Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Focus Blast
- Dazzling Gleam
Pretty basic Mega Kazam set. He can normally sweep through teams as long as focus blast hits and his speed is really appreciated. Trace is helpful because UBs are run rampant in Gen 7 OU so I can take their beast boost and rip through the team with what is basically a moxie alakazam. The biggest threat to kazam here is physical attackers do to his pathetic physical defense so if he misses focus blast on a physical attacker, he's basically dead.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- X-Scissor
Kartana is obviously a staple to any Gen 7 OU team with it's insane attack and high power moves. Leaf Blade, Sacred Sword, and Smart Strike are basic on a Kartana. I needed a grass type for Mega Swampert and Kartana helped out with his steel typing as Excadrill normally died early on. Also I decided X-Scissor over Swords Dance because I get an attack boost after killing anything so I didn't see the reason for lowering my speed.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Iron Head
Excadrill is my usual lead and my Rotom hunter. Rapid Spin is obviously to remove hazards on my side while also keeping it on their side making it preferable over defog. Rocks because they help hyper offensive teams like this one. EQ and Iron Head are usual moves for Excadrill. He obviously handles Rotoms well as they tend to come in on anything due to levitate and Mold Breaker just negs that.
Tapu Lele @ Leftovers
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Shadow Ball
- Thunderbolt
Lele was originally here only to set up psychic terrain for Kazam but it really has been really good to absorb special moves and hit back with terrain boosted psychics. Thunderbolt I put there because I was scared of Tapu Fini coming in with it's insanely high special defense and taking down my terrain boosted psychic. Shadow Ball is up there to attack Mimikyu, if I can get it's disguise down.
Greninja @ Choice Band
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Waterfall
- Gunk Shot
- Night Slash
Greninja surprises most opponents because he's normally used as a special sweeper over a physical revenge killer. With greninja's amazing coverage moves I can pretty easily revenge kill anything on the field. Choice Band over Scarf because I was having some trouble getting consistent revenge kills without it and now his attack is bossted to over 400.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Dragon Pulse
- Flamethrower
- Flash Cannon
Kommo-o can nuke defensive pokemon while also obtaining an omniboost with clangorous soulblaze. Flash cannon to rid myself of fairies which I'm quite weak to, Flamethrower to kill Scizor and Ferrothorn. Dragon Pulse I put because I thought the constant lowering of my defenses wouldn't end well. If you think that having both dragon moves is unnecessary, mind giving me a suggestion on what to switch pulse with?
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Focus Blast
- Dazzling Gleam
Pretty basic Mega Kazam set. He can normally sweep through teams as long as focus blast hits and his speed is really appreciated. Trace is helpful because UBs are run rampant in Gen 7 OU so I can take their beast boost and rip through the team with what is basically a moxie alakazam. The biggest threat to kazam here is physical attackers do to his pathetic physical defense so if he misses focus blast on a physical attacker, he's basically dead.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- X-Scissor
Kartana is obviously a staple to any Gen 7 OU team with it's insane attack and high power moves. Leaf Blade, Sacred Sword, and Smart Strike are basic on a Kartana. I needed a grass type for Mega Swampert and Kartana helped out with his steel typing as Excadrill normally died early on. Also I decided X-Scissor over Swords Dance because I get an attack boost after killing anything so I didn't see the reason for lowering my speed.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Iron Head
Excadrill is my usual lead and my Rotom hunter. Rapid Spin is obviously to remove hazards on my side while also keeping it on their side making it preferable over defog. Rocks because they help hyper offensive teams like this one. EQ and Iron Head are usual moves for Excadrill. He obviously handles Rotoms well as they tend to come in on anything due to levitate and Mold Breaker just negs that.
Tapu Lele @ Leftovers
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Shadow Ball
- Thunderbolt
Lele was originally here only to set up psychic terrain for Kazam but it really has been really good to absorb special moves and hit back with terrain boosted psychics. Thunderbolt I put there because I was scared of Tapu Fini coming in with it's insanely high special defense and taking down my terrain boosted psychic. Shadow Ball is up there to attack Mimikyu, if I can get it's disguise down.
Greninja @ Choice Band
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Waterfall
- Gunk Shot
- Night Slash
Greninja surprises most opponents because he's normally used as a special sweeper over a physical revenge killer. With greninja's amazing coverage moves I can pretty easily revenge kill anything on the field. Choice Band over Scarf because I was having some trouble getting consistent revenge kills without it and now his attack is bossted to over 400.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Dragon Pulse
- Flamethrower
- Flash Cannon
Kommo-o can nuke defensive pokemon while also obtaining an omniboost with clangorous soulblaze. Flash cannon to rid myself of fairies which I'm quite weak to, Flamethrower to kill Scizor and Ferrothorn. Dragon Pulse I put because I thought the constant lowering of my defenses wouldn't end well. If you think that having both dragon moves is unnecessary, mind giving me a suggestion on what to switch pulse with?