ORAS OU More Defensive Team, Help Would Be Appreciated

Hello everyone, I'm back to bring you another team that I could use some help with. As it says in the title, I've taken a shot at making a more defensive team as opposed to the usual Trick Room Offense. All your comments are appreciated.



Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Leech Seed

Tangrowth is here folks, and he is eating all the hits! A nice physical tank, Tangrowth can use Sleep Powder and Leech Seed to either cripple a mon and put an enemy on a timer, respectively. Knock off takes away any items and makes "Spot The Mega" easier to play, and Giga Drain tops off the health he has in his massive tank. Investments in HP, Defense, and Special Defense makes sure he is not going anywhere anytime soon.


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic

Heatran here serves best taking down what has so far been the arch nemesis of any team I have ever built: Opposing walls. Especially Chansey. Screw Chansey. Magma Storm is used to trap the Chansey (and other walls) in and make sure they don't go anywhere, dealing continuous damage. Taunt takes away the Chansey's (and other walls) ability to heal themselves. Oh, it also stops slower hazard setters like Ferrothorn. Toxic works with Magma Storm to whittle down opposing Chansey (and other walls) quickly. Earth Power fights opposing Fire Types. It is plenty bulky as is, so I invested in Special Attack and Speed to let it better fight hazard setters and walls. Screw Chansey.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom fights off offensive mons that push out Tangrowth and Heatran, such as Scizor and any ground type ever, respectively. Hydro Pump hits very hard, and Volt Switch grants a switch out. Will-O-Wisp cripples physical attackers, allowing the team to eat physical hits. Pain Split is used when health gets too low to mess with the opponent. Investments in Hp and both defenses let it dance with physical attackers and live.

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Tornadus serves as an offensive member of the team, striking out at anything low on health, slow, or frail. Hurricane provides STAB and hits physical walls hard. Knock Off removes items, and Superpower hits Steel, Rock and Ice that may try to switch in. U-Turn is used to quickly pick off weakened foes, and provide a free switch into another mon for no cost. It doesn't worry about Life Orb as much thanks to regenerator. Since regenerator heals off any damage done, I decided to forgo a more defensive spread for a more offensive one.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Dragon Claw
- Outrage
- Earthquake
- Extreme Speed

Dragonite makes a good late game cleaner, picking up after the walls have leeched all they can from the opposing team. Multiscale allows it to survive almost any hit and strike back with a powerful Outrage. Outrage is it's strongest move, working with the Choice Band to punch some serious holes in the enemy team. Dragon Claw provides a STAB that let's it switch on fairies. Earthquake can be used to hit any steel types that resist it's STAB, and Extreme Speed grants a priority move to pick off faster but weaker mons. Investments in HP give him more time to strike, and Attack makes full use of the Band.


Here's the biggest issue I ran across while constructing my team: Hazard vs. Healing. While all teammates have a method of healing themselves, status can still whittle them down a large amount, so a mon that knows Heal Bell and Wish was brought in, that being Vaporeon. On the other hand, bringing Vaporeon in removed my Defogger, which was Mega Scizor. While only one of my pokemon had to worry about Toxic Spikes, and two worried about spikes, Rocks have proven to be a hassle for my team's muscle. Adding Vaporeon also made a hole in my attacking game, making it a bit more difficult to attack when the time comes, but Scizor was still susceptible to being crippled by status.


Current Member
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Heal Bell
- Wish
- Protect
- Scald

A nice healer, Vaporeon supports her teammates with Heal Bell and Wish, removing status and restoring health. Protect let's her take advantage of Wish herself, and Scald is nice STAB with a chance to burn. Her investments let her stick around long.

vs.

Former Member
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- U-turn
- Bullet Punch

Mega Scizor provided a nice offensive presence while taking hits. Defog gets rid of the ever annoying Stealth Rock, and Roost restores health. U-Turn provides switches and Bullet Punch takes advantage of Technician and priority. Like Vaporeon, his investments let him stay a while.

I thank you for taking the time to read this, and happily accept anything you have to say about my team and any changes you may have. Any help for Vaporeon vs. Scizor is very much appreciated.​
 
To me this still appears to be a team early in the building process. It has some pretty substantial holes that I'm going to try to address. Because of this I am going to be recommending some bigger changes, but I will do my best to keep the team close to the original.

First some pros though: I like that you started with a fire-water-grass core. Heatran, Tangrowth, and Rotom-W are all great pivots in the current meta game. This combination should be nice to build a team around.

Tangrowth: Tangrowth is a personal favorite of mine, but I think you can do better for this slot. Let's try Mega Venusaur here. Venusaur has a better defensive typing and gives you a fairy resist other than Heatran. It can't take hits from Mega Gardevoir, but Tangrowth wasn't doing that any way. If you're not running Mega Scizor at this point, you really should not waste that mega slot, and Mega Venusaur is pretty rare in the metagame. I think you'll throw off some unprepared teams and I think you'll enjoy using it with this squad. Try out this set:

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire] / Earthquake

Heatran: Heatran is your only real answer to fairies at the moment. Because you picked such an offensive spread, however, it does not perform this role very well against more offensive fairies. For instance, Mega Gardevoir has a 50% chance to ohko it with focus blast and Mega Altaria ohkos it with a +0 earthquake. Further, Mega Charizard Y will ohko with focus blast after rocks, another failed role for Heatran on this team.

252 SpA Mega Gardevoir Focus Blast vs. 0 HP / 4 SpD Heatran: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO
252 Atk Mega Altaria Earthquake vs. 0 HP / 0 Def Heatran: 372-440 (115.1 - 136.2%) -- guaranteed OHKO
252 SpA Mega Charizard Y Focus Blast vs. 0 HP / 4 SpD Heatran: 288-340 (89.1 - 105.2%) -- guaranteed OHKO after Stealth Rock

Because of these flaws, I would recommend a specially defensive spread. You might even want to play around with giving it an air balloon or chople berry (although leftovers is preferred for breaking more passive pokemon like Chansey and Clefairy). Personnally, I would also go with stealth rocks on Heatran as well. It's a metagame defining move for a reason and a great way to deal passive damage. If you give up earthpower, however, make sure to put earthquake on Mega Venusaur. If you find yourself hating the slow spread, then feel free to go back to a faster, more offensive one. With the bulkiness of this team, though I think the spdef set might be right.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm / Lava Plume
- Stealth Rock / Earth Power
- Taunt
- Toxic


Rotom-W:
Rotom-W is not a bad choice for this team as it provides a nice resistance to bird spam. If you decide to keep it, I would recommend to either put the 8 speed EVs into speed to outpace adamant Crawdaunt or crank it up to 44 EVs to outspeed jolly Azumarill. But I am going to recommend changing this Pokemon to a defensive Zapdos. Zapdos performs a similar role in checking flying types with the added advantages of adding a much need form of hazard control to your team (which you lack without Mega Scizor). With Tornadus-T constantly switching in and out, and Dragonite wanting to maintain its multiscale, I think you really want to be able to get rid of stealth rocks. I suggest the following set:

Zapdos @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch / Discharge / Thunderbolt
- Hidden Power [Ice] / Heat Wave
- Defog
- Roost

Tornadus-T: Again, I like the choice of Pokemon, but let's go with a different item and EV spread. Assault vest suits this team much better. You need something that can take repeated special attacks and Torn needs to fill this roll. Your moveset is fine, and if you choose to keep it, that is probably fine, but I will make the seemingly odd suggestion to replace superpower with iron tail. Iron tail gives you a nice way to hit Mega Diancie, and more importantly, Mega Gardevoir very hard. I have used it on teams before and really like it. Yes, it has shaky accuracy which is a drawback, but I think you need another way to hit these Pokemon. I'd also recommend a more defensive EV spread. Here is my preferred spread:

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- Iron Tail
- U-turn

Dragonite: Bandnite is a fun choice and a good late-game cleaner. Good call. But I think I would prefer a single dragon move and replace one with fire punch so that you are not walled by Skarmory. Additionally, I'm not a huge fan of the max HP set. You can stick with it if you have a good reason for it, but I would suggest the following:

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw / Outrage
- Fire Punch
- Earthquake
- Extreme Speed

Vaporeon: Same here. Nice, fun choice for a physical wall and water immunity. The only change I would makes is to take 4 EVs from HP and 4 from special defense and put them into speed. This lets you speed creep other uninvested base 65s (notably Scizor).

Here is an importable of my changes:

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Earthquake
- Synthesis

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Taunt
- Toxic

Zapdos @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Discharge
- Hidden Power [Ice]
- Defog
- Roost

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- Iron Tail
- U-turn

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Fire Punch
- Earthquake
- Extreme Speed

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Scald
 
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