ORAS OU M-Manectric/Kyu-B (Momentum Offense) v3

M-Manectric/Kyu-B (Momentum Offense) v3.

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So this thread is on version 3 because I've made significant changes since v2, namely, adding a second, more defensively oriented version with suggestions mostly from DennisEG. The first team has gone through significant changes since the original team I built, and I've included older versions of the team for you to have a look at/use if you don't like the state its currently in. I would definitely still love to hear suggestions and feedback for both teams, but especially that one.

The original idea comes for this core comes from Freeroamer on the OU Teambuilding Workshop V2 (post #126, thanks bro). I liked the core and built a team around it, going in a completely different direction than Invok3r, who ended up responding to the initial request.

For those interested, that teams looked like:
Manectric-Mega @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower

Kyurem-Black @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 16 Atk / 252 SpA / 240 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Crunch
- Stone Edge
- Superpower
- Pursuit

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Whirlwind
- Spikes
- Roost
- Iron Head

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Toxic
- Scald
- Earthquake

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Hidden Power [Fire]
- Ice Beam

Ok now on to my actual team ;)

Teambuilding Process
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Obviously started off with Mega-Manectric and Kyu-B
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Decided to run Bisharp as it's really easy to bring in on Lati@s, the main reason for running a pursuit trapper in the first place.
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Added Landorus-T because it works so well with M-Mane, completing the dual-Intimidate Volt-Turn, as well as providing rocks and a physically defensive mon.
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Threw on SpD Talonflame for a defensive mon as well as better anti-stall capabilities.
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CM Celfable seemed like decent glue.
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Realised I didn't have hazard removal, replaced Clef with SpD Mew with Defog and changed Talon into a sweeper set.
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Changed Mew to Latias and TFlame back to an SpD variant to provide more offensive power overall while not sacrificing too much.
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Alternative team added.

Team 1 - Offensive v2
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Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

The standard Mega-Manectric set. Max SpA and Spe with Timid to out run as much as possible and hit as hard as possible. Lightning Rod is used before mega to get the SpA boost on a predicted electric attack from the opponent. I'm using Overheat > Flamethrower because I've found the difference in power is really noticeable, and I tend not to lose too much momentum because I can just Volt Switch out anyway. I really enjoy using this mega and think it's pretty underrated at the moment; it provides great offensive pressure and momentum.

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

Kyu-B is the team's wallbreaker. It's almost impossible to switch into and does insane damage with great coverage. Max SpA and Mild is run to maximise the power of Ice Beam and Earth Power, Kyu-B's most spammable moves, while 236 speed lets it outrun positive base 80s and Adamant Mega-Chomp (yes, I ripped that straight from the SmogonDex). Basically Kyu-B's role on the team is to crush walls that annoy the other mons, as well as just being generally difficult for a lot of teams.

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Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

I chose to run Bisharp as a Pursuit Trapper to kill of Lati@s, which bothers my previous two mons, as well as being one of my favourite Pokemon for sheer power, utility, and priority. Iron head also helps me deal with fairies such as Clefable and Sylveon, though it struggles with Mega-Altaria due to Fire Blast/EQ coverage. I'm running Black Glasses to maximise the power of Bish's main moves (all dark types), and Adamant is used to maximise power with Sucker Punch.

(Considering Banded Scizor for this slot, helps against Fairies - will update after more laddering.)

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Lando-T provides my team's main physical attacker check, running a Def set and utilizing Intimidate. The Evs allow it to live an opposing Mega-Manectric's HP Ice from full HP and respond with an OHKO EQ, while also maintaining maximum defensive bulk, and odd HP number, and enough Speed to creep Modest Magnezone. Stealth Rock is run here because it's really the only mon that can, and I'm using Stone Edge > Knock Off because I already have Bisharp as well as Mew, and it provides great coverage against opposing birds, especially Talonflame, as Lando is serving as my primary check to that fucking thing.

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Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance

Talonflame provides a way to check several of the mons that my team struggled with, especially Mega Altaria and Bisharp, which it destroys with Will-O-Wisp, as well as grass types and other fairies just due to its typing. Acrobatics provides nice priority with no recoil, Roost takes full advantage of the Defensive nature of the set, and Swords Dance lets Talon clean late game or set up on mons it's crippled with burn. I'm running the SpD set because I needed something to absorb special hits.

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Latias @ Life Orb
Ability: Levitate
Evs: 72 HP / 184 SpA / 252 Spe
Ivs: 0 Atk
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Finally, the obligatory Defog mon. Provides support with Healing Wish, giving other mons a second chance if I fuck up, and gives coverage against a lot of the same stuff as Mew (which I previously had here) but with more offensive power. Draco hits hard, Psyshock provides coverage against Fighting types and others... really not too much to say about this set, its bog standard.

Threat List

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Bisharp - Basically the only mons I have that can check this are Kyu-B and Talonflame, both of which are difficult to switch in, might get knocked out anyway, AND get destroyed by Swords Dance.

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Mega-Diancie - I have no switch ins, and the pokemon I have to kill it are all slower.

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Mega-Sableye - Difficult to break if it starts setting up Calm Minds, and can ruin my physical attackers with Will-O-Wisp

Team 1: Importable
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance

Latias @ Life Orb
Ability: Levitate
Evs: 72 HP / 184 SpA / 252 Spe
Ivs: 0 Atk
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Team 2 - Defensive v1
(Descriptions for things that are different from the offensive team)

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Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

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Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Taunt

Taunt is being used over Swords Dance to help Talonflame destroy stall. This takes away a lot of its offensive pressure but helps the match-up against a couple of mons that would otherwise give me difficulty.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Calm Mind
- Soft-Boiled

Clefable serves as a nice switch into Lati@s, and helps my team defeat bulky mons by setting up Calm Minds as well as being completely immune to status, entry hazards, and any other forms of tick damage that those mons rely on. The set maximizes Clefable's defensive abilities, while Soft-Boiled works to keep it healthy. Moonblast provides reliable STAB. Thunder Wave is useful to cripple faster pokemon, and works particularly well with Kyu-B, helping it outspeed and obliterate mons that might otherwise knock it out first.

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Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Psyshock
- Rapid Spin

Of course, the team has the obligatory defog- BUT WAIT, it's actually rapid spin! Either way, Starmie provides necessary hazard removal, as well as being useful as a check for Keldeo and Mega-zard Y that doesn't worsen my match-up against fairies such as Mega-Diancie (actually beating it in a 1v1). Scald provides nice STAB with the burn chance, Recover is great for healing up any missing HP and staying around to control hazards the whole game, and Psyshock is being used over Reflect Type for reasons mentioned above (namely keldeo).

Threat List

Haven't laddered enough with this version of the team to really be sure. Input appreciated!

Team 2: Importable
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Calm Mind
- Soft-Boiled

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Roost
- Taunt
- Acrobatics

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Psyshock
- Rapid Spin

Conclusion

The original team that I made worked fairly well for me, but I know it isn't perfect and have made some changes based on community feedback. I'm not sure to what extent they've helped but the team is definitely still a 'work in progress'.

Replays will be coming as I use the team(s) and remember to save them (oops).

Shout-Outs!
Freeroamer - Initial Core Idea
iMack - Mew EVs, Scizor suggestion (Offensive v1)
Albacore - TFlame set change, Psychic on Mew (Offensive v1.5)
Steve Angello - Latias > Mew, Iron Head > Outrage on Kyu-B (Offensive v2)
DennisEG - Clefable/Starmie > Latias/Bisharp, Taunt > SD on Talonflame (Defensive v1)

Previous team versions
The only real changes happen to be down the bottom mons :P

Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Outrage

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Taunt
- Swords Dance
- Acrobatics

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Defog
- Soft-Boiled
- Knock Off
- Will-O-Wisp
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Iron Head

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Roost
- Swords Dance
- Acrobatics

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 SpD / 112 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Soft-Boiled
- Psychic
- Will-O-Wisp
 
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Hey GotR, good to see you on the RMT forum again! This is a nice RMT and quite a solid team, especially since it features basically every OU threat that pisses me off on the ladder. I'll start off with your question about Pokemon sprites. It looks like all of the sprites that you have are normally sized, but in case you want to check, here is the Showdown sprite database. You can also link these sprite images in IMG tags on your future threads.

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It seems like you have a way (although unreliable) to deal with physical DD MAltaria, as you have two Mons with Intimidate that can tone down whatever boosts that MAltaria may have gotten up during a battle. However, in case they do go down or you're facing a Special Attacking variant, you could replace your Bisharp with a Choice Banded Scizor. Scizor works as a great Pursuiter thanks to Technician, and it also plays a very similar role to Bisharp as a standard Fairy/Psychic counter. Although you do risk taking more damage from HP Fire Latios (you will, theoretically, only encounter the LO HP Fire variant in about 2% of your battles), you'll reliably be able to slap around Fairy sweepers like MAlt and Gardevoir that would normally wreak havoc on your team.
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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
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Another thing I can suggest is giving your Mew 112 Speed EVs. This will allow you to just barely speedcreep the 262/263 Speed tier, which includes commonly Jolly Mons like Breloom, Mega Swampert, Metagross on the turn of the Mega Evolution, and especially Bisharp, which can do a number to your team. It's pretty convenient that all of them are physical attackers (and that you're a SpD variant), so you can get off a quick burn on them before they decide to do anything to you.

This is about all I can think of at the moment since I'm a bit tired, so If i come up with something I'll get back to you. I wish you luck on your team and in your future battles!
 
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Will definitely make that Mew change, think I might ladder a bit more and try to run into some more fairy teams to see if changing Bish to Scizor is actually necessary. Also the sprite question I had was about mini-sprites, not full size ones, but that database is actually better than the one I used so definitely helpful anyway.

Thanks for the rate iMack!
 
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Scizor is definitely a good option for your team, in any case you need a way to handle offensive Fairies better since they are a real problem for your team. You can actually do that without replacing a member of your team, but rather, changing your sets. You seem to rely on Talonflame a lot to revenge kill Fairies, and if one can break past Talonflame, it can lay waste to your team quite easily. Furthermore, you appear to be kinda weak to Bisharp, though you can check it with Mew, it can't actually switch in, and your best check is your own Bisharp who can serve as SD fodder. Talonflame can beat it too, but it needs to win 50/50s between Sucker Punch and Knock Off. With all that taken into account, I think you should run Roost and Will-O-Wisp on Talonflame, Roost because it lets Talonflame switch into Fairies repeatedly, and Will-O-Wisp to disable Bisharp and non-Heal Bell DD Altaria. There are multiple spreads you could run, I would actually suggest a physically defensive spread, and while that may seem odd, it lets you more easily switch into Psyshocks from MGarde, Knock Offs from Bisharp, and take EQs from Altaria after you Roost on it, so I think it works for your team. However, you can defenitely run max SpD to take hits from the likes of Gengar and YZard better, and make better use of Bulk Up, or max Attack to give Talonflame more firepower. In any case, you should probably run 248 HP investment on Talonflame.

Unfortunately, you do lose your Taunter, which I guess is a shame, but imo WoW is more important for this team despite the fact that you already have WoW on Mew, for the reasons I mentioned. If you really want, you can run Taunt over SD or Bulk Up on Talonflame, however, this leaves you very weak to Mega Sableye, which you have no real answer to. The best way I can think of to deal with this is by running Manaphy over Kyu-B as your wallbreaker, it's a very good wallbreaker which easily sets up on Sableye, it also handles Diancie and other Fairy types like Clefable much better than Kyu-B. However, Manaphy lacks immediate power and leaves you weaker to opposing Mega Manectric and Raikou, so this may not be the best idea (if you're concerned about Electrics, you can always run Wacan Berry over Leftovers)

Instead of fitting Taunt on Talonflame, you could run it over WoW on Mew, but I don't really recommend that since you lose the ability to cripple MMetagross (though you aren't really weak to it since MManectric and Bisharp are both great checks). Speaking of which, I would probably run Psychic over Knock Off on Mew, though you do lose out on utility, you gain the ability to handle Sub CM Keldeo which is otherwise a big problem for your team, and also hits Diancie for decent damage enabling Mew to check it much better (which is why I'm recommending Psychic>Psyshock btw, most Diancie are -SpD natured)

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Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance / Taunt

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Def
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Bulk Up / Taunt

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Def / 8 Def
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance

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Manaphy @ Leftovers / Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Defog
- Soft-Boiled
- Psychic
- Will-O-Wisp / Taunt
 
Hey there!
Usually I do not rate OU teams, but I have some suggestions for you. I would change your Bisharp set into a suprise Scarf Set, which allows you to outspeed and kill important fairys like Mega Gardevoir, Altaria and Latias. Furthermore you can kill Talonflame with Stone Edge. Mew does not really fit into the team in my opinion and another Ground resistance would be really pleasant. I would suggest you to use Latias, which does both, support your team with Healing Wish and Defog and on the other hand you have another ground immunity. Latias can switch into Keldeos, which can easily spam moves against your team. Considering your fairies weakness, I would give Kyurem-B Ironhead over Outrage to hit them hard - especially Clefable. Last but not least, I am not sure why you are using Talonflame, I would rather go for something which stops Mega Sableye. I was thinking about Clefable, which handles it pretty well. Thunderus could be used as well. I hope I was able to help you.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Defog
- Draco Meteor
- Healing Wish

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Thunder Wave
- Calm Mind
- Moonblast
- Soft-Boiled
 
Thanks Albacore, really nice rate. I'll definitely use Psychic on Mew and I'm thinking I'll change Talon to the first set you have listed and putting Taunt > Will-O on Mew. Will probably end up keeping Kyu-B though. Updating OP now.
 
Update - used the SpD Talon set in association with the switch from Mew to Latias. Thanks for that suggestion Steve Angello, as well as the Kyu-B Iron Head one (not sure why that wasn't there already lol), but I'm going to keep my Bisharp as it is because I really value being able to swap up moves on it.
 
Hey man i got a few suggestions for this team, i really like how Kyub destroy every mega man switch which is the idea of a core, i've notice you have a slide issue agaisnt Keldeo + bird check and also heatran gets really annoying for your team, another issue this team have is Bisharp and Mega Sableye CM which you have absolutly nothing to beat if rocks are up or talon is dead. Since the team is calling momentum Scizor is a great choice for this team but i'd suggest other thing maybe you can try it
  • First Taunt> SD on talonflame help you more than that Spedef SD set, breaks stall or weaken bulky mons for Mega man + Kyub
  • Since your a bit annoyed by Heatran i'd suggest Bulky Spin Starmie > Latias, this help you agaisnt Keldeo + zardY as well because reflect type ofc, provide you spin support and the always beloved Scald burn.
  • And last replace Clefable > bisharp, with taunt on Talon you already beat fairies and pursuit isnt necesary cuz clef is a really nice switch for Lati@s + beats bulky mons with CM + T-wave, the yellow color support could be usefull with your Kyub too.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic / Reflect Type / Psyshock
- Rapid Spin

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Calm Mind
- Soft-Boiled
Hope i help you man, and maybe you give it a shoot to this modifications, gl
 
Momentum Offense was just a name I used because I had a lot of things that helped me gain it, such as volt-turn and pursuit and such, it's not necessarily the goal of the team. I've made a team with the changes you suggested but it's definitely leaning more towards a balanced play style rather than offensive, as M-Mane and Kyu-B become the only real offensive threats aside from clef with a couple calm minds.

I definitely agree that the current team listed has issues; fixing some problems has just compounded others, the main ones I've found to be M-Diancie and SD Bisharp. I'll probably post your suggested team as an alternate, more defensively oriented version of the same core.

Thanks for the input!
 
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