Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Scald
- Toxic
I built my team around these first two mons, and I really like Mantine as a Sp Def wall. It deals well with threats like Lando and Volcanrona (assuming it isn't Smack Down or Stone Edge Lando). The first two moves are fairly standard as removal is always good, and reliable recovery is needed for a wall. Scald is good for fishing for burns and dealing some damage, and toxic is good for dealing with other walls and spreading chip.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Stealth Rock
- Thunder Wave
Ferrothorn is the second mon that I built around, and I think it is a brilliant spreader of hazards. Spikes and rocks are the hazards that it spreads, and t-wave is great for stopping fast mons. Gyro ball is good for dealing with some fast mons, but is mainly there so that Ferro isn't completely passive.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Extreme Speed
This may be an odd set, but it is one of my best win cons. If I can get a sub set up against a passive mon such as Toxapex or Skarmory, then it is fairly easy for me to sweep with one or two d-dances. Thousand Arrows is arguably the best move in the game, and is great to spam with d-dances. E-speed is on in order to deal with fast mons or the rare TR team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- High Jump Kick
- Zen Headbutt
- Ice Punch
M-Medicham is on here in order to deal w/ Toxapex, Ferrothorn, T-tar, Lando-T, and Heatran which all walled me to a certain extent before. The last three moves are fairly standard on M-Medicham and deal with lots of threats. Bullet punch is run in order to get some priority for longer then the first turn (ie. Fake Out).
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Volt Switch
- Flash Cannon
- Fleur Cannon
Magearna is a solid mon who really fits on most teams, and is a brilliant z-crystal user. For the first draft of this team I ran Z-hypnosis Xurkitree and ran into issues with that, and so I figured having fairy nukes did well. My team is very fast and as such I thought that shift gear would be nice to put tremendous pressure. Volt switch is always nice to have for momentum.
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Incinerate
- Psychic
Thundy-T is the mon I am least certain of, and the main reason I am making this thread. In the first incarnation of my team I had a serious issue w/ Celesteela and Skarmory so I looked for a fire or electric type. I briefly ran Z-Hypnosis Xurkitree (as mentioned above), but figured I needed more inherent speed as none of my team was naturally very fast. To help with this I looked at potential electric or fire type scarfers and chose Thundy-T. U-turn is always good for momentum, and T-bolt is for dealing with the pesky steel/flying types. Incinerate is run for Ferrothorn and can deal over 75%, and psychic is for M-Lopunny and Hawlucha (although the last two moves are iffy in my thought).
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Scald
- Toxic
I built my team around these first two mons, and I really like Mantine as a Sp Def wall. It deals well with threats like Lando and Volcanrona (assuming it isn't Smack Down or Stone Edge Lando). The first two moves are fairly standard as removal is always good, and reliable recovery is needed for a wall. Scald is good for fishing for burns and dealing some damage, and toxic is good for dealing with other walls and spreading chip.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Stealth Rock
- Thunder Wave
Ferrothorn is the second mon that I built around, and I think it is a brilliant spreader of hazards. Spikes and rocks are the hazards that it spreads, and t-wave is great for stopping fast mons. Gyro ball is good for dealing with some fast mons, but is mainly there so that Ferro isn't completely passive.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Extreme Speed
This may be an odd set, but it is one of my best win cons. If I can get a sub set up against a passive mon such as Toxapex or Skarmory, then it is fairly easy for me to sweep with one or two d-dances. Thousand Arrows is arguably the best move in the game, and is great to spam with d-dances. E-speed is on in order to deal with fast mons or the rare TR team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- High Jump Kick
- Zen Headbutt
- Ice Punch
M-Medicham is on here in order to deal w/ Toxapex, Ferrothorn, T-tar, Lando-T, and Heatran which all walled me to a certain extent before. The last three moves are fairly standard on M-Medicham and deal with lots of threats. Bullet punch is run in order to get some priority for longer then the first turn (ie. Fake Out).
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Volt Switch
- Flash Cannon
- Fleur Cannon
Magearna is a solid mon who really fits on most teams, and is a brilliant z-crystal user. For the first draft of this team I ran Z-hypnosis Xurkitree and ran into issues with that, and so I figured having fairy nukes did well. My team is very fast and as such I thought that shift gear would be nice to put tremendous pressure. Volt switch is always nice to have for momentum.
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Incinerate
- Psychic
Thundy-T is the mon I am least certain of, and the main reason I am making this thread. In the first incarnation of my team I had a serious issue w/ Celesteela and Skarmory so I looked for a fire or electric type. I briefly ran Z-Hypnosis Xurkitree (as mentioned above), but figured I needed more inherent speed as none of my team was naturally very fast. To help with this I looked at potential electric or fire type scarfers and chose Thundy-T. U-turn is always good for momentum, and T-bolt is for dealing with the pesky steel/flying types. Incinerate is run for Ferrothorn and can deal over 75%, and psychic is for M-Lopunny and Hawlucha (although the last two moves are iffy in my thought).