So I've been using this team recently, and I fell that it works pretty well, but does anyone have any suggestions on how to make it better. It's supposed to be a stall team, so don't suggest that I change the plan all together.
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis
This Mega Venusaur acts as a main switch in to most earthquake users such as landorus and garchomp. It also acts as nice weavile counter at full health. The main strategy with this is to keep him at as much health as possible, having health sapping moves like leech seed and giga drain, as well as reliable recovery in synthesis. The reason he isn't special is because there are too many special walls on the rest of this team.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
This Rotom-Wash is primarily just to be a sponge to fire and water special attacks. I put will-o-wisp on this set because I didn't want to put trick-choice scarf, and I didn't know what else to put on (I also don't have another reliable burner on the team). Other than this, his main strategy is to sponge a hit, and get momentum using volt switch. Hydro pump is there for pesky ground types like Landorus-T.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Aromatherapy
- Toxic
- Soft-Boiled
This chansey does a couple of things. For one, it does what any chansey does, which is tank any special hit. It's here to wall any move that something like latios uses, and it has the defensive investment for a potential psyshock or mixed set. I also put toxic on this thing over thunder wave, because I think putting a timer on opponents is better than slowing them down, seismic toss is there for reliable damage, aromatherapy is there to assist the whole team, and soft-boiled is there longevity purposes.
Forretress (F) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Rapid Spin
- Stealth Rock
- Counter
This is my main hazard setter, but it has a twist to counter physical attackers. Stealth Rocks is always used before spikes, and rapid spin is there so I can get rid of my opponents hazards, but not my own (like defog on another pokemon). Counter is there as a special surprise, so if i can live something like a flare blitz with sturdy, I can hit back and potentially knock out the other mon.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
This guy is my wall-breaker/set up sweeper (only if their physical attackers are gone). I put calm mind on this thing to potentially out stall something like mega sableye or cresselia. Moonblast is here for obvious reasons, and flamethrower is used for steel types. The only reason for softboiled is to help with longevity against special walls. I like magic guard over unaware, because I think not being able to be put on a timer is a better asset.
Heatran (M) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Taunt
- Magma Storm
- Toxic
- Protect
This heatran is purely to put the opponets mons on a timer. Magma storm keeps them trapped, and does decent damage plus chip damage over time, toxic decreases the timer, taunt keeps the opponent in check, and protect can be used for two reasons. One, to keep damaging the opponent with the magma storm/toxic duo, and two can be used to scout what an opponent has. Flash Fire is to switch in on something like Mega-Charizard Y.
I like this team because it can take any threat in the game, and it has at least one counter. It's annoying to go up against, which is what makes it effective.
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis
This Mega Venusaur acts as a main switch in to most earthquake users such as landorus and garchomp. It also acts as nice weavile counter at full health. The main strategy with this is to keep him at as much health as possible, having health sapping moves like leech seed and giga drain, as well as reliable recovery in synthesis. The reason he isn't special is because there are too many special walls on the rest of this team.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
This Rotom-Wash is primarily just to be a sponge to fire and water special attacks. I put will-o-wisp on this set because I didn't want to put trick-choice scarf, and I didn't know what else to put on (I also don't have another reliable burner on the team). Other than this, his main strategy is to sponge a hit, and get momentum using volt switch. Hydro pump is there for pesky ground types like Landorus-T.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Aromatherapy
- Toxic
- Soft-Boiled
This chansey does a couple of things. For one, it does what any chansey does, which is tank any special hit. It's here to wall any move that something like latios uses, and it has the defensive investment for a potential psyshock or mixed set. I also put toxic on this thing over thunder wave, because I think putting a timer on opponents is better than slowing them down, seismic toss is there for reliable damage, aromatherapy is there to assist the whole team, and soft-boiled is there longevity purposes.
Forretress (F) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Rapid Spin
- Stealth Rock
- Counter
This is my main hazard setter, but it has a twist to counter physical attackers. Stealth Rocks is always used before spikes, and rapid spin is there so I can get rid of my opponents hazards, but not my own (like defog on another pokemon). Counter is there as a special surprise, so if i can live something like a flare blitz with sturdy, I can hit back and potentially knock out the other mon.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
This guy is my wall-breaker/set up sweeper (only if their physical attackers are gone). I put calm mind on this thing to potentially out stall something like mega sableye or cresselia. Moonblast is here for obvious reasons, and flamethrower is used for steel types. The only reason for softboiled is to help with longevity against special walls. I like magic guard over unaware, because I think not being able to be put on a timer is a better asset.
Heatran (M) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Taunt
- Magma Storm
- Toxic
- Protect
This heatran is purely to put the opponets mons on a timer. Magma storm keeps them trapped, and does decent damage plus chip damage over time, toxic decreases the timer, taunt keeps the opponent in check, and protect can be used for two reasons. One, to keep damaging the opponent with the magma storm/toxic duo, and two can be used to scout what an opponent has. Flash Fire is to switch in on something like Mega-Charizard Y.
I like this team because it can take any threat in the game, and it has at least one counter. It's annoying to go up against, which is what makes it effective.