Introduction:
Hey Smogon! I'm hoping this will be my last post for a while now, since my offensive team I posted recently is doing ok. However, with the time I've spent away from poke'mon my current balanced team is in a rough spot, and I don't like the way it was operating. I've gone away and thought of the basics of what makes a balanced team; in a nutshell, this team is what I'd consider a perfect balance, and I'm hoping that shines through: there's a special sweeper, physical sweeper, special wall, physical/mixed wall, bulky utility and a wallbreaker/secondary physical nuisance. I've tested it a few times and went 4-3, tidying it up as I went until I landed on what I think is the best combination. Buckle up:
Teambuilding process:
I started with M-Manectric since I knew that was the special sweeper I wanted to build around.
Then I needed a stable water check that could take out the ground types attracted to my Mane. It also proves to counter dragons, steels and normals, as well as boasting priority.
I wanted a counter for the electric types that would try and set up on Azu. Hippo also functions as my physical wall and rock setter, a natural counter to physical threats like T-flame and Char-X.
A good grass counter was needed next; Though M-Mane can damage Serperior, it can set up on and kill Azu and Hippo. Since I needed a special defense tank anyway and a secondary bird spam counter doesn't hurt, I ran with Heatran.
With my sweeper, wallbreaker and tanks done, it was time for the utility slot. Despite it's ice weakness, Latias is probably the best defogger there is, and gives me a reliable way to counter M-lop.
Finally, my physical sweeper. Though lacking in the speed department, it gives me important priority, knock-off utility and just stupid damage off one S Dance.
The team in more detail:
Conclusion:
I'll leave the import code below, as well as box to put some replays in if I get time/remember. As I said above, I'm hoping this will be the be all/end all with my posts for a while, so I'm hoping this team gets the love it deserves. I've spent the longest I've ever spent on an RMT making this post and trying to make it pretty, so have a look over and give me your 2 cents. While you can offer replacements for mons, please ensure they fit the category of the oringinal mon - I want to make the best, most basic team I can.
That's it from me!
Peace y'all!
Hey Smogon! I'm hoping this will be my last post for a while now, since my offensive team I posted recently is doing ok. However, with the time I've spent away from poke'mon my current balanced team is in a rough spot, and I don't like the way it was operating. I've gone away and thought of the basics of what makes a balanced team; in a nutshell, this team is what I'd consider a perfect balance, and I'm hoping that shines through: there's a special sweeper, physical sweeper, special wall, physical/mixed wall, bulky utility and a wallbreaker/secondary physical nuisance. I've tested it a few times and went 4-3, tidying it up as I went until I landed on what I think is the best combination. Buckle up:
Teambuilding process:

I started with M-Manectric since I knew that was the special sweeper I wanted to build around.


Then I needed a stable water check that could take out the ground types attracted to my Mane. It also proves to counter dragons, steels and normals, as well as boasting priority.



I wanted a counter for the electric types that would try and set up on Azu. Hippo also functions as my physical wall and rock setter, a natural counter to physical threats like T-flame and Char-X.




A good grass counter was needed next; Though M-Mane can damage Serperior, it can set up on and kill Azu and Hippo. Since I needed a special defense tank anyway and a secondary bird spam counter doesn't hurt, I ran with Heatran.





With my sweeper, wallbreaker and tanks done, it was time for the utility slot. Despite it's ice weakness, Latias is probably the best defogger there is, and gives me a reliable way to counter M-lop.






Finally, my physical sweeper. Though lacking in the speed department, it gives me important priority, knock-off utility and just stupid damage off one S Dance.
The team in more detail:

Manectric @ Manectite - The Special Sweeper.
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt-Switch
- Hidden Power [Ice]
- Flamethrower
Description:
Let's kick off with the big guy. He's here to do some serious damage. Though lacking a set-up move, he has really great damage and speed control, tying with Jolly M-Lop and iirc actually kills it post fake-out damage if it misses HJK. Anyway, what this guy can do is escape from anything it doesn't like the look of (provided theyr'e not ground) and go all out on anything he does like the look off. Standard EV spead for max damage, timid to speed tie with jolly 135's - I think It's only M-lop tbh. M-Mane functions as my mid-late game sweeper, managing to pull of feats such as a 75% chance to ohko Giscor with HP ice - same goes for ground dragons too, as well as koing almost anything weak to electric, even koing Skarmory!
Moveset:
Thunderbolt for reliable stab. Volt-switch because Hi momentum. HP Ice for trolling ground types, although it's so common knowledge now, it's almost that electric types are expected to carry ice. Finally, flamethrower > overheat because I like reliability and don't like stat drops.
Azumarill @ Assault Vest - The Wallbreaker/Secondary Nuisance.
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower/ Ice Punch
Description:
I chose Azumarril because I love the fact a mon heavily invested in HP and with a base stat of 50 can achieve 436 attack. With priority and reliable stab damage of well over 100 power moves (with stab) this means trouble. For them. Faking the belly drum set because I'm a dick, and reaching 300 Sp.Def with 16 EVs and assault vest, and you're looking at a great keldeo counter as well as a special attack sponger of any kind (except SE damage). I picked him as a primary ground attacker, initially packing ice punch for Gliscor, Lando-T and Chomp, but considering super power for pure wallbreak potential. He's also my prime fighting counter; M-lop can't do shit and I ohko. Conkeldurr can try and drain punch/Thunder punch but I ohko. He also checks choice band T-flame, as with no defence EVs he tanks a CB Brave Bird (70%) and ohkos.
Moveset:
Standard Moveset in terms of stabs; waterfall for reliable 120 damage. Aqua jet is for mad priority and good chunk damage and play rough for the predicts into dragon types/dark/fighting types. Ice punch is great for dragons switching in, jumps on grass switch ins and annoying Gliscors, but superpower lets me wallbreak way better in terms of breaking Chanseys.
Hippowdon @ Leftovers - The Physical Tank.
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock/Toxic
- Earthquake
- Rock Slide
- Slack Off
Description:
Hippowdon forms the physical backbone of my team. I made it fully defensive rather than the standard mixed wall because it counters every bird out there: a choice band T-flame brave bird deals 36-42% of my health where 1 rock slide is an ohko. After rocks, I net an ohko on Char-Y, and a 2hko on M-Pinsir and Char-X. It survives a Char-Y Solarbeam with no special investment whatsoever. That's pretty cool immo. (side-note - it also survives a fire blast in the sun from it). Standard Defensive EVs, chosen to maximise bulk, and with 0 attack investment I hit 364 attack, allowing me to ohko a sand force E-Drill, while being able to take 3 of his in return.
Moveset:
Standard Moves for Def Hippo really. Stab Earthquake does really so much damage coming of it's generous attack stat, the same goes for rock slide: while it's not stab, for the mons it's designed to hit it really does some major damage, netting me large kos on important counters. It's here where I run into problems, however. I ran SR on Hippo and toxic on Heatran. I'm wondering if it's worth swapping them; there are so many times I've wished I can poison while using Hippo as I'm healing off with Slack Off (the 4th move, chosen for reliable recovery).
Heatran @ Leftovers - The Special Tank.
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Rock Slide
- Toxic/Stealth Rock
- Flash Cannon
Description:
Alright, Heatran. This guy rounds off the fully defensive backbone of the team. Able to give me a secondary strong counter to Lati@s, the birds and most of the fairies dominating OU - Clefable can't do shit when I resist everything - that's why flash cannon is a must on my set. I went with the 68 speed stat to be able to utilise taunt, but have since removed taunt from my moveset. Should I add it, or put the EVs up to fully Sp.Def? The base 130 Sp.Atk is enough for me to be getting on with, providing me with a 2hko on most steel and grass types in OU, while having the bulk to deal with it.
Moveset:
I've chosen to run lava plume > magma storm because I don't like accuracy drops and because I don't need to trap anyone since I'm not running taunt. Rock slide for more bird coverage and general type coverage. Flash cannon for rocks and fairies, and I'm unsure whether to use Heatran as my rock setter or not.
Latias @ Leftovers - The Utility.
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Dragon Pulse
Description:
Finally, Latias completes my defensive bulky core. I really needed a good defogger, since a few of my mons have 1 weakness to SR and it can really harm me when I need to pivot. I immediately settled on Latias when I combined the fact I wanted bulk and a defogger. It's also a win-con in that it still sits at the 350 speed benchmark, and still packs a punch with 302 SpAtk. That's enough for a passive mon, and gives me a nice secondary fighting and dragon type check, as well as being my dedicated Keldeo counter. I was toying with calm mind or thunderbolt as the last slot since I don't really need dragon with Azumarril running around, but I couldn't decide. EVs chosen to maximise speed and damage while being able to survive 2 HP ices from Thundurus without prior Stealth Rock damage.
Moveset:
Standard moves really for a support Latias: Defog to keep my mons healthy, though if I spot a Latias on the other team I tend to keep mine in reserve since defog helps me too if we both have SR up. Roost for recovery, because I can. Psyshock and Dragon Pulse for damage, though I'm open to change the set around based on the threats I might encounter.
Bisharp @ Life Orb - The Physical "Sweeper."
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Iron Head
- Knock Off/Pursuit
Description:
Bisharp was the last mon for me to add. I wanted to use him since I first thought up this team, and worried about it not being fast enough for my sweeper. Then I thought 'fuck it, he's got swords dance, priority, loads of resistances and a massive attack stat: why not.' Bish is my dedicated Lati@s counter, as well as anything that basically doesn't resist my stabs (after enough S Dances it doesn't matter who counters it, it does enough damage). A +2 Knock off or Sucker Punch rips holes into the enemy team, and with enough attack boosts it really just goes wild. Max EVs to maximise as much speed and damage as I possibly can.
Moveset:
Swords Dance for obvious reasons, boosting Sucker Punch's 120 BP into ridiculous levels. With other strong stabs in the form of 120 Iron Head for fairies and rocks, becoming a great check to M-Diancie and either Knock off or Pursuit to round of the attacking arsenal, Bish is a force to be reckoned with. Can't decide between Pursuit trapping or dealing stupid damage and having really nice utility.
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt-Switch
- Hidden Power [Ice]
- Flamethrower
Description:
Let's kick off with the big guy. He's here to do some serious damage. Though lacking a set-up move, he has really great damage and speed control, tying with Jolly M-Lop and iirc actually kills it post fake-out damage if it misses HJK. Anyway, what this guy can do is escape from anything it doesn't like the look of (provided theyr'e not ground) and go all out on anything he does like the look off. Standard EV spead for max damage, timid to speed tie with jolly 135's - I think It's only M-lop tbh. M-Mane functions as my mid-late game sweeper, managing to pull of feats such as a 75% chance to ohko Giscor with HP ice - same goes for ground dragons too, as well as koing almost anything weak to electric, even koing Skarmory!
Moveset:
Thunderbolt for reliable stab. Volt-switch because Hi momentum. HP Ice for trolling ground types, although it's so common knowledge now, it's almost that electric types are expected to carry ice. Finally, flamethrower > overheat because I like reliability and don't like stat drops.

Azumarill @ Assault Vest - The Wallbreaker/Secondary Nuisance.
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower/ Ice Punch
Description:
I chose Azumarril because I love the fact a mon heavily invested in HP and with a base stat of 50 can achieve 436 attack. With priority and reliable stab damage of well over 100 power moves (with stab) this means trouble. For them. Faking the belly drum set because I'm a dick, and reaching 300 Sp.Def with 16 EVs and assault vest, and you're looking at a great keldeo counter as well as a special attack sponger of any kind (except SE damage). I picked him as a primary ground attacker, initially packing ice punch for Gliscor, Lando-T and Chomp, but considering super power for pure wallbreak potential. He's also my prime fighting counter; M-lop can't do shit and I ohko. Conkeldurr can try and drain punch/Thunder punch but I ohko. He also checks choice band T-flame, as with no defence EVs he tanks a CB Brave Bird (70%) and ohkos.
Moveset:
Standard Moveset in terms of stabs; waterfall for reliable 120 damage. Aqua jet is for mad priority and good chunk damage and play rough for the predicts into dragon types/dark/fighting types. Ice punch is great for dragons switching in, jumps on grass switch ins and annoying Gliscors, but superpower lets me wallbreak way better in terms of breaking Chanseys.

Hippowdon @ Leftovers - The Physical Tank.
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock/Toxic
- Earthquake
- Rock Slide
- Slack Off
Description:
Hippowdon forms the physical backbone of my team. I made it fully defensive rather than the standard mixed wall because it counters every bird out there: a choice band T-flame brave bird deals 36-42% of my health where 1 rock slide is an ohko. After rocks, I net an ohko on Char-Y, and a 2hko on M-Pinsir and Char-X. It survives a Char-Y Solarbeam with no special investment whatsoever. That's pretty cool immo. (side-note - it also survives a fire blast in the sun from it). Standard Defensive EVs, chosen to maximise bulk, and with 0 attack investment I hit 364 attack, allowing me to ohko a sand force E-Drill, while being able to take 3 of his in return.
Moveset:
Standard Moves for Def Hippo really. Stab Earthquake does really so much damage coming of it's generous attack stat, the same goes for rock slide: while it's not stab, for the mons it's designed to hit it really does some major damage, netting me large kos on important counters. It's here where I run into problems, however. I ran SR on Hippo and toxic on Heatran. I'm wondering if it's worth swapping them; there are so many times I've wished I can poison while using Hippo as I'm healing off with Slack Off (the 4th move, chosen for reliable recovery).

Heatran @ Leftovers - The Special Tank.
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Rock Slide
- Toxic/Stealth Rock
- Flash Cannon
Description:
Alright, Heatran. This guy rounds off the fully defensive backbone of the team. Able to give me a secondary strong counter to Lati@s, the birds and most of the fairies dominating OU - Clefable can't do shit when I resist everything - that's why flash cannon is a must on my set. I went with the 68 speed stat to be able to utilise taunt, but have since removed taunt from my moveset. Should I add it, or put the EVs up to fully Sp.Def? The base 130 Sp.Atk is enough for me to be getting on with, providing me with a 2hko on most steel and grass types in OU, while having the bulk to deal with it.
Moveset:
I've chosen to run lava plume > magma storm because I don't like accuracy drops and because I don't need to trap anyone since I'm not running taunt. Rock slide for more bird coverage and general type coverage. Flash cannon for rocks and fairies, and I'm unsure whether to use Heatran as my rock setter or not.

Latias @ Leftovers - The Utility.
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Dragon Pulse
Description:
Finally, Latias completes my defensive bulky core. I really needed a good defogger, since a few of my mons have 1 weakness to SR and it can really harm me when I need to pivot. I immediately settled on Latias when I combined the fact I wanted bulk and a defogger. It's also a win-con in that it still sits at the 350 speed benchmark, and still packs a punch with 302 SpAtk. That's enough for a passive mon, and gives me a nice secondary fighting and dragon type check, as well as being my dedicated Keldeo counter. I was toying with calm mind or thunderbolt as the last slot since I don't really need dragon with Azumarril running around, but I couldn't decide. EVs chosen to maximise speed and damage while being able to survive 2 HP ices from Thundurus without prior Stealth Rock damage.
Moveset:
Standard moves really for a support Latias: Defog to keep my mons healthy, though if I spot a Latias on the other team I tend to keep mine in reserve since defog helps me too if we both have SR up. Roost for recovery, because I can. Psyshock and Dragon Pulse for damage, though I'm open to change the set around based on the threats I might encounter.

Bisharp @ Life Orb - The Physical "Sweeper."
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Iron Head
- Knock Off/Pursuit
Description:
Bisharp was the last mon for me to add. I wanted to use him since I first thought up this team, and worried about it not being fast enough for my sweeper. Then I thought 'fuck it, he's got swords dance, priority, loads of resistances and a massive attack stat: why not.' Bish is my dedicated Lati@s counter, as well as anything that basically doesn't resist my stabs (after enough S Dances it doesn't matter who counters it, it does enough damage). A +2 Knock off or Sucker Punch rips holes into the enemy team, and with enough attack boosts it really just goes wild. Max EVs to maximise as much speed and damage as I possibly can.
Moveset:
Swords Dance for obvious reasons, boosting Sucker Punch's 120 BP into ridiculous levels. With other strong stabs in the form of 120 Iron Head for fairies and rocks, becoming a great check to M-Diancie and either Knock off or Pursuit to round of the attacking arsenal, Bish is a force to be reckoned with. Can't decide between Pursuit trapping or dealing stupid damage and having really nice utility.
Conclusion:
I'll leave the import code below, as well as box to put some replays in if I get time/remember. As I said above, I'm hoping this will be the be all/end all with my posts for a while, so I'm hoping this team gets the love it deserves. I've spent the longest I've ever spent on an RMT making this post and trying to make it pretty, so have a look over and give me your 2 cents. While you can offer replacements for mons, please ensure they fit the category of the oringinal mon - I want to make the best, most basic team I can.
That's it from me!
Peace y'all!
Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off
Azumarill @ Choice Band
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 200 Def / 60 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Pursuit
- Toxic
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
- Moonblast
- Flamethrower
- Calm Mind
- Moonlight
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Draco Meteor
Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off
Azumarill @ Choice Band
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 200 Def / 60 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Pursuit
- Toxic
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
- Moonblast
- Flamethrower
- Calm Mind
- Moonlight
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Draco Meteor
Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
http://replay.pokemonshowdown.com/ou-272434452 - that time my M-Scizor went 6-0
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