





So, given the recent ladder reset, I figured it was a good time to experiment, and after a couple of team-building sessions I've finally cultivated a decent Mega-Absol team. As I type, it's taken my main to 383 on the ladder, and one of my alts to nipping at the ladder's heels. By no means an outstanding rank, especially on a readjusting ladder, but enough to show that the team isn't trash. So, let's take a closer look:
TEAM-BUILDING PROCESS


As I mentioned, the initial spark for this team came from Mega-Absol. In looking for partners, I found that Chandelure synergised well with type matchups and formed a strong phys/spec offensive core.


Next, I looked to add some bulkier Pokemon who could cover up as many weaknesses as possible while still dishing out hits. Falling back on the famous Fire-Water-Grass core, I added Swampert and Tangrowth to the team.

At this point, the main thing I wanted to add was hazard support, which Forretress provides very capably, in addition to hazards of its own, Volt Switch for momentum, and dedicated physical bulk.

To round out the team, I looked for a solid offensive threat without many weaknesses, and Heliolisk is certainly that. A second Volt Switch and a Scald immunity are also appreciated.
ANALYSIS

Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough
With the right support, Mega Absol is a mighty force to reckon with. Weakened teams tremble before a +2 Sucker Punch which, with the support of Stealth Rock and one layer of Spikes, is capable of OHKOing offensive resisters (e.g. Mienshao, Honchkrow, Infernape) as well as bulky threats (e.g. Mega-Blastoise, Donphan). Knock Off succeeds where Sucker Punch fails, dishing out big damage with the added bonus of removing items. Play Rough serves as a nice, clean coverage move with no drops and no need for for mixed EVs. While it prefers to come in late-game and sweep, if Mega Absol gets to mega-evolve early, it can also make Forretress' job easier by blocking hazards and status moves.

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Shadow Ball
- Trick
Chandelure serves as an ideal partner to Mega Absol, checking the Mega-Aggrons, the Florges', the Cobalions etc that Mega Absol can't handle. Scarf over Specs because outspeeding threats such as Mamoswine, Heracross and Haxorus is more important than boosting an already outstanding Special Attack stat. From there, it's your basic Chandelure set - Flamethrower and Shadow Ball for STAB, Energy Ball to put a dent in Water switch-ins, and Trick to ruin all kinds of support Pokemon. Chandelure's Flash Fire is also important, as it stops Entei from running wild over this team with Sacred Fire.

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake
- Scald
- Roar
On a team that also includes Tangrowth and Forretress, there's really no call for a physically defensive Swampert, hence the Special Defense investment. Harrowing special moves like Chandelure's Shadow Ball and Nidoking's Earth Power don't even 2HKO this thing, and it can retaliate by setting up important rocks, going for decent damage with Earthquake, or pressuring physical switch-ins with Scald. Roar is the last move of choice, useful for phasing setup sweepers and especially potent with lots of hazards on the field. The EV spread is the standard, but I'm toying with the idea of switching to Careful and putting 4 in Speed to creep such support Pokemon as Blissey, Empoleon and other non-mega Swamperts.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 Def
- Giga Drain
- Focus Blast
- Hidden Power [Ice]
- Leaf Storm
When you think of Grass-type bulky attackers (not to mention good Assault Vest Pokemon) Tangrowth is sure to come to mind. The Assault Vest, HP investment and naturally high Defense stat ensure that Tangrowth can take a wide range of hits (including a +1 Feraligatr Ice Punch), strike back with a fully invested base 110 Special Attack stat, and switch out clean with Regenerator. Giga Drain is the primary STAB move, making it even easier to heal up. Focus Blast hits the majority of Steel switch-ins for huge damage, and HP Ice is particularly useful for getting a cheeky KO on Salamence. Knock Off was originally in that last slot, but Regenerator encourages you to switch out anyway, so I bumped it in favor of Leaf Storm, which is powerful enough to dent anything not called Blissey

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
Any team appreciates a spinner, but to facilitate a Mega Absol sweep, it's important to get up our own hazards too. Leftovers is chosen over Custap/Explosion because it's important that Forretress be around for the long haul. Spikes is the obvious hazard of choice given that Swampert already has rocks, and Volt Switch is handy for keeping the momentum on our side. Gyro Ball is also a great move on Forretress, allowing it to KO things like Mega Aerodactyl and Salamence after walling them.

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Surf
At this point, I felt that what the team needed most was offensive pressure, and the slot ended up going to Heliolisk. The advantages of Heliolisk include its immunities to Scald (which the rest of the team isn't great at taking) and Ghost moves, the ability to pivot with Volt Switch, the excellent neutral coverage of STAB Hyper Voice, the relative lack of extra weaknesses, and its distinction as the only Flying type resister on the team. However, this is the spot I'm most open to changing. In fact, now that I'm thinking about it, I might swap it out for Life Orb Hydreigon.
So, that's the team. A fun, capable little team, but let me hear your input.