I have been trying out this team for a while now and I am thinking of switichng some of the Pokemon which I use to support the team because I feel like they are not making as big of a impact in games as I would like them to. Basically I think the main core of the team is doing most of the work.
I would like some suggestions on how to support this core and what Pokemon I should use to bring it to its fullest potential.
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock
Heatran is a vital member of this team because of his usefulness to lure out bulky water types and destroying them with Bloom Doom, he is also useful for destroying steel types which are still very much prevalent in today's meta. Magma Storm is a great high damage move (beside the poor accuracy) which can trap foes if they try to switch out. Earth power is great coverage and useful for the teams core due to it being able to take out poison types and fire types. Solar beam is only on this set so it can utilize Bloom Doom, other wise it would be gone. Stealth Rock is useful for laying a hazard on a prediction if a Pokemon manages to switch out.
Heatran has a Timid nature so I can be as fast as possible to get the Bloom Doom off. Heatrans EVs help it to out speed surprisingly a lot of Pokemon and its special attack it maxed to allow the strongest Bloom Doom.
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower
Tapu Bulu is the main fairy type on this team because of his great synergy with Heatran, giving Heatran access to passive healing and checking his weakness, and his ability to dish out massive amount of damage with Wood Hammer which can put a dent in anyone's team with the help of choice band and a adamant nature. Wood hammer let's Tapu Bulu put a dent in the enemy teams so a sweeper can finish the team off in the late game, Horn Leech is for recovery if recoil is too much, stone edge is for coverage on any fire types which switch in on him and super power is for coverage on steel, ice, rock and dark types. The EV spree on Bulu let him hit as hard as possible and to make sure he can survive hits/Wood Hammer recoil.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Fire Fang
Garchomp is the dragon type in this trinity of resistances, he can cover Tapu Bulus weakness of poison with ground type attacks and resistance, Tapu Bulu protects him from dragon attack and Heatran deals with his ice and fairy weakness. Garchomp acts as a sweeper for the team with choice scarf and out speeds a lot of threats in the game combined with maxed speed EVs. His attack is maxed for his damage. Earthquake is for stab and has good power, poison jab is for fairy which try to switch in, dragon claw is for stab (sadly quite weak in general), fire fang is for steel types who try to come in.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hydro Pump
- Will-O-Wisp
Rotom is for coverage and to spread burns using Will-O-Wisp, he also is good as a scout using volt switch as a pivot and to gain momentum in a match. His ability levitate gives it a good ground immunity which helps it a lot with tanking hits. Thunderbolt is used for a high powered stab, Volt switch is for scouting for threats, Hydro Pump is a high powered stab and has good coverage for the team as a whole, Will-O-Wisp is to cripple physical attacks and for chip damage.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Air Slash
- Focus Blast
Charizard-Y is on my team because I needed a strong special attack which can break walls and possibly sweep if Garchomp goes down. It's ability drought is also useful for lowering water type attacks on the opposing team whic help Heatran in some cases. Fire blast is for a high powered stab, Solar beam takes advantage of Charizards drought ability with a good coverage move, air slash is for secondly stab with a good chance to flinch (rarely), Focus blast (or Focus Miss) is for coverage on rock types. Usual set up for a sweeper with Evs in speed and SpA.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Recover
- Defog
Latios is a great speedy Defog user with a good life span with recover. It can use Life Orb to dish out high powered Psychics and Draco Meteors. Defog is for getting rid of stealth rocks, spikes and toxic spikes which can be very annoying when using this kind of core which involves a lot of switching, Recover is their for reliable recovery, Draco Meteor let's off a massive amount of damage and helps dent the opposing team, Psychic is a safe stab which has no draw backs like Draco Meteors SpA drop. Max speed and Spa let Latios dish out a lot of damage and get hazards off the field quickly.
Any suggestions for improving this core and tea I would greatly appreciated. :-)
I would like some suggestions on how to support this core and what Pokemon I should use to bring it to its fullest potential.
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock
Heatran is a vital member of this team because of his usefulness to lure out bulky water types and destroying them with Bloom Doom, he is also useful for destroying steel types which are still very much prevalent in today's meta. Magma Storm is a great high damage move (beside the poor accuracy) which can trap foes if they try to switch out. Earth power is great coverage and useful for the teams core due to it being able to take out poison types and fire types. Solar beam is only on this set so it can utilize Bloom Doom, other wise it would be gone. Stealth Rock is useful for laying a hazard on a prediction if a Pokemon manages to switch out.
Heatran has a Timid nature so I can be as fast as possible to get the Bloom Doom off. Heatrans EVs help it to out speed surprisingly a lot of Pokemon and its special attack it maxed to allow the strongest Bloom Doom.
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower
Tapu Bulu is the main fairy type on this team because of his great synergy with Heatran, giving Heatran access to passive healing and checking his weakness, and his ability to dish out massive amount of damage with Wood Hammer which can put a dent in anyone's team with the help of choice band and a adamant nature. Wood hammer let's Tapu Bulu put a dent in the enemy teams so a sweeper can finish the team off in the late game, Horn Leech is for recovery if recoil is too much, stone edge is for coverage on any fire types which switch in on him and super power is for coverage on steel, ice, rock and dark types. The EV spree on Bulu let him hit as hard as possible and to make sure he can survive hits/Wood Hammer recoil.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Fire Fang
Garchomp is the dragon type in this trinity of resistances, he can cover Tapu Bulus weakness of poison with ground type attacks and resistance, Tapu Bulu protects him from dragon attack and Heatran deals with his ice and fairy weakness. Garchomp acts as a sweeper for the team with choice scarf and out speeds a lot of threats in the game combined with maxed speed EVs. His attack is maxed for his damage. Earthquake is for stab and has good power, poison jab is for fairy which try to switch in, dragon claw is for stab (sadly quite weak in general), fire fang is for steel types who try to come in.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hydro Pump
- Will-O-Wisp
Rotom is for coverage and to spread burns using Will-O-Wisp, he also is good as a scout using volt switch as a pivot and to gain momentum in a match. His ability levitate gives it a good ground immunity which helps it a lot with tanking hits. Thunderbolt is used for a high powered stab, Volt switch is for scouting for threats, Hydro Pump is a high powered stab and has good coverage for the team as a whole, Will-O-Wisp is to cripple physical attacks and for chip damage.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Air Slash
- Focus Blast
Charizard-Y is on my team because I needed a strong special attack which can break walls and possibly sweep if Garchomp goes down. It's ability drought is also useful for lowering water type attacks on the opposing team whic help Heatran in some cases. Fire blast is for a high powered stab, Solar beam takes advantage of Charizards drought ability with a good coverage move, air slash is for secondly stab with a good chance to flinch (rarely), Focus blast (or Focus Miss) is for coverage on rock types. Usual set up for a sweeper with Evs in speed and SpA.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Recover
- Defog
Latios is a great speedy Defog user with a good life span with recover. It can use Life Orb to dish out high powered Psychics and Draco Meteors. Defog is for getting rid of stealth rocks, spikes and toxic spikes which can be very annoying when using this kind of core which involves a lot of switching, Recover is their for reliable recovery, Draco Meteor let's off a massive amount of damage and helps dent the opposing team, Psychic is a safe stab which has no draw backs like Draco Meteors SpA drop. Max speed and Spa let Latios dish out a lot of damage and get hazards off the field quickly.
Any suggestions for improving this core and tea I would greatly appreciated. :-)
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