Tangrowth & Jellicent Defensive Balance Team (Peaked at 1500's)
Hello world, so this is my first rate my team so this should be interesting lol.
The Building Process
The Core
So I was getting tired of all the Keldeos on the ladder and since Volcanion was just around the corner I decided to try a team with my main man Jelly since it is immune to both of Keldeos stab and resists Volcanion's stabs as well, along with being able to wall other water types and defensive Mons. I was also seeing on the message boards a lot of talk about Tangrowth being a great defensive pivot in the OU Meta being able to take hits from Excadrill,M-Lop, T-Tar,Breloom to name a faew. After this core however there was still a lot of weaknesses
Latias + Heatran
So I realized there were some special attackers the team really struggles with, biggest ones being Mega-Man, Rotom-W, Gengar and pretty much any specs user. So I decided to go with Heatran and Latias which greatly complement each other, Since Latias is immune and resists Ran's weaknesses and Ran doing the same. Along with this it allowed me access to a Defog user, phazer, and a SR user. It also complemented the other 2 fairly well. However at this point the team seemed very defensive as the four Mons I had on the team did not provide a huge offensive pressure.
The Offense (Sort Of)
So after some pondering I decided on Mega Pinsir and Clefable. I chose Pinsir rather than other Megas due to its great ability, priority, and offensive pressure it provides on the team. Allowing me to get an SD off in a game after I take out all the threats to hopefully get a sweep. Clef was added more to handle more threats to my other Mons, since Fairy is a great Defensive typing. Nothing to special aout the Clefable just your typical little fair running around.
The Sets
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Night Shade
- Scald
- Recover
I decided to run a SP.Def Jellicent as it utilizes its much higher SP.Def stat. Pretty much a typical Jelly, I decided to go with Night Shade rather than shadow ball so I can consistently get damage off rather then relying on Jelly's sub-par Sp.Att stat. Water absorb over cursed body becuase it is more useful in this meta.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 228 Def / 32 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Ice]
Rather than going with the assault vest variant I went with the Rocky helmet set since getting damage off on Physical attackers along with SR damage allows Pinsir a bigger opportunity to sweep. Since I am using a mixed attacking set I went with Relaxed Nature because there is very little use for its speed. Sleep powder is necessary to stop certain Mons from setting up or sweeping as well as causing disruption on opposing teams. Giga for good stab and extra HP recovery along with Regenerator. Knock Off for good Tech on Chanseys and other item reliant Mons. On this set I originally had HP Fire but after a while decided to use HP-Ice instead after running into a lot of trouble with Gliscors and Garchomps. Sleep Powder + HP-Ice allows me to 2HKO-3HKO certain sets and get an upper hand in the tide of battle
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Healing Wish
- Recover
I decided on a typical fast support Latias however rather than Psyschock running Recover allowing to be more of a reliable recovery if necessary. I have thought about going for a more bulky set, but a hard hitting Draco is Crucial in some battles sometimes allowing me the ability to win and the speed is also very important. If there is a better option out there I wouldn't mind replacing However Healing wish and Defog is just too good in many situations as sometimes that is all I need lati for.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Magma Storm
- Roar
- Flash Cannon
I went with a defensive Heatran to better handle certain threats an Offensive set might be preferable, but I am too scared to try to reduce Ran's bulk. Its current bulk allows me to take Sp.Def hits as well as a Diancle Earth Power and OHKO it back. Roar is very important since going with a defensive Ran makes it set up fodder, so Roar is very crucial. SRs because why not and Magma over lave plume for continual damage and flash canon reliable damage for fairies.
Pinsir-Mega @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Close Combat
- Swords Dance
I went with a very typical Mega Pinsir, going with Close combat rather then earthquake because of its extra power and ability o hit air balloon Mons. Not much to really be said here besides the fact I lost count of how many times Pinsir has brought me back from the brink of certain Defeat.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Another very typical Clef set, however this set seems sort of off. I feel like Calm mid is really needed since I rarely use it but it does have its perks. Mono attacking with Moonblast however have thought about adding another option but don't really know what to add. T-Wave to help with opposing stall along with giving Pinsir the ability to out speed faster mons.SB because obvious reasons.
Conclusion
Struggles: This team struggles with set-up, sweeps rotom-W sometimes, and certain wallbreakers including Zard X, and Mega Diacnle sometimes. Also strong Special attackers and Gengar
Overall I am pretty satisfied with this team and am very open to taking suggestions on how to improve the team and possible replacements if needed.
.
Hello world, so this is my first rate my team so this should be interesting lol.
The Building Process
The Core


So I was getting tired of all the Keldeos on the ladder and since Volcanion was just around the corner I decided to try a team with my main man Jelly since it is immune to both of Keldeos stab and resists Volcanion's stabs as well, along with being able to wall other water types and defensive Mons. I was also seeing on the message boards a lot of talk about Tangrowth being a great defensive pivot in the OU Meta being able to take hits from Excadrill,M-Lop, T-Tar,Breloom to name a faew. After this core however there was still a lot of weaknesses
Latias + Heatran


So I realized there were some special attackers the team really struggles with, biggest ones being Mega-Man, Rotom-W, Gengar and pretty much any specs user. So I decided to go with Heatran and Latias which greatly complement each other, Since Latias is immune and resists Ran's weaknesses and Ran doing the same. Along with this it allowed me access to a Defog user, phazer, and a SR user. It also complemented the other 2 fairly well. However at this point the team seemed very defensive as the four Mons I had on the team did not provide a huge offensive pressure.
The Offense (Sort Of)


So after some pondering I decided on Mega Pinsir and Clefable. I chose Pinsir rather than other Megas due to its great ability, priority, and offensive pressure it provides on the team. Allowing me to get an SD off in a game after I take out all the threats to hopefully get a sweep. Clef was added more to handle more threats to my other Mons, since Fairy is a great Defensive typing. Nothing to special aout the Clefable just your typical little fair running around.
The Sets

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Night Shade
- Scald
- Recover
I decided to run a SP.Def Jellicent as it utilizes its much higher SP.Def stat. Pretty much a typical Jelly, I decided to go with Night Shade rather than shadow ball so I can consistently get damage off rather then relying on Jelly's sub-par Sp.Att stat. Water absorb over cursed body becuase it is more useful in this meta.

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 228 Def / 32 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Ice]
Rather than going with the assault vest variant I went with the Rocky helmet set since getting damage off on Physical attackers along with SR damage allows Pinsir a bigger opportunity to sweep. Since I am using a mixed attacking set I went with Relaxed Nature because there is very little use for its speed. Sleep powder is necessary to stop certain Mons from setting up or sweeping as well as causing disruption on opposing teams. Giga for good stab and extra HP recovery along with Regenerator. Knock Off for good Tech on Chanseys and other item reliant Mons. On this set I originally had HP Fire but after a while decided to use HP-Ice instead after running into a lot of trouble with Gliscors and Garchomps. Sleep Powder + HP-Ice allows me to 2HKO-3HKO certain sets and get an upper hand in the tide of battle

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Healing Wish
- Recover
I decided on a typical fast support Latias however rather than Psyschock running Recover allowing to be more of a reliable recovery if necessary. I have thought about going for a more bulky set, but a hard hitting Draco is Crucial in some battles sometimes allowing me the ability to win and the speed is also very important. If there is a better option out there I wouldn't mind replacing However Healing wish and Defog is just too good in many situations as sometimes that is all I need lati for.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Magma Storm
- Roar
- Flash Cannon
I went with a defensive Heatran to better handle certain threats an Offensive set might be preferable, but I am too scared to try to reduce Ran's bulk. Its current bulk allows me to take Sp.Def hits as well as a Diancle Earth Power and OHKO it back. Roar is very important since going with a defensive Ran makes it set up fodder, so Roar is very crucial. SRs because why not and Magma over lave plume for continual damage and flash canon reliable damage for fairies.

Pinsir-Mega @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Close Combat
- Swords Dance
I went with a very typical Mega Pinsir, going with Close combat rather then earthquake because of its extra power and ability o hit air balloon Mons. Not much to really be said here besides the fact I lost count of how many times Pinsir has brought me back from the brink of certain Defeat.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Another very typical Clef set, however this set seems sort of off. I feel like Calm mid is really needed since I rarely use it but it does have its perks. Mono attacking with Moonblast however have thought about adding another option but don't really know what to add. T-Wave to help with opposing stall along with giving Pinsir the ability to out speed faster mons.SB because obvious reasons.
Conclusion
Struggles: This team struggles with set-up, sweeps rotom-W sometimes, and certain wallbreakers including Zard X, and Mega Diacnle sometimes. Also strong Special attackers and Gengar
Overall I am pretty satisfied with this team and am very open to taking suggestions on how to improve the team and possible replacements if needed.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Night Shade
- Scald
- Recover
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 228 Def / 32 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Ice]
Pinsir-Mega @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Close Combat
- Swords Dance
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Healing Wish
- Recover
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Magma Storm
- Roar
- Flash Cannon
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Night Shade
- Scald
- Recover
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 228 Def / 32 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Ice]
Pinsir-Mega @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Close Combat
- Swords Dance
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Healing Wish
- Recover
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Magma Storm
- Roar
- Flash Cannon
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave