So this team is pretty good if you use it well. It can check a lot of threats in the meta, and can easily clean up teams. I really wanted to use Mega-Pidgeot, and this is the team that I ended up building :)
Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
The pokemom I build the team around, Pidgeot. The ev's / nature is for the most speed and attacking power possible. Hurricane is a great STAB option, and it is very spammable since tons of teams don't have a flying resist. Heat Wave is to steels on the switch. Roost is to recover health from any sort of damage I take, mainly Stealth Rock. U-Turn is great for a predicted switch, and gives me a free switch into something with a favorable matchup. Pidgeot is usually my late game cleaner, as it has a great speed tier, and a very powerful and spammable move in Hurricane.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Serperior functions as a wallbreaker/sweeper. The way I usually like to use it is to revenge kill something with Lead Storm, and then begin to break their team with the stat boost. The ev's / nature is for maximum speed and attacking power. Leaf Storm is used as a very strong STAB attack, while also boosting Serperiors Spa by +2 everytime you use it. Giga Drain is there for after you boost up, giving Serperior some recovery which is appreciated because of the Life Orb recoil. Hidden Power Fire is used to hit steel types that like to switch into Leaf Storms, like Scizor and Ferrothorn. Dragon Pulse is to hit dragons hard like Lati@s, which otherwise would be able to take a hit and OHKO in return with Draco Meteor. I typicallt use Serperior to break down the things that Pidgeot can't KO, or I use it as a sweeper for teams that are unprepared.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP
- Stone Edge
- Earthquake
- Reversal
- Memento
Dugtrio is a very important member of this team, as it traps electrics, Tyranitar, but most importantly Heatran. Heatran hard walls both Serperior and Pidgeot, making their jobs very hard. This mon gets rid of Heatran in one hit, which is very nice. The ev's and nature are for maximum speed and attacking power, while making sure that Dugtrio is hit to it's Focus Sash for Revenge to have maximum power. 21 HP iv's are to take 2 Seismic Tosses from Chansey and live with 1 HP, and do lot's of damage in return with Revenge Earthquake is a strong STAB attack, that OKHO's Heatran, other fire types, and offensive electrics. Revenge is a very strong move since Dugtrio is usually going to be at 1 HP. It OHKO's Bisharp, Tyranitar, and does tons of damage to mons that don't resist it, being stronger than Earthquake at 1 HP. Stone Edge is for the EdgeQuake combo, giving me really strong neutral coverage. Memento is for when Dugtrio has done it's job, giving Pidgeot or Serperior a free switch and a chance to sweep.The main purpose of Dugtrio is to get rid of Heatran, and sometimes Bisharp. They are both big threats to my team.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
I really needed hazard control for Pidgeot and Dugtrios sash, so I slapped Latias onto the team. Not only does it Defog, but it is an effective check to Mega-Charizard Y who did really well vs. my team.The ev's / nature are to survive Hidden Power Ice from Thundurus, and OHKO it with Draco Meteor. The max speed lets me outspeed Keldeo, which I can then OHKO with a Psyshock. Draco Meteor is Latias' strongest attack, leaving a huge dent in anything that doesn't resist it. Psyshock is to hit specially defensive walls that like to switch into Latias, and it also OHKO's Keldeo which is nice. Defog is to get rid of Hazards for Pidgeot and Dugtrio. Roost makes Latias a reliable Mega-Charizard Y check, and gives it reliable recovery, which is never a bad thing. I use Latias to come in on resisted hits, and Defog on their switch or just fire off an attack if there are no hazards that i need to get rid of.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
SD Talonflame and Bisharp were both problems for my team, especially if Dugtrio was gone. Garchomp solves this problem by tanking their damage, and doing 30% to them each time they make contact with you, while also checking almost every other physical attacker in the the tier. The ev's / nature are to give me the maximum amount of physical bulk while also outseeding Jolly Bisharp. Stealth Rock is a must on every team, turning 2HKO's into OHKO's, and punishing opponents for constantly switching Pokemon. Earthquake is a strong STAB attack, OHKOing Bisharp. Dragon Tail is great for predicted switches, forcing out their switch in while doing damage, and forcing another Pokemon to take hazard damage. Endure is great for getting that extra damage on physical attackers, causing them to take another 30% if they hit you with a contact move. Garchomp is my check to most physical attackers, and I need to use this pokemon carefully, cause once it's gone the game becomes much more difficult if they still have a strong physical attacker.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
The rest of my member got destroyed by Weavile, so a really needed an answer for it. Klefki beats Weavile, while also spreading paralysis, and layering more entery hazards to make Pidgeot/Serperiors jobs that much easier. The ev's / nature are to give me maximum physical bulk, to help check threats like Mega-Lopunny, Mega-Altaria, Azumarill, and mainly Weavile. Spikes is to soften up opponents for Pidgeot and Serperior. Thunder Wave slows down threats that come in on the switch. Magnet Rise is to avoid Earthquakes, and Earth Powers from Mega-Diancie. Play Rough allows me to effectively check Weavile, and Mega-Lopunny. Klefki usually wants to come in on resisted hits, and set up Spikes, or use Thunder Wave to cripple opponents.
Threatlist:
Mamoswine: Just look at my team lol
Weavile: Even with Klefki, Weavile can still murder the other 5 team members.
Choice Band Azumarill: Does more than half HP or OHKO's every member of my team.
Mega Gyarados: With a Dragon Dance or two up, this monster destroys me. I can T-Wave with Klefki, but that's really it, and better players won't Mega until Serperior is gone.
Thanks for taking a look at my team! Appreiciare any constructive criticism, and I'm open to all suggestions.

Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
The pokemom I build the team around, Pidgeot. The ev's / nature is for the most speed and attacking power possible. Hurricane is a great STAB option, and it is very spammable since tons of teams don't have a flying resist. Heat Wave is to steels on the switch. Roost is to recover health from any sort of damage I take, mainly Stealth Rock. U-Turn is great for a predicted switch, and gives me a free switch into something with a favorable matchup. Pidgeot is usually my late game cleaner, as it has a great speed tier, and a very powerful and spammable move in Hurricane.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Serperior functions as a wallbreaker/sweeper. The way I usually like to use it is to revenge kill something with Lead Storm, and then begin to break their team with the stat boost. The ev's / nature is for maximum speed and attacking power. Leaf Storm is used as a very strong STAB attack, while also boosting Serperiors Spa by +2 everytime you use it. Giga Drain is there for after you boost up, giving Serperior some recovery which is appreciated because of the Life Orb recoil. Hidden Power Fire is used to hit steel types that like to switch into Leaf Storms, like Scizor and Ferrothorn. Dragon Pulse is to hit dragons hard like Lati@s, which otherwise would be able to take a hit and OHKO in return with Draco Meteor. I typicallt use Serperior to break down the things that Pidgeot can't KO, or I use it as a sweeper for teams that are unprepared.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP
- Stone Edge
- Earthquake
- Reversal
- Memento
Dugtrio is a very important member of this team, as it traps electrics, Tyranitar, but most importantly Heatran. Heatran hard walls both Serperior and Pidgeot, making their jobs very hard. This mon gets rid of Heatran in one hit, which is very nice. The ev's and nature are for maximum speed and attacking power, while making sure that Dugtrio is hit to it's Focus Sash for Revenge to have maximum power. 21 HP iv's are to take 2 Seismic Tosses from Chansey and live with 1 HP, and do lot's of damage in return with Revenge Earthquake is a strong STAB attack, that OKHO's Heatran, other fire types, and offensive electrics. Revenge is a very strong move since Dugtrio is usually going to be at 1 HP. It OHKO's Bisharp, Tyranitar, and does tons of damage to mons that don't resist it, being stronger than Earthquake at 1 HP. Stone Edge is for the EdgeQuake combo, giving me really strong neutral coverage. Memento is for when Dugtrio has done it's job, giving Pidgeot or Serperior a free switch and a chance to sweep.The main purpose of Dugtrio is to get rid of Heatran, and sometimes Bisharp. They are both big threats to my team.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
I really needed hazard control for Pidgeot and Dugtrios sash, so I slapped Latias onto the team. Not only does it Defog, but it is an effective check to Mega-Charizard Y who did really well vs. my team.The ev's / nature are to survive Hidden Power Ice from Thundurus, and OHKO it with Draco Meteor. The max speed lets me outspeed Keldeo, which I can then OHKO with a Psyshock. Draco Meteor is Latias' strongest attack, leaving a huge dent in anything that doesn't resist it. Psyshock is to hit specially defensive walls that like to switch into Latias, and it also OHKO's Keldeo which is nice. Defog is to get rid of Hazards for Pidgeot and Dugtrio. Roost makes Latias a reliable Mega-Charizard Y check, and gives it reliable recovery, which is never a bad thing. I use Latias to come in on resisted hits, and Defog on their switch or just fire off an attack if there are no hazards that i need to get rid of.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
SD Talonflame and Bisharp were both problems for my team, especially if Dugtrio was gone. Garchomp solves this problem by tanking their damage, and doing 30% to them each time they make contact with you, while also checking almost every other physical attacker in the the tier. The ev's / nature are to give me the maximum amount of physical bulk while also outseeding Jolly Bisharp. Stealth Rock is a must on every team, turning 2HKO's into OHKO's, and punishing opponents for constantly switching Pokemon. Earthquake is a strong STAB attack, OHKOing Bisharp. Dragon Tail is great for predicted switches, forcing out their switch in while doing damage, and forcing another Pokemon to take hazard damage. Endure is great for getting that extra damage on physical attackers, causing them to take another 30% if they hit you with a contact move. Garchomp is my check to most physical attackers, and I need to use this pokemon carefully, cause once it's gone the game becomes much more difficult if they still have a strong physical attacker.

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
The rest of my member got destroyed by Weavile, so a really needed an answer for it. Klefki beats Weavile, while also spreading paralysis, and layering more entery hazards to make Pidgeot/Serperiors jobs that much easier. The ev's / nature are to give me maximum physical bulk, to help check threats like Mega-Lopunny, Mega-Altaria, Azumarill, and mainly Weavile. Spikes is to soften up opponents for Pidgeot and Serperior. Thunder Wave slows down threats that come in on the switch. Magnet Rise is to avoid Earthquakes, and Earth Powers from Mega-Diancie. Play Rough allows me to effectively check Weavile, and Mega-Lopunny. Klefki usually wants to come in on resisted hits, and set up Spikes, or use Thunder Wave to cripple opponents.
Threatlist:
Mamoswine: Just look at my team lol
Weavile: Even with Klefki, Weavile can still murder the other 5 team members.
Choice Band Azumarill: Does more than half HP or OHKO's every member of my team.
Mega Gyarados: With a Dragon Dance or two up, this monster destroys me. I can T-Wave with Klefki, but that's really it, and better players won't Mega until Serperior is gone.
Thanks for taking a look at my team! Appreiciare any constructive criticism, and I'm open to all suggestions.
Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP
- Stone Edge
- Earthquake
- Reversal
- Memento
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP
- Stone Edge
- Earthquake
- Reversal
- Memento
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure