Then Magic Guard, w/e. You can switch out of Megabro with U-turn and just go into a teammate. Only bullet punch m-scizor stops it / checks it as it hates heat wave.
e; edited
Only that, huh? Well let me introduce:
Meloetta @ Mega Stone
Ability: Scrappy / Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Relic Song
- Close Combat / Drain Punch
- Return
- Quick Attack / Ice Punch / Drain Punch / Knock Off / U-turn
Original stat spread:
100/128/90/77/77/128
Mega Evolved stat spread:
100/158/110/87/97/148
Assuming a Pokémon with multiple formes it can change between mid-battle is forme-locked after Mega Evolving (which only makes sense), Meloetta here can be a true terror with 148 base Speed and enough Attack to wreck sweepers. Running Scrappy makes Normal/Fighting STABs into perfect neutral coverage, allowing it to use dual Normal or Fighting STABs. Tough Claws, on the other hand, makes everything it does hit that much harder, allowing it to OHKO fragile sweepers (like Mega Archeops up there) with neutral Close Combats. On top of its high Attack and crazy Speed, Meloetta isn't lacking in bulk with 100/110/97 defences. Additionally, Adamant Mega Meloetta-P outspeeds Jolly Mega Archeops by exactly 1 point.
As for the last slot, Quick Attack is only used if you're running Scrappy, and is a general-use priority move for finishing off weakened foes. Ice Punch hits things like Gliscor and Landorus. Drain Punch is only used if you have Scrappy, and provides somewhat weak recovery. Knock Off is for hitting Ghosts if you run Tough Claws. U-turn doesn't really provide relevant coverage, but lets you switch out of things you don't want to stay in on while also dealing damage.
The disadvantage to this Mega, of course, is that you have to use Relic Song and then Mega Evolve next turn, so there's a certain amount of planning required to get Mega Meloetta-P up and running.
Edit: Now with calcs!
252+ Atk Meloetta-P Close Combat vs. 0 HP / 4 Def Archeops: 285-336 (97.9 - 115.4%) -- 87.5% chance to OHKO
That guy's pretty likely to be dead. Alternatively you can do this:
252+ Atk Meloetta-P Drain Punch vs. 0 HP / 4 Def Archeops: 178-210 (61.1 - 72.1%) -- guaranteed 2HKO
While Mega Archeops only does this in return:
252 Atk Archeops Head Smash vs. 0 HP / 4 Def Meloetta-P: 138-162 (40.4 - 47.5%) -- guaranteed 3HKO
Nope!
And that's just with Scrappy. Speaking of Scrappy…
252+ Atk Meloetta-P Return vs. 0 HP / 0 Def Gengar: 321-378 (123.9 - 145.9%) -- guaranteed OHKO
That's a very dead Gengar.
And she doesn't just nuke opposing sweepers:
252+ Atk Meloetta-P Drain Punch vs. 4 HP / 252+ Def Eviolite Chansey: 414-488 (64.4 - 76%) -- guaranteed 2HKO
Chansey is like your own personal heal bot, thanks to Drain Punch recovery! I should mention that Close Combat is a OHKO, not that you'd want to put your good bulk to waste by clicking CC on a wall. (Although, it might be worth it to not get Toxiced.)
252+ Atk Meloetta-P Drain Punch vs. 252 HP / 88+ Def Ferrothorn: 210-248 (59.6 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
May as well click Drain Punch on Ferro too, even if Iron Barbs is a thing. Close Combat is also pretty solid against it.
252+ Atk Meloetta-P Close Combat vs. 252 HP / 88+ Def Ferrothorn: 336-396 (95.4 - 112.5%) -- 68.8% chance to OHKO
Full physdef Skarm walls Scrappy Mega Meloetta for years, though, being 3HKO'd by Close Combat (the hardest hit she can possibly smack it with).
252+ Atk Meloetta-P Close Combat vs. 252 HP / 252+ Def Skarmory: 142-168 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
Oh and by the way, the merit to Ice Punch:
-1 252+ Atk Meloetta-P Ice Punch vs. 0 HP / 24 Def Landorus-T: 296-352 (92.7 - 110.3%) -- 62.5% chance to OHKO
Not like Scarf Lando is gonna stay in, but if it tries to, well, say goodbye to that! Especially if it uses Superpower on Meloetta.
252 Atk Landorus-T Superpower vs. 0 HP / 4 Def Meloetta-P: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO
/notSuperEffectiveenough
And then Meloetta gets a very, very guaranteed OHKO on his -1 Defence.
If running Tough Claws, Jolly might be a better idea instead to let you outspeed Adamant Mega Aerodactyl (or equivalent, since the generic Mega Stone here gives the exact same boost as Aerodactylite). With Tough Claws, U-turn is probably your best option in that fourth slot, since there are still things you don't want to stay in on that can ruin Meloetta's day. Actually, there are a few Ghost-types you don't want to stay in on even with Scrappy as I recall, I just can't seem to remember what they were. But yes, if you run Tough Claws it leaves you with no way past some things even with Knock Off, so U-turn could very easily be the best option there thanks to Meloetta being forme-locked (and thus not having to worry about being stuck in Aria Forme next time it switches in).