Every Bulky Offense Team Ever
** Okay, so I tried my hand at building a bulky offense team. After 5 minutes of tweaking and around a day of playtesting, I agonizingly constructed everyone and their mother's BO team. This team runs on a chassis of Scizor and Rotom, with Lando-T as a fast U-turn pivot, Tapu Bulu and Latios as wallbreakers and Heatran as hazard setting or glue.**
Teambuilding Process
**It’s everyone’s favorite BO core! Mega Scizor and Rotom-W are consistently reliable pivots, capable of taking advantage of many switchins to bulky pivot out. Mega Scizor is of course my main win-con in this team, sweeping entire teams with Bullet Punch and Swords Dance. Rotom-W takes care of pesky campers like Heatran for me.**
**This team was pretty weak to Tapu Koko, both Zards and Doom Tran, so I added in Landorus T to balance it out. Landorus T is such a great mon, providing powerful STAB Earthquake and Knock Off utility for support.**
**Now I needed something for taking care of steels that weren’t weak to Earthquake, like other Scizor and Ferrothorn. Heatran fit the bill. Initially I ran CS Heatran and Utility Landorus-T, but since this team encountered problems with Pheromosa I decided to switch both roles. Doom Tran lets me lure in people who think I’ve got complacent in checking waters with Bulu, Rotom and Latios.**
**Every team needs hazard control. Although Tran walls MVenu, he can’t do much else with Magma Storm’s 75% accuracy. Keldeo also poses problems for my team, since Specs Secret Sword takes a lot out of my Rotom-W. Latios was brought in to solve these problems. STAB Draco Meteor is great as a nuke option and to check defensive Lando-T in a pinch.**
**For glue I decided I needed another bulky water check, since Scizor, Heatran and Landorus T are all vulnerable to bulky waters. Bulu has the side benefit of wallbreaking through Chansey with its ludicrously powerful Wood Hammer. In return, Lando and Heatran take care of Mega Beedrill and Skarmory respectively.**
The Team
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
**The first half of my Scrotom core. Scizor can double as a pivot and a sweeper. U-turn at +2 pokes a giant hole in Ferrothorn, which Rotom-W despises. Roost is for recovery. Bullet Punch and Swords Dance sweep. Scizor is insanely bulky; it took a +2 Fly from a Flyinium DD Salamence once.**
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
**The other half. It soft-checks stuff like Landorus T and bulky waters in general. WoW is for opposing Scizor, switching-in Ground types or Megagross. Hydro Pump muscles through Landorus and nabs Pelipper for good damage in rain. Pain Split allows me to get the upper hand against slower pivots or burned walls.**
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
**I mean, Lando T only has a 40% usage rating on Showdown. Scarf makes me fast enough to not care as much about Hyper Offense bulldozing my team. EQ is standard, Stone Edge is for Zard Y and Volcarona. Knock Off cripples item-dependent stall teams. U-turn is for general fast pivoting, an invaluable skill against Protean Greninja.**
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
**I have to confess that I have never used Powertran in Gen 6. Fortunately Doom Tran came along and rectified that. Magma Storm has extremely shaky accuracy but when it hits, it hits hard – neutering other Scizor and forcing switchins like Garchomp to reconsider their next move. Earth Power hits other Tran, Alolawak and is safer against Magnezone. SolarBeam is really only there for Bloom Doom unless sun is up, in which case it’s probably useless. SR takes advantage of the insane switches Tran forces. **
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
**Latios takes care of a few important threats – namely Mega Venusaur, Toxapex and Keldeo. He can hazard control using Defog, Roost off damage or wallbreak with Draco Meteor. Psyshock is usually just for predicted Tapu switchins, since DMeteor nukes Keldeo most of the time.**
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
**The glue of this team. Offers another soft-check to Landorus T and benefits from my teammates’ ability to kill Mega Beedrill. Ever since I switched my Scarfer and Utility mon, have been getting a lot more use out of this bugger. Wood Hammer can destroy switchins like Zard Y. Horn Leech is for recovering health lost by recoil damage. Superpower breaks Skarmchans cores apart by denting the former and KOing the latter. Stone Edge is for predicted Volcarona or Zard Y switchins, but I use it sparingly. I was considering a SubSD set, but it really misses the sheer immediate power of CB Wood Hammer.**
Threatlist
**This team’s been working out pretty well for me so far, however there are a few problematic creatures. Even with CS Landorus, Pheromosa poses a big threat as EQ only 2HKOes and Stone Edge’s accuracy is unreliable. Battle Bond Greninja (especially LO variants) is really hard to beat since nothing except Scarf Lando T can break through it, and Bond Ninja has Water Shuriken for that. But the biggest threat to this team so far has been Tapu Lele, who is capable of outspeeding with a Scarf and nuking everything to death with Psychic, Moonblast and (for Scizor) HP Fire. Nevertheless, I like playing this team.**
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
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
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
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
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge