Introduction
First of all, I wasn't active for a long time, and I know a lot has changed since then. But I wanted to post this team because this is the last team that I have used and just incase. If I ever move on, and play 5th gen. At least I could've said that I'm proud with this team. I'm really sorry if there's no Team Building Process. I really forgot how I built this team, it was last year, so it was a long long time and I think there will be no Threat list because I'm too lazy. But I will try to work on it.:) Anyways, here is the team.
Lead
Starmie@Life Orb
Ability: Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
As BKC said, I will move Starmie in the Lead position. So having Starmie as my lead now, I can now start the battle with an offensive tempo. Starmie's great speed makes it a very fearsome sweeper, complemented with great coverage, it makes it an even more scary pokemon to battle with. Starmie carries an immense move that even resisted it will still dish out great damage. Starmie is really a force to be reckoned with. Packing enough power to decimate it's counters. Even making Spin Blockers useless. When I send out Starmie, my opponent's sweepers will have a hard time switching in, due to the power that Starmie has. 115 Base Speed is enough to outrun most sweepers which is really valuable.
Hydro Pump is somewhat annoying because it has an abyssmal accuracy which sometimes costing you a game. Although the power it has is just great. BoltBeam combo gives me a lot of coverage. Tbolt allows me to cover opposing Starmie, Suicune and Gyarados, while Ice Beam allows me to cover Grass types, namely Shaymin and Celebi. Although Starmie can be easily Pursuited, it really isn't. Scizor and Tyranitar will have a hard time due to Hydro Pump's power. Yes, they will kill Starmie if they survive, but will they survive the incoming move for them? Hydro Pump will severely weaken a pokemon, which isn't named Blissey or Snorlax.
The EV's are pretty Self-explanatory, so I don't really need to explain.
The Unpredictable
Infernape@Life Orb
Ability: Blaze
EV: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-Turn
- Close Combat
- Thunderpunch
- Overheat
Infernape is really an unpredictable pokemon. How can you tell what set it's using? Swords Dance, Nasty Plot, Specially Mixed or Physically Mixed? And even though it is as strong as it sounds, it is as frail as it can be. Fake Out can easily take out Infernape, but of course you won't, because you'll probably use your brain. Anyways, Infernape's wide variety of attacks allows it to take down a lot of pokemon in the Metagame. No Fire Blast huh? I'll explain later.
U-Turn is really an awesome move. You can scout and while scouting you also dish out a large amount of damage, providing that it isn't resisted. Max attack plus Life Orb allows Infernape to deal good damage while Scouting. Close Combat is pretty self-explanatory, you know, STAB and stuff. It's your best bet when using a fighting type like Infernape. Again, no Fire Blast? Yes, first of all, I actually never wanted to use Fire Blast again, ever. It costed me the game a ton of times. 1v1 Pokes and you know you will win because you are sure that you are faster, but you aren't really sure that your attack will hit because you are unlucky. Lol. Thunderpunch is really good. I used it over Stone Edge because of the accuracy. But I'm not an accuracy freak. Lol. I used over SE not only it has a lower accuracy, Tpunch gives me the power to own weakened Water types. Gyarados dies to Tpunch even with Intimidate, considering Stealth Rock damage.
64 SpA attack only since my only Special Atatck is Overheat and is only used in some situations. 192 Speed EV's allows Infernape to reach 330 Speed, which is enough to outspeed Non-Scarf Flygon and other base 100 Pokemons.
Special Wall
Registeel@Leftovers
Ability: Clear Body
EV: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Iron Head
- Seismic Toss
So Registeel here acts as my Special wall, having 150 Base Defenses are enough to deal with most pokemons, and even though Registeel is a UU pokemon, it can fight it's way through in the OU Tier. A steel type is really necessary to any team, without it, it's like Dragon types will really rule your team. Registeel doesn't have all the move it needs to Tank everyday, unlike most pokemon, Registeel's only option to heal itself is Rest. Although yes, having a status absorber is nice, you aren't supporting, you are actually an Offensive threat than a Defensive one. CurseRegi is really a force to be reckoned with, but it's just not my type and not needed by my team.
Thunder Wave cripples fast sweepers such as Infernape, Azelf and pokemons that boost their speed. I tend to run Shadow Claw over Seismic Toss for ghost types, but I noticed that Thunder Wave and Iron Head will own most pokemon. While Seismic Toss gives allows me to dish 100 HP per turn. In the analysis, the preferred move is Shadow Claw, but for me, I prefer Iron Head. You get the Flinch hax and STAB too. I think it's a better option than Iron Head. Iron Head will own Gengar and other pokemon's that can be taken down easily.
EV's are pretty standard. I like standard stuff you know. :D I wouldn't explain much here because I don't really know what to say. I also wanted to use Ice Punch due to Dragons running around in OU, but I'd only cover Dragon, Grass and Ground types rather that covering even more.
Physical Wall
Tangrowth@Leftovers
Ability: Chlorophyll
EV: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sleep Powder
- Leech Seed
- Knock Off
- Power Whip
First of all, I know that Shaymin or Celebi is better than Tangrowth. Tangrowth lacks the Special Defense, while the two are balanced. But there are things that Tangrowth has while the two doesn't. It's a better Physical Defense and access to Sleep Powder and Knock Off. Two of the most annoying moves. Making you useless for turns is really something and removing your item(Leftovers) will really put walls to their limit. Especially those who doesn't have a healing move and relies only with Leftovers and their teammates that have Wish. Also, I want to play Tangrowth in 5th Gen, cause he has this ability, I don't really know what it's called. Whenever Tangrowth switches out, it heals a percent of it's health. Lol. It's really convenient. Helps in walling more. But I didn't really like the new metagame. But I hope I do eventually. Lol.:D:D
Tangrowth is going to be my Physical Tank because it does a better job than Registeel does, I think. Sleep Powder, Leech Seed and Knock Off. Leech Seed is chosen over Earthquake since I can handle steel types pretty well and my only way to heal my other pokemon's cause they don't have any healing move if you've noticed. Knock Off, I think, is a really great, great move. Life Orb, Leftovers and Choice Items are the key to one's pokemon's set. Specs and Band to power up a pokemon that is already powerful is really devastating. Leftovers and Life Orb, the 6.25% per turn is a lot to most walls while Life Orb is really a need to sweepers. Thanks to Knock Off, it will hinder them, but not that hard. :D:D I'm actually talking nonsense here. Power Whip as my attacking move cause it is STAB and has a 100 Base power, I think.
Max HP and Defense plus Impish Nature allows me to tank even the most powerful physical attack there is. Lol. Except for those with +6 Close Combat. Lol. :D Jolly Choice Scarf Tyranitar won't 3HKO Tangrowth with Stone Edge, and Jolly Choice Scarf Flygon cannot 3HKO with Outrage, hoping to confuse Flygon on the second turn. So anyways, this also means that Adamant Life Orb Gyarados fails to 2HKO with Ice Fang after a Dragon Dance, although Bounce is still an OHKO with Stealth Rock. In return, Tangrowth can 2HKO all of the above with Power Whip. He also has a high chance to survive Adamant Life Orb Lucario's Close Combat after a Swords Dance, even if he switches into Stealth Rock, which allows Tangrowth to OHKO with Earthquake after Close Combat's Defense drop. But I'll Sleep Powder instead, cause I don't have Earthquake. Hoping to sleep for 2 more turns and not only 1. lol. In addition, Adamant Choice Band Metagross cannot 2HKO with Meteor Mash. So having Tangrowth as my physical wall is very, very nice.
Trickster
Rotom-H@Choice Scarf
Ability: Levitate
EV: 252 HP / 40 SpA / 216 Spe
Timid Nature
- Trick
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
Rotom's great balanced stat makes it an excellent user of a Choice Item. Choice Scarf covers up for it's somewhat average speed, allowing me to take down one of the most fearsome threat, Gyarados. While it is strange that I don't have Overheat, I find Overheat in this set somewhat useless, since they tend to switch out after I bring this thing in. When vs Scizor, Luke, and other steel types. They see the incoming Overheat, so instead of attacking, I just Trick over my Scarf looking for a Leftovers. I always run into Blissey, and so, I always get a free recovery, plus destroying the Pink Blob. I don't really Trick over my Scarf that much. Because I'm reserving Rotom for Gyarados.
Thunderbolt plus Shadow Ball is equal to dual STAB, so either of the two will be a good choice when attacking. WoW over Overheat because when I've already Tricked my Scarf, I'll need to attack rather than using Overheat and you have to switch out because you have a -2 Special Attack. You just wasted a turn. Trick is the crux of this set, allowing me to cripple the most annoying and most dangerous threats in the metagame. Namely Snorlax, Blissey, Ttar( which would trap me, and kill me ) and other pokemon that would pose a real threat.
As FlameSaber suggested, a bulkier spread would work better. Fortunately, it works for me. 252 HP increases Rotom's overall bulk and 216 Spe allows me to outspeed +1 Jolly Gyarados.
Stall BREAK!
Heatran@ Life Orb
Ability: Flash Fire
EV: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power / Explosion
- HP[Grass] / HP[Electric]
- Taunt
Just as BKC suggested to me, I placed Heatran over Moltres, but with a little changes to it. The Trapper set you suggested worked well when I tested it on PO, but I think this Heatran is better. First of all, we all know how good Heatran is, thanks to his great typing, he can run almost any set. From an offensive pokemon to a defensive pokemon, to wether a staller or a stallbreaker, or even an offensive threat. Anyways, I'm using TauntTran. Taunt Life Orb Heatran; I think is such an effective pokemon. It is one of the best stallbreakers in the game in my opinion. Since my team has some troubles vs Stall, Heatran remedies this. Heatran can easily deal with the likes of Blissey, Gyarados, and Swampert. Since they only rely on Wish/Softboiled and Rest, Taunt will pretty much shut them down. A Blissey without Seismic Toss will be easily defeated, as their only way of damaging me now is Tbolt/IceBeam. Flamethrower Blissey will be forced to switch, obviously.
I was suppose to use Explosion > Earth Power as Explosion would allow me to take out Blissey, while Earth Power allows me to do consitent damage and my way of dealing with opposing fire types and Heatran. In my opinion, since Taunt already shuts down most Blissey, I can already deal with it. Explosion finishes the job instantly but would obviously kill Heatran, and thus, opening my team to Stall. The chances are, Infernape or Starmie ravaging through the opponent's team. Still Deciding on this. Help?
I am also in need of help deciding whether what Hidden Power type I'll use. Either HP[Grass] or Electric. Grass removes Swampert, while Electric, keeps Gyarados and Water types at bay. If I choose Electric, almost all types of Gyarados is easily owned, since Tangrowth can already deal with Swampert, but he won't like Ice Beam. If I choose Grass, obviously, Swampert gets easily owned, but since Swampert is commonly seen as a Lead( which is pretty much dealt with Starmie, where as Swampert takes 54.59% - 64.76% from Hydro Pump ). As he lays his rocks, I can 2HKO him. So HP[Electric] here I think is the superior option. Taking out BulkyGyara/RestTalkGyara allows my Nape to release it's Close Combat.
Fire Blast is pretty standard, it is the most powerful move Heatran can use besides Overheat. Since my walls are open to Fire attacks, Heatran has a lot of opportunity to switch in. HP[Grass] / HP[Electric] were pretty much explained above. Taunt, it is just an awesome move, one of the most useful moves in today's metagame since semi-Stall is pretty much the trend. :) Anyways, Taunt here, is the key to this set. Taunt completely ruins pokemon such as Skarmory, Blissey( especially this one ) and Gyarados - just to name a few - Taunt, complemented with Heatran's natural bulk, makes it a tough pokemon to take down and to battle with.
The EV's are pretty standard. Max SpA allows me to 2HKO 4/0 Gyara with Fire Blast after SR, Max Spe outpaces Breloom and neutral base 85. Here are some calculation's if you doubt Heatran's power. The calculation's below doesn't add Flash Fire boost. These pokemon's are Heatran's common switch ins.
Damage Calculations:
Life Orb Fire Blast vs 252 HP / 252 Def Bold Blissey: 27.73% - 32.77%
Life Orb Fire Blast vs 248 HP / 8 SpD Impish Gyarados: 32.06% - 37.66%
Life Orb Fire Blast vs 248 SpD / 44 SpD Relaxed Swampert: 32.75% - 38.71%
Life Orb Fire Blast vs 0 HP / 0 SpD Adamant Gyarados: 38.37% - 45.32%
Life Orb Fire Blast vs 4 HP / 0 SpD Jolly/Adamant Flygon: 50.66% - 59.60%
Life Orb Fire Blast vs 0 HP / 4 SpD Timid Starmie: 55.17% - 65.52%
Life Orb Fire Blast vs 136 HP / 0 SpD Timid Starmie: 49.49% - 58.31%
Life Orb Fire Blast vs 252 HP / 136 SpD Bold Rotom-A: 69.41% - 82.24%
Life Orb Fire Blast vs 252 HP / 0 SpD Bold Rotom-A: 87.27% - 102.91%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Vaporeon: 44.83% - 53.02%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Suicune: 44.06% - 51.98%
CONCLUSION
I have used this team for a long time. I has given me a high win ratio. In 50 battles, I've only lost 7 or lower, I think. So anyways, I hope that you'll have a great time rating my team, cause I had a great time using and building this team. :)
EDIT: Starmie is now placed in the Lead position, it is working pretty nice. Moltres stays though, but I will change it as soon as I figure out on how to solve this shit. Btw, There are now beautiful pictures. Thanks to Arkeis.
First of all, I wasn't active for a long time, and I know a lot has changed since then. But I wanted to post this team because this is the last team that I have used and just incase. If I ever move on, and play 5th gen. At least I could've said that I'm proud with this team. I'm really sorry if there's no Team Building Process. I really forgot how I built this team, it was last year, so it was a long long time and I think there will be no Threat list because I'm too lazy. But I will try to work on it.:) Anyways, here is the team.
Lead

Starmie@Life Orb
Ability: Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
As BKC said, I will move Starmie in the Lead position. So having Starmie as my lead now, I can now start the battle with an offensive tempo. Starmie's great speed makes it a very fearsome sweeper, complemented with great coverage, it makes it an even more scary pokemon to battle with. Starmie carries an immense move that even resisted it will still dish out great damage. Starmie is really a force to be reckoned with. Packing enough power to decimate it's counters. Even making Spin Blockers useless. When I send out Starmie, my opponent's sweepers will have a hard time switching in, due to the power that Starmie has. 115 Base Speed is enough to outrun most sweepers which is really valuable.
Hydro Pump is somewhat annoying because it has an abyssmal accuracy which sometimes costing you a game. Although the power it has is just great. BoltBeam combo gives me a lot of coverage. Tbolt allows me to cover opposing Starmie, Suicune and Gyarados, while Ice Beam allows me to cover Grass types, namely Shaymin and Celebi. Although Starmie can be easily Pursuited, it really isn't. Scizor and Tyranitar will have a hard time due to Hydro Pump's power. Yes, they will kill Starmie if they survive, but will they survive the incoming move for them? Hydro Pump will severely weaken a pokemon, which isn't named Blissey or Snorlax.
The EV's are pretty Self-explanatory, so I don't really need to explain.
The Unpredictable

Infernape@Life Orb
Ability: Blaze
EV: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-Turn
- Close Combat
- Thunderpunch
- Overheat
Infernape is really an unpredictable pokemon. How can you tell what set it's using? Swords Dance, Nasty Plot, Specially Mixed or Physically Mixed? And even though it is as strong as it sounds, it is as frail as it can be. Fake Out can easily take out Infernape, but of course you won't, because you'll probably use your brain. Anyways, Infernape's wide variety of attacks allows it to take down a lot of pokemon in the Metagame. No Fire Blast huh? I'll explain later.
U-Turn is really an awesome move. You can scout and while scouting you also dish out a large amount of damage, providing that it isn't resisted. Max attack plus Life Orb allows Infernape to deal good damage while Scouting. Close Combat is pretty self-explanatory, you know, STAB and stuff. It's your best bet when using a fighting type like Infernape. Again, no Fire Blast? Yes, first of all, I actually never wanted to use Fire Blast again, ever. It costed me the game a ton of times. 1v1 Pokes and you know you will win because you are sure that you are faster, but you aren't really sure that your attack will hit because you are unlucky. Lol. Thunderpunch is really good. I used it over Stone Edge because of the accuracy. But I'm not an accuracy freak. Lol. I used over SE not only it has a lower accuracy, Tpunch gives me the power to own weakened Water types. Gyarados dies to Tpunch even with Intimidate, considering Stealth Rock damage.
64 SpA attack only since my only Special Atatck is Overheat and is only used in some situations. 192 Speed EV's allows Infernape to reach 330 Speed, which is enough to outspeed Non-Scarf Flygon and other base 100 Pokemons.
Special Wall

Registeel@Leftovers
Ability: Clear Body
EV: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Iron Head
- Seismic Toss
So Registeel here acts as my Special wall, having 150 Base Defenses are enough to deal with most pokemons, and even though Registeel is a UU pokemon, it can fight it's way through in the OU Tier. A steel type is really necessary to any team, without it, it's like Dragon types will really rule your team. Registeel doesn't have all the move it needs to Tank everyday, unlike most pokemon, Registeel's only option to heal itself is Rest. Although yes, having a status absorber is nice, you aren't supporting, you are actually an Offensive threat than a Defensive one. CurseRegi is really a force to be reckoned with, but it's just not my type and not needed by my team.
Thunder Wave cripples fast sweepers such as Infernape, Azelf and pokemons that boost their speed. I tend to run Shadow Claw over Seismic Toss for ghost types, but I noticed that Thunder Wave and Iron Head will own most pokemon. While Seismic Toss gives allows me to dish 100 HP per turn. In the analysis, the preferred move is Shadow Claw, but for me, I prefer Iron Head. You get the Flinch hax and STAB too. I think it's a better option than Iron Head. Iron Head will own Gengar and other pokemon's that can be taken down easily.
EV's are pretty standard. I like standard stuff you know. :D I wouldn't explain much here because I don't really know what to say. I also wanted to use Ice Punch due to Dragons running around in OU, but I'd only cover Dragon, Grass and Ground types rather that covering even more.
Physical Wall

Tangrowth@Leftovers
Ability: Chlorophyll
EV: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sleep Powder
- Leech Seed
- Knock Off
- Power Whip
First of all, I know that Shaymin or Celebi is better than Tangrowth. Tangrowth lacks the Special Defense, while the two are balanced. But there are things that Tangrowth has while the two doesn't. It's a better Physical Defense and access to Sleep Powder and Knock Off. Two of the most annoying moves. Making you useless for turns is really something and removing your item(Leftovers) will really put walls to their limit. Especially those who doesn't have a healing move and relies only with Leftovers and their teammates that have Wish. Also, I want to play Tangrowth in 5th Gen, cause he has this ability, I don't really know what it's called. Whenever Tangrowth switches out, it heals a percent of it's health. Lol. It's really convenient. Helps in walling more. But I didn't really like the new metagame. But I hope I do eventually. Lol.:D:D
Tangrowth is going to be my Physical Tank because it does a better job than Registeel does, I think. Sleep Powder, Leech Seed and Knock Off. Leech Seed is chosen over Earthquake since I can handle steel types pretty well and my only way to heal my other pokemon's cause they don't have any healing move if you've noticed. Knock Off, I think, is a really great, great move. Life Orb, Leftovers and Choice Items are the key to one's pokemon's set. Specs and Band to power up a pokemon that is already powerful is really devastating. Leftovers and Life Orb, the 6.25% per turn is a lot to most walls while Life Orb is really a need to sweepers. Thanks to Knock Off, it will hinder them, but not that hard. :D:D I'm actually talking nonsense here. Power Whip as my attacking move cause it is STAB and has a 100 Base power, I think.
Max HP and Defense plus Impish Nature allows me to tank even the most powerful physical attack there is. Lol. Except for those with +6 Close Combat. Lol. :D Jolly Choice Scarf Tyranitar won't 3HKO Tangrowth with Stone Edge, and Jolly Choice Scarf Flygon cannot 3HKO with Outrage, hoping to confuse Flygon on the second turn. So anyways, this also means that Adamant Life Orb Gyarados fails to 2HKO with Ice Fang after a Dragon Dance, although Bounce is still an OHKO with Stealth Rock. In return, Tangrowth can 2HKO all of the above with Power Whip. He also has a high chance to survive Adamant Life Orb Lucario's Close Combat after a Swords Dance, even if he switches into Stealth Rock, which allows Tangrowth to OHKO with Earthquake after Close Combat's Defense drop. But I'll Sleep Powder instead, cause I don't have Earthquake. Hoping to sleep for 2 more turns and not only 1. lol. In addition, Adamant Choice Band Metagross cannot 2HKO with Meteor Mash. So having Tangrowth as my physical wall is very, very nice.
Trickster

Rotom-H@Choice Scarf
Ability: Levitate
EV: 252 HP / 40 SpA / 216 Spe
Timid Nature
- Trick
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
Rotom's great balanced stat makes it an excellent user of a Choice Item. Choice Scarf covers up for it's somewhat average speed, allowing me to take down one of the most fearsome threat, Gyarados. While it is strange that I don't have Overheat, I find Overheat in this set somewhat useless, since they tend to switch out after I bring this thing in. When vs Scizor, Luke, and other steel types. They see the incoming Overheat, so instead of attacking, I just Trick over my Scarf looking for a Leftovers. I always run into Blissey, and so, I always get a free recovery, plus destroying the Pink Blob. I don't really Trick over my Scarf that much. Because I'm reserving Rotom for Gyarados.
Thunderbolt plus Shadow Ball is equal to dual STAB, so either of the two will be a good choice when attacking. WoW over Overheat because when I've already Tricked my Scarf, I'll need to attack rather than using Overheat and you have to switch out because you have a -2 Special Attack. You just wasted a turn. Trick is the crux of this set, allowing me to cripple the most annoying and most dangerous threats in the metagame. Namely Snorlax, Blissey, Ttar( which would trap me, and kill me ) and other pokemon that would pose a real threat.
As FlameSaber suggested, a bulkier spread would work better. Fortunately, it works for me. 252 HP increases Rotom's overall bulk and 216 Spe allows me to outspeed +1 Jolly Gyarados.
Stall BREAK!

Heatran@ Life Orb
Ability: Flash Fire
EV: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power / Explosion
- HP[Grass] / HP[Electric]
- Taunt
Just as BKC suggested to me, I placed Heatran over Moltres, but with a little changes to it. The Trapper set you suggested worked well when I tested it on PO, but I think this Heatran is better. First of all, we all know how good Heatran is, thanks to his great typing, he can run almost any set. From an offensive pokemon to a defensive pokemon, to wether a staller or a stallbreaker, or even an offensive threat. Anyways, I'm using TauntTran. Taunt Life Orb Heatran; I think is such an effective pokemon. It is one of the best stallbreakers in the game in my opinion. Since my team has some troubles vs Stall, Heatran remedies this. Heatran can easily deal with the likes of Blissey, Gyarados, and Swampert. Since they only rely on Wish/Softboiled and Rest, Taunt will pretty much shut them down. A Blissey without Seismic Toss will be easily defeated, as their only way of damaging me now is Tbolt/IceBeam. Flamethrower Blissey will be forced to switch, obviously.
I was suppose to use Explosion > Earth Power as Explosion would allow me to take out Blissey, while Earth Power allows me to do consitent damage and my way of dealing with opposing fire types and Heatran. In my opinion, since Taunt already shuts down most Blissey, I can already deal with it. Explosion finishes the job instantly but would obviously kill Heatran, and thus, opening my team to Stall. The chances are, Infernape or Starmie ravaging through the opponent's team. Still Deciding on this. Help?
I am also in need of help deciding whether what Hidden Power type I'll use. Either HP[Grass] or Electric. Grass removes Swampert, while Electric, keeps Gyarados and Water types at bay. If I choose Electric, almost all types of Gyarados is easily owned, since Tangrowth can already deal with Swampert, but he won't like Ice Beam. If I choose Grass, obviously, Swampert gets easily owned, but since Swampert is commonly seen as a Lead( which is pretty much dealt with Starmie, where as Swampert takes 54.59% - 64.76% from Hydro Pump ). As he lays his rocks, I can 2HKO him. So HP[Electric] here I think is the superior option. Taking out BulkyGyara/RestTalkGyara allows my Nape to release it's Close Combat.
Fire Blast is pretty standard, it is the most powerful move Heatran can use besides Overheat. Since my walls are open to Fire attacks, Heatran has a lot of opportunity to switch in. HP[Grass] / HP[Electric] were pretty much explained above. Taunt, it is just an awesome move, one of the most useful moves in today's metagame since semi-Stall is pretty much the trend. :) Anyways, Taunt here, is the key to this set. Taunt completely ruins pokemon such as Skarmory, Blissey( especially this one ) and Gyarados - just to name a few - Taunt, complemented with Heatran's natural bulk, makes it a tough pokemon to take down and to battle with.
The EV's are pretty standard. Max SpA allows me to 2HKO 4/0 Gyara with Fire Blast after SR, Max Spe outpaces Breloom and neutral base 85. Here are some calculation's if you doubt Heatran's power. The calculation's below doesn't add Flash Fire boost. These pokemon's are Heatran's common switch ins.
Damage Calculations:
Life Orb Fire Blast vs 252 HP / 252 Def Bold Blissey: 27.73% - 32.77%
Life Orb Fire Blast vs 248 HP / 8 SpD Impish Gyarados: 32.06% - 37.66%
Life Orb Fire Blast vs 248 SpD / 44 SpD Relaxed Swampert: 32.75% - 38.71%
Life Orb Fire Blast vs 0 HP / 0 SpD Adamant Gyarados: 38.37% - 45.32%
Life Orb Fire Blast vs 4 HP / 0 SpD Jolly/Adamant Flygon: 50.66% - 59.60%
Life Orb Fire Blast vs 0 HP / 4 SpD Timid Starmie: 55.17% - 65.52%
Life Orb Fire Blast vs 136 HP / 0 SpD Timid Starmie: 49.49% - 58.31%
Life Orb Fire Blast vs 252 HP / 136 SpD Bold Rotom-A: 69.41% - 82.24%
Life Orb Fire Blast vs 252 HP / 0 SpD Bold Rotom-A: 87.27% - 102.91%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Vaporeon: 44.83% - 53.02%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Suicune: 44.06% - 51.98%
CONCLUSION
I have used this team for a long time. I has given me a high win ratio. In 50 battles, I've only lost 7 or lower, I think. So anyways, I hope that you'll have a great time rating my team, cause I had a great time using and building this team. :)
EDIT: Starmie is now placed in the Lead position, it is working pretty nice. Moltres stays though, but I will change it as soon as I figure out on how to solve this shit. Btw, There are now beautiful pictures. Thanks to Arkeis.