Zachmac
Well-Known Member
Remember my last team, Zy Guardians? Well, I made a few changes to it. And then I made some more. And then some more. As a result, I found myself with a team completely unrelated to it in every possible way. I also carry a Grass, a Water, and a Fairy type, just to show dedication my guild, Team Enchanted Garden. I guess you could say that these are the Team Enchanted Guardians.
This team has elements of both Bulky Offense and Stall alike and is used for Pokebank OU.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Giga Drain
- Leech Seed
- Synthesis
- Sludge Bomb
Despite it's lack of leftovers, Mega Venusuar's defensive ability is phenomenal. It carries only two rare weaknesses, Psychic and Flying, while having several useful resistances in Electric, Water, and Fighting.
Since it lacks the support of leftovers, it has to rely on it's moves for health recovery. Because of this, Giga Drain is it's STAB of choice, and it makes Venusaur great at taking down bulky waters. Leech Seed, while it can be a tad bit unreliable, is a great move when I'm expecting a swap in and often causes pokemon to swap out. Synthesis is extremely important, especially now considering how rare rain is.
Venusaur is the main driving force behind this team, and everything else revolves around it. Rather fitting for a mega evolution.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 24 Def / 232 Spd
Timid Nature
- Scald
- Rapid Spin
- Thunderwave
- Recover
Since Tentacruel really wasn't holding it's wait on my team, I wanted to find a water-type hazard remover to take it's place. Empoleon looked nice, but it would of done nothing to stop Mega Luc, so I decided to give the old starfish a try.
The EVs are enough to outrun a timid or jolly Mega Luc. After that, it can use thunderwave to cripple the jackal's speed, making it possible for Landy or Heatran to revenge kill without fear of Flash Cannon or Close Combat. It's suicidal, but unlike when facing Mega Khan from the past, Lucario won't be dangerous to my team at all once it's paralyzed. Rapid spin removes the hazards which make swapping in oh so difficult, Recover increases longevity, and Scald is there for the burn chance.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
Sylveon is my team's cleric, relieving Venusaur of those nasty burns Rotom-W often gives it and making sure it's teammates who struggle to heal stay healthy with wish. Hyper Voice, when combined with Pixilate, is actually pretty powerful, and it helps me break through the defenses of Trevenant and SubToxic Glisor.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Hydreigon is here to make sure dragon dancers, powerful ghost, and special Landorouses don't wreck my team. It doesn't usually stay in for long, so I Draco Meteor is it's STAB of choice, wrecking Charizard-X's and Dragonites who dare attempt to sweep my team. Dark Pulse keeps Gengar and Aegislash in check, and Fire Blast is mostly just filler to smack steel types who expect Draco Meteor. U-turn works well on a choice scarfer, transforming it into a scout if it needs to be.
I chose a timid nature over a naive or hasty because if I'm using U-turn, dealing damage probably isn't a priority.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Lava Plume
- Roar
- Protect
- Stealth Rock
Heatran is an important part of my team's defensive core. It resist Psychic and Flying for Venusaur and Tentacruel and Steel and Poison for Sylveon. In return, all three of them resist fighting, and 'saur/'cruel both resist water. Stealth Rock's damage really stacks up over time, thanks to all the swap outs stall causes, and Roar just increases the rate at which that happens. Protect helps it to increase it's long-term durability, and Lava Plume is STAB with a great chance to burn, slowly robbing foes of HP overtime, even if it's not very effective.
Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Originally a Skarmory, Landy-T seeks to defend my team from the nasty earthquakes at which they fail to withstand. It's massive attack adds to my team's firepower, which when combined with U-turn, gives this team some more offensive presence. With hidden power ice's nerf, I felt that it was too weak to really justify a move slot which could be used for the far more powerful Stone Edge to help hit Mandibuzz and Togekiss. Superpower is good for hitting Air Balloon Heatran, Mamoswine swap ins, and Ferrothorns, among other threats.
So what the heck is up with the item and the EVs? Yeah, it may look silly, but I have a very good reason for this. Landy-T, without any investment, is still very powerful. By running a defensive EV spread and carrying the Choice Band, this pokemon can both counter powerful physical attackers like Excadrill and Terrakkion, but it also serves as a surprisingly good non-invested wall breaker as well. This keeps Blissy especially from running circles around my team.
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