Hi guys, this is a team I spent while on. I wanted to build around the E-speed core of Dragonite and Entei in order to easily revenge kill offensive threats, while using Entei's Sacred Fire to pressure (no pun intended) bulkier teams.
So I started off with Dragonite and Entei. At first, both were Banded, but I realized that I would need the versatility to switch up moves on at least one of them. I made the Dragonite a bulky Dragon Dance + Roost build with Dragon Claw and ExtremeSpeed.
I realized the core was weak to bulky waters (Rotom-W and Manaphy specifically), so I added Sceptile. Since the first 2 members don't have the greatest speed tier, they had trouble dealing with fast threats that were bulky enough to take E-speeds. Sceptile somewhat remedies this, but not completely.
No coverage Dragonite and Sceptile can't really touch a lot of steel types including Ferrothorn, so I added Magnezone as a convenient fix. While testing out different versions of this team, I frequently changed between Scarf and Specs, but I finally decided on Scarf, since it allows me more speed control in outspeeding all of the base 110's, and letting me get key damage on a lot of threats including Mega-Metagross.
I had a pretty solid offensive core, but the last 2 mons were problematic. I needed Stealth Rocks and removal, as well as a way to check a lot of offensive threats and more ways to deal with bulkier/stall teams. I tried Tyranitar/Excadrill, Empoleon/Cofagrigus, and a few other cores. I even tried redesigning my offensive core, but it remained pretty solid.
Klefki and Claydol made an interesting hazards core with Magnet Rise giving Klefki utility against many ground types and allowing it to set up more spikes, which synergized well with the offensive core. Claydol was able to check key threats like Landorus-I that could not be T-waved. However, Defoggers had an easy time Defogging, and my team still struggled with bulky teams despite the hazard support.
I needed something that would deal with bulky teams better and did not change the dynamics of the team too much. Banded Scizor could pursuit trap certain mons and support Entei's wallbreaking capabilities with a slow U-turn. Scizor is also another source of priority that hits Gengar, rock types, and synergizes well with the E-speed core.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Knock Off
- Pursuit
Banded Scizor has the strongest priority on the team and great supporting moves in Knock Off and Pursuit. I did not go with Superpower because the rest of my team can deal with steel types pretty well. Scizor forms a nice volt-turn core with Magnezone which allows the team to eliminate Skarmory and gives support to other members of my team. It checks DD Mega Altaria and Mega Diancie. It can Pursuit a variety of mons including Mega Metagross (which is otherwise problematic for my team), Starmie (Stealth Rocks are necessary to ensure that bulky mons keep on taking chip damage), and Scarfed Landorus-T (this has helped a lot because it puts Landorus-T in range of an Espeed). Knock Off is a great supporting move that works well with Entei's Sacred Fire (after Hippowdon is Knocked Off and burned it won't be walling anything). It is also extremely bulky, which allows it to come in clutch vs many dangerous set-up sweepers.
Claydol @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 208 Def / 48 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Earth Power
- Ice Beam
You might be asking why I used Claydol. There are very few mons which can set-up and remove Stealth Rocks and I decided that I needed both roles in one mon in order to have another slot that can hold its own pretty well (there is a huge difference between 3 and 4 useful moves on a mon). Among those mons, Claydol seemed to fit in really well. It checks Landorus-I, Mega Diancie (the spread allows it to live 2 Moonblasts), lead Garchomp, Excadrill, Heatran, and to an extent, Bisharp if it tries to set up on Claydol thanks to the Colbur Berry. Claydol is pretty much unaffected by all entry hazards, taking only 6.25% from Stealth Rocks, which is always a plus for a hazard control mon. Blocking the volt part of volt-turn before Sceptile is evolved is very useful as well. Claydol has no value against bulkier teams aside from hazard control, but that is what other members are for.
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Earthquake
Mega Sceptile is an insanely good revenge killer that synergizes well with the team by switching into Rotom-W and taking out the Latis, Manaphy, Keldeo, Mega Lopunny, and other fast and somewhat bulky offensive threats. Sceptile destroys many Mega Lopunny teams due to outspeeding and knocking out all of their members except for their scarfer. Leaf Storm is necessary for immediate power, since it gets KOs on mons that would otherwise damage my team heavily. Even if Sceptile is setup bait at -2, I have enough priority/power to revenge whatever is setting up, unless it is Mega Charizard X. Since Sceptile is my Will-O-Wisp absorber, Giga Drain helps keep it healthy enough to switch into Stealth rocks and take hits better (even though Sceptile is frail, its typing is key because it 4x resists water). I chose Earthquake over another coverage move because Sceptile is a Heatran lure and once Heatran is gone, Entei can spam Sacred Fire or Flare Blitz. I don't need Focus Blast because I have Entei and Magnezone to deal with Ferrothorn. Sceptile is part of the Drag-Mag core of the team.
Dragonite @ Leftovers / Lum Berry
Ability: Multiscale
EVs: 216 HP / 72 Atk / 192 SpD / 28 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Roost
Dragonite is my win condition once steels and fairies are removed. Its typing and bulk allow it to set up a variety of threats including Gengar, which does less than half to Dragonite with a Life Orb Sludge Wage. I modified the CBB spread slightly to outspeed and OHKO Mega Lopunny at +2. Dragonite also gives my team a chance against both Charizards, living a +2 Dragon Claw from Mega Charizard X (which otherwise ravages my team) and easily switching into Mega Charizard Y. There is a huge difference in Dragonite's effectiveness depending on whether its Multiscale is intact, which means that removing Stealth Rocks are crucial in order to use Dragonite as a late game sweeper. For a while I tried Lum Berry over Leftovers in order to set up on Keldeo more easily, but Leftovers turned out to be more useful since it negated sand damage and allowed me to get back to Multiscale more easily.
Entei @ Choice Band
Ability: Pressure
EVs: 232 Atk / 100 SpD / 176 Spe
Adamant Nature
IVs: 0 SpA
- Sacred Fire
- ExtremeSpeed
- Stone Edge
- Flare Blitz
Entei is severely underrated as a wallbreaker. Nothing except bulky fire and water types really want to switch into a Sacred Fire and the burn damage is crucial to wearing down bulky threats and putting offensive threats in range of ExtremeSpeed. The burn damage on Slowbro and Alomomola is needed to negate Regenerator and allow Scizor/Magnezone to pivot on them more freely. Stone edge is crucial to deal with bulky birds like stallbreaker Talonflame, Mandibuzz, and Zapdos, which can wear down the PP of Sacred Fire. In the last slot, I initially had Bulldoze, but I kept running out of Sacred Fire PP against stall teams, and Stone Edge hit Heatran hard enough, so I replaced it with Flare Blitz to continually threaten stall teams. The EV spread outspeeds max speed Heatran and allows Entei to live 2 Hyper Voices from Specs Sylveon, as well as take hits from Clefable slightly better.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone is really good offensive pivot that helps trap steel types for Dragonite and Sceptile. While it does not have the best typing synergy with my team, it provides invaluable utility because using it is usually the 1st step in wallbreaking (eliminating a mon). While I would prefer Magneton to have a better matchup against Talonflame, Magnezone's good bulk allows it to switch in to unboosted hits from Manaphy and other water types with an ice move (they could predict Sceptile, which I am not willing to risk). This is the standard set, and does not need much explanation.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Knock Off
- Pursuit
Claydol @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 208 Def / 48 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Earth Power
- Ice Beam
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Earthquake
Dragonite @ Leftovers
Ability: Multiscale
EVs: 216 HP / 72 Atk / 192 SpD / 28 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Roost
Entei @ Choice Band
Ability: Pressure
EVs: 232 Atk / 100 SpD / 176 Spe
Adamant Nature
IVs: 0 SpA
- Sacred Fire
- ExtremeSpeed
- Stone Edge
- Flare Blitz
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Knock Off
- Pursuit
Claydol @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 208 Def / 48 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Earth Power
- Ice Beam
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Earthquake
Dragonite @ Leftovers
Ability: Multiscale
EVs: 216 HP / 72 Atk / 192 SpD / 28 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Roost
Entei @ Choice Band
Ability: Pressure
EVs: 232 Atk / 100 SpD / 176 Spe
Adamant Nature
IVs: 0 SpA
- Sacred Fire
- ExtremeSpeed
- Stone Edge
- Flare Blitz
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Threatlist coming soon
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