Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Quick Attack
The WinCon/Revenge Killer of the team. Its primary role is to sweep late game with fake out/return combinations or fake out/quick attack combinations on scarfers or the few mons in the metagame that outspeed. The moveset is pretty standard, powerful STAB with return/hjk and priority with fake out/quick attack.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Rotom-Wash was necessary to check powerful flying types such as Tornadus-T, but more importantly Talonflame. It also has the bulk necessary to take hits and fire off will-o's at some setup sweepers and can cripple physical threats. The slow volt switch is there for initiative, will-o is there to cripple, hydro pump for powerful STAB and pain split for recovery on a high HP mon or a switch in.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 4 Atk / 170 Def / 96 SpD
Impish Nature
- Dragon Tail
- Fire Blast
- Earthquake
- Endure
To open up a hole for Lopunny late game, I decided that I needed something to whittle down opponents. Garchomp came into mind when I thought of this, with the combination of dragon tail for hazards damage and rough skin/rocky helmet with endure, I decided that Garchomp would fit the role for this. Besides for this role, Garchomp can still potentially beat an opposing sweep with endure and dtail. Fire Blast is for bulky steel types like skarm/ferro, and earthquake for powerful STAB.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Energy Ball
- Focus Blast
Originally this was a specs keldeo, but after I realized that Slowbro walled my team I decided I needed a hard hitting dark type to not only deal with that problem, but still fulfill the original role of my keldeo by making holes by hitting hard and taking out as much mons as possible. Additionally, Hoopa-U can function as a second win condition. Dark Pulse and Psyshock for powerful STAB, energy ball for bulky waters or manaphy that my team otherwise does not exactly appreciate, and Focus Blast for steel types.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Earthquake
- Rock Tomb
- Stealth Rock
Bulky Landorus-T functioned well on my team since it dealt with threats such as ZardX and can negate the buffs of DD Mega Altaria. Additionally, it was a nice stealth rock setter that allowed me to run endure fat chomp and still have a solid rock setter. Additionally, a slow u-turn for initiative works nicely and a STAB earthquake that hits hard even without much attack investment thanks to Lando’s base 145 attack.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
- Healing Wish
- Draco Meteor
- Psyshock
- Defog
Since I do not have recovery on my defensive mons, Latias does a good job of negating that with healing wish. It can also negate a scald burn or t-wave and can get rid of hazards which is important to keep my team from being dwindled down easily. The EV’s give it enough speed to outspeed a max speed base 100 such as manaphy, while 252 HP gives it enough bulk to take some hits from either side.
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Quick Attack
The WinCon/Revenge Killer of the team. Its primary role is to sweep late game with fake out/return combinations or fake out/quick attack combinations on scarfers or the few mons in the metagame that outspeed. The moveset is pretty standard, powerful STAB with return/hjk and priority with fake out/quick attack.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Rotom-Wash was necessary to check powerful flying types such as Tornadus-T, but more importantly Talonflame. It also has the bulk necessary to take hits and fire off will-o's at some setup sweepers and can cripple physical threats. The slow volt switch is there for initiative, will-o is there to cripple, hydro pump for powerful STAB and pain split for recovery on a high HP mon or a switch in.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 4 Atk / 170 Def / 96 SpD
Impish Nature
- Dragon Tail
- Fire Blast
- Earthquake
- Endure
To open up a hole for Lopunny late game, I decided that I needed something to whittle down opponents. Garchomp came into mind when I thought of this, with the combination of dragon tail for hazards damage and rough skin/rocky helmet with endure, I decided that Garchomp would fit the role for this. Besides for this role, Garchomp can still potentially beat an opposing sweep with endure and dtail. Fire Blast is for bulky steel types like skarm/ferro, and earthquake for powerful STAB.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Energy Ball
- Focus Blast
Originally this was a specs keldeo, but after I realized that Slowbro walled my team I decided I needed a hard hitting dark type to not only deal with that problem, but still fulfill the original role of my keldeo by making holes by hitting hard and taking out as much mons as possible. Additionally, Hoopa-U can function as a second win condition. Dark Pulse and Psyshock for powerful STAB, energy ball for bulky waters or manaphy that my team otherwise does not exactly appreciate, and Focus Blast for steel types.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Earthquake
- Rock Tomb
- Stealth Rock
Bulky Landorus-T functioned well on my team since it dealt with threats such as ZardX and can negate the buffs of DD Mega Altaria. Additionally, it was a nice stealth rock setter that allowed me to run endure fat chomp and still have a solid rock setter. Additionally, a slow u-turn for initiative works nicely and a STAB earthquake that hits hard even without much attack investment thanks to Lando’s base 145 attack.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
- Healing Wish
- Draco Meteor
- Psyshock
- Defog
Since I do not have recovery on my defensive mons, Latias does a good job of negating that with healing wish. It can also negate a scald burn or t-wave and can get rid of hazards which is important to keep my team from being dwindled down easily. The EV’s give it enough speed to outspeed a max speed base 100 such as manaphy, while 252 HP gives it enough bulk to take some hits from either side.