changes in PINK
At Glance
Maybe some of you recognize this team, from around this time last year when BW2 came out, well that's because it is that team, although with quite a few adjustments. A lot of stall players were hyped about the AmoonBro core, many were disappointed though, and it eventually fell out of use, I pressed on though. Over the course of a year I have slowly adjusted it and crafted it further to my liking or to new threats or metagame shifts. To be honest its nothing special, a bit mediocre honestly, but I like it and I like playing with it, it is rather unique, I have yet to see another stall team of this style, well at least in a long time.
IMO this team has rather nice synergy, all the team members work well together to combat most of the metagame's threats rather effectively. I have a bit of a problem I have is adjusting it, for example I haven't found I way to add weather on it successfully. The synergy is almost to good ironically, any attempt to end it my ends in failure. I posting this to see if I can get some creative solutions here to make the team better, get an outside perspective. Also don't fear tearing apart AmoonBro, I have done it before in some tests of this team. If anything, what I would really like to keep Jirachi and Slowbro, while their synergy together isn't that great, limited to Jirachi stomaching Outrages and Stone Edges for Slowbro, I love using them on the same team.
Jirachi's suggestions added weather and a solid physical attack to this team, making it much more effective at stalling overall, dispite opening up a few odd weaknesses.
Team
Tyranitar @
Trait: Sand Stream
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Tyranitar was an excellent replacement over Jirachi, as they covered many of the same threats, like Latios for example. Tyranitar adds sand and an offensive touch to break an enemy's defensive core by pursuiting out their spin blockers or damaging a wall with Stone Edge, or punch a hole an an offensive one. Sand is really helpful to wear down your standard life orb attackers and other Pokemon, as well as neutralizing weather, crippling Tentacruel and Venusaur.
The set is the standard one, Crunch and Pursuit to trap or outright kill Pokemon weak to dark, Superpower is effective on pretty much everything, and KOs Ferrothorn which is great. I have no idea what the evs out speed though...
Jirachi @
Trait: Serene Grace
EVs: 252 HP / 236 SDef / 20 Spd
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
I usually lead with Jirachi in the team preview, that way I can sort of bait Heatran, Politoed or Magnezone into leading vs Blissey, which I usually lead for Stealth Rock. Other leads, such as Tyranitar, lead against Jirachi anyway, no matter what they see.
Jirachi is the critical special wall of the team, walling out many special threats which would otherwise threaten to punch holes in the team: Gengar, Alakazam, Kyurem, Latias, Latios, and Reuniclus, just to name a few. I am honestly surprised more stall teams don't use Jirachi, it outright walls a lot of usual threats. Jirachi also have crucial mixed bulk for this team with it's critical Steel-typing, allowing it to stomach Outrages and Stone Edges and retaliate withFlinch Attack Iron Head or paralyze with Body Slam, allowing it to be this teams psuedo-check for a variety of threats. Finally, Jirachi is pretty much an insta-win vs teams that aren't prepared for it, or in the end game as a lolzy cleaner, which is always nice.
The moveset is completely standard, but effective. Body Slam to paralyze foes, and Iron Head to flinch said foes to death. Wish is a critical recovery move as well as team support, and Protect allows Jirachi to heal it's self more effectively and scout a bit. In particular Protect is useful vs Gengar to block Disables, and Kyurem to prevent being killed off by Earth Power. Jirachi is geared to take special attacks, but 20 speed is useful to outspeed Adamant Breloom.
Slowbro @
Trait: Regenerator
EVs: 252 HP / 8 Spd / 248 Def
Bold Nature
- Scald
- Psychic
- Ice Beam
- Slack Off
Slowbro is the primary physical wall of this team, it walls... well pretty much every physical threat, its easier to list the ones that break through: Tyranitar, Scizor, Kyurem-B, and Breloom, which are covered in one way or another by Zapdos, Amoonguss, and Jirachi. Jirachi and Forretress are nice back up Pokemon to either take hits so Slowbro can Regenerate, or check them. I am really being modest here though, Slowbro is amazing, not only can it wall a ton of stuff outright, but just by switch can heal up and do it again.
Slowbro is invested in physical defense to take on said physical threats of course. The little bit of speed creep is useful to attack opposing Amoonguss and Forretress, which is always nice. Scald is solid stab that also burns, nice to spam on a predicted switch. Ice Beam is mandatory, KOing most Dragon-types or at least damaging then enough so they can be checked by something else. Psychic is an unusual option, but it's mandatory for a few reasons: to KO Toxicroak, Conkeldurr, damage Terrakion and Gyarados, and break Tentacruel's Substitutes. Finally, Slack Off recovers when Slowbro needs immediate recovery after it's been worn down a bit.
Zapdos @
Trait: Pressure
EVs: 248 HP / 36 Spd / 224 SDef
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Hidden Power [Ice]
Zapdos is the glue that really holds together this team, covering the remaining major weaknesses. In particular it patches up the hole vs Swords Dance Scizor and is a solid counter to Venusaur, KOing both with Heat Wave. Zapdos also provides a way to KO Ferrothorn, do something to Jellicent and Tentacruel, and is a decent check to CM-Jirachi if I can get Spikes up, and is one more crucial check against Breloom. If kept around, it is also a solid finisher vs rain teams, which I otherwise would have difficulty with because of Tentacruel. The Stealth Rock weakness is troublesome, but nothing I need to counter with it really needs it at full HP. Zapdos is what really holds this team together IMO.
The set is specially defensive mainly to combat Venusaur more effectively, but the defensive bulk is useful against Jirachi as well. The speed creep allows Zapdos out speeds a variety of Pokemon, including Tentacruel, Breloom and Gliscor, it also allows Zapdos to out speed Stall Breaker Mew, which is always nice. Thunderbolt is standard STAB, and Heat Wave combats the threats which I have Zapdos for, Roost is standard recovery. Roar has a few purposes, mainly the after mentioned CM Jirachi, but it also gives me a leg up against (crappy) Baton Pass teams, which I would otherwise lose to, its also a great phasing move to get hazard damage.
While losing Roar did cost me a phaser and a good check against Cm-Jirachi, HP-Ice is overall much better to combat Landorus, Landorus-T and various other dragons.
Amoonguss @
Trait: Regenerator
EVs: 248 HP / 224 SDef / 28 SAtk / 8 Spd
Calm Nature
- Giga Drain
- Clear Smog
- Spore
- Hidden Power [Fire]
Amoonguss finishes the AmoonBro core, making a regenerating dynamic pair that is a pain to take out. Amoonguss is also a solid wall vs Breloom, Keldeo, Rotom-W, and various other water types. That inning of its self is not the reason to use it, Roserade, Celebi, and Latias all do the same and arguably add more team support, the problem is they are all cripplingly pursuit weak, a kind of support that is all to common for Breloom and Keldeo. So Amoonguss trades team support for passive recovery, not being weak to pursuit, and Spore, seems like a fair enough trade to me. Amoonguss can often be used as a general pivot for this team, with it's high defenses and Regenerator and it can take most attacks and switch out or retaliate.
The set is almost the standard Specially Defensive set, Giga Drain as solid STAB, Clear Smog to combat Breloom, CM-Keldeo, and some other set up sweepers, but mainly for Breloom, and Spore to put at least one opposing Pokemon to sleep, crippling most offensive teams. 28 evs into special attack makes sure Amoonguss can break Keldeo's subs, plus a little bit of speed creep for opposing Slowbros and Forretress. HP-Fire is a bit odd admittedly, but it is very effective in damaging Scizor on the switch, which can be crucial vs CB-Scizor, it is also helpful against opposing Skarmory, Ferrothorn, and Forretress.
Forretress @
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Toxic
- Gyro Ball
Forretress is on this team for 2 reasons, to Rapid Spin and to set up Spikes. Both of those roles are compressed rather nicely into Forretress. Forretress also provides a nice check to threats thanks to either sturdy or it's raw physical bulk. It is an 'ok' wall to some physical threats to, like Landorus-T and Gliscor, I try to keep it out of such battles though as I need it to spin. Finally, Forretress is a rather nice Pokemon to sponge up Choice Band Scizor's attacks, although in doing so I do risk losing to the uncommon Iron Plate SD-Scizor, so I have to be rather observant of how much U-turn is doing.
Outside of the necessary Spikes and Rapid Spin, HP-Ice is useful in attacking opposing Dragons, particularly Garchomp, Landorus-T and the annoying Toxic Stall Gliscor. Gyroball is a rather new addition giving Forretress an attack on Gengar on the switch, it is also useful against Kyrurem-B locking into Outrage if need be, I still I testing it out over Pain Split which allowed it to stall out Ferrothorn and Skarm, but Gengar blocking spins has become more problematic. 56 special attack evs give Forrtress a solid chance at 2HKOing Gliscor with HP-Ice.
I am still iffy about Toxic, but it has saved my butt quite a few times so far, so I am keeping it. Without HP-Ice, I no longer need special attack investment and can run full defensive investment, and 0 speed IVs.
Blissey @
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Calm Nature
- Seismic Toss
- Toxic
- Softboiled
- Stealth Rock
Blissey is mainly here to counter a few choice Pokemon which are covered together by nothing else in one: Heatran, Volcarona, special-Landorus, and to a lesser extent Magnezone and Ninetails, all while being able to set up Stealth Rock, its general special bulk is also handy to walling many special threats in case other Pokemon fail. The special threats it covers plus the ability to set up rocks is what keeps Blissey on this team, try as I might shuffling around the rest of the team to not run Blissey isn't effective. Blissey over time has become superior to Chansey as the meta sort of balanced a little bit and sand became more popular, I haven't had much use of Chansey's mixed bulk as of late.
Blissey's additional special bulk it to help it take Focus Blasts better in the sand, limiting Landorus's chance of 2HKOing it. Stealth Rock on Blissey is a requirement, as nothing else on this team can set it up effectively, Jirachi needs Protect to heal effectively and running both hazards on Forretress puts to much pressure on it. Toxic is basically a requirement to counter Volcarona and other special threats, while Seismic Toss is a good general attacking move, specifically to attack Heatran, Softboiled is obvious recovery.
With HP-Ice on Zapdos, Blissey doesn't have to worry about Landorus that much.
Major Threats:
Spin Blockers
/
/
All by their selfs, none of them are much of a problem, I have work arounds for even stall breakers like Sableye and Jellicent, but with a little spikes support, oh boy am I am trouble, especially if it is a good offensive team. Gyro Ball on Forretress helps the issue a bit as well as Zapdos scaring out Jellicent witih STAB Thunderbolt, none the less its still a big threat to the team if played right. Tyranitar traps and kills Jellicent, the main culprit behind this problem.
Magnezone
Again, all by its self, not much of an issue, Blissey or even Zapdos deal with it fine. What makes it dangerous is it's ability to trap Jirachi, opening up a huge whole for Pokemon like Alakazam, Kyurem-B, and Latios can take advantage of. Running Fire Punch or U-turn would on paper be the obvious solution, but losing Body Slam or Protect makes Jirachi even weaker to those threats. With Tyranitar over Jirachi I am a bit stronger against such teams, losing Forretress can still hurt if facing your proto-typical drag-mag.
Chesto-Rest-Volcarona
Yeah it sweeps me, I can't do much about it outside of maybe sensing that it's chesto rest and phasing with Zapdos, in plactice that never works, I can't tell the item, for all I know its Life Orb before it attacks. Tyranitar eases the issue a bit, as Volcarona's without Bug Buzz have a hard time 1HKOing Tyranitar, in turn I can 1HKO them with Stone Edge. Sand is also useful in combating Volcarona overall, wearing it down much faster.
Calm Mind Jirachi
Without Roar on Zapdos, CM-Jirachi is a solid threat to this team, only Tyranitar can check it, attempting to 2HKO with Crunch. Earthquake might alleviate the problem, but Superpower is way to useful on Tyranitar. Cm-Jirachi is pretty uncommon except at higher levels, so its not to much of a problem.
Minor Threats
With the right support and conditions, they are dangerous, but they are either to uncommon or not used correctly enough for me to really worry about.
Yache-Garchomp: if either Forretress or Slowbro are taken out, it no longer can check it and it pretty much runs through the team, I have to play really carefully against Garchomp in general. For some reason, Garchomp tends to switch into HP-Ice on Zapdos losing it's Yache berry.
Landorus: U-turning on Blissey can be problematic, plus with the tiniest bit of team support (pursuit, rocks and sand) Blissey can be looking at being KOed by Landorus. HP-Ice on Zapdos helps a lot in fighting this thing.
Nast Plot - Thundurus-T: A real pain to deal with, but Blissey and Amoonguss are pretty solid checks, overall though its to uncommon for me to worry about.
Sub-CM-Latias - A bit of a toughy, it really comes down to predicting when they will Recover, if my prediction is absolute shit that day, they win.
Lucario - Lucario is a bit of a mixed bag, and that's the problem. In theory a Lucario with Crunch and Ice Punch outright sweeps me, but all Crunch Lucario needs to do is not get burned and Swords Dance enough and it's GG. Mixed Lucarios are a headache. Generally though, I deal with it fine, but it certainly can break through.
Hydregion - Mixed versions are a pain, luckily few good players use it. Its not to much of a problem though as Zapdos can take a few hits and even Jirachi can stomach a Fire Blast.
Mix-Mence - Tears open Slowbro and this team like a tin can, no one used it hilariously anymore though.
Espeon Baton Pass Team - I am pretty much screwed.
Scrafty - yeah lol, but I have work around with Jirachi on dragon dance versions, and Zapdos does a decent job at combating bulk up versions, still a threat though.
As I have said, this team is pretty mediocre, but suggestions are appreciated, I wouldn't even mind big changes, keeping Slowbro and Jirachi would be nice though.
Exportable
At Glance






Maybe some of you recognize this team, from around this time last year when BW2 came out, well that's because it is that team, although with quite a few adjustments. A lot of stall players were hyped about the AmoonBro core, many were disappointed though, and it eventually fell out of use, I pressed on though. Over the course of a year I have slowly adjusted it and crafted it further to my liking or to new threats or metagame shifts. To be honest its nothing special, a bit mediocre honestly, but I like it and I like playing with it, it is rather unique, I have yet to see another stall team of this style, well at least in a long time.
IMO this team has rather nice synergy, all the team members work well together to combat most of the metagame's threats rather effectively. I have a bit of a problem I have is adjusting it, for example I haven't found I way to add weather on it successfully. The synergy is almost to good ironically, any attempt to end it my ends in failure. I posting this to see if I can get some creative solutions here to make the team better, get an outside perspective. Also don't fear tearing apart AmoonBro, I have done it before in some tests of this team. If anything, what I would really like to keep Jirachi and Slowbro, while their synergy together isn't that great, limited to Jirachi stomaching Outrages and Stone Edges for Slowbro, I love using them on the same team.
Jirachi's suggestions added weather and a solid physical attack to this team, making it much more effective at stalling overall, dispite opening up a few odd weaknesses.
Team

Tyranitar @

Trait: Sand Stream
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Tyranitar was an excellent replacement over Jirachi, as they covered many of the same threats, like Latios for example. Tyranitar adds sand and an offensive touch to break an enemy's defensive core by pursuiting out their spin blockers or damaging a wall with Stone Edge, or punch a hole an an offensive one. Sand is really helpful to wear down your standard life orb attackers and other Pokemon, as well as neutralizing weather, crippling Tentacruel and Venusaur.
The set is the standard one, Crunch and Pursuit to trap or outright kill Pokemon weak to dark, Superpower is effective on pretty much everything, and KOs Ferrothorn which is great. I have no idea what the evs out speed though...

Jirachi @

Trait: Serene Grace
EVs: 252 HP / 236 SDef / 20 Spd
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
I usually lead with Jirachi in the team preview, that way I can sort of bait Heatran, Politoed or Magnezone into leading vs Blissey, which I usually lead for Stealth Rock. Other leads, such as Tyranitar, lead against Jirachi anyway, no matter what they see.
Jirachi is the critical special wall of the team, walling out many special threats which would otherwise threaten to punch holes in the team: Gengar, Alakazam, Kyurem, Latias, Latios, and Reuniclus, just to name a few. I am honestly surprised more stall teams don't use Jirachi, it outright walls a lot of usual threats. Jirachi also have crucial mixed bulk for this team with it's critical Steel-typing, allowing it to stomach Outrages and Stone Edges and retaliate with
The moveset is completely standard, but effective. Body Slam to paralyze foes, and Iron Head to flinch said foes to death. Wish is a critical recovery move as well as team support, and Protect allows Jirachi to heal it's self more effectively and scout a bit. In particular Protect is useful vs Gengar to block Disables, and Kyurem to prevent being killed off by Earth Power. Jirachi is geared to take special attacks, but 20 speed is useful to outspeed Adamant Breloom.

Slowbro @

Trait: Regenerator
EVs: 252 HP / 8 Spd / 248 Def
Bold Nature
- Scald
- Psychic
- Ice Beam
- Slack Off
Slowbro is the primary physical wall of this team, it walls... well pretty much every physical threat, its easier to list the ones that break through: Tyranitar, Scizor, Kyurem-B, and Breloom, which are covered in one way or another by Zapdos, Amoonguss, and Jirachi. Jirachi and Forretress are nice back up Pokemon to either take hits so Slowbro can Regenerate, or check them. I am really being modest here though, Slowbro is amazing, not only can it wall a ton of stuff outright, but just by switch can heal up and do it again.
Slowbro is invested in physical defense to take on said physical threats of course. The little bit of speed creep is useful to attack opposing Amoonguss and Forretress, which is always nice. Scald is solid stab that also burns, nice to spam on a predicted switch. Ice Beam is mandatory, KOing most Dragon-types or at least damaging then enough so they can be checked by something else. Psychic is an unusual option, but it's mandatory for a few reasons: to KO Toxicroak, Conkeldurr, damage Terrakion and Gyarados, and break Tentacruel's Substitutes. Finally, Slack Off recovers when Slowbro needs immediate recovery after it's been worn down a bit.

Zapdos @

Trait: Pressure
EVs: 248 HP / 36 Spd / 224 SDef
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Hidden Power [Ice]
Zapdos is the glue that really holds together this team, covering the remaining major weaknesses. In particular it patches up the hole vs Swords Dance Scizor and is a solid counter to Venusaur, KOing both with Heat Wave. Zapdos also provides a way to KO Ferrothorn, do something to Jellicent and Tentacruel, and is a decent check to CM-Jirachi if I can get Spikes up, and is one more crucial check against Breloom. If kept around, it is also a solid finisher vs rain teams, which I otherwise would have difficulty with because of Tentacruel. The Stealth Rock weakness is troublesome, but nothing I need to counter with it really needs it at full HP. Zapdos is what really holds this team together IMO.
The set is specially defensive mainly to combat Venusaur more effectively, but the defensive bulk is useful against Jirachi as well. The speed creep allows Zapdos out speeds a variety of Pokemon, including Tentacruel, Breloom and Gliscor, it also allows Zapdos to out speed Stall Breaker Mew, which is always nice. Thunderbolt is standard STAB, and Heat Wave combats the threats which I have Zapdos for, Roost is standard recovery. Roar has a few purposes, mainly the after mentioned CM Jirachi, but it also gives me a leg up against (crappy) Baton Pass teams, which I would otherwise lose to, its also a great phasing move to get hazard damage.
While losing Roar did cost me a phaser and a good check against Cm-Jirachi, HP-Ice is overall much better to combat Landorus, Landorus-T and various other dragons.

Amoonguss @

Trait: Regenerator
EVs: 248 HP / 224 SDef / 28 SAtk / 8 Spd
Calm Nature
- Giga Drain
- Clear Smog
- Spore
- Hidden Power [Fire]
Amoonguss finishes the AmoonBro core, making a regenerating dynamic pair that is a pain to take out. Amoonguss is also a solid wall vs Breloom, Keldeo, Rotom-W, and various other water types. That inning of its self is not the reason to use it, Roserade, Celebi, and Latias all do the same and arguably add more team support, the problem is they are all cripplingly pursuit weak, a kind of support that is all to common for Breloom and Keldeo. So Amoonguss trades team support for passive recovery, not being weak to pursuit, and Spore, seems like a fair enough trade to me. Amoonguss can often be used as a general pivot for this team, with it's high defenses and Regenerator and it can take most attacks and switch out or retaliate.
The set is almost the standard Specially Defensive set, Giga Drain as solid STAB, Clear Smog to combat Breloom, CM-Keldeo, and some other set up sweepers, but mainly for Breloom, and Spore to put at least one opposing Pokemon to sleep, crippling most offensive teams. 28 evs into special attack makes sure Amoonguss can break Keldeo's subs, plus a little bit of speed creep for opposing Slowbros and Forretress. HP-Fire is a bit odd admittedly, but it is very effective in damaging Scizor on the switch, which can be crucial vs CB-Scizor, it is also helpful against opposing Skarmory, Ferrothorn, and Forretress.

Forretress @

Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Toxic
- Gyro Ball
Forretress is on this team for 2 reasons, to Rapid Spin and to set up Spikes. Both of those roles are compressed rather nicely into Forretress. Forretress also provides a nice check to threats thanks to either sturdy or it's raw physical bulk. It is an 'ok' wall to some physical threats to, like Landorus-T and Gliscor, I try to keep it out of such battles though as I need it to spin. Finally, Forretress is a rather nice Pokemon to sponge up Choice Band Scizor's attacks, although in doing so I do risk losing to the uncommon Iron Plate SD-Scizor, so I have to be rather observant of how much U-turn is doing.
Outside of the necessary Spikes and Rapid Spin, HP-Ice is useful in attacking opposing Dragons, particularly Garchomp, Landorus-T and the annoying Toxic Stall Gliscor. Gyroball is a rather new addition giving Forretress an attack on Gengar on the switch, it is also useful against Kyrurem-B locking into Outrage if need be, I still I testing it out over Pain Split which allowed it to stall out Ferrothorn and Skarm, but Gengar blocking spins has become more problematic. 56 special attack evs give Forrtress a solid chance at 2HKOing Gliscor with HP-Ice.
I am still iffy about Toxic, but it has saved my butt quite a few times so far, so I am keeping it. Without HP-Ice, I no longer need special attack investment and can run full defensive investment, and 0 speed IVs.

Blissey @

Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Calm Nature
- Seismic Toss
- Toxic
- Softboiled
- Stealth Rock
Blissey is mainly here to counter a few choice Pokemon which are covered together by nothing else in one: Heatran, Volcarona, special-Landorus, and to a lesser extent Magnezone and Ninetails, all while being able to set up Stealth Rock, its general special bulk is also handy to walling many special threats in case other Pokemon fail. The special threats it covers plus the ability to set up rocks is what keeps Blissey on this team, try as I might shuffling around the rest of the team to not run Blissey isn't effective. Blissey over time has become superior to Chansey as the meta sort of balanced a little bit and sand became more popular, I haven't had much use of Chansey's mixed bulk as of late.
Blissey's additional special bulk it to help it take Focus Blasts better in the sand, limiting Landorus's chance of 2HKOing it. Stealth Rock on Blissey is a requirement, as nothing else on this team can set it up effectively, Jirachi needs Protect to heal effectively and running both hazards on Forretress puts to much pressure on it. Toxic is basically a requirement to counter Volcarona and other special threats, while Seismic Toss is a good general attacking move, specifically to attack Heatran, Softboiled is obvious recovery.
With HP-Ice on Zapdos, Blissey doesn't have to worry about Landorus that much.
Major Threats:
Spin Blockers



All by their selfs, none of them are much of a problem, I have work arounds for even stall breakers like Sableye and Jellicent, but with a little spikes support, oh boy am I am trouble, especially if it is a good offensive team. Gyro Ball on Forretress helps the issue a bit as well as Zapdos scaring out Jellicent witih STAB Thunderbolt, none the less its still a big threat to the team if played right. Tyranitar traps and kills Jellicent, the main culprit behind this problem.
Magnezone

Again, all by its self, not much of an issue, Blissey or even Zapdos deal with it fine. What makes it dangerous is it's ability to trap Jirachi, opening up a huge whole for Pokemon like Alakazam, Kyurem-B, and Latios can take advantage of. Running Fire Punch or U-turn would on paper be the obvious solution, but losing Body Slam or Protect makes Jirachi even weaker to those threats. With Tyranitar over Jirachi I am a bit stronger against such teams, losing Forretress can still hurt if facing your proto-typical drag-mag.
Chesto-Rest-Volcarona

Yeah it sweeps me, I can't do much about it outside of maybe sensing that it's chesto rest and phasing with Zapdos, in plactice that never works, I can't tell the item, for all I know its Life Orb before it attacks. Tyranitar eases the issue a bit, as Volcarona's without Bug Buzz have a hard time 1HKOing Tyranitar, in turn I can 1HKO them with Stone Edge. Sand is also useful in combating Volcarona overall, wearing it down much faster.
Calm Mind Jirachi

Without Roar on Zapdos, CM-Jirachi is a solid threat to this team, only Tyranitar can check it, attempting to 2HKO with Crunch. Earthquake might alleviate the problem, but Superpower is way to useful on Tyranitar. Cm-Jirachi is pretty uncommon except at higher levels, so its not to much of a problem.
Minor Threats
With the right support and conditions, they are dangerous, but they are either to uncommon or not used correctly enough for me to really worry about.
Yache-Garchomp: if either Forretress or Slowbro are taken out, it no longer can check it and it pretty much runs through the team, I have to play really carefully against Garchomp in general. For some reason, Garchomp tends to switch into HP-Ice on Zapdos losing it's Yache berry.
Landorus: U-turning on Blissey can be problematic, plus with the tiniest bit of team support (pursuit, rocks and sand) Blissey can be looking at being KOed by Landorus. HP-Ice on Zapdos helps a lot in fighting this thing.
Nast Plot - Thundurus-T: A real pain to deal with, but Blissey and Amoonguss are pretty solid checks, overall though its to uncommon for me to worry about.
Sub-CM-Latias - A bit of a toughy, it really comes down to predicting when they will Recover, if my prediction is absolute shit that day, they win.
Lucario - Lucario is a bit of a mixed bag, and that's the problem. In theory a Lucario with Crunch and Ice Punch outright sweeps me, but all Crunch Lucario needs to do is not get burned and Swords Dance enough and it's GG. Mixed Lucarios are a headache. Generally though, I deal with it fine, but it certainly can break through.
Hydregion - Mixed versions are a pain, luckily few good players use it. Its not to much of a problem though as Zapdos can take a few hits and even Jirachi can stomach a Fire Blast.
Mix-Mence - Tears open Slowbro and this team like a tin can, no one used it hilariously anymore though.
Espeon Baton Pass Team - I am pretty much screwed.
Scrafty - yeah lol, but I have work around with Jirachi on dragon dance versions, and Zapdos does a decent job at combating bulk up versions, still a threat though.
As I have said, this team is pretty mediocre, but suggestions are appreciated, I wouldn't even mind big changes, keeping Slowbro and Jirachi would be nice though.
Exportable
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 4 SDef / 252 Def
Calm Nature
- Seismic Toss
- Toxic
- Softboiled
- Stealth Rock
Slowbro @ Leftovers
Trait: Regenerator
EVs: 252 HP / 8 Spd / 248 Def
Bold Nature
- Scald
- Psychic
- Ice Beam
- Slack Off
Zapdos @ Leftovers
Trait: Pressure
EVs: 248 HP / 36 Spd / 224 SDef
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Hidden Power [Ice]
Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 248 HP / 224 SDef / 28 SAtk / 8 Spd
Calm Nature
- Giga Drain
- Clear Smog
- Spore
- Hidden Power [Fire]
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Gyro Ball
- Toxic
Tyranitar @ Choice Band
Trait: Sand Stream
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Trait: Natural Cure
EVs: 252 HP / 4 SDef / 252 Def
Calm Nature
- Seismic Toss
- Toxic
- Softboiled
- Stealth Rock
Slowbro @ Leftovers
Trait: Regenerator
EVs: 252 HP / 8 Spd / 248 Def
Bold Nature
- Scald
- Psychic
- Ice Beam
- Slack Off
Zapdos @ Leftovers
Trait: Pressure
EVs: 248 HP / 36 Spd / 224 SDef
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Hidden Power [Ice]
Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 248 HP / 224 SDef / 28 SAtk / 8 Spd
Calm Nature
- Giga Drain
- Clear Smog
- Spore
- Hidden Power [Fire]
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Gyro Ball
- Toxic
Tyranitar @ Choice Band
Trait: Sand Stream
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower