I originally had a stall based team revolving around mega Venusaur, but had a huge weakness to mega Pinsir & Heracross. Changing movesets and a Pokemon here and there lead to the team below. After playing a few matches I changed movesets around. It's still not perfect and I know what I struggle against, so I'm hoping for help regarding this issue. More on that later, here's my team:
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Taunt
Almost always used first, Sableye acts as an incredible taunt & will o wisp lead. Will o wisp obviously hinders physical users, and taunt shuts down clerics trying to heal status or pass wishes. It's ghost typing works well as a spin blocker, and knock off adds stab disruption. Prankster recover means I can usually stall opponents out, if they decide to switch it gives Sableye the opportunity to burn another opponent. Leftovers add more staying power. Definitely my MVP when things go my way.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Overheat
- Earth Power
- Stone Edge
Choice scarf Heatran switches in to take predicted fairy attacks aimed at Sableye, and can answer back with a swift flash cannon. Timid to maximize speed. Earth power hits other Heatran and poison types. I'm running stone edge solely for Talonflame, Charizard and mega Pinsir. Overheat is my most commonly used attack, raw power in a single move- the reduced sp.atk isn't a hindrance as opponents generally switch in to a counter, causing me to switch.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Defensive Lando T is my check to mega Pinsir & Heracross utilizing his defensive typing and stone edge from a naturally high attack. I've added leftovers instead of Rocky helmet for more sustainability. My first switch usually has me laying rocks- something that pays dividends later in the game. EQ for stab damage across the board, nailing rock/steel types that could otherwise completely wall Lando. I currently have u-turn but will make the switch to knock off (explained why in summary).
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
My spinner was Tentacruel at first- a little more bulk and access to knock off, but I switched to Starmie because I was always hit with ground/psychic attacks. Starmie has greater speed and access to recover, with EV's in HP to give a little more bulk. I chose STAB psyshock to help hit defensively inferior foes that would otherwise be unfazed (Chansey/Blissey) & scald for the chance to burn. Overall I'm much happier with the switch. I didn't use many sp.atk EVs because I'm not looking to sweep with Starmie. Just spin and the occasional lucky burn.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Dragon Dance
- Ice Punch
My mega, I try not to let Tyranitar come in when there are any entry hazards, just so he has as much bulk as possible. Switching in against a weak hit or after a teammate faints, one d.dance is usually enough to out speed most opponents. Crunch and stone edge for incredible stab damage, and I picked ice punch for pesky dragons over fire punch (Ferrothorn, scizor) because I'm running a scarfed Heatran. In sandstorm his bulk is incredible, his ability also helps negate sun/rain.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonlight
- Moonblast
- Thunder Wave
- Heal Bell
Unaware Clefable counters incoming dragon moves (lati@s Draco meteor) and works as a great cleric to heal status ailments. I'll throw Thunder wave happily as my first move to catch Heatran, Talonflame and Gengar, which makes a huge difference long term- if they are paralyzed even once during the battle it's a free turn for me and sometimes that's all you need to KO a foe, dodge a knockout blow or turn the tide in your favor. Moonlight allows recovery and Moonblast hits dark & fighting types.
Overall the team works really well together. Status spreading is a major part of the team so I try my best to keep Sableye alive- when they switch in to a cleric I'll immediately bring Sableye, forcing them to pick between status healing or healing others/themselves. Over the course of the battle they are worn down.
Through the course of battling online, I have found two major threats to my team:
1. Conkeldurr. This thing is the bane of my existence. Mega venusaur checked him with ease but he now runs rampant. Drain punch hits Heatran and tyranitar HARD, knock off hits Sableye and poison jab hurts Clefable. Burn status is useless and assault vest adds bulk.
Solutions: Giving Lando-T knock off instead of U-Turn (once I'm sure he's not running ice punch). This will bring his sp.bulk down, letting Heatran hit harder on the switch in. Starmie also runs psyshock to help wear him down.
I thought about switching Sableye for Trevenant but I lose prankster recover and wow, and Conkeldurr can still hit hard with knock off, ice punch & poison jab. It's too bad Landorus-T doesn't get any competitive physical flying moves!
EDIT: I'm going to see if I can build a Gliscor with the same speed, physical defense & HP as Lando-T. Attack will be considerably lower but it can carry flying moves, and I can then see which does more damage. Poiso heal also helps with knock off.
2. Water types. Tentacruel ran Giga drain which did *something*. Now it's just a stall game waiting for the burn or meager hits to knock them out. With 3 Pokemon weak to water it gets difficult at times.
And that's my team. I'm still battling to get my rating higher (only 1300 or so) and hopefully will have made improvements to my team over time!
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Taunt
Almost always used first, Sableye acts as an incredible taunt & will o wisp lead. Will o wisp obviously hinders physical users, and taunt shuts down clerics trying to heal status or pass wishes. It's ghost typing works well as a spin blocker, and knock off adds stab disruption. Prankster recover means I can usually stall opponents out, if they decide to switch it gives Sableye the opportunity to burn another opponent. Leftovers add more staying power. Definitely my MVP when things go my way.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Overheat
- Earth Power
- Stone Edge
Choice scarf Heatran switches in to take predicted fairy attacks aimed at Sableye, and can answer back with a swift flash cannon. Timid to maximize speed. Earth power hits other Heatran and poison types. I'm running stone edge solely for Talonflame, Charizard and mega Pinsir. Overheat is my most commonly used attack, raw power in a single move- the reduced sp.atk isn't a hindrance as opponents generally switch in to a counter, causing me to switch.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Defensive Lando T is my check to mega Pinsir & Heracross utilizing his defensive typing and stone edge from a naturally high attack. I've added leftovers instead of Rocky helmet for more sustainability. My first switch usually has me laying rocks- something that pays dividends later in the game. EQ for stab damage across the board, nailing rock/steel types that could otherwise completely wall Lando. I currently have u-turn but will make the switch to knock off (explained why in summary).
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
My spinner was Tentacruel at first- a little more bulk and access to knock off, but I switched to Starmie because I was always hit with ground/psychic attacks. Starmie has greater speed and access to recover, with EV's in HP to give a little more bulk. I chose STAB psyshock to help hit defensively inferior foes that would otherwise be unfazed (Chansey/Blissey) & scald for the chance to burn. Overall I'm much happier with the switch. I didn't use many sp.atk EVs because I'm not looking to sweep with Starmie. Just spin and the occasional lucky burn.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Dragon Dance
- Ice Punch
My mega, I try not to let Tyranitar come in when there are any entry hazards, just so he has as much bulk as possible. Switching in against a weak hit or after a teammate faints, one d.dance is usually enough to out speed most opponents. Crunch and stone edge for incredible stab damage, and I picked ice punch for pesky dragons over fire punch (Ferrothorn, scizor) because I'm running a scarfed Heatran. In sandstorm his bulk is incredible, his ability also helps negate sun/rain.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonlight
- Moonblast
- Thunder Wave
- Heal Bell
Unaware Clefable counters incoming dragon moves (lati@s Draco meteor) and works as a great cleric to heal status ailments. I'll throw Thunder wave happily as my first move to catch Heatran, Talonflame and Gengar, which makes a huge difference long term- if they are paralyzed even once during the battle it's a free turn for me and sometimes that's all you need to KO a foe, dodge a knockout blow or turn the tide in your favor. Moonlight allows recovery and Moonblast hits dark & fighting types.
Overall the team works really well together. Status spreading is a major part of the team so I try my best to keep Sableye alive- when they switch in to a cleric I'll immediately bring Sableye, forcing them to pick between status healing or healing others/themselves. Over the course of the battle they are worn down.
Through the course of battling online, I have found two major threats to my team:
1. Conkeldurr. This thing is the bane of my existence. Mega venusaur checked him with ease but he now runs rampant. Drain punch hits Heatran and tyranitar HARD, knock off hits Sableye and poison jab hurts Clefable. Burn status is useless and assault vest adds bulk.
Solutions: Giving Lando-T knock off instead of U-Turn (once I'm sure he's not running ice punch). This will bring his sp.bulk down, letting Heatran hit harder on the switch in. Starmie also runs psyshock to help wear him down.
I thought about switching Sableye for Trevenant but I lose prankster recover and wow, and Conkeldurr can still hit hard with knock off, ice punch & poison jab. It's too bad Landorus-T doesn't get any competitive physical flying moves!
EDIT: I'm going to see if I can build a Gliscor with the same speed, physical defense & HP as Lando-T. Attack will be considerably lower but it can carry flying moves, and I can then see which does more damage. Poiso heal also helps with knock off.
2. Water types. Tentacruel ran Giga drain which did *something*. Now it's just a stall game waiting for the burn or meager hits to knock them out. With 3 Pokemon weak to water it gets difficult at times.
And that's my team. I'm still battling to get my rating higher (only 1300 or so) and hopefully will have made improvements to my team over time!
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