Hi smogon, Stripes here with another RMT. I decided to build this team around Hydreigon because as the meta is starting to slow down some, It becomes very viable at breaking down the bulkier cores that are starting to see more usage. Anyways, this team has peaked around 1650, but i brought it here to get advice for improvements and just to open my eyes for other options for the team!
Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Dark Pulse
- Taunt
- Roost
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Roost






Teambuilding Process
As I stated above I decided to start with Hydreigon because it has the attributes to break down fatter teams, I decided to pair it with M-Scizor because it struggles against fairy and ice types pretty badly and Scizor can easily take advantage of them and give a slid win con.
Next, I needed a solid fighting resist so i went with clefable as it finished off the DSF core as well as gave the team an alternate route to victory.
So I had a pretty nice core going on, but they all really appreciate steels being eliminated so I added a magnezone to let these guys wreak havoc.
The team really needed a ground type to stop momentum from electrics, and could use a switch in + rocks in general so I went with hippo to help alleviate volt turn pressure as well as lay rocks.
The team had 0 keldeo switch ins and that just doesn't work when it's as good as it is right now, as well as hazards could be annoying so I added a latias over latios because it is a more solid answer to keldeo.
In Depth
Hydreigon:
As I said Hydreigon is a very good wallbraker/stallbreaker as it has insane Sp.Atk coupled with a decent defensive typing and bulk. I chose to go with the Taunt Roost set because I personally think it does the best job of breaking down fat teams. Taunt allows it to pevent status, but much more importantly stop recovery from passive mons that usually can't really hit back. I prefer Earth power over Draco for coverage because the drops are pretty counter productive to what the goal is as well as Hydreigon lures in Heatran which clef and scizor both really appreciate being killed. I decided to run a full on balance/stall breaker set with HP investment to allow it to soak up hits a little bit better, as well as speed to taunt opponents.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Dark Pulse
- Taunt
- Roost
Scizor:
I decide with Scizor as the partner for Hydreigon because it deals with Fairies very well, as well is a mjor pain in the ass for offense to deal with, which Hydreigon can sometimes struggle against. Scizor gives a solid answer to things like Weavile, Sylveon, Clefable, Diancie or really any fairy or ice type that Hydreigon struggles with. I went with the bulky SD set as I wanted it to be a win condition that could set up on offensive stuff like Loppuny as well as be able to switch in to attacks if needed. Bullet punch is really good for late game sweeps, and Bug Bite is to break fat psychics like slowbro.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite
Clefable:
Clefable fit really nicely here as it patched up the weaknesses that the other two share nicely as well as giving the team another Win condition and some very nice speed control. This also pairs very well with Earth Power Hydreigon because often times opposing teams only real answer to Clef is Heatran which it baits and kills easily with Dark Puls + EP. Thunder Wave is very nice on this team as none of the members are particularly fast and it allows Hydra to do a ton of Damage if it manages to slow down more offensive teams.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Magnezone:
I was really happy with how the core was coming along, but noticed that steels would be pretty hard to break, but once they were gone the opponent was pretty helpless against the combination of them so I added Magnezone to trap and eliminate steels. I went with the scarf set because it gives the team a revenge killer, and a way to get momentum, and free switches for Hydreigon to do a lot of damage.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Hippowdon:
The team still needed rocks and really could use a blanket check to strong physical attackers, as well as a way to not get stuck in the Volt-turn vortex. Hippowdon answered all of these problems as it is able to deal with set up sweepers like Charizard, Talonflame or really anything that cannot hit it super effectively. I went with Stone Edge over Whirlwind due to this being the only real way I can deal with offensive Talonflame so it was pretty crucial to be able to hit it.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Latias:
The team desperately needed a switch in to Keldeo as well as a way to get rid of hazards, and Latias fit the bill. I chose it over it's twin due to this being the only Switch in to Keldeo, I wanted it to be reliable. Psychic over Psyshock because it hits a little harder and does more to Venusuar usually. Draco is really nice since Hydreigon is lacking it and steels not being an issue it allows for Latias to put in some work offensively.
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Roost
Threats:
Feraligator- Don't have a solid answer and have to rely on scizor not getting flinched
Rain: Have to rely on T-waving it or stopping Rain
That's all, look forward all comments and help!
Importable:
As I stated above I decided to start with Hydreigon because it has the attributes to break down fatter teams, I decided to pair it with M-Scizor because it struggles against fairy and ice types pretty badly and Scizor can easily take advantage of them and give a slid win con.


Next, I needed a solid fighting resist so i went with clefable as it finished off the DSF core as well as gave the team an alternate route to victory.



So I had a pretty nice core going on, but they all really appreciate steels being eliminated so I added a magnezone to let these guys wreak havoc.




The team really needed a ground type to stop momentum from electrics, and could use a switch in + rocks in general so I went with hippo to help alleviate volt turn pressure as well as lay rocks.





The team had 0 keldeo switch ins and that just doesn't work when it's as good as it is right now, as well as hazards could be annoying so I added a latias over latios because it is a more solid answer to keldeo.






In Depth
Hydreigon:



As I said Hydreigon is a very good wallbraker/stallbreaker as it has insane Sp.Atk coupled with a decent defensive typing and bulk. I chose to go with the Taunt Roost set because I personally think it does the best job of breaking down fat teams. Taunt allows it to pevent status, but much more importantly stop recovery from passive mons that usually can't really hit back. I prefer Earth power over Draco for coverage because the drops are pretty counter productive to what the goal is as well as Hydreigon lures in Heatran which clef and scizor both really appreciate being killed. I decided to run a full on balance/stall breaker set with HP investment to allow it to soak up hits a little bit better, as well as speed to taunt opponents.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Dark Pulse
- Taunt
- Roost
Scizor:



I decide with Scizor as the partner for Hydreigon because it deals with Fairies very well, as well is a mjor pain in the ass for offense to deal with, which Hydreigon can sometimes struggle against. Scizor gives a solid answer to things like Weavile, Sylveon, Clefable, Diancie or really any fairy or ice type that Hydreigon struggles with. I went with the bulky SD set as I wanted it to be a win condition that could set up on offensive stuff like Loppuny as well as be able to switch in to attacks if needed. Bullet punch is really good for late game sweeps, and Bug Bite is to break fat psychics like slowbro.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite
Clefable:



Clefable fit really nicely here as it patched up the weaknesses that the other two share nicely as well as giving the team another Win condition and some very nice speed control. This also pairs very well with Earth Power Hydreigon because often times opposing teams only real answer to Clef is Heatran which it baits and kills easily with Dark Puls + EP. Thunder Wave is very nice on this team as none of the members are particularly fast and it allows Hydra to do a ton of Damage if it manages to slow down more offensive teams.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Magnezone:



I was really happy with how the core was coming along, but noticed that steels would be pretty hard to break, but once they were gone the opponent was pretty helpless against the combination of them so I added Magnezone to trap and eliminate steels. I went with the scarf set because it gives the team a revenge killer, and a way to get momentum, and free switches for Hydreigon to do a lot of damage.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Hippowdon:



The team still needed rocks and really could use a blanket check to strong physical attackers, as well as a way to not get stuck in the Volt-turn vortex. Hippowdon answered all of these problems as it is able to deal with set up sweepers like Charizard, Talonflame or really anything that cannot hit it super effectively. I went with Stone Edge over Whirlwind due to this being the only real way I can deal with offensive Talonflame so it was pretty crucial to be able to hit it.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Latias:



The team desperately needed a switch in to Keldeo as well as a way to get rid of hazards, and Latias fit the bill. I chose it over it's twin due to this being the only Switch in to Keldeo, I wanted it to be reliable. Psychic over Psyshock because it hits a little harder and does more to Venusuar usually. Draco is really nice since Hydreigon is lacking it and steels not being an issue it allows for Latias to put in some work offensively.
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Roost
Threats:
Feraligator- Don't have a solid answer and have to rely on scizor not getting flinched

Rain: Have to rely on T-waving it or stopping Rain


That's all, look forward all comments and help!
Importable:
Hydreigon @ Life Orb Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Dark Pulse
- Taunt
- Roost
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Roost