Team Preview







I wanted to build a team around Dragonite for so so long, but I never really got round to it. But, as it was raining in the beautiful land of England and I was sitting on my bed wrapped in approximately 7 million blankets I made an OU team around Dragon Dance Weakness Policy Dragonite. And it worked, quite well.


I wanted a Dragon - Fairy - Steel core to begin my team. Keldeo was an option, but I preferred Azumarill. Belly Drum was the original set, but I didn't like two set up sweepers in one core, so I went with the Choice Band.



Heatran is a solid Pokemon that completes my core. I originally went with Scizor, but Choice Band nor Swords Dance Scizor really fit in, so I went in search of a more defensive steel type. My search bought me to, of course, Heatran. He can switch in to any WoW's aimed at Azumarill and Dragonite and is a great defensive switch in.




My team was going well, but it needed something else. Something a tank that could get hit hard and hit back harder. Also take on Choice Scarf Landorus-T without losing it's Multiscale. So, I decided on Mega Venusaur.





Since Dragonite needed his precious Multiscale to help him get a safe Dragon Dance I needed a Defog/Rapid Spin Pokemon. Since my Heatran was Specially Bulky and my Venusaur sort-of-but-not-really Physically Bulky I needed something that can take Physical hits well and get rid of rocks. Skarmory fit this descrition word-for-word, so here we are.






Finally I needed a solid stallbreaker and Will-O-Wisp-er and hence we have Mew. Specially built to help out when my Heatran is dead. Filled a great spot in my team and glued it together very well.
In-Depth Look

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
-
- Dragon Claw
- Extreme Speed
The basis of my team. Brilliant set up sweeper and almost guaranteed a set up with multiscale Dragon Dance + Weakness Policy. EVs are pretty standard - Max attack and Speed. 4 Def for Rocks. Jolly nature so I outrun most Scarf and High Base Speed mons after one Dragon Dance. Fire Punch is so I do not get walled by Steel types (except Heatran) and Extreme Speed is for revenge priority. By far the MVP of the team, often picking up from 3 to even 6 KOs if it sets up properly.

Azumarill @
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
( Credits to firehusky ) I originally went with Choice Band, but after firehusky convinced me with some pretty nice calcs that AV Azumarill was the way to go I was hooked. I now love it. It eats up special hits for days, whilst dealing a hell of a lot of damage back.

Heatran @ Leftovers
Ability: Flash Fire
EVs:
IVs: 0 Atk
- Lava Plume
-
-
- Taunt
( Credit to Alfalfa ) My original choice was a Sp. Def orientated Heatran, to be as bulky as possible. I liked it bulky, but Alfalfa told me about an offensive set and yet again, I was hooked. Provides great cover and offensive presents for Dragonite, also taking WoW's aimed at Dragonite and Azumarill. Lava Plume is for damage and burn chance. Stealth Rock for Rocks. Taunt to shut down any set-up tanks/sweepers (That aren't ground type).


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs:
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
Venusaur was a weird choice (for me) at first, as there wasn't a mega in my core so I needed something that could basically take the neutral hits that my core couldn't if one of them was down. I also needed something that could punch a hole in Water types (Namely Azumarill and Keldeo) without the need to set up, and to face Choice Scarf Landorus-T head on. And so, we have Venusaur. It fills a niche spot in my team, and works very well. The EVs help Venusaur tank hits as well as possible, as well as keeping as much damage as possible. Sludge Bomb is a consistent STAB move to hit Dragons and Flying Types neutrally and Fairy Types super effectively (Unless there name is Klefki). Synthesis is for somewhat reliable healing and Hidden Power Fire is for the Ferrothorns and the Scizors.

Skarmory @
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
-
- Roost
-
- Defog
Since Dragonite relied quite heavily on it's Multiscale ability, and with nothing to get rid of rocks, I needed something that could get them out of there before Dragonite came in. I also needed something that could take physical hits well (better than Venusaur, either way). Bold Nature and 0 Atk. IVs was to minimize damage on any stray Foul Plays, especially since I was not running Brave Bird. Counter to 'counter' (No pun intended) Mega Pinsir and anything else that come my way. Taunt to shut down set-up sweepers. Roost for sustain, and Defog is self-explanatory.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Soft-Boiled
- Will-O-Wisp
- Knock Off
- Taunt
Mew is my stallbreaker, and backs up the Special Defence side of the team. I use a Careful Nature over Calm to keep as much Knock Off damage as possible. Soft-Boiled for sustain. Will-O-Wisp to cripple physical attackers, Knock Off for any Leftovers on Suicines or Heatrans and Taunt to complete the Stall-Breaker Mew. Great Pokemon to finish off the team and glue it all together.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch
- Dragon Claw
- Extreme Speed
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect
- Toxic
- Taunt
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 180 Def / 60 SpD / 20 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Whirlwind
- Roost
- Stealth Rock
- Defog
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Soft-Boiled
- Will-O-Wisp
- Knock Off
- Taunt
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch
- Dragon Claw
- Extreme Speed
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect
- Toxic
- Taunt
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 180 Def / 60 SpD / 20 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Whirlwind
- Roost
- Stealth Rock
- Defog
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Soft-Boiled
- Will-O-Wisp
- Knock Off
- Taunt
Mega Charizard X - If Mew dies then I have no Taunter. EQ variants can clean out most of my team at +1, and Flare Blitz can OHKO Skarmory at +2.
This is all I really found, some threats are 50-50. Any suggestions are helpful though.
This is all I really found, some threats are 50-50. Any suggestions are helpful though.
Thanks for reading my first RMT! any suggestions are helpful, especially in the 'Threats' department. Thanks again! - Volteli
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