I really wanted to try out the core of Heatran, Mega Venusaur, and Suicune for a while. It turned out to be a lot better than I expected. Having peaked at 1648 on the ladder, I think it's time I see if there's anything that can be done to improve this team.
Majesty (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Toxic
- Roar
Suicune is the bulky water of the core and physical wall. This is a really basic set but it works too well to ignore: Scald is there for STAB and possible burns to make physical walls even weaker. Calm Mind to make him more specially bulky and to get Scald stronger if possible. Toxic is to cripple walls or to make weakened set up sweepers easier prey. It's rounded out with Roar to phaze out set up sweepers and walls I don't want to deal with. If rocks are up then Roar is even better. I am thinking about changing his set to RestoChesto but this set has come through for me so many times.
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Even more OU (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
The grass in this core! An excellent special wall and a great annoyance to the other team. With Leech Seed and Synthesis, along with occasional Giga Drain he can stick around for a while, even on some Fire type attacks thanks to Think Fat upon Mega Evolution. Sludge Bomb is there to take care of Fairies and just STAB in general. The idea is to either lead with his if it's safe, and if it isn't then to get him in safely to Mega Evolve.
Heat Train (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Will-O-Wisp
Finally the fire! Heatran works as a good special wall. As long as he isn't hit by a strong water move or fighting move, he'll be soaking those special hits pretty well. The passive recovery from Leftovers is nice when I'm using Lava Plume to stall out match ups for more damage on a threat. Stealth Rocks is nice to try and make the opponent weary of switching and capitalizing on Suicine's Roar. Toxic takes care of those bulky pokemon that try and get in the way of things, and Will-O-Wisp lets him take physical hits better.
Spikez (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
ScarfChomp is where it's at! An amazing revenge killer, he outspeeds almost everything he needs to. Greninja can't even get past him, and Xzard at +1 can't either! Not having any Sandstorm users in on the team, Rough Skin was an obvious choice, and the Naive nature is to not cripple Fire Blast. Outrage will dominate almost anything once Fairies and Steels are out of the picture. Earthquake is a powerful STAB. Stone Edge is to cover the lack of Rock typing on the team. Finally, Fire Blast lets ScarfChomp blast through Ferro and Skarmory with little trouble and not contact.
Aliens (Clefable) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Calm Mind
- Moonblast
- Psyshock
- Fire Blast
Clefable is on the team to absorb stuff like Toxic, Will-O-Wisp, and to deal the damage. With a Life Orb boost minus the recoil, there isn't a need to set up, but it's always nice if there's an opening. Calm Mind is the ideal set up move as it boosts it's huge Sp.Atk and it's decent Sp.Def. Moonblast is for a good STAB move and the chance to drop the opponent's Sp.Atk is nice. Psyshock let's me hit for physical damage because my team is really lacking that. Fire Blast hit's stuff like Ferro that take little damage from Clefable and have the chance to do major damage or KO.
Let's work out (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Psychic
- Hidden Power [Ice]
- Sludge Wave
A much faster special sweeper and with a different set of possibilities. With every move bar HP Ice to take advantage of Sheer Force, plus another recoiless Life Orb, he's ready to tear through some teams. Timid nature lets him harness the power of Sanic and go fast (I'm sorry) while keeping his Sp.Atk unhindered. Earth Power is for STAB, Psychic lets me hit stuff like Conkeldurr and Mega Venusaur, although I might swap it for Focus Miss. HP Ice is to hit opposing Landos and dragons. Sludge Wave can kill the fairies.
That's the team! Tell me what you think and how I could improve!

Majesty (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Toxic
- Roar
Suicune is the bulky water of the core and physical wall. This is a really basic set but it works too well to ignore: Scald is there for STAB and possible burns to make physical walls even weaker. Calm Mind to make him more specially bulky and to get Scald stronger if possible. Toxic is to cripple walls or to make weakened set up sweepers easier prey. It's rounded out with Roar to phaze out set up sweepers and walls I don't want to deal with. If rocks are up then Roar is even better. I am thinking about changing his set to RestoChesto but this set has come through for me so many times.


Even more OU (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
The grass in this core! An excellent special wall and a great annoyance to the other team. With Leech Seed and Synthesis, along with occasional Giga Drain he can stick around for a while, even on some Fire type attacks thanks to Think Fat upon Mega Evolution. Sludge Bomb is there to take care of Fairies and just STAB in general. The idea is to either lead with his if it's safe, and if it isn't then to get him in safely to Mega Evolve.

Heat Train (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Will-O-Wisp
Finally the fire! Heatran works as a good special wall. As long as he isn't hit by a strong water move or fighting move, he'll be soaking those special hits pretty well. The passive recovery from Leftovers is nice when I'm using Lava Plume to stall out match ups for more damage on a threat. Stealth Rocks is nice to try and make the opponent weary of switching and capitalizing on Suicine's Roar. Toxic takes care of those bulky pokemon that try and get in the way of things, and Will-O-Wisp lets him take physical hits better.

Spikez (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
ScarfChomp is where it's at! An amazing revenge killer, he outspeeds almost everything he needs to. Greninja can't even get past him, and Xzard at +1 can't either! Not having any Sandstorm users in on the team, Rough Skin was an obvious choice, and the Naive nature is to not cripple Fire Blast. Outrage will dominate almost anything once Fairies and Steels are out of the picture. Earthquake is a powerful STAB. Stone Edge is to cover the lack of Rock typing on the team. Finally, Fire Blast lets ScarfChomp blast through Ferro and Skarmory with little trouble and not contact.

Aliens (Clefable) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Calm Mind
- Moonblast
- Psyshock
- Fire Blast
Clefable is on the team to absorb stuff like Toxic, Will-O-Wisp, and to deal the damage. With a Life Orb boost minus the recoil, there isn't a need to set up, but it's always nice if there's an opening. Calm Mind is the ideal set up move as it boosts it's huge Sp.Atk and it's decent Sp.Def. Moonblast is for a good STAB move and the chance to drop the opponent's Sp.Atk is nice. Psyshock let's me hit for physical damage because my team is really lacking that. Fire Blast hit's stuff like Ferro that take little damage from Clefable and have the chance to do major damage or KO.

Let's work out (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Psychic
- Hidden Power [Ice]
- Sludge Wave
A much faster special sweeper and with a different set of possibilities. With every move bar HP Ice to take advantage of Sheer Force, plus another recoiless Life Orb, he's ready to tear through some teams. Timid nature lets him harness the power of Sanic and go fast (I'm sorry) while keeping his Sp.Atk unhindered. Earth Power is for STAB, Psychic lets me hit stuff like Conkeldurr and Mega Venusaur, although I might swap it for Focus Miss. HP Ice is to hit opposing Landos and dragons. Sludge Wave can kill the fairies.
That's the team! Tell me what you think and how I could improve!