Team Building Process


So I started off with Bisharp and Latios. These two synergize together as they carry almost perfect coverage, and they hit on both sides of the defensive spectrum, allowing them to be a solid foundation to the team.




Then, I needed something that could cover nasty steel types that would come in to wall these two. I had a couple of choices, so I decided to go with Mega Charizard X and Keldeo. These two work well together because of their fire/water typings, making them solid teammates to Bisharp and Latios.





Because of me adding Zard, I then needed a spinner (preferably if it could get rocks up as well). It also needed to resist/be immune to electric to help out Keldeo. Donphan seemed to fit the bill here.






Finally, I needed a mixed wall that could absorb hits that ZardX and Donphan couldn't take as well. Additionally, I needed it to provide another ice resist to aid Latios and Donphan, with preferably having a ground immunity to save ZardX and Bisharp. That left me with one choice: Rotom-H.
The Team

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Thunderbolt
Latios serves as my team's primary special sweeper, requiring no setup. He lays the groundwork for the rest of my team with his coverage and strong STABs in Draco Meteor and Psyshock. I carry Thunderbolt for bulky water types, while I carry Surf primarily for Gliscor and Heatran. I considered carrying Shadow Ball for Aegislash, but other members of my team prevent it from running rampant. Currently this is my most consistent member of my team, being able to blast through walls to allow Bisharp/Keldeo to clean up late game.

Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Pursuit
- Sucker Punch
- Iron Head
- Knock Off
Bisharp serves as Latias' counterpart on the team - soaking up fairy attacks while threatening the usual bulky fairy suspects out with a STAB Iron Head. Additionally, Fighting type attacks can be taken by Latios, making Bisharp the perfect teammate for Latios. I carry Pursuit over SD on this set to trap opposing Lati@s that could threaten Zard or Latios. Additionally, I can take care of Aegislash and Gengar by trapping them in. I considered SD as it does give Bisharp more sweeping potential, but Sticky Web makes this thing unbearable to fight against already, so I decided on Pursuit.

Charizard @ Charizardite X
Ability: Blaze
EVs: 188 SDef / 252 Atk / 40 Spd / 28 HP
Adamant Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- Roost
ZardX serves as my primary special wall and secondary physical attacking pressure on the team. This set is aim's ZardX set, and it works like a charm to prevent Bisharp, Magnezone, and Azumarill from crapping on my team. It can w-o-w to cripple physical attackers while eating up special hits. ZardX balances out my team's ability to deal with steel types such as Excadrill and Aegislash. Overall, ZardX's ability to take out steel types and sponge special hits allows the rest of my team (specifically Bisharp and Latios) to clean up the remnants of cores and teams late game.

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Icy Wind
- Surf
-
- Hidden Power [Flying]
Keldeo checks steel types such as Excadrill and Ferrothorn from walling my team to hell and back, as well as annihilating many ZardX counters with one of its primary STABs or coverage moves. I chose HP Flying over Rock so that I can deal with Breloom easily, but I would consider HP Rock to solve any ZardY problems that my team may have. As explained in the Team Building Process, I chose Keldeo to counter Steel types such as Ferrothorn that could wall Latios and Bisharp. Keldeo also synergizes with ZardX because of his water typing, allowing him to take water type attacks in return for some help with grass types.

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Rapid Spin
- Ice Shard
- Stealth Rock
- Earthquake
Donphan plays the role of a physical wall that can remove hazards and set some up - otherwise, he doesn't do much. He occasionally can KO a fire type with EQ, but his role isn't expanded much outside of that. However, his capabilities as a physical wall on the team are hard to replace, as he stops many threats such as Salamence in their tracks. Ice Shard puts a dent in Garchomp and Dnite, as well as gives me some priority on the team. EQ is obligatory for a mon with base 140 attack. This Poke synergizes well with my other because he is immune to electric (Helps Keldeo), as well as remove hazards, allowing ZardX to come in and out without trouble.

Rotom-Heat @
Ability: Levitate
EVs: 200 SDef / 200 Def / 108 HP
Bold Nature
- Trick
- Overheat
- Volt Switch
- Will-O-Wisp
Closing out the team is a mixed wall who can cripple set up sweepers with either w-o-w or trick - Rotom-H. This mon helps me play around threats such as Mega Venusaur, Starpator, and Talonflame who would otherwise have their way with a bulk of my team. Volt Switch gives me momentum, while Overheat serves as a strong STAB that threatens Grass and Steel types, as well as Scizor. The EVs allow Rotom-H to be a great defensive pivot, sponging most hits and being able to Volt switch out to a better mon to deal with the situation.
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