This is a team built around Breloom, I'm not the top tier person so more improvements can be made. o3o
Teambuilding Process
I wanted to build a team around Breloom, a Pokemon I felt was good.
I look at Breloom, seeing quite a lot of weaknesses, mostly a huge birdspam weakness. Seeing this, I knew Heatran would be a great partner.
Seeing that adding a water type makes a F/W/G core, I immediately see that Rotom-Wash would be great, providing an immunity to Ground and as a bonus I also get Volt Switch.
At this point I wanted some sort of VoltTurn going on, and since I didn't have anything on my team that would take physical hits well, I felt that Landorus-Therian fit well. It provides Intimidate and U-Turn.
Continuing, I thought Skarmory would be alright to fit in as it helps defend against physical attackers, and serves as sort of a backup for Landorus-T.
Seeing as my team has no megas, I chose Manectric as it could contribute to the VoltTurn and does not add too much of a major weakness to the team.
The Team
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Breloom's the star of the team. I chose this pokemon because it is one of the stronger pokemon who has the access to spore. For me, it mainly comes in late game to clean up the pokemon left on the opponent's team. Focus Sash guarantees me a spore off, which comes in handy. Rock Tomb is there if I predict a switch and I need to lower that Pokemon's speed to OHKO it easily. Mach Punch is there for priority when I need it and bullet seed gets STAB and hits very hard with Technician. It's also worth noting that all these moves get boosted by technician.
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Ancient Power
- Earth Power
Heatran is the Special Wall for this team. I chose it for a few reasons. It's one of the few counters to Talonflame which Breloom doesn't appreciate. It also acts as my Specially Defensive Wall for my team. Holding an Assault Vest boosts its SpD to even higher levels, which is pretty useful. EV Spread is pretty weird considering that i don't invest much in SpD, but for some reason I felt that I wanted SpA more than SpD. Lava Plume has a really nice chance to burn which makes opponents not want to switch to their physical attackers. Flash Cannon is there for its secondary STAB, Earth Power and Ancient Power are just nice moves to have to hit things that Heatran normally can't.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Volt Switch
- Hydro Pump
Rotom-Wash is one of the VoltTurners in this team. I chose it as it has the nice ability Levitate which gives me the much needed ground immunity. It has the great move Trick which has saved me many games, crippling down walls easily by giving them a choice item is great. Will-O-Wisp on a Choiced Rotom is weird, but it still works for me. Volt-Switch is there for switch initiative and Hydro Pump is my secondary STAB that hits Ground-Types who doesn't allow Volt Switch to happen. Worth mentioning 0 IVs in attack because of Foul Play, Confusion etc.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Landorus-Therian adds up to the VoltTurner count and also adds to the Intimidate Core I accidentally made. I chose it as it had access to U-turn and gives me the much needed Fighting Resist. Choice Scarf is there to outspeed most of the OU metagame and the EVs invested in speed just to make sure. Earthquake is its main STAB, Stone Edge is to get EdgeQuake combo, and Knock Off just to remove those Chansey's Eviolites.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Roost
- Whirlwind
[First: Yes this is tauntbait I need to fix it but I am not sure which move to get rid of.]
Skarmory acts as the Defensive wall of this team. I chose it as it is great at tanking physical hits (at least more than Lando-T), has access to defog AND can set up rocks. Roost is there for recovery which is nice, and whirlwind is a great move to phaze a hit with sturdy and get them out of the field. It also racks up SR damage which is pretty nice.
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power
- Overheat
[Hidden Power is Ice] Apparantly PS! just kept setting the IVs for attack back up to 30 which was kinda annoying so I just left it as Hidden Power.
Mega Manectric serves as the 3rd VoltTurner and has Intimidate which is pretty nice. It was the ideal mega for me to choose in my opinion as it was a VoltTurner and had Intimidate as a bonus. Thunderbolt was there for a stronger STAB when needed, HP Ice is perfect for dealing with Ground-Types and Grass-Types, with Dragon-Type as a bonus. Overheat was used over Flamethrower as the extra power is needed sometimes, and the SpA drop doesn't matter as much as most of the time it's just going to switch out. Overheat hits many common steel types like Skarmory and Scizor, which is nice.
Feedback is appreciated!
Importable
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Ancient Power
- Earth Power
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Volt Switch
- Hydro Pump
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Roost
- Whirlwind
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power
- Overheat
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Ancient Power
- Earth Power
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Volt Switch
- Hydro Pump
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Roost
- Whirlwind
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power
- Overheat