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Introduction
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I got bored with my other teams so a friend of mine asked me to help him with a team. He wanted to do a VolTurn stall team, and I thought this was a pretty interesting idea, so we came up with the core of Tornadus-T and Lanturn. After a bunch of testing I ended up basically switching every one of the original members except for those 2 and came up with this team.
The basic premise is to spam slow volturns (using Gliscor and Lanturn) and Protect to make prediction way easier, along with adding another way to deal with a ton of common threats. For example, you can easily PP stall SubToxic Gliscor by constantly switching back to Gliscor to Protect and then U-Turn out after taking the Toxic or EQ. Toxic is the main way of dealing damage for this team, and probably will be for most stall teams this gen. One thing to note is to not take any pointless risks. That's the biggest thing about this team, and the reason I lose most of my battles. Other than that it's just a bunch of antimeta, underrated pokes on the same team. I don't think the team is actually that creative, though. Most of the teams near the top of the ladder have some creativity, so I think people exaggerate when they say that every team is a carbon copy of another.
I hit 1617 in points on PO (http://gyazo.com/ffa08356aff31503421df9052d87a3e4) after 500ish games with the team; it's not really that much of an accomplishment for a lot of people, but I think it shows the effectiveness of some underrated pokes. P.S the art is by Meredith (first 3) and Neutrawn (rest of them).
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Team
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Tornadus-T @ Assault Vest *** The Mommy
Trait: Regenerator
EVs: 252 SAtk / 72 SDef / 184 Spd
Timid Nature (+Spd, -Atk)
- Knock Off
- U-turn
- Air Slash
- Heat Wave
I remember reading somewhere on PO about the AV + Regenerator idea and tried it on Tornadus-T and it ended up working pretty well. It's probably the best counter to NP Lucario atm and has lot of other utility. It's a decent switch-in to mixed Aegislash if SR isn't down. It also offers a really clutch move in Air Slash when you need the flinches, which is my only way of dealing with Mega Venusaur with EQ. That's one of the main reasons to put it over Hurricane. A lot of the time Tornadus ends up leading if they have a Genesect or Rotom-W. I get to scout if they're scarfed or not which is pretty important in Rotom-W's case because I don't want to get tricked its scarf, and it's useful for Genesect so I can revenge it with Tornadus later in the game.
Knock Off is probably one of the best additions this gen. It offers a decently powered move that pops Lefties, Weakness Policies, Red Cards, and other annoying garbage. When playing against Aegislash, for example, you're usually going to want to Knock Off unless you know it's not Weakness Policy. One of the main ways of wearing down cautious Heatran is to just knock it off and just slowly wear it down with Air Slash when it switches in (similar case for Rotom-W). A lot of the time I can come in lategame and just cleanup with Tornadus' decent coverage.
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Heatran @ Leftovers *** The Daycare
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Toxic
- Protect
- Stealth Rock
SpD Heatran makes his mark in XY OU just as he did in previous generations. Heatran offers a really good switch-in to a whole bunch of threats like Mawile and Genesect. It's also the best counter to non-EQ Mega Venusaur, and to Talonflame (stop running Ancient Power, guys; Toxic is way better). This guy is also the only reason I don't instalose to stallbreakers like Sableye and Mew along with stuff like CP or CM Clefable. Heatran also sets up SR for me which are especially good atm with everyone hyping Talonflame and Charizard. Heatran, along with Gliscor, forms a core that gets Toxic off on pretty much everything, and then you proceed to just spam protect and slow U-Turns. Heatran is also my main switch-in to Mixed Aegislash the first time since I can force it out and get up SR, and scout the switch-ins attack and gain some Lefties recovery with Protect (which is really significant). Protect in general is just a really powerful move. On a team like mine that's based mainly on synergy it's stupidly helpful to have something to scout the moves of choice users. Heatran is just a key part in this team's defense and there isn't much to say about it that isn't completely obvious.
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Lanturn @ Leftovers *** The Child
Trait: Volt Absorb
EVs: 40 HP / 216 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Rest
- Heal Bell
- Volt Switch
- Scald
And we come to my favorite pokemon on the team and the one that started it all, Lanturn! This fish is so good right now with everyone spamming Rotom-W and Thundurus. It forces people to think before they click Volt Switch and is pretty decent momentum killer for opposing VolTurn teams. It's also a hard counter to Manectric and Talonflame. It's a pretty good switch-in to most Heatran and, more importantly, Klefki (aka the garbage mon almost as shit as non-Scarf Ditto). Lanturn is also my only way to stop GK Greninja, though HP Grass variants are still a major pain. Switching into Lanturn is especially annoying compared to other bulky waters not only because of Scald, but also because of Volt Switch. Slow momentum moves are extremely useful for neutralizing the other teams momentum and this team can take advantage of it by setting up SR with Heatran, or getting something poisoned. It also lets me fetch some health with Lefties on most of my members, which is extremely important as nothing has reliable recovery. Rest may seem weird on my Heal Beller but it's actually very necessary. Lanturn often gets worn down throughout the match, and it's key to keep her healthy against more defensive teams because of Heal Bell. Rest is especially useful against CM Raikou and Suicune. With Rest and a few switches I can PP stall them pretty well.
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Gliscor @ Toxic Orb *** The Daddy
Trait: Poison Heal
EVs: 244 HP / 252 Def / 12 Spd
Impish Nature (+Def, -SAtk)
- U-turn
- Toxic
- Earthquake
- Protect
The second part of my slow momentum and Toxic core, Gliscor plays an irreplaceable role on this team. Without this guy I'd get dominated by a bunch of physical threats like Bisharp and Garchomp. Atm if your team doesn't have either Gliscor or Landorus you're weak to something because these guys cover so much in a single slot that it's basically impossible to not run one. Most Lucario that run SD forgo Ice Punch for Crunch so Gliscor is a good switch-in to Lucario once I scout the set. This guy also benefits from slow Volt Switches from Lanturn more so than other pokes because of Poison Heal. Using that slow switch gives you 12% while you switch in, along with another 12% with Protect. If they switched in something that can't threaten Gliscor onto Lanturn, then you get even more recovery and probably a Toxic on something! Usually when you see a Deo-D on the enemy team you want to lead with this guy and Protect. This is just to scout if it has Knock Off (if Gliscor loses its Toxic Orb even after it gets poisoned, I can't use Heal Bell with Lanturn). After that I U-Turn to Hitmontop to spin. The slow switch is important to get in my members at the highest health possible and to try and get some extra Lefties recovery.
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Hitmontop @ Leftovers *** The Father
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Rest / Toxic
- Foresight
- Rapid Spin
- High Jump Kick
I was skeptical of Hitmontop in the beginning, but then I tried him out when I needed a better switch-in to every Tyranitar variant and stuff like non-HJK Medicham and IP Conkeldurr. Mainly, it's here to relieve some of the pressure that's on Gliscor for physical threats, and to Rapid Spin. Don't let its looks fool you, this thing is deceptively bulky after Intimidate. It's a great switch-in to MGyarados and Scizor as well. Despite what people are saying, Rapid Spin is still a great move. Deo-D can't stop it with Taunt like it does against every common defogger. It also important because it lets me keep my SR on the field if they have something like a Charizard or a Dragonite. Hitmontop is also the best switch-in on my team for Mamoswine (god that thing is so good right now) as it 2HKO's everything else. That's the main reason I sometimes use Rest. Hitmontop switches in on a lot of random attacks and Rest helps keep it in the game and has a lot of synergy with Heal Bell. Toxic, on the other hand, is nice for when I switch-in on stuff like Garchomp, but Gliscor does basically the same thing. I run HJK over CC for 2 reasons. The first is simply because I don't like the defense drops, and the second is that after a Foresight I can hit Aegislash a bit harder.
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Ferrothorn @ Rocky Helmet *** The Mother
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Rest
- Spikes
- Leech Seed
- Gyro Ball
The final member, this was added to patch up the loose ends on the team. This slot is pretty dynamic in that it is the most changing one. Previously I had Alomomola, Clefable, Chansey, ScarfRachi, Specs Keldeo, MVenu, and a bunch of other random stuff. Ferrothorn ended up being the best because he relieves some pressure on Lanturn and Heatran, and checks a few pokemon I was really weak to. Ferrothorn is just a good pokemon in general and offers some variety in how to deal with some threats. Rocky Helmet + Iron Barbs gives me a clutch way to KO sweepers like MPinsir or MMawile. This guy is the only way I can beat BD Azumarill. If Ferro is low you have to bait out Aqua Jet so it'll KO itself with helmet. At full health you can tank a Play Rough for 88%ish and KO with Gyro Ball. It also acts as a spin blocker more or less since they take a ton of damage from RH + IB. Other stuff Ferro helps with are Alakazam and Manaphy. Just like Hitmontop, Rest is important here since I need it for teams that have Azumarill + something like Pinsir or an Outraging Dragon. I have to stay at high health against those threats. Ferro also helps with stuff like Greninja and EQ Venusaur. I can also stall out Gliscor with Rest. Rest also lets you beat things that want to spam WoW like Trevenant or Gourgeist.
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Threats
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tl;dr -
A well played Charizard Y is basically http://gyazo.com/53929fffd1565713f71a2255e5e0013b. I have to predict perfectly until sun goes down, or I have to tank 1 Focus Blast with Heatran for the Toxic. Charizard X is also annoying but I can Toxic it with Gliscor and just switch around. Kyu-B is really strongth and hard to play around. If it doesn't carry FB Ferro kinda sorta can check it but if it does I'm basically screwed. MPinsir is also fucking broken and a bitch to deal with. You have to somehow get a Toxic off on it and proceed to predict perfectly. For some reason they always come in on Lanturn and try to set up, though, so Volt Switch gets some good damage off on it. CP MG Clefable with Charge Beam is annoying too. Greninja with HP Grass has the potential to do a lot of damage, too, but overall, most threats can be played around.
Shoutouts to my daddy Trawn for always believing in me *kisses hand and points to sky* and to [Vega] for telling me that Lanturn was garbage before everyone else is going to. Oh and Chomp29 for trying to tell me defensive Starmie was good and suggesting Rest on Ferro.
Introduction
--------
I got bored with my other teams so a friend of mine asked me to help him with a team. He wanted to do a VolTurn stall team, and I thought this was a pretty interesting idea, so we came up with the core of Tornadus-T and Lanturn. After a bunch of testing I ended up basically switching every one of the original members except for those 2 and came up with this team.






The basic premise is to spam slow volturns (using Gliscor and Lanturn) and Protect to make prediction way easier, along with adding another way to deal with a ton of common threats. For example, you can easily PP stall SubToxic Gliscor by constantly switching back to Gliscor to Protect and then U-Turn out after taking the Toxic or EQ. Toxic is the main way of dealing damage for this team, and probably will be for most stall teams this gen. One thing to note is to not take any pointless risks. That's the biggest thing about this team, and the reason I lose most of my battles. Other than that it's just a bunch of antimeta, underrated pokes on the same team. I don't think the team is actually that creative, though. Most of the teams near the top of the ladder have some creativity, so I think people exaggerate when they say that every team is a carbon copy of another.
I hit 1617 in points on PO (http://gyazo.com/ffa08356aff31503421df9052d87a3e4) after 500ish games with the team; it's not really that much of an accomplishment for a lot of people, but I think it shows the effectiveness of some underrated pokes. P.S the art is by Meredith (first 3) and Neutrawn (rest of them).
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Team
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Tornadus-T @ Assault Vest *** The Mommy
Trait: Regenerator
EVs: 252 SAtk / 72 SDef / 184 Spd
Timid Nature (+Spd, -Atk)
- Knock Off
- U-turn
- Air Slash
- Heat Wave
I remember reading somewhere on PO about the AV + Regenerator idea and tried it on Tornadus-T and it ended up working pretty well. It's probably the best counter to NP Lucario atm and has lot of other utility. It's a decent switch-in to mixed Aegislash if SR isn't down. It also offers a really clutch move in Air Slash when you need the flinches, which is my only way of dealing with Mega Venusaur with EQ. That's one of the main reasons to put it over Hurricane. A lot of the time Tornadus ends up leading if they have a Genesect or Rotom-W. I get to scout if they're scarfed or not which is pretty important in Rotom-W's case because I don't want to get tricked its scarf, and it's useful for Genesect so I can revenge it with Tornadus later in the game.
Knock Off is probably one of the best additions this gen. It offers a decently powered move that pops Lefties, Weakness Policies, Red Cards, and other annoying garbage. When playing against Aegislash, for example, you're usually going to want to Knock Off unless you know it's not Weakness Policy. One of the main ways of wearing down cautious Heatran is to just knock it off and just slowly wear it down with Air Slash when it switches in (similar case for Rotom-W). A lot of the time I can come in lategame and just cleanup with Tornadus' decent coverage.
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Heatran @ Leftovers *** The Daycare
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Toxic
- Protect
- Stealth Rock
SpD Heatran makes his mark in XY OU just as he did in previous generations. Heatran offers a really good switch-in to a whole bunch of threats like Mawile and Genesect. It's also the best counter to non-EQ Mega Venusaur, and to Talonflame (stop running Ancient Power, guys; Toxic is way better). This guy is also the only reason I don't instalose to stallbreakers like Sableye and Mew along with stuff like CP or CM Clefable. Heatran also sets up SR for me which are especially good atm with everyone hyping Talonflame and Charizard. Heatran, along with Gliscor, forms a core that gets Toxic off on pretty much everything, and then you proceed to just spam protect and slow U-Turns. Heatran is also my main switch-in to Mixed Aegislash the first time since I can force it out and get up SR, and scout the switch-ins attack and gain some Lefties recovery with Protect (which is really significant). Protect in general is just a really powerful move. On a team like mine that's based mainly on synergy it's stupidly helpful to have something to scout the moves of choice users. Heatran is just a key part in this team's defense and there isn't much to say about it that isn't completely obvious.
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Lanturn @ Leftovers *** The Child
Trait: Volt Absorb
EVs: 40 HP / 216 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Rest
- Heal Bell
- Volt Switch
- Scald
And we come to my favorite pokemon on the team and the one that started it all, Lanturn! This fish is so good right now with everyone spamming Rotom-W and Thundurus. It forces people to think before they click Volt Switch and is pretty decent momentum killer for opposing VolTurn teams. It's also a hard counter to Manectric and Talonflame. It's a pretty good switch-in to most Heatran and, more importantly, Klefki (aka the garbage mon almost as shit as non-Scarf Ditto). Lanturn is also my only way to stop GK Greninja, though HP Grass variants are still a major pain. Switching into Lanturn is especially annoying compared to other bulky waters not only because of Scald, but also because of Volt Switch. Slow momentum moves are extremely useful for neutralizing the other teams momentum and this team can take advantage of it by setting up SR with Heatran, or getting something poisoned. It also lets me fetch some health with Lefties on most of my members, which is extremely important as nothing has reliable recovery. Rest may seem weird on my Heal Beller but it's actually very necessary. Lanturn often gets worn down throughout the match, and it's key to keep her healthy against more defensive teams because of Heal Bell. Rest is especially useful against CM Raikou and Suicune. With Rest and a few switches I can PP stall them pretty well.
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Gliscor @ Toxic Orb *** The Daddy
Trait: Poison Heal
EVs: 244 HP / 252 Def / 12 Spd
Impish Nature (+Def, -SAtk)
- U-turn
- Toxic
- Earthquake
- Protect
The second part of my slow momentum and Toxic core, Gliscor plays an irreplaceable role on this team. Without this guy I'd get dominated by a bunch of physical threats like Bisharp and Garchomp. Atm if your team doesn't have either Gliscor or Landorus you're weak to something because these guys cover so much in a single slot that it's basically impossible to not run one. Most Lucario that run SD forgo Ice Punch for Crunch so Gliscor is a good switch-in to Lucario once I scout the set. This guy also benefits from slow Volt Switches from Lanturn more so than other pokes because of Poison Heal. Using that slow switch gives you 12% while you switch in, along with another 12% with Protect. If they switched in something that can't threaten Gliscor onto Lanturn, then you get even more recovery and probably a Toxic on something! Usually when you see a Deo-D on the enemy team you want to lead with this guy and Protect. This is just to scout if it has Knock Off (if Gliscor loses its Toxic Orb even after it gets poisoned, I can't use Heal Bell with Lanturn). After that I U-Turn to Hitmontop to spin. The slow switch is important to get in my members at the highest health possible and to try and get some extra Lefties recovery.
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Hitmontop @ Leftovers *** The Father
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Rest / Toxic
- Foresight
- Rapid Spin
- High Jump Kick
I was skeptical of Hitmontop in the beginning, but then I tried him out when I needed a better switch-in to every Tyranitar variant and stuff like non-HJK Medicham and IP Conkeldurr. Mainly, it's here to relieve some of the pressure that's on Gliscor for physical threats, and to Rapid Spin. Don't let its looks fool you, this thing is deceptively bulky after Intimidate. It's a great switch-in to MGyarados and Scizor as well. Despite what people are saying, Rapid Spin is still a great move. Deo-D can't stop it with Taunt like it does against every common defogger. It also important because it lets me keep my SR on the field if they have something like a Charizard or a Dragonite. Hitmontop is also the best switch-in on my team for Mamoswine (god that thing is so good right now) as it 2HKO's everything else. That's the main reason I sometimes use Rest. Hitmontop switches in on a lot of random attacks and Rest helps keep it in the game and has a lot of synergy with Heal Bell. Toxic, on the other hand, is nice for when I switch-in on stuff like Garchomp, but Gliscor does basically the same thing. I run HJK over CC for 2 reasons. The first is simply because I don't like the defense drops, and the second is that after a Foresight I can hit Aegislash a bit harder.
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Ferrothorn @ Rocky Helmet *** The Mother
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Rest
- Spikes
- Leech Seed
- Gyro Ball
The final member, this was added to patch up the loose ends on the team. This slot is pretty dynamic in that it is the most changing one. Previously I had Alomomola, Clefable, Chansey, ScarfRachi, Specs Keldeo, MVenu, and a bunch of other random stuff. Ferrothorn ended up being the best because he relieves some pressure on Lanturn and Heatran, and checks a few pokemon I was really weak to. Ferrothorn is just a good pokemon in general and offers some variety in how to deal with some threats. Rocky Helmet + Iron Barbs gives me a clutch way to KO sweepers like MPinsir or MMawile. This guy is the only way I can beat BD Azumarill. If Ferro is low you have to bait out Aqua Jet so it'll KO itself with helmet. At full health you can tank a Play Rough for 88%ish and KO with Gyro Ball. It also acts as a spin blocker more or less since they take a ton of damage from RH + IB. Other stuff Ferro helps with are Alakazam and Manaphy. Just like Hitmontop, Rest is important here since I need it for teams that have Azumarill + something like Pinsir or an Outraging Dragon. I have to stay at high health against those threats. Ferro also helps with stuff like Greninja and EQ Venusaur. I can also stall out Gliscor with Rest. Rest also lets you beat things that want to spam WoW like Trevenant or Gourgeist.
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Threats
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Rotom-W - inferior lanturn
Initial Switch-in: Lanturn is a hard counter. Even if it uses Trick Lanturn is usually what I want to take the choice item.
Defensive: Lanturn has Heal Bell so it can basically do nothing. Chestoresto sets have to be PP stalled with Rest because they can't be killed off with Toxic.
Choice: @Initial switch-in
Talonflame - bird is not in fact the word
Initial Switch-in: Heatran still beats basically every set except cool but niche Natural Gift sets so I usually send that in first. Lanturn is also a decent switch-in as it resists both STABs but it doesn't like taking CB U-Turns.
CB: Heatran can Toxic.
SD/BU: Heatran can still Toxic and Lanturn can Scald.
Aegislash -wasn't cutting it vs my team
Initial Switch-in: I usually switch-in Tornadus-T first for Aegislash that get a little bit feisty and go for the Sacred Sword predicting Heatran. After that I usually just Knock Off.
Mixed w/o KS: Tornadus can tank anything and KO with Heat Wave in blade form. Heatran can switch-in on Flash Cannon or Shadow Ball and KO with Lava Plume.
Mixed w/ KS: Tornadus can still tank. Usually I try to get a Knock Off off and just spam Heat Wave since Tornadus can tank 2 Shadow Balls and recover it all back over the match. Heatran is still a decent switch-in if it's weakened.
SD: Gliscor stomps all over these. It can tank the +6 sneak and KO with EQ. Remember that some people get smart and understand that if they KS while I Protect they can get to blade form.
Automize: Tornadus still tanks the hit and KO's back since most don't have KS.
Lucario - ouchie
Initial Switch-in: I usually go into Tornadus since he can tank anything it throws at it except IP and KO after a little bit of prior damage.
NP: Tornadus-T can come in and hit hard with Heat Wave. If it has no damage on it whatsoever I have to Air Slash first and if I flinch I can KO with Heat Wave but if I don't I have to switch out to something to tank the Vacuum Wave.
SD: Most versions don't run IP but most of the time I scout by Gliscor -> Heatran. If it does have IP then I'm in a world of hurt.
Greninja - annoying frog is annoying
Initial Switch-in: Whenever I see them on the enemy team I lead with Tornadus-T to get some damage off with Heat Wave. This is very important because if this thing comes in late it hurts. It usually depends on what I'm in but more often than not it likes to come in on Heatran. Most of the time I go to Lanturn and play around from there to KO with LO recoil.
LO: @Initial switch-in
Spikes: I go into Lanturn and just spam Scald. Then, if I get the chance, I'll go to Hitmontop to spin later.
Charizard(-Y/X) -charming???
Initial Switch-in: Heatran most of the time. If Lanturn is in I'll go to Tornadus. Either way I basically lose if they're any good.
Char-Y:whY must this be so popular. If they play good I lose. My only shot is Air Slash flinches or tanking 1 Focus Blast with Heatran and getting off a Toxic. After that it's prediction time.
Char-X: Almost as annoying, Xcept it's slightly easier to play around. +1 Flare Blitz won't KO Gliscor so I can get a Toxic and send in Ferrothorn for the Iron Barbs damage. I still lose a ton, though.
Heatran - http://pastebin.com/9cunnZZi
Initial Switch-in: Lanturn stomps on most of them. Gliscor and my Heatran are what I play around with if Lanturn is ever down.
Offensive: I usually switch around between Heatran, Lanturn, and Gliscor to force it out.
SpD: It can't really do anything to Gliscor after his Toxic Orb activates.
Scizor - safety scizor
Initial Switch-in: Gliscor is safe to come in assuming it popped Toxic Orb earlier (it can have Knock Off). If not then Heatran or Tornadus-T make fine switch-ins.
Mega Defog: I can just keep going into Heatran to set up SR or throw out a Lava Plume / Toxic.
SD: Gliscor can EQ non-Roost versions to death. Heatran outspeeds and roasts them but be careful of Superpower.
CB: Same as above + Tornadus-T on Superpowers. Be especially careful with Heatran, though, since they all carry Superpower.
Genesect -doesn't bug me one bit
Initial Switch-in: Whenever I see it on the enemy team I lead with Tornadus-T or Gliscor if I need the Toxic Orb popped early. Tornadus-T can tank an IB and Knock Off + Heat Wave for the KO or get rid of an item on the switch-in.
Scarf: @Initial switch-in and Heatran
Band: Heatran can tank anything from these.
RP: Heatran can take on anything except HP Ground versions. Tornadus-T can take a hit from those w/o an LO and KO with Heat Wave.
Shift Gear: Heatran walls these.
Non-choice Attacker: In the lead position they get Knocked Off, but if they come in I go into Heatran. I always scout for the HP Ground by going into Heatran -> Tornadus-T.
Garchomp - i got nothing
Initial Switch-in: I usually go into Hitmontop and then immediately into Tornadus-T to scout for mixed variants, sometimes even right away depending on what I have in.
SR: Hitmontop beats even versions with Toxic if he carries Rest. Gliscor is decent switch-in to get the Toxic off and then U-Turn out to Hitmontop.
SD: For these you have to play around with Intimidate and Iron Barbs. In theory these do a lot of damage, but I haven't really had much trouble with them.
Mega Chain: Tornadus-T beats versions without Outrage or Stone Edge. Otherwise just play around with Gliscor and Ferro / Heatran until you can get the Toxic off.
Tyranitar -tars me apart
Initial Switch-in: Hitmontop is a hard counter to every version of Tyranitar. Even CB Aerial Ace is forced out.
Mega DD: Hitmontop eats these up.
SR: Hitmontop eats these up AND spins away the rocks.
Assault Vest: Even less of big deal that SR since they can't even do that.
Azumarill - it's wabbit season
Initial Switch-in: Ferrothorn and Hitmontop depending on what I think it's going to use. It's best to play it safe and check if it's CB Superpower.
Belly Drum: People really need to learn how to use this... Setting up Turn 2 does literally nothing to any team. Either way, Ferrothorn beats these 1v1. If they come in late and Ferro is down then they get pretty annoying.
CB: Same as BD except you need to be careful of Superpower. Overall less threatening, though. Always scout and see if it isn't actual choiced. Getting nailed with a fray Superpower is really annoying to deal with.
Gengar - spooky ghosts
Initial Switch-in: Tornadus-T doesn't mind anything and can knock it off for some good damage. Heatran can tank a hit if he's above 60% and throw out a Lava Plume.
SubSplit: @Initial switch-in
Sub Disable: @Initial switch-in
Scarf: Just got to be careful of the trick. Same as the sub sets, otherwise.
Destiny Bond: Always check for this. It's really annoying when they KO someone like Tornadus and bring it LO Landorus or NP Luc.
Gliscor - ehhhhhhh
Initial Switch-in: My own Gliscor is always a pretty good switch-in. It can't really do anything unless they run Ice Fang (which none of them do).
SubToxic: PP stalling with Gliscor. Switch-in as they sub, eat the EQ/Toxic, and go to someone who needs Lefties recovery. After that, switch back in to Gliscor and repeat until they catch on ;].
Dragonite - good night, dragonite
Initial Switch-in: They can't really come in on anything unless something dies, but if it does get in I usually go straight to Gliscor. If it Outrages or Waterfalls, I can go to Ferro and recover Gliscor's health later.
CB: @Initial switch-in.
DD: Be stubborn and just Toxic twice on Lum versions. He can't OHKO Gliscor even at +2. Otherwise you can play around with Ferrothorn recoil. Weakness Policy is even easier to deal with since it can't even tank the first Toxic.
SubDD: Good thing these are uncommon, because I lose really hard to them since I don't have a fairy. If you can somehow get a Toxic off, they're ok.
Para shuffle: PP stalling with Gliscor, Lanturn, and Ferro is fun.
Ferrothorn -i don't even want to take a stab for this one
Initial Switch-in: Hitmontop doesn't mind switching in, nor does Gliscor to wear it down. Heatran, anyone? Either way it can only really switch-in to Lanturn, who has both Scald and Volt Switch anyways.
Defensive: Just got to take bits of health off over time. Tornadus has Heat Wave which does a lot of damage to him. HJK from Hitmontop hurts, too, and I can spin away hazards and Leech Seed. Gliscor can just slowly KO with EQ's assuming he doesn't have Leech Seed. Heatran doesn't mind him one bit either.
Excadrill - hooray we got a good spinner
Initial Switch-in: Gliscor and Hitmontop stomp on this guy, if I want either momentum or hazard removal, respectively.
SD: Gliscor and Hitmontop still don't care. Air Balloon versions have to be popped with U-Turn, though.
RS: @Initial switch-in
Mandibuzz - daddy murkrow
Initial Switch-in: Knock Off is annoying to play around, so I'll just give up something depending on what the other team is. Defog doesn't really bother me. 15 PP vs SR's 20 means I can always get down rocks.
Defensive: @Initial switch-in. If it doesn't have Knock Off I don't mind going in to Heatran or Ferro.
Venusaur - just die already
Initial Switch-in: Either Heatran or Tornadus-T depending on what I have in. Gliscor can beat it if it's at full health.
Mega Tank: Just got to wear it down with SR and pivoting to Tornadus-T. It'll go down eventually. The only issue is that it can poison something with Sludge Bomb, but Lanturn helps with that.
Gyarados - they grow up so fast
Initial Switch-in: Ferrothorn can come in on normal versions and Hitmontop can beat mega versions.
Mega DD: Hitmontop can come in on anything and force it out. Toxic or HJK do big damage.
Sub/Taunt DD: A lot more annoying that the mega set. Ferrothorn can come in them while they can't do much back. Still a pretty big problem, though.
Espeon - aka baton pass
Initial Switch-in: Espeon means the other team is Baton Pass. Dealing with Baton Pass with this team is really hard since I don't carry Perish Song or Haze. A phazing move doesn't help here since most of the ones at the top of the ladder have both an Ingrain Smeargle and Espeon. This is just a loss since BP is either a winning matchup or a losing one.
Togekiss - this bird is the word, though
Initial Switch-in: Togekiss can't touch Lanturn. It's immune to TWave and takes basically nothing from Air Slash. It can also threaten it back with Volt Switch or just fishing for a Scald burn. Heatran can take these on as well.
Defog Tank: @Initial switch-in
NP: @Initial switch-in
Skarmory -iron-o if this guy is still good
Initial Switch-in: Heatran can force this guy out, as can Lanturn. Not really a big deal.
Defensive: These are either old school defensive or the new Defog set. Both lose to Heatran and Lanturn. Hitmontop can come in later and spin if I need to.
Landorus-T
Alakazam
Trevenant
Mawile
Mamoswine
Goodra
Blissey
Breloom
Pinsir
Kyurem-B
Bisharp
Conkeldurr
Landorus-I
Initial Switch-in: Lanturn is a hard counter. Even if it uses Trick Lanturn is usually what I want to take the choice item.
Defensive: Lanturn has Heal Bell so it can basically do nothing. Chestoresto sets have to be PP stalled with Rest because they can't be killed off with Toxic.
Choice: @Initial switch-in
Talonflame - bird is not in fact the word
Initial Switch-in: Heatran still beats basically every set except cool but niche Natural Gift sets so I usually send that in first. Lanturn is also a decent switch-in as it resists both STABs but it doesn't like taking CB U-Turns.
CB: Heatran can Toxic.
SD/BU: Heatran can still Toxic and Lanturn can Scald.
Aegislash -
Initial Switch-in: I usually switch-in Tornadus-T first for Aegislash that get a little bit feisty and go for the Sacred Sword predicting Heatran. After that I usually just Knock Off.
Mixed w/o KS: Tornadus can tank anything and KO with Heat Wave in blade form. Heatran can switch-in on Flash Cannon or Shadow Ball and KO with Lava Plume.
Mixed w/ KS: Tornadus can still tank. Usually I try to get a Knock Off off and just spam Heat Wave since Tornadus can tank 2 Shadow Balls and recover it all back over the match. Heatran is still a decent switch-in if it's weakened.
SD: Gliscor stomps all over these. It can tank the +6 sneak and KO with EQ. Remember that some people get smart and understand that if they KS while I Protect they can get to blade form.
Automize: Tornadus still tanks the hit and KO's back since most don't have KS.
Lucario - ouchie
Initial Switch-in: I usually go into Tornadus since he can tank anything it throws at it except IP and KO after a little bit of prior damage.
NP: Tornadus-T can come in and hit hard with Heat Wave. If it has no damage on it whatsoever I have to Air Slash first and if I flinch I can KO with Heat Wave but if I don't I have to switch out to something to tank the Vacuum Wave.
SD: Most versions don't run IP but most of the time I scout by Gliscor -> Heatran. If it does have IP then I'm in a world of hurt.
Greninja - annoying frog is annoying
Initial Switch-in: Whenever I see them on the enemy team I lead with Tornadus-T to get some damage off with Heat Wave. This is very important because if this thing comes in late it hurts. It usually depends on what I'm in but more often than not it likes to come in on Heatran. Most of the time I go to Lanturn and play around from there to KO with LO recoil.
LO: @Initial switch-in
Spikes: I go into Lanturn and just spam Scald. Then, if I get the chance, I'll go to Hitmontop to spin later.
Charizard(-Y/X) -
Initial Switch-in: Heatran most of the time. If Lanturn is in I'll go to Tornadus. Either way I basically lose if they're any good.
Char-Y:
Char-X: Almost as annoying, Xcept it's slightly easier to play around. +1 Flare Blitz won't KO Gliscor so I can get a Toxic and send in Ferrothorn for the Iron Barbs damage. I still lose a ton, though.
Heatran - http://pastebin.com/9cunnZZi
Initial Switch-in: Lanturn stomps on most of them. Gliscor and my Heatran are what I play around with if Lanturn is ever down.
Offensive: I usually switch around between Heatran, Lanturn, and Gliscor to force it out.
SpD: It can't really do anything to Gliscor after his Toxic Orb activates.
Scizor - safety scizor
Initial Switch-in: Gliscor is safe to come in assuming it popped Toxic Orb earlier (it can have Knock Off). If not then Heatran or Tornadus-T make fine switch-ins.
Mega Defog: I can just keep going into Heatran to set up SR or throw out a Lava Plume / Toxic.
SD: Gliscor can EQ non-Roost versions to death. Heatran outspeeds and roasts them but be careful of Superpower.
CB: Same as above + Tornadus-T on Superpowers. Be especially careful with Heatran, though, since they all carry Superpower.
Genesect -
Initial Switch-in: Whenever I see it on the enemy team I lead with Tornadus-T or Gliscor if I need the Toxic Orb popped early. Tornadus-T can tank an IB and Knock Off + Heat Wave for the KO or get rid of an item on the switch-in.
Scarf: @Initial switch-in and Heatran
Band: Heatran can tank anything from these.
RP: Heatran can take on anything except HP Ground versions. Tornadus-T can take a hit from those w/o an LO and KO with Heat Wave.
Shift Gear: Heatran walls these.
Non-choice Attacker: In the lead position they get Knocked Off, but if they come in I go into Heatran. I always scout for the HP Ground by going into Heatran -> Tornadus-T.
Garchomp - i got nothing
Initial Switch-in: I usually go into Hitmontop and then immediately into Tornadus-T to scout for mixed variants, sometimes even right away depending on what I have in.
SR: Hitmontop beats even versions with Toxic if he carries Rest. Gliscor is decent switch-in to get the Toxic off and then U-Turn out to Hitmontop.
SD: For these you have to play around with Intimidate and Iron Barbs. In theory these do a lot of damage, but I haven't really had much trouble with them.
Mega Chain: Tornadus-T beats versions without Outrage or Stone Edge. Otherwise just play around with Gliscor and Ferro / Heatran until you can get the Toxic off.
Tyranitar -
Initial Switch-in: Hitmontop is a hard counter to every version of Tyranitar. Even CB Aerial Ace is forced out.
Mega DD: Hitmontop eats these up.
SR: Hitmontop eats these up AND spins away the rocks.
Assault Vest: Even less of big deal that SR since they can't even do that.
Azumarill - it's wabbit season
Initial Switch-in: Ferrothorn and Hitmontop depending on what I think it's going to use. It's best to play it safe and check if it's CB Superpower.
Belly Drum: People really need to learn how to use this... Setting up Turn 2 does literally nothing to any team. Either way, Ferrothorn beats these 1v1. If they come in late and Ferro is down then they get pretty annoying.
CB: Same as BD except you need to be careful of Superpower. Overall less threatening, though. Always scout and see if it isn't actual choiced. Getting nailed with a fray Superpower is really annoying to deal with.
Gengar - spooky ghosts
Initial Switch-in: Tornadus-T doesn't mind anything and can knock it off for some good damage. Heatran can tank a hit if he's above 60% and throw out a Lava Plume.
SubSplit: @Initial switch-in
Sub Disable: @Initial switch-in
Scarf: Just got to be careful of the trick. Same as the sub sets, otherwise.
Destiny Bond: Always check for this. It's really annoying when they KO someone like Tornadus and bring it LO Landorus or NP Luc.
Gliscor - ehhhhhhh
Initial Switch-in: My own Gliscor is always a pretty good switch-in. It can't really do anything unless they run Ice Fang (which none of them do).
SubToxic: PP stalling with Gliscor. Switch-in as they sub, eat the EQ/Toxic, and go to someone who needs Lefties recovery. After that, switch back in to Gliscor and repeat until they catch on ;].
Dragonite - good night, dragonite
Initial Switch-in: They can't really come in on anything unless something dies, but if it does get in I usually go straight to Gliscor. If it Outrages or Waterfalls, I can go to Ferro and recover Gliscor's health later.
CB: @Initial switch-in.
DD: Be stubborn and just Toxic twice on Lum versions. He can't OHKO Gliscor even at +2. Otherwise you can play around with Ferrothorn recoil. Weakness Policy is even easier to deal with since it can't even tank the first Toxic.
SubDD: Good thing these are uncommon, because I lose really hard to them since I don't have a fairy. If you can somehow get a Toxic off, they're ok.
Para shuffle: PP stalling with Gliscor, Lanturn, and Ferro is fun.
Ferrothorn -
Initial Switch-in: Hitmontop doesn't mind switching in, nor does Gliscor to wear it down. Heatran, anyone? Either way it can only really switch-in to Lanturn, who has both Scald and Volt Switch anyways.
Defensive: Just got to take bits of health off over time. Tornadus has Heat Wave which does a lot of damage to him. HJK from Hitmontop hurts, too, and I can spin away hazards and Leech Seed. Gliscor can just slowly KO with EQ's assuming he doesn't have Leech Seed. Heatran doesn't mind him one bit either.
Excadrill - hooray we got a good spinner
Initial Switch-in: Gliscor and Hitmontop stomp on this guy, if I want either momentum or hazard removal, respectively.
SD: Gliscor and Hitmontop still don't care. Air Balloon versions have to be popped with U-Turn, though.
RS: @Initial switch-in
Mandibuzz - daddy murkrow
Initial Switch-in: Knock Off is annoying to play around, so I'll just give up something depending on what the other team is. Defog doesn't really bother me. 15 PP vs SR's 20 means I can always get down rocks.
Defensive: @Initial switch-in. If it doesn't have Knock Off I don't mind going in to Heatran or Ferro.
Venusaur - just die already
Initial Switch-in: Either Heatran or Tornadus-T depending on what I have in. Gliscor can beat it if it's at full health.
Mega Tank: Just got to wear it down with SR and pivoting to Tornadus-T. It'll go down eventually. The only issue is that it can poison something with Sludge Bomb, but Lanturn helps with that.
Gyarados - they grow up so fast
Initial Switch-in: Ferrothorn can come in on normal versions and Hitmontop can beat mega versions.
Mega DD: Hitmontop can come in on anything and force it out. Toxic or HJK do big damage.
Sub/Taunt DD: A lot more annoying that the mega set. Ferrothorn can come in them while they can't do much back. Still a pretty big problem, though.
Espeon - aka baton pass
Initial Switch-in: Espeon means the other team is Baton Pass. Dealing with Baton Pass with this team is really hard since I don't carry Perish Song or Haze. A phazing move doesn't help here since most of the ones at the top of the ladder have both an Ingrain Smeargle and Espeon. This is just a loss since BP is either a winning matchup or a losing one.
Togekiss - this bird is the word, though
Initial Switch-in: Togekiss can't touch Lanturn. It's immune to TWave and takes basically nothing from Air Slash. It can also threaten it back with Volt Switch or just fishing for a Scald burn. Heatran can take these on as well.
Defog Tank: @Initial switch-in
NP: @Initial switch-in
Skarmory -
Initial Switch-in: Heatran can force this guy out, as can Lanturn. Not really a big deal.
Defensive: These are either old school defensive or the new Defog set. Both lose to Heatran and Lanturn. Hitmontop can come in later and spin if I need to.
Landorus-T
Alakazam
Trevenant
Mawile
Mamoswine
Goodra
Blissey
Breloom
Pinsir
Kyurem-B
Bisharp
Conkeldurr
Landorus-I
A well played Charizard Y is basically http://gyazo.com/53929fffd1565713f71a2255e5e0013b. I have to predict perfectly until sun goes down, or I have to tank 1 Focus Blast with Heatran for the Toxic. Charizard X is also annoying but I can Toxic it with Gliscor and just switch around. Kyu-B is really strongth and hard to play around. If it doesn't carry FB Ferro kinda sorta can check it but if it does I'm basically screwed. MPinsir is also fucking broken and a bitch to deal with. You have to somehow get a Toxic off on it and proceed to predict perfectly. For some reason they always come in on Lanturn and try to set up, though, so Volt Switch gets some good damage off on it. CP MG Clefable with Charge Beam is annoying too. Greninja with HP Grass has the potential to do a lot of damage, too, but overall, most threats can be played around.
Shoutouts to my daddy Trawn for always believing in me *kisses hand and points to sky* and to [Vega] for telling me that Lanturn was garbage before everyone else is going to. Oh and Chomp29 for trying to tell me defensive Starmie was good and suggesting Rest on Ferro.
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