Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 HP / 128 SDef / 124 Def
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Superpower
Azumarill can serve as a revenge killer with aqua jet, a defensive poke with its good defensive typing and decent defensive stats, but its main use is as a setup sweeper/cleaner with a Belly Drum boost. Between it, Heatran, Venasaur and Aegislash, I can switch in safely to almost any move. However, I try to avoid using Azumarill defensively and usually wait to use it as a cleaner once all of its checks/counters have been dealt with. If I am forced to switch it into an attack it becomes much more difficult to setup unless I get rid of any priority users.
One question I need an answer to is whether I should put all my EVs into HP. My logic was that Belly drum would be less harmful to its longevity if it took away less HP (same percentage, less HP) and that the Sitrus berry would be more helpful it it restored a greater percentage. 8 HP EVs are to make sure my berry activates when using BellyDrum at full health.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Shadow Sneak
- Sacred Sword
- Swords Dance
Aegislash is very similar to Azumarill in the roles it can fulfill with the set I have listed. It is an outstanding pokemon that every team must prepare to deal with. The combined coverage of Shadow Sneak and Sacred Sword is actually pretty respectable. King's Shield can aid the setup by weakening would-be attackers. Aegislash has quite a few viable sets so the element of surprise can aid my setup as well.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
MegaVenasaur is an outstanding tank that does a great job of dealing with Azumarill's counters such as Rotom-W, Quagsire, Scizor and other bulky waters. It can deal a ton of damage with its dual stabs and easily stays healthy if it can avoid flying and psychic attacks (which Heatran takes quite well). HP fire is a guaranteed OHKO on 252HP Scizor after Stealth Rock which would otherwise wall this set quite well. Venasaur switches into a lot of attacks well like fighting attacks that would sap at Azumarill's health.
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 Spd
Calm Nature
- Earth Power
- Stealth Rock
- Toxic
- Flamethrower
I use specially defensive Heatran as my rock setter. Earth power is to OHKO other Heatran that are outsped if they have no speed investment. Heatran rounds out the defensive synergy of the previous three pokemon. I swapped Magma Storm for flamethrower because I was annoyed with the accuracy problems I was having. Toxic is useful for crippling pokemon on the switch that I might have trouble handling otherwise. Using a series of prediction and switches I can usually KO any threat that isn't immune.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Talonflame functions quite well as a revenge killer if SR isn't up. It is also a respectable late game cleaner. I opted to go with Tailwind over WoW. I have tried both on the set and I've never actually used either one. Uturn is great for maintaining momentum when I predict that my opponent is going to switch into something that resists BB and Flare Blitz. Talonflame's effectiveness essentially rides on whether or not SR is up. Which unfortunately, is used by a ton of teams.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Psychic
- Focus Blast
- Sludge Wave
Landorus packs a huge punch with sheer force and life orb and appreciates great coverage. That alone is enough to use it. Unfortunately, it and my team as a whole has a hard time dealing with Heal Bell Chansey. Perhaps running HP Ice for other Landorus and Garchomp or Superpower/Hammer Arm for Chansey would be worthwhile. I run Timid over Modest nature. To outrun other frail powerful pokemon.
I can see two immediate problems with my team, I have some overlapping roles and I lack a way of removing hazards. I also have trouble beating pokes that I don't have a direct answer for if my opponent has cleric support or great recovery. Any advice or alternatives would be appreciated.