M-Manectric/Kyu-B (Momentum Offense) v3.
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:
Ok now on to my actual team ;)
Teambuilding Process
Obviously started off with Mega-Manectric and Kyu-B
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.
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.
Threw on SpD Talonflame for a defensive mon as well as better anti-stall capabilities.
CM Celfable seemed like decent glue.
Realised I didn't have hazard removal, replaced Clef with SpD Mew with Defog and changed Talon into a sweeper set.
Changed Mew to Latias and TFlame back to an SpD variant to provide more offensive power overall while not sacrificing too much.
Alternative team added.
Team 1 - Offensive v2
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.
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.
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.)
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.
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.
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
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.
Mega-Diancie - I have no switch ins, and the pokemon I have to kill it are all slower.
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
Team 2 - Defensive v1
Team 2: Importable
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!
Previous team versions
The only real changes happen to be down the bottom mons :P












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
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


Obviously started off with Mega-Manectric and Kyu-B



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.




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.





Threw on SpD Talonflame for a defensive mon as well as better anti-stall capabilities.






CM Celfable seemed like decent glue.






Realised I didn't have hazard removal, replaced Clef with SpD Mew with Defog and changed Talon into a sweeper set.






Changed Mew to Latias and TFlame back to an SpD variant to provide more offensive power overall while not sacrificing too much.






Alternative team added.
Team 1 - Offensive v2

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.

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.

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.)

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.

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.

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

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.

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

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
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)
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
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 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.
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.
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!

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

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 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.

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.

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
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)
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
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
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
Last edited: