Balanced Offensive Dragon [OU]
Well, here it is. I’ve made plenty of teams before, though this one has served me best and seems to play most naturally. The general idea is to abuse the fact that Dragon is resisted only by Steels. I use frail rock types to lure out steels, then trap and eliminate them with Magnezone. Once they’re gone, Latias and Salamence attempt to batter the opponent’s team with their unresisted Draco Meteors.
So, without further ado, the team:
The Lure:
I needed something that could draw in the steels I wanted to eliminate as well as a strong lead. Initially I considered TTar for this role, but I found his low speed and vulnerability to status and gimmicky tricks annoying. I find the need to switch often, so I wanted a fast taunt to stop opposing rocks from going up. Aerodactyl was the choice for me.
Aerodactyl (F) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake
Ah, Aerodactyl. Its popularity has gone downhill, especially with the introduction of bulkier leads such as Metagross and Jirachi. I’d say all the flying dinosaur needs is a bit more team support. With Magnezone waiting in the wings, Aerodactyl beats what he should and has a good response to most everything else.
Most Jirachi and Scizor go straight for the Iron Head/BP and run straight into Magnezone for an easy KO.
If he survives into lategame, he can be sacrificed to scout a difficult switch or check slower sweepers such as Adamant Gyara and TTar even after a DDance. Rock slide is chosen over Stone Edge for the accuracy and flinch rate.
The Trapper:
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Explosion
Scarfed Magnezone. Traps and kills scarfed Jirachi and all Scizor variants that were looking for a free KO on Aero. I was considering running the Sub/Magnet Rise set, losing the ability to kill LO Scizor (which outspeeds and OHKOs with superpower) in exchange for being able to trap and kill slower Metagross variants, particularly leadGross. Overall, I considered Scizor to be the greater threat, as it can revenge my dragons if they get to low hp. Additionally, the scarf allows it to kill a greater number of threats, including Lucario after a defense drop. A fast explosion once opposing steels have been eliminated is a large plus as well.
Whenever possible, I try to finish things off with TBolt or Flash Cannon. HP Fire is a necessity for Scizor, but otherwise I try to avoid using it as my team can run into difficulty with setup sweepers.
The Dragons:
Well, there were some choices I had to make when choosing dragons. I wanted one faster and one bulkier. I wanted high special attack to back up Draco Meteors. I was considering a bulky Sala and a Specs Latias, but Latias is naturally a better defensive choice. Thus I decided on ScarfMence and a bulky Latias.
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 48 Atk/208 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
My fast dragon, oddly enough. He hits hard and fast with a Draco Meteor and then gets out. Outrage helps with Blissey and Earthquake is a solid OHKO on unsuspecting scarfTran, which are difficult to kill with Magnezone. Very handy lategame and often my last poke standing. Hopefully he doesn’t take much more than entry hazard damage and resisted physical attacks.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 100 HP/128 Def/28 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Reflect
- Recover
- Draco Meteor
- Surf
A slightly unorthodox bulky set. As my team has a lot of Choice items, Latias needs to come in on many threats while still fulfilling a sweeper role. I had also considered a defensive CM set for this slot, but I found myself liking the power of Draco Meteor midgame over possibility of a clean sweep. Often Latias doesn’t stay in more than a turn anyway.
Sometimes I feel Latias’ Meteors don’t have the requisite power without some sort of item boost.
I’m still debating the possibility of Draco Plate over Lefties. Adding another Choice item (Specs) would likely be a bad idea. LO + sandstorm might work but would limit durability.
The Glue:
These guys stop the team from falling apart at the seams. They bring a bit of type diversity and check a few problem pokemon.
Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 146 HP/112 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Substitute
- Spore
- Focus Punch
- Leech Seed
My response to the Ground attacks directed at Magnezone. Also a reasonable response to Metagross. Cripples an opponent each game with spore, as well as absorbing status and scouting the team. Jolly nature helps outrun things that are trying to outrun neutral 70s and prevents speed ties with Metagross and other Breloom. I felt that the suggested 252 attack EVs were unnecessary on something with 1 attack. Even without attack EVs, Focus Punch KOs what it should and does good damage to everything else. 146 HP hits a Poison Heal +1 number, and seemed like a good choice to balance defense with overall tanking.
Additionally, this guy is a great scout and annoying in general. Allows me to discover more about my opponent’s team and judge his skill level.
The one thing Breloom has been having problems with is Taunt Gliscor. I’m considering switching Focus Punch with Facade just for him. I’ve lost 3 matches due to a 1v1 with a Taunt Gliscor, ending with me forced to struggle as I’d run out of Focus Punches.
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk/4 Spd/252 SDef
Adamant nature (+Atk, -SAtk)
- Earthquake
- Crunch
- Pursuit
- Stone Edge
The special tank. He traps and kills a variety of special attackers, most notably Rotom and Latias (Which outspeeds my own). Helps to lure out Scizor, Jirachi and Lucario. Also my most reliable Heatran check, although he might have some issues with the increasingly popular sub/toxic variety.
Final Comments:
Yes, I realize my team has issues with Mamoswine. He hits each of them SE with his STABs and can OHKO 4 of them. Luckily for me, it’s hard for my opponent to know that… Unless he reads this…. Anyway, it often turns into a prediction war. Ice attacks run into Magnezone, which outspeeds and OHKOs with Flash Cannon. Ground attacks run into one of my many floating pokes or Breloom. The Choiced ones can be predicted around and the LO variety gets worn down by recoil. And neither Breloom nor Latias is OHKO’ed by Ice Shard, and both can neutralize Mamo.
Overall, the team has worked out decently for me. I rely heavily on prediction (and sometimes the ineptitude of my opponents) to win my matches. I’m hoping for some comments to make it even better. Thanks.
-Phantom
Well, here it is. I’ve made plenty of teams before, though this one has served me best and seems to play most naturally. The general idea is to abuse the fact that Dragon is resisted only by Steels. I use frail rock types to lure out steels, then trap and eliminate them with Magnezone. Once they’re gone, Latias and Salamence attempt to batter the opponent’s team with their unresisted Draco Meteors.
So, without further ado, the team:






The Lure:
I needed something that could draw in the steels I wanted to eliminate as well as a strong lead. Initially I considered TTar for this role, but I found his low speed and vulnerability to status and gimmicky tricks annoying. I find the need to switch often, so I wanted a fast taunt to stop opposing rocks from going up. Aerodactyl was the choice for me.

Aerodactyl (F) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake
Ah, Aerodactyl. Its popularity has gone downhill, especially with the introduction of bulkier leads such as Metagross and Jirachi. I’d say all the flying dinosaur needs is a bit more team support. With Magnezone waiting in the wings, Aerodactyl beats what he should and has a good response to most everything else.
Most Jirachi and Scizor go straight for the Iron Head/BP and run straight into Magnezone for an easy KO.
If he survives into lategame, he can be sacrificed to scout a difficult switch or check slower sweepers such as Adamant Gyara and TTar even after a DDance. Rock slide is chosen over Stone Edge for the accuracy and flinch rate.
The Trapper:

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Explosion
Scarfed Magnezone. Traps and kills scarfed Jirachi and all Scizor variants that were looking for a free KO on Aero. I was considering running the Sub/Magnet Rise set, losing the ability to kill LO Scizor (which outspeeds and OHKOs with superpower) in exchange for being able to trap and kill slower Metagross variants, particularly leadGross. Overall, I considered Scizor to be the greater threat, as it can revenge my dragons if they get to low hp. Additionally, the scarf allows it to kill a greater number of threats, including Lucario after a defense drop. A fast explosion once opposing steels have been eliminated is a large plus as well.
Whenever possible, I try to finish things off with TBolt or Flash Cannon. HP Fire is a necessity for Scizor, but otherwise I try to avoid using it as my team can run into difficulty with setup sweepers.
The Dragons:
Well, there were some choices I had to make when choosing dragons. I wanted one faster and one bulkier. I wanted high special attack to back up Draco Meteors. I was considering a bulky Sala and a Specs Latias, but Latias is naturally a better defensive choice. Thus I decided on ScarfMence and a bulky Latias.

Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 48 Atk/208 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
My fast dragon, oddly enough. He hits hard and fast with a Draco Meteor and then gets out. Outrage helps with Blissey and Earthquake is a solid OHKO on unsuspecting scarfTran, which are difficult to kill with Magnezone. Very handy lategame and often my last poke standing. Hopefully he doesn’t take much more than entry hazard damage and resisted physical attacks.

Latias (F) @ Leftovers
Ability: Levitate
EVs: 100 HP/128 Def/28 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Reflect
- Recover
- Draco Meteor
- Surf
A slightly unorthodox bulky set. As my team has a lot of Choice items, Latias needs to come in on many threats while still fulfilling a sweeper role. I had also considered a defensive CM set for this slot, but I found myself liking the power of Draco Meteor midgame over possibility of a clean sweep. Often Latias doesn’t stay in more than a turn anyway.
Sometimes I feel Latias’ Meteors don’t have the requisite power without some sort of item boost.
I’m still debating the possibility of Draco Plate over Lefties. Adding another Choice item (Specs) would likely be a bad idea. LO + sandstorm might work but would limit durability.
The Glue:
These guys stop the team from falling apart at the seams. They bring a bit of type diversity and check a few problem pokemon.

Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 146 HP/112 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Substitute
- Spore
- Focus Punch
- Leech Seed
My response to the Ground attacks directed at Magnezone. Also a reasonable response to Metagross. Cripples an opponent each game with spore, as well as absorbing status and scouting the team. Jolly nature helps outrun things that are trying to outrun neutral 70s and prevents speed ties with Metagross and other Breloom. I felt that the suggested 252 attack EVs were unnecessary on something with 1 attack. Even without attack EVs, Focus Punch KOs what it should and does good damage to everything else. 146 HP hits a Poison Heal +1 number, and seemed like a good choice to balance defense with overall tanking.
Additionally, this guy is a great scout and annoying in general. Allows me to discover more about my opponent’s team and judge his skill level.
The one thing Breloom has been having problems with is Taunt Gliscor. I’m considering switching Focus Punch with Facade just for him. I’ve lost 3 matches due to a 1v1 with a Taunt Gliscor, ending with me forced to struggle as I’d run out of Focus Punches.

Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk/4 Spd/252 SDef
Adamant nature (+Atk, -SAtk)
- Earthquake
- Crunch
- Pursuit
- Stone Edge
The special tank. He traps and kills a variety of special attackers, most notably Rotom and Latias (Which outspeeds my own). Helps to lure out Scizor, Jirachi and Lucario. Also my most reliable Heatran check, although he might have some issues with the increasingly popular sub/toxic variety.
Final Comments:
Yes, I realize my team has issues with Mamoswine. He hits each of them SE with his STABs and can OHKO 4 of them. Luckily for me, it’s hard for my opponent to know that… Unless he reads this…. Anyway, it often turns into a prediction war. Ice attacks run into Magnezone, which outspeeds and OHKOs with Flash Cannon. Ground attacks run into one of my many floating pokes or Breloom. The Choiced ones can be predicted around and the LO variety gets worn down by recoil. And neither Breloom nor Latias is OHKO’ed by Ice Shard, and both can neutralize Mamo.
Overall, the team has worked out decently for me. I rely heavily on prediction (and sometimes the ineptitude of my opponents) to win my matches. I’m hoping for some comments to make it even better. Thanks.
-Phantom