(Sand) Semi-Stall/Bulky Offense Mega Aerodactyl
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 248 HP / 96 Def / 100 SpDef / 64 Spd
Jolly Nature
- Aerial Ace
- Rock Slide/Stone Edge
- Roost
- Taunt/Toxic/Earthquake
General: This is a different take on Mega Aerodactyl, using its decent bulk (80/85/95), recovery in Roost, great speed, and various support/coverage options to support a team, one that ideally has sand to boost your SpDef even more but that's not necessary (and the EVs aren't made around that).
EV spread: It hits some nice benchmarks but is still fairly interchangeable. 64 Speed and a Jolly nature hit 387 speed, one point ahead of max speed Jolly Talonflame (and ahead of Weavile to boot). Speed's adjustable, but you compromise that sweet bulk if you want to boost your speed much.
The Special Defense (and HP) investment lets you switch in on Life Orb Gengar and win the 1v1 almost 80% of the time (Shadow Ball has a 20% chance to 2HKO out of sand, and the same percentage to 3HKO in sand). You also are 3HKO'd by Timid Charizard Y's Fire Blast in the Sun (19% chance to be 2HKO'd by Modest in Sun), and can either Roost stall or OHKO back with Rock Slide/Stone Edge). Life Orb Tornadus T does 31% max with Hurricane, and you outspeed and Stone Edge OHKOs back (Rock Slide does 84% min, meaning you need SR to guarantee an OHKO)--note that with this spread, if you're full health, you can switch in with SR up on your side, eat a Superpower from LO Tornadus T (does 40% max), and live the following Hurricane even at max rolls (even though you outspeed, assuming you're paralyzed or something). Sadly, you don't outspeed Sceptile and you can't switch into anything other than HP Fire, but if they think that since their Mega outspeeds you when you're unevolved, they can get rid of you with Leaf Storm, they're in for a nasty surprise when you live even after SR and OHKO back with Aerial Ace. If Keldeo has taken about 25%, you can RK Scarf Keldeo locked into Scald (you can live one). Many Gardevoir think they can live any of your attacks (which they can if you're regular 252/252 Mega Aero) and OHKO back with Hyper Voice after SR damage, but with this spread, you live Hyper Voice after SR (in fact, Psyshock is most often a 3HKO sans SR) and 2HKO back. Offensive Mega Venusaur loses the 1v1 to you, but that's to be expected, while Defensive Mega Venusaur actually can stall you out.
The Physical Defense (and HP) investment are for checking/countering BirdSpam. Even at +2, Flare Blitz from Talonflame is a 3HKO, and while Brave bird is a 2HKO, you outspeed and OHKO back with Rock Slide. Banded Tflame is rare but 3HKOs with BB/Flare Blitz. Bulky DD Gyarados might think it can switch in on an Aerial Ace and set up on you, but you 2HKO back with Rock Slide (after Aerial Ace) and live an unboosted Waterfall 100% of the time (of course he can just set up on you, but not if you have Stone Edge, which has a 50% chance of OHKOing Gyarados after Aerial Ace, even factoring Intimidate for both). The EVs also let you switch in on anything Mega Heracross runs sans Rock Blast, outspeed, and OHKO back with Aerial Ace. You can even switch in on Mega Medicham's Ice Punch when you're at full health and live 100% of the time so that you can RK with Aerial Ace. Sadly, Mega Lopunny beats you while a normal Mega Aerodactyl spread can outspeed and OHKO, but if you retain the element of surprise and play smart, you still have a 50% chance to OHKO Mega Lopunny after SR.
Moveslots: Roost and Aerial Ace/Wing Attack are mandatory, for recovery and Tough Claws boosted STAB respectively. Rock Slide/Stone Edge is almost always mandatory too, whichever one you want depends on how much you value the extra accuracy and PP versus the power. Personally, since this Aero is meant to be for more balanced/semi-stall teams, I'd use Rock Slide. For the last slot, there are a lot of options. Taunt lets you turn this Mega Aerodactyl into a decent stallbreaker, while Toxic lets you cripple conventional switch-ins like Mandibuzz, Hippowdon, Quagsire, etc. Earthquake lets you wreck Heatran in a 1v1 (even offensive variants, even if you switch in on Flash Cannon), while Iron Head lets you switch in on Mega Diance (Timid Diance Diamond Storm only has a 18% chance to OHKO) and OHKO back, while letting you beat Clefable in a 1v1 sans getting Thunder Wave'd. Fire Fang is a bad option since while it lets you beat Ferro (not Banded Scizor or Skarmory), you take tons of recoil in the process.
Team(mates): If you can get sand up on your side, this Mega Aerodactyl becomes even harder to break from the special side, and you can do stuff like switching in on a Specs Keldeo Scald and OHKOing back after a bit of chip damage and living a LO Thundurus Thunderbolt and OHKOing back. Plus, passive damage from Sandstorm helps ensure you check/counter what you're meant to with this spread. Thus, Hippowdon is a great partner for this set, since it gives you a rock resistance and an electric immunity, plus it lets you set up your own rocks. You'll need a good water immunity and ice resist though. A cleric is also near critical-getting burned/paralyzed/toxic'd seriously hampers this Mega Aero's ability to check/counter what it's built to check/counter. Finally, make sure to have good Rapid Spin/Defog control. Standard stuff.