Teambuilding
I decided to base my whole team on a Pokemon that caught my attention as of recently: Mega-Houndoom. I had never tested this hellhound before so I wanted to give it a try. I wanted at first to run a Sun-based team but as much as I love this weather condition, I judged it was too weak now with auto-weather no longer permanent. Therefore, I decided to walk over Solar Power, which is pretty shameful over Flash Fire for example. From there, I immediately noticed the amazing speed and special attack it has, especially after a Nasty Plot.
And what I found best to support the helldog was an angelic blue bunny. Azumarill was a natural pick in my opinion. Its typing synergizes pretty well with Houndoom's: Azumarill resists well fighting and water, which Houndoom doesn't stand, and reciprocally, Houndoom takes some grass hits for bunny. Plus, Houndoom picks on the special side of the spectrum while Azumarill works on the physical side. It's part of my offensive core, Houndoom and Azumarill.
I added Latias to the offensive core as a utility-based member. Her role is to Defog hazards out of the way. She isn't passive at all, too, she hits pretty hard with her Draco Meteor and Psyshock. Her presence also allows me to play more recklessly because she can Healing Wish on any of my wounded members to cure them and give them a second chance to come and sweep.
Ferrothorn was eventually added as it has fantastic synergy with Houndoom and Azumarill: it can take Ground-, Rock-, Electric-, Poison- and Steel-type like no other tomorrows for my offensive core while Houndoom absorbs Fire-type attacks for a Flash Fire boost and Azumarill takes Fighting-type attacks. Ferrothorn can equally set Spikes which are valuable for my team. While it is sort of passive, its attacks aren't weak at all so frailer Pokemon like Sceptile should be wary.
I added Landorus-Therian to take physical attacks because my Ferrothorn is specially defensive. Landorus forms a double core with Ferrothorn: a defensive core as it takes physical attacks with intimidate and in return, Ferrothorn takes special hits easily with its 116 base special defense, and a hazard core as it sets Stealth Rock up while Ferrothorn deposits Spikes. Its typing is nice too, although at this point, the defensive core is wrecked by Fire-type attacks if my offensive core is weakened. This is not a huge problem thanks to Latias' presence and Azumarill's passable bulk, though.
Everybody's washing machine was added for its pure utility and pivoting ability. It can also screw over some physical threats with Will-O-Wisp and has some good uninvested power, especially on super-effective hits. Synergy is not a concern with it, as its sole weakness is resisted by half my team. It takes Ice-type hits too, for Latias and Landorus, but Azumarill and Houndoom also do whatsoever.
In Detail
Hellfire (Houndoom) (M) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Nasty Plot
- Destiny Bond
Houndoom's got seriously good power. Alternating between its STAB that are only resisted by 4 Pokemon in OU and 27 Pokemon globally, few Pokemon really resist it and if this isn't enough, Azumarill can give her helping hand anytime to pick off where Houndoom left. Houndoom forces many switches against passive Pokemon like Skarmory or Ferrothorn, which can't touch it. Thus, it gets the opportunity to setup and sweep as far as it can. Finally, Destiny Bond is a parting shot move I use it whenever I face a Pokemon that I can't beat with one hit and that can beat me, or when against a slower Pokemon that did some setup to take it out.
Angela (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Waterfall
Azumarill achieves what Houndoom starts. She comes in, Belly Drum to max her attack, eat her citron (yuck) and Aqua Jet all the time. The EV spread is designed to outspeed uninvested Skarmory and whatever is slower, while maintaining acceptable bulk for a sweeper. Waterfall is my secondary water STAB that can beat slow Pokemon or hit on the switch for serious damage. Finally, powerful Play Rough is powerful.
Eona (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Latias' purpose is to Defog. She always has plenty of opportunities to do that since her STAB scare some and her typing leave her untouched by some. Draco Meteor can severely dent Bisharp and beat a lot of Pokemon on the switch, while Psyshock is the pick against what it hits for supereffective damage or to finish off a foe without sacrificing special attack. Healing Wish allows me to play more recklessly.
Washington (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
- Rest
- Hydro Pump
- Will-O-Wisp
- Volt Switch
Washing-a-ton with Hydro Pump, Scouting-a-ton with Volt Switch, Crippling-a-ton with Will-O-Wisp and Healing-a-ton with Rest. Ah, Rotom-Wash, you're so helpful. You're everywhere, anywhere, and can do it all. Rotom is my lead for all of these reasons and is pretty straightforward; its EVs are designed in a way that it outspeeds most Suicune and Venusaur-mega, and retain a lot of bulk.
Thornn (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Ferrothorn is a staple in most balanced team that has its weaknesses covered. It sets hazards and recovery for my team's needs with Spikes and Leech Seed and to avoid being bait to Taunt, it has Gyro Ball and Power Whip. Ferrothorn is a consistent setter of Spikes because of its great bulk and ability to beat common entry hazard removers, such as Lati-twins, and Excadrill. Gyro Ball is a primary choice for an attacking move, as it OHKOes Mega Gardevoir, and does significant damage to many fast Pokemon such as Lati-twins and Landorus, and Fairy-types such as Clefable and Sylveon. Finally, Power Whip deals with Keldeo and Gyarados-mega among others.
Landor (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
252 HP and 240 EVs in Defense are crucial for Landorus to handle the likes of Talonflame, Excadrill, and Mega Pinsir. 8 Speed EVs are enough to outspeed Modest Magnezone while still having a slow U-turn to take a hit and pivot out to another teammate and especially the frail Houndoom. 8 Special Defense EVs are run to prevent Mega Manectric from OHKOing with Hidden Power Ice. Landorus sets Stealth Rock and gets great attacking moves while also VoltTurning with motor-w.
Hope you like it! :)