





Yo guys This team I'm getting ready to show you is my favorite OU team I've made this generation. Implied by the title I'm trying to get the perfect balance between Offense and Defense, because without one what is the other? I'm 19-2 with this team from laddering and it's working fantastic.I'm just looking for some advice on my team as I plan on using this team till OR/AS and want to make it even better! Without further interruptions here's my team.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Psychic
- Sludge Wave
- U-turn/Knock Off/Rock Polish?
When I decided to make a new team I wanted Landorus first and foremost. I've always liked how versatile landorus's move pool is and with sheer force he doesn't only have coverage he also has tremendous power. The role of Landorus is a special sweeper and he forms a great volt turn core with rotom being able to take on all common grass types in OU that shut down rotom such as mega vena,ferro,breloom and celebi. I'm considering running Rock polish over over U Turn or even knock off as I dont run KO on any pokemon. I already have U turn on talonflame and what I tend to see is when I bring in Landorus people usally sack something as Landorus doesnt have much hard counters. So U-Turn really hasnt helped me at all but it's still nice to have for momentum if they do have a counter.Rock polish would help me outspeed things like greninja and most scarfers that would usally outspeed and OHKO me.I dont think I need to explain too much when it comes to Knock Off but again like U-Turn I dont see it being very helpful. Any input on my last slot would be very much appreciated.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Next I needed a trusty Volt Switcher to form my voltturn core. Rotom-W in my opinion is the best choice to pair with Landorus. Rotom's main job is to be a defensive pivot and to inflict as much poke's with burn as possible. You might be wondering why i'm not runnning a fully special defensive set since will o covers my physical defense. I like to be able to rely on rotom to sponge physical hits w/o will o as in switching him in on a rock slide from exca or a d-claw from garchomp. Also this rotom gets pretty worn down because he doesnt have reliable recovery so running bulk in both stats lets me reliably bring him in on a variety of attacks.I also like the idea of mixed walls a lot, something this team appreciates. The moves are pretty standard nothing much else to explain here.

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sleep Powder
- Leech Seed
- Synthesis
- Sludge Bomb
I like to make my wall core before anything so I wanted a pokemon that works really well with Rotom defensively. Mega Vena was the answer. Mega Venusaur is so good it's unbelievable he has everything you could want from a wall. Great defenses,typing,ability,support moves,etc I could go on forever. The main purpose of this pokemon on my team is to tank hits and stop potential sweepers with sleep powder. Venusaur has great synergy with Rotom and after mega evolving can somewhat take ice moves for landorus.I chose a physical set because I found that it counters more and helps me counter much more threats. Some examples of this is venusaur takes only 75% from a +1 Mega Zard X's Flare Blitz and can hit it back with a sleep powder and boom a threat is temporarily stopped in its tracked.Another thing I like to do with mega vena is to leech seed and bring in rotom as rotom can take the flying type moves aimed at vena easily and leech seed will give rotom a decent amount of hp back combined with leftovers. Everything else is pretty standard for mega vena.

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Brave Bird
- Stealth Rock
- Defog
- Roost
I needed a last member to my wall core and it needed to be able to get some form of hazards and be able to get rid of hazards. I found that skarmory can do everything I needed it to do and more.Skarmory's main job is to sponge physical and special hits.Your probably thinking "Skarmory should be only used as a physical wall tf are you doing?"Well as I've stated earlier I like running mixed walls that can take a variety of attacks and skarm's no different.Skarmory can take any pyschic type move aimed at vena and rotom takes nuetral from psychic so they both appreciate skarm very much. The great thing about Skarmory is his physical defense is already so big and his typing is great physically that you can put as much investment as you want into his other stats and he'll still take physical attacks.I'm running Rocky Helmet to punish physical attackers as well as scare them out thinking i'm a physical wall, combined with brave bird skarmory pressures a lot of the physical attackers in OU.Skarmory can also use Stealth Rock and Defog very well as he can force a lot of switches. Roost helps me regain health back and allow skarm a longer life without leftovers.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Brave Bird
- Tailwind
- Flare Blitz
I needed a reliable revenge killer who preferably also got access to a momentum move and Talonflame does it perfect.I originally ran Life Orb but the lack of power is pretty noticable and this team needed the extra power Choice band gives plus I really don't trust Talon's mediocre base 81 Attack even with powerful STAB's.Talonflame also ends off my voltturn core. Besides revenge killing I use talonflame 99% of the time as a lead the only exception being when there are prankster users such as klefki and thundurus.He is a great league being able to either bop something or get a speedy u turn off.I have Tailwind as mostly filler but it can help Landorus and Hawlucha if need be.The rest is pretty standard for Talon,not much else to explain.

Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hone Claws/Stone Edge
- High Jump Kick
- Acrobatics
- Sky Attack
My MVP as the saying goes "Save the best for last". Hawlucha is my late game sweeper and a excellent one at that. He has a great STAB combo only being resisted by electric/flying types(Don't quote me on that).The main part of this moveset is unburden which doubles your speed once your item is gone.The way I generally use this set is bring Hawlucha in on something it can Sky Attack and then after you rpower herb is gone from sky attack you can start HJK'ing and acrobatics the world.I'm having trouble deciding if I should run Hone Claws which boosts my attack and accuracy on High Jump Kick or Stone Edge to hit Thundurus who is a real annoyance to my team as I have no super effective moves against him.Any thoughts on that would be much appreciated. The rest of my moveset is pretty standard.
Replays:
http://replay.pokemonshowdown.com/ou-169836768
http://replay.pokemonshowdown.com/ou-169960441
http://replay.pokemonshowdown.com/ou-169967209
http://replay.pokemonshowdown.com/ou-170134253
http://replay.pokemonshowdown.com/ou-170186474
You are more then welcome to test or use my team! The threat List is inside Importable
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- U-turn
- Psychic
- Sludge Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sleep Powder
- Leech Seed
- Synthesis
- Sludge Bomb
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Brave Bird
- Stealth Rock
- Defog
- Roost
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Brave Bird
- Tailwind
- Flare Blitz
Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hone Claws
- High Jump Kick
- Acrobatics
- Sky Attack[/hide
This thing is a situational threat but a threat nonetheless.As you can see in replay #2 above scarfed outrage wrecks my team my only resistant being skarm which cant do next to anything to.Mega Vena takes a solid 40% too so he has to be healthy, It's the same with rotom except more. It wouldnt be a problem if someone sent it in early game but kyurem-b is a late game sweeper so yeah. This is a managable threat but I have to play carefully.
Normal thundurus is a real annoyance and therian is a offensive threat to my team. Rotom usally counters thundurus but only if he's healthy and once rotom's gone I have to pray their not carrying HP Ice or my whole team can get para'd.Therian again is countered by rotom but if its a nasty plot set with hp flying my wall core is screwed and I have to sac multiple things as nothing but talonflame can OHKO therian.[/hide
Thanks for reading about my team I hope you enjoyed it!
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- U-turn
- Psychic
- Sludge Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sleep Powder
- Leech Seed
- Synthesis
- Sludge Bomb
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Brave Bird
- Stealth Rock
- Defog
- Roost
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Brave Bird
- Tailwind
- Flare Blitz
Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hone Claws
- High Jump Kick
- Acrobatics
- Sky Attack[/hide



Thanks for reading about my team I hope you enjoyed it!