So basically I've been working on a team built around allowing mega zor to set up and sweep. I would rather avoid using genies and rotom-w if possible.
Scizor (F) @ Scizorite
Ability: Technician
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
So this is a pretty basic scizor set, it has excellant coverage. The strategy is pretty straightforward, simply switch in on something that can only do less than 50% damage to zor, then set up. Mega scizors bulk is really useful, and if the opponent doesn't have something like keldeo or rotom-w still alive, then setting up isn't usually too difficult. 2 swords dances is usually an auto win, except with keldeo, rotom-w, mega-sableye, etc.
Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Haze
Milotic is my physical wall. She's an odd choice, but haze destroys setups, and scald cripples physical attackers. Competitive allows me to switch her in on defog to get a sp.attack boost, which is really nice. I used to use slowbro here, but that was before I had an alakazam on my team. An odd pick, but I've had success with her.
Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Clefable is my other wall, unaware ignores setups, provides wish and heal bell support. Moonblast is particularly useful for getting rid of dragons, keldeo, and sableye. It seems redundant to have both milotic and clefable invested more in physical defense, but clefable's base defense is a lot lower than her sp. defense.
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Encore
Alakazam is here when I need to hit hard, and don't have time to set up. He kills off non scarfed keldeo and mega venusaur, two things I have trouble with. I find it difficult to switch him in, since his defenses are pretty low, so he's usually sent out after someone faints. Sometimes I can predict and swithc into a will-o-wisp, then encore, then predict the switch. This set has great coverage, but I find it difficult to rely on focus blasts' accuracy since a missed attack usually means death.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Volt Switch
- Roost
- Hidden Power [Ice]
- Defog
Zapdos is here to get rid of stage hazards. It's important that scizor isn't hindered by switching in and out, with at least enough health to roost or swords dance. Zapdos can switch in on ground attacks aimed at heatran, then swap out with volt switch. Volt switch allows me to keep momentum and HP ice is for coverage, useful for killing dragons, and lando which might switch in to use stone edge or might intimidate scizor later.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
Heatran absorbs scizor's only weakness. The air balloon helps me guarantee SR. Lava plume can burn, but is a bit redundant with a scald user on my team. He can threaten magnezone, though. I feel like overall he doesn't add much to the team, though, he just kinda sets up SR, sometimes toxics a mon and dies.
Overall, I fell as though my team is too support based, and I should condense zapdos and heatran's roles to a single pokemon that can set up SR and rapid spin. I could also use something more reliable with taunt, or toxic, to destroy walls that scizor can't set up on. As stated before, Scizor's problems involve rotom-w, keldeo, and mega venusaur, and I don't think my team can properly kill these off.
Scizor (F) @ Scizorite
Ability: Technician
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
So this is a pretty basic scizor set, it has excellant coverage. The strategy is pretty straightforward, simply switch in on something that can only do less than 50% damage to zor, then set up. Mega scizors bulk is really useful, and if the opponent doesn't have something like keldeo or rotom-w still alive, then setting up isn't usually too difficult. 2 swords dances is usually an auto win, except with keldeo, rotom-w, mega-sableye, etc.
Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Haze
Milotic is my physical wall. She's an odd choice, but haze destroys setups, and scald cripples physical attackers. Competitive allows me to switch her in on defog to get a sp.attack boost, which is really nice. I used to use slowbro here, but that was before I had an alakazam on my team. An odd pick, but I've had success with her.
Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Clefable is my other wall, unaware ignores setups, provides wish and heal bell support. Moonblast is particularly useful for getting rid of dragons, keldeo, and sableye. It seems redundant to have both milotic and clefable invested more in physical defense, but clefable's base defense is a lot lower than her sp. defense.
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Encore
Alakazam is here when I need to hit hard, and don't have time to set up. He kills off non scarfed keldeo and mega venusaur, two things I have trouble with. I find it difficult to switch him in, since his defenses are pretty low, so he's usually sent out after someone faints. Sometimes I can predict and swithc into a will-o-wisp, then encore, then predict the switch. This set has great coverage, but I find it difficult to rely on focus blasts' accuracy since a missed attack usually means death.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Volt Switch
- Roost
- Hidden Power [Ice]
- Defog
Zapdos is here to get rid of stage hazards. It's important that scizor isn't hindered by switching in and out, with at least enough health to roost or swords dance. Zapdos can switch in on ground attacks aimed at heatran, then swap out with volt switch. Volt switch allows me to keep momentum and HP ice is for coverage, useful for killing dragons, and lando which might switch in to use stone edge or might intimidate scizor later.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
Heatran absorbs scizor's only weakness. The air balloon helps me guarantee SR. Lava plume can burn, but is a bit redundant with a scald user on my team. He can threaten magnezone, though. I feel like overall he doesn't add much to the team, though, he just kinda sets up SR, sometimes toxics a mon and dies.
Overall, I fell as though my team is too support based, and I should condense zapdos and heatran's roles to a single pokemon that can set up SR and rapid spin. I could also use something more reliable with taunt, or toxic, to destroy walls that scizor can't set up on. As stated before, Scizor's problems involve rotom-w, keldeo, and mega venusaur, and I don't think my team can properly kill these off.