There's no pokemon more difficult and unbelievably annoying to take out than mega Venusaur in the OU tier (at least in my experience), this thing has forced me to pick psyshock Latios on loads of my teams just with the possibility of it being there, with the only real counters being psychic types, Scizor and Talonflame. So I decided to give them a taste of their own medicine by using it myself, this team is built around and relies on Venusaur for its success.
Team Building Thought Process:
So first off I needed a powerful late game sweeper who could completely depend on Venusaur to check its weaknesses, this pokemon was Darmanitan, with it being weak to water, ground and rock, which Venusaur covers entirely, it checks Keldeo, Lando-T, Excadrill, tail glow Manaphy, Azumarill and many more which hinder darmanitans role as a sweeper.
Then I thought about everything that checks/counters Venusaur, namely psychic types, but also fire types like Heatran were a threat, which prompted me to come up with specially defensive Bronzong and physically defensive Milotic to act as a core with Venusaur.
For this team to work properly, there needed to be a cleric, since a para or burn on Venusaur would put the team at a disadvantage, so i chose Blissey (over Chansey, because I didn't want it to be crippled by a knock off on the eviolite).
Then I thought about what else threatened this team, Mega Charizard X and Y came to mind since both of those absolutely decimate my team, with Mitotic unable to do significant damage on either, due to fire and dragon Zard X cancelling out ice beam and drought solarbeam Zard Y, this led me to choose scarfed Salamence to combat this.
After play testing the team I found that the lack of a pivot was the downfall, and that Bronzong, while good defensively, did little else, so i decided to change it to a specially defensive Rotom-Wash, which also combats Slowbro, another threat to Venusaur, and this made a huge difference.
Sets:
Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Venusaur's primary role is to regenerate and stall and clear the way for the darmanitan flare blitz sweep, by predicting switches with leech seed it proves a general annoyance to anything coming in, other than Mega Sableye, synthesis enables massive health recovery, and giga drain to keep regenerating health while attacking, sludge bomb is needed to counter fairies.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom is needed in order to ensure safe switches between mons, being specially defensive it is able to take larger hits from t-bolt Starmie and other psychic types, which is necessary because a psychic from Starmie utterly destroys Venusaur. Will-O-Wisp is also crucial in crippling physically offensive threats that can cause damage to Venusaur, such as Scizor, Hydro Pump is a powerful stab (providing it hits) and pain split for health recovery and chip damage. So the general Rotom-W moveset.

Milotic @ Flame Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Ice Beam
- Haze
- Recover
Milotic is designed to take care of fire types (Heatran), set up sweepers, and psyshock Latios, scald ensures reliable stab damage with the chance of burning and therefore crippling physical attackers such as Weavile, Scizor and Bisharp and haze stops the setup of these too. It is physically invested to be able to take hits from a wide variety of attackers since its special defence stat is already high enough, with added defence from marvel scale and the flame orb. Recover to regenerate health to become the ultimate mixed wall for this team.

Blissey @ Rocky Helmet
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Soft-Boiled
- Wish
- Seismic Toss
Blissey is vital for this team, as a cleric, it needs to be able to heal status conditions, specifically on Venusaur and regenerate health for all team members, especially the stallers, with wish and heal bell it accomplishes this. I decided to run a rocky helmet on this set instead of a leftovers since everyone tries to exploit the low defence stat on Blissey, and it punishes this. Soft-Boiled for health regeneration for obvious reasons and seismic toss to deal as much chip damage as possible.

Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Outrage
Salamences role is to take down checks to Venusaur as fast as possible, Charizard X and Y, Latios (assuming its not scarfed), Heatran etc... This paves the way for Venusaur to switch in and finish the rest, It runs earthquake for fire types, dragon claw/outrage for dragon types, specifically Charizard X and latios and Rock slide for Charizard Y and Talonflame. Choice scarf ensures Salamance outspeeds almost everything and moxie gives an attack boost to make the next hit even harder.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
Darmanitan is used as a late game sweeper in which he must take out everything Venusaur can't, it is essentially the back up, and is there to 'nuke' everything with flare blitz. Darmanitan is very fragile, and must only be used in late game since it cannot take repeated damage from hazards, and since a spinner/defogger is not needed on this team because of the bulk and regeneration, this is essential. Darmanitan runs flare blitz, its primary move, with 120 BP stab combined with the 30% boost from sheer force it deals incredible damage, it also runs U-turn to escape a situation it cannot afford to be in and earthquake and rock slide for type coverage.
Team Building Thought Process:

So first off I needed a powerful late game sweeper who could completely depend on Venusaur to check its weaknesses, this pokemon was Darmanitan, with it being weak to water, ground and rock, which Venusaur covers entirely, it checks Keldeo, Lando-T, Excadrill, tail glow Manaphy, Azumarill and many more which hinder darmanitans role as a sweeper.


Then I thought about everything that checks/counters Venusaur, namely psychic types, but also fire types like Heatran were a threat, which prompted me to come up with specially defensive Bronzong and physically defensive Milotic to act as a core with Venusaur.




For this team to work properly, there needed to be a cleric, since a para or burn on Venusaur would put the team at a disadvantage, so i chose Blissey (over Chansey, because I didn't want it to be crippled by a knock off on the eviolite).





Then I thought about what else threatened this team, Mega Charizard X and Y came to mind since both of those absolutely decimate my team, with Mitotic unable to do significant damage on either, due to fire and dragon Zard X cancelling out ice beam and drought solarbeam Zard Y, this led me to choose scarfed Salamence to combat this.






After play testing the team I found that the lack of a pivot was the downfall, and that Bronzong, while good defensively, did little else, so i decided to change it to a specially defensive Rotom-Wash, which also combats Slowbro, another threat to Venusaur, and this made a huge difference.






Sets:

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Venusaur's primary role is to regenerate and stall and clear the way for the darmanitan flare blitz sweep, by predicting switches with leech seed it proves a general annoyance to anything coming in, other than Mega Sableye, synthesis enables massive health recovery, and giga drain to keep regenerating health while attacking, sludge bomb is needed to counter fairies.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom is needed in order to ensure safe switches between mons, being specially defensive it is able to take larger hits from t-bolt Starmie and other psychic types, which is necessary because a psychic from Starmie utterly destroys Venusaur. Will-O-Wisp is also crucial in crippling physically offensive threats that can cause damage to Venusaur, such as Scizor, Hydro Pump is a powerful stab (providing it hits) and pain split for health recovery and chip damage. So the general Rotom-W moveset.

Milotic @ Flame Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Ice Beam
- Haze
- Recover
Milotic is designed to take care of fire types (Heatran), set up sweepers, and psyshock Latios, scald ensures reliable stab damage with the chance of burning and therefore crippling physical attackers such as Weavile, Scizor and Bisharp and haze stops the setup of these too. It is physically invested to be able to take hits from a wide variety of attackers since its special defence stat is already high enough, with added defence from marvel scale and the flame orb. Recover to regenerate health to become the ultimate mixed wall for this team.

Blissey @ Rocky Helmet
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Soft-Boiled
- Wish
- Seismic Toss
Blissey is vital for this team, as a cleric, it needs to be able to heal status conditions, specifically on Venusaur and regenerate health for all team members, especially the stallers, with wish and heal bell it accomplishes this. I decided to run a rocky helmet on this set instead of a leftovers since everyone tries to exploit the low defence stat on Blissey, and it punishes this. Soft-Boiled for health regeneration for obvious reasons and seismic toss to deal as much chip damage as possible.

Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Outrage
Salamences role is to take down checks to Venusaur as fast as possible, Charizard X and Y, Latios (assuming its not scarfed), Heatran etc... This paves the way for Venusaur to switch in and finish the rest, It runs earthquake for fire types, dragon claw/outrage for dragon types, specifically Charizard X and latios and Rock slide for Charizard Y and Talonflame. Choice scarf ensures Salamance outspeeds almost everything and moxie gives an attack boost to make the next hit even harder.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
Darmanitan is used as a late game sweeper in which he must take out everything Venusaur can't, it is essentially the back up, and is there to 'nuke' everything with flare blitz. Darmanitan is very fragile, and must only be used in late game since it cannot take repeated damage from hazards, and since a spinner/defogger is not needed on this team because of the bulk and regeneration, this is essential. Darmanitan runs flare blitz, its primary move, with 120 BP stab combined with the 30% boost from sheer force it deals incredible damage, it also runs U-turn to escape a situation it cannot afford to be in and earthquake and rock slide for type coverage.
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