Hello Smogon! I've been playing with this team for a while, and noticed that it does pretty well, and I hope that you guys will help improve it further! I designed my team around the move Knock Off, allowing most of my pokemon to cripple or hinder common switchins and wear them down so that my main sweepers can sweep effectively. Without further adieu, I present my team:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Sludge Bomb
- Earthquake
- Knock Off
- Synthesis
Mega Venusaur is my multi-purpose tank, dealing with many Water, Fairy or Fighting type pokemon. Sludge Bomb deals good damage to most pokemon attempting to switch in, and Earthquake allows it to beat Heatran, Bisharp and Mega Mawile. Knock Off punishes Psychic or Flying type pokemon that attempt to switch in. I find it a good way to punish opposing Talonflame or Latios, significantly reducing their damage output by taking away their LO / CB / Specs.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 20 HP / 252 Atk / 236 SDef
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall
Azumarill is my special tank, and functions as a check against bulky waters and dragons. The moveset is pretty standard, Aqua Jet for priority, Play Rough to beat up Dragons and Fighting types, and Knock Off to cripple opposing tanks who attempt to switch in. With the heavy investment in Special Defence and its many resistances, Azumarill can deal with many special attackers such as Greninja and come out on top.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Knock Off
Landorus-T serves as a physical tank and a check for troublesome mons like Talonflame and Tyranitar. Again, the moveset and EV spread is pretty standard, with Earthquake and Stone Edge as coverage moves, and Stealth Rock to set up rocks if I get the opportunity to do so. Again, Knock Off is included to take away items and wear down the opposing team faster.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Will-O-Wisp
I use specially defensive Heatran to tank special threats and act as a backup check to troublesome pokemon such as Aegislash and Bisharp. Lava Plume and Earth Power are for coverage, and Ancientpower allows Heatran to take down Talonflame. WoW cripples many common switchins, and I sometimes use this on Bisharp or Mega Mawile on a predicted Sucker Punch to stop their sweep. Air Balloon allows me to bring in Heatran on stuff with Earthquake and scare them out, since Heatran resists most of their secondary stabs and can threaten with Lava Plume or Will-o-Wisp. Examples of such are Dragonite and Mega Pinsir.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Thunder Punch
Dragonite is the nuke on the team, and revenge-killer for faster pokemon without priority. Dragonite hits like a truck with Outrage, dealing great damage to most pokemon that don't resist it. Extreme Speed allows me to kill faster pokemon, and Multiscale on Dragonite allows me to survive one super-effective hit and keep on sweeping.
Bisharp @ Dread Plate
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Bisharp rounds off the team by providing a useful set of resistances and another form of priority. Bisharp normally comes in on resisted hits or stuff with Toxic, and can threaten the opposing team with STAB Knock Off and Sucker Punch. Once its checks and counters are down, it can Swords Dance up to try for a sweep. Knock Off is easily spammable and removes passive recovery, and it hits most pokemon that don't resist it hard.
In playing with my team, I noticed that my team is quite vulnerable to Rotom-W. I can sponge its attacks just fine, but no-one on my team really likes being burnt by Will-O-Wisp, and Heatran is not a safe switch-in since it can't do much to Rotom either way.
My team is also easily worn down by stuff like hazards and Sandstorm, and it leaves me vulnerable to opposing sweepers and stuff.
Charizard is also very problematic for my team, especially Mega Charizard Y. Azumarill / Mega Venusaur can take down X and Heatran can check Y, but the first turn before they mega evolve is always very problematic as I can't be sure which form they run.
If you guys have any suggestions on how to improve the team and fix any problems with it, feel free to post! I appreciate your help!

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Sludge Bomb
- Earthquake
- Knock Off
- Synthesis
Mega Venusaur is my multi-purpose tank, dealing with many Water, Fairy or Fighting type pokemon. Sludge Bomb deals good damage to most pokemon attempting to switch in, and Earthquake allows it to beat Heatran, Bisharp and Mega Mawile. Knock Off punishes Psychic or Flying type pokemon that attempt to switch in. I find it a good way to punish opposing Talonflame or Latios, significantly reducing their damage output by taking away their LO / CB / Specs.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 20 HP / 252 Atk / 236 SDef
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall
Azumarill is my special tank, and functions as a check against bulky waters and dragons. The moveset is pretty standard, Aqua Jet for priority, Play Rough to beat up Dragons and Fighting types, and Knock Off to cripple opposing tanks who attempt to switch in. With the heavy investment in Special Defence and its many resistances, Azumarill can deal with many special attackers such as Greninja and come out on top.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Knock Off
Landorus-T serves as a physical tank and a check for troublesome mons like Talonflame and Tyranitar. Again, the moveset and EV spread is pretty standard, with Earthquake and Stone Edge as coverage moves, and Stealth Rock to set up rocks if I get the opportunity to do so. Again, Knock Off is included to take away items and wear down the opposing team faster.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Will-O-Wisp
I use specially defensive Heatran to tank special threats and act as a backup check to troublesome pokemon such as Aegislash and Bisharp. Lava Plume and Earth Power are for coverage, and Ancientpower allows Heatran to take down Talonflame. WoW cripples many common switchins, and I sometimes use this on Bisharp or Mega Mawile on a predicted Sucker Punch to stop their sweep. Air Balloon allows me to bring in Heatran on stuff with Earthquake and scare them out, since Heatran resists most of their secondary stabs and can threaten with Lava Plume or Will-o-Wisp. Examples of such are Dragonite and Mega Pinsir.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Thunder Punch
Dragonite is the nuke on the team, and revenge-killer for faster pokemon without priority. Dragonite hits like a truck with Outrage, dealing great damage to most pokemon that don't resist it. Extreme Speed allows me to kill faster pokemon, and Multiscale on Dragonite allows me to survive one super-effective hit and keep on sweeping.

Bisharp @ Dread Plate
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Bisharp rounds off the team by providing a useful set of resistances and another form of priority. Bisharp normally comes in on resisted hits or stuff with Toxic, and can threaten the opposing team with STAB Knock Off and Sucker Punch. Once its checks and counters are down, it can Swords Dance up to try for a sweep. Knock Off is easily spammable and removes passive recovery, and it hits most pokemon that don't resist it hard.
In playing with my team, I noticed that my team is quite vulnerable to Rotom-W. I can sponge its attacks just fine, but no-one on my team really likes being burnt by Will-O-Wisp, and Heatran is not a safe switch-in since it can't do much to Rotom either way.
My team is also easily worn down by stuff like hazards and Sandstorm, and it leaves me vulnerable to opposing sweepers and stuff.
Charizard is also very problematic for my team, especially Mega Charizard Y. Azumarill / Mega Venusaur can take down X and Heatran can check Y, but the first turn before they mega evolve is always very problematic as I can't be sure which form they run.
If you guys have any suggestions on how to improve the team and fix any problems with it, feel free to post! I appreciate your help!