Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Punch
- Stone Edge
- Dragon Dance
- Earthquake
The star of the show, Mega Ttar is a bit of an underrated threat from what I've seen so far on the ladder. After a Dragon Dance or two he does a ton of damage to whatever doesn't resist his attacks and hits other megas hard. It may seem like an odd choice for a mega, but at +1 Earthquake is guaranteed to OHKO Mega Metagross, and can 2HKO bulky mega Altaria with Ice Punch after Sandstorm damage.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Rapid Spin
- Rock Slide
- Earthquake
Edited to the standard offensive Exca to fit in line with sand offense better. Since Sand Rush Exca outspeeds everything (~550 speed with max speed EVs and Adamant nature in sand with sand rush). Damage is the name of the game with Excadrill, and he's pretty good at it. He can put dents in just about every wall that tries to stop him from doing his thing, and Rapid Spin is so I can remove the hazards on my side of the field so my opponent is forced to attempt to lay them down again and can be punished for attempting to do so.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Giga Drain
- Recover
- Nasty Plot
Initially this was a defensive celebi but there are some threats that I didn't have an answer to (mainly conkeldurr and mega venu) that nasty plot Celebi could handily take care of. Unboosted psychic 2HKO's conk after rocks and +2 psychic OHKOs after rocks. Recover is there to give Celebi far more longevity due to the use of a life orb, though I may change LO back to lefties if I don't absolutely need the LO.
Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Bug]
I went with scarf Keldeo to outspeed threats like the Latis, HP Bug hits them for super effective damage and can 2HKO opposing Celebis that try to switch into it, which gives it a lot more versatility and the ability to stay in against some of his more common counters (IE the Latis and Celebi). Outside of HP Bug it's a fairly standard Keldeo set, and still hits hard despite not having any boosting capabilities that it could have from a specs or subCM set.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Heal Bell
- Soft-Boiled
Magic Guard cleric Clefable, I needed a rock setter as well, and clef is able to do this without losing a whole lot of usability. Moonblast is there so clef isn't shut down by a taunt and can do damage to things that don't like to be nailed by a fairy attack, while also stopping the momentum of physical attackers with her bulk. Her job on the team consists of removing statuses, laying down rocks, and maybe doing some damage to the opponent.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Earth Power
Heatran the stallbreaker, the EVs are more or less set now, but the general idea is here. Magma Storm to trap things like Chansey, which also gets shut down by Toxic and Taunt, and since it can't escape, it can't switch out and come back in later to wall/stall the rest of my team. He's also got enough power to outspeed and hit hazard setters like Ferro and Skarmory hard with magma storm. The lack of an air balloon is missed but lefties gives Heatran some needed recovery.
Last edited: