So I recently fell in love with defensive mence and it's ability to be a physical tank so I decided to build a team around it...and boy did I build a team. Usually the teams I build don't do all that well but with this one I've now gone 13-1 which I consider to be a show-stopping record considering my lack of prowess in the tier. Now let's get to the team:
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Toxic
- Defog
- Flamethrower
I could sing the praises of fully spD Salamence all day and while I will admit that no putting any investment into speed is not the greatest move, it's ability to wall things such as Lopunny-M (without ice punch) as well as excadrill and Kartana really make it a worthwhile addition to the team. The toxic/flamethrower combination is self-explanatory and roost allows for some excellent longevity so that it can continue to intimidate mons throughout the battle. I originally had the last move as protect for some super fun toxic/protect shenanigans but after suffering my 1 loss to sticky webs I decided defog was a definite must. I've been torn about adding more speed EV's but for simplicity I decided to just keep it at Max/Max.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Flash Cannon
- Fleur Cannon
- Volt Switch
Now that I have physical attacks on lock I just needed a specially defensive wall capable of sponging attacks from both dragon and ice types and since magearna is already the most busted pokemon IMO I figured it would go a long way in making this team great. AV Mag is probably my favorite set since it is still phenomenal without making me feel like I'm using an UBER in OU. The moves are fairly standard overall for AV and once again I decided on Max/Max just to keep things painfully simple. Overall this pokemon works excellently to patch up any area in which Salamence is lacking and has been an integral part of the team thus far.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Close Combat
- Return
- U-turn
Now that defense is taken care of, I needed a pokemon able to reek havoc on offense as well as a mega pokemon. Normally I'll use Medicham-M over Lopunny-M but with Lopunny getting U-Turn I decided to give it a try and man can one move really elevate a pokemon. Often times if I'm not leading salamence on something like Lando this is the lead of choice as it is very fast and able to provide some excellent momentum for some of the other hard hitters on the team. Once again the set is fairly standard for the mon and scrappy makes close combat possibly the most spamable move on the team.
Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Freeze-Dry
- Ice Beam
- Focus Blast
I'd like to thank the paranoia of Pokeaim for the addition of Scarf Kyurem on this team. I needed speed control and while Kartana is probably the best scarf mon, for some reason everybody stays in on this thinking their mon (mostly garchomp) is faster which it never is. Two of my games were actually won turn 1 thanks to Draco-meteor and scarf ice beam is usually a reliable revenge killer on many of the pokemon in the tier. While I never even clicked freeze-dry in the games I played, I do still keep it on there to make sure I don't have to bring in my next mon on a scald from Slowbro...
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Swords Dance
- High Horsepower
- Knock Off
If anybody ever tells you that Rillaboom is not the best grass type in this metagame, they are most certainly a liar. This pokemon has honestly put in more work offensively than any other pokemon on my team and can say for certain that a 70 BP priority STAB move on a pokemon that get a swords dance off this easily is NOT okay. Additionally, terrain makes your life orb damage a non-factor and Rillaboom surely appreciates the boost. High horsepower is great ground coverage that the team generally lacks and knock is an easy choice if you aren't poised to sweep just yet. I really debated putting a Z-Move on this mon since I really can't see it on any other member but I feel as though it would be wasted since all of Rillaboom's moves are generally low BP and I'm really not fond of giving up the orb.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Surf
- Moonblast
End-Gaming with calm mind Tapu Fini is one of my favorite ways to play and this team welcomes it with open arms. This pokemon works well as a general defensive pivot and having taunt really goes a long way in stopping a lot of pokemon from beating it. Surf and moonblast are excellent STAB and this pokemon is usually who I rely on to the ever-present garchomp. Additionally, this pokemon help takes some Ice-type attacks when I really need Mag to sponge up in another area. Overall I made this pokemon generally Defensive and once it has a calm mind up my opponents often find this pokemon difficult to kill. I had an idea for an additional set that I will list below as well.
Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Calm Mind
- Draining Kiss
- Taunt
I won't say too much about this one but I definitely think it is strong candidate as it still retains the general bulk on the previous while also giving a whole lot more power. This is the main change I would make to the team but I am all ears for any other suggestions or changes you would make overall :)
Pokepaste
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Toxic
- Defog
- Flamethrower
I could sing the praises of fully spD Salamence all day and while I will admit that no putting any investment into speed is not the greatest move, it's ability to wall things such as Lopunny-M (without ice punch) as well as excadrill and Kartana really make it a worthwhile addition to the team. The toxic/flamethrower combination is self-explanatory and roost allows for some excellent longevity so that it can continue to intimidate mons throughout the battle. I originally had the last move as protect for some super fun toxic/protect shenanigans but after suffering my 1 loss to sticky webs I decided defog was a definite must. I've been torn about adding more speed EV's but for simplicity I decided to just keep it at Max/Max.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Flash Cannon
- Fleur Cannon
- Volt Switch
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Close Combat
- Return
- U-turn
Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Freeze-Dry
- Ice Beam
- Focus Blast
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Swords Dance
- High Horsepower
- Knock Off
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Surf
- Moonblast
Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Calm Mind
- Draining Kiss
- Taunt
I won't say too much about this one but I definitely think it is strong candidate as it still retains the general bulk on the previous while also giving a whole lot more power. This is the main change I would make to the team but I am all ears for any other suggestions or changes you would make overall :)
Pokepaste