going to be much more appreciated, but if you choose to keep Trevenant, then replace Yawn with Baton Pass (Heal Bell is probably still better overall).

Well, there's my rate. I hope I helped in some way, and good luck with the team.
 
Hey, sorry for the late reply, but I'm here to rate your team.

So by the looks of it, this is generally a pretty balanced team that consists of a pretty solid Volt turn core, and bulky attackers. The overall synergy of the team is pretty nice, so I won't be changing too much about the team. However, I feel I have a few small suggestions that can make your team slightly better.

As you said, offensive Fairy types can really rip through this team. Banded Azumarill 2HKO's everything on your team, and it doesn't even need to predict as it can just spam Play Rough. You don't have a dedicated wall breaker, meaning stall teams can be troublesome for you, so maybe having a dedicated wall breaker could help you. I think that some of your sets may be inferior to how good they could be, so I'm going to be making some small suggestions as well.

1) Change Trevenant to Mega Venusaur. Mega Venusaur checks Azumarill very nicely, and it's overall a much better Pokemon in the metagame right now. Obviously you can't have to Mega's on a team, so you'll need to change Garchomp, which is my next suggestion...

2) Change Mega Garchomp to a regular SD + SR Garchomp. This overall will allow you to easily break through stall much more easily, as the only Pokemon that can counter SD Garchomp commonly seen on stall teams are Togekiss and Skarmory, both of which are dealt with by Rotom-W.

Here's a few minor suggestions

3) Change Rotom-W's Speed EVs. 44 Speed EVs allow Rotom-W to outpace all defensive Landorus-T, and it doesn't really affect your physical bulk too much.

4) Replace Yawn on Sylveon with Heal Bell. Now that you're using Mega Venusaur, cleric support is going to be much more appreciated, but if you choose to keep Trevenant, then replace Yawn with Baton Pass (Heal Bell is probably still better overall).

Well, there's my rate. I hope I helped in some way, and good luck with the team.

Thank you ShootingStarmie! I really like how this team could turn out with your suggestions. Especially since slowly it has become more about showing off Tornadus-T as an underrated offensive pivot than about Trevenant.
I'm going to keep Yawn on Sylveon for now though because it's unpredictability has won me games in which a set up sweeper has been forced to switch. Venusaur is immune to the most detrimental status condition anyway.
Is there any specific Mega Venusaur set I should? Because I have a Relaxed one on hand with Giga Drain/Synthesis/Earthquake/Sludge Bomb.
 
Well I mean, Earthquake is generally for Heatran on Venusaur, but you already have Rotom-W, Garchomp, and Conk for Venusaur so you could possibly drop that for say Knock Off or Leech Seed. Honestly though I'd suggest testing all move choices and see what you work with best. A spread of 252 HP / 88 Def / 168 SpD and a Bold Nature I think would be best for you (if you choose not to run EQ, if you want to run EQ keep it as Relaxed).

Good luck
 
Hey man nice team, especially since you made it for someone else! Kindness goes a long way in my book. From what I see here, you have a pretty good weakness to physical behemoths that can get past Rotom-W. You have a pretty big weakness to Band Talonflame, as it just punches holes through you. With no defogger or spinner, rocks will really take a toll when you have to constantly switch in and out. Same with Mega Pinsir, which really sucks to face as well (common spinners can come in and spin easily as well, such as Starmie, or Excadrill). You struggle against any good player with Deo-s as well, as they can easily set up a layer of spikes or rocks as you switch back into Tornadus for the taunt. Like I said, it really wears you down. The extremely common Excadrill+Talonflame core breaks you apart.

One thing I think you can do is switch out Garchomp for Landorus-therian. You really have no need of M-Garchomp, as it is best used as a wallbreaker. Your team has no apparant win condition to take advantage of Garchomp's wallbreaking, so it gets to be pretty useless. Not to mention that what you hit (Skarmory, Landorus-t, Trevenant, etc) is already better handled by other teammates. Landorus-t provides you with a better pivot, but still keeps type synergy. Its also nice with the Birds flying around, as Landorus is a far more reliable rocks setter than Garchomp. Adding in Landorus prevents you from being weak to Talonflame+Excadrill (be wary however, Band Bird still can 2hko with rocks up). It also reliably checks SD Luke lacking Ice punch as well as Mixed Luke (shaky check but eh). With the lack of Mega Chomp now, I agree with ShootingStarmie in using Mega Venusaur. Mega Venusaur just checks so much right now, can beat out Mega Luke easily, and provides you with a better SD luke switch in. Psuedo passing Leech Seed is nice as well if you decide to run that, tho I would rather run Knock Off or EQ. Lastly, I would get rid of Thunder Wave on Rotom-w and just use Pain Split. The recovery really helps late game, especially since you have no form of hazard control yourself. Sorry for the short-ish rate, a lot was already said! Good Luck with your team!
 
Hey man nice team, especially since you made it for someone else! Kindness goes a long way in my book. From what I see here, you have a pretty good weakness to physical behemoths that can get past Rotom-W. You have a pretty big weakness to Band Talonflame, as it just punches holes through you. With no defogger or spinner, rocks will really take a toll when you have to constantly switch in and out. Same with Mega Pinsir, which really sucks to face as well (common spinners can come in and spin easily as well, such as Starmie, or Excadrill). You struggle against any good player with Deo-s as well, as they can easily set up a layer of spikes or rocks as you switch back into Tornadus for the taunt. Like I said, it really wears you down. The extremely common Excadrill+Talonflame core breaks you apart.

One thing I think you can do is switch out Garchomp for Landorus-therian. You really have no need of M-Garchomp, as it is best used as a wallbreaker. Your team has no apparant win condition to take advantage of Garchomp's wallbreaking, so it gets to be pretty useless. Not to mention that what you hit (Skarmory, Landorus-t, Trevenant, etc) is already better handled by other teammates. Landorus-t provides you with a better pivot, but still keeps type synergy. Its also nice with the Birds flying around, as Landorus is a far more reliable rocks setter than Garchomp. Adding in Landorus prevents you from being weak to Talonflame+Excadrill (be wary however, Band Bird still can 2hko with rocks up). It also reliably checks SD Luke lacking Ice punch as well as Mixed Luke (shaky check but eh). With the lack of Mega Chomp now, I agree with ShootingStarmie in using Mega Venusaur. Mega Venusaur just checks so much right now, can beat out Mega Luke easily, and provides you with a better SD luke switch in. Psuedo passing Leech Seed is nice as well if you decide to run that, tho I would rather run Knock Off or EQ. Lastly, I would get rid of Thunder Wave on Rotom-w and just use Pain Split. The recovery really helps late game, especially since you have no form of hazard control yourself. Sorry for the short-ish rate, a lot was already said! Good Luck with your team!

Thank you for the rate! Very useful stuff. I agree on Talonflame. Just now I had a match with one of my buddies and I was about to comfortably 6-0 him until his Talonflame came in again (Rotom was severely weakened) and Draco Meteor decides to miss twice and I almost got my ass swept.

Mega Venusaur has been pretty satisfactory as ShootingStarmie said but normal Chomp wasnt working as well as I had hoped so I will definitley try out Landorus-T (though I worry how I'll fair vs Ferrothorn and stall). I'm gonna keep Dual Status Rotom though, in practice having both status moves and access to a Wish passer is worth not running Pain Split imo.

As for the state of the OP, I'm actually going to hold off on editing anything because I submitted this team for the Victory Road broadcast and I'm still waiting on one more rater give his take.
 
Sorry for taking so long, had a long couple of days ~_~

Part of the reason why the team won't fare so well against stall is because it's not dealing with status and hazards especially well. Rotom can come in on a good portion of your team (including Garchomp, Sylveon, Rotom-W, and Tornadus-T) and cripple you with Will-O-Wisp. Yes, you have Conkeldurr for status absorbing, but it's absorbing -- not getting rid of it. You're going to get worn down fast by status, and against teams that pack entry hazards with things such as Deoxys-D and Ferrothorn, your opponent is almost guaranteed to get 3 layers of Spikes and Stealth Rock if he/she chooses because things like Sylveon and Rotom give them the opportunity to do so. I would take SS's suggestion and run Heal Bell over Yawn on the Sylveon, dealing with Status is much more important than surprise factor in this scenario. Next, I would run physically defensive Sylveon so you can take hits better from things like Kyurem-B Fusion Bolt or Latios Psyshocks, 248 hp 252 def 8 spe Bold should suffice for this.

Try out Ferrothorn + Mega Scizor over Trevenant + Mega Garchomp. Ferrothorn gives you a better way to deal with Fairies like Azumarill, though admittedly you have to work around the Superpower. But still, the bulky Mega Scizor set tanks hits like a champ, and gives you the ability to Defog away entry hazards. It's an additional response to offensive Fairy-types, especially with Bullet Punch because things like Clefable are faster than Ferrothorn and often pack Flamethrower.

These changes should help you last longer, your team is primarily balance so you need ways to stay in the game with Heal Bell and Defog keeping your side clean. With Ferro and Scizor you should have less problems dealing with offensive fairies as well.

Ferrothorn@Leftovers
Relaxed 252 HP / 208 Def / 48 Sdef
Power Whip / Protect / Leech Seed / Stealth Rock

Scizor@Scizorite
Impish 252 hp / 252 def / 4 atk
Bullet Punch / U-turn / Roost / Defog

Sylveon -> Bold 248 hp / 252 def / 8 spe, Heal Bell>Yawn
 
After considering all of the rates, I have made drastic changes to this team according to what worked best, so please have a look.
 
i just don't see what the real purpose of this team is. you look to be playing some sort of stall, but you only have stealth rocks and no other real chip damage besides u-turn and volt switch. you have no way to get rid of hazards, meaning you are gonna be taking a bunch of damage each time since you'll be switching a lot. is this supposed to be based around tornadus sweeping?
 
Hello.

Everyone basically covered he good and bad in your team and I've got to say, it is looking mighty fine just from the looks of it.

You should change Rotom-W's and Chansey's attack IVs to 0 to reduce the damage caused from hurting yourself in confusion. Lowering those attack IVs also lowers the damage caused from Foul Play. It may not be the biggest of differences, but it helps.

Again, everything has been covered in your team and it is looking great. Nice job. I hope my advice helps you in further battles. Bye
 
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