SM OU Four for Four (Venusaur-M Team)

Which team(s) did you like the best?


  • Total voters
    14
venusaur-mega.gif
tapufini.gif
heatran.gif
tapubulu.gif
hoopa-unbound.gif
kyurem-black.gif
OR
thundurus-therian.gif
OR
Ash_Greninja.gif
garchomp.gif

BEFORE we all get crazy and wonder why I called this Four for Four, here's why:
1. It was four more hours until midnight when I built this team
2. It was four more days until the Chinese New Year comes when I built these teams (Although I posted this RMT like, 1 day before it)
3. The core of this team was built around 4 main team members
4. There are four variants of the team
There are also 4 reasons and there are four letters in "Four"
Jeez I'm on a roll

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Nature's Madness
- Haze

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Toxic

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bulk Up
- Substitute
- Horn Leech
- Superpower

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Dark Pulse
- Spikes

Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Stone Edge


Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Nature's Madness
- Haze

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Toxic

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Horn Leech
- Wood Hammer
- Stone Edge
- Superpower

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Sludge Wave
- Hidden Power [Ice]

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Dragon Claw
- Earth Power
- Ice Beam


Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Nature's Madness
- Haze

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Toxic

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Wood Hammer
- Stone Edge
- Nature's Madness

Hoopa-Unbound @ Psychium Z
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Psychic
- Focus Blast

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Dragon Claw
- Earth Power
- Ice Beam


Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Nature's Madness
- Haze

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Toxic

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Wood Hammer
- Stone Edge
- Nature's Madness

Hoopa-Unbound @ Fightinium Z
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Psyshock
- Focus Blast

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Dragon Claw
- Earth Power
- Ice Beam


Teambuilding Process
venusaur-mega.png

Obviously, Venusaur-Mega was the first Pokémon in the team. This monster checks a huge batch of different top threats in this tier, such as Ash-Gren, Non-Extrasensory Protean Gren, Koko, Double Dance Mag or even certain Lando-T sets. I prefer this to AV Bulu as it can absorb Toxic Spikes, as well as take Gunk Shots from Greninja, as even Ash-Gren can run that now. All I need was a good Fire, Ice, Flying and Psychic check.

venusaur-mega.png
tapufini.png
heatran.png

Tapu Fini and Heatran were added next. Tapu Fini soft checks a majority of Fire Types, such as Alolawak, Heatran, non-Giga Drain Volc, and non-Bolt Strike Victini. It also walls strong Ice type wallbreakers such as Kyurem-B and Mamo. Tapu Fini is also relied on to get rid of annoying entry hazards which disrupts the team from switching in with ease. This can also form a rather annoying core of Nature's Madness with Tapu Bulu to weaken down certain Steel Types. Heatran covers up for Tapu Fini's Poison type weakness, as well as eat up Fire type attacks. Although Heatran is also resistant to Ice, it dies to the same wallbreakers I mentioned above, as Kyurem can bring Earth Power and Mamo can use Earthquake, which is why Venusaur, Fini and Heatran formed a core around my team.

venusaur-mega.png
tapufini.png
heatran.png
tapubulu.png

Although the three mentioned above had good defensive synergy, it still loses to the occasional SubDance Zygarde or Brave Bird+Z-Wild Charge Koko. This is why AV Bulu was added as well. Although it is still weak to Brave Bird, it takes Besides from being able to check the occasional threats the other 3 may lose to, it also provides Grassy Terrain, allowing Heatran to take even less damage from Ground type attacks and be able to switch in more easily. In the Thundurus Team, I made Bulu Banded to break through Gyarados or Clefable, while in the Greninja team, it is a SubBulkUp set to let the team have reliable Stallbreaker.

venusaur-mega.png
tapufini.png
heatran.png
tapubulu.png
hoopa-unbound.png
kyurem-black.png

Here comes in the offensive side of my team, where I invited two extremely strong wallbreakers in my team. I debated on Fightinium Z or Darkinium Z and tried them both out, and both worked pretty well in different situations. In any case, Hoopa-U kills a majority of threats after a boost, but it's low speed may require it to take a hit first. Kyurem-B is a wonderful wallbreaker when paired up with Scarf, as most people predict a slow team with Trick Room when you see Heatran, Bulu and Hoopa-U. This set helps a lot with revenge killing Calm Mind Keldeo, Koko, non-Rock Slide locked Scarf Gren, or even Scarf Lando. Calm Mind Keldeo is also sort of problem if both Tapus are sufficienctly weakened, while Koko can run thru the team with ease if Bulu cannot take 2 Thunderbolts/Wild Charge.

venusaur-mega.png
tapufini.png
heatran.png
tapubulu.png
thundurus-t.png
kyurem-black.png

Thundurus-T is on my 3rd team in replacement of Hoopa. This gives us another way to beat the four Tapus easier with Nasty Plot Sludge Wave, as well as being able to handle Zapdos and Koko easier, due to Volt Absorb. It is a fast, powerful wallbreaker that becomes very hard to check once Nasty Plot is up.

venusaur-mega.png
tapufini.png
heatran.png
tapubulu.png
greninja-ash.png
garchomp.png

In the 4th variant of the team, Greninja was more of the speed control. This is a very typical set of Ash-Gren, and basically all it does is revenge kill everything barring those 3 fat things in the tier: Ferro, Pex and Tangrowth. Garchomp is the physical wallbreaker, and breaks through Zygarde with +2 Tectonic Rage, as well as destroying Magic Guard Clef after Stealth Rock (+2 252 Atk Garchomp Poison Jab vs. 252 HP / 252+ Def Clefable: 306-362 (77.6 - 91.8%) -- guaranteed 2HKO after Leftovers recovery), although Unaware Clef still hard walls it, which is why Heatran has Toxic.

CONCLUSION
This is by far one of the longest RMT and one I put the most effort in. I hope you liked my 4th USM OU RMT, and of course, please DO leave suggestions to my teams below, I greatly appreciate it as a juvenile teambuilder. Happy Chinese New Year everyone!!!
 
hey, cool team but I've found some weaknesses that are really problematic for your team. Firstable, flying-type Pokemon such as M-Pinsir and Z-Fly Gyarados are dangerous because your only flying resist is Heatran which is threaten by both Earthquake and Close Combat. Less offensive flying-type Pokemon like Zapdos can be annoying because you don't have a way to really pressure it without risking anything. Then, I notified that you don't have a revenge killer because your faster Pokemon is Ash-Greninja so almost all scarfers outspeed your entire team. Lastly, Kartana and poweful wallbreakers like M-Medicham are also threatening since your answer (Tapu Fini) doesn't have recovery. I'll suggest you some changes that I believe would improve the team. Lets's start!

Major Changes

>
This change would clearly help you against threats that I brought up. Zapdos is a really good check to both M-Pinsir and Z-Fly Gyarados as well as being an answer to Kartana. It would give you a defog support and it generally fits well in this kind of team. Zapdos also gives you a very appreciated ground immunity that would not let your opponent spam ground moves for free. Standard defensive set here to make sure it takes hits from what it is supposed to check even tough I'd try Volt Switch which could give you a VolTurn Core.

>
This is a change that I often make but I think Garchomp is generally outclassed by Lando-T. Lando-T gives you more speed control as well as a Pokemon that's able to U-Turn on your wallbreaker, Ash-Greninja. You run the standard Choice Scarf Set with maybe a more bulky spread. No other things to say on this change.

>
Optional change but I think Clefable could be cool in your team because it gives you a more consistent check to things like M-Medicham, Zygarde and Hawlucha. It is also able to force out Zapdos by the combinaison of SR + CM which is cool. However, your match-up against Ash-Greninja becomes less good because you lose one of its best checks, but I feel like M-Venu + Clefable is still ok if you play right. Another match-up that is less good against is the one against M-Char X because now you have to pressure it with Ash-Gren and that's why if you run Clefable, a more bulky spread on Lando-T is preferred.

Minor Change

- The main minor change I'd make is on Heatran. I think running Magma Storm over Lava Plume would support your Ash-Greninja by removing toxapex mainly. With that change, you should also run Earth Power over Toxic. I'd keek that SpD Spread though since it helps against Tapu Lele.
- You can try running Leech Seed over Giga Drain on M-Venusaur since it is pretty much annoying for a lot of Pokemon that M-Venu switchins into.


Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leech Seed
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Protect

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Heat Wave
- Defog

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 136 HP / 176 Atk / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Calm Mind


End of the rate, hope you liked it. I know I changed 3 Pokemon but I think I kept the FWG Core.
 
Last edited:
hey, cool team but I've found some weaknesses that are really problematic for your team. Firstable, flying-type Pokemon such as M-Pinsir and Z-Fly Gyarados are dangerous because your only flying resist is Heatran which is threaten by both Earthquake and Close Combat. Less offensive flying-type Pokemon like Zapdos can be annoying because you don't have a way to really pressure it without risking anything. Then, I notified that you don't have a revenge killer because your faster Pokemon is Ash-Greninja so almost all scarfers outspeed your entire team. Lastly, Kartana and poweful wallbreakers like M-Medicham are also threatening since your answer (Tapu Fini) doesn't have recovery. I'll suggest you some changes that I believe would improve the team. Lets's start!

Major Changes

>
This change would clearly help you against threats that I brought up. Zapdos is a really good check to both M-Pinsir and Z-Fly Gyarados as well as being an answer to Kartana. It would give you a defog support and it generally fits well in this kind of team. Zapdos also gives you a very appreciated ground immunity that would not let your opponent spam ground moves for free. Standard defensive set here to make sure it takes hits from what it is supposed to check even tough I'd try Volt Switch which could give you a VolTurn Core.

>
This is a change that I often make but I think Garchomp is generally outclassed by Lando-T. Lando-T gives you more speed control as well as a Pokemon that's able to U-Turn on your wallbreaker, Ash-Greninja. You run the standard Choice Scarf Set with maybe a more bulky spread. No other things to say on this change.

>
Optional change but I think Clefable could be cool in your team because it gives you a more consistent check to things like M-Medicham, Zygarde and Hawlucha. It is also able to force out Zapdos by the combinaison of SR + CM which is cool. However, your match-up against Ash-Greninja becomes less good because you lose one of its best checks, but I feel like M-Venu + Clefable is still ok if you play right. Another match-up that is less good against is the one against M-Char X because now you have to pressure it with Ash-Gren and that's why if you run Clefable, a more bulky spread on Lando-T is preferred.

Minor Change

- The main minor change I'd make is on Heatran. I think running Magma Storm over Lava Plume would support your Ash-Greninja by removing toxapex mainly. With that change, you should also run Earth Power over Toxic. I'd keek that SpD Spread though since it helps against Tapu Lele.
- You can try running Leech Seed over Giga Drain on M-Venusaur since it is pretty much annoying for a lot of Pokemon that M-Venu switchins into.


Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leech Seed
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Protect

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Heat Wave
- Defog

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 136 HP / 176 Atk / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Calm Mind


End of the rate, hope you liked it. I know I changed 3 Pokemon but I think I kept the FWG Core.
Thanks a lot for your rate! I can see why Zapdos is preferred, as Static + Discharge is basically the end of all Physical Attackers, as Paralysis greatly hinders their ability to sweep. I will be trying these changes out ASAP!!!
 
I kind of feel like this team is flawed from the offset, just because you've judged Venusaur in the absence of Thick Fat, rendering Fini basically a wasted slot compared to more proactive or long-term hazard control. Additionally, if you're struggling with physical sweepers, I struggle to see how Bulu is going to help you.

With this much redundancy in your core, any of the teams listed without a scarf will struggle against various fast attackers. Hawlucha just eats your whole team even with double terrain support, as it doesn't need unburden to eat up. Lele with Focus Blast and Psyshock has no switchin, leaving you vulnerable to all their sets. (Especailly Fight-Z Taunt, which just 6-0s you straight up.) Even Landorus isn't really checked, if it has Z-Fly.

I absolutely agree with the above poster about Zapdos. It handles Hawlucha, non Rockium Landorus, and although it doesnt help with Zygarde I don't think that's too much of a problem for this team. However, as your core lacks any reliable recovery, dropping Grassy Terrain might be too much of a burden.

Here's my take on the same core.

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Obviously Heatran supports Venusaur incredibly well, but you can't really say the reverse. SpDef Venusaur isn't eating the earthquakes that threaten Heatran. As such I much prefer Steela for that double-sided support. As Celesteela doesn't benefit from the Grassy Terrain this seems a little painful, but Leech Seed makes up for it.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpDef / 4 Spe
Bold Nature
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Toxic

The above core has no switchin to Ash-Gren, so this guy is here to eat Dark Pulses. It also checks every other non-lele special attacker, who coincidentally is stopped hard by Celesteela. Chansey-Steela is already nigh-unbreakable on the special side, and Venusaur can serve as a Keldeo check. The investment is simply the highest bulk we can get with even HP, and the speed lets it beat opposing Chansey in the late game.

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Trick
- Defog

As the defensive core has lost its hazard control, this guy comes in over Kyub. Due to our now double levitators we can handle webs offence, and spikes are less threatening, but its still useful to be able to take rocks off as we're not pushing too hard for hazards with the above core. Trick lets this deal with switchins such as Clefable, but be careful not to pass a scarf to a Bulu. You don't really want a vest on this guy.

Tapu Lele @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Moonblast
- Focus Blast
- Taunt

I hate to say it, but I don't think Hoopa is viable while this set exists. Taunt lets it stop basically every stall core much more effectively than Nasty Plot, and setting up terrain for Latios is appreciated. Z-Focus Blast eats Heatran, and allows us to make decent midground plays against teams with Gren and a steel type.

Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Swords Dance

This may look like a really wierd thing to chuck onto this team. And it is. However it means we don't have a 30% chance of getting 6-0'd by Bisharp, and it also allows us to pressure Mega-Mawile and AV Bulu.
 
I kind of feel like this team is flawed from the offset, just because you've judged Venusaur in the absence of Thick Fat, rendering Fini basically a wasted slot compared to more proactive or long-term hazard control. Additionally, if you're struggling with physical sweepers, I struggle to see how Bulu is going to help you.

With this much redundancy in your core, any of the teams listed without a scarf will struggle against various fast attackers. Hawlucha just eats your whole team even with double terrain support, as it doesn't need unburden to eat up. Lele with Focus Blast and Psyshock has no switchin, leaving you vulnerable to all their sets. (Especailly Fight-Z Taunt, which just 6-0s you straight up.) Even Landorus isn't really checked, if it has Z-Fly.

I absolutely agree with the above poster about Zapdos. It handles Hawlucha, non Rockium Landorus, and although it doesnt help with Zygarde I don't think that's too much of a problem for this team. However, as your core lacks any reliable recovery, dropping Grassy Terrain might be too much of a burden.

Here's my take on the same core.

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Obviously Heatran supports Venusaur incredibly well, but you can't really say the reverse. SpDef Venusaur isn't eating the earthquakes that threaten Heatran. As such I much prefer Steela for that double-sided support. As Celesteela doesn't benefit from the Grassy Terrain this seems a little painful, but Leech Seed makes up for it.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpDef / 4 Spe
Bold Nature
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Toxic

The above core has no switchin to Ash-Gren, so this guy is here to eat Dark Pulses. It also checks every other non-lele special attacker, who coincidentally is stopped hard by Celesteela. Chansey-Steela is already nigh-unbreakable on the special side, and Venusaur can serve as a Keldeo check. The investment is simply the highest bulk we can get with even HP, and the speed lets it beat opposing Chansey in the late game.

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Trick
- Defog

As the defensive core has lost its hazard control, this guy comes in over Kyub. Due to our now double levitators we can handle webs offence, and spikes are less threatening, but its still useful to be able to take rocks off as we're not pushing too hard for hazards with the above core. Trick lets this deal with switchins such as Clefable, but be careful not to pass a scarf to a Bulu. You don't really want a vest on this guy.

Tapu Lele @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Moonblast
- Focus Blast
- Taunt

I hate to say it, but I don't think Hoopa is viable while this set exists. Taunt lets it stop basically every stall core much more effectively than Nasty Plot, and setting up terrain for Latios is appreciated. Z-Focus Blast eats Heatran, and allows us to make decent midground plays against teams with Gren and a steel type.

Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Swords Dance

This may look like a really wierd thing to chuck onto this team. And it is. However it means we don't have a 30% chance of getting 6-0'd by Bisharp, and it also allows us to pressure Mega-Mawile and AV Bulu.
Wow I've used quite a lot of teams you made. Thanks for the advice, I guess I still need a lot more practice in building teams that actually check Lando-T.
 

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