Regen V

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.....REGENERATION V.....
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Hello. Thanks for paying this RMT a visit. What started out as 6 mismatched Pokémon hobbled together to test some of the new-fangled stuff eventually evolved into a pretty solid team, one I’m quite happy with and am keen to try and improve. I exploit the cool new ability Regeneration in a tried-and-tested F/W/G core, luxuriating in my team members’ type synergy and easy bulk. My strategy is a somewhat stall-ey one, until I feel I can get a clean finish with my sweeper.

NOTE: This team is meant for the Wi-Fi tier on the PO server! (which means no Skymin, Darkrai, Shadow Tag Shandera etc)
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OVERVIEW

The first edition of this team had Tangrowth, Slowbro and Tabunne since I was trying out Pokémon with Regeneration. Alongside this defensive core, I tested a lead Scarf Urugamosu, mixed Tyranitar and Swords Dance Randorosu.

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While it did surprisingly well, I felt Urugamosu was the weak link. Granted it was a decent revenge killer but it was way too frail and susceptible to passive damage. The lack of a Dragon resist also sucked since LO Sazandora and Specs Latios with their Draco Meteor sprees were like on half the teams I met, and the remaining teams probably had a Garchomp or something. I replaced Urugamosu with Heatran to retain my F/W/G core.

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Tabunne’s slot changed many times during my testing. The set I used didn’t have any attacks since it doesn’t learn Seismic Toss and its offensive stats are null, which made it somewhat a liability. I used Latias (for the Wish support), Roopushin (because I don’t have a Rock resist) but eventually settled with Chansey because it patched up my lame weakness to fast special attackers like Starmie and Lati@s while spreading nice fat Wishes for its team mates.

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Which resulted in the team you see today :]
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TEAM RUN-THROUGH


Heatran
(F) @ Passho Berry
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Trait: Flash Fire
EVs: 32 HP / 252 SAtk / 4 SDef / 220 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Flamethrower
- Earth Power
- Hidden Power [Grass]

Role Summary:

Thanks to the team preview feature for Wi-Fi battles, which gives players the chance to rearrange their line-up in response to their opponent’s, any member of my team can function as a lead. I made Heatran my default lead because it is my Stealth Rocker. SR is convenient on a team that utilizes Sandstorm, Leech Seed and Toxic since it punishes switches and wears down the opponent fast. Having said that, getting SR up from the get-go isn’t always my priority. Heatran is 1/3 of my F/W/G core, and as the only Steel-type on my team, it serves as my main switch-in to Grass-types and U-turns and those kinda stuff. Towards the end-game, Heatran will sacrifice itself to weaken the bulky waters and Ground-types that swarm to it, freeing up a clean sweep for Randorosu.

Set Details:


Before I added Chansey, my unbelievable weakness to LO Starmie forced me to give up Leftovers for a Passho Berry, allowing me to take one hit and retaliate with HP Grass. It’s been there for ages and fits well, since I can get in an extra hit vs. Suicune and Burungeru to put them into Earthquake KO range and helps to bluff a Scarf even (since Balloon has effectively replaced Shuca Berry which amplifies the surprise factor). Leftovers is something I’m considering though. The EVs let me outspeed defensive base 100s like Celebi and Zapdos, which automatically includes things like Jolly Tyranitar and Crocune. Base 77 speed is quite useless now and other Heatran are never seen without Balloons so I don’t see the point in going Timid and maxing out speed. Modest boosts that 130 base SpA which is already excellent for a support Pokémon.
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Tangrowth (F) @ Leftovers
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Trait: Regeneration
EVs: 252 HP / 4 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Toxic

Role Summary:

I remember my first ever RMT had this guy inside, since I was still a newbie and gimmick player then. Tangrowth is no gimmick in Gen IV though. Why it isn’t more popular is beyond me – it easily walls the influx of powerful physical attackers like Doryuuzu and TechniLoom along with things like Gyarados from another time. In my early-game strategy this guy launches his seed around and spreads Toxic about, and later on it’s usually the one that stands between an opposing Doryuuzu and its 6-0 sweep. I think the Wi-Fi tier is much more physically oriented and having a bulky Grass-type with all those resistances to Ground and Water is important to me.

Set Details:


I’m running a special set mostly because I’m paranoid about Power Whip missing, but with Giga Drain’s much-improved base power and healing capability I doubt I’m missing much. The HP type was something I struggled with for a while, but I decided that with Ice Beam already on Slowbro I was better off with HP Fire to fry any Erufunn, Scizor or Nattorei that insists on switching into me. It doesn’t come close to KOing the latter, but if I can usually catch it on the switch. At the very least, it prevents these problem Pokémon from coming in for free. Leech Seed and Toxic have been explained, and they are extremely helpful in wearing down opponents. While Tangrowth’s SpD leaves everything to be desired, I didn’t want to be forced out by special attacks every time. There are times when I have to absorb Thunderbolts and Grass Knots and it helps to have EVs invested in SpD. The Bold nature capitalizes on my prodigious Def stat and makes Tangrowth really bulky even without any EVs.
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Slowbro (F) @ Leftovers
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Trait: Regeneration
EVs: 252 HP / 4 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Surf
- Psychic
- Ice Beam
- Slack Off

Role Summary:

Slowbro rounds out my F/W/G core as the bulky water on this team. It fulfills the typical duties – checking Fire-types and dragons – but thanks to its secondary typing it helps me counter Fighting-types as well. I did test Slowking once, which logically speaking would complement Tangrowth as a special wall, but I found Slowbro better since most Fighting-types hit from the physical end of the spectrum. (Not to mention, Chansey is more than enough.) Toxicroak, Roopushin, Blaziken and Poliwrath were all recently catapulted into popularity, but none of them stand a fighting chance against Slowbro. Its main advantage is being hit by Payback for a measly 50 base power thanks to its horrible speed.

Set Details:

Everything is standard except for Psychic, which is needed to beat the Fighting-types and fellow bulky waters I wall. I was extremely tempted to slot Flamethrower in somewhere not only for Nattorei’s sake but because of the sheer amusement factor, but I would fall to Fire-types (without Surf), DD Mence (without Ice Beam) and everything (without Slack Off). It has the exact same EVs and nature as Tangrowth for the exact same reasons.
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When facing offensive teams (especially those that stack hazards) a scenario that often emerges is one where you have to decide which Pokémon to sacrifice and which Pokémon to weaken in order to stand a fighting chance – you are being forced into a corner where you have to weaken or lose a team member you ordinarily would not want to. These can sometimes be the pivotal points in a match where a cycle of stalling breaks down or an offensive team begins to retrieve the momentum.

Wish support and Regeneration can help a player avoid such situations outright. A well-built core can have its members switch in and out for each other and wear down the opponent in the process, and Regeneration means you can continue executing your strategy without ever wondering if it would be more worthwhile to leave your Pokémon in to die, or if you should use another Pokémon as a pivot in case the opponent springs a surprise on you. You can swap Tangrowth for Slowbro against a Salamence knowing that Tangrowth will gain 100+ HP in the process, meaning it is still more-than-capable of walling whatever physical attacker your opponent has waiting in the wings. If you eat a Draco Meteor on the switch-in you can go back to Tangrowth and back to Slowbro again, knowing that the Salamence’s net damage hardly amounted to anything.
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Chansey (F) @ Evolution Stone
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Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Toxic

Role Summary:

I’m not convinced that Chansey outclasses its evolution yet because losing Leftovers recovery sucks when it’s teamed up with Tyranitar, but it certainly outclasses everything else as a special wall. Chansey passes Wish to the half of my team that doesn’t have recovery options and is pretty much a full stop to all the LO Starmie and Lati@s that previously tormented my team. Its Def stat gets buffed by the Evolution Stone as well, which means it can absorb some physical hits when I’m desperate. Basically it’s a team player simply by standing there sucking up Surfs and Dragon Pulses and healing my team mates, I’m not sure if there’s anything to elaborate on.

Set Details:

Wish + Protect is tried and proven, Seismic Toss is a consistent way to deal damage, and Toxic is good for stalling out things like CM Latias and Recover Starmie one-on-one. With Tabunne I could run Wish without Protect, since every Wish-pass I made I would also heal a bit of my own HP by switching out. I regret using up a slot for Protect since it makes me rather weak to Gengar, but it’s necessary in this case, and is useful alongside Toxic as well. The EVs maximize my overall bulk, and the only thing I’m unsure about is whether the last 4 EVs should go into my HP since it produces an even number and I don’t think that’s good.
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Tyranitar
(F) @ Expert Belt
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Trait: Sand Stream
EVs: 236 Atk / 252 SAtk / 20 Spd
Brave Nature (+Atk, -Spd)
- Stone Edge
- Pursuit
- Flamethrower
- Superpower

Role Summary:

While Tyranitar was originally put on the team to brew sandstorms, it has become quite a good wallbreaker. I admit that Fire moves from this guy can now be seen coming from a mile away because MixTar is rather popular, but it’s still useful when I need to limit the layers that Nattorei and Forretress try to set-up. Typically, I open with Stone Edge since 1) it’s fucking powerful and 2) teams have too little Rock-resists. Like mine. Expert Belt helps the illusion that I’m choiced, but even when it becomes obvious that I’m not Tyranitar can still wreck walls. It single-handedly takes down SkarmBliss and while the vaunted Nattorei + Burungeru combination isn’t as straightforward, Burungeru easily takes 60% ++ coming into a Stone Edge. Tyranitar also helps when I want to control the weather, since a Sand Power-boosted Earthquake from Randorosu will wreck stuff like Venusaur, Politoed and Kingdra.

Set Details:

Stone Edge and Flamethrower are intuitive. Superpower used to be Earthquake, but there were too many Balloon Heatrans floating around, and I wouldn’t deal enough damage Blissey. Pursuit is a slightly odd choice, but I liked it for the few times I managed to catch Lati@s after they threw a Draco Meteor or two around. Crunch might be a better choice overall though. Regarding the EVs, they are really quite precise. I originally used the Boah spread which guaranteed a 2HKO on Careful Skarmory, until I realized I was using Expert Belt > Leftovers. I calculated that I didn’t need any EVs to 2HKO Skarmory with a Quiet nature, but I would need exactly 252 (no less) with a Brave nature to net a OHKO on Sassy Nattorei in the analysis. The 20 Spe EVs let me beat no speed Blissey, and the rest were put into Atk.
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Randorosu (M) @ Life Orb
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Trait: Sand Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Rock Polish

General Role:

Even with Doryuuzu as competition, I would consider Randorosu the premier Sand sweeper this generation simple because of the obscene boost it gets from its ability. With a sandstorm raging, Randorosu doesn’t even need a turn to set-up. Not many things can survive a STAB Earthquake off base 125 Atk boosted by Life Orb and Sand Power – Scizor is OHKOed outright while things like Vaporeon and Swampert weakened to two thirds of their health are similarly dispatched. While it is primarily my (only) sweeper, Randorosu provides early-game firepower, and its high natural speed allows me to revenge things like LO Sazandora, CM Jirachi and SD Ononokusu if I don’t want my walls to take an unneeded hit.

Set Details:

I originally had Swords Dance, but seriously in 50+ matches I never had the chance to use it so I changed it to Rock Polish in the end. While it is still mostly filler, in theory it made more sense because the only things between me and a clean sweep weren’t bulky stuff I couldn’t KO, but revenge killers that outsped me (the drawback of using this instead of Doryuuzu). Anyway, EdgeQuake has good neutral coverage and are basically the only moves I need to sweep, while U-turn sees a bit of use early-game if I want to scout and get a hit on levitators/flyers. I don’t really have anything to say about the EV spread except that it’s very unrefined and that’s perfect.
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CONCLUSION

I hope you guys can offer some feedback and ideas for this team. The vicissitudes of our new metagame means nothing is ever settled and nothing remains anti-metagame for long, but I still would like my team to be able to handle most of today's top threats. I don't have any laddering achievements (mostly because I'm not a great player) but it would be nice if this team can be fixed up and made solid. Thanks in advance!
 
for randorosu instead of u-turn you may want to try hp ice.

it catches people off guard especially pokemon like gliscor that would otherwise wall you, u-turn provides minimal coverage and i think you should try hp ice out.
 
Hi

Regeneration + Wish support is indeed a great concept to mess around with and this is a very solid team you have here, but I do have one comment regarding your astoundingly huge weaknesses to Choice Band Tyranitar and, as you've already stated, LO Starmie. Given that Tangrowth and Slowbro lack defensive investment, CB Tyranitar can 2HKO both on the switch in, or wear them down with a combination of sandstorm, entry hazards, and / or just spamming Stone Edge. Even if you invested in Defense on either Pokemon, you'll still be faced with the problem of actually being able to harm Tyranitar under sandstorm, so I recommend dropping Heatran for a Nattorei. Not only will Nattorei give you a much more reliable method of dealing with Tyranitar and Lati@s (and Randorosu for that matter), but it also patches up your weakness to Starmie and gives your team some much needed entry hazard / paralysis support. If you don't prefer a change like that, then at least consider making your current Randorosu a Choice Scarf variant. You mentioned that Landlos doesn't really find any time to set up a boost and Rock Polish is mostly filler, so running a Choice Scarf and Hidden Power Ice over Rock Polish doesn't seem to result in this team losing much. Choice Scarf Landlos will give your team a lot of breathing room when faced against threats such as Garchomp, Doryuuzu, and Borutorosu and also gives you a decent cleaner; also, Sand Strength should more than make up for the lack of a Life Orb.

Running Crunch over Pursuit on Tyranitar is, IMO, a much better choice because this team doesn't really have to worry about Lati@s spamming Draco Meteor, and the fact that CM Rankurusu can rip this team to shreds if given the chance to set up (which shouldn't be a difficult task for it considering that nothing outside of SS Landlos can really hurt it). That being said, you may want to consider running Heal Bell over Seismic Toss on Chansey. In the unfortunate event that this team is pitted against Gliscor, you may be faced with Tangrowth or Slowbro taking a flung Toxic Orb on the switch in. You may also find it useful to heal any sleep inflicted upon this team (given that you've already removed the said sleep inducers from play), as well as poison inflicted on Chansey by Toxic Spikes, allowing it to stay in for much longer periods of time. Granted Chansey will lose its only method of causing consistent damage, but at least your team will have a safety net to fall on if they're inflicted with (harmful) status.

On a smaller note, is there any reason to why Slowbro is running Surf instead of Boil Over? Without much defense investment, Slowbro won't be taking that my physical hits, and thus will very much appriciate Boil Over's burn rate.

That's all I have, good luck with this team!

~Chillarmy
 
First of all, thanks for taking the time to RMT.

So far, I have experimented with Crunch on Tyranitar over Pursuit, and I must say it has worked out great. Regarding the rest of the suggestions - HP Ice is a good idea on Randorosu although I daresay I haven't been struggling much with Gliscor. I'm also reluctant to split my EVs or lower any of my defences with a Naive or Hasty nature. You'll notice I have a bit of a Ground and Fighting weak and Randorosu helps with that. It's not solely a late-game sweeper since it can function as a revenger earlier on or just spam EQ whenever I need that bit of extra firepower to break down irritating walls. Since it's very much a part of my early-game strategy, U-turn finds itself being used quite a lot actually. I think I'll eventually test HP Ice, but over Rock Polish instead (and with a Jolly nature, I think it should do a nice chunk to Gliscor anyway).

Next, I don't think Heal Bell will fit on Chansey since the only reasoned I replaced Tabunne for this was so that I could deal damage with Seismic Toss lol. Tabunne had Wish / Toxic / Encore / Heal Bell and it worked because even if it couldn't Protect to heal itself with its own Wish, switching out to another team mate would result in both Wish and Regeneration activating, keeping both of my team members healthy. I can't afford to drop Seismic Toss or Protect on Chansey here.

Slowbro has Surf because I rather Toxic things than burn them. So far it's been fine.

Nattorei is an interesting idea because I definitely would appreciate hazard support with all the Toxic and Leech Seed thrown around. I'm not sure if it would fit over Heatran though. Heatran is my only switch-in to Nattorei and you'll see that my team is walled quite hard by it. Bringing Tyranitar directly into Nattorei easily reveals that I carry a Fire-move as well. Also about the Starmie weak - thanks to Chansey I can handle Starmie much better, but I am ridiculously vulnerable to LO Gengar and I'm not sure if Nattorei will fix that. I've been toying with the idea of using Forretress which provides both hazards and an answer to Gengar though the Nattorei issue remains. Another idea is using the SpD Heatran popularized at the end of Gen IV since 252 HP 252 SpD Calm Heatran survives LO Focus Blast easily, and I would be able to deal with bulky waters and such without the Passho Berry.

Thoughts?
 
If you're having Nattorei troubles you can use Kojondo who also happens to get Regeneration on top of U-Turn making it an awesome scout. Fake Out and U-Turn essentially give you free damage everything you switch in and the LO recoil is negated by Regeneration. Than there's the beefy HJK to murder Nattorei with.
 
More than LO Gengar, I think your pretty weak to SD Lucario (he can SD on chansey with no fear).

But I like your team using regenartion+wish to heal your pokemons ^^
 
I don't understand why you replaced tabunne with chansey. Chansey with SS.

Wish / Heal Bell / Toxic / (Light Screen) (Special Attack Move)

the only difference is that chansey takes hits better and has seismic toss. Then again Tabunne only has regeneration + Heal bell going for it (and it can draco meteors better with Regeneration).
 
Ok . Backing up what chimpakt has to say:

Tabunne is way better at stalling (which is basically what you are going for with Regeneration) , as well as passing wishes. As Tabunne passes a wish, it also restores 30 % itself.

Since you have such nice wish passing , you really need more bulky pokemon to accept the wishes. Slowbro and tangrowth do not really need wishes passed to them, since they can just switch in and switch out. All your other pokemon are too weak to take a wish.

Also, this team just......errr... lacks good.
Oh, heatran sucks. Urugamosu has more potential :)
 
Definitely run Balloon > Passho Berry on Heatran. Passho is mainly for LO Starmie and other Water Pokemons, but Chansey can switch-into with relative ease and start throwing Toxics and doing what it does best. Balloon gives Heatran a handy Ground immunity (to Spikes as well), which allows it to switch-in and set-up more often, and check a bigger variety of threats. With that change in mind, Dragon Pulse over HP Grass will be a beneficial change for your team, as it hits Dragon-types such as Garchomp, Lati@s, Salamence and Kingdra for SE damage, something your team needs.

As a whole, this looks like quite a solid and unique team. What immediately stands out is the Gengar weakness. It can get a free Sub vs. Chansey and proceed to devastate your team with it's combination of moves. I don't like Chansey on this team to be honest. It doesn't have Leftovers, and it's worn down by SS. I think Blissey would fit this team better right now. Blissey has higher SpAtk, which allows it to run Flamethrower, to break Gengar's Subs IIRC and hit Steel-types and Nattorei as well. Blissey also has a higher HP stat, which means that it can pass even bigger Wishes - another added advantage. Having Leftovers, means that SS doesn't wear it down. Blissey would most likely be a better choice here for those reasons.

Unless there's a specific reason, I think that both Slowbro and Tangrowth should run physically defensive EV spreads. Doing that gives your team a little bit more breathing space against variants of TTar and Doryuuzu and focuses on Tangrowth's and Slowbro's stronger defensive sides of the spectrum. Blissey / Chansey can switch-into SpAtk moves with ease anyway, so consider 252 HP / 252 Def / 4 SpDef EV spreads.

As for minor changes, HP Ice should go instead U-turn. HP Ice gives Landlos a weapon to take out Gliscor, that can wall a big portion of your team and can be a threat offensively. Something to lure it in and take it out would be great, and losing U-turn isn't such an issue, especially on a Rock Polish set.

Other than that, there isn't much to suggest. Happy Birthday, Happy New Year and gl!
 
Hey, this is a really cool 5th gen team and very nice format I must say. First of all I would like to point out that your team is a bit weak to Dragon Dance Salamence. Unfortunately, it sets up in quite a few places as well, such as on Heatran and even Chansey to an extent. I think that fixing this problem will be quite simple in that you will only have to change a few EV spreads around. In my opinion, if you run defensive spreads on your slowbro and tangrowth this problem will be completely mitigated. Not to mention that defensive spreads on these pokemon will help your dorryuzu weakness. Finally, I would definitely second the suggestion that Nosferalto made in that you run Balloon over Passho Berry on your Heatran. Not only does this give you a nice ground immunity, but it also allows you to check Dorryuzu quite nicely.

That is all I have to say for now, sorry if this wasn't much of a rate, but most of what has needed to be said has been said in this thread. This is a really solid team, good luck!
 
Hey,

Thanks for all the comments and suggestions. I appreciate you guys taking the time and effort to help me improve this team. It seems that I have neglected my RMT, but I have been testing out tweaked versions of this team (along with several other new ideas) and here's what I have changed:

1) New Heatran set

A few of you guys proposed Balloon Heatran over my current set, but in the end I didn't adopt it. WAIT I did carry out several tests, and I liked how Heatran suddenly became a good dragon check while forcing out a lot of sweepers which relied on Ground attacks to be able to really hurt Heatran at all e.g. Doryuuzu and Nidoking. The issue that's kinda unique to my team is how I rely heavily on Heatran's resistances and immunities to get around certain threats. I often had to let my Balloon pop prematurely plus in about a third of my games I would find myself with a wasted item slot as a random U-turn from Sazandora or Gyro Ball from Forretress came my way and other times I had to get my main sweeper severely damaged just to preserve my Balloon. Maybe it's because of my poor team building skills or prediction :( but either way I stopped using it after a while.

What I eventually stumbled upon was this:

Heatran@Leftovers
Modest Nature
252 HP / 16 SpA / 240 SpD
- Flamethrower
- Earth Power
- Toxic
- Protect

This fit onto the team amazingly since I gained an auxiliary special wall and a good answer to SubSplit Gengar and SubRoost Zapdos which were previously major dicks to beat. I could still land a Toxic on bulky waters and grounds which Randorosu wants weakened, and Protect works well alongside it. I also get to scout if Latios was gonna rid itself of its Specs and strip Kojondo of half its health if it tries to use Hi Jump Kick on me.

2) Blissey > Chansey

Thanks to the guy who suggested this, because its performed best out of everything I tested in that slot (which includes Tabunne, Chansey and random things like Wish Latias) With 0 SpA EVs I can break Gengar's sub which means it won't shit all over my team, plus Ice Beam screws all the Salamence and Garchomp switching into me.

I replaced Wish though, because Tyranitar and Heatran were the things that needed Wish support most yet could hardly switch into the things that scare Blissey off, while Tangrowth and Slowbro could kinda keep healthy on their own. With Softboiled, Blissey can afford to take over the duty of setting up Stealth Rock, giving it something to do after switching into special attackers.

3) Defensive spreads

While I didn't revert to 252 HP / 252 Def spreads on Tangrowth and Slowbro, I did invest a lot more in their physical bulk according to some of your suggestions. The truth was Blissey could take all the special attacks even without a resistance to them, and moving the EVs over lets me tank hits from Garchomp, Blaziken and stuff. I'm using Bold 252 HP / 216 Def on Slowbro to take a +1 LO Outrage from Salamence, retaliate with Ice Beam and Sandstorm damage. Tangrowth is running Bold 252 HP / 212 Def to take two +2 LO Rock Slides from Doryuuzu.

4) Randorosu

After testing HP Ice, I think its really useful since between the LO boost and Randorosu's naturally high base SpA I can KO irritating things like Gliscor and MixMence without relying on Stone Edge's shaky accuracy. I'm using it over Rock Polish though, since U-turn sees quite a lot of use early game and I rarely have the chance (or the need) to set-up anyway.

Thanks agains for the rates guys. I'm looking forward to more feedback if there's anything else that can be done to improve this team (which there is, I'm sure). :]
 
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