Introduction
I LOVE Mega Swampert!
I'll admit - I wasn't the biggest fan of ol' Swampy before it got it's Mega... Regular Swampert was a bit rubbish in my opinion, it wasn't the best starter, looked a bit odd and usually ended up in a utility role if/when it did make it into my teams (Stealth Rocker/Toxi-staller/Phazer). Yes it was a nice answer to Electric types but I felt there were far better choices for that and for those roles mentioned. But his new Mega changed the game for me!
A brief history...
I have played all gens of Pokemon, although only very casually, playing through the story mode and the odd bit of collecting. I never really bothered to learn about the more in-depth things in the game like breeding, IVs, EV's and battling. Gen 6 came out and I found myself wanting to really learn more and it just went from there!
I have only been battling properly for about 2 years (1 year really if you take out the learning and understanding of the game), and love breeding and training. Showdown is a perfect tool for me to use to test stuff out, plus get a better understanding of what those in the community use!
When I started team building - my old X/Y teams used to be VERY special attack based as it was my favorite way to attack and I loved water types (who for the most part are special attackers).
I usually like to stay away from following the most obvious sets - not because I don't like them or feel they don't work - but purely because I want some element of surprise on my teams. Also - whilst I have/will get people saying "use more OU Pokemon to win" - it's not really the way I like to play. IMO its way more fun to use uncommon sets and Pokemon! I am NOT a fan of using too many OU Pokemon in my teams anyways and tend to avoid what's "popular" unless I actually like them myself and have used them! So you won't see the likes of Chansey, Ferrothorn and Heatran on my teams :-p
Finally - I only liked to have Pokemon I could actually get in game and could successfully breed or catch. While it took me (what seemed like) forever to get 5 to 6IV regular Pokemon, any Legendary ones that I used would only ever be 3-4IVs with the correct natures! I firmly believe in playing the game as honestly as possible.
The first Pokemon I ever used in battles was Greninja (imo the BEST starter ever created). It was CORE to my old teams, normally consisting of the likes of Volcarona, Togekiss, Venusaur and mixed Mega Char X or Y - usually alongside powerful set up Pokemon like Cloyster or Zygarde (very underrated Legend imo). I actually started out with using Torrent Greninja before I adapted to using Protean!
As a relatively new battler on the competitive scene - I was still learning - but was having some success with my teams and enjoyed the fact that Greninja was a part of it. Then ORAS came out with its Move Tutors and Greninja was sent up to Ubers... :-( Bad times.
Greninja being banned was the worst thing for me and for a while, I struggled to make any teams as I didn't really know what to do next. I felt I had been gaining some momentum with my old teams and felt ready to start battling on Smogons OU ladder and trying to get even better.
When ORAS was announced, Mega Swampert was a Pokemon that intrigued me and instantly fell in love with the new look! I'll admit - I was a bit hesitant with it's ability as I wasn't a big fan of weather teams. I knew using Mega Swamp would mean my team would have to rely heavily on maintaining Rain. But realizing I could basically have a Pokemon with super strong attack and speed almost instantly - was just wonderful! I wouldn't need a set up Pokemon so much anymore! Bonus!!!
My previous teams always sort of struggled on the physical attack side and to physical walls so Mega Swampert CHANGED all that! It was gonna be tricky transitioning from mostly special attackers to focusing my play on a single physical one - but I was gonna have to adjust to make it happen!
Team Building Process
Obviously Mega Swamp was my STAR. A physical beast who can change battles! I wanted Swamp to function as a bulky physical attacker first and foremost so that it didn't have to rely on Rain so much and could take care of itself!
Next - Politoed was a MUST for a Rain team as he brings the rain in an instant! He would be key to getting Mega Swamp to Swift Swim it's way past everyone and everything. Also - Swamp can switch in against Electric types that threaten it. Now to address the biggest threat to my team - the obvious Grass weakness!
Grass types would have a field day against this team and put a stop to my main attacking threat! So Assault Vest Tornadus-T was the best cover for this crippling weakness! Plus it could use 100% accurate Hurricanes under Rain - a REAL bonus as then the likes of Keldeo, Mega Sceptile, Serperior couldn't come in and wreck Swamps day!
I needed a plan B in case Tornadus-T couldn't deter Grass types alone - here's where Venusaur comes in. IMO Venusaur is one of the very best Pokemon ever made and can just do so much for my team. Plus asides from deterring Grass types/moves - it could also deal with those pesky bulky Water types that can bother my team!
I then thought - I would need a means to stop leads from setting up and hazards. I had been using Aerodactyl as my anti-lead for ages and promoted it from my UU team. Not only could it serve as a way of stopping the aforementioned threats - it could also set up Stealth rocks for my team. Thus deterring the likes of Talonflame from causing too much pain to my team.
Finally - I wanted a way to get rid of hazards. Avalugg could do just that and function as my WALL... Something that could stop the obvious physical threats that cover the OU tier (Garchomp, Landorus, Talonflame etc). Avalugg is a strange choice I'll admit - but I do like to use strange Pokemon!
Team In Depth
Minerva (Swampert-Mega) (F) @ Swampertite
Ability: Swift Swim
Shiny: Yes
EVs: 92 HP / 252 Atk / 157 Spe
Adamant Nature
- Waterfall
- Earthquake
- Power-Up Punch/ Low Kick
- Ice Punch
The STAR of my team! Physical attack presence and a means of covering any electric weaknesses in my team (which is a few).
It isn't often I copy a full on Smogon EV set - but this one works so very well! The EVs given is important as (under Rain) it outspeeds almost the entire tier unboosted. Plus Mega Sceptile won't dare switch in during Rain, as Ice Punch will deal with it!
Waterfall and Earthquake are reliable STABS and deals with the likes of Landorus-T and Heatran (even outside of Rain). I usually use Earthquake to attack anything that doesn't Levitate or is a Flying type, as it deals a massive amount of damage. But when Rain is up - Waterfall is usually my go to move! Plus the added flinch bonus is always nice!
Ice Punch, very straight forward, deals with Sceptile and (slower) Grass Types and the odd physically bulky Lando-T. It also offers better damage outside of Rain against the likes of Dragonite.
Finally - Power Up Punch - a strange choice, but I use it on expected switches - normally Ferrothorn! With Power Up Punch + Stealth Rock damage and followed up by a +1 STAB Earthquake - I can usually have a better time against them. It's not always guaranteed though and I may have to switch out, especially if it carries Power Whip - but thats just for Ferrothorn. Anything else - a +1 Attack Mega Swampert under Rain - is not something you wanna stick around against! I do on occasion use Low Kick > PuP. But the attack boost is too good to pass up! Again - Ferrothorn is the only real reason I would have Low Kick.
Hyades (Politoed) (F) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Perish Song
- Hypnosis
- Protect
On the surface - this Politoed is basically just there to bring in Rain. And in truth - it is. But I wanted it to act as a sort of semi-special wall so that it can tank hits better. The EVs given is to maximise its bulk and make it difficult to KO. I usually like to keep it in the first turn it's brought out (as most expect a Swampert switch and try to Will O Wisp - especially Rotom). This way I can try for a Scald burn or hit 'em with Hypnosis.
Perish Song is there to deter those who hide behind Subs or try to set up and Protect is there for semi-stalling all those things, for burn or poison damage or to see what they'll do. Surprisingly - Politoed has won me a fair few games with it's support using this set.
Jupiter (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off
- U-turn
Tornadus is my one of the main source of attack and gaining momentum. The EV set is again to try and make it as bulky a possible combined with Assault Vest, whilst making it as fast as possible. I have toyed with giving it more special attack or speed - but 160 is usually enough to deal with Keldeo, who is a right pain for this team.
Hurricane is there to take advantage of Rain being up - while giving Grass and Fighting types something to fear.
Superpower is mainly there to deal with Ferrothorn and Tyranitar switch-ins, but can also deal with Chansey, Excadrill and Heatran.
Knock Off is there to rid of of any pesky items, but also to deal with Ghost and Psychic types who might switch in.
Finally U-Turn is there for momentum but also as means to damage opposing Pokemon - especially Psychic.
Krakoa (Venusaur) (M) @ Black Sludge
Ability: Chlorophyll
EVs: 248 HP / 100 Def / 144 SpA / 16 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder
Venusaur offers my team coverage against pesky bulky Water types such as Slowbro and Rotom-W. The EVs I've given it are to maximize it's bulk and attacking potential, ensuring it can stand up to most threats.
The EVs allow it to be bulky and harder to KO and to survive a Brave Bird from non Choice Band/Life Orb Talonflame's (now that Leftovers and bulky birds are the preferred thing in OU). It won't OHKO Talonflame in return - but I can go for broke with Sleep Powder or hope that Talonflame has switched into Stealth Rocks and hit back with Sludge Bomb.
Sludge Bomb is there for Fairy, Bug and opposing Grass types, but also serves as a mean to infect opposing Pokemon with poison (thus allowing Politoed to stall them out on occasion). Giga Drain allows Venusaur to attack Water types that can trouble my team. while Hidden Power serves as another means of attacking the ever annoying Ferrothorn and other Steel types (such as Scizor) and the odd Ice type.
Finally, Sleep Powder is there for the expected switches or to try and gain momentum against setters or annoying Pokemon.
Rodan (Aerodactyl) (M) @ Focus Sash
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Taunt
- Stealth Rock
My anti-lead and a real asset in this team. The EVs are pretty straight forward as Aero really can't operate in a bulky role. With these EVs and nature - Aero is faster than almost all leads in OU that I will come across - bar Pranksters of course. The move set allows me to shut down any opposing Pokemons attempt at setting up, whilst allowing me to send out Rocks in return.
With Sash - it allows me to take a hit should the opponent read that I will try for Taunt and also give me a chance to go for a 2HKO in the event I come across Magic Bouncers like Mega Diancie.
Otherwise Rock Slide is there for STAB and to deter Flying and Fire types and the odd Mega Beedrill. The occasional flinch is nice to stopping anything that takes neutral damage from it.
Earthquake is a weird choice - but I'm really not a fan of Aerial Ace or any of the other Flying moves Aero gets. Plus Earthquake gives me a way to hit other Rock types as well as Steel types. This move has got me a few crucial KOs than any Flying move worth using!
Titan (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar/ Earthquake
- Rapid Spin
- Recover
Straight forward EV spread, coupled with it's nature means it'll be as bulky as possible. The main reason I picked Avalugg in the first place was when I battled someone who used one against my team - my physical guys just couldn't touch it! Aside from the obvious special defense frailty of this thing, there isn't a physical attack out there than can OHKO it! I've even come up against some setters using Dragon Dance (Gyarados for example) who still can't take it down after 2 or more boosts!
So asides from providing me the means of getting rid of hazards, Avalugg serves as way to irritate and force switches on physical attackers.
Avalanche is my STAB of choice and cam usually take out big chunks from anything that hits Avalugg.
Roar is my preferred move these days to force out setters and to phaze my opponents. Although on occasion Earthquake can provide me good coverage or at least neutral damage.
Finally - Recover is a great move on this thing and gives it longevity against anything. Coupled with Rocky Helmet - it can serve to frustrate and force switches.
Alternatives
These guys are alternatives I'll on use occasion - simply because of my love for them and to switch it up!
Navi (Azumarill) (F) @ Sitrus Berry
Ability: Sap Sipper
EVs: 252 HP / 252 Atk
Adamant Nature
- Play Rough
- Aqua Jet
- Brick Break
- Belly Drum
I know Sap Sipper Azu is a weird choice - but it's so much fun to use and automatically gives my team two extra immunities. Especially when it comes up against Sceptile or Serperior who just can't touch it!
Senorita (Ludicolo) (F) @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Giga Drain
- Ice Beam
- Knock Off
Ludicolo is one of my favorites, but I find that Venusaur covers more. I sometimes run this set with Assault Vest if I feel the need for extra bulk. The extra speed in Rain and boost from Life Orb is too hard to resist though.
Sunfyre (Volcarona) (M) @ Lum Berry
Ability: Flame Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fiery Dance
- Hurricane
- Giga Drain
- Quiver Dance
Volcarona would be in my teams more if it didn't have such terrible weaknesses - but I do like having a Fire type that can operate in Rain. I use Lum Berry to stop those wanting to paralyze it when I've used Quiver Dance. Although I may sometimes switch it to Leftovers or Focus Sash.
Other notable mentions: Seismitoad, Skarmory, Metagross, Breloom and Sableye can sometimes float into my team every now and then - although very rarely.
Main threats
So above are the main threats to my team. Separately, they can be dealt with, but a combination of two or more can cause my team some real headaches, if I don't play smartly. I'd say I'm pretty good at being able to predict and read when one of these guys are about to come in... but it's still a pain.
Ferrothorn is probably the least troublesome of the threats here - simply because I have so many ways to deal with it. But if it gets Rocks up, Venusaur has fainted, manages to slow down Tornadus or gets lucky and KOs Swampert - then it will difficult for me to deal with it. Power Whip variants are a little more worrying that Gyro Ball ones but it all depends on who I switch in.
Mega Slowbro is the next least troubling for my team - but it can also be the most if it's allowed to set up or Venusaur is KO'd. Mega Swampert can get it to within KO range with Earthquake for Tornadus to finish, but ideally I wanna have Venusaur as my safety.
Mega Lopunny is my next worry. If I lose Politoed and Swampert has taken too much damage, this bunny can wreck my team. If I get lucky and my opponent has opted for bulk over speed, then Tornadus can deal with it - albeit needing Hurricane to hit outside of Rain. I can send in Avalugg to cause chip damage with Rocky Helmet and also hope it switches out. But otherwise - no Rain and no Swampert means Lopunny can have run wild against my team!
Kyurem-Black is the 2nd biggest threat to my team. I basically need a full health Swampert and Rain to take care of this thing as nothing else on my team can effectively deal with Kyurem. Avalugg can try for chip damage, but a lot of Kyurems run special attacks and a Life Orb Ice Beam is still enough to worry my iceberg! Aerodactyl can provide some means of stopping it - but again like Swampert - I need Aero to be at full health and still having its Sash in tact. Quite why Smogon have allowed Kyurem-B into OU is still a bit of surprise for me...
Rotom-W is THE biggest threat to my team. Often too bulky for anything I might throw at it - everything in my team struggles to OHKO this washing machine! Will O Wisp can cripple most of my team (as can Thunder Wave) and being able to switch back and forth between using Hydro Pump and Volt Switch makes for worrying switch ins. I feel bringing in Ludicolo in favor of something else in my team is often needed just to take care of Rotom! It's not to say - I can't deal with this thing - but often it requires a little bit of luck (and Venusaur surviving) to finish the job!
Conclusion
Aside from being a bulky attacking team, I think the synergy in this team is fairly good and one of the thing I love most about it.
Swamp cover Electric and Ice (so provides a good switch in for Tornadus and Politoed), Tornadus covers Grass (and a switch out for Swamp), Politoed provides Rain and extra protection for Avalugg vs Fire types - who covers Ice types itself, while Aerodactyl is my all rounder.
In no way is the team perfect (but what team is?), but I am very happy with it though and is a lot of fun to use. I have only peaked at just below 1400 on the OU ladder and want to see if there are any recommendations people can make to push this team even further...
Thanks all for taking the time to read this and for your suggestions!


I LOVE Mega Swampert!
I'll admit - I wasn't the biggest fan of ol' Swampy before it got it's Mega... Regular Swampert was a bit rubbish in my opinion, it wasn't the best starter, looked a bit odd and usually ended up in a utility role if/when it did make it into my teams (Stealth Rocker/Toxi-staller/Phazer). Yes it was a nice answer to Electric types but I felt there were far better choices for that and for those roles mentioned. But his new Mega changed the game for me!
A brief history...
I have played all gens of Pokemon, although only very casually, playing through the story mode and the odd bit of collecting. I never really bothered to learn about the more in-depth things in the game like breeding, IVs, EV's and battling. Gen 6 came out and I found myself wanting to really learn more and it just went from there!
I have only been battling properly for about 2 years (1 year really if you take out the learning and understanding of the game), and love breeding and training. Showdown is a perfect tool for me to use to test stuff out, plus get a better understanding of what those in the community use!
When I started team building - my old X/Y teams used to be VERY special attack based as it was my favorite way to attack and I loved water types (who for the most part are special attackers).
I usually like to stay away from following the most obvious sets - not because I don't like them or feel they don't work - but purely because I want some element of surprise on my teams. Also - whilst I have/will get people saying "use more OU Pokemon to win" - it's not really the way I like to play. IMO its way more fun to use uncommon sets and Pokemon! I am NOT a fan of using too many OU Pokemon in my teams anyways and tend to avoid what's "popular" unless I actually like them myself and have used them! So you won't see the likes of Chansey, Ferrothorn and Heatran on my teams :-p
Finally - I only liked to have Pokemon I could actually get in game and could successfully breed or catch. While it took me (what seemed like) forever to get 5 to 6IV regular Pokemon, any Legendary ones that I used would only ever be 3-4IVs with the correct natures! I firmly believe in playing the game as honestly as possible.
The first Pokemon I ever used in battles was Greninja (imo the BEST starter ever created). It was CORE to my old teams, normally consisting of the likes of Volcarona, Togekiss, Venusaur and mixed Mega Char X or Y - usually alongside powerful set up Pokemon like Cloyster or Zygarde (very underrated Legend imo). I actually started out with using Torrent Greninja before I adapted to using Protean!
As a relatively new battler on the competitive scene - I was still learning - but was having some success with my teams and enjoyed the fact that Greninja was a part of it. Then ORAS came out with its Move Tutors and Greninja was sent up to Ubers... :-( Bad times.
Greninja being banned was the worst thing for me and for a while, I struggled to make any teams as I didn't really know what to do next. I felt I had been gaining some momentum with my old teams and felt ready to start battling on Smogons OU ladder and trying to get even better.
When ORAS was announced, Mega Swampert was a Pokemon that intrigued me and instantly fell in love with the new look! I'll admit - I was a bit hesitant with it's ability as I wasn't a big fan of weather teams. I knew using Mega Swamp would mean my team would have to rely heavily on maintaining Rain. But realizing I could basically have a Pokemon with super strong attack and speed almost instantly - was just wonderful! I wouldn't need a set up Pokemon so much anymore! Bonus!!!
My previous teams always sort of struggled on the physical attack side and to physical walls so Mega Swampert CHANGED all that! It was gonna be tricky transitioning from mostly special attackers to focusing my play on a single physical one - but I was gonna have to adjust to make it happen!
Team Building Process


Obviously Mega Swamp was my STAR. A physical beast who can change battles! I wanted Swamp to function as a bulky physical attacker first and foremost so that it didn't have to rely on Rain so much and could take care of itself!



Next - Politoed was a MUST for a Rain team as he brings the rain in an instant! He would be key to getting Mega Swamp to Swift Swim it's way past everyone and everything. Also - Swamp can switch in against Electric types that threaten it. Now to address the biggest threat to my team - the obvious Grass weakness!




Grass types would have a field day against this team and put a stop to my main attacking threat! So Assault Vest Tornadus-T was the best cover for this crippling weakness! Plus it could use 100% accurate Hurricanes under Rain - a REAL bonus as then the likes of Keldeo, Mega Sceptile, Serperior couldn't come in and wreck Swamps day!





I needed a plan B in case Tornadus-T couldn't deter Grass types alone - here's where Venusaur comes in. IMO Venusaur is one of the very best Pokemon ever made and can just do so much for my team. Plus asides from deterring Grass types/moves - it could also deal with those pesky bulky Water types that can bother my team!






I then thought - I would need a means to stop leads from setting up and hazards. I had been using Aerodactyl as my anti-lead for ages and promoted it from my UU team. Not only could it serve as a way of stopping the aforementioned threats - it could also set up Stealth rocks for my team. Thus deterring the likes of Talonflame from causing too much pain to my team.







Finally - I wanted a way to get rid of hazards. Avalugg could do just that and function as my WALL... Something that could stop the obvious physical threats that cover the OU tier (Garchomp, Landorus, Talonflame etc). Avalugg is a strange choice I'll admit - but I do like to use strange Pokemon!
Team In Depth


Minerva (Swampert-Mega) (F) @ Swampertite
Ability: Swift Swim
Shiny: Yes
EVs: 92 HP / 252 Atk / 157 Spe
Adamant Nature
- Waterfall
- Earthquake
- Power-Up Punch/ Low Kick
- Ice Punch
The STAR of my team! Physical attack presence and a means of covering any electric weaknesses in my team (which is a few).
It isn't often I copy a full on Smogon EV set - but this one works so very well! The EVs given is important as (under Rain) it outspeeds almost the entire tier unboosted. Plus Mega Sceptile won't dare switch in during Rain, as Ice Punch will deal with it!
Waterfall and Earthquake are reliable STABS and deals with the likes of Landorus-T and Heatran (even outside of Rain). I usually use Earthquake to attack anything that doesn't Levitate or is a Flying type, as it deals a massive amount of damage. But when Rain is up - Waterfall is usually my go to move! Plus the added flinch bonus is always nice!
Ice Punch, very straight forward, deals with Sceptile and (slower) Grass Types and the odd physically bulky Lando-T. It also offers better damage outside of Rain against the likes of Dragonite.
Finally - Power Up Punch - a strange choice, but I use it on expected switches - normally Ferrothorn! With Power Up Punch + Stealth Rock damage and followed up by a +1 STAB Earthquake - I can usually have a better time against them. It's not always guaranteed though and I may have to switch out, especially if it carries Power Whip - but thats just for Ferrothorn. Anything else - a +1 Attack Mega Swampert under Rain - is not something you wanna stick around against! I do on occasion use Low Kick > PuP. But the attack boost is too good to pass up! Again - Ferrothorn is the only real reason I would have Low Kick.


Hyades (Politoed) (F) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Perish Song
- Hypnosis
- Protect
On the surface - this Politoed is basically just there to bring in Rain. And in truth - it is. But I wanted it to act as a sort of semi-special wall so that it can tank hits better. The EVs given is to maximise its bulk and make it difficult to KO. I usually like to keep it in the first turn it's brought out (as most expect a Swampert switch and try to Will O Wisp - especially Rotom). This way I can try for a Scald burn or hit 'em with Hypnosis.
Perish Song is there to deter those who hide behind Subs or try to set up and Protect is there for semi-stalling all those things, for burn or poison damage or to see what they'll do. Surprisingly - Politoed has won me a fair few games with it's support using this set.


Jupiter (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off
- U-turn
Tornadus is my one of the main source of attack and gaining momentum. The EV set is again to try and make it as bulky a possible combined with Assault Vest, whilst making it as fast as possible. I have toyed with giving it more special attack or speed - but 160 is usually enough to deal with Keldeo, who is a right pain for this team.
Hurricane is there to take advantage of Rain being up - while giving Grass and Fighting types something to fear.
Superpower is mainly there to deal with Ferrothorn and Tyranitar switch-ins, but can also deal with Chansey, Excadrill and Heatran.
Knock Off is there to rid of of any pesky items, but also to deal with Ghost and Psychic types who might switch in.
Finally U-Turn is there for momentum but also as means to damage opposing Pokemon - especially Psychic.


Krakoa (Venusaur) (M) @ Black Sludge
Ability: Chlorophyll
EVs: 248 HP / 100 Def / 144 SpA / 16 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder
Venusaur offers my team coverage against pesky bulky Water types such as Slowbro and Rotom-W. The EVs I've given it are to maximize it's bulk and attacking potential, ensuring it can stand up to most threats.
The EVs allow it to be bulky and harder to KO and to survive a Brave Bird from non Choice Band/Life Orb Talonflame's (now that Leftovers and bulky birds are the preferred thing in OU). It won't OHKO Talonflame in return - but I can go for broke with Sleep Powder or hope that Talonflame has switched into Stealth Rocks and hit back with Sludge Bomb.
Sludge Bomb is there for Fairy, Bug and opposing Grass types, but also serves as a mean to infect opposing Pokemon with poison (thus allowing Politoed to stall them out on occasion). Giga Drain allows Venusaur to attack Water types that can trouble my team. while Hidden Power serves as another means of attacking the ever annoying Ferrothorn and other Steel types (such as Scizor) and the odd Ice type.
Finally, Sleep Powder is there for the expected switches or to try and gain momentum against setters or annoying Pokemon.

Rodan (Aerodactyl) (M) @ Focus Sash
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Taunt
- Stealth Rock
My anti-lead and a real asset in this team. The EVs are pretty straight forward as Aero really can't operate in a bulky role. With these EVs and nature - Aero is faster than almost all leads in OU that I will come across - bar Pranksters of course. The move set allows me to shut down any opposing Pokemons attempt at setting up, whilst allowing me to send out Rocks in return.
With Sash - it allows me to take a hit should the opponent read that I will try for Taunt and also give me a chance to go for a 2HKO in the event I come across Magic Bouncers like Mega Diancie.
Otherwise Rock Slide is there for STAB and to deter Flying and Fire types and the odd Mega Beedrill. The occasional flinch is nice to stopping anything that takes neutral damage from it.
Earthquake is a weird choice - but I'm really not a fan of Aerial Ace or any of the other Flying moves Aero gets. Plus Earthquake gives me a way to hit other Rock types as well as Steel types. This move has got me a few crucial KOs than any Flying move worth using!

Titan (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar/ Earthquake
- Rapid Spin
- Recover
Straight forward EV spread, coupled with it's nature means it'll be as bulky as possible. The main reason I picked Avalugg in the first place was when I battled someone who used one against my team - my physical guys just couldn't touch it! Aside from the obvious special defense frailty of this thing, there isn't a physical attack out there than can OHKO it! I've even come up against some setters using Dragon Dance (Gyarados for example) who still can't take it down after 2 or more boosts!
So asides from providing me the means of getting rid of hazards, Avalugg serves as way to irritate and force switches on physical attackers.
Avalanche is my STAB of choice and cam usually take out big chunks from anything that hits Avalugg.
Roar is my preferred move these days to force out setters and to phaze my opponents. Although on occasion Earthquake can provide me good coverage or at least neutral damage.
Finally - Recover is a great move on this thing and gives it longevity against anything. Coupled with Rocky Helmet - it can serve to frustrate and force switches.
Alternatives
These guys are alternatives I'll on use occasion - simply because of my love for them and to switch it up!

Navi (Azumarill) (F) @ Sitrus Berry
Ability: Sap Sipper
EVs: 252 HP / 252 Atk
Adamant Nature
- Play Rough
- Aqua Jet
- Brick Break
- Belly Drum
I know Sap Sipper Azu is a weird choice - but it's so much fun to use and automatically gives my team two extra immunities. Especially when it comes up against Sceptile or Serperior who just can't touch it!

Senorita (Ludicolo) (F) @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Giga Drain
- Ice Beam
- Knock Off
Ludicolo is one of my favorites, but I find that Venusaur covers more. I sometimes run this set with Assault Vest if I feel the need for extra bulk. The extra speed in Rain and boost from Life Orb is too hard to resist though.

Sunfyre (Volcarona) (M) @ Lum Berry
Ability: Flame Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fiery Dance
- Hurricane
- Giga Drain
- Quiver Dance
Volcarona would be in my teams more if it didn't have such terrible weaknesses - but I do like having a Fire type that can operate in Rain. I use Lum Berry to stop those wanting to paralyze it when I've used Quiver Dance. Although I may sometimes switch it to Leftovers or Focus Sash.
Other notable mentions: Seismitoad, Skarmory, Metagross, Breloom and Sableye can sometimes float into my team every now and then - although very rarely.
Main threats





So above are the main threats to my team. Separately, they can be dealt with, but a combination of two or more can cause my team some real headaches, if I don't play smartly. I'd say I'm pretty good at being able to predict and read when one of these guys are about to come in... but it's still a pain.
Ferrothorn is probably the least troublesome of the threats here - simply because I have so many ways to deal with it. But if it gets Rocks up, Venusaur has fainted, manages to slow down Tornadus or gets lucky and KOs Swampert - then it will difficult for me to deal with it. Power Whip variants are a little more worrying that Gyro Ball ones but it all depends on who I switch in.
Mega Slowbro is the next least troubling for my team - but it can also be the most if it's allowed to set up or Venusaur is KO'd. Mega Swampert can get it to within KO range with Earthquake for Tornadus to finish, but ideally I wanna have Venusaur as my safety.
Mega Lopunny is my next worry. If I lose Politoed and Swampert has taken too much damage, this bunny can wreck my team. If I get lucky and my opponent has opted for bulk over speed, then Tornadus can deal with it - albeit needing Hurricane to hit outside of Rain. I can send in Avalugg to cause chip damage with Rocky Helmet and also hope it switches out. But otherwise - no Rain and no Swampert means Lopunny can have run wild against my team!
Kyurem-Black is the 2nd biggest threat to my team. I basically need a full health Swampert and Rain to take care of this thing as nothing else on my team can effectively deal with Kyurem. Avalugg can try for chip damage, but a lot of Kyurems run special attacks and a Life Orb Ice Beam is still enough to worry my iceberg! Aerodactyl can provide some means of stopping it - but again like Swampert - I need Aero to be at full health and still having its Sash in tact. Quite why Smogon have allowed Kyurem-B into OU is still a bit of surprise for me...
Rotom-W is THE biggest threat to my team. Often too bulky for anything I might throw at it - everything in my team struggles to OHKO this washing machine! Will O Wisp can cripple most of my team (as can Thunder Wave) and being able to switch back and forth between using Hydro Pump and Volt Switch makes for worrying switch ins. I feel bringing in Ludicolo in favor of something else in my team is often needed just to take care of Rotom! It's not to say - I can't deal with this thing - but often it requires a little bit of luck (and Venusaur surviving) to finish the job!
Conclusion
Aside from being a bulky attacking team, I think the synergy in this team is fairly good and one of the thing I love most about it.
Swamp cover Electric and Ice (so provides a good switch in for Tornadus and Politoed), Tornadus covers Grass (and a switch out for Swamp), Politoed provides Rain and extra protection for Avalugg vs Fire types - who covers Ice types itself, while Aerodactyl is my all rounder.
In no way is the team perfect (but what team is?), but I am very happy with it though and is a lot of fun to use. I have only peaked at just below 1400 on the OU ladder and want to see if there are any recommendations people can make to push this team even further...
Thanks all for taking the time to read this and for your suggestions!
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