First, i'm very new to the forums, though I've been playing awhile. I'm sorry for formatting mistakes and the like. I started building this HO MMence team and would love some feedback and suggestions. Its primary purpose is for fun, and secondary to rek or get rekt
	
	
		
			
		
		
	
	
		
	  
Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh
Dragon/Flying gives a lot of options for offense. A lot. Though the megastone on salamence means there's no chance for the birdspam of old, it molds a strong HO team regardless. The bulky set is standard, and because of the nature of the stallmons in OU, MMence can set up on all of them just about. MMence reliably breaks stall sans Skarm, and even then deals some damage on the switch. Though MMence does not come out early in the game, due to the nature of this HO team, if I can consistently break down enemy stallmons or sweep, then losing MMence and having curse on my team isn't an extreme burden, though still hurts.
		
	 
		
	 
		
	 
(Skarmory) @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Brave Bird
- Spikes
- Taunt
Let me start off by saying that CustapLead Skarm is my favorite way to start an HO game. Max speed lets me taunt a good amount of leads and other Skarms reliably, and max attack because I only need to get up rocks and spikes to make success easier. Thus with no need for bulk, a max attack brave bird will hurt when it's used. This set is notably weak to M-Sableye and M-Diancie, not to mention faster stallbreakers, and can't stop mental herb shuckle from getting up rocks. This is a notable weak link in the team, however up until now it's been pretty reliable at setting up and denying hazards.
		
	 
(Thundurus) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Hidden Power [Flying]
Defiant Thundurus goes hand-in-hand with CustapLead Skarm. The idea is that if the opponent decides to defog, I can trade the lack of hazards for one or two enemy pokemon. It should clear up the burden of not having hazards for the rest of my team, though it might make focus sash a problem for the rest of the team. But in the sacred scriptures of HO teams, the solution is always to truck that shit. Thundurus also relies on his presence as a Sp. Atker to force switches. Though a a one-time punish for the unsuspecting, having a free knock-off on an incoming special wall is very beneficial. Thundurus WILL make a dent. Superpower will hurt a lot of mons. If i were to make a change, it might be to make the switch to the proper mixed attacking as wild charge does wittle down Thundurus a lot, though favoring physical over special means that HO will eventually break down the physical walls and then sweep.
		
	 
(Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
I needed something with good priority here that could outspeed my biggest threats, Weavile and Mamo. Besides that, it's a secondary revenge killer and tertiary set-up sweeper. As stated above, favoring one attack type over the other means I'll bust through their defensive cores eventually. Though Dragonite was sort of slapped onto the team, it has worked out very well in beating out other weak priority users, though lacks a wallop in other situations. Probably won't come off the team
		
	 
(Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Surf
- Dragon Pulse
This is admittedly my biggest weak link on the team. I figured I needed a special attacker and revenge killer, though in my time I've realized that it's both not that fast in this meta and not too strong. I'm at a loss with what to do with this slot, either that or I'm just playing Latios wrong. Even the moveset is pretty whack. My second choice is to go for Talonflame, though the commitment to Physical Attacks and weakness to stealth rocks are unappealing to me.
		
	 
(Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Swords Dance
- Rock Polish
Double Dance Lando is pretty versatile. It can break stall, sweep, or both. Yache berry is a necessity as this teams biggest weakness is ice type anything, and gives me a fighting chance against ice shard. Hit Hard and keep moving. However, Edgequake is somewhat unreliable and countered hard be chestnaught, but generally gets the job done.
		
	
The team weighs physical really heavily, and besides MMence, gets harrassed by Sableye and just about any burns. Stealth rocks, Ice shard users and Ice monotype in general are a pain in the ass, but the team is fun. Any suggestions for improvement? I know I rely on unsuspecting movesets a bit, but I find that even if my opponent knows what set I'm likely running, they're viable enough on their own to truck through (sans Skarm, proabably)
				
			
	Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh
Dragon/Flying gives a lot of options for offense. A lot. Though the megastone on salamence means there's no chance for the birdspam of old, it molds a strong HO team regardless. The bulky set is standard, and because of the nature of the stallmons in OU, MMence can set up on all of them just about. MMence reliably breaks stall sans Skarm, and even then deals some damage on the switch. Though MMence does not come out early in the game, due to the nature of this HO team, if I can consistently break down enemy stallmons or sweep, then losing MMence and having curse on my team isn't an extreme burden, though still hurts.
	(Skarmory) @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Brave Bird
- Spikes
- Taunt
Let me start off by saying that CustapLead Skarm is my favorite way to start an HO game. Max speed lets me taunt a good amount of leads and other Skarms reliably, and max attack because I only need to get up rocks and spikes to make success easier. Thus with no need for bulk, a max attack brave bird will hurt when it's used. This set is notably weak to M-Sableye and M-Diancie, not to mention faster stallbreakers, and can't stop mental herb shuckle from getting up rocks. This is a notable weak link in the team, however up until now it's been pretty reliable at setting up and denying hazards.
	(Thundurus) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Hidden Power [Flying]
Defiant Thundurus goes hand-in-hand with CustapLead Skarm. The idea is that if the opponent decides to defog, I can trade the lack of hazards for one or two enemy pokemon. It should clear up the burden of not having hazards for the rest of my team, though it might make focus sash a problem for the rest of the team. But in the sacred scriptures of HO teams, the solution is always to truck that shit. Thundurus also relies on his presence as a Sp. Atker to force switches. Though a a one-time punish for the unsuspecting, having a free knock-off on an incoming special wall is very beneficial. Thundurus WILL make a dent. Superpower will hurt a lot of mons. If i were to make a change, it might be to make the switch to the proper mixed attacking as wild charge does wittle down Thundurus a lot, though favoring physical over special means that HO will eventually break down the physical walls and then sweep.
	(Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
I needed something with good priority here that could outspeed my biggest threats, Weavile and Mamo. Besides that, it's a secondary revenge killer and tertiary set-up sweeper. As stated above, favoring one attack type over the other means I'll bust through their defensive cores eventually. Though Dragonite was sort of slapped onto the team, it has worked out very well in beating out other weak priority users, though lacks a wallop in other situations. Probably won't come off the team
	(Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Surf
- Dragon Pulse
This is admittedly my biggest weak link on the team. I figured I needed a special attacker and revenge killer, though in my time I've realized that it's both not that fast in this meta and not too strong. I'm at a loss with what to do with this slot, either that or I'm just playing Latios wrong. Even the moveset is pretty whack. My second choice is to go for Talonflame, though the commitment to Physical Attacks and weakness to stealth rocks are unappealing to me.
(Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Swords Dance
- Rock Polish
Double Dance Lando is pretty versatile. It can break stall, sweep, or both. Yache berry is a necessity as this teams biggest weakness is ice type anything, and gives me a fighting chance against ice shard. Hit Hard and keep moving. However, Edgequake is somewhat unreliable and countered hard be chestnaught, but generally gets the job done.
The team weighs physical really heavily, and besides MMence, gets harrassed by Sableye and just about any burns. Stealth rocks, Ice shard users and Ice monotype in general are a pain in the ass, but the team is fun. Any suggestions for improvement? I know I rely on unsuspecting movesets a bit, but I find that even if my opponent knows what set I'm likely running, they're viable enough on their own to truck through (sans Skarm, proabably)














