Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: NaN Spe
- Rock Slide
- Earthquake
- Protect
- Heavy Slam
Mega Seelix's main goal is to keep most fairies in check while also being bulky and generally hard to take down. Steelix can take on common threats such as sylveon, landorus, kangaskhan, aegislash, talonflame and surprisingly amoonguss (Heavy Slam). The only bad thing about mega steelix is that it really depends on how lucky you are with the damage roll in sandstorm.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 Def / NaN Spe
- Heat Wave
- Earth Power
- Protect
- Hidden Power [Ice]
I thought that mega camerupt would fit nicely into this team because of its natural ability to be fat and slow. I thought that I didn't really have that much offense, and my team was weak to bulky grass types such as mega venasaur, so here is the fat cow. I couldn't decide whether to go mixed attacker with camerupt because I didn't want to get 1 hit ko'd by some attacks, so i went the max hp/sp atk way.
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 HP / 6 Def / 252 SpA
Quiet Nature
IVs: NaN Spe
- Ice Beam
- Rock Slide
- Protect
- Flamethrower
Tyranitar is kind of a surprise factor that I use to throw people off. It was hard for me to decide the move-slots for it but I thought rock slide would be more important than dark pulse due to my teams weakness to charizard y. Tyranitar is a huge help in terms of ko'ing landorus and common threats such as aegislash, terrakion, and mega salamence after a weakness policy boost. Plus with the help from aromatisse's heal pulse, it makes it even more difficult to ko.
Aromatisse @ Safety Goggles
Ability: Aroma Veil
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Moonblast
- Heal Pulse
- Trick Room
- Protect
Aromatisse is one of my personal favorites to use mainly because of the guaranteed Trick Room set up. Its bulky enough to take on a max special attack mega gengar sludge bomb AND an iron head from bisharp (flinch factor still) while being able to ko a hydreigon with no sp.atk investments and being able to 2 hit KO' most dragon/fighting/dark types with moon blast. Heal Pulse saved me a couple games and I deemed it worthy to have it in a moveslot.
Amoonguss @ Rocky Helmet
Ability: Effect Spore
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: NaN Spe
- Spore
- Protect
- Giga Drain
- Rage Powder
I needed a slow grass type that could redirect attacks that Hariyama couldn't tank so my Aromatisse could set up trick room. Plus my team was generally weak to water types and since I couldn't find any other replacement, I chose Amoonguss. I did use Cradily at one point but considering Cradily has a lot of weaknesses, I thought Amoonguss would fit in as a better choice.
Hariyama @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 126 Def / 126 SpD
Brave Nature
IVs: NaN Spe
- Fake Out
- Close Combat
- Ice Punch
- Knock Off]
Hariyama and Aromatisse are one of the most used combos I send out in the beginning of every game, unless there is a faster fake out user or a Talonflame. Hariyama is a support for aromatisse (with fake out) and also gets the guts boost from flame orb on the next turn. Most mons that don't resist Hariyama's attacks usually die, while aromatisse can use heal pulse to keep its partner alive a bit longer. This duo is really good together and do a lot of damage if the opponent isn't ready for them.
Please feel free to tell me what my team needs and to critique me openly.
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: NaN Spe
- Rock Slide
- Earthquake
- Protect
- Heavy Slam
Mega Seelix's main goal is to keep most fairies in check while also being bulky and generally hard to take down. Steelix can take on common threats such as sylveon, landorus, kangaskhan, aegislash, talonflame and surprisingly amoonguss (Heavy Slam). The only bad thing about mega steelix is that it really depends on how lucky you are with the damage roll in sandstorm.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 Def / NaN Spe
- Heat Wave
- Earth Power
- Protect
- Hidden Power [Ice]
I thought that mega camerupt would fit nicely into this team because of its natural ability to be fat and slow. I thought that I didn't really have that much offense, and my team was weak to bulky grass types such as mega venasaur, so here is the fat cow. I couldn't decide whether to go mixed attacker with camerupt because I didn't want to get 1 hit ko'd by some attacks, so i went the max hp/sp atk way.
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 HP / 6 Def / 252 SpA
Quiet Nature
IVs: NaN Spe
- Ice Beam
- Rock Slide
- Protect
- Flamethrower
Tyranitar is kind of a surprise factor that I use to throw people off. It was hard for me to decide the move-slots for it but I thought rock slide would be more important than dark pulse due to my teams weakness to charizard y. Tyranitar is a huge help in terms of ko'ing landorus and common threats such as aegislash, terrakion, and mega salamence after a weakness policy boost. Plus with the help from aromatisse's heal pulse, it makes it even more difficult to ko.
Aromatisse @ Safety Goggles
Ability: Aroma Veil
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Moonblast
- Heal Pulse
- Trick Room
- Protect
Aromatisse is one of my personal favorites to use mainly because of the guaranteed Trick Room set up. Its bulky enough to take on a max special attack mega gengar sludge bomb AND an iron head from bisharp (flinch factor still) while being able to ko a hydreigon with no sp.atk investments and being able to 2 hit KO' most dragon/fighting/dark types with moon blast. Heal Pulse saved me a couple games and I deemed it worthy to have it in a moveslot.
Amoonguss @ Rocky Helmet
Ability: Effect Spore
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: NaN Spe
- Spore
- Protect
- Giga Drain
- Rage Powder
I needed a slow grass type that could redirect attacks that Hariyama couldn't tank so my Aromatisse could set up trick room. Plus my team was generally weak to water types and since I couldn't find any other replacement, I chose Amoonguss. I did use Cradily at one point but considering Cradily has a lot of weaknesses, I thought Amoonguss would fit in as a better choice.
Hariyama @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 126 Def / 126 SpD
Brave Nature
IVs: NaN Spe
- Fake Out
- Close Combat
- Ice Punch
- Knock Off]
Hariyama and Aromatisse are one of the most used combos I send out in the beginning of every game, unless there is a faster fake out user or a Talonflame. Hariyama is a support for aromatisse (with fake out) and also gets the guts boost from flame orb on the next turn. Most mons that don't resist Hariyama's attacks usually die, while aromatisse can use heal pulse to keep its partner alive a bit longer. This duo is really good together and do a lot of damage if the opponent isn't ready for them.
Please feel free to tell me what my team needs and to critique me openly.
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