XY OU Heavy Hitters (Bulky Offense)

My second RMT, and something that's been doing quite well for me. Slowly and surely, this team has been making its way past the 1450 mark and is still going. The team focuses on bulk: being able to handle any threat and hit back HARD. The team does a good job of it, and fares better than full stall teams I've tried because of its ability to take out anything that might be a threat to it. So, with that said, on with the team:

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Atk
- Roost
- Stealth Rock
- Defog
- Counter
Ah, Skarmory. A pretty standard set, Skarmory walls stops physical threats dead in their tracks. Skarmory gets a lot of chance to set up rocks when pokemon switch out, and is a great defogger. Roost helps it heal off damage, and counter gets OHKO's on any scary physical threats. It's important to keep him at full HP for some things, like +2 Zard X, so he can tank with sturdy and counter. EVs make him as tanky as possible, the 0 Atk IV is because he doesn't run brave bird, reducing damage off possible foul plays.

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 Def / 16 Spe
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Sleep Powder
The Mega of the team, and also one of my best tanks. Venusaur takes any fighting type moves Ttar or Heatran wouldn't like, and adds some great coverage to the team with Giga Drain and Sludge Bomb. I run Synthesis even though I have sand on the team because its a lot more reliable than leech seed and even 1/3 HP is nice if I can recover on the switch. I use sleep powder a lot to put predicted switches out of action. The EVs make him nice and tanky, and the speed lets him outrun Adamant Azu and Mawile.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aqua Jet
- Rest
- Play Rough
- Knock Off
Oh, Azumarill. Choice Band gives him an exceptionally powerful punch, making even aqua jet a tough thing for unresisted 'mons to switch into. Aqua Jet gets stab and is the team's priority, letting Azu revenge on all kinds of things. Play Rough adds a powerful and near unresisted STAB, while Knock Off kills things like Gengar and the Lati twins on the switch. I run rest on this set because Azu lacks any kind of real recovery, and too often it's impossible wishpass to a weakened Azu. The EVs give him bulk and make his attacks hit as hard as possible. Landorus tears holes in most of the team, so aqua jet azu is my main counter to him.

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Brick Break
Assault Vest Tyranitar will never go out of style! With the sand boost, tyranitar is an almost unbreakable special wall. Crunch and Stone Edge are awesome STAB, and pursuit lets him trap kill problem 'mons for the rest of the team, like Gengar and Lati@s. I run Brick Break instead of Superpower to smash screens, which can otherwise be a problem for the team. Ttar is so tanky it becomes a 2HKO for focus blast Landorus, despite its 4x weakness, which should show just how bulky this thing really is.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Seismic Toss
- Toxic
Really, is there any kind of wall team that isn't running Chansey? Chansey is the cleric of this team and does an amazing job of it. Natural Cure lets it absorb status for the other mons, and Heal Bell lets me wake Azumarill after a rest and get rid of any stray status on the team. Chansey gets massive wishes, and can heal pretty much any pokemon to 100% with a wish. Seismic Toss gives it the ability to deal some actual damage, and toxic lets it spam status onto other teams. Chansey at full HP is a 4HKO for focus blast landorus, letting it heal with wish and toxic stall. Chansey often dies midgame, but it's mainly there to keep the rest of the team alive, which is does exceptionally well.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 44 HP / 252 SpA / 212 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Flamethrower
- Earth Power
- Will-O-Wisp
Heatran makes a great anti-lead, as well as adding great offensive and defensive coverage to the team. Air Balloon is pretty standard, covering his 4x ground weakness. Flash fire lets him absorb will o wisps or fire type attacks aimed at skarmy. The EVs let him outspeed a lot of mons, especially most leads. I run taunt on my heatran because I already have a SR setter and the team loves having a chance to shut down things like smeargle and ferrothorn. Flamethrower gives 100% accurate fire STAB, and earth power gives ground coverage to the team, which the team really appreciates. Will o wisp lets him spam burns onto the other team so he can cripple things like Azumarill, MegaCham, and any other physical attackers on the switch.

Check and Counters:
Like I said, Landorus-I is a terrifying thing for most of this team, and something I have to play very carefully around. Azumarill can OHKO him but takes heavy damage from any of his attacks, so I usually have to sac something for the kill. Ttar can tank a focus blast, so if I catch Lando with a stone edge or crunch as he switches in, I can 2HKO him before he kills my team. Venusaur is something else I've had problems with, since I don't have any flying or psychic coverage. My best bet is to try to wear him down with a burn and some high power fire moves from Heatran, but even then its shaky. I've debated running hidden power psychic on Venusaur to take care of him, but I'm not sure if I want to give up either Synthesis or Sleep Powder.

Anyway, that's the team. I hope you guys like it, and let me know about any changes you think I should make.
 
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