alright so, kinda an interesting team (in my opinion.) knew for fact that i wanted to start with Mega-Sceptile, being that he was fast, could switch into a decent number of attackers, and force switch ins with his pretty decent move pool. heatran covers most of Sceptile's weaknesses. rotom wash is rotom wash, i mean its a solid switch in, fairly bulky and yeah, not much to say there. skarmory is almost always my opener because setting up entry hazards is nice, especially when i move in to start my sweep. starmie is for rapid spin because i want to clear hazards without getting rid of the ones i've laid. Kyurem-black is another sweeper, he checks mega latios, latias and a few other threats, and has solid bulk.
Sceptile-Mega @ Sceptilite
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Swords Dance
- Earthquake
- Leaf Blade
i chose this build because of its versatility. dragon claw checks oposing Kyurem-Black's, latios, latias, etc, earthquake is solid and works as a good out to oposing heatran's or slow steel types like klefki or metagross. leaf blade is STAB and has a high crit rate, and is really just a solid move in general. swords dance is there because if i swap into him and force a switch (which happens a lot) it gives me a free turn to set up, and after rocks damage i haven't found many things that can stand up to max atk max speed sceptile, but i'm sure theres plenty that survives, i just haven't gone trough the trouble of doing all the math because i'm lazy.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Lava Plume
- Flash Cannon
- Stealth Rock
im running heatran here because he checks many prominent threats that sceptile dosent like, mainly bulky grass types, scizor, anything thats a fairy, anything thats steel (minus excadrill but we have answers for him too) etc. earth power is for oposing heatran or anything earth power one shots, lava plume for ferrothorn, bulky grass types, etc. flash cannon for fairy hunting, and rocks in case i dont get to set up earlier in the match or they get defoged away.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
this is a pretty standard set for wash. really im running him to hinder opposing sweepers with will-o and to pivot into sceptile so force some switches. not a whole lot to talk about here.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Spikes
- Whirlwind
- Brave Bird
my tupical lead. im running him with sturdy mainly because i for sure want to get some form of hazard established turn one, and if i can id like to set both spikes and rocks, then whirlwind a time or two to get some extra damage in if possible. i carry brave bird for those times when i can pick something off easy, but i have considered running roost instead just to get more whirlwind uses
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Rapid Spin
- Scald
- Recover
- Psyshock
starmie is the spinner of the team. scald allows decent damage and can check some physical attackers with burns, recover is good for later on when she becomes a semi-sweeper (yes i have won games with only starmie left and recover was a godsend) and psyshock is just a all around great STAB move.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Draco Meteor
- Roost
another sorta interesting build. ice beam is STAB plus with life orb and max SpA ev's its punishing for whoever my opponent sends into it. fusion bolt is fine as well, essentially an electric earthquake, and with his physical attack already being so high i dont get punished for using it after a meteor. Draco meteor is for revenge killing and just being stupidly overpowered. roost is there because life orb tends to hurt pretty bad after a while, and a little recovery never hurt anyone.
any feedback is appreciated
Sceptile-Mega @ Sceptilite
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Swords Dance
- Earthquake
- Leaf Blade
i chose this build because of its versatility. dragon claw checks oposing Kyurem-Black's, latios, latias, etc, earthquake is solid and works as a good out to oposing heatran's or slow steel types like klefki or metagross. leaf blade is STAB and has a high crit rate, and is really just a solid move in general. swords dance is there because if i swap into him and force a switch (which happens a lot) it gives me a free turn to set up, and after rocks damage i haven't found many things that can stand up to max atk max speed sceptile, but i'm sure theres plenty that survives, i just haven't gone trough the trouble of doing all the math because i'm lazy.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Lava Plume
- Flash Cannon
- Stealth Rock
im running heatran here because he checks many prominent threats that sceptile dosent like, mainly bulky grass types, scizor, anything thats a fairy, anything thats steel (minus excadrill but we have answers for him too) etc. earth power is for oposing heatran or anything earth power one shots, lava plume for ferrothorn, bulky grass types, etc. flash cannon for fairy hunting, and rocks in case i dont get to set up earlier in the match or they get defoged away.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
this is a pretty standard set for wash. really im running him to hinder opposing sweepers with will-o and to pivot into sceptile so force some switches. not a whole lot to talk about here.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Spikes
- Whirlwind
- Brave Bird
my tupical lead. im running him with sturdy mainly because i for sure want to get some form of hazard established turn one, and if i can id like to set both spikes and rocks, then whirlwind a time or two to get some extra damage in if possible. i carry brave bird for those times when i can pick something off easy, but i have considered running roost instead just to get more whirlwind uses
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Rapid Spin
- Scald
- Recover
- Psyshock
starmie is the spinner of the team. scald allows decent damage and can check some physical attackers with burns, recover is good for later on when she becomes a semi-sweeper (yes i have won games with only starmie left and recover was a godsend) and psyshock is just a all around great STAB move.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Draco Meteor
- Roost
another sorta interesting build. ice beam is STAB plus with life orb and max SpA ev's its punishing for whoever my opponent sends into it. fusion bolt is fine as well, essentially an electric earthquake, and with his physical attack already being so high i dont get punished for using it after a meteor. Draco meteor is for revenge killing and just being stupidly overpowered. roost is there because life orb tends to hurt pretty bad after a while, and a little recovery never hurt anyone.
any feedback is appreciated