I've been playing around with this team for a bit, and while I think it's at it's final stage, I would like to ask for any recommendations to patch up anything that glares out. The type of team I went for was bulk offense.
On Paper:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SAtk / 64 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 64 Def / 232 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 4 Def / 76 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Latias (F) @ Life Orb
Ability: Levitate
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Surf
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
An In-Depth Look:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SAtk / 64 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
I chose Specially Offensive Mega Venusaur to build the team around. It's less predictable than the standard defensive variant, which catches people off-guard. HP Fire is used to catch Ferrothorn, Skarmory, and Aegislash, who normally wall Venusaur. Chlorophyll is used to take advantage of Zard Y's Drought while not Saur isn't Mega. 64 Spd EV's allow Saur to outrun both Defensive Rotom-W (8 Spd) and Max Speed Adamant Crawdaunt, while the rest goes into HP for more bulk, accompanied by Thick Fat and good defenses.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 4 Def / 76 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp
This is an absolute monster. With Venusaur taking care of Rotom-W and Tyranitar, it's just one step easier for Talonflame to sweep with Priority Brave Birds. I'm going for a bit more bulk while sacrificing some Spd, with 76 Spd to outspeed Jolly Lucario, Jolly Bisharp, and Excadrill, 176 HP to give it an odd number of HP to take three switch-ins to Stealth Rock, and the last 4 going into Def to take priority better. This also takes care of other Venusaur, scaring them out with Brave Bird and gaining momentum with U-turn. Will-O-Wisp is for burning common switch-ins to Talonflame such as Rotom-W and Tyranitar.
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
To finish the Fire-Water-Grass core, I decided with Azumarill, specifically for Heatran that likes to switch in on Talonflame and Venusaur. I decided to go with this rather than Belly Drum or Choice Band because I like to bluff the CB, while not readily giving away that I'm not Belly Drum. Also, without the use of Belly Drum, it gives me extra room for Knock Off, used to surprise incoming Aegislash expecting a Play Rough or Slowbro expecting Waterfall.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Surf
Since I'm going for more of a bulky offensive team, I needed a something to get rid of hazards. Latias does two things: 1.) Gets rid of hazards with Defog, and 2.) Reliably checks Mega Venusaur and other threats, mainly Dragons. For this reason, i felt that Timid with 216 Spd would only be necessary, as it outspeeds Hasty Kyurem-B, Jolly Dragonite, Jolly Garchomp, and Jolly Mega Pinsir to kill with Draco, while the rest go into HP. I've been debating what the last move should be, and I think Surf would be nice to hit Heatran and Excadrill.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Bisharp is a problem to my team so far. Conkeldurr was a good candidate just because it can take care of Bisharp at +2 with Mach Punch, as well as check Greninja with the Assault Vest. Plus, Knock Off is good for Aegislash (again) or Latios coming in on a Drain Punch, while also removing Skarmory's Leftovers.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 64 Def / 232 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Stealth Rock was the only that I was missing, and I wanted a better way to use Fire-type attacks other than being locked into it with Talonflame or a weak HP Fire. The EV's are a bit weird, but it's really for taking Mixed Aegislash's Sacred Sword comfortably, then following it up with a WoW to burn switch-ins. I'm using Roar, just because I didn't have a way of safely preventing set-up Pokes like Scolipede.
Any help would be greatly appreciated!
Thanks for reading! :]
On Paper:


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SAtk / 64 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 64 Def / 232 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 4 Def / 76 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp

Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Latias (F) @ Life Orb
Ability: Levitate
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Surf

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
An In-Depth Look:


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SAtk / 64 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
I chose Specially Offensive Mega Venusaur to build the team around. It's less predictable than the standard defensive variant, which catches people off-guard. HP Fire is used to catch Ferrothorn, Skarmory, and Aegislash, who normally wall Venusaur. Chlorophyll is used to take advantage of Zard Y's Drought while not Saur isn't Mega. 64 Spd EV's allow Saur to outrun both Defensive Rotom-W (8 Spd) and Max Speed Adamant Crawdaunt, while the rest goes into HP for more bulk, accompanied by Thick Fat and good defenses.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 4 Def / 76 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp
This is an absolute monster. With Venusaur taking care of Rotom-W and Tyranitar, it's just one step easier for Talonflame to sweep with Priority Brave Birds. I'm going for a bit more bulk while sacrificing some Spd, with 76 Spd to outspeed Jolly Lucario, Jolly Bisharp, and Excadrill, 176 HP to give it an odd number of HP to take three switch-ins to Stealth Rock, and the last 4 going into Def to take priority better. This also takes care of other Venusaur, scaring them out with Brave Bird and gaining momentum with U-turn. Will-O-Wisp is for burning common switch-ins to Talonflame such as Rotom-W and Tyranitar.

Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
To finish the Fire-Water-Grass core, I decided with Azumarill, specifically for Heatran that likes to switch in on Talonflame and Venusaur. I decided to go with this rather than Belly Drum or Choice Band because I like to bluff the CB, while not readily giving away that I'm not Belly Drum. Also, without the use of Belly Drum, it gives me extra room for Knock Off, used to surprise incoming Aegislash expecting a Play Rough or Slowbro expecting Waterfall.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Surf
Since I'm going for more of a bulky offensive team, I needed a something to get rid of hazards. Latias does two things: 1.) Gets rid of hazards with Defog, and 2.) Reliably checks Mega Venusaur and other threats, mainly Dragons. For this reason, i felt that Timid with 216 Spd would only be necessary, as it outspeeds Hasty Kyurem-B, Jolly Dragonite, Jolly Garchomp, and Jolly Mega Pinsir to kill with Draco, while the rest go into HP. I've been debating what the last move should be, and I think Surf would be nice to hit Heatran and Excadrill.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Bisharp is a problem to my team so far. Conkeldurr was a good candidate just because it can take care of Bisharp at +2 with Mach Punch, as well as check Greninja with the Assault Vest. Plus, Knock Off is good for Aegislash (again) or Latios coming in on a Drain Punch, while also removing Skarmory's Leftovers.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 64 Def / 232 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Stealth Rock was the only that I was missing, and I wanted a better way to use Fire-type attacks other than being locked into it with Talonflame or a weak HP Fire. The EV's are a bit weird, but it's really for taking Mixed Aegislash's Sacred Sword comfortably, then following it up with a WoW to burn switch-ins. I'm using Roar, just because I didn't have a way of safely preventing set-up Pokes like Scolipede.
Any help would be greatly appreciated!
Thanks for reading! :]