Sup Smogon,
This is yet another Mega Latias bulky offense team which have become quite popular as of lately. The main inspiration to build this team was a post that Bludz made in the good cores thread and I thought it'd be interesting to build around it. Without further ado, here's the team:
(Don't know how to do that thing that pops up so the peak is as an attachment)
Teambuilding Process
I started out with a Mega Latias + Gliscor core. Mega Latias is a great mon against offense and balance builds, being able to tank a lot of hits and function as a great check to a lot of mons. Gliscor, on the other hand, helps Mega Latias out with stall with its SpDef SD set. It also counters things like Clef, Heatran, Mega Diancie, and Bisharp, all of which annoy Mega Latias. Mons that beat Gliscor, such as Keldeo and Manaphy, are easy (besides burn) setup opportunities for Latias, while Gliscor is a great status absorber.
I added Ferrothorn because the core gets destroyed by Weavile, Kyurem-B, Mega Scizor, MegaGross (to an extent), and Ferrothorn is a great defensive mon for a lot of the tier in general. Hazards (whether Spikes or SR) are also [broken] important on any build, and having another fairy switch in is always nice for stuff like Azu.
There's no better splashable mon than Clef, and it rounds out my dragon + steel + fairy defensive core nicely. Clef helps with things like Thundy, Mega Lop, Diancie (again), and also offers the team another wincon. Honestly Clef is just godlike and I don't think it needs much of an explanation here as it's just a nice glue for the team and the previous three mons just help wittle away at things that annoy Clef. Having a Mega Sab counter is always nice too for the occasional annoying stall.
The team was lacking offensive presence and a hard-hitting water type, so Keldeo was added to fill the void. Keldeo is also another great backup check for things like Bisharp, Weavile, Ferro, and Mega Scizor, which the team struggles with. As steels get more popular, Specs Keld is a great mon to put a huge dent in something as not a lot can switch in to this monster. Also helps with bulky grounds.
Perhaps the hardest mon to find to finish up the team. I noticed a weakness to Zard-X, Zard-Y (as they're usually paired with Ttar + Keld), and the team didn't really put a lot of physical pressure, so Ttar seemed to fit this role. It's great for trapping the Latis, which switch in to Keldeo 90% of the team. Its band set is very good atm and it also pressures stall a bit more, as banded stone edge does a million and rock typing is valuable in the current meta. It also lives a +1 EQ from stuff like Zard-X (unless ada+ but who runs that now) in emergency cases.
The Team
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Calm Mind
- Thunderbolt
- Psyshock
Mega Latias is crazy, being able to check and force out a big amount of the meta. I decided to try out the CM set because I always used the Reflect Type set. CM Latias is able to set up on a lot of things, such as Keldeo, Clef without twave, and so on. The moveset is a bit tricky and I'm still messing around with it. Amoongus and Mega Venusaur are annoying for the team, and having Psyshock is always good to beat other CM users. I opted for Thunderbolt > Dragon Pulse or Ice Beam because the team can struggle with things like Skarm and bulky waters, and it also hits things like Bisharp on the switch.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Facade / Knock Off
- Roost
I'm not sure why I haven't seen Gliscor that much. It's an underrated mon which is able to handle a lot of common threats like Mega Diancie, Latis (to an extent), Clef, and be an amazing stallbreaker. It has great synergy with Mega Latias, handling its checks and counters. It also helps out with playstyles that Mega Latias struggles with. I changed Knock Off for Facade thanks to FV's rate, but I slashed Knock Off for anyone who wants to try it as it still hits Gengar.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 18 Spe
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
The based pink god. Clef is the best glue possible and helps the team with things that might overpower the core, such as Kyurem-B, Weavile, Lop, Ferro, and so on. The IVs are necessary to avoid the 2ohko from Gyro Ball all the time. I opted for Flamethrower here to have an easier time beating Skarm and catching things like Excadrill on the switch. I might try running twave for speed control, as it's needed sometimes, but I've found flamethrower to be more valuable.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock
My SR setter and backup check to things like Thundy, rain, fairies, sand, and the like. Ferro is a great utility mon which can set up rocks on a lot of switches and forms a nice defensive dragon + fairy + steel backbone. The moveset is obvious enough, and I feel like this team appreciates SR > Spikes because things like Talon, Dnite, Thundy, etc. are more threatening in general.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Keldeo provides offensive presence and also helps remedy pressure off of the defensive backbone being a dark switch in. It also helps with Tran and bulky grounds such as Lando, Hippo, and Gliscor, as well as beating Mega Scizor. I opted for HP Electric to hit Azu as it is a major threat after a BD or just in general. It also helps with the rare Jellicent and other bulky waters on the switch.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Standard band Ttar to help with the Lati twins and other bulky things. This thing's power is monstrous and it dents a hole in a lot of Keldeo counters, namely bulky Slowbro, Starmie, Tangrowth, and the Latis. The EVs are so it outspeeds standard Skarm and has enough bulk to live most spreads of Zard-X's +1 EQ at full. Also rounds out the team with good rock and dark coverage.
Threatlist
Too lazy to explain these, but here they are:
Replays
http://replay.pokemonshowdown.com/ou-387541620 - Beating Shedinja + Duggy stall
http://replay.pokemonshowdown.com/ou-387992843 - Clef coming through at the end
http://replay.pokemonshowdown.com/ou-388156077 - Short battle but I hit peak
http://replay.pokemonshowdown.com/ou-388656069 - Close battle where I fail to close it out at the end
I've played many more, just forgot to save them lol
Conclusion
Overall, this team has proved to be very solid in the current meta and handles a lot of threats and builds. More than happy to listen to suggestions!
This is yet another Mega Latias bulky offense team which have become quite popular as of lately. The main inspiration to build this team was a post that Bludz made in the good cores thread and I thought it'd be interesting to build around it. Without further ado, here's the team:
(Don't know how to do that thing that pops up so the peak is as an attachment)
Teambuilding Process


I started out with a Mega Latias + Gliscor core. Mega Latias is a great mon against offense and balance builds, being able to tank a lot of hits and function as a great check to a lot of mons. Gliscor, on the other hand, helps Mega Latias out with stall with its SpDef SD set. It also counters things like Clef, Heatran, Mega Diancie, and Bisharp, all of which annoy Mega Latias. Mons that beat Gliscor, such as Keldeo and Manaphy, are easy (besides burn) setup opportunities for Latias, while Gliscor is a great status absorber.

I added Ferrothorn because the core gets destroyed by Weavile, Kyurem-B, Mega Scizor, MegaGross (to an extent), and Ferrothorn is a great defensive mon for a lot of the tier in general. Hazards (whether Spikes or SR) are also [broken] important on any build, and having another fairy switch in is always nice for stuff like Azu.

There's no better splashable mon than Clef, and it rounds out my dragon + steel + fairy defensive core nicely. Clef helps with things like Thundy, Mega Lop, Diancie (again), and also offers the team another wincon. Honestly Clef is just godlike and I don't think it needs much of an explanation here as it's just a nice glue for the team and the previous three mons just help wittle away at things that annoy Clef. Having a Mega Sab counter is always nice too for the occasional annoying stall.

The team was lacking offensive presence and a hard-hitting water type, so Keldeo was added to fill the void. Keldeo is also another great backup check for things like Bisharp, Weavile, Ferro, and Mega Scizor, which the team struggles with. As steels get more popular, Specs Keld is a great mon to put a huge dent in something as not a lot can switch in to this monster. Also helps with bulky grounds.

Perhaps the hardest mon to find to finish up the team. I noticed a weakness to Zard-X, Zard-Y (as they're usually paired with Ttar + Keld), and the team didn't really put a lot of physical pressure, so Ttar seemed to fit this role. It's great for trapping the Latis, which switch in to Keldeo 90% of the team. Its band set is very good atm and it also pressures stall a bit more, as banded stone edge does a million and rock typing is valuable in the current meta. It also lives a +1 EQ from stuff like Zard-X (unless ada+ but who runs that now) in emergency cases.
The Team

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Calm Mind
- Thunderbolt
- Psyshock
Mega Latias is crazy, being able to check and force out a big amount of the meta. I decided to try out the CM set because I always used the Reflect Type set. CM Latias is able to set up on a lot of things, such as Keldeo, Clef without twave, and so on. The moveset is a bit tricky and I'm still messing around with it. Amoongus and Mega Venusaur are annoying for the team, and having Psyshock is always good to beat other CM users. I opted for Thunderbolt > Dragon Pulse or Ice Beam because the team can struggle with things like Skarm and bulky waters, and it also hits things like Bisharp on the switch.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Facade / Knock Off
- Roost
I'm not sure why I haven't seen Gliscor that much. It's an underrated mon which is able to handle a lot of common threats like Mega Diancie, Latis (to an extent), Clef, and be an amazing stallbreaker. It has great synergy with Mega Latias, handling its checks and counters. It also helps out with playstyles that Mega Latias struggles with. I changed Knock Off for Facade thanks to FV's rate, but I slashed Knock Off for anyone who wants to try it as it still hits Gengar.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 18 Spe
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
The based pink god. Clef is the best glue possible and helps the team with things that might overpower the core, such as Kyurem-B, Weavile, Lop, Ferro, and so on. The IVs are necessary to avoid the 2ohko from Gyro Ball all the time. I opted for Flamethrower here to have an easier time beating Skarm and catching things like Excadrill on the switch. I might try running twave for speed control, as it's needed sometimes, but I've found flamethrower to be more valuable.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock
My SR setter and backup check to things like Thundy, rain, fairies, sand, and the like. Ferro is a great utility mon which can set up rocks on a lot of switches and forms a nice defensive dragon + fairy + steel backbone. The moveset is obvious enough, and I feel like this team appreciates SR > Spikes because things like Talon, Dnite, Thundy, etc. are more threatening in general.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Keldeo provides offensive presence and also helps remedy pressure off of the defensive backbone being a dark switch in. It also helps with Tran and bulky grounds such as Lando, Hippo, and Gliscor, as well as beating Mega Scizor. I opted for HP Electric to hit Azu as it is a major threat after a BD or just in general. It also helps with the rare Jellicent and other bulky waters on the switch.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Standard band Ttar to help with the Lati twins and other bulky things. This thing's power is monstrous and it dents a hole in a lot of Keldeo counters, namely bulky Slowbro, Starmie, Tangrowth, and the Latis. The EVs are so it outspeeds standard Skarm and has enough bulk to live most spreads of Zard-X's +1 EQ at full. Also rounds out the team with good rock and dark coverage.
Threatlist
Too lazy to explain these, but here they are:








Replays
http://replay.pokemonshowdown.com/ou-387541620 - Beating Shedinja + Duggy stall
http://replay.pokemonshowdown.com/ou-387992843 - Clef coming through at the end
http://replay.pokemonshowdown.com/ou-388156077 - Short battle but I hit peak
http://replay.pokemonshowdown.com/ou-388656069 - Close battle where I fail to close it out at the end
I've played many more, just forgot to save them lol
Conclusion
Overall, this team has proved to be very solid in the current meta and handles a lot of threats and builds. More than happy to listen to suggestions!






Attachments
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