I've been using this team for quite a while now and have had a lot of fun with it. I really appreciate the slowed down meta-game in the transition to XY from BW2; it really allows defensive Pokemon to shine more than they were able to. I've collected a whole bunch of the best defensive Pokemon around and put them to good use on this team. It plays especially well against more offense-oriented teams, but can easily be caught in a quagmire against other defensive or stall teams; though, those teams have a lot of trouble trying to use any sort of status strategy against me.
There isn't really one big weakness this team has because all the pieces complement each other really well. There are some individual threats, but they can usually be worn down at the very end of the match through a combination of multiple team-members. The key here is to keep every member on my team healthy. As soon as one brick falls, then it makes it that much easier for the rest of the wall to crumble. Every member has some form of health recovery (albeit a very slow one in Heatran's case), and it makes Chansey absolutely essential. Check it out and tell me if there are any ways I can improve.
First look:






Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 188 Def / 68 SDef
Bold Nature
- Synthesis
- Giga Drain
- Leech Seed
- Sludge Bomb
It's difficult to say who might be the MVP of this team, but MegaVenusaur comes close. Imho, MegaVenusaur is hands down the best defensive Mega in the game. Thick Fat is a superb ability that eliminates two of its weaknesses (and pretty common ones, at that). It's got really juicy defenses that allow it to take pretty much anything (not too fond of Psychic or Flying, though). I lean it more towards the defensive side, rather than SpDef, because of more prevalent physical Pokemon, but I'm open to switching its stats around. MegaVenusaur is usually my go-to if I know a Fighting, Poison, Grass, or Water move is coming.
Even without Leftovers, it's got amazing sustainability with Leech Seed, Synthesis, AND, Giga Drain. Plus with Chansey keeping it around, there have been many a rage-quit because of this thing. Sludge Bomb is needed for coverage and allows it to take out other Grass-types or Fairies, and it is also needed to help take out other MegaVenusaurs I might encounter. The extra-poison chance is nice if I want to wear down the opponent quicker and don't feel like changing to Chansey to use Toxic or something.

Scizor @ Leftovers
Ability: Technician
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog
This is probably the least useful member of my team, tbh. Scizor is really only used to clear away opposing hazards before I can get SR up and to ward off Fairies. It's got pretty good defenses and can take some stray hits that other Pokemon on my team don't like, but mostly it's just here for Defog and if I need a decoy to take a hit that I don't want something else to take. I also find it difficult sometimes to even find the time for it to come in and use Defog. Bullet Punch does allow me some priority and gives me the ability to finish off some weakened foes.
Its typing isn't super helpful to keep away types that really pose threats to other members of my team. For instance, it's neutral against Ground for Heatran, Flying for MegaVenusaur, Fighting for Chansey, etc. However, it's really good at scaring off Latios with Psyshock who would try to switch into MegaVenusaur. It can also pick off defensively weak Psychic or Dark types too with U-Turn. This is the Pokemon I'm most open to changing, but it does have some really good uses on my team and I'm not sure what new problems could crop up if I got rid of it.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Usually, this is my go-to lead-in. This is a classic Rotom-W moveset and it allows for great scouting with Volt Switch or can cripple a physical attacker with WoW. Rotom-W provides pretty good mindgames because the opponent can't be sure if it's Scarfed or running something else. This usually gives me the ability to switch to another move when they try and bring in something that Rotom-W doesn't like. For instance, I can usually predict if they're gonna bring in Ferrothorn or something and hit it with WoW on the switch, even after I've already used a Hydro Pump. Rotom-W is pretty crucial for trying to wear down opposing MegaVenusaur, as well. I'll have to burn it with WoW and send in my own MegaSaur to win a Sludge Bomb war. Levitate also helps it to switch-in on the ever pesky EQ that would destroy Heatran. Usually I can predict one, and then set up a burn on the mofo who tried to EQ me.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Roar
- Lava Plume
- Protect
- Stealth Rock
Heatran is my other lead if I feel like there's ample opportunity to set up SR or if its a priority if they have something like Charizard or Volcarona on their team. Speaking of which, Heatran loves coming in on Charizard-Y or the firebug or any other predicted Fire move. Heatran is also my main scout with Protect, and allows me the ability to decide who's coming out next from my team. Its typing meshes really well with lots of Pokemon on my team and can take things like Flying hits for MegaVenusaur or Grass for Quagsire. The only health recovery Heatran has is Protect + Leftovers on something it can take hits from, or a Wish from Chansey. It's not ideal, but it works.
I struggled here with whether to give it Roar or Earth Power for opposing Heatran. I found myself not using Earth Power all that much and thought I was just wasting a moveslot. Having Roar really helps to get rid of BP teams -- something I have some trouble with -- and other stat-boosters. I might consider putting Earth Power back on, but at best I'll most likely end up in a speed-tie with other Heatrans and probably get my butt handed to me. SR and Roar, plus the added burn bonus from Lava Plume make Heatran an excellent utility Pokemon and defensive check to lots of things that would give the rest of my team fits.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Wish
- Protect
- Heal Bell
- Toxic
Ahhhh, Chansey. It's an accomplishment for any trainer when you can take one of these things down. Unequivocally the best Wish-user, its sky-high HP pretty much guarantees a full heal to anything that receives a Wish. I choose Chansey over Blissey because I love having the extra physical bulk, in case it's needed. I don't miss having Leftovers too much, because Chansey is usually only going to be in for a turn or two to Heal Bell, Wish, or set up Toxic on something. This thing is the glue that keeps the rest of my team healthy. It is a nightmare to take down.
Wish support is crucial for this team. If something like MegaVenusaur gets pretty weak, then I can have Chansey use Wish, switch MegaSaur into something I know it can survive, and give it a completely new lease on life. Heal Bell is also absolutely needed to keep Toxic off of Quagsire, burn off of MegaVenusaur, paralysis, and a myriad of other annoying strategies opponents will try to use. Gengar and Steel-types give it a problem because they're immune to Toxic, and it absolutely doesn't want to see a strong Fighting-type like MegaMedicham come in. Other than that, it's not really afraid of anything.

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Recover
- Stockpile
- Toxic
- Scald
Don't let the dopey exterior fool you -- Quagsire is one of the most underrated Pokemon in the metagame, imho, especially with this moveset. Unaware is one of the top tier defensive abilities in the game. Because of this, Quagsire is a superb counter to just about any stat-boosting Pokemon out there. It checks Talonflame, Garchomp, Charizard-X, Aegislash, and a host of other offensive Pokemon (even specially-based ones after Stockpile). The key with Quagsire is that you can't just willy-nilly switch it into anything. Usually I'll switch Quagsire into something I know it can take pretty well, or something that's going to try and boost its stats, then use Stockpile. A Play Rough from Azumarill or a Garchomp Outrage is going to be pretty painful right off the bat, but if I can get Stockpile all the way up before the moves come, Quagsire will just laugh in the face of anything that's not a grass move or a critical hit. After that, I can just wear the opponent down with a burn from Scald or Toxic. Heatran poses a serious problem because I can't burn or poison it, but sometimes I can bluff that I have EQ to scare it off. Quagsire also hates being Toxic'd and I'll usually have to switch out if that happens because this thing is only in it for the long haul. However, it doesn't mind getting burned as long as it still has Leftovers to help make up the deficit.
Threats:







There isn't really one big weakness this team has because all the pieces complement each other really well. There are some individual threats, but they can usually be worn down at the very end of the match through a combination of multiple team-members. The key here is to keep every member on my team healthy. As soon as one brick falls, then it makes it that much easier for the rest of the wall to crumble. Every member has some form of health recovery (albeit a very slow one in Heatran's case), and it makes Chansey absolutely essential. Check it out and tell me if there are any ways I can improve.
First look:







Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 188 Def / 68 SDef
Bold Nature
- Synthesis
- Giga Drain
- Leech Seed
- Sludge Bomb
It's difficult to say who might be the MVP of this team, but MegaVenusaur comes close. Imho, MegaVenusaur is hands down the best defensive Mega in the game. Thick Fat is a superb ability that eliminates two of its weaknesses (and pretty common ones, at that). It's got really juicy defenses that allow it to take pretty much anything (not too fond of Psychic or Flying, though). I lean it more towards the defensive side, rather than SpDef, because of more prevalent physical Pokemon, but I'm open to switching its stats around. MegaVenusaur is usually my go-to if I know a Fighting, Poison, Grass, or Water move is coming.
Even without Leftovers, it's got amazing sustainability with Leech Seed, Synthesis, AND, Giga Drain. Plus with Chansey keeping it around, there have been many a rage-quit because of this thing. Sludge Bomb is needed for coverage and allows it to take out other Grass-types or Fairies, and it is also needed to help take out other MegaVenusaurs I might encounter. The extra-poison chance is nice if I want to wear down the opponent quicker and don't feel like changing to Chansey to use Toxic or something.

Scizor @ Leftovers
Ability: Technician
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog
This is probably the least useful member of my team, tbh. Scizor is really only used to clear away opposing hazards before I can get SR up and to ward off Fairies. It's got pretty good defenses and can take some stray hits that other Pokemon on my team don't like, but mostly it's just here for Defog and if I need a decoy to take a hit that I don't want something else to take. I also find it difficult sometimes to even find the time for it to come in and use Defog. Bullet Punch does allow me some priority and gives me the ability to finish off some weakened foes.
Its typing isn't super helpful to keep away types that really pose threats to other members of my team. For instance, it's neutral against Ground for Heatran, Flying for MegaVenusaur, Fighting for Chansey, etc. However, it's really good at scaring off Latios with Psyshock who would try to switch into MegaVenusaur. It can also pick off defensively weak Psychic or Dark types too with U-Turn. This is the Pokemon I'm most open to changing, but it does have some really good uses on my team and I'm not sure what new problems could crop up if I got rid of it.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Usually, this is my go-to lead-in. This is a classic Rotom-W moveset and it allows for great scouting with Volt Switch or can cripple a physical attacker with WoW. Rotom-W provides pretty good mindgames because the opponent can't be sure if it's Scarfed or running something else. This usually gives me the ability to switch to another move when they try and bring in something that Rotom-W doesn't like. For instance, I can usually predict if they're gonna bring in Ferrothorn or something and hit it with WoW on the switch, even after I've already used a Hydro Pump. Rotom-W is pretty crucial for trying to wear down opposing MegaVenusaur, as well. I'll have to burn it with WoW and send in my own MegaSaur to win a Sludge Bomb war. Levitate also helps it to switch-in on the ever pesky EQ that would destroy Heatran. Usually I can predict one, and then set up a burn on the mofo who tried to EQ me.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Roar
- Lava Plume
- Protect
- Stealth Rock
Heatran is my other lead if I feel like there's ample opportunity to set up SR or if its a priority if they have something like Charizard or Volcarona on their team. Speaking of which, Heatran loves coming in on Charizard-Y or the firebug or any other predicted Fire move. Heatran is also my main scout with Protect, and allows me the ability to decide who's coming out next from my team. Its typing meshes really well with lots of Pokemon on my team and can take things like Flying hits for MegaVenusaur or Grass for Quagsire. The only health recovery Heatran has is Protect + Leftovers on something it can take hits from, or a Wish from Chansey. It's not ideal, but it works.
I struggled here with whether to give it Roar or Earth Power for opposing Heatran. I found myself not using Earth Power all that much and thought I was just wasting a moveslot. Having Roar really helps to get rid of BP teams -- something I have some trouble with -- and other stat-boosters. I might consider putting Earth Power back on, but at best I'll most likely end up in a speed-tie with other Heatrans and probably get my butt handed to me. SR and Roar, plus the added burn bonus from Lava Plume make Heatran an excellent utility Pokemon and defensive check to lots of things that would give the rest of my team fits.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Wish
- Protect
- Heal Bell
- Toxic
Ahhhh, Chansey. It's an accomplishment for any trainer when you can take one of these things down. Unequivocally the best Wish-user, its sky-high HP pretty much guarantees a full heal to anything that receives a Wish. I choose Chansey over Blissey because I love having the extra physical bulk, in case it's needed. I don't miss having Leftovers too much, because Chansey is usually only going to be in for a turn or two to Heal Bell, Wish, or set up Toxic on something. This thing is the glue that keeps the rest of my team healthy. It is a nightmare to take down.
Wish support is crucial for this team. If something like MegaVenusaur gets pretty weak, then I can have Chansey use Wish, switch MegaSaur into something I know it can survive, and give it a completely new lease on life. Heal Bell is also absolutely needed to keep Toxic off of Quagsire, burn off of MegaVenusaur, paralysis, and a myriad of other annoying strategies opponents will try to use. Gengar and Steel-types give it a problem because they're immune to Toxic, and it absolutely doesn't want to see a strong Fighting-type like MegaMedicham come in. Other than that, it's not really afraid of anything.

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Recover
- Stockpile
- Toxic
- Scald
Don't let the dopey exterior fool you -- Quagsire is one of the most underrated Pokemon in the metagame, imho, especially with this moveset. Unaware is one of the top tier defensive abilities in the game. Because of this, Quagsire is a superb counter to just about any stat-boosting Pokemon out there. It checks Talonflame, Garchomp, Charizard-X, Aegislash, and a host of other offensive Pokemon (even specially-based ones after Stockpile). The key with Quagsire is that you can't just willy-nilly switch it into anything. Usually I'll switch Quagsire into something I know it can take pretty well, or something that's going to try and boost its stats, then use Stockpile. A Play Rough from Azumarill or a Garchomp Outrage is going to be pretty painful right off the bat, but if I can get Stockpile all the way up before the moves come, Quagsire will just laugh in the face of anything that's not a grass move or a critical hit. After that, I can just wear the opponent down with a burn from Scald or Toxic. Heatran poses a serious problem because I can't burn or poison it, but sometimes I can bluff that I have EQ to scare it off. Quagsire also hates being Toxic'd and I'll usually have to switch out if that happens because this thing is only in it for the long haul. However, it doesn't mind getting burned as long as it still has Leftovers to help make up the deficit.
Threats:

- Gliscor - Carries EQ, is immune to Toxic, can't burn it, and if Rotom-W is down, then godspeed. My team especially HATES Substitute carrying varieties. There's pretty much nothing I can do to them. Heatran usually can't roar it away because it's scared of EQ, and MegaSaur can't really Leech Seed or kill it off with Giga Drain. I've thought about carrying an Ice move somewhere just to deal with this thing.

- MegaMedicham - The type coverage this thing has for me is just plain disgusting. This is the closest thing to a complete check my team has, and if the opponent knows how to use it, then it's GG. None of my team can really reliably take anything it can dish out. The best I can hope for is to get lucky burning it or have Quagsire already set up with a few Stockpiles. Pure Power still really stings, though.

- Heatran - As has become apparent, I have no Ground or Fighting moves on my team, and I can't status this thing with poison or a burn. Rotom-W does a good job of checking it, but if it's down, then the best I can hope for is get the opponent down to the last Pokemon, and slowly kill it off with Leech Seed and Scalds from Quagsire.

- MegaVenusaur - I don't have a Flying-type to check this, and pretty much the only thing I can do is burn it to give my own MegaVenusaur an advantage and win a Sludge Bomb war.

- Gengar - Special Pokemon tend to pose a bigger problem for me than Physical ones, but it's usually fine if I have Chansey. However, Chansey, is completely useless against Gengar. It can wreak havoc throwing Shadow Balls on everything. Heatran can usually tank whatever it has and kill it off with Lava Plume or I can hit it with Hydro Pump from Rotom-W or Bullet Punch from Scizor.

- Mandibuzz - Can't really kill it of too quickly, and if it's carrying Knockoff, it can pose a problem to most of my team. Leech Seed and Toxic are the best answer. It sucks when it's carrying Defog too.

- MegaPinsir - Causes lots of problems because it scares off MegaSaur, usually carries EQ for Heatran, and is faster than Rotom-W who can set up a burn. My best hope is to have Quagsire set up a few Stockpiles before it can come in and wreak havoc on the rest of my team.
- Other defensive/stall teams - Are you a fan of 100+ turn battles? This can happen quite frequently because I have no real way of breaking down opposing walls. It's gotta be slow and steady to win the race. Substitute can also be pretty annoying, since there's no real power on my team to break through them.
- Heal Bell - ^Heaven help me if they're carrying Heal Bell on their team. The match might never end.
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