Team at a glance:
My first thoughts on starting the team were that I wanted to make a team to counter the general metagame. That is to say that if you're not using different kinds of teams, you're probably going to have a hard time. As I started building it, I noticed it started to fit very well with my playstyle: that is that I like to always have something to safely switch in and counter whatever it needs to. The first place I like to start is my lead. Or you know, what goes against yours.
Infernape the anti-lead @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Thunder Punch / Earthquake
- Close Combat / Stealth Rock
- Overheat
- Fake Out
Edit: The changes made to T-Tar opened up some needed changes to this guy. Earthquake and Stealth Rock should be used if they are not run on T-Tar. Earthquake can also be run over CC with varying results.
Infernape fits the role of an anti-lead perfectly. Its great base 108 speed maxed out allows it to outspeed a majority of the metagame. In its role, Fake Out is necessary to break the sash of that pesky Smeargle and other popular leads such as Klefki or Tyranitar and intantly OHKO.
Pros:
Picks up easy KOs on popular leads and prevents them from setting up. Even goes as far to pop a balloon if they decide to lead with something like Heatran or Excadrill.
Cons:
If the opponent isn't carrying a Pokemon that Infernape can easily counter, its effectiveness nearly disappears, because it's just too frail and too easy to nullify.
Second, a seemingly underused Mega...
Venusaur the impenetrable tank @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP /4 128 Def / 252 128 SAtk
Modest Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis
Edit: Self edit, but without the extra bulk, Leech Seed and Synthesis often go to waste, and don't allow for Venu to be played as intended.
Mega-Venusaur fits the goal of the team as well as my play style perfectly. It counters tons of popular threats, deals damage, has a fantastic typing with ability and has almost annoyingly reliable recovery. Before I'd built the rest of the team, I had a more defensive stat set, but I decided to change to modest with this EV spread to help it deal a bit more damage. I don't regret it.
Pros:
Weak to only flying and psychic moves, it can come in on nearly any Pokemon and set up. Effectively counters several threats, and fights back.
Cons:
The lack in defensive investment is definitely noticeable, and due to its slow speed, it can be 2-3HKOd with any power-packed move without getting the chance to set up and heal.
Third, the definition of bulk...
Chansey the support (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss
While I had a modest Blissey here first, I opted for the extra bulk to make it more effective as a support. The stat set maximizes its massive base 5 def and along with eviolite, doesn't leave much more to be desired. The ability and bulk together make it a go-to pick when I don't have anything else to switch into.
Pros:
Eviolite gives it unparalleled bulk, Aromatherapy helps the team out with status issues, and it can toxic stall.
Cons:
Even with Eviolite, strong physical moves can still cripple Chansey, and take away its chance to recover.
Fourth, the original prankster gremlin himself...
Sableye, AKA Napoleon the brave @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Foul Play / Knock Off
Edit: Added Knock Off as an option. It hasn't proved to be any more or less viable than Foul Play, but rather adds a new dynamic to play. Either can be used and they vary in effectiveness according to the opponents team
Yeah, that's right, Unnerve T-tar. While I'd like to say that this is completely intentional, the primary reason is because sand hurts my team more than rain while sun actually helps. It's been difficult for me to figure out a good stat set with this thing. Since the rest of my team has a bit of trouble dealing some good damage, I opted for a needed offensive nature. Fire Blast is an incredible coverage move, and the other moves are standard. I often contemplate Pursuit over Crunch, but the extra power is something I often miss when needing a strong Dark move.
Pros:
Does pleasurable damage both on the physical and special sides. It counters threats such as MegaZardY and TalonFlame and can take quite a beating.
Cons:
It doesn't feel like I can give it enough stats to make it do everything I need it to do. Even with AV and some specially defensive investment, things like Solarbeam from MegaZardY still hurt a lot. While with lacking physically defensive stats, it must be careful around practically any physical attacker. As one of only two Pokemon on my team without reliable recovery, these holes in defense definitely hurt.
Final thoughts:
The team seems to work very well together. While I'm not restricting anyone, I'd really like some help getting stat sets figured out, as I feel they could be much more efficient. While I was originally going for a counter-type team, the team is ironically very weak to counter-type and uncommon sets, and the team is very slow overall, making it rely on its bulk to survive, but hey, that's the nature of a tank.






Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Knock Off / Foul Play
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Earthquake / Close Combat
- Thunder Punch
- Overheat
- Fake Out
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 128 Def / 128 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis
Zapdos @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
IVs: 30 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 64 HP / 72 Atk / 122 Def / 252 SDef
Sassy Nature
- Stealth Rock
- Pursuit
- Fire Blast
- Earthquake
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Knock Off / Foul Play
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Earthquake / Close Combat
- Thunder Punch
- Overheat
- Fake Out
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 128 Def / 128 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis
Zapdos @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
IVs: 30 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 64 HP / 72 Atk / 122 Def / 252 SDef
Sassy Nature
- Stealth Rock
- Pursuit
- Fire Blast
- Earthquake
My first thoughts on starting the team were that I wanted to make a team to counter the general metagame. That is to say that if you're not using different kinds of teams, you're probably going to have a hard time. As I started building it, I noticed it started to fit very well with my playstyle: that is that I like to always have something to safely switch in and counter whatever it needs to. The first place I like to start is my lead. Or you know, what goes against yours.

Infernape the anti-lead @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Thunder Punch / Earthquake
- Close Combat / Stealth Rock
- Overheat
- Fake Out
Infernape fits the role of an anti-lead perfectly. Its great base 108 speed maxed out allows it to outspeed a majority of the metagame. In its role, Fake Out is necessary to break the sash of that pesky Smeargle and other popular leads such as Klefki or Tyranitar and intantly OHKO.
Pros:
Picks up easy KOs on popular leads and prevents them from setting up. Even goes as far to pop a balloon if they decide to lead with something like Heatran or Excadrill.
Cons:
If the opponent isn't carrying a Pokemon that Infernape can easily counter, its effectiveness nearly disappears, because it's just too frail and too easy to nullify.
Second, a seemingly underused Mega...

Venusaur the impenetrable tank @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP /
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis
Mega-Venusaur fits the goal of the team as well as my play style perfectly. It counters tons of popular threats, deals damage, has a fantastic typing with ability and has almost annoyingly reliable recovery. Before I'd built the rest of the team, I had a more defensive stat set, but I decided to change to modest with this EV spread to help it deal a bit more damage. I don't regret it.
Pros:
Weak to only flying and psychic moves, it can come in on nearly any Pokemon and set up. Effectively counters several threats, and fights back.
Cons:
The lack in defensive investment is definitely noticeable, and due to its slow speed, it can be 2-3HKOd with any power-packed move without getting the chance to set up and heal.
Third, the definition of bulk...

Chansey the support (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss
While I had a modest Blissey here first, I opted for the extra bulk to make it more effective as a support. The stat set maximizes its massive base 5 def and along with eviolite, doesn't leave much more to be desired. The ability and bulk together make it a go-to pick when I don't have anything else to switch into.
Pros:
Eviolite gives it unparalleled bulk, Aromatherapy helps the team out with status issues, and it can toxic stall.
Cons:
Even with Eviolite, strong physical moves can still cripple Chansey, and take away its chance to recover.
Fourth, the original prankster gremlin himself...

Sableye, AKA Napoleon the brave @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Foul Play / Knock Off
This little guy can counter and nullify practically any physical threat if it gets the chance. With its max defense possible, it takes a surprisingly low amount of damage from even high damage output attacks. Priority Will-o-Miss halves their attack before they can hit you again, Foul Play deals tons of damage, Taunt prevents it from becoming setup fodder, and Recover just extends the tanky annoyance.
Pros:
Takes minimal damage from physical attacks and given that the burn hits, you basically win the battle with the most user-friendly Prankster move set ever.
Cons:
With max Def investment, it must tread lightly around possible mixed attackers, and with Foul Play being its only offensive move, it often is unable to pose a threat to foes with lower attack stats.
Fifth, a needed switch
Zapdos the BigBird @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog
This set covers up the weakness my team had to MegaPinsir, and kept the same role as Togekiss while not causing any notable drawbacks. Thunderbolt is the primary STAB and HP Ice was implemented to help take care of Gliscor and Dragons.
Togekiss the Haxorus @ Leftovers
Ability: Serene Grace
EVs: 252 Def / 8 Spd / 248 HP
Bold Nature
- Thunder Wave
- Air Slash
- Roost
- Defog
Seriously, screw this thing. Between its natural bulk, ability, T-Wave and a 60% flinch chance, you hardly get a chance to move, let alone fight back. Add roost on top of that, and it's a wonder it's not banned. With nearly max physical defense and a great typing, it can switch in safely to tons of threats and ensue its shenanigans. I opted for Defog in the last slot, because even with a priority taunt and an anti-lead on my team, hazards still get up, which greatly hurt my team and prevent me from always having a safe switch in.
Pros:
Has more clutch moments than any Pokemon I've ever used, and has a chance to KO foes that look to be a straight counter. Even performs pseudo-support roles given the situation.
Cons:
Even with its naturally high special defense, that is its biggest weakness. They still hurt and end up being the cause of most of the KOs.
Finally, the premier OU threat himself..
Tyranitar the bulletproof @Assault Vest Leftovers
Ability:Unnerve Sand Stream
EVs: 72 Atk / 122 Def / 64 HP / 252 SDef
Brave Sassy Nature
-Stone Edge Stealth Rock
- Earthquake
- Fire Blast
-Crunch Pursuit
Edit: This is a tricky role to get down. Stealth Rocks was needed on the team, and T-Tar was the best place to put them. Pursuit was added trapping Lati@s over Crunch. Also switched to max special defense to get most switch-in opportunities. Sand Stream was added to replace Unnerve due to the increased special defense boost that I was unaware of with Leftovers for increased sustain and bulk. While this set ruins some synergy with the team, I found it to be marginally more useful due to the added utility. The previous set can still be run with an option of Crunch / Pursuit, but this is what I'm sticking with.Pros:
Takes minimal damage from physical attacks and given that the burn hits, you basically win the battle with the most user-friendly Prankster move set ever.
Cons:
With max Def investment, it must tread lightly around possible mixed attackers, and with Foul Play being its only offensive move, it often is unable to pose a threat to foes with lower attack stats.
Fifth, a needed switch

Zapdos the BigBird @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog
This set covers up the weakness my team had to MegaPinsir, and kept the same role as Togekiss while not causing any notable drawbacks. Thunderbolt is the primary STAB and HP Ice was implemented to help take care of Gliscor and Dragons.

Togekiss the Haxorus @ Leftovers
Ability: Serene Grace
EVs: 252 Def / 8 Spd / 248 HP
Bold Nature
- Thunder Wave
- Air Slash
- Roost
- Defog
Seriously, screw this thing. Between its natural bulk, ability, T-Wave and a 60% flinch chance, you hardly get a chance to move, let alone fight back. Add roost on top of that, and it's a wonder it's not banned. With nearly max physical defense and a great typing, it can switch in safely to tons of threats and ensue its shenanigans. I opted for Defog in the last slot, because even with a priority taunt and an anti-lead on my team, hazards still get up, which greatly hurt my team and prevent me from always having a safe switch in.
Pros:
Has more clutch moments than any Pokemon I've ever used, and has a chance to KO foes that look to be a straight counter. Even performs pseudo-support roles given the situation.
Cons:
Even with its naturally high special defense, that is its biggest weakness. They still hurt and end up being the cause of most of the KOs.
Finally, the premier OU threat himself..

Tyranitar the bulletproof @
Ability:
EVs: 72 Atk / 122 Def / 64 HP / 252 SDef
-
- Earthquake
- Fire Blast
-
Yeah, that's right, Unnerve T-tar. While I'd like to say that this is completely intentional, the primary reason is because sand hurts my team more than rain while sun actually helps. It's been difficult for me to figure out a good stat set with this thing. Since the rest of my team has a bit of trouble dealing some good damage, I opted for a needed offensive nature. Fire Blast is an incredible coverage move, and the other moves are standard. I often contemplate Pursuit over Crunch, but the extra power is something I often miss when needing a strong Dark move.
Pros:
Does pleasurable damage both on the physical and special sides. It counters threats such as MegaZardY and TalonFlame and can take quite a beating.
Cons:
It doesn't feel like I can give it enough stats to make it do everything I need it to do. Even with AV and some specially defensive investment, things like Solarbeam from MegaZardY still hurt a lot. While with lacking physically defensive stats, it must be careful around practically any physical attacker. As one of only two Pokemon on my team without reliable recovery, these holes in defense definitely hurt.
The team seems to work very well together. While I'm not restricting anyone, I'd really like some help getting stat sets figured out, as I feel they could be much more efficient. While I was originally going for a counter-type team, the team is ironically very weak to counter-type and uncommon sets, and the team is very slow overall, making it rely on its bulk to survive, but hey, that's the nature of a tank.
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