Introduction
This team is based around mono-attacking Mega-Salamence, and it aims to remove/weaken mence's checks to allow it to sweep. After playing around with some more hyper offensive style teams, I decided to go with a more balanced approach.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Precipice Blades
- Rock Slide
- Roar
Primal Groudon is an amazing partner for Salamence, as it sets up rocks, phazes and deals with Xerneas. Stealth Rocks is pretty self explanatory, Precipice Blades is my main means of dealing damage, and Rock Slide was chosen over Stone Edge because I've had it miss on me one too many times. Roar allows me to deal with set up sweepers and dismantle Baton Pass chains. Max SpD + Careful allows me to avoid the 2HKO from GeoXern after Stealth Rock damage, and P-don's physical defense is massive anyway. I usually lead with P-Don to get rocks up immediately, except when I predict an anti-lead like Darkrai.
Klefki @ Air Balloon
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Foul Play
- Magic Coat
Klefki is here because I wanted Spikes, and a way to deal with faster threats. Spikes help to rack up damage when the rest of my team forces switches. Prankster T-Wave is here to shut down faster threats, and can cripple a pokemon for the entire game if it lacks Refresh/ an aromatherapy teammate. I went for Foul Play over Play Rough to deal with physical set up sweepers, mostly Ekiller Arceus. I'll lead with Klefki against suicide leads, and Magic Cost back their Rocks or Taunt first turn. After that, it's mindgames between attacking and hazarding for the opponent, or a forced switch for a taunted Deoxys-S
Salamence-Mega @ Salamencite
Ability: Aerilate
Hapinness: 0
EVs: 80 HP / 252 Atk / 4 SpD / 172 Spe
Adamant Nature
- Frustration
- Refresh
- Dragon Dance
- Roost
Salamence is the core of my team, I'll typically play him as a late game sweeper once his checks are removed. Frustration deals good damage without the recoil damage of Double Edge, which can make a massive difference against an offensive team where there is no time to Roost back Health. I went for Frustration over Return for the niche value of beating opposing Ditto, Refresh is here to remove burns and paralysis to allow Salamence to better check Groudon and Ho-oh, as well as preventing Mence from being crippled by a stray t-wave. Dragon Dance allows Salamence to sweep many teams after just one boost. Roost allows Mence to heal off residual damage, as welk as helping to set up against mons like Groudon. Removing Mence's flying typing for a turn can also be helpful, especially against P-Don's Stone Edge. Maximum Attack investment + Adamant allows Salamence to hit as hard as possible. 80 HP EVs make it easier for Mence to find opportunities to set up.
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Aromatherapy
- Sleep Talk
Xerneas is here as speed control, and also as a cleric to remove status for team members other than Mence. Moonblast is its main move, and allows Xerneas to clean weakened team. Thunder hits Kyogre and Ho-oh. Aromatherapy helps it remove paralysis for itself, and toxic and sleep for other team members, it helps out a lot against stall. Sleep Talk allows Xerneas to be a good sleep absorber and beat Darkrai 1v1. (Xerneas outspeeds Darkrai, and either OHKOs with Moonblast, 2HKOs with Thunder (it can survive one Sludge Bomb from full health), or wakes up with Aromatherapy) the only problems are a first turn wake, or Thunder then Aromatherapy.
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover
Arceus allows me to beat Lugia through Toxic and is a very useful mon generally. Judgement is a decently powerful attack even with no SpA investment. Ice Beam hits opposing dragon types, mainly Rayquaza and Salamence. Toxic allows me to take out opposing walls like Lugia, and also helps against foes like P-Don.
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog
Latios is here as a defogger, but it's insanely powerful Draco Meteor is capable of destroying many things. I often bring Latios in, nuke something, then switch it out. Psyshock hits Poison types like Gengar on the switch, as well as dealing more damage to specially defensive mons like P-Ogre. HP Fire hits Ferrothorn and Scizor hard, as well as dealing decent damage to foes weak to it. Defog is self explanatory, I don't usually bother to remove just rocks, but it's nice to have against hazard stacking teams.
This team is based around mono-attacking Mega-Salamence, and it aims to remove/weaken mence's checks to allow it to sweep. After playing around with some more hyper offensive style teams, I decided to go with a more balanced approach.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Precipice Blades
- Rock Slide
- Roar
Primal Groudon is an amazing partner for Salamence, as it sets up rocks, phazes and deals with Xerneas. Stealth Rocks is pretty self explanatory, Precipice Blades is my main means of dealing damage, and Rock Slide was chosen over Stone Edge because I've had it miss on me one too many times. Roar allows me to deal with set up sweepers and dismantle Baton Pass chains. Max SpD + Careful allows me to avoid the 2HKO from GeoXern after Stealth Rock damage, and P-don's physical defense is massive anyway. I usually lead with P-Don to get rocks up immediately, except when I predict an anti-lead like Darkrai.
Klefki @ Air Balloon
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Foul Play
- Magic Coat
Klefki is here because I wanted Spikes, and a way to deal with faster threats. Spikes help to rack up damage when the rest of my team forces switches. Prankster T-Wave is here to shut down faster threats, and can cripple a pokemon for the entire game if it lacks Refresh/ an aromatherapy teammate. I went for Foul Play over Play Rough to deal with physical set up sweepers, mostly Ekiller Arceus. I'll lead with Klefki against suicide leads, and Magic Cost back their Rocks or Taunt first turn. After that, it's mindgames between attacking and hazarding for the opponent, or a forced switch for a taunted Deoxys-S
Salamence-Mega @ Salamencite
Ability: Aerilate
Hapinness: 0
EVs: 80 HP / 252 Atk / 4 SpD / 172 Spe
Adamant Nature
- Frustration
- Refresh
- Dragon Dance
- Roost
Salamence is the core of my team, I'll typically play him as a late game sweeper once his checks are removed. Frustration deals good damage without the recoil damage of Double Edge, which can make a massive difference against an offensive team where there is no time to Roost back Health. I went for Frustration over Return for the niche value of beating opposing Ditto, Refresh is here to remove burns and paralysis to allow Salamence to better check Groudon and Ho-oh, as well as preventing Mence from being crippled by a stray t-wave. Dragon Dance allows Salamence to sweep many teams after just one boost. Roost allows Mence to heal off residual damage, as welk as helping to set up against mons like Groudon. Removing Mence's flying typing for a turn can also be helpful, especially against P-Don's Stone Edge. Maximum Attack investment + Adamant allows Salamence to hit as hard as possible. 80 HP EVs make it easier for Mence to find opportunities to set up.
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Aromatherapy
- Sleep Talk
Xerneas is here as speed control, and also as a cleric to remove status for team members other than Mence. Moonblast is its main move, and allows Xerneas to clean weakened team. Thunder hits Kyogre and Ho-oh. Aromatherapy helps it remove paralysis for itself, and toxic and sleep for other team members, it helps out a lot against stall. Sleep Talk allows Xerneas to be a good sleep absorber and beat Darkrai 1v1. (Xerneas outspeeds Darkrai, and either OHKOs with Moonblast, 2HKOs with Thunder (it can survive one Sludge Bomb from full health), or wakes up with Aromatherapy) the only problems are a first turn wake, or Thunder then Aromatherapy.
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover
Arceus allows me to beat Lugia through Toxic and is a very useful mon generally. Judgement is a decently powerful attack even with no SpA investment. Ice Beam hits opposing dragon types, mainly Rayquaza and Salamence. Toxic allows me to take out opposing walls like Lugia, and also helps against foes like P-Don.
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog
Latios is here as a defogger, but it's insanely powerful Draco Meteor is capable of destroying many things. I often bring Latios in, nuke something, then switch it out. Psyshock hits Poison types like Gengar on the switch, as well as dealing more damage to specially defensive mons like P-Ogre. HP Fire hits Ferrothorn and Scizor hard, as well as dealing decent damage to foes weak to it. Defog is self explanatory, I don't usually bother to remove just rocks, but it's nice to have against hazard stacking teams.