





Hi, first RMT here. I really wanted to build a team around a somewhat underrated mega, Mega absol. I've personally found that with Mega absol, volt turn works the best, and that's what I decided to do. I'll start explaining the pokemon now
Mega Absol
Absol @ Absolite
Ability: Justified
EVs: 136 Atk / 120 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Flamethrower
- Knock Off
- Sucker Punch
Anyone that's used Mega Absol will understand it's crippling 4mss, which makes it a pretty annoying mega to use. I played around with quite a few different sets, such as a sd 3 moves set, but the one I have currently is what I like to go with. Mega absol is a pretty nice anti lead, since many players don't expect Magic bounce, and due to it being an anti lead, I wanted it to be able to face some of the most common leads, those being Ferrothorn, Landorus T, Skarmory, and Garchomp. It's 2 special moves hit them for super effective damage. I have knock off on there due to it just simply being a great move, and Sucker punch for priority.
Talonflame
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Roost
- Brave Bird
Talonflame functions as one of the best Mega Absol partners out there, it resisting all of Mega Absol's weaknesses. I decided to go with a heavily offensive set to set up a pretty nice core with Mega Absol. I played around with a Choice band set for a while, but in the end, I learned that I needed reliable recovery since my talonflame was just dying too fast.
Raikou
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
At this point, an electric pokemon was looking quite nice due to the weakness I have against bulky waters and other electric pokemon. I had Rotom W in this place for a while, but I was wanting a more offensive team, so Raikou was the way to go. Assault vest raikou is great for sponging most Special attacks, and the move set I have is quite standard.
Landorus T
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake
Landorus T is here to help out against some Ground/Rock types (Tyranitar and Excadrill still give the team quite a bit of trouble). I decided on going with an offensive, yet still slightly bulky set. 180 speed is enough to outspeed jolly base 70's such as Bisharp and Breloom, then I wanted adamant Max attack for damage. For moves, I have EdgeQuake which hits quite hard, u-turn to continue volt turning, and Stealth Rocks.
Starmie
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
With having a talonflame on your team, you're gonna need to have a defogger/spinner on your team. Starmie was a nice option, mainly to help out with my Tyranitar weakness (although still not foolproof, I normally have to sack something then switch this in). BoltBeam works nice in terms of getting rid of what it needs to get rid of, such chomp, which is also a bit of an issue for the team.
Jirachi
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 188 Atk / 68 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Iron Head
- Fire Punch
- U-turn
Jirachi has functioned as the mvp of the team in all honesty. Jirachi was the last addition to the team, and at the time I needed a Scarfer, and a Fairy killer. Jirachi works well. Energy ball hits Hippowdon, rotom W, and Seismetoad (I don't know why I was seeing this thing so often, but I was, and it was really hard for me to deal with). Iron head functions as Jirachi's main form of stab, and what makes it so haxy. With a 60% chance to flinch, it actually has stopped quite a few sweeps. Fire punch hits steel types super effectively, and u-turn is there to keep up Volt-Turn.
I hope I did this all correctly, it took quite a long time to write, and if someone tells me how, I can make it importable.