Venusaur @ Venusaurite
Ability: Chlorophyll
Nature: Bold
EVs: 248 HP / 244 Def / 16 Spe
- Synthesis
- Leech Seed
- Giga Drain
- Sludge Bomb
Venusaur was the original basis of the team, becoming a favorite if mine during 1v1. As a player with a naturally defensive style, I was impressed with its sheer resiliency. I maximized it's defense to augment its ability to take raw, unboosted physical hits. It also helps minimize damage from opposing Psyshocks, although it's still painful. The defensive investment also allows it to brave attacks from unboosted Bisharp and demolish Azumarill, both of which could easily dismantle the rest of my team. Leech Seed, Synthesis, and Giga Drain in combination are essential to Venusaur's longevity, and Sludge Bomb is used to take down opposing grass-types and vulnerable fairies; the poison chance is handy in tandem with leech seed to wear down bulkier foes.
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Nature: Impish
EVs: 248 HP / 252 Def / 8 Spe
- Defog
- Roost
- Foul Play
- Knock Off
Mandibuzz, originally chosen for its ability to remove hazards, has become the second dedicated physical wall, punishing its attackers with Rocky Helmet and Foul Play. Roost and Overcoat, combined with its impressive base defenses, create a resilient wall. Its typing, while not great, does provide useful resistances to ghost and dark (harder to come by these days) and immunity to psychic and ground. Knock Off was chosen for utility, although it seldom sees use, and Mandibuzz sometimes feels unable to do anything productive while walling a former threat.
Heatran @ Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Lava Plume
-Earth Power Ancient Power
- Stealth Rock
- Roar
Heatran holds key resistances needed for my team, especially the ability to force a switch on Talonflame, to which Heatran can set up rocks on a free turn. I opted on specially defensive investment over physical to keep psychic- and fairy-types out of the field and away from the rest of my team. Lava Plume is a great asset for any defensive/balanced set, boasting 100% accuracy, relatively high base power, and a 30% burn chance to compensate for the lack of defensive investment. Earth Power provides much-needed coverage to deal with other fire types, and Roar is used in tandem with Stealth Rock to rack up damage, and put the brakes on the opponent's momentum.
Slowking @ Assault Vest
Ability: Regenerator
Nature: Calm
EVs: 252 HP / 252 SpD / 4 SpA
- Fire Blast
- Power Gem
- Scald
- Future Sight
Slowking is the premier special tank of the team, providing stellar special defense and outstanding type coverage. It is a common switch-in due to its key resistances to the usually-special water, fire, psychic, and ice types. It's offensive presence is useful for forcing switches or annihilating the unsuspecting foe (such as Ferrothorn). Future Sight can be very useful in keeping the opponent under constant pressure, and allowing me to easily predict what the opponent will have out by the time it hits. Slowking functions as a superb special tank, taking nearly any neutral, special hit casually, while not allowing itself to be setup fodder thanks to its offensive coverage.
Togekiss @ Chesto Berry
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Roost
- Heal Bell
- Air Slash
- Thunder Wave
Togekiss is the second special wall, being able to take most special hits with its raw 130 base SpD. This moveset is geared towards team support rather than a wall or tank however, especially in Heal Bell and Thunder Wave. While Thunder Wave seems to clash with Venusaur's, Heatran's, and Slowking's respective status-inducing attacks, it is vital for slowing down the faster threats that the others wouldn't waste time poisoning/burning. I use Chesto berry primarily because this is an in-game Wi-Fi ORAS team, and I need the turn to paralyze opposing Darkrai or other sleep inducers. Leftovers don't need to be used as much due to the presence of Roost.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
- Knock Off
- U-turn
- Stone Edge
- Earthquake
Landorus-Therian is a vital member of this team, providing momentum thanks to U-turn and Intimidate. Choice scarf is necessary to bypass a painfully average 92 base speed, allowing it to become a fearsome revenge killer boasting a whopping 140 base attack. Landorus is blessed with the infamous EdgeQuake combo, making it useful for late-game cleanup. Knock Off is for attacking super-effectively and disposing of the foe's items, although it doesn't see as much use as it should.
This team is designed to wear down opponents, and appreciates heavy switching to minimize damage from opposing threats. While this team's synergy is good, it's not great. I primarily have trouble with Gardevoir-Mega, Talonflame, and Bisharp, all three of which are difficult to stop after they aquire momentum. Gardevoir's only check is Heatran, which can't do much but force a switch or eat a Focus Blast once on the field. Talonflame is checked nicely by Heatran, and partially by Mandibuzz, leaving my team as good as gone if Heatran is KOed early. Bisharp is a serious threat, being checked only by the raw defenses of Venusaur and Mandibuzz. The most fatal aspect of Bisharp is that it resists both of the aforementioned checks' movesets and can't be revenge-killed by Landorus due to a Defiant and Sucker Punch combo. Togekiss, Slowking, and Heatran would ordinarily be able to make short work of Bisharp... except that the former two are easily OHKOed.
Thanks for reading my RMT, it's the first one I've made in a while. I haven't played Showdown's OU in quite a while, so any and all criticism is welcomed.
Ability: Chlorophyll
Nature: Bold
EVs: 248 HP / 244 Def / 16 Spe
- Synthesis
- Leech Seed
- Giga Drain
- Sludge Bomb
Venusaur was the original basis of the team, becoming a favorite if mine during 1v1. As a player with a naturally defensive style, I was impressed with its sheer resiliency. I maximized it's defense to augment its ability to take raw, unboosted physical hits. It also helps minimize damage from opposing Psyshocks, although it's still painful. The defensive investment also allows it to brave attacks from unboosted Bisharp and demolish Azumarill, both of which could easily dismantle the rest of my team. Leech Seed, Synthesis, and Giga Drain in combination are essential to Venusaur's longevity, and Sludge Bomb is used to take down opposing grass-types and vulnerable fairies; the poison chance is handy in tandem with leech seed to wear down bulkier foes.
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Nature: Impish
EVs: 248 HP / 252 Def / 8 Spe
- Defog
- Roost
- Foul Play
- Knock Off
Mandibuzz, originally chosen for its ability to remove hazards, has become the second dedicated physical wall, punishing its attackers with Rocky Helmet and Foul Play. Roost and Overcoat, combined with its impressive base defenses, create a resilient wall. Its typing, while not great, does provide useful resistances to ghost and dark (harder to come by these days) and immunity to psychic and ground. Knock Off was chosen for utility, although it seldom sees use, and Mandibuzz sometimes feels unable to do anything productive while walling a former threat.
Heatran @ Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Lava Plume
-
- Stealth Rock
- Roar
Heatran holds key resistances needed for my team, especially the ability to force a switch on Talonflame, to which Heatran can set up rocks on a free turn. I opted on specially defensive investment over physical to keep psychic- and fairy-types out of the field and away from the rest of my team. Lava Plume is a great asset for any defensive/balanced set, boasting 100% accuracy, relatively high base power, and a 30% burn chance to compensate for the lack of defensive investment. Earth Power provides much-needed coverage to deal with other fire types, and Roar is used in tandem with Stealth Rock to rack up damage, and put the brakes on the opponent's momentum.
Slowking @ Assault Vest
Ability: Regenerator
Nature: Calm
EVs: 252 HP / 252 SpD / 4 SpA
- Fire Blast
- Power Gem
- Scald
- Future Sight
Slowking is the premier special tank of the team, providing stellar special defense and outstanding type coverage. It is a common switch-in due to its key resistances to the usually-special water, fire, psychic, and ice types. It's offensive presence is useful for forcing switches or annihilating the unsuspecting foe (such as Ferrothorn). Future Sight can be very useful in keeping the opponent under constant pressure, and allowing me to easily predict what the opponent will have out by the time it hits. Slowking functions as a superb special tank, taking nearly any neutral, special hit casually, while not allowing itself to be setup fodder thanks to its offensive coverage.
Togekiss @ Chesto Berry
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Roost
- Heal Bell
- Air Slash
- Thunder Wave
Togekiss is the second special wall, being able to take most special hits with its raw 130 base SpD. This moveset is geared towards team support rather than a wall or tank however, especially in Heal Bell and Thunder Wave. While Thunder Wave seems to clash with Venusaur's, Heatran's, and Slowking's respective status-inducing attacks, it is vital for slowing down the faster threats that the others wouldn't waste time poisoning/burning. I use Chesto berry primarily because this is an in-game Wi-Fi ORAS team, and I need the turn to paralyze opposing Darkrai or other sleep inducers. Leftovers don't need to be used as much due to the presence of Roost.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
- Knock Off
- U-turn
- Stone Edge
- Earthquake
Landorus-Therian is a vital member of this team, providing momentum thanks to U-turn and Intimidate. Choice scarf is necessary to bypass a painfully average 92 base speed, allowing it to become a fearsome revenge killer boasting a whopping 140 base attack. Landorus is blessed with the infamous EdgeQuake combo, making it useful for late-game cleanup. Knock Off is for attacking super-effectively and disposing of the foe's items, although it doesn't see as much use as it should.
This team is designed to wear down opponents, and appreciates heavy switching to minimize damage from opposing threats. While this team's synergy is good, it's not great. I primarily have trouble with Gardevoir-Mega, Talonflame, and Bisharp, all three of which are difficult to stop after they aquire momentum. Gardevoir's only check is Heatran, which can't do much but force a switch or eat a Focus Blast once on the field. Talonflame is checked nicely by Heatran, and partially by Mandibuzz, leaving my team as good as gone if Heatran is KOed early. Bisharp is a serious threat, being checked only by the raw defenses of Venusaur and Mandibuzz. The most fatal aspect of Bisharp is that it resists both of the aforementioned checks' movesets and can't be revenge-killed by Landorus due to a Defiant and Sucker Punch combo. Togekiss, Slowking, and Heatran would ordinarily be able to make short work of Bisharp... except that the former two are easily OHKOed.
Thanks for reading my RMT, it's the first one I've made in a while. I haven't played Showdown's OU in quite a while, so any and all criticism is welcomed.
Venusaur @ Venusaurite
Ability: Chlorophyll
Nature: Bold
EVs: 248 HP / 244 Def / 16 Spe
- Synthesis
- Leech Seed
- Giga Drain
- Sludge Bomb
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Nature: Impish
EVs: 248 HP / 252 Def / 8 Spe
- Defog
- Roost
- Foul Play
- Knock Off
Heatran @ Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Lava Plume
- Ancient Power
- Stealth Rock
- Roar
Slowking @ Assault Vest
Ability: Regenerator
Nature: Calm
EVs: 252 HP / 252 SpD / 4 SpA
- Fire Blast
- Power Gem
- Scald
- Future Sight
Togekiss @ Chesto Berry
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Roost
- Heal Bell
- Air Slash
- Thunder Wave
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
- Knock Off
- U-turn
- Stone Edge
- Earthquake
Ability: Chlorophyll
Nature: Bold
EVs: 248 HP / 244 Def / 16 Spe
- Synthesis
- Leech Seed
- Giga Drain
- Sludge Bomb
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Nature: Impish
EVs: 248 HP / 252 Def / 8 Spe
- Defog
- Roost
- Foul Play
- Knock Off
Heatran @ Leftovers
Ability: Flash Fire
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Lava Plume
- Ancient Power
- Stealth Rock
- Roar
Slowking @ Assault Vest
Ability: Regenerator
Nature: Calm
EVs: 252 HP / 252 SpD / 4 SpA
- Fire Blast
- Power Gem
- Scald
- Future Sight
Togekiss @ Chesto Berry
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 252 SpD / 4 Spe
- Roost
- Heal Bell
- Air Slash
- Thunder Wave
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
- Knock Off
- U-turn
- Stone Edge
- Earthquake
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