It's me again at long last. I've basically been away during ORAS due to dying PC and a lot of IRL junk, but I've finally put together a team that I quite enjoy. The concept is simple. Use Stealth Rocks+ Turn-Core to wear down things, and then set up to hit hard with Mega Scizor for the win once the things that threaten Mega Scizor are taken care of.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Knock Off
- Stealth Rock
- Earthquake
Landorus-T serves as a bulky attacker with support/utility in U-Turn/Knock Off and SR. I'd run Stone Edge, but having the ability to knock off Rocky Helmet on Garchomp and Ferrothorn makes Mega Scizor's life much easier as physically defensive Ferrothorn with leech seed can be a royal pain to deal with even at +6 as long as it has rocky helmet too. Still, it's a debatable move and I'm willing to swap for Stone Edge to Nail Talonflame/etc on the switch.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
One of the things that Mega Scizor hates is opposing steel types that carry HP fire. It's always been a deadly threat for my main sweeper in this team, but once equipped with a choice Scarf, Magnezone makes an amazing steel type assassin. Barring Heatran, Magnezone can typically take on any steel type one on one and win thanks to HP fire. If it can't, just volt switch out for added momentum and nice chip damage. Also serves to add chip damage against a lot of non mega mons thanks to being scarfed. (Why do megas have ridic speed stats...) All in all, Magnezone was one Pokemon I'd never gotten around to using in gens 4-5 and I really am regretting it now thanks to it's great trapping abilities and power.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Swords Dance
- Pursuit
This is a particularly standard bulky Mega Scizor, but it's worked wonders thanks to how it's set up. I elected to put Pursuit on to trap and pick off targets that fear bullet punch. (Such as non HP Fire Lati's) and it also is a generally handy tool early game because once they realize that Pursuit is on the set, they have to think a lot harder as a pursuit-ed psychic type or such will typically die and if they stay in they risk Mega Scizor setting up to sweep or smash with a bullet punch. It's a mindgame move, but it's a handy one. Ultimately, the main win condition of the team due to great bulk and power once set up.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Toxic
Speedy Support Starmie. Threatens burns with the ever present scald, toxics things that need worn down, rapid spins to keep hazards clear and my own Stealth Rocks up. Recover for longevity, and of course natural cure for status absorbing. Works really well against things like endeavor Mamo (as rare as it is) and exploding mons (like Lando-T) that think they can OHKO after setting up rocks. It also can come in and check non sub volcanions thanks to the resists to its main stabs and then hit it with a toxic and recover stall if needbe.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- U-turn
- Zen Headbutt
- Fusion Bolt
This is probably the least used member of the team, but I wanted something with good speed, a set of powerful moves (fire most notably) that it could spam, and utility with added turn-core coverage. The sad thing is, a Fusion Bolt doesn't OHKO all variants of Volcanion which is a royal headache, but it does deal well with Talonflame's various forms, and has a surprising amount of bulk. I was tempted to run Heatran, but I have enough of a fighting weakness with Magnezone, I didn't want to add to it.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Toxic
- Giga Drain
- Clear Smog
Sleep is such a deadly effect, and I wanted something that could both be immune to spore, and at the same time abuse it. Plus, I needed a good special wall. Amoonguss fits the criteria perfectly. Yes, it can't take a lot of neutral physical hits and it outright dies to physical super effective ones typically, but this Wall has excellent durability, allowing it to check (and avoid the 2HKO from Mega Manectric among others) a large number of Pokemon. It also serves as a mostly hard counter to Keldeo due to its great typing and Clear smog, clearing away any boosts that Keldeo might try to get up. Toxic is on to nail things on the switch once Spore has been used and won't be handy for a while. Thanks to its huge SP def, it can even take on (Not well) Volcanion to some degree, and avoid the OHKO from Fire Blast from most sets and spore it in retaliation. Regenerator and Giga Drain help preserve Amoonguss.
Threatlist:
Will-O-Wisp + Flare Blitz Talonflame can be a serious problem as it can burn Lando-T and since it's not currently running stone edge, can make it a somewhat difficult Pokemon to get around. Victini is definitely the best check/counter to Talonflame currently.
This guy can be a royal pain if Starmie/Lando-T can't handle it. Victini can outspeed and hit it hard with a fusion bolt if it's been weakened enough.
Way more threatening than Most heatran thanks to team Eruption/Water Absorb/Fire Blast coverage. Starmie can stall it out with Recover/Toxic, and scarf sets are even easier to check thanks to that but if a few crucial Pokemon get weakened, this guy can run all over the team thanks to the fire/water coverage. Most frustratingly, Banded Fusion Bolt isn't an assured OHKO on this blasted thing. It's not a total threat as it can be handled, but it's a massive threat once certain Pokemon are weakened/knocked out of the picture.
In general, this team isn't too fond of burns. Honestly, I'd have to say that's the biggest threat for the team so things like Mega Sableye. (Thankfully it doesn't avoid a 2hko from EQ from Lando-T unless it gets a burn off first.) and CM+Scald mega Slowbro can be a problem unless Mega Scizor strikes it down with boosted Pursuits but then it risks a possible burn. Possibly victini can finish it off with banded Fusion Bolt.
So anyway, that's what I've got so far. I'd definitely appreciate feedback/thoughts.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Knock Off
- Stealth Rock
- Earthquake
Landorus-T serves as a bulky attacker with support/utility in U-Turn/Knock Off and SR. I'd run Stone Edge, but having the ability to knock off Rocky Helmet on Garchomp and Ferrothorn makes Mega Scizor's life much easier as physically defensive Ferrothorn with leech seed can be a royal pain to deal with even at +6 as long as it has rocky helmet too. Still, it's a debatable move and I'm willing to swap for Stone Edge to Nail Talonflame/etc on the switch.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
One of the things that Mega Scizor hates is opposing steel types that carry HP fire. It's always been a deadly threat for my main sweeper in this team, but once equipped with a choice Scarf, Magnezone makes an amazing steel type assassin. Barring Heatran, Magnezone can typically take on any steel type one on one and win thanks to HP fire. If it can't, just volt switch out for added momentum and nice chip damage. Also serves to add chip damage against a lot of non mega mons thanks to being scarfed. (Why do megas have ridic speed stats...) All in all, Magnezone was one Pokemon I'd never gotten around to using in gens 4-5 and I really am regretting it now thanks to it's great trapping abilities and power.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Swords Dance
- Pursuit
This is a particularly standard bulky Mega Scizor, but it's worked wonders thanks to how it's set up. I elected to put Pursuit on to trap and pick off targets that fear bullet punch. (Such as non HP Fire Lati's) and it also is a generally handy tool early game because once they realize that Pursuit is on the set, they have to think a lot harder as a pursuit-ed psychic type or such will typically die and if they stay in they risk Mega Scizor setting up to sweep or smash with a bullet punch. It's a mindgame move, but it's a handy one. Ultimately, the main win condition of the team due to great bulk and power once set up.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Toxic
Speedy Support Starmie. Threatens burns with the ever present scald, toxics things that need worn down, rapid spins to keep hazards clear and my own Stealth Rocks up. Recover for longevity, and of course natural cure for status absorbing. Works really well against things like endeavor Mamo (as rare as it is) and exploding mons (like Lando-T) that think they can OHKO after setting up rocks. It also can come in and check non sub volcanions thanks to the resists to its main stabs and then hit it with a toxic and recover stall if needbe.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- U-turn
- Zen Headbutt
- Fusion Bolt
This is probably the least used member of the team, but I wanted something with good speed, a set of powerful moves (fire most notably) that it could spam, and utility with added turn-core coverage. The sad thing is, a Fusion Bolt doesn't OHKO all variants of Volcanion which is a royal headache, but it does deal well with Talonflame's various forms, and has a surprising amount of bulk. I was tempted to run Heatran, but I have enough of a fighting weakness with Magnezone, I didn't want to add to it.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Toxic
- Giga Drain
- Clear Smog
Sleep is such a deadly effect, and I wanted something that could both be immune to spore, and at the same time abuse it. Plus, I needed a good special wall. Amoonguss fits the criteria perfectly. Yes, it can't take a lot of neutral physical hits and it outright dies to physical super effective ones typically, but this Wall has excellent durability, allowing it to check (and avoid the 2HKO from Mega Manectric among others) a large number of Pokemon. It also serves as a mostly hard counter to Keldeo due to its great typing and Clear smog, clearing away any boosts that Keldeo might try to get up. Toxic is on to nail things on the switch once Spore has been used and won't be handy for a while. Thanks to its huge SP def, it can even take on (Not well) Volcanion to some degree, and avoid the OHKO from Fire Blast from most sets and spore it in retaliation. Regenerator and Giga Drain help preserve Amoonguss.
Threatlist:
Will-O-Wisp + Flare Blitz Talonflame can be a serious problem as it can burn Lando-T and since it's not currently running stone edge, can make it a somewhat difficult Pokemon to get around. Victini is definitely the best check/counter to Talonflame currently.
This guy can be a royal pain if Starmie/Lando-T can't handle it. Victini can outspeed and hit it hard with a fusion bolt if it's been weakened enough.
Way more threatening than Most heatran thanks to team Eruption/Water Absorb/Fire Blast coverage. Starmie can stall it out with Recover/Toxic, and scarf sets are even easier to check thanks to that but if a few crucial Pokemon get weakened, this guy can run all over the team thanks to the fire/water coverage. Most frustratingly, Banded Fusion Bolt isn't an assured OHKO on this blasted thing. It's not a total threat as it can be handled, but it's a massive threat once certain Pokemon are weakened/knocked out of the picture.
In general, this team isn't too fond of burns. Honestly, I'd have to say that's the biggest threat for the team so things like Mega Sableye. (Thankfully it doesn't avoid a 2hko from EQ from Lando-T unless it gets a burn off first.) and CM+Scald mega Slowbro can be a problem unless Mega Scizor strikes it down with boosted Pursuits but then it risks a possible burn. Possibly victini can finish it off with banded Fusion Bolt.
So anyway, that's what I've got so far. I'd definitely appreciate feedback/thoughts.
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