ORAS OU First OU Team in Over a Year: Bulky M-Scizor w/ VoltTurn

Fireflame

Silksong when
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INTRODUCTION
Hello everyone, this is Fireflame479 and welcome to my third Gen 6 RMT. So here's the lowdown. Over a year and a half ago I used to play OU, but then I kind of stopped playing for a while. When I got back into competitive battling when ORAS came out, I gravitated towards the lower tiers. I still mostly play the lower tiers (LC, PU, NU, and RU), and I enjoy a tad bit more than OU. I still watched YouTube videos about OU, and about a week ago I decided to make a team and try OU out.

Take my team with a grain of salt, as the last time I played OU was a year and a half ago. It definitely isn't the same. When I played OU, there wasn't a Landorus in every game. I played when Gyarados, Salamence, and Togekiss were actually in the OU tier. I'm not used to battling against the ORAS megas since they didn't exist (and who's Volcanion?). The biggest thing is that now, everything is super specific: "Having approximately 94 SpD EVs on Pokemon X avoids the 2HKO from Choice Specs Pokemon Y's X-move after Stealth Rocks"... It's extremely hard to keep track of what I live with a certain spread and what I can't. Again, I mainly play the other tiers, so this is probably going to be my only OU team, so do the best to help! ;)


TEAM PREVIEW

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gliscor bw.gif
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latios bw.gif
breloom bw.gif
I built this team around Bulky Mega-Scizor, and the main focus is to allow Mega-Scizor to set up a Swords Dance and sweep. I also wanted to include as much Pokemon I like as possible: those being Gliscor and Rotom-W. The team also has a mini VoltTurn core with Scizor and Rotom-W, and it also has a decent Fire-Water-Grass core. The team tries to support Scizor in every way possible: Gliscor gets rid of items and does chip damage, Heatran sets up rocks and status, Rotom pivots for everyone, Latios nukes walls, and Breloom can potentially sweep as well. The team building process is below if you want to read it.
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Like I said, I decided to build this team around bulky Mega-Scizor. I feel that he is a very powerful Pokemon and checks the likes of Clefable and others. He's the one who wins most of my games.
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Of course, after having a Scizor on my team, I need a check to fire types. So I added Gliscor, who can deal super-effective damage to Fire types as well as support Scizor because of Knock Off and Taunt.
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Next I added Rotom-W, who is my favorite Rotom form even before I started competitive battling. Rotom-W is a great pivot and creates a VoltTurn "core" with Scizor, although I rarely use U-Turn. Rotom-W also allows me to deal with water types that threaten Gliscor.
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I felt that I needed a strong scarfer so I added Garchomp. Garchomp is easily one of my top 10 favorite Pokemon and he was my main Pokemon I used in my old OU team (Mega Garchomp actually). I had Fire Fang to deal with Ferrothorn, who walled me as of now.
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Next, I felt that I needed a solid rocker as well as a check to Ice type Pokemon which really threatens half my Pokemon. No other Pokemon is better at that than Heatran. Heatran also checks Fairy types and allows me to get status across the field.
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Next, I really felt that I needed an actual special attacker with wallbreaking capabilities. I chose Serperior because it gets free boosts for spamming Leaf Storm, another Pokemon on my top 10 list, and makes a Fire-Grass-Water core.
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So after a day I felt that Serperior was very underwhelming and Scarf Chomp wasn't necessary since I had Serperior who's really fast, as well as bullet punch from Scizor. I also didn't have any hazard removal. So, I switched Garchomp to Latios, who is my defogger and also wallbreaks. Since I had too many special attackers, I swapped Serperior out for Breloom, who's been doing wonders ever since.
TEAM ANALYSIS
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Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 40 Atk / 16 Def / 200 SpD / 4 Spe
Impish Nature
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Swords Dance
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Roost
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Bullet Punch
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U-turn

Mega-Scizor is the Pokemon that I built this team around, and he functions as my late-game sweeper. Bulky Mega-Scizor is extremely powerful for several reasons. First off, after a Swords Dance, I can OHKO and 2HKO whole teams if they don't have a Scizor check or if I killed it already. Furthermore, with a bulky spread, I'm able to be a functional and effective pivot as well as being able to set up on very threatening Pokemon like Mega Lopunny. Mega-Scizor has an added bonus of not being able to get poisoned, so I can safely sweep without having it cut short. Swords Dance is necessary because it allows Scizor to have more power in order to sweep, which it sorely needs. I can easily set up a Swords Dance on most walls and some Pokemon that can't 2HKO me such as Landorus-T, Scizor, or Garchomp. Roost is another necessity because it allows me to stay healthy for the whole game since I need Scizor at as much health as possible for late-game. Roost combined with my bulk allows me to be a defensive pivot early-game (as opposed to just sitting in the wings). I can Roost off any unnecessary damage taken from previous hits or hazards. Bullet Punch is my STAB move of choice and allows me to sweep late-game due to its priority. Combined with Technician, Bullet Punch turns into a potent attack. U-Turn is my last move and a secondary STAB move. If I'm at +2, faster than the opponent, and need to retreat, I can U-Turn out while doing decent damage. It also does a huge chunk to Slowbro, a common Scizor check. On top of this, U-Turn turns me into an effective pivot combined with Roost and bulk. The EV spread maximizes Scizor's bulk and allows it to be a defensive pivot. I avoid key OHKOs and 2HKOs from numerous Pokemon. In particular, I avoid the 2HKO from max attack adamant Landorus, and Life Orb Latios can't kill me with a Draco Meteor followed by a HP Fire. Instead of the usual 44 Attack EVs, I have only 40 Attack EVs and 4 Speed EVs so I can outspeed opposing Mega-Scizor who are using the same set.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
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Earthquake
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Knock Off
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Taunt
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Roost

Gliscor is the support of the team, and a really good one at that. Gliscor does nice chip damage and gets rid of items which aids Scizor in sweeping late-game. Although there are bulkier ground types such as Landorus-T, Gliscor has an edge over all of them which allows it to have so many supporting qualities: Poison Heal. Poison Heal is one of the best abilities in the game and enables Gliscor to do a number of things. First off, the Poison Heal heals much much more than Leftovers, so I can outrecover opposing walls and force them to switch out. Furthermore, once I'm poisoned, I can absorb any status. This allows me to switch into Spores or other Toxics. Also, once the Toxic Orb kicks in, Gliscor can safely switch into Knock Offs. Toxic Orb is useless when already poisoned, so I can turn into Knock Off fodder so that my other Pokemon don't lose their Leftovers and such. Another trait that Gliscor has over other walls is its ability to beat stall. Due to Taunt + Poison Heal, I can completely shut down status/hazard setters such as Mega-Sableye and Clefable. Moreover, Gliscor checks so many potent threats in OU, such as Clefable, Landorus, Ferrothorn, Mega-Sableye, and more. Earthquake is my primary STAB move and does nice chip damage to pretty much anything. It also hits Tyranitar and Heatran hard. Knock Off is here to support Scizor and get rid of Leftovers so they can't recover anymore. Knock Off also allows me to beat Gengar and I can easily Knock Off Clefable/Chansey's item after I taunt it. Speaking of Taunt, I have it so that I can break stall. This allows me to have a much easier time against Clefable and other stall teams, so I can focus on Knocking Off items and doing chip damage in the process instead of switching out. For the final move I have Roost so I can maintain a constant recovery and it allows me for much more longevity. My EV spread is the standard one, with HP EVs that guarantee maximum recovery from Poison Heal, 56 Speed EVs to outspeed neutral nature base 70s, and the 8 Defense EVs allow me to survive a +2 Life Orb Adamant Bisharp Sucker Punch.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
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Volt Switch
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Hydro Pump
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Will-O-Wisp
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Pain Split

Rotom-W is the physical wall of this team and a secondary support. Rotom-W checks numerous threats such as Talonflame and Azumarill. Along with Scizor, Rotom-W forms a VoltTurn core that easily gains momentum and pressures my opponent even more. Furthermore, Rotom-W only has one weakness, Grass, which is easily covered and it allows me to not worry about covering my physical wall's weakness. Since Rotom-W is very momentum based, I can constantly switch into checks that the opponent may switch into and continue to pressure them. Volt Switch is the main STAB move of choice and it is Rotom's best move. Volt Switch allows me to gain momentum and continue to pressure the opponent. If I predict a switch into a Rotom-W check I can Volt Switch out, doing nice chip damage in the process, and bring in a check of my own. This allows me to constantly be on the upper hand during switches and easily gains me momentum and advantage. Hydro Pump is my secondary STAB move and allows me to check other Pokemon that don't threaten me, specifically ground types. I can 2HKO Landorus-T, Gliscor, Hippowdon, and bulky Talonflame. I can also OHKO Excadrill after rocks. Along with Volt Switch, it does decent chip damage to Pokemon that don't resist it. Will-O-Wisp is an amazing move that cripples physical sweepers and allows me to get residual damage on other walls as well. I throw out a Will-O-Wisp if my opponent brings in a ground type expecting me to Volt Switch. Since most OU ground types are physical attackers, it's incredibly worth it. Lastly, I have Pain Split since Rotom-W has no reliable recovery outside of Leftovers. Pain Split allows me to do damage to walls and heal me in the process. Also, Pain Split absolutely OBLITERATES Chansey and Blissey - I can get back to full HP if I use Pain Split when they are less than half. Leftovers is necessary since it allows me to recover passively. My EV spread is the standard spread giving me as much physical bulk as possible. However, most Rotoms run 8 Speed EVs because, as suggested by Smogon, lets you outspeed adamant Crawdaunt. I have 16 Speed EVs so I can speed creep and outspeed opposing Rotom-W running the Smogon set. This comes in handy quite frequently since I can get a Will-O-Wisp off before the enemy Rotom-W Volt Switches out. I still get 301 HP with the given HP EVs, so I can survive 3 Seismic Tosses from the likes of Chansey. 0 Atk IVs are used to take minimum damage from Foul Play.

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Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
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Lava Plume
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Toxic
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Taunt
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Stealth Rock

Heatran is the special wall of the team, the hazard setter, and the status inducer. He checks so many common threats in OU right now, including the Lati twins, Clefable, Ferrothorn, Scizor, and Mega-Zard X. Furthermore, Heatran forces a lot of switches, so I can set hazards or status much easier. Heatran can get off nice chip damage on most of the tier and can cripple physical sweepers if it gets a burn. This allows Scizor to set up much more safely. Due to Flash Fire, I can absorb opposing Will-O-Wisps and keep Scizor and Breloom safe. Lava Plume is the primary STAB move. It has decent power, does nice chip damage, and a good chance to burn the opponent. This allows me to cripple physical sweepers or walls. With a Flash Fire boost and base 130 SpA, Lava Plume can turn Heatran intoa pseudo wallbreaker. Toxic is here to deal with bulky water-types, keldeo and azumarill, and roost users like Mega-Zard X. Toxic also punishes Pokemon from setting up. Taunt allows me to counter stall, much like Gliscor. This move allows me to check Clefable and wear down opposing walls in combination with Toxic. I can also shut down opposing Heatran that are slower and lack Earth Power, which allow me to safely set up Stealth Rocks or throw off a Lava Plume/Toxic. My last move is Stealth Rocks which is necessary in this tier. Heatran is my only hazard setter, so I'm looking to set up Stealth Rocks as soon as possible and cripple their spinner/defogger. Stealth Rocks is crucial to handle Talonflame and Charizard and it does solid damage to anything, which allows Scizor to sweep much more easily. I've seen this EV spread so many times, and it's been effective so far. I have max HP and a lot of SpD investment so I can be as bulky as possible in order to take on special attackers. I can survive Scalds and a ton of super effective special hits. The EV spread calls for 68 Speed EVs, but I'm not sure why that number. I can outspeed uninvested base 80s and 252 neutral-natured base 50s, but I don't know how 68 speed EVs does anything specific. The 0 Atk IVs are used to take minimum damage from Foul Play.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
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Draco Meteor
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Psyshock
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Hidden Power [Fire]
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Defog

So Latios is my wallbreaker and my defogger. Due to a base 110 Speed, Latios is able to check many offensive Pokemon such as Keldeo, Garchomp, and Mega Charizard X. Latios forces a lot of switches, so I can safely dish out heavy damage or remove hazards. Furthermore, due to the amount of resistances Latios has, it is quite easy to switch into. Latios is a very important member of the team. For one, Latios is one of my main ways of handling most of the threats to this team (see the Threatlist). Furthermore, it is imperitive that Latios nukes walls and Scizor checks so that my Scizor can easily sweep late-game. Draco Meteor is the main STAB move for obvious reasons. Back when I first played OU, Latios always ran Dragon Pulse and never ran Defog, so seeing the power of Draco Meteor is really satisfying. It can OHKO basically any non-wall with Draco Meteor. Also, it can do up to 3/4 health to walls that don't resist Draco Meteor, like Slowbro, Rotom-W or Mega-Sableye. Psyshock is Latios' secondary STAB move and is rediculously useful. It allows me to hit special walls that commonly switch into Latios, like Clefable or Chansey (especially the latter). It also OHKOs certain Pokemon like Keldeo and Gengar without having to worry about Draco Meteor missing. My third and only coverage move is Hidden Power Fire. I have mixed feelings for this move in particular. I have it so that I don't get completely walled by Ferrothorn or Scizor, but now I'm walled by Heatran. I did consider replacing it with Surf, but then I'm walled by bulky Steel types again. Hidden Power Fire also lowers my speed by one point which means I get outsped by other base 110s like Gengar (instead of a speed tie). I don't really use HP Fire that much since I'm spamming Draco. I've tried Recover but then I was lacking coverage that I sorely needed. When I did swap HP Fire for Surf, then I ran into 3 Ferrothorns in a row... Anyway, my last move is Defog, as Defog is my only form of hazard removal. I always prefer Rapid Spin since Defog gets rid of my own Stealth Rocks. However, half of my team is airborne and I don't find that my team is that weak to the move, so Defog is good enough. My EV spread is standard with maximum speed and maximum damage. Again, the 0 Atk IVs are used to take minimum damage from Foul Play.

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Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
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Spore
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Bullet Seed
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Mach Punch
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Rock Tomb

My last Pokemon is Breloom, who acts as another wallbreaker and as a secondary win con. He has saved my butt more times than I can count Breloom also allows me to check several threats such as Bisharp, Rotom-W, Mega-Lopunny, Mega-Gyarados, Excadrill, and Tyranitar. Due to priority, Breloom can serve as an effective revenge-killer. Breloom also forces a lot of switches due to Spore, so I can pivot back into Heatran or Rotom-W if need be. Breloom also does an insane amount of damage to pretty much anything that doesn't resist its STABs. Furthermore, Rotom-w and Breloom have amazing synergy together, as Rotom-W can check Fire types that threaten Breloom while Breloom handles walls that check Rotom-W. Spore is a necessity on Breloom and is what makes him viable. With Spore, I can instantly cripple non-Grass types, allowing me to start wallbreaking. The opponent is almost always afraid of the Spore, so I can predict the switch into a grass type or a wall most of the time with my own switch. Bullet Seed is my main wallbreaking tool and is a great STAB move due to Technician. Breloom can break Sturdy, Focus Sash, and Substitute as well. Bullet Seed can even 2HKO some Pokemon even with two minimum rolls. Getting a 4 or 5 roll allows me to straight up OHKO walls that don't resist such as Mega-Sableye. Mach Punch is a must have on Breloom and is also boosted by Technician. Mach Punch allows me to handle walls that resist Bullet Seed and 2HKO them, such as Heatran. Furthermore, the priority it gives combined with Technician and Life Orb turns it into a very potent revenge-killing tool and even a decent wallbreaking move. Mach Punch allows me to OHKO Mega-Lopunny, Excadrill, and Bisharp. My last move is Rock Tomb and is incredibly useful, albeit very situational. I don't feel that Breloom needs the extra power from Swords Dance, and Rock Tomb provides some utility that allows it to do several things. First off, I can actually hit Amoonguss for some decent damage. Secondly, I can punish many things on the switch. Hitting any Pokemon faster than Breloom means that I can outspeed it and potentially KO it due to the 100% speed drop. I can outspeed base 115s without using Mach Punch. Furthermore, I can seriously punish any flying type that comes in to resist both of my STABs. It OHKOs Talonflame, Thundurus, and Mega-Charizard Y. Rock Tomb also OHKOs Mega-Charizard X after Stealth Rock damage. My EV spread is standard with maximum speed and damage. Life Orb allows me to OHKO Mega-Lopunny and Excadrill with Mach Punch, and Jolly nature allows me to outspeed other base 70 Pokemon that have a neutral-nature.


THREATLIST

So after playing with this team for a decent while I discovered some threats. There may be more but at the moment haven't really had too much trouble with the rest of the tier. The next section below this one discusses some current problems with my team in particular, not necessarily threats.
MAJOR:
Dragon Dancers:
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These are in the order of threat. Dragon Dancers prove to be a problem because I have no Ice coverage to OHKO them. They can easily set up on Rotom-W predicting a Volt Switch. I have to rely on Stealth Rocks and Latios. Latios outspeeds all of them and OHKOs all of them, but if it faints early game then I'm in trouble.
Mega-Sableye:
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Mega-Sableye can be a real nuisance since I have nothing to hit it for super-effective damage. I can't taunt or status it due to magic bounce. Hopefully I get some chip damage and then finish it off with Latios' Draco Meteor, which does around 65-77%. Mega-Sableye is also prone to being swept by +2 Scizor, but it has to be pretty weak.
Mega-Medicham:
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Similar to Mega-Sableye, I have nothing to hit this thing for super-effective damage. Medicham also OHKOs or 2HKOs everyone on my team. However, Latios outspeeds and OHKOs with Draco, Mega-Scizor at +2 OHKOs with bullet punch after rocks, and 3 bullet seeds from Breloom will do the trick as well. I haven't had any problems yet but I know that it is a threat.
Mega-Pinsir:
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Mega-Pinsir has the ability to completely sweep my team if Rotom goes down since he can OHKO or 2HKO pretty much everything. This only happened to me in one match since Rotom got killed by a crit at full health, and then I had nothing against Pinsir. However, it does take a decent amount of damage from bullet punch, and Latios outspeeds and OHKOs with Draco Meteor.
MINOR:

Gengar:
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Especially Sub Gengar. Gliscor only 2HKOs it, and due to HP Fire on Latios, I will get outsped by 1 point and get OHKO'd. However, it's easily swept by Scizor late game and walled by Heatran if not carrying Focus Blast.
Landorus-T:
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Landorus-T is honestly a stupid Pokemon. It's a threat on every team since it has 80 different sets. Scizor at +2 only 4HKOs, so I have to rely on Latios to do hefty damage to it early or mid game. However, Gliscor and Rotom-W completely wall Landorus, and Rotom-W's hydro pump 2HKOs.
Other VoltTurn Cores:
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My VoltTurn combo isn't really a dedicated one. I rarely use Scizor as a pivot unless I switch into something I check. Although, I am starting to pivot into Scizor a lot more now. Also, Scizor is slow without bullet punch, so faster and dedicated VoltTurn teams can get quicker momentum.


THOUGHTS

So after playing with this team for more than a week now, I am starting to have some thoughts about it. For one, I can replace U-Turn with Bug Bite or Superpower on Scizor, but I prefer keeping my momentum and VoltTurn core. Toxic on Gliscor can be considered over Knock Off to outstall stall, but Gliscor is here to counter stall, not outstall it; and Scizor enjoys the Knock Off support. Recover over HP Fire can be used on Latios, but I love having the extra coverage, and Latios does its job fine without recover. However, due to HP Fire, I will be outsped by other 110s by 1 point since HP Fire gives 30 speed EVs. I'm also looking into replacing HP Fire with Surf, but I doubt I will. I prefer Rock Tomb over Swords Dance on Breloom to hit Talonflames on the switch who think they can tank a Bullet Seed. A slight issue for my team right now is that I have no scarfer. Latios is my fastest member who's fairly good at revenge killing. To make up for this, I do have two priority users on my team. Otherwise, I think my team is actually pretty good, and it's helping me get more used to the meta. I'm sitting around 1400-1500 ELO right now but I am consistently rising, albeit slowly.

But that's it for my RMT! The Importable and the replays are just below this if you want to check them out. This is actually my second time doing this RMT since the first one got deleted while I was making it, so please give the best rates you can get - I need them. Thank you in advance for any advice/help you put into this team!

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IMPORTABLE

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 40 Atk / 16 Def / 200 SpD / 4 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Knock Off
- Taunt
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb


REPLAYS
 
Last edited:
Hi, solid team you've got here overall, but I think a few adjustments can be made here and there to make it function more effectively.

The first change I made was to shift the 40 Attack EVs and the 4 Speed EVs into Defence for Mega Scizor, as this allows it to effectively counter Mega Lopunny with reliability. This was just a nitpick, really.

With regards to the problems you're finding against Dragon Dancing opponents such as Dragonite and Charizard X (the latter of which pretty much runs through your team if it's the 3 attacks DD set, which is rising in popularity as of late), I'd recommend switching out Gliscor for Defensive Landorus-T with a Yache Berry; what this does is offer role compression of a Ground immunity, Stealth Rock utility and a lure for troublesome Electric-types such as Thundurus-I and Mega Manectric, whilst also acting as a physical sponge against many threats in the metagame.

Now, considering that the need for a Stealth Rocker is freed up by defensive Landorus-T, I'd change the Heatran set in an attempt to support Mega Scizor even more in achieving a sweep. The set I'd recommend is a Magma Storm+Power Herb+Solar Beam Heatran. What this does is trap Rotom-W and eliminate it, along with other Water-types, and stallbreaks effectively with Taunt+Toxic wearing down Chansey, stall's usual answer to Heatran. This set can also trap and eliminate standard utility Mega Sableye, through the residual from Magma Storm+Magma Storm damage. It also prevents you from a reverse sweep of another big threat to your team, offensive Mega Scizor.

Next up, I changed the Latios set to act as a double lure for supporting Mega Scizor. The set I went with is Thunderbolt+Surf, the prior for luring in troublesome Skarmory, the latter for severely denting Heatran, one of, if not Mega Scizor's single roadblock in achieving a sweep. Latios doesn't miss Psychic coverage too much as of late, thanks to the drop in relevance of Mega Venusaur, and the fact that it is still beating Keldeo with Draco Meteor anyway. Feel free to add Roost back to the set, but I feel as though Surf is of great benefit to this team on Latios, so definitely keep that.

I'm not too much of a fan of non-SD Breloom, nor am I a fan of Rock Tomb Breloom lacking a focus sash, so I changed that to a Swords Dance 3 attacks Breloom, dropping spore in favour of Force Palm, which can cripple common switchins such as Talonflame, Lati@s, and Tornadus-T. You could throw Spore back on though, and go with Swords Dance+Spore+2 attacks, it's just personal preference.

So, to summarise:
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->
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Specially defensive Heatran -> Power Herb trapping Heatran
Dual STABs+HP Fire Latios -> dual lure Latios
Rock Tomb Breloom -> Swords Dance Breloom

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Heatran (M) @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Solar Beam

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt / Roost
- Surf
- Defog

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Bullet Seed
- Mach Punch
- Force Palm / Spore

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 20 Atk / 192 Def / 48 Spe
Impish Nature
- Stone Edge
- Earthquake
- Stealth Rock
- U-turn

As for the EVs on Landorus, 20 Attack investment secures the kill on Thundurus-I after it takes on round or Life Orb recoil, and 48 Speed is to U-turn out against the up-and-coming Crawdaunt.
 
Hi, solid team you've got here overall, but I think a few adjustments can be made here and there to make it function more effectively.

The first change I made was to shift the 40 Attack EVs and the 4 Speed EVs into Defence for Mega Scizor, as this allows it to effectively counter Mega Lopunny with reliability. This was just a nitpick, really.

With regards to the problems you're finding against Dragon Dancing opponents such as Dragonite and Charizard X (the latter of which pretty much runs through your team if it's the 3 attacks DD set, which is rising in popularity as of late), I'd recommend switching out Gliscor for Defensive Landorus-T with a Yache Berry; what this does is offer role compression of a Ground immunity, Stealth Rock utility and a lure for troublesome Electric-types such as Thundurus-I and Mega Manectric, whilst also acting as a physical sponge against many threats in the metagame.

Now, considering that the need for a Stealth Rocker is freed up by defensive Landorus-T, I'd change the Heatran set in an attempt to support Mega Scizor even more in achieving a sweep. The set I'd recommend is a Magma Storm+Power Herb+Solar Beam Heatran. What this does is trap Rotom-W and eliminate it, along with other Water-types, and stallbreaks effectively with Taunt+Toxic wearing down Chansey, stall's usual answer to Heatran. This set can also trap and eliminate standard utility Mega Sableye, through the residual from Magma Storm+Magma Storm damage. It also prevents you from a reverse sweep of another big threat to your team, offensive Mega Scizor.

Next up, I changed the Latios set to act as a double lure for supporting Mega Scizor. The set I went with is Thunderbolt+Surf, the prior for luring in troublesome Skarmory, the latter for severely denting Heatran, one of, if not Mega Scizor's single roadblock in achieving a sweep. Latios doesn't miss Psychic coverage too much as of late, thanks to the drop in relevance of Mega Venusaur, and the fact that it is still beating Keldeo with Draco Meteor anyway. Feel free to add Roost back to the set, but I feel as though Surf is of great benefit to this team on Latios, so definitely keep that.

I'm not too much of a fan of non-SD Breloom, nor am I a fan of Rock Tomb Breloom lacking a focus sash, so I changed that to a Swords Dance 3 attacks Breloom, dropping spore in favour of Force Palm, which can cripple common switchins such as Talonflame, Lati@s, and Tornadus-T. You could throw Spore back on though, and go with Swords Dance+Spore+2 attacks, it's just personal preference.

So, to summarise:
472.png
->
645-s.png

Specially defensive Heatran -> Power Herb trapping Heatran
Dual STABs+HP Fire Latios -> dual lure Latios
Rock Tomb Breloom -> Swords Dance Breloom

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Heatran (M) @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Solar Beam

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt / Roost
- Surf
- Defog

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Bullet Seed
- Mach Punch
- Force Palm / Spore

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 20 Atk / 192 Def / 48 Spe
Impish Nature
- Stone Edge
- Earthquake
- Stealth Rock
- U-turn

As for the EVs on Landorus, 20 Attack investment secures the kill on Thundurus-I after it takes on round or Life Orb recoil, and 48 Speed is to U-turn out against the up-and-coming Crawdaunt.
Alright, thanks for the rate! I'll have to try your suggestions out so I'll reply to you when I agree/disagree on your suggestions. But some immediate opinions and clarification:

One, there's no point in not keeping the 4 Speed EVs on Scizor since I can outspeed opposing Bulky Mega-Scizors and Roost or kill it if it's severely weakened. However, does losing the attack EVs have a significant impact in my sweeping capabilities? I'm really worried about not having enough damage to sweep with no attack investment. Also, I want to be faster than opposing 8 Speed EV Rotom-W (literally every single one) so I can burn it before it Volt Switches.

I'm very adamant about keeping Gliscor as I love to use him and I wanted to use him with this team. I think the benefits of Poison Heal really glues my team together. I'm not having that big of an issue with opposing Dragon Dancers due to Latios and SR.

I really like this Heatran set and I want to test it out, but can I find a place to fit Stealth Rocks? Again, I want to keep Gliscor, so I need my rocks on Heatran. Although it seems that if I use this Heatran set, I don't have any special walls... is this fine?

The Latios changes sound nice so hopefully I can test them out.

I already tried Swords Dance on Breloom and I liked Rock Tomb better. It helps against the Dragon Dancers who resist both of my STABs, so I can punish them on the switch. I might try it again to see how it fares though.

This rate was very good but my main concern is the lack of special bulk on my team after the Heatran changes. Gliscor will still provide a decent amount if I keep him. Hopefully you can clarify, but sorry in advance if I'm asking for too much.
 
I'll give a response in bullet points.

1. Reliably countering one of the most prominent threats in the meta, Mega Lopunny, is more beneficial than fringe case scenarios of bulky MSciz vs. bulky MSciz, especially when you have Heatran to deal with opposing scizors, and Rotom-W to burn them. The Attack investment is literally a dump of remaining EVs which achieves nothing really, you will appreciate the extra Defence more.

2. It's more beneficial to underspeed opposing Rotom-W as to get off the slower Volt Switch than it is to get off the burn, seeing as usually Rotoms will be exchanging Wisps anyway. The only time you should run speed on Rotom-W is if you autolose to Belly Drum Azumarill (44 Speed outspeeds max-Speed Jolly Azumarill, which is making a resurgence as of late), or, if you're incredibly weak to Bisharp and Breloom, there's a set running around called Fast Rotom (creative name, I know), what this does is run 220/224 Speed as to outspeed the aforementioned threats, as well as max Speed Timid Volcanion. This set is usually seen on offensive teams and running Sitrus Berry as the immediate recovery is more valuable than the residual in what should be shorter games.

3. I don't think Gliscor fairs too well in the current meta, nor does it bring to the table what Landorus-T does for this team: the role compression, Stealth Rock, an answer to troublesome Electric-types, and a Zard X answer. I feel as though Landorus fits the team a lot more, especially considering it's VoltTurn. I can tell from just looking at your team that the issue with Dragon Dancers is quite large (Zard X finds setup opportunities on both slightly weakened Rotom and Mega Scizor, you lose outright), and Latios is outpaced by both Zard X and Dragonite once they have a boost under their belt.

4. Once again, I really think Landorus-T fits better than Gliscor, and it frees your Heatran up to run this set effectively. Magma Storm Heatran needs the four moves I suggested to work properly. Also, a better approach to building isn't "I need a special wall, and a physical wall, plus something to resist X type, etc.", in such a high-pressure metagame, you should be focusing on beating specific threats. Not to mention, Lati@s have been running Surf more and more often as of late, making Heatran quite a shaky Lati@s check, which was one of the main things specially defensive Heatran was used for in the first place, back in X/Y and earlier OR/AS. You also have bulky Mega Scizor, which counters all types of Lati@s other than HP Fire variants (actually 248 HP / 200 SpD lives both Draco Meteor and the subsequent -2 Hidden Power Fire from Latios, fwiw, allowing you to scout for).

5. Yeah, no, the Latios changes really aid the team a lot, I'd say. Glad you like them.

6. Rock Tomb Breloom is quite simply not a check to Dragon Dancers, as they all OHKO it at neutral or at +1, and, with Landorus-T, you have an answer to said Dragon Dancers.

Feel free to PM me on either here of Showdown (I'll PM me my username and we can test the team) if you want further discussion. Thanks g.
 
I'll give a response in bullet points.

1. Reliably countering one of the most prominent threats in the meta, Mega Lopunny, is more beneficial than fringe case scenarios of bulky MSciz vs. bulky MSciz, especially when you have Heatran to deal with opposing scizors, and Rotom-W to burn them. The Attack investment is literally a dump of remaining EVs which achieves nothing really, you will appreciate the extra Defence more.

2. It's more beneficial to underspeed opposing Rotom-W as to get off the slower Volt Switch than it is to get off the burn, seeing as usually Rotoms will be exchanging Wisps anyway. The only time you should run speed on Rotom-W is if you autolose to Belly Drum Azumarill (44 Speed outspeeds max-Speed Jolly Azumarill, which is making a resurgence as of late), or, if you're incredibly weak to Bisharp and Breloom, there's a set running around called Fast Rotom (creative name, I know), what this does is run 220/224 Speed as to outspeed the aforementioned threats, as well as max Speed Timid Volcanion. This set is usually seen on offensive teams and running Sitrus Berry as the immediate recovery is more valuable than the residual in what should be shorter games.

3. I don't think Gliscor fairs too well in the current meta, nor does it bring to the table what Landorus-T does for this team: the role compression, Stealth Rock, an answer to troublesome Electric-types, and a Zard X answer. I feel as though Landorus fits the team a lot more, especially considering it's VoltTurn. I can tell from just looking at your team that the issue with Dragon Dancers is quite large (Zard X finds setup opportunities on both slightly weakened Rotom and Mega Scizor, you lose outright), and Latios is outpaced by both Zard X and Dragonite once they have a boost under their belt.

4. Once again, I really think Landorus-T fits better than Gliscor, and it frees your Heatran up to run this set effectively. Magma Storm Heatran needs the four moves I suggested to work properly. Also, a better approach to building isn't "I need a special wall, and a physical wall, plus something to resist X type, etc.", in such a high-pressure metagame, you should be focusing on beating specific threats. Not to mention, Lati@s have been running Surf more and more often as of late, making Heatran quite a shaky Lati@s check, which was one of the main things specially defensive Heatran was used for in the first place, back in X/Y and earlier OR/AS. You also have bulky Mega Scizor, which counters all types of Lati@s other than HP Fire variants (actually 248 HP / 200 SpD lives both Draco Meteor and the subsequent -2 Hidden Power Fire from Latios, fwiw, allowing you to scout for).

5. Yeah, no, the Latios changes really aid the team a lot, I'd say. Glad you like them.

6. Rock Tomb Breloom is quite simply not a check to Dragon Dancers, as they all OHKO it at neutral or at +1, and, with Landorus-T, you have an answer to said Dragon Dancers.

Feel free to PM me on either here of Showdown (I'll PM me my username and we can test the team) if you want further discussion. Thanks g.
OK. So after testing your suggestions out for about 3 hours, I've made some decisions. My final decision was quite a simple one: I just made two teams. If I'm in the mood to use Gliscor and defensive Heatran, I'll use my original team (fixed by your suggestions), and if I want to use Landorus-T and Power Herb Heatran, I'll just use that version. This was because swapping Gliscor for Lando and changing Heatran's set did fix some problems, but I feel that it caused new ones. Here, I compile my thoughts and final decisions:

For Scizor, I followed through with your EV spread since it just made sense. I only fought 2 Mega Lopunnys while testing and both were OHKOd by Breloom, so I didn't see those Def EVs in full effect. I've decided on a final spread of 248 HP / 56 Def / 200 SpD / 4 Spe. The difference between 56 and 60 Def EVs doesn't change any of Lopunny's damage rolls and I can outspeed an opposing Mega Scizor and use Roost/revenge-kill.

When I swapped out Gliscor for Landorus-T, I felt that the original set you gave me wasn't effective. I changed it to the standard one with that attack investment: 248 HP / 20 Atk / 224 Def / 8 SpD / 8 Spe with a Rocky Helmet. This set was much better for the team after testing. I did have a more effective Stealth Rock lead. Landorus also provided more momentum, physical bulk, and damage than Gliscor. However, Landorus didn't provide as much support as Gliscor, since Gliscor had Knock Off and Taunt. Furthermore, I didn't have as much resources to beat stall. Since stall is everywhere, Gliscor was a pure counter to stall, which really helped out my team. Also, I felt that with Gliscor swapped out and with the Heatran changes, I lost a lot of special bulk (Gliscor was SpD invested). This made me weak to special wallbreakers, particularly Latios. I didn't need Landorus to check Zard-X specifically since Gliscor was also able to punish Zard-X setting up with Earthquake, which then allowed Breloom to pick it off with Mach Punch. I just made two versions of my team since I couldn't solve this Gliscor vs. Landorus without getting rid of something important.

The Heatran changes made Heatran do a lot more damage. The Magma Storm + Solar Beam was really effective at getting rid of bulky water types that wall Scizor (if Magma Storm landed). Although I can still beat stall with Toxic + Taunt, it wasn't enough because Heatran gets worn down super easily, and since I have no bulk on Heatran I take much more damage. Losing the bulk on Heatran also made me die to Scalds from Keldeo or Surfs from Latios, which I would have lived with my current set. I also really miss the burns from Lava Plume. Again, the bulk and status vs. trapping water types was a very difficult decision so I just made the second version of the team.

The Latios changes were super nice so I did follow through with the Surf + Thunderbolt Latios. Although I am worried about missing a Draco when Psyshock OHKOd, but there's nothing I can do about that.

Swords Dance on Rock Tomb allowed me to do a lot more damage. However, a lot of the time the opponent switched out into Zard-X or Talonflame to tank bullet seeds when I REALLY wanted to use Rock Tomb (I did predict them to switch). When I used Swords Dance I missed the Rock Tomb coverage, but when I did use Rock Tomb I only 2HKOd instead of OHKOing. Again, the second version of my team has the Swords Dance Breloom.

Anyway, I appreciate your suggestions very much and you helped a lot. I really need other opinions/rates though since right now I just have yours. Thanks again.
 
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