

This team's objective is to use Mega Medicham or Azelf to sweep and wallbreak opposing team. The other teams is to clear hazard, wall and weaken opposing attackers and generally gives momentum for Mega Medicham or Azelf to sweep or wallbreak.
A Little Teambuilding History: At First, I used the Mega Medicham + Hoopa C + Staraptor core, with Chansey, Scarftran and Suicune. It worked well (and I peaked the ladder with it). The core is very good at breaking Stall teams, but eventually struggle against Gengar, Adaptability Terrakion, Landorus T and other strong attackers. Despite having to Extremespeeders (Staraptor + Mega Medicham), none of my pokes have over 100 Speed, so my only hope is to outspeed it with Scarftran or wall it with Suicune or Chansey, which everyone know how to manage. I realized that I need a strong poke with more than 110 Speed. Protean Azelf is the best poke for this criteria. So I switched out Hoopa and put Azelf. The team... performs just as bad because I don't really have wall for Terrakion and Landorus Therian. I changed my Hustle Staraptor to Doublade inheriting Staraptor because I need checks for Landorus T and Terrakion. I no longer use Hustle Staraptor because it's unreliable and I already have an Extremespeeder.
The sets also undergoes changes. At first I use the Transform Chansey set from Mew with Defog, Roost and Stealth Rock, but it's bad because of the passiveness. It's easily Tauntable and statusable. I change it to Mega Sableye set because it's not easily Tauntable and it can cripple Physical Attackers with Will-o-wisp. Suicune is the same Unaware from Quagsire, but because people are starting to use Mold Breaker set up sweepers, I change one of the moves to Encore (I used Toxic before this).
Explanations for each sets: The small icons are what it inherits from.


Suicune @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Encore
- Safeguard
This is the most common Suicune set in the meta I've seen so far and it's often used for a reason. It's probably the best set up stopper in the meta and it fits in a lot of teams. Scald is for damaging opposing attackers and possibly burn it. Recover is for longevity. Encore is for Mold Breaker set up sweepers that can break Suicune with enough boosts. I sometimes switch between Encore and Haze when laddering because Haze goes through Magic Bounce to prevent Magic Bounce Cresselia with Clam Mind, which is a dangerous poke to this team. Safeguard is to prevent Status and provide support for Mega Medicham to prevent getting burned while trying to set up Swords Dance to sweep.


Doublade @ Eviolite
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Steel Wing
- Roost
- Defog
- U-turn
This is what I used to wall most Physical attackers, including Terrakion, Mega Pinsir, Staraptor and other strong Extremespeeders and Physical attackers. Steel Wing is because Staraptor has no Steel moves besides it (sad excuse I know), Roost is for longevity, Defog is for clearing hazards and U-turn is for momentum. An alternative donor is Mew because it learns Stealth Rock, Defog and U-turn at once, though it has no Intimidate, but Synchronize is not a bad ability to troll opposing status users.


Chansey @ Eviolite
Ability: Magic Bounce
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Will-O-Wisp
- Taunt
- Recover
- Metal Burst
This poke is to defend most Special Attacks and bouncable Status moves. It can defend most Desolate Land and Primordial Sea users (as long as it's not full HP Specstran) and basically many powerful Special Attackers, including Sheer Force, Adaptability and Specialized Protean users. Taunt is to prevent opposing poke to set up more, so if you worry about set up or Substitute, use Taunt to stop it. Recover is for longevity and Metal Burst is for deflecting attacks and possibly KO back opposing poke because of Chansey's HP. It's like Counter and Mirror Coat. The reason for 0 IVs and Relaxed Nature is because Metal Burst has no Negative priority, so this might be useful for Metal Burst.


Heatran @ Choice Scarf
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Eruption
- Solar Beam
- Earth Power
- Fire Blast
This Heatran inherited from Primal Groudon (sorry I can't find Primal Groudon sprite so I used regular Groudon) and this is intended to be a revenge killer, but the power of Eruption in the sun allows it to break walls as well. The moves are fairly straightforward. Eruption is the moves that you'll be spamming, as it's very strong. Solar Beam and Earth Power is for coverage to hit opposing Water and Rock types (beware. if you suspect opponent has a Primordial Sea user, do not use Solarbeam or you'll regret it) and possibly Flash Fire users. Fire Blast is for alternative of Eruption if you're low on HP.


Medicham @ Medichamite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Close Combat
- Crunch
This is the main member of this team. It inherits from Lucario and it's job is to sweep, revenge kill or wallbreak. Yes, with it's power, it's able to become a sweeper, cleaner, wallbreaker and revenge killer in one slot. At +2, Extremespeed, even un-STABed, 1HKO almost all faster non-resisted pokes with Mega Pinsir's bulk or lower (yes, that thing with 120 base Defense is 1HKO'd by this thing). Close Combat destroys most walls, even Suicune, which is supposed to wall set up sweepers, is 2HKO'd by it. Crunch is for Psychic and Ghost types. If played correctly, this thing is very powerful and can win many games. All it needs is proper support because it's quite frail and vulnerable to status.


Azelf @ Life Orb
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Drain Punch
- Sucker Punch
- Thunderbolt
- Ice Beam
This is actually designed to be a wallbreaker, but it's fast Speed allows it to be a Revenge Killer as well. Drain Punch, Thunderbolt and Ice Beam pretty much has perfect coverage that can hit everything neutral. Protean + Life Orb makes this basically got an -ate ability for it's moves, making it hit very hard. The EV spread is designed so that it guarantees 2HKO on Specially Defensive Suicune. Sucker Punch is to revenge kill faster threats or heavily damaging it.
Threats to Watch Out for:
Cresselia: Magic Bounce + Calm Mind Cresselia is a threat to this team and I suggest Suicune to run Haze because of this. Your best bet is to use Mega Medicham and Crunch it. Other than that, well, PP stall it with Suicune (Safeguard has 40 pp).
Mixed Proteans: Uh, this poke is also hard to stop. Your best bet is to revenge kill it with Scarf Heatran or Azelf, but something is gonna die in this team if you meet a Mixed Protean user.
Mega Altaria: This thing is pretty unpredictable. It can run Extremespeed, Boomburst and defensive sets. Something will die in this team if you predict the wrong set. It's slower than Mega Medicham though, so it's revengable. Just be careful if you see Altaria in opposing team.
Possible Alternatives: Some things in this team can be changed to deal with threats easier.
Suicune: As mentioned, You can switch Encore with Haze to prevent Magic Bounce Calm Mind sweep your team. If you're more afraid of Mega Gyarados or other Mold Breaker set up sweepers, use Encore. You can use both Encore and Haze at once, but you're more vulnerable to status.
Doublade: You can change this to Mew as the donor if you want to use Stealth Rock, though you lose Intimidate, which is quite valuable. Reason I don't use Stealth Rock is my team somehow performs fine without it. Sashes are annoying, but other than that, it's okay. Also Toxic is also an alternative to help against Unawares that can be hard to break.
Edit: Mega Medicham: Isa Simple pointed out that Unaware Florges counters Close Combat variants of Mega Medicham, but High Jump Kick has a chance of 2HKO, so you can consider that.
Heatran: Thunderbolt can be used over Earth Power to hit Water types Primordial Sea users that tries to switch in.
Import/Export:
Suicune @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Encore
- Safeguard
Doublade @ Eviolite
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Steel Wing
- Roost
- Defog
- U-turn
Chansey @ Eviolite
Ability: Magic Bounce
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Will-O-Wisp
- Taunt
- Recover
- Metal Burst
Heatran @ Choice Scarf
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Eruption
- Solar Beam
- Earth Power
- Fire Blast
Medicham @ Medichamite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Close Combat
- Crunch
Azelf @ Life Orb
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Drain Punch
- Sucker Punch
- Thunderbolt
- Ice Beam
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Encore
- Safeguard
Doublade @ Eviolite
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Steel Wing
- Roost
- Defog
- U-turn
Chansey @ Eviolite
Ability: Magic Bounce
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Will-O-Wisp
- Taunt
- Recover
- Metal Burst
Heatran @ Choice Scarf
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Eruption
- Solar Beam
- Earth Power
- Fire Blast
Medicham @ Medichamite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Close Combat
- Crunch
Azelf @ Life Orb
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Drain Punch
- Sucker Punch
- Thunderbolt
- Ice Beam
Achievements:

The first three alts are mine and all of them use the same team with minor changes (as mentioned above).
Also won a tour.
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