Hello, as a lot of Smogon is gearing up for OST, I haven't been showing off some of my teams I'll be preparing/using for that tourney. However, this team is more something to prove a concept that I was discussing in the Stall topic in Overused. The basis of this specific team is outlined here.
That being said, this team is certainly a 'pioneer' of this idea, but not much more. It is very, very good but plays with subpar stats (explained that the concept of a switch stall team has a lesser group to pick from... still a good picking but more limited).
So, to the team building. This is going to be different from my previous RMTs, where the style was well defined and understood. This is by no means the best way to build this style team, but this is how I've done it and as of now I believe I'm one of two people to post this specific style in these forums.
So let's begin the study of this.
Attacking Turner:
So Rotom is THE staple of this style. His defenses, offense, and versatile typing makes him too useful. In this specific team, he is the pinsir-m counter/check (depends on health) and the TF counter. His overheat is an incredibly good wallbreaker for mega venusaur, gliscor (Who seems to switch in often), and other unresisted types, as well as just slaying Skarmory and Aegislash.
His issue with rocks is very notable, but pain split is a longer term alleviation than RestoChesto. He is my Blissey/Chansey stay in to stop their health regeneration from working.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Covers: Scizor-mega's fire weakness, TornT/Slowbro's Electric Weakness, Slowbro's Bug weakness, TornT/Gliscor's ice weakness
Counters: Pinsir-mega at full, Talonflame at full, genesect, mega venusaur, Scizor, Thundrus-i, jirachi, non-knock off mandibuzz
Checks: Charizard X/Y, Thundurus-t (He can switch in but is limited in use vs Sub NP), Infernape, Non-stone edge mamoswine (aka most of them), Aegislash, Gyarados
Loses To: Excadrill, Rotom-w, Jolly Azumarill, Greninja, Starmie
Utility Turner:
Scizor-mega is undoubtedly the best defog user in the current meta. While he costs you a mega slot, he only has one weakness and his physical defense is absolutely massive. Couple that with reliable recovery, technician priority and stab u-turn and you have a monster. While I don't generally need to bring him out, he's absolutely perfect at finishing off major issues like Tyranitar-mega, Azumarill, as well as almost every fairy.
His spot is utility turner where Rotom-h is a wall breaker/attack turner. His attack is rather low, so he prefers to only start attacking late game. He's also a tad slow, but this won't matter unless he's in against a fire type.
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog
Covers: Slowbro's bug weakness, Slowbro's grass weakness, TornT/Gliscor's ice weakness.
Counters: Landorus-T, Sylveon, Azumarill, Tyarnitar-mega (be careful for general TTar having Fire blast), Celebi, Espeon not running HP fire, Alakazam, Mandibuzz (Shouldn't be bothered, doesn't do much back), Gliscor,
Checks: Bisharp, Terrakion, Conkeldurr, Gengar, Togekiss, Lati@s, Kyurem-B
Loses To: Heatran, Infernape, Offensive Deo-S, Jellicent, Charizard X/Y, Talonflame
Attacking/Regenerator Turner:
Tornadus-therian is probably one of the strangest creatures to see on stall, and yet he's become my favorite go-to speedster to fulfill the neo-stall "All purpose revenger" role. More importantly, with assault vest and a pretty good single typing, he can find some pretty good switches that don't require him to check.
Even taking Aegislash's shadow ball, one of the strongest unboosted Special attacks (and also common), Tornadus-T fairs pretty well.
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 0 HP / 72 SpD Assault Vest Tornadus: 142-168 (47.4 - 56.1%) -- 80.9% chance to 2HKO
All in all, this team absolutely makes him SHINE as it has so many slow turners, meaning he gets in and out almost always without being hit. Even when he takes hits, he doesn't get disabled too easily. With all the choice EQs, it isn't too hard to find a dry switch, too.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Covers: Audino's fighting weakness, Slowbro's grass/bug weakness,
Counters: Very little outside of Mega-venu. It can come in on attacks, but it should be due to prediction.
Checks: Does 'everything' count? All psychics fear this set, Heracross/Pinsir-m have issues here, Lucario gets revenged with prior damage, heatran/darks get banged up badly by super power. Tyranitar won't get a shot off before Super power hits, too.
Loses To: Generally on switch ins, but Thundrus/Landorus-t probably are the best counters. Scarf Kyub/Chomp running ice beam/stone edge would wreck him.
Rock Setter, Utility Turner:
Gliscor is one of the few rock users with u-turn/volt switch, but his access to roost this time around gives him much more options on a stall team. He steals celebi's role of rocker as well as a status absorber once the toxic is up. When invested specially, he can lean heavily on his natural physical bulk and become a very passable mixed wall, taking both special and physical hits with relative ease as long as they aren't super effective. More importantly, he can take a little more damage and just rely on poison heal to take care of it. His ability to switch in on all of cabalion's weaknesses (fire/ground/fight) gives him plenty of opportunities to switch in and set rocks multiple times after defog.
252 Atk Choice Band Talonflame Flare Blitz vs. 244 HP / 12 Def Gliscor: 175-207 (49.7 - 58.8%) -- 16% chance to 2HKO after Poison Heal
Not bad... doesn't take it too well, but still can live.
252+ SpA Aegislash-Blade Shadow Ball vs. 244 HP / 252+ SpD Gliscor: 138-163 (39.2 - 46.3%) -- guaranteed 3HKO
Hooray for good SDef investment!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Covers: Slowbro/TornT's electric weakness, Audino's fight weakness, Slowbro's bug weakness
Counters: Excadrill, Zapdos, Aegislash, Rotom-h, Klefki
Checks: Lucario-m (I'm fairly confident in this)..., Volcarona, Tyranitar(-m), Mawile-m
Loses to: Mamoswine, rotom-w (Can stall out Hydro is protect, though), anything with ice/water.
Hybrid Wall
If you read the Dreadnoughts, you'd recognize how much I love this guy. This spot is the special "hybrid" spot. As the limited turners do eventually restrict what you can choose, there was a need for real defensive pivots. But you're already losing momentum by not being able to turn out, so I wanted his switches to have some purpose. Recovery via regenerator is genius for this team as you don't have to waste turns recovering, limiting momentum lost when SWATbro comes in.
To note, Rotom-w does about as much damage on volt switch as Slowbro can regenerate.
This special spot is an all purpose wall, patching up any issues while not losing momentum. You try to get Frisk, Intimidate, Regenerator, Natural Cure, or Regenerator on these pokemon as the best pivot abilities.
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Covers: Scizor's Fire weakness, Audino's Fight weakness, Glisc/TornT's ice weakness, Rotom-h's water weakness
Counters: Dragonite, Lucario-mega (best I can), Heatran, Charizard-X, Excadrill, Infernape, Gliscor, Starmie, Landorus-therian, Terrakion, Garchomp, Arcanine, Diggersby, Espeon, Haxorus... It goes on
Checks: Conkeldurr, Mega-Venusaur, Aegislash, Talonflame (It can actually counter, but suggested Check), Band locked scizor, Band locked Genesect, Mawile, Goodra, even Tyranitar.
Loses To: Thundrus-i/t, Manectric-mega, Mandibuzz, Hydreigon. Knock off hurts this thing a lot.
Cleric:
Meet. Your. Based. God's. Mother. Audino is the oddest pokemon to see in an OU team and people question me using it. However, regenerating clerics are awesome, they don't need to heal themselves! Audino's bulk actually is right around Clefable's (a bit better specially, I think?) and allowed me to have a weirdly workable cleric. However, I only find myself using three moves on the set (wish/healBell/toxic) that I recently replaced dazzling gleam (Was for fight switch ins) for encore, just so I'm not boost fodder.
The special bulk allows me to have a second counter to rotom-w and toxic greninja. Full bulk one side or the other gives me more time to find a switchin and the immunities to ghost as well as the weakness to fight makes the special bulk better.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic
So yeah, this is the conceptual idea of what a switch stall is. Keep making good plays, decide when to switch and when to attack. The enemy should be on their heals taking some stealth rock damage, and even when they aren't afraid of your switches, you'll have your best walls out.
Some issues: Even though I have a style that prevents set-ups, subs can be an absolute monster to destroy. I'd like to find a place to get roar/whirlwind or haze. Mandibuzz might not be entirely necessary, but a replacement needs the above and voltturn.
I'm obviously a tad rock weak. I don't know if I should switch out mandi because of this to help remedy this issue.
So, what do you think? This is, in my mind, a good team and a style that, while it may have limitations on options, is incredibly potent. Any advice on fine-tuning this would be helpful.
Edit: I can't add a poll, but I was having a debate on whether or not Rotom-h is a counter to mega venusaur. Now, I personally believe it IS a counter because it can switch in and eventually win. It was argued that because he can't really kill it via Overheat and can return with leech seed and synthesis (of course, against willowisp/pain split, I believe Venu would eventually lose).
That being said, this team is certainly a 'pioneer' of this idea, but not much more. It is very, very good but plays with subpar stats (explained that the concept of a switch stall team has a lesser group to pick from... still a good picking but more limited).
So, to the team building. This is going to be different from my previous RMTs, where the style was well defined and understood. This is by no means the best way to build this style team, but this is how I've done it and as of now I believe I'm one of two people to post this specific style in these forums.
-Three to four switch moves (VoltSwitch/Uturn)
-1 Cleric
-1 VERY SOLID defog/spinner
-1 All purpose wall (Non turner, rounds out as many threats as possible)
-Non turners need to have good pivot abilities (Frisk, natural cure, intimidate, regenerator)
The idea is you move fast enough to maintain momentum/not lose it. Every move gains you some advantage. More importantly, with all the late switches, you can always be in on the best option and stop set up sweeps from happening. Even the turners are generally slower to maintain the ability to gain that switch initiative.
Remember that Uturn/Volt Switch are chip damage, not kill damage.
All the specifics are in the thread linked in the first paragraph
-1 Cleric
-1 VERY SOLID defog/spinner
-1 All purpose wall (Non turner, rounds out as many threats as possible)
-Non turners need to have good pivot abilities (Frisk, natural cure, intimidate, regenerator)
The idea is you move fast enough to maintain momentum/not lose it. Every move gains you some advantage. More importantly, with all the late switches, you can always be in on the best option and stop set up sweeps from happening. Even the turners are generally slower to maintain the ability to gain that switch initiative.
Remember that Uturn/Volt Switch are chip damage, not kill damage.
All the specifics are in the thread linked in the first paragraph
Step 1: After getting the basic outline of what pokemon CAN be used, I decided to start with the most versatile pokemon in this style: Rotom. I decided that, due to fire's limited advance into uturn/volt switch moves, to use Rotom-h. Now, with an SR weak mon, I was going to need a defogger, but as this guy was the focal point, I wanted THE BEST defogger. In comes Scizor-mega.
In all reality, Rotom-h is a heavy attacker first (wall breaking for me with overheat) and scizor is more utility (defog but a quick finisher with Bullet punch). I wanted a more utility user and something with incredible bulk and a great deal of utility. At this time, rotom-h was specially defensive so I had some need to take physical fires, and I needed something to better take mold breaker excadrill. At the same time, I wanted some more special bulk to take water type attacks. I also wanted a stealth rock setter to punish the opponents as I switched... something that would stay just as long as scizor-mega to set after defog.
In comes Mandibuzz, the best utility physical wall in the game. Added benefit for Uturn, too. Foul play, knock off and defog all give mandi a great move pool to stop threats from further damaging the team. Being able to take Char-X is an added benefit. Celebi was the second special wall and rock setter, having the rare combination of water resist, rocks and recovery. I added this set to be a second wall breaker, mainly for rock and water types that would resist overheat.
The above is the four piece pivot core. Every one of them has volt switch/U-turn, but two spots were allotted for pokemon not having these moves. At this point, I had a few issues to round out. Mega lucario unboosted could crush me. Fire moves were too free to spam especially if rocks were up. I was down some special bulk and I wanted Rotom-h to handle pinsir/TF better and make it physically defensive. I needed to define the possibilities for these next slots... one of which probably had to be a cleric.
After experimentation with Clefable, I realized it just didn't pivot well. For the other slot, it was rather easy for a slowbro worshipper like me. What a marvelous pivot! Regenerator, AV for special bulk... even my switches would gain me momentum! Using the same concept, I figured I could use the only regenerator cleric... Audino (meet your based god).
Thus we have the very basic team outline.


In all reality, Rotom-h is a heavy attacker first (wall breaking for me with overheat) and scizor is more utility (defog but a quick finisher with Bullet punch). I wanted a more utility user and something with incredible bulk and a great deal of utility. At this time, rotom-h was specially defensive so I had some need to take physical fires, and I needed something to better take mold breaker excadrill. At the same time, I wanted some more special bulk to take water type attacks. I also wanted a stealth rock setter to punish the opponents as I switched... something that would stay just as long as scizor-mega to set after defog.
In comes Mandibuzz, the best utility physical wall in the game. Added benefit for Uturn, too. Foul play, knock off and defog all give mandi a great move pool to stop threats from further damaging the team. Being able to take Char-X is an added benefit. Celebi was the second special wall and rock setter, having the rare combination of water resist, rocks and recovery. I added this set to be a second wall breaker, mainly for rock and water types that would resist overheat.




The above is the four piece pivot core. Every one of them has volt switch/U-turn, but two spots were allotted for pokemon not having these moves. At this point, I had a few issues to round out. Mega lucario unboosted could crush me. Fire moves were too free to spam especially if rocks were up. I was down some special bulk and I wanted Rotom-h to handle pinsir/TF better and make it physically defensive. I needed to define the possibilities for these next slots... one of which probably had to be a cleric.
After experimentation with Clefable, I realized it just didn't pivot well. For the other slot, it was rather easy for a slowbro worshipper like me. What a marvelous pivot! Regenerator, AV for special bulk... even my switches would gain me momentum! Using the same concept, I figured I could use the only regenerator cleric... Audino (meet your based god).






Thus we have the very basic team outline.
So let's begin the study of this.
Attacking Turner:

So Rotom is THE staple of this style. His defenses, offense, and versatile typing makes him too useful. In this specific team, he is the pinsir-m counter/check (depends on health) and the TF counter. His overheat is an incredibly good wallbreaker for mega venusaur, gliscor (Who seems to switch in often), and other unresisted types, as well as just slaying Skarmory and Aegislash.
His issue with rocks is very notable, but pain split is a longer term alleviation than RestoChesto. He is my Blissey/Chansey stay in to stop their health regeneration from working.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Covers: Scizor-mega's fire weakness, TornT/Slowbro's Electric Weakness, Slowbro's Bug weakness, TornT/Gliscor's ice weakness
Counters: Pinsir-mega at full, Talonflame at full, genesect, mega venusaur, Scizor, Thundrus-i, jirachi, non-knock off mandibuzz
Checks: Charizard X/Y, Thundurus-t (He can switch in but is limited in use vs Sub NP), Infernape, Non-stone edge mamoswine (aka most of them), Aegislash, Gyarados
Loses To: Excadrill, Rotom-w, Jolly Azumarill, Greninja, Starmie
Utility Turner:

Scizor-mega is undoubtedly the best defog user in the current meta. While he costs you a mega slot, he only has one weakness and his physical defense is absolutely massive. Couple that with reliable recovery, technician priority and stab u-turn and you have a monster. While I don't generally need to bring him out, he's absolutely perfect at finishing off major issues like Tyranitar-mega, Azumarill, as well as almost every fairy.
His spot is utility turner where Rotom-h is a wall breaker/attack turner. His attack is rather low, so he prefers to only start attacking late game. He's also a tad slow, but this won't matter unless he's in against a fire type.
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog
Covers: Slowbro's bug weakness, Slowbro's grass weakness, TornT/Gliscor's ice weakness.
Counters: Landorus-T, Sylveon, Azumarill, Tyarnitar-mega (be careful for general TTar having Fire blast), Celebi, Espeon not running HP fire, Alakazam, Mandibuzz (Shouldn't be bothered, doesn't do much back), Gliscor,
Checks: Bisharp, Terrakion, Conkeldurr, Gengar, Togekiss, Lati@s, Kyurem-B
Loses To: Heatran, Infernape, Offensive Deo-S, Jellicent, Charizard X/Y, Talonflame
Attacking/Regenerator Turner:

Tornadus-therian is probably one of the strangest creatures to see on stall, and yet he's become my favorite go-to speedster to fulfill the neo-stall "All purpose revenger" role. More importantly, with assault vest and a pretty good single typing, he can find some pretty good switches that don't require him to check.
Even taking Aegislash's shadow ball, one of the strongest unboosted Special attacks (and also common), Tornadus-T fairs pretty well.
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 0 HP / 72 SpD Assault Vest Tornadus: 142-168 (47.4 - 56.1%) -- 80.9% chance to 2HKO
All in all, this team absolutely makes him SHINE as it has so many slow turners, meaning he gets in and out almost always without being hit. Even when he takes hits, he doesn't get disabled too easily. With all the choice EQs, it isn't too hard to find a dry switch, too.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Covers: Audino's fighting weakness, Slowbro's grass/bug weakness,
Counters: Very little outside of Mega-venu. It can come in on attacks, but it should be due to prediction.
Checks: Does 'everything' count? All psychics fear this set, Heracross/Pinsir-m have issues here, Lucario gets revenged with prior damage, heatran/darks get banged up badly by super power. Tyranitar won't get a shot off before Super power hits, too.
Loses To: Generally on switch ins, but Thundrus/Landorus-t probably are the best counters. Scarf Kyub/Chomp running ice beam/stone edge would wreck him.
Rock Setter, Utility Turner:

Gliscor is one of the few rock users with u-turn/volt switch, but his access to roost this time around gives him much more options on a stall team. He steals celebi's role of rocker as well as a status absorber once the toxic is up. When invested specially, he can lean heavily on his natural physical bulk and become a very passable mixed wall, taking both special and physical hits with relative ease as long as they aren't super effective. More importantly, he can take a little more damage and just rely on poison heal to take care of it. His ability to switch in on all of cabalion's weaknesses (fire/ground/fight) gives him plenty of opportunities to switch in and set rocks multiple times after defog.
252 Atk Choice Band Talonflame Flare Blitz vs. 244 HP / 12 Def Gliscor: 175-207 (49.7 - 58.8%) -- 16% chance to 2HKO after Poison Heal
Not bad... doesn't take it too well, but still can live.
252+ SpA Aegislash-Blade Shadow Ball vs. 244 HP / 252+ SpD Gliscor: 138-163 (39.2 - 46.3%) -- guaranteed 3HKO
Hooray for good SDef investment!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Covers: Slowbro/TornT's electric weakness, Audino's fight weakness, Slowbro's bug weakness
Counters: Excadrill, Zapdos, Aegislash, Rotom-h, Klefki
Checks: Lucario-m (I'm fairly confident in this)..., Volcarona, Tyranitar(-m), Mawile-m
Loses to: Mamoswine, rotom-w (Can stall out Hydro is protect, though), anything with ice/water.
Hybrid Wall

If you read the Dreadnoughts, you'd recognize how much I love this guy. This spot is the special "hybrid" spot. As the limited turners do eventually restrict what you can choose, there was a need for real defensive pivots. But you're already losing momentum by not being able to turn out, so I wanted his switches to have some purpose. Recovery via regenerator is genius for this team as you don't have to waste turns recovering, limiting momentum lost when SWATbro comes in.
To note, Rotom-w does about as much damage on volt switch as Slowbro can regenerate.
This special spot is an all purpose wall, patching up any issues while not losing momentum. You try to get Frisk, Intimidate, Regenerator, Natural Cure, or Regenerator on these pokemon as the best pivot abilities.
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Covers: Scizor's Fire weakness, Audino's Fight weakness, Glisc/TornT's ice weakness, Rotom-h's water weakness
Counters: Dragonite, Lucario-mega (best I can), Heatran, Charizard-X, Excadrill, Infernape, Gliscor, Starmie, Landorus-therian, Terrakion, Garchomp, Arcanine, Diggersby, Espeon, Haxorus... It goes on
Checks: Conkeldurr, Mega-Venusaur, Aegislash, Talonflame (It can actually counter, but suggested Check), Band locked scizor, Band locked Genesect, Mawile, Goodra, even Tyranitar.
Loses To: Thundrus-i/t, Manectric-mega, Mandibuzz, Hydreigon. Knock off hurts this thing a lot.
Cleric:

Meet. Your. Based. God's. Mother. Audino is the oddest pokemon to see in an OU team and people question me using it. However, regenerating clerics are awesome, they don't need to heal themselves! Audino's bulk actually is right around Clefable's (a bit better specially, I think?) and allowed me to have a weirdly workable cleric. However, I only find myself using three moves on the set (wish/healBell/toxic) that I recently replaced dazzling gleam (Was for fight switch ins) for encore, just so I'm not boost fodder.
The special bulk allows me to have a second counter to rotom-w and toxic greninja. Full bulk one side or the other gives me more time to find a switchin and the immunities to ghost as well as the weakness to fight makes the special bulk better.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic
So yeah, this is the conceptual idea of what a switch stall is. Keep making good plays, decide when to switch and when to attack. The enemy should be on their heals taking some stealth rock damage, and even when they aren't afraid of your switches, you'll have your best walls out.
Some issues: Even though I have a style that prevents set-ups, subs can be an absolute monster to destroy. I'd like to find a place to get roar/whirlwind or haze. Mandibuzz might not be entirely necessary, but a replacement needs the above and voltturn.
I'm obviously a tad rock weak. I don't know if I should switch out mandi because of this to help remedy this issue.
Mega Lucario: If it sets up, I can't stop it... I'd have to hit with slowbro, switch out, sac something, switch back in and hope it doesn't boost. Now, this gets slightly easier because I can assure that boosting is a bad idea if I go to audino and lock it into that boost.
Pinsir-mega: After Rotom-h is worn down (which isn't terribly difficult), everything falls. Slowbro at perfect health does have a chance to survive.
Other than that, I haven't seen too much take care of this team without wearing it down over rocks. If you switch well, you shouldn't let the set ups happen...
Pinsir-mega: After Rotom-h is worn down (which isn't terribly difficult), everything falls. Slowbro at perfect health does have a chance to survive.
Other than that, I haven't seen too much take care of this team without wearing it down over rocks. If you switch well, you shouldn't let the set ups happen...
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Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic
So, what do you think? This is, in my mind, a good team and a style that, while it may have limitations on options, is incredibly potent. Any advice on fine-tuning this would be helpful.
Edit: I can't add a poll, but I was having a debate on whether or not Rotom-h is a counter to mega venusaur. Now, I personally believe it IS a counter because it can switch in and eventually win. It was argued that because he can't really kill it via Overheat and can return with leech seed and synthesis (of course, against willowisp/pain split, I believe Venu would eventually lose).
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