Truth be told, I actually have not grown particularly tired of ORAS. Things do get frustrating and perhaps stupid to prepare for, but I have yet to grow tired of it - most likely because of my short hiatus from the metagame a few months back. While Intersection satisfied my brain’s desire for a team that fit my mindset of a ‘perfect’ team, I’ve found this team more effective, intuitive, and fun to use in general.
This team originally came into conception when bludz brought up Specs Reuniclus in ORAS Metagame Discussion, who also brought up something to pressure dark-type switch-ins as a partner. The objective of the team is to break down the opposing team through pressure from Specs Future Sights and Mega Lopunny, which will be maintained by the VoltTurn core - then Lopunny, Scizor, or Landorus-T clean depending on the opposing playstyle.
(Core Team was Built Around)
Mega Lopunny came to mind as a pokemon that appreciated Reuniclus’ support. The latter isn’t exactly fond of bulky poison-types such as Mega Venusaur and fat walls such as Slowbro, all of which Reuniclus can break down quite easily, while staving off damage from them with Regenerator. Additionally, Reuniclus isn’t quite exactly fond of dark-types that can absorb its STABs, most of which Lopunny can beat.
I knew that U-turn support would be very beneficial to support this core, and the first thing that came to mind was Scizor. Not only is it my favorite pokemon, it also has the most powerful U-turn available, which will further help pressure dark-types from absorbing Future Sights.
As a VoltTurn team, the team would have quite a bit to worry about hazards, despite having no pokemon weak to them. Starmie is a reliable spinner that I’ve used quite heavily in the past, so it fit in.
Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Quick Attack
Mega Lopunny is a pokemon that’s viability had much controversy upon its reveal. People reasoned that it would need a hefty stat gain in the stats that mattered to be relevant, some believed that it would happen anyways, some were just happy that it got a mega. However, in the end, GameFreak proved again that it couldn’t be trusted to have a sense of consistency, this time in mega stat gains. Lopunny gained everything it needed to be a highly prominent threat. Mega Lopunny plays a vital role in this team, functioning as the main win-condition against offensive builds, while also keeping up pressure against anything that would otherwise absorb a Future Sight. It cleans offense so efficiently it’s ridiculous. Fake Out is still extremely useful, allowing for it to safely get off a Mega Evolution, and being priority in general is nice. Quick Attack is a niche option that found its way on this team for the mere purpose of better dealing with set-up sweepers - most notably Talonflame. The set is otherwise completely standard, but still effective. While it does appreciate the team’s support, Lopunny is the most valuable and potent member against offense.
Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
This is a pokemon that once was a suspect subject, but it seemed to fall and fall when XY came out. When ORAS came to be, it began to see respectable use again as something it used to do - Magic Guard + Calm Mind. But thanks to bludz, he implanted the idea of a Specs Regen set for me. There isn’t much that shouts power as loud as a Choice Specs boosted, 120 BP move off of 125 Special Attack that breaks through Protect. From Band Azumarill to Mega Gallade, so many neutral hits get flat-out OHKO’d. However, Psychic is still a very potent option that can easily do massive damage to offensive pokemon, which you can still use. Shadow Ball is a very spammable move with great neutral coverage - especially since the most common normal-type in the tier fears a hit from Reuniclus’ Psychic STAB. Focus Blast rounds off Reuniclus’ coverage to hit the dark-types that laugh at its Psychics and Shadow Balls, and can also hit bulky steel-types that are okay with eating other hits. 248 HP not only allows for a Stealth Rocks number - its the highest amount of bulk Reuniclus can have while also having a Regenerator number. 8 Spe EVs speed creep fellow 4 Spe base 30s, mainly Slowbro, so that it can reliably fire off Shadow Balls against them before they hit me or Recover off or boost. All in all Reuniclus is one of the most fun members to use, but also one of the most inconsistent - one match, there are no dark-types and things are eating massive hits left and right, another there’s a Mandibuzz and I mainly use it as a pivot.
Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Scizor is my favorite pokemon for many reasons, one being its consistency. None of its moves will ever miss on you when you need them to hit, common switch-ins such as fire-types are U-turned out of or smacked by a coverage move, Latis lacking HP Fire are Pursuit trapped, LO Gengar is Pursuit trapped when healthy, and Bullet Punch hits as hard as ever in a meta with so many fairy-types. In my opinion, Band Scizor is practically the personification of the ‘Turn side of VoltTurn - it has the most powerful legal U-turn in OU, a solid defensive typing, enough coverage to work with, and the ability to force many, many switches. Scizor can abuse all of these traits to support this team. The set is quite standard and doesn’t need much explanation, but the EVs are to speed creep uninvested base 75’s - most notably bulky Mega Scizors so that it can reliably put a dent in one to end a sweep. All in all, Scizor is a vital component of the team and the most consistent.
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
At one point, Rotom-W was my teambuilding crutch - I used it on more or less every team I built. I see a similar occurrence - to a slightly less extreme degree, with Raikou. This thing is such a good glue for offensive teams against a variety of threats - most notably specially offensive flyings and electrics. I do wish that it wasn’t as weak as an non-LO Electivire, but regardless, it takes a lot of pressure off teambuilding. Raikou not only completes the VoltTurn core, but it also provides a check to Mega Manectric, Thundurus, Tornadus-T, Mega Pidgeot, things that would otherwise go ham with the team, getting free kills whenever they switched in.
Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 20 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Starmie has always been hindered by Aegislash’s tyrannical presence, but it seems like people took a while to realize its uses after the shield was banned. Now, it’s doing what it always had from ADV on - removing hazards. A defensive Starmie spread was selected for this team for not auto-losing to Bisharp with Reflect Type, and checking Keldeo more reliably while pivoting out in case of burns with Natural Cure. Starmie also functions as pretty decent glue for the team, checking more than just Keldeo - from weakened Thundy, Mega Metagross, Mega Diancie, bulky grounds in general, Starmie is faster than them all bar Scarfed Lando-T which is on the decline. The speed EVs allow for it to outspeed Serperior, and while it won’t be eliminating anything but a heavily weakened Serperior, it’s a last resort option once all faster ‘mons but Starmie are gone, and Scizor got off that last Bullet Punch which leaves it with just a little bit of its health before eating a HP Fire. Starmie definitely has its place in this team, and while it’s not useful against all match-ups, it is more often than not.
Refinery (Landorus-Therian) (M) @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
The last member of the team is a member that has seen extensive use throughout the XY meta, but has began to fall out of favor. Nowadays, an Earth Plate set is its best shot at success, or Soft Sand which is objectively superior due to the existence of the obscure Trick/Switcheroo + Fling combo. Lando-T may be somewhat of a hastily slapped on addition, but it fills two vital roles: a rocks setter and a win-condition against more defensive builds. Swords Dance was used over U-turn to appropriately threaten defensive playstyles, and also has a decent amount of surprise factor. Smack Down was chosen for getting past Skarmory at +2 without getting KO’d by a Counter, or just normally. It also can hit Rotom-W on the switch as well as defensive flying-types such as Zapdos. Ultimately, it also still has enough power to OHKO SD Talonflame as well, as well as having 100% accuracy, so that’s another bonus.
This team has been an interesting venture, one full of ridiculously powerful OHKO's, Fake Outs, and stupidly powerful Earthquakes obliterating otherwise safe switch-ins. While I did venture a bit out of my comfort zone, I still have a few familiar pokemon by my side in this team. Overall, I would like what you guys think.
Narwhal Blast Keldeo: I may have defensive Starmie and half my team may outspeed it - but my only safe switch-in can't do a thing back to it. Sure, I might scare it out, but if it starts setting up Subs its going to get free damage off - fast.
Karxrida Bisharp: Mega Lopunny reliably stops it 90% of the time - until it gets only 30% of prior damage on it. Starmie gets powered through if it doesn't get Scald burns and is screwed over by Low Kick.
Me Scizor: Offensive SD Mega Scizor wins if Lando-T and Raikou are weakened (And it can win against Lando-T if it switches in as well), and Bulky SD sets up on everything except for Lando-T.
Smogon Bird Talonflame: It sets-up on Scizor locked into a non U-turn attack, Reuniclus locked into Focus Blast, and Flare Blitz'es Raikou to death - the best I can do is retain pressure and weaken it to the point where a Fake Out + Quick Attack will KO. Bulk Up variants are less threatening as Raikou actually deals with them.
(Warning: Altered team is highly susceptible to Earthquake spam)
Other Options:
Refinery (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
Defensive Lando-T is an option over Garchomp if Earthquake spam is so much of an issue. U-turn may be run over Swords Dance thanks to Reuniclus becoming a win-condition. This will not improve the team's match-up against Bisharp, and not exactly Talonflame either even if it can blanket check a little more. If a Talonflame match-up becomes and issue than Stone Edge may be run over Smack Down because an uninvested one doesn't OHKO the 88 HP spread and can't reliably OHKO max-max. While this is not always necessary as Brave Bird recoil will usually bring Talonflame into KO range, it hits other things harder - like NP Thundy after you stomach an HP Ice.
Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return / Ice Punch
- Drain Punch
- Power-Up Punch
- Substitute
Sub-PuP Mega Lopunny can be used over AoA MLop as a win-condition against fatter teams on the team with the suggestions made by DennisEG & Analytic.
This team originally came into conception when bludz brought up Specs Reuniclus in ORAS Metagame Discussion, who also brought up something to pressure dark-type switch-ins as a partner. The objective of the team is to break down the opposing team through pressure from Specs Future Sights and Mega Lopunny, which will be maintained by the VoltTurn core - then Lopunny, Scizor, or Landorus-T clean depending on the opposing playstyle.

(Core Team was Built Around)



(VoltTurn Core)
The three pokemon were looking quite weak to Mandibuzz, so a pokemon with a reasonably powerful Volt Switch was appreciated. Raikou fit the bill.


(Hazard Removal and Hazard Setter)
The team lacked a rocks setter, so Lando-T fit in quite snugly over something like Tank Chomp because I wanted a win-condition against bulkier teams.



Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Quick Attack
Mega Lopunny is a pokemon that’s viability had much controversy upon its reveal. People reasoned that it would need a hefty stat gain in the stats that mattered to be relevant, some believed that it would happen anyways, some were just happy that it got a mega. However, in the end, GameFreak proved again that it couldn’t be trusted to have a sense of consistency, this time in mega stat gains. Lopunny gained everything it needed to be a highly prominent threat. Mega Lopunny plays a vital role in this team, functioning as the main win-condition against offensive builds, while also keeping up pressure against anything that would otherwise absorb a Future Sight. It cleans offense so efficiently it’s ridiculous. Fake Out is still extremely useful, allowing for it to safely get off a Mega Evolution, and being priority in general is nice. Quick Attack is a niche option that found its way on this team for the mere purpose of better dealing with set-up sweepers - most notably Talonflame. The set is otherwise completely standard, but still effective. While it does appreciate the team’s support, Lopunny is the most valuable and potent member against offense.

Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
This is a pokemon that once was a suspect subject, but it seemed to fall and fall when XY came out. When ORAS came to be, it began to see respectable use again as something it used to do - Magic Guard + Calm Mind. But thanks to bludz, he implanted the idea of a Specs Regen set for me. There isn’t much that shouts power as loud as a Choice Specs boosted, 120 BP move off of 125 Special Attack that breaks through Protect. From Band Azumarill to Mega Gallade, so many neutral hits get flat-out OHKO’d. However, Psychic is still a very potent option that can easily do massive damage to offensive pokemon, which you can still use. Shadow Ball is a very spammable move with great neutral coverage - especially since the most common normal-type in the tier fears a hit from Reuniclus’ Psychic STAB. Focus Blast rounds off Reuniclus’ coverage to hit the dark-types that laugh at its Psychics and Shadow Balls, and can also hit bulky steel-types that are okay with eating other hits. 248 HP not only allows for a Stealth Rocks number - its the highest amount of bulk Reuniclus can have while also having a Regenerator number. 8 Spe EVs speed creep fellow 4 Spe base 30s, mainly Slowbro, so that it can reliably fire off Shadow Balls against them before they hit me or Recover off or boost. All in all Reuniclus is one of the most fun members to use, but also one of the most inconsistent - one match, there are no dark-types and things are eating massive hits left and right, another there’s a Mandibuzz and I mainly use it as a pivot.

Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower

Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
At one point, Rotom-W was my teambuilding crutch - I used it on more or less every team I built. I see a similar occurrence - to a slightly less extreme degree, with Raikou. This thing is such a good glue for offensive teams against a variety of threats - most notably specially offensive flyings and electrics. I do wish that it wasn’t as weak as an non-LO Electivire, but regardless, it takes a lot of pressure off teambuilding. Raikou not only completes the VoltTurn core, but it also provides a check to Mega Manectric, Thundurus, Tornadus-T, Mega Pidgeot, things that would otherwise go ham with the team, getting free kills whenever they switched in.

Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 20 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Starmie has always been hindered by Aegislash’s tyrannical presence, but it seems like people took a while to realize its uses after the shield was banned. Now, it’s doing what it always had from ADV on - removing hazards. A defensive Starmie spread was selected for this team for not auto-losing to Bisharp with Reflect Type, and checking Keldeo more reliably while pivoting out in case of burns with Natural Cure. Starmie also functions as pretty decent glue for the team, checking more than just Keldeo - from weakened Thundy, Mega Metagross, Mega Diancie, bulky grounds in general, Starmie is faster than them all bar Scarfed Lando-T which is on the decline. The speed EVs allow for it to outspeed Serperior, and while it won’t be eliminating anything but a heavily weakened Serperior, it’s a last resort option once all faster ‘mons but Starmie are gone, and Scizor got off that last Bullet Punch which leaves it with just a little bit of its health before eating a HP Fire. Starmie definitely has its place in this team, and while it’s not useful against all match-ups, it is more often than not.

Refinery (Landorus-Therian) (M) @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
The last member of the team is a member that has seen extensive use throughout the XY meta, but has began to fall out of favor. Nowadays, an Earth Plate set is its best shot at success, or Soft Sand which is objectively superior due to the existence of the obscure Trick/Switcheroo + Fling combo. Lando-T may be somewhat of a hastily slapped on addition, but it fills two vital roles: a rocks setter and a win-condition against more defensive builds. Swords Dance was used over U-turn to appropriately threaten defensive playstyles, and also has a decent amount of surprise factor. Smack Down was chosen for getting past Skarmory at +2 without getting KO’d by a Counter, or just normally. It also can hit Rotom-W on the switch as well as defensive flying-types such as Zapdos. Ultimately, it also still has enough power to OHKO SD Talonflame as well, as well as having 100% accuracy, so that’s another bonus.






Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Quick Attack
Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 20 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Refinery (Landorus-Therian) (M) @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Quick Attack
Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 20 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Refinery (Landorus-Therian) (M) @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Membrane (Reuniclus) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Shadow Ball
- Recover
Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Fire]
Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Membrane (Reuniclus) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Shadow Ball
- Recover
Bisection (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Fire]
Tourmaline (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
(Warning: Altered team is highly susceptible to Earthquake spam)
Other Options:

Refinery (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance
Defensive Lando-T is an option over Garchomp if Earthquake spam is so much of an issue. U-turn may be run over Swords Dance thanks to Reuniclus becoming a win-condition. This will not improve the team's match-up against Bisharp, and not exactly Talonflame either even if it can blanket check a little more. If a Talonflame match-up becomes and issue than Stone Edge may be run over Smack Down because an uninvested one doesn't OHKO the 88 HP spread and can't reliably OHKO max-max. While this is not always necessary as Brave Bird recoil will usually bring Talonflame into KO range, it hits other things harder - like NP Thundy after you stomach an HP Ice.

Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return / Ice Punch
- Drain Punch
- Power-Up Punch
- Substitute
Sub-PuP Mega Lopunny can be used over AoA MLop as a win-condition against fatter teams on the team with the suggestions made by DennisEG & Analytic.
Vanilla (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
Scizor @ Assault Vest
Ability: Technician
EVs: 252 HP / 212 Atk / 16 Def / 24 SpD / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Fire]
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Membrane (Reuniclus) (F) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Future Sight
Scizor @ Assault Vest
Ability: Technician
EVs: 252 HP / 212 Atk / 16 Def / 24 SpD / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Fritz (Raikou) @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Fire]
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
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