Hey people, this was a really interesting defensive team to use and I hope that you will take your time to read through my team build and rate.
Galvantula @ Focus Sash
Ability: Compound Eyes
Nature: Timid
Evs: 252 Sp.Atk / 252 Spd / 4 HP
Moves
- Thunder
- Bug Buzz
- Giga Drain
- Sticky Web
Galvantula is my lead who is going to set up sticky web support that will help me to lower the opposing pokemon's speed. Thunder is scarily accurate with its compoundeyes ability and provides a means to dent any pokemon that doesn't resist it since it gains STAB. Bug Buzz is another STAB move that it can readily use. Giga Drain is a means of recovery and is there for coverage. Sticky web is already explained.
Landorus-Therian Life Orb
Ability: Intimidate
Nature: Adamant
Evs: 252 Atk / 252 Speed / 4 Def
Moves
- U-Turn
- Earthquake
- Stone Edge
- Stealth Rock
Landorus Therian is my hazard setter and provides enough defensive bulk to take a hit and can also dish out some heavy attack. U-Turn is used for momentum on the switch. Earthquake is used for powerful STAB. Stone Edge is used over Superpower because I prefer it for coverage more because it hits pokemon like Talonflame and Charizard X/Y for super effective damage. Stealth Rock is explained above.
Sableye Leftovers
Ability: Prankster
Nature: Calm
Evs: 252 Def / 252 Sp.Def / 4 HP
Moves
- Taunt
- Recover
- Foul Play
- Will-o-Wisp
Sableye has a fantastic ability in prankster and I love it for that. Sableye is used to cripple physically attack minded pokemon. It is also a reliable taunt user to stop most pokemon from setting up or inflicting status on my team. Foul Play is best used against pokemon that have somehow managed to setup and this inflicts massive damage. Recover is Sableye's only means of reliable recovery. Will-o-Wisp is used to cripple pokemon that use physical attacks and this makes the pretty much useless in the battle.
Medicham-Mega @Medichamnite
Ability: Pure Power
Nature: Jolly
Evs: 252 Atk / 252 Speed / 4 HP
Moves
- Ice Punch
- Psycho Cut
- Thunder Punch
- Hi-Jump-Kick
Mega Medicham is my go to pokemon for late game sweeping and it is one of my favourites to use. The pure power ability doesn't need to be explained as it is already well known. Hi-Jump-Kick does enormous damage as it hits for 130 BP plus STAB which is shocking with its pure power ability. Ice punch is for coverage against dragon types mostly. Thunder punch is for coverage against bulky water types mainly. Psycho Cut is preferred over the inaccuracies of Zen Headbutt because I really dislike the accuracy burden of zen headbutt. I can live with Hi Jump Kicks accuracy however.
Rotom-Wash @Sitrus Berry
Ability: Levitate
Nature: Modest
Evs: 252 Sp.Atk / 100 Speed / 156 HP
Moves
- Pain Split
- Volt Switch
- Thunderbolt
- Hydro Pump
Rotom-Wash is famous in OU for being very hard to counter when it has such a good typing and ability to boot. I like STAB Hydro Pump more than Scald for the extra BP and it can score some KOs that Scald couldn't. Thunderbolt is a reliable STAB move. Volt Switch is a fairly damaging move that can gain me momentum. Pain Split is used for its only means of recovery outside of the one time use of sitrus berry.
Heatran Air Balloon
Ability: Flash Fire
Nature: Calm
Evs: 252 Sp.Def / 4 Sp.Atk / 252 HP
Moves
- Roar
- Toxic
- Lava Plume
- Flash Cannon
Heatran is a part phazer part status inflicter. Roar is used to phaze out any pokemon that sets up on it. Toxic is used on walls mostly to gradually wear them down. Lava Plume gives STAB whilst it can also get a lucky burn off on an opponent with a 30% chance of burn. Flash Cannon is a STAB move used against fairies mostly and Heatran counters fairies well.
Thank you for taking the time to read through my defensive team build. I hope to receive any advice on my team.
Galvantula @ Focus Sash
Ability: Compound Eyes
Nature: Timid
Evs: 252 Sp.Atk / 252 Spd / 4 HP
Moves
- Thunder
- Bug Buzz
- Giga Drain
- Sticky Web
Galvantula is my lead who is going to set up sticky web support that will help me to lower the opposing pokemon's speed. Thunder is scarily accurate with its compoundeyes ability and provides a means to dent any pokemon that doesn't resist it since it gains STAB. Bug Buzz is another STAB move that it can readily use. Giga Drain is a means of recovery and is there for coverage. Sticky web is already explained.
Landorus-Therian Life Orb
Ability: Intimidate
Nature: Adamant
Evs: 252 Atk / 252 Speed / 4 Def
Moves
- U-Turn
- Earthquake
- Stone Edge
- Stealth Rock
Landorus Therian is my hazard setter and provides enough defensive bulk to take a hit and can also dish out some heavy attack. U-Turn is used for momentum on the switch. Earthquake is used for powerful STAB. Stone Edge is used over Superpower because I prefer it for coverage more because it hits pokemon like Talonflame and Charizard X/Y for super effective damage. Stealth Rock is explained above.
Sableye Leftovers
Ability: Prankster
Nature: Calm
Evs: 252 Def / 252 Sp.Def / 4 HP
Moves
- Taunt
- Recover
- Foul Play
- Will-o-Wisp
Sableye has a fantastic ability in prankster and I love it for that. Sableye is used to cripple physically attack minded pokemon. It is also a reliable taunt user to stop most pokemon from setting up or inflicting status on my team. Foul Play is best used against pokemon that have somehow managed to setup and this inflicts massive damage. Recover is Sableye's only means of reliable recovery. Will-o-Wisp is used to cripple pokemon that use physical attacks and this makes the pretty much useless in the battle.
Medicham-Mega @Medichamnite
Ability: Pure Power
Nature: Jolly
Evs: 252 Atk / 252 Speed / 4 HP
Moves
- Ice Punch
- Psycho Cut
- Thunder Punch
- Hi-Jump-Kick
Mega Medicham is my go to pokemon for late game sweeping and it is one of my favourites to use. The pure power ability doesn't need to be explained as it is already well known. Hi-Jump-Kick does enormous damage as it hits for 130 BP plus STAB which is shocking with its pure power ability. Ice punch is for coverage against dragon types mostly. Thunder punch is for coverage against bulky water types mainly. Psycho Cut is preferred over the inaccuracies of Zen Headbutt because I really dislike the accuracy burden of zen headbutt. I can live with Hi Jump Kicks accuracy however.
Rotom-Wash @Sitrus Berry
Ability: Levitate
Nature: Modest
Evs: 252 Sp.Atk / 100 Speed / 156 HP
Moves
- Pain Split
- Volt Switch
- Thunderbolt
- Hydro Pump
Rotom-Wash is famous in OU for being very hard to counter when it has such a good typing and ability to boot. I like STAB Hydro Pump more than Scald for the extra BP and it can score some KOs that Scald couldn't. Thunderbolt is a reliable STAB move. Volt Switch is a fairly damaging move that can gain me momentum. Pain Split is used for its only means of recovery outside of the one time use of sitrus berry.
Heatran Air Balloon
Ability: Flash Fire
Nature: Calm
Evs: 252 Sp.Def / 4 Sp.Atk / 252 HP
Moves
- Roar
- Toxic
- Lava Plume
- Flash Cannon
Heatran is a part phazer part status inflicter. Roar is used to phaze out any pokemon that sets up on it. Toxic is used on walls mostly to gradually wear them down. Lava Plume gives STAB whilst it can also get a lucky burn off on an opponent with a 30% chance of burn. Flash Cannon is a STAB move used against fairies mostly and Heatran counters fairies well.
Thank you for taking the time to read through my defensive team build. I hope to receive any advice on my team.