Preface:
after the deo-ban I haven't really had a very good home-build team, so I decided to try and build a team as good as my former deo-sharp HO. I decided to build my team around offensive mega-zard-X. Here's how it turned out: (current peak: 1885)
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Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic
Role on the team:
Manaphy acts as a great setup sweeper against bulkier teams, with its 100/100/100 defenses it's quit bulky, and is able to setup on a lot of stuff. It also acts as a stall breaker, being able to setup on a lot of commonly used mons on stall, including but not excluded to gliscor, chansey, alovovovovomola, slowbro, skarmory (that lacks whirlwind), heatran and more.
In depth moveset, item and evs:
Leftovers is chosen to give more setup-turns and being able to recover a bit on forced switches, and (maybe) most importantly turning a seimiss toss into a 5hko, rather than a 4hko. A timid nature is chosen to speed-tie with a lot of threatening pokes, including zard, gardevoir and medicham. 44hp investment is to hit a leftovers number, the reason why I do not aim to hit a leftie+1 is because this guy won't be statused for long. Tail glow is is to -act as a lamp- boost special attack to scary heights, and rain dance is there to cure status, and boost water attacks, this is also necessary to 2hko chansey. Surf is the main STAB and psychic is there with the sole purpose of hitting and KOing megasaur and amoonguss.
Calcs:
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 56 Atk / 200 SpA / 252 Spe EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Role on the team:
With his mighty mustache he can fulfill a lot of roles, either stop a sweep with thunder wave (with exceptions like duel dance landorus etc.), revenge kill or attempt to sweep weakened teams.
In depth moveset, item and evs:
A life orb is chosen to maximize damaged output, turning a lot of 2hkos into ohkos. Superpower with 56 attack evs allows me to 2hko most chanseys on the switch, as long as rocks are up, as well as having better accuracy than focus blast. Thunderbolt is the main STAB and hidden power ice gives great coverage. Thunder wave with prankster is able to stop most setup sweepers, often allowing charizard to sweep on its own. 56 attack evs have not proven worthy to invest. and naive is to take brave bird better.
Calcs:
Charizard @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
-Earthquake Roost
Role on the team:
Charizard is my setup sweeper, with an amassing ability to power through a lot of teams. It can also act like a revenge killer early game, as well as a check to Thundurus and magnectric.
In depth moveset, item and evs:
A adamant nature is chosen to max out damage output, easing the sweep. I have chosen to go with a simple max attack/max speed spread to be able to outspeed more threats at neutral, and out speeding excadrill in the sand at plus two is also neat. Flare blitz is to ko bulkier targets at the cost of some hp, dragon claw is the main stab and EQ is for coverage against a lot of checks to the roost set(heatran and aegislash w/ks), and also gives good coverage with dragon claw. Dragon dance is pretty self explaining :P Earthquakes really only niche was to hit blade form aegislash, without fearing a stat drop, and ko heatran. but with 3 mons that already hard walls heatran (terrak, manaphy and chomp) its not worth it niche anymore, with aegislah in uber.
Calcs:
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
-Earthquake HP ice
- Stone Edge
- X-Scissor
Role on the team:
Terrakion acts as a revenge killer, and check to a lot of faster mons. It also serves as a late game cleaner and can often flip the momentum - in both ways.
In depth moveset, item and evs:
Choice scarf lets terrak act as a really good revenge killer and let me not fear a bunch of else way threatening sweepers, including +1 dragonite, volcarona, mega zard x, mega TTar, excadrill, (weakened) garchomp, mega gyarados, non-mega gyarados and neutral greninja, Thundurus, lati@s, mega aerodactyl and mega magnectric. Close combat and stone edge is the main STAB moves, giving pretty neat coverage. Earthquake and x-scissor is coverage moves, and checks aegislash and lati@s respectively. Max attack and speed with jolly nature is to give the highest possible speed, while still having some good attack. EQ was only to hit aegislash, with that thing banned, hp ice gives better coverage.
I think this replay is hilarious, hitting 4 stone edge in a row, and getting max roll on the mawile :] #never2miss http://replay.pokemonshowdown.com/ou-145441539
Calcs:
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage
Role on the team:
Garchomp is mainly my hazard lead, but it can also deal greatly with some teams, or punch holes right from turn 1.
In depth moveset, item and evs:
Focus sash pretty much guarantee that I get up my rocks, and will land a hit too under most circumstances. A jolly nature with max attack and speed is chosen together up hazard as fast as possible, then hit the opposing lead as hard as possible. EQ and outrage is my stab moves, and fire blast is my only way of handling ferrothorn and skarmory, as well as being able to hit a lot of other pokes pretty ok.
Calcs:
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Role on the team:
This is mainly my defogger and healer, but it can also hand out a decent punch with its two stab moves.
In depth moveset, item and evs:
a life orb is chosen to maximize the damaged, as Latias is not going to live long in most battles anyways. The 72 should allow it to take two icy winds from choise specs keldeo, but that's apparently only when running lefties :/ I decided to keep them anyways, as extra bulk is still nice, and I haven't really had any problems. Draco meteor is the mainly used move, as it often allows me to take a mon down before healing a teammate or defogging. Psyshock is a secondary stab, and is almost only used for SE damage. 72 hp is not needed in the current meta, as most keldeos run hp flying, and icy wind still 2hko after lo damagde
Calcs:
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I am really doing well with this team, and I'm actually a bit proud of it ^^
Yeah... Leave some ratings ^^
Replays:
Importable:
Edit: final note:
I have tried all the changes, and i think this is the best variant of the team. I likes the bulky zard a lot, but i often found it to be slower than things i actually found important to outspeed and ko. The manaphy set was also really good, but i have chosen to actually stick to my own set, as i find it to fulfill its role better. Knock of thundurus was also nice, but i find the ability to KO excadrill, tyranitar, heatran, bisharp, terrakion, kyurem-b and other less common threats more usefull in general.
Thanks everyone for the suggestions, i really appreciate it.
ORAS EDIT:
I have tried to make the team successful in the oras metagame (and manaphy is like a warm knife to butter in this meta) and here is what will probably be the last ever version of the team.
after the deo-ban I haven't really had a very good home-build team, so I decided to try and build a team as good as my former deo-sharp HO. I decided to build my team around offensive mega-zard-X. Here's how it turned out: (current peak: 1885)
-------------------------------------------------------------------------------------
Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic
Role on the team:
Manaphy acts as a great setup sweeper against bulkier teams, with its 100/100/100 defenses it's quit bulky, and is able to setup on a lot of stuff. It also acts as a stall breaker, being able to setup on a lot of commonly used mons on stall, including but not excluded to gliscor, chansey, alovovovovomola, slowbro, skarmory (that lacks whirlwind), heatran and more.
In depth moveset, item and evs:
Leftovers is chosen to give more setup-turns and being able to recover a bit on forced switches, and (maybe) most importantly turning a seimiss toss into a 5hko, rather than a 4hko. A timid nature is chosen to speed-tie with a lot of threatening pokes, including zard, gardevoir and medicham. 44hp investment is to hit a leftovers number, the reason why I do not aim to hit a leftie+1 is because this guy won't be statused for long. Tail glow is is to
Calcs:
+3 212 SpA Manaphy Psychic vs. 252 HP / 0 SpD Mega Venusaur: 338-398 (92.8 - 109.3%) -- guaranteed OHKO after Stealth Rock
+6 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Mega Venusaur: 400-472 (109.8 - 129.6%) -- guaranteed OHKO
+3 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Amoonguss: 328-388 (75.9 - 89.8%) -- 18.8% chance to OHKO after Stealth Rock
+6 212 SpA Manaphy Surf vs. 0 HP / 252+ SpD Eviolite Chansey in Rain: 331-391 (51.6 - 60.9%) -- guaranteed 2HKO
+6 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Mega Venusaur: 400-472 (109.8 - 129.6%) -- guaranteed OHKO
+3 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Amoonguss: 328-388 (75.9 - 89.8%) -- 18.8% chance to OHKO after Stealth Rock
+6 212 SpA Manaphy Surf vs. 0 HP / 252+ SpD Eviolite Chansey in Rain: 331-391 (51.6 - 60.9%) -- guaranteed 2HKO
Thundurus (M) @ Life Orb
Ability: Prankster
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Role on the team:
With his mighty mustache he can fulfill a lot of roles, either stop a sweep with thunder wave (with exceptions like duel dance landorus etc.), revenge kill or attempt to sweep weakened teams.
In depth moveset, item and evs:
A life orb is chosen to maximize damaged output, turning a lot of 2hkos into ohkos. Superpower with 56 attack evs allows me to 2hko most chanseys on the switch, as long as rocks are up, as well as having better accuracy than focus blast. Thunderbolt is the main STAB and hidden power ice gives great coverage. Thunder wave with prankster is able to stop most setup sweepers, often allowing charizard to sweep on its own. 56 attack evs have not proven worthy to invest. and naive is to take brave bird better.
Calcs:
56 Atk Life Orb Thundurus Superpower vs. 0 HP / 252+ Def Eviolite Chansey: 354-416 (55.2 - 64.8%) -- guaranteed 2HKO after Stealth Rock
-1 56 Atk Life Orb Thundurus Superpower vs. 0 HP / 252+ Def Eviolite Chansey: 234-278 (36.5 - 43.3%) -- guaranteed 3HKO after Stealth Rock (55%+35%=90%)
-1 56 Atk Life Orb Thundurus Superpower vs. 0 HP / 252+ Def Eviolite Chansey: 234-278 (36.5 - 43.3%) -- guaranteed 3HKO after Stealth Rock (55%+35%=90%)
Charizard @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
-
Role on the team:
Charizard is my setup sweeper, with an amassing ability to power through a lot of teams. It can also act like a revenge killer early game, as well as a check to Thundurus and magnectric.
In depth moveset, item and evs:
A adamant nature is chosen to max out damage output, easing the sweep. I have chosen to go with a simple max attack/max speed spread to be able to outspeed more threats at neutral, and out speeding excadrill in the sand at plus two is also neat. Flare blitz is to ko bulkier targets at the cost of some hp, dragon claw is the main stab and EQ is for coverage against a lot of checks to the roost set(heatran and aegislash w/ks), and also gives good coverage with dragon claw. Dragon dance is pretty self explaining :P Earthquakes really only niche was to hit blade form aegislash, without fearing a stat drop, and ko heatran. but with 3 mons that already hard walls heatran (terrak, manaphy and chomp) its not worth it niche anymore, with aegislah in uber.
Calcs:
252+ Atk Mega Charizard X Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 416-490 (128.3 - 151.2%) -- guaranteed OHKO
-1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Landorus-T: 148-175 (38.7 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Mega Charizard X Earthquake vs. 4 HP / 0 Def Tyranitar: 330-390 (96.4 - 114%) -- guaranteed OHKO after Stealth Rock
-1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Landorus-T: 148-175 (38.7 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Mega Charizard X Earthquake vs. 4 HP / 0 Def Tyranitar: 330-390 (96.4 - 114%) -- guaranteed OHKO after Stealth Rock
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
-
- Stone Edge
- X-Scissor
Role on the team:
Terrakion acts as a revenge killer, and check to a lot of faster mons. It also serves as a late game cleaner and can often flip the momentum - in both ways.
In depth moveset, item and evs:
Choice scarf lets terrak act as a really good revenge killer and let me not fear a bunch of else way threatening sweepers, including +1 dragonite, volcarona, mega zard x, mega TTar, excadrill, (weakened) garchomp, mega gyarados, non-mega gyarados and neutral greninja, Thundurus, lati@s, mega aerodactyl and mega magnectric. Close combat and stone edge is the main STAB moves, giving pretty neat coverage. Earthquake and x-scissor is coverage moves, and checks aegislash and lati@s respectively. Max attack and speed with jolly nature is to give the highest possible speed, while still having some good attack. EQ was only to hit aegislash, with that thing banned, hp ice gives better coverage.
I think this replay is hilarious, hitting 4 stone edge in a row, and getting max roll on the mawile :] #never2miss http://replay.pokemonshowdown.com/ou-145441539
Calcs:
252 Atk Terrakion Earthquake vs. 0 HP / 0 Def Mega Manectric: 262-310 (93.2 - 110.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Garchomp: 204-241 (56.9 - 67.3%) -- guaranteed 2HKO
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Greninja: 542-638 (189.5 - 223%) -- guaranteed OHKO
252 Atk Terrakion Stone Edge vs. 4 HP / 0 Def Thundurus: 438-516 (146 - 172%) -- guaranteed OHKO
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Garchomp: 204-241 (56.9 - 67.3%) -- guaranteed 2HKO
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Greninja: 542-638 (189.5 - 223%) -- guaranteed OHKO
252 Atk Terrakion Stone Edge vs. 4 HP / 0 Def Thundurus: 438-516 (146 - 172%) -- guaranteed OHKO
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage
Role on the team:
Garchomp is mainly my hazard lead, but it can also deal greatly with some teams, or punch holes right from turn 1.
In depth moveset, item and evs:
Focus sash pretty much guarantee that I get up my rocks, and will land a hit too under most circumstances. A jolly nature with max attack and speed is chosen together up hazard as fast as possible, then hit the opposing lead as hard as possible. EQ and outrage is my stab moves, and fire blast is my only way of handling ferrothorn and skarmory, as well as being able to hit a lot of other pokes pretty ok.
Calcs:
252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Rotom-W: 135-160 (44.4 - 52.6%) -- 84% chance to 2HKO after Stealth Rock and Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 176-208 (52.6 - 62.2%) -- guaranteed 2HKO
-1 252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Landorus-T: 102-120 (26.7 - 31.4%) -- 20.7% chance to 4HKO after Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 176-208 (52.6 - 62.2%) -- guaranteed 2HKO
-1 252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Landorus-T: 102-120 (26.7 - 31.4%) -- 20.7% chance to 4HKO after Leftovers recovery
Latias (F) @ Life Orb
Ability: Levitate
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Role on the team:
This is mainly my defogger and healer, but it can also hand out a decent punch with its two stab moves.
In depth moveset, item and evs:
a life orb is chosen to maximize the damaged, as Latias is not going to live long in most battles anyways. The 72 should allow it to take two icy winds from choise specs keldeo, but that's apparently only when running lefties :/ I decided to keep them anyways, as extra bulk is still nice, and I haven't really had any problems. Draco meteor is the mainly used move, as it often allows me to take a mon down before healing a teammate or defogging. Psyshock is a secondary stab, and is almost only used for SE damage. 72 hp is not needed in the current meta, as most keldeos run hp flying, and icy wind still 2hko after lo damagde
Calcs:
I don't really have any important calculations for this xD
-------------------------------------------------------------------------------------
I am really doing well with this team, and I'm actually a bit proud of it ^^
Yeah... Leave some ratings ^^
Replays:
I won the OU tournament -->http://replay.pokemonshowdown.com/ou-148875640
Random ladder battle, manaphy wreaking --> http://replay.pokemonshowdown.com/ou-148621380
Random ladder battle, manaphy wreaking --> http://replay.pokemonshowdown.com/ou-148621380
Importable:
Little nightmare (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic
Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Hidden Power [Ice]
- Stone Edge
- X-Scissor
Lande sharke (Garchomp) (F) @ Focus Sash
Ability: Rough Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage
Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Ability: Hydration
Shiny: Yes
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic
Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Hidden Power [Ice]
- Stone Edge
- X-Scissor
Lande sharke (Garchomp) (F) @ Focus Sash
Ability: Rough Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage
Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Edit: final note:
I have tried all the changes, and i think this is the best variant of the team. I likes the bulky zard a lot, but i often found it to be slower than things i actually found important to outspeed and ko. The manaphy set was also really good, but i have chosen to actually stick to my own set, as i find it to fulfill its role better. Knock of thundurus was also nice, but i find the ability to KO excadrill, tyranitar, heatran, bisharp, terrakion, kyurem-b and other less common threats more usefull in general.
Thanks everyone for the suggestions, i really appreciate it.
ORAS EDIT:
I have tried to make the team successful in the oras metagame (and manaphy is like a warm knife to butter in this meta) and here is what will probably be the last ever version of the team.
Little nightmare (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Scald
- Rest
Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Slide
- Stone Edge
- X-Scissor
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Wish
- Body Slam
Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Ability: Hydration
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Scald
- Rest
Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Slide
- Stone Edge
- X-Scissor
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Wish
- Body Slam
Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Last edited: