Charizard @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Focus Blast
- Will-O-Wisp
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Swords Dance
- Roost
Mantine @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Air Slash
- Ice Beam
- Signal Beam
Slamming triple choice items on burds is a bad idea. So instead, I wanted to try out something fo'realzies. As birds are incredibly weak to rock, with no rock resisting birds in the NU tier itself, I decided to take this problem on with as much offensive presence as possible. Life orb Zard hits like a truck. Bulky rock-types, Mesprit, Lanturn, whatever, they all get frightened when Zard pops out the five pointed blast straight from the devil's toilet. Focus blast will usually be able to finish them off, but depending on the situation, Will-o-wisp is a good supporting move for the birds. Especially scyther appreciates the burns to help it set up and stuff. As goes for Scyther, it's the standard eviolite set. It can eat up some hits and hit back hard with a +2 U-turn or a technician boosted Aerial Ace. Lanturn definitely doesnt appreciate either of these hits. And lastly, my latest love, specs Mantine. Specs Mantine catches a lot of things off guard, gives a strong counter to Malamar, takes out Stealth Rockers before they get rocks up (most notably Spd Rhydon, as it lives a regular scald from a regular Mantine), and offers a relatively safe switch in on water types excluding Lanturn. As goes for synergy, I hope mentally sane people know that you can have some actual hazard removal for the remaining one of the slots out of the three.
Edit: lol i forgot i only had to have 2 flying types, but oh well.