Hello all. I'm pretty new to Pokemon Showdown and have enjoyed competitive play. I mostly like balanced or bulky offence as I feel it's the play style I enjoy the most. I usually hang around the 1500s or so but i recently broke the 1600 benchmark with this team. I want to go forward and had the idea of asking you guys on smogon for some input. Any advice is greatly appreciated.
Venusaur @ Venusaurite
Ability: Chlorophyll
Nature: Modest
EVs: 232 Hp / 252 SpA / 20 Spe
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire
Let me just say, I love mega Venusaur. With great bulk and powerful special attack this guy shrugs off most hits and hits back hard. Giga Drain and Sludge Bomb are my powerful STAB attacks with the former helping shed damage. Hidden power fire is for needed coverage against steel types who are looking to wall me. And finally Synthesis is for reliable recovery when it is needed. A Modest nature with max investmtnt lets Venusaur hit as hard as possable. 20 points are put into speed to outrun adamant Azumarill and KO it while the rest is dumped in Hp for overall bulk.
Heatran Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 248 Hp / 192 Sdef / 68 Spe
- Lava Plume
- Earth Power
- Stealth Rock
- Taunt
I chose Heatran because it can get my stealth rocks up reliably and its awesome synergy with Venusaur. Heatran appreciates Leftovers as it has no other form of recovery. Lava Plume is the fire move of choice and the burn chance is nice. Earth Power is for opposing Heatran who come in expecting to get a Flash Fire boost. Stealth Rock is the hazard that is a must on every team. Finally Taunt is used to prevent slower Pokemon from using their utility moves. Evs are pretty standard here. 248 hp is for reducing entry hazard damage. 68 points are put in speed so it can outspeed most opposing Mega Venusaur and taunt them so they can't heal. The rest is put in his Special Defense for bulk on the special side.
Rotom - Wash Leftovers
Ability: Levitate
Nature: Bold
EVs: 248 Hp / 216 Def / 44 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom is the third Pokemon and finishes my Fire Water Grass core. Leftovers is the item for some helpful recovery throughout the course of the match. Wisp is for spreading status and letting it tank physical hits better as well as potentially crippling certain physical threats while Pain Split is for some decent recovery, especially when used on fat tanks like Chansey. Hydro Pump is for its power and hitting ground types and Volt Switch is for switching into better match ups and getting some damage in the process. The 44 Speed EVs lets Rotom outspeed Jolly max Speed Belly Drum Azumarill and burn it. The Bold nature with 216 points in Defense helps tank physical blows while the rest is invested in HP.
Landorus - therian Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 24 Def / 232 Spe
- Earthquake
- Stone Edge
- U-Turn
- knock Off
I decided I wanted a U-Turn partner for Rotom and found it in Landorus. Choice Scarf lets Lando act as a good revenge killer and it can let him KO many faster threats rather than run away from them. Earthquake is for STAB and hits hard with max attack investment. U-Turn keeps offensive momentum and hits Psychic types and Dark types pretty hard. Stone Edge is my coverage move hitting flying types who are immune to Earthquake. The last move was hard but I decided on Knock Off because Landorus can often force switches and when I'm not U-Turning Can slap off their item. This is especially useful when it's knocking off leftovers or opposing scarf Landorus on the switch. Max investment into attack is for raw power. 232 speed and the jolly nature has Lando taking out threats like Gengar and the Lati twins. 24 points in defense is because I'm usually switching into physical hits taking advantage of Landorus intimidate.
Latios Life Orb
Ability: Levitate
Nature: Timid
EVs: 252 Spa / 4 Sdef / 252 Spe
- Draco Meteor
- Psyshock
- Defog
- Hidden Power Fighting
After I had a volt-turn thing going I decided I needed a way to get rid of hazards or they would chip away at me too fast. I chose Latios who is perhaps one of the best defoggers in the game due to its speed and offensive capabilities. Draco Meteor is my nuke capable of OHKOing offensive pokemon and shredding defensive ones who don't resist it. Psyshock is another STAB that hits Fighting types and lets me smack around Chansey and Blissey better. Defog is for the hazard controle. At first I was using Hidden Power Fire but with that on my Mega Venusaur and with Heatran spitting Lava Plumes I settled on Hidden Power Fighting instead. This is great as it OHKOs Bisharp looking to Pursuit trap me. It also lets me damage Heatran who look to wall me. Maximum special attack for damage and maximum speed with the timid nature.
Bisharp Lum Berry
Ability: Defiant
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
I had a bit of a dark and ghost weakness unchecked and didn't have a physical attacker other than my Landorus. That led me to this guy. I didn't know if i could handle the recoil of two life orb attackers so I sided with lum berry. When I get a swords dance up everyone panics and runs to a will-o-wisp. Imagine their surprise when the burn is cured and I get another swords dance. Knock Off and Iron head are Both Stab and do good damage with the latter have a nice flinch chance that can sometimes pull a victory. Sucker Punch is priority but I'm not always the best at using it. and Swords Dance is the boosting move that can let it sweep when certain counter are removed from my opponents team. A jolly nature with max speed and attack are for hitting hard and fast.
So thats the team everyone. Pleas let me know what I can do to make it better. Thanks.
Venusaur @ Venusaurite
Ability: Chlorophyll
Nature: Modest
EVs: 232 Hp / 252 SpA / 20 Spe
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire
Let me just say, I love mega Venusaur. With great bulk and powerful special attack this guy shrugs off most hits and hits back hard. Giga Drain and Sludge Bomb are my powerful STAB attacks with the former helping shed damage. Hidden power fire is for needed coverage against steel types who are looking to wall me. And finally Synthesis is for reliable recovery when it is needed. A Modest nature with max investmtnt lets Venusaur hit as hard as possable. 20 points are put into speed to outrun adamant Azumarill and KO it while the rest is dumped in Hp for overall bulk.
Heatran Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 248 Hp / 192 Sdef / 68 Spe
- Lava Plume
- Earth Power
- Stealth Rock
- Taunt
I chose Heatran because it can get my stealth rocks up reliably and its awesome synergy with Venusaur. Heatran appreciates Leftovers as it has no other form of recovery. Lava Plume is the fire move of choice and the burn chance is nice. Earth Power is for opposing Heatran who come in expecting to get a Flash Fire boost. Stealth Rock is the hazard that is a must on every team. Finally Taunt is used to prevent slower Pokemon from using their utility moves. Evs are pretty standard here. 248 hp is for reducing entry hazard damage. 68 points are put in speed so it can outspeed most opposing Mega Venusaur and taunt them so they can't heal. The rest is put in his Special Defense for bulk on the special side.
Rotom - Wash Leftovers
Ability: Levitate
Nature: Bold
EVs: 248 Hp / 216 Def / 44 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom is the third Pokemon and finishes my Fire Water Grass core. Leftovers is the item for some helpful recovery throughout the course of the match. Wisp is for spreading status and letting it tank physical hits better as well as potentially crippling certain physical threats while Pain Split is for some decent recovery, especially when used on fat tanks like Chansey. Hydro Pump is for its power and hitting ground types and Volt Switch is for switching into better match ups and getting some damage in the process. The 44 Speed EVs lets Rotom outspeed Jolly max Speed Belly Drum Azumarill and burn it. The Bold nature with 216 points in Defense helps tank physical blows while the rest is invested in HP.
Landorus - therian Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 24 Def / 232 Spe
- Earthquake
- Stone Edge
- U-Turn
- knock Off
I decided I wanted a U-Turn partner for Rotom and found it in Landorus. Choice Scarf lets Lando act as a good revenge killer and it can let him KO many faster threats rather than run away from them. Earthquake is for STAB and hits hard with max attack investment. U-Turn keeps offensive momentum and hits Psychic types and Dark types pretty hard. Stone Edge is my coverage move hitting flying types who are immune to Earthquake. The last move was hard but I decided on Knock Off because Landorus can often force switches and when I'm not U-Turning Can slap off their item. This is especially useful when it's knocking off leftovers or opposing scarf Landorus on the switch. Max investment into attack is for raw power. 232 speed and the jolly nature has Lando taking out threats like Gengar and the Lati twins. 24 points in defense is because I'm usually switching into physical hits taking advantage of Landorus intimidate.
Latios Life Orb
Ability: Levitate
Nature: Timid
EVs: 252 Spa / 4 Sdef / 252 Spe
- Draco Meteor
- Psyshock
- Defog
- Hidden Power Fighting
After I had a volt-turn thing going I decided I needed a way to get rid of hazards or they would chip away at me too fast. I chose Latios who is perhaps one of the best defoggers in the game due to its speed and offensive capabilities. Draco Meteor is my nuke capable of OHKOing offensive pokemon and shredding defensive ones who don't resist it. Psyshock is another STAB that hits Fighting types and lets me smack around Chansey and Blissey better. Defog is for the hazard controle. At first I was using Hidden Power Fire but with that on my Mega Venusaur and with Heatran spitting Lava Plumes I settled on Hidden Power Fighting instead. This is great as it OHKOs Bisharp looking to Pursuit trap me. It also lets me damage Heatran who look to wall me. Maximum special attack for damage and maximum speed with the timid nature.
Bisharp Lum Berry
Ability: Defiant
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
I had a bit of a dark and ghost weakness unchecked and didn't have a physical attacker other than my Landorus. That led me to this guy. I didn't know if i could handle the recoil of two life orb attackers so I sided with lum berry. When I get a swords dance up everyone panics and runs to a will-o-wisp. Imagine their surprise when the burn is cured and I get another swords dance. Knock Off and Iron head are Both Stab and do good damage with the latter have a nice flinch chance that can sometimes pull a victory. Sucker Punch is priority but I'm not always the best at using it. and Swords Dance is the boosting move that can let it sweep when certain counter are removed from my opponents team. A jolly nature with max speed and attack are for hitting hard and fast.
So thats the team everyone. Pleas let me know what I can do to make it better. Thanks.
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