I've been getting itch to make a competitive team that fits my playstyle and that, overall I enjoy playing. I'm personally a huge fan of Bulky Offense/Balance so that's what I decided to go with. This is team is good on it's own but I'd like to hear suggestions that could improve and move it up to the next level. As always all rates are appreciated as you guys are much better than I at finding innovative solutions to problems my team might have. And it seems RMTs are associated with songs now so here it is haha.
Team building Process:
In Depth:
Dragonite:
This is what I wanted my win condition to be, and man is it a good one. This bulky piece of shit can come in and tank almost any hit due to it's fantastic ability and decent typing. Multiscale allows it essentially a free turn to get a DD off and proceed to wreck shit. Multiscale+Lum =gg for a lot of teams because there is literally no way to stop it from reaching +1. I decided to run EQ over fire punch because Ferro and scizor are handily checked by heatran and Venusaur. This thing is truly a nightmare for teams after they lose their only counter to it. All of it's checks are destroyed by Tran and Venu allowing it to get it's chance to go for game. It also serves as a decent revenge killer with access to Espeed making it a pain in that way as well.
Nightmare (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Excadrill:
Honestly the dream come true for Dragonite. It has nearly perfect type synergy while also being the best spinner in the game which is crucial to this teams success. I need rocks in order to keep my pressure with volt turn up, and having hazards clear on my side is absolutely crucial if I want Dnite to be my win condition late game. I went with rock/quake coverage and then SD in a way to try and break stall which this team admittedly has some problems with, as do most balanced teams. nothing really wants to take a +2 adamant EQ so it does a pretty good job actually, the only problem is it's vulnerability to status because this mofo is actually pretty bulky.
Dream (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Swords Dance
Rotom_W:
Welcome this overused piece of crap. I have a love hate relationship with this guy because he always performs so well for me, but he does the same thing for my opponent which can be super frustrating. It checks all flying spam, neuters physical attackers and just completely walls certain threats to my team such as Mamo. Overall and amazing pokemon that there isn't really a whole lot to say about. Very crucial to the team, and half of the most overused combo of volt turners in the game.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Landorus-T:
I know, I know just what everyone wanted to see another scarfed Lando. But I honest to god tried to keep this thing out of the team but it found it's way back in solving a huge problem. This thing beats just about every set up dragon in the game due to intimidate+it's monstrous speed stat with a scarf. It basically gives Char-X the middle finger which it used to be so accustomed to doing to me. It also serves as my revenge killer because well, I think scarf drill is the shittiest set on the planet. It's the most used pokemon in the game for a reason as much as I don't particularly like it.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Earthquake
- Stone Edge
Heatran:
I needed a rocker along with something that could handle bulky steels and bisharp so I turned to this guy. Honestly, no Pokemon makes me feel as secure as when this guy is out there against something that cant hit it with an EQ. It walls so many things it's ridiculous and with taunt it is able to stop defog and prevent things such as slowbro from setting up. I run Earth power to beat other trans, but I'm not sure I shouldn't switch it to toxic to help with super fat pokemon. Overall a personal favorite, and helps form the Venu-tran core.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power
Venusaur:
I fell in love as soon as this mon was released because it was a match made in heaven for me. A bulky attacker that gained immunities. This thing is absolutely amazing because it walls so many things but also pressures teams as well. This thing can often find itself as a win condition if the other team is devoid of anything that can hit it for super effective damage or can out stall it. I chose the more offensive variant because It has great natural bulk already, and it can really do some damge with modest+investment. Coupled with heatran it is a pokemon that honestly nobody wants to see. It walls every water and fighting type bar mega cham which is fantastic. Overall I absolutely love this thing and think it's underused.
So that will do it for my RMT. Once again all comments are welcome because after all you guys are way better than this than me! Thank You and enjoy the team.
Threatlist:
-Don't really have a solid answer to this fucker other than hope to DD outrage it.
- have to hopefully burn scarf chomp in order to stop it from wrecking a good portion of my team.
- Have to revenge kill it in order to kill it, it does get a kill on something though.
-if it sets up subs and CMs gg.
Importable:
Team building Process:
I started off with an Exca-nite core because dragonite is one of my favorite sweepers and personally I'm a big fan of Excadrill outside of sand.
Then I wanted to incorporate a volt-turn core because I love the ability to pivot out of trouble and gain momentum so I added a Rotom-W and Scizor.
Then I decided to complete the FWG core since I needed a rocker and heatran had great synergy at this point so i added him, and then I needed a mega grass type, and I'm a huge fan of venusar so it was an obvious pick.
After testing I realized I had a huge problem with set up dragon types in particular so I decided to switch the scizor for a scarf Lando-T.


Then I wanted to incorporate a volt-turn core because I love the ability to pivot out of trouble and gain momentum so I added a Rotom-W and Scizor.




Then I decided to complete the FWG core since I needed a rocker and heatran had great synergy at this point so i added him, and then I needed a mega grass type, and I'm a huge fan of venusar so it was an obvious pick.






After testing I realized I had a huge problem with set up dragon types in particular so I decided to switch the scizor for a scarf Lando-T.






In Depth:
Dragonite:

This is what I wanted my win condition to be, and man is it a good one. This bulky piece of shit can come in and tank almost any hit due to it's fantastic ability and decent typing. Multiscale allows it essentially a free turn to get a DD off and proceed to wreck shit. Multiscale+Lum =gg for a lot of teams because there is literally no way to stop it from reaching +1. I decided to run EQ over fire punch because Ferro and scizor are handily checked by heatran and Venusaur. This thing is truly a nightmare for teams after they lose their only counter to it. All of it's checks are destroyed by Tran and Venu allowing it to get it's chance to go for game. It also serves as a decent revenge killer with access to Espeed making it a pain in that way as well.
Nightmare (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Excadrill:

Honestly the dream come true for Dragonite. It has nearly perfect type synergy while also being the best spinner in the game which is crucial to this teams success. I need rocks in order to keep my pressure with volt turn up, and having hazards clear on my side is absolutely crucial if I want Dnite to be my win condition late game. I went with rock/quake coverage and then SD in a way to try and break stall which this team admittedly has some problems with, as do most balanced teams. nothing really wants to take a +2 adamant EQ so it does a pretty good job actually, the only problem is it's vulnerability to status because this mofo is actually pretty bulky.
Dream (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Swords Dance
Rotom_W:

Welcome this overused piece of crap. I have a love hate relationship with this guy because he always performs so well for me, but he does the same thing for my opponent which can be super frustrating. It checks all flying spam, neuters physical attackers and just completely walls certain threats to my team such as Mamo. Overall and amazing pokemon that there isn't really a whole lot to say about. Very crucial to the team, and half of the most overused combo of volt turners in the game.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Landorus-T:

I know, I know just what everyone wanted to see another scarfed Lando. But I honest to god tried to keep this thing out of the team but it found it's way back in solving a huge problem. This thing beats just about every set up dragon in the game due to intimidate+it's monstrous speed stat with a scarf. It basically gives Char-X the middle finger which it used to be so accustomed to doing to me. It also serves as my revenge killer because well, I think scarf drill is the shittiest set on the planet. It's the most used pokemon in the game for a reason as much as I don't particularly like it.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Earthquake
- Stone Edge
Heatran:

I needed a rocker along with something that could handle bulky steels and bisharp so I turned to this guy. Honestly, no Pokemon makes me feel as secure as when this guy is out there against something that cant hit it with an EQ. It walls so many things it's ridiculous and with taunt it is able to stop defog and prevent things such as slowbro from setting up. I run Earth power to beat other trans, but I'm not sure I shouldn't switch it to toxic to help with super fat pokemon. Overall a personal favorite, and helps form the Venu-tran core.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power
Venusaur:

I fell in love as soon as this mon was released because it was a match made in heaven for me. A bulky attacker that gained immunities. This thing is absolutely amazing because it walls so many things but also pressures teams as well. This thing can often find itself as a win condition if the other team is devoid of anything that can hit it for super effective damage or can out stall it. I chose the more offensive variant because It has great natural bulk already, and it can really do some damge with modest+investment. Coupled with heatran it is a pokemon that honestly nobody wants to see. It walls every water and fighting type bar mega cham which is fantastic. Overall I absolutely love this thing and think it's underused.
So that will do it for my RMT. Once again all comments are welcome because after all you guys are way better than this than me! Thank You and enjoy the team.
Threatlist:




Importable:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power
Nightmare (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Dream (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Swords Dance
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Earthquake
- Stone Edge
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power
Nightmare (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Dream (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Swords Dance
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Earthquake
- Stone Edge