How are we lads? This is my first ever post on this site and hopefully not the last. I thought I'd introduce myself by sharing a team I recently made, respectfully called Mega Houndoom and Toxicroak Balance.
Team Preview
Team Breakdown
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Sludge Bomb
Ok, to kick things off we have Mega Houndoom. Mega Houndoom overall I find to be a nice mega within OU. It's typing allows it to check a lot of offensive and defensive mons within OU, such as the Lati twins, Mega Gross/Scizor, Bisharp and Mega Sableye.
I've decided to go with the standard Mega Houndoom set of Nasty plot with 3 attacks. After 1 Nasty Plot Houndooms instantly becomes a huge threat and being able to OHKO a lot of common threats in the OU meta. Such as the likes of Mega Scizor, Mega Metagross, Mega Altaria, Bisharp, mega Gardevoir, the lati twins to name a few.
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 152 HP / 128 Atk / 228 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Swords Dance
- Sucker Punch
To match up with Mega Houndoom we have the best mon to come out of Gen 4 ;). Toxicroak.
Mega Houndoom and Toxicroak has one of the best synergy in the game. While they do share a similar weakness in ground, they cover each others weaknesses immaculately.
Toxicroak helps deal the thing Mega Houndoom struggles with the most. Keldeo. With this spread Specs keldeo's Secret sword cannot 2hko Toxicroak at full. While allowing Toxicroak's Gunk shot to OHKO at +2. Toxicroak's Dry Skin ability also allows it to check things like Azumarill and SD Crawdaunt, while completely walling things like RestTalk Suicune which are all big threats that threatens Houndooms chances of sweeping.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Latias is in my mind the best thing to help rectify the core of Houndoom + Toxicroak with a much needed ground immunity while at the same time giving the team some form of hazard control.
The movepool on this one is pretty standard, I didn't feel like I needed anything crazy. I decided to op for roost over Healing wish, as I felt having recovery and keeping my defogger healthy is more important.
Rotom- Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
As our fourth member, we have everyone's favourite kitchen appliance. Rotom-Wash.
The reason I decided to go for Rotom-W is because I felt like my team was a little too weak to BirdSpam. Rotom also allows for another ground immunity and at the same time gives great team support with Will-O-Wisp as well as a good pivot with Volt Switch. Rotom also helps to deal with Chomp better which is a bit of a problem to this team. EV's are to speed creep defensive Landorus which can also prove to be a nuisance. Overall, I feel Rotom-W ties all the loose ends of this team the best.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Iron Head/Power Whip
- Thunder Wave
Moving onto our fifth mon, we are now starting to focus more on contructing the defensive core of the team. My initial thought process was I needed something with rocks, a steel type to give me a fairy resist within the team as well as something that pairs well with Rotom.
Ferrothorn fits the bill in this case. I've decided to run Thunder Wave on this set to help slow down a lot of faster threats and/or setup sweepers to help support the team. Such as Scarf Victini, Mega Altaria, Gyarodos, Dragonite etc. Leech seed is just to be a nuisance and also assist Ferrothorn with sustain as well as the chance to assist team mates on switch ins.
Iron head is there as a form of STAB while also allowing you abuse the talentless potential that is Paraflinching. ;) PowerWhip is also a good option to help hit ground types a lot harder.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
-Annd last but not least, we have the OU lord himself. Landorus-T.
I've decided to run with Choice Scarf Landorus Therian to help deal with threats such as Mega Lopunny, Mega Manectric, Scarf TTar, Charizard X @ +1 and Tornadus -T which I felt was either really annoying to my team otherwise or very detrimental to my teams success. The spread is very standard and is to outspeed adamant Zard X at +1. :)
Other than a scarfer to outspeed faster Pokemon, Landorus also helps as another form of a pivot with U-turn while also another ground immunity as well as a much needed Electric immunity - and do I even need to mention how good of an ability intimidate is?
Weak points
Bulky grounds are probably the biggest threats to this team, especially the likes of Hippowdon. As my only way to hit Ground types super effectively is through my defensive core of Rotom/Ferro or in Garchomp's aspect LO Latias.
Ice Punch MegaLopunny is also very hard to switch into. As it 2HKO Rotom-W with HJK and does a good chunk to Lando-T with Ice Punch. Which makes it a huge threat for my team to switch into.
Max Speed Quiver Dance + 3 attack Volcarona can also tear apart this team after 1 QD. The coverage of Fire Blast, Bug Buzz and Giga Drain is too much. Best bet would be to get up rocks early game and not give them the opportunity to set up a QD.
.. and to a close.
Ok, so there you have it. I hope I didn't do too poorly of a job explaining my team. I understand the team might not be the best, but I really do have a lot of fun using this team. I do also appreciate any feedback, good or bad, So feel free to let me know what you think, I do really enjoy the concept of team building and do plan of uploading more over time.
Thanks for reading! :)
Team Preview






Team Breakdown

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Sludge Bomb
Ok, to kick things off we have Mega Houndoom. Mega Houndoom overall I find to be a nice mega within OU. It's typing allows it to check a lot of offensive and defensive mons within OU, such as the Lati twins, Mega Gross/Scizor, Bisharp and Mega Sableye.
I've decided to go with the standard Mega Houndoom set of Nasty plot with 3 attacks. After 1 Nasty Plot Houndooms instantly becomes a huge threat and being able to OHKO a lot of common threats in the OU meta. Such as the likes of Mega Scizor, Mega Metagross, Mega Altaria, Bisharp, mega Gardevoir, the lati twins to name a few.

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 152 HP / 128 Atk / 228 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Swords Dance
- Sucker Punch
To match up with Mega Houndoom we have the best mon to come out of Gen 4 ;). Toxicroak.
Mega Houndoom and Toxicroak has one of the best synergy in the game. While they do share a similar weakness in ground, they cover each others weaknesses immaculately.
Toxicroak helps deal the thing Mega Houndoom struggles with the most. Keldeo. With this spread Specs keldeo's Secret sword cannot 2hko Toxicroak at full. While allowing Toxicroak's Gunk shot to OHKO at +2. Toxicroak's Dry Skin ability also allows it to check things like Azumarill and SD Crawdaunt, while completely walling things like RestTalk Suicune which are all big threats that threatens Houndooms chances of sweeping.

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Latias is in my mind the best thing to help rectify the core of Houndoom + Toxicroak with a much needed ground immunity while at the same time giving the team some form of hazard control.
The movepool on this one is pretty standard, I didn't feel like I needed anything crazy. I decided to op for roost over Healing wish, as I felt having recovery and keeping my defogger healthy is more important.

Rotom- Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
As our fourth member, we have everyone's favourite kitchen appliance. Rotom-Wash.
The reason I decided to go for Rotom-W is because I felt like my team was a little too weak to BirdSpam. Rotom also allows for another ground immunity and at the same time gives great team support with Will-O-Wisp as well as a good pivot with Volt Switch. Rotom also helps to deal with Chomp better which is a bit of a problem to this team. EV's are to speed creep defensive Landorus which can also prove to be a nuisance. Overall, I feel Rotom-W ties all the loose ends of this team the best.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Iron Head/Power Whip
- Thunder Wave
Moving onto our fifth mon, we are now starting to focus more on contructing the defensive core of the team. My initial thought process was I needed something with rocks, a steel type to give me a fairy resist within the team as well as something that pairs well with Rotom.
Ferrothorn fits the bill in this case. I've decided to run Thunder Wave on this set to help slow down a lot of faster threats and/or setup sweepers to help support the team. Such as Scarf Victini, Mega Altaria, Gyarodos, Dragonite etc. Leech seed is just to be a nuisance and also assist Ferrothorn with sustain as well as the chance to assist team mates on switch ins.
Iron head is there as a form of STAB while also allowing you abuse the talentless potential that is Paraflinching. ;) PowerWhip is also a good option to help hit ground types a lot harder.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
-Annd last but not least, we have the OU lord himself. Landorus-T.
I've decided to run with Choice Scarf Landorus Therian to help deal with threats such as Mega Lopunny, Mega Manectric, Scarf TTar, Charizard X @ +1 and Tornadus -T which I felt was either really annoying to my team otherwise or very detrimental to my teams success. The spread is very standard and is to outspeed adamant Zard X at +1. :)
Other than a scarfer to outspeed faster Pokemon, Landorus also helps as another form of a pivot with U-turn while also another ground immunity as well as a much needed Electric immunity - and do I even need to mention how good of an ability intimidate is?
Weak points



Bulky grounds are probably the biggest threats to this team, especially the likes of Hippowdon. As my only way to hit Ground types super effectively is through my defensive core of Rotom/Ferro or in Garchomp's aspect LO Latias.

Ice Punch MegaLopunny is also very hard to switch into. As it 2HKO Rotom-W with HJK and does a good chunk to Lando-T with Ice Punch. Which makes it a huge threat for my team to switch into.

Max Speed Quiver Dance + 3 attack Volcarona can also tear apart this team after 1 QD. The coverage of Fire Blast, Bug Buzz and Giga Drain is too much. Best bet would be to get up rocks early game and not give them the opportunity to set up a QD.
.. and to a close.
Ok, so there you have it. I hope I didn't do too poorly of a job explaining my team. I understand the team might not be the best, but I really do have a lot of fun using this team. I do also appreciate any feedback, good or bad, So feel free to let me know what you think, I do really enjoy the concept of team building and do plan of uploading more over time.
Thanks for reading! :)
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