
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVS: 48 HP/252 Atk/208 Spe
Jolly Nature
-Dragon Dance
-Stone Edge
-Earthquake
-Ice Punch
Because I wanted a more offensive oriented team, I thought I should start with Mega Tyranitar, a Pokemon that tends to function well on offensive teams. In addition to this, I've never actually tried using Mega Tyranitar so I thought this could be a good chance to see how it plays in comparison to other Mega setup sweepers. From what I've seen when I tried this team out on Showdown, I think the quality that sets Mega Tyranitar apart from other Meag setup sweepers is that it has really good bulk for a setup sweeper. With Sandstorm's effect of raising Tyranitar's special defense by 50%, it can take attacks both physically and specially relatively well. Dragon Dance serves as Mega Tyranitar's setup move, allowing to potentially sweep the opponent's team. I generally avoid using this move unless the opponent's remaining team members pose no real threat to Mega Tyranitar, otherwise I resort to using Mega Tyranitar's other moves. Stone Edge was chosen over Crunch because Crunch dosn't do as much damage, and Stone Edge's raw power comes in handy. In my test battles, I find myself really grateful for having a rock move because I have an easier time landing KOs. The only downside to this move is its unreliable accuracy, so I try to only use it if it is worth the risk of missing. Earthquake is for coverage against fire types and steel types. This move also served as a good way of damaging Aegislash when it was still in OU, but even with Aegislash gone I think this move is still necessary for the coverage. Lastly, Ice Punch allows Mega Tyranitar to deal great amounts of damage to Pokemon like Gliscor, Landorus, and Garchomp. With Ice Punch, I generally find it seeing use only when Mega Tyrantiar has one Dragon Dance boost so that it can outspeed these threats; however, it has proved useful against Dragonites running an Adamant nature. With Mega Tyranitar's inclusion to the team, the role of physical setup sweeper has been filled.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP/252 SAtk/252 Spe
Timid Nature
-Hydro Pump
-Scald
-Secret Sword
-Hidden Power Electric
As I was creating this team, I look around for suitable partners to accompany Mega Tyranitar, and Keldeo seemed to be a popular choice. Keldeo, at least from my understanding, is able to break through walls thanks to possessing Secret Sword, a move that can damage the opponent using their defense stat rather than their special defense stat. In addition to this, it provides a way to deal with Bisharp, who is a very real threat in today's metagame, and its speed lets it damage Pokemon like Charizard before they attain a Dragon Dance/Swords Dance. Hydro Pump is one of Keldeo's STAB moves, though I try to be careful when using it. Because of Choice Specs locking Keldeo into a single move, and because of Hydro Pump's not-so reliable 80% accuracy, I seldom use it unless absolutely necessary. Generally, if Keldeo can OHKO or KO a Pokemon using Hydro Pump rather than Scald, I opt to use Hydro Pump. Scald is the move I find myself using often because if the opponent chooses to switch, then there's a chance what was switched will get burned. Furthermore, with Choice Specs boosting the damage Scald can do, it's a very safe move. Secret Sword is what allows Keldeo to break through walls. Just by having this move, Blissey and Chansey have to be careful if they're forced to face Keldeo. Lastly, the choice of which Hidden Power to use depends on how the team will look. Hidden Power Electric helps with dealing Azumarill and Gyarados since there is no actual grass move on this team, and with Talonflame and Celebi being on the team, I think Mega Venusaur should be taken care with just those two. Where Tyranitar is the the main physical sweeper, Keldeo is the wallbreaker/special sweeper.

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 168 Atk/252 SAtk/88 Spe
Naughty Nature
-Brave Bird
-Fire Blast
-Roost
-Hidden Power Ground
Mega Tyranitar has a very noticeable weakness to fighting types, so I felt that I need something that can deal with them. So I thought that Talonflame could deal with the fighting types that can stop Mega Tyranitar's mid-late game sweep. In addition to this, Talonflame also has the distinction of not needing to be choice locked to perform its role well, something I really like given how I usually limit my teams to having only one Pokemon holding a choice item. This set does seem a little strange, but I will admit that it has displayed some use in some of the test battles I ran. Brave Bird is Talonflame's best or notable move, with it receiving a +1 in priority thanks to Gale Wings. Because of this move, Talonflame is able to revenge kill threats really well due to its 126 base speed and Brave Bird's 120 base power. Fire Blast seems like a very odd choice given how Talonflame's attack stat is more notable than its special attack stat, but it helps when Talonflame is pit up against Ferrothorn. Fire Blast basically lets Talonflame do more damage against the likes of Gliscor and allows it to damage Ferrothorn without taking immense amounts of recoil damage. Roost is Talonflame's recovery move. In cases where Talonflame is not threatened, or if I know Talonflame will force a switch, I can use Roost to replenish Talonflame's health so it can survive longer in the battle. Hidden Power Ground is specifically meant to deal with Heatran, who is a common counter to Talonflame next to Rotom-W. Outside of Heatran, this move sees very little use so I'm wondering if I should replace it. Talonflame is the team's revenge killer, though I have gotten a suggestion to use Landorus-T over Talonflame because it works better alongside Mega Tyranitar. As of right now Talonflame has proven very useful, so I don't think the change should happen just yet.

Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP/92 Atk/52 Def/28 SDef/88 Spe
Adamant Nature
-Stealth Rock
-Earthquake
-U-Turn
-Knock Off/Rock Slide
At the suggestion of professional2341, I've tried using Landorus-T over Ferrothorn, and it has done the team wonders. Landorus is able to deal with Mega Pinsir thanks to Intimidate while also having good typing so Pinsir is forced to use Quick Attack or Return. In addition, Landorus is also a very good pivot if the opponent brings out a physical attacker. It's also able to get up Stealth Rock reliably due to its typing and ability. Stealth Rock is used on Landorus-T to better support Mega Tyranitar's sweep while also making Pokemon like Charizard and Talonflame easier to take out. I generally try to get the rocks up as soon as possible, but it really depends on the composition of the opponent's team. Earthquake serves as good STAB. The move helps in dealing damage to things that are weak to Landorus-T and cannot do too much in return, such as Darmanitan. U-Turn helps for the team to gain momentum and for if I predict a switch. This move is especially useful if I have Stealth Rocks up so I can punish the opponent's switches. Lastly, I'm kinda stuck between Knock Off and Rock Slide. Rock Slide seems like a good option because Landorus can deal with Mega Pinsir better this way, but Knock Off is pretty useful because Landorus-T will likely cause a lot of switches. As mentioned, Landorus is this team's physical pivot.

Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP/252 SAtk/252 Spe
Timid Nature
-Hydro Pump
-Psyshock
-Thunderbolt
-Rapid Spin
Starmie is only on the team because of Rapid Spin. Since I am using Talonflame, I absolutely need a way to remove Stealth Rock so that Talonflame isn't near fainting from just switching in. I have thought about using Excadrill, but I feel that Excadrill's weaknesses will cause the team much difficulty. So at the suggestion of Garchomp, I decided to use Starmie. Furthermore, using Excadrill would make Keldeo the only Pokemon that attacks using the special attack stat, meaning physical walls would become a huge pain. After doing some battles on Showdown, I think I can afford to use Hydro Pump over Scald. I'm still cautious when I get the chance, but since Celebi can paralyze opponents, I might not get the chance to burn the opponent. Luckily I havn't had too much bad luck with this move yet. Psyshock allows Starmie to deal a good amount of damage to Mega Venusaur if it switches in or Starmie is forced to take it on. It's also useful against fighting types if Talonflame has been taken out or if Talonflame can't deal with the fighting type Pokemon at that moment. Because Azumarill and Gyarados pose more of a threat to the team than dragons, especially because Landorus-T can kinda take care of the dragons, I have chosen to use Thunderbolt over Ice Beam. It is indeed useful for dealing those two Pokemon while also helping against Pokemon like Skarmory and Staraptor. Lastly, Rapid Spin is the move that warrants Starmie's inclusion to the team. The move is great for getting rid of entry hazards placed on my side of the field, which Talonflame is very appreciative of. I can't really think of any Pokemon that can replace Starmie except for users of Defog, but the problem with this is that Defog rids of the field of ALL hazards, meaing the rocks I setup for Mega Tyranitar will have gone to waste. Till a better solution can be reached, Starmie is on this team.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP/64 SAtk/180 SDef/16 Spe
Calm Nature
-Psychic
-Heal Bell
-Recover
-Thunder Wave
Celebi was added by professional2341's recommendation. This Pokemon is the only defensive Pokemon on this team, but it does its role really well despite this fact. A concern I had with the new look for this team is how there are no steel types on the team, meaning the opponent had a good chance of toxic stalling. Luckily, Celebi has Natural Cure to heal its poison status and Heal Bell to heal its teammates of status ailments in general. Furthermore, its grass typing is very useful against Breloom and grass types in general. Psychic is useful for dealing with Breloom and Mega Venusaur. While I wouldn't want to switch Celebi into Mega Venusaur for fear of a Sludge Bomb to the face, much like Starmie, it's good to have a psychic move in case I HAVE to face Mega Venusaur with Celebi. Heal Bell allows the team to take status ailments because the move heals burn, paralyze, poison, sleep, and freeze on all team members. This move basically makes up for the team lacking a steel type to absorb Toxic. Recover lets Celebi replenish its HP by 50%, and is pretty annoying when combined with Leftovers recovery. I find myself using this move if I need to stall out a Pokemon that has been burned, or if I have to PP stall should it ever come up. A notable example is when Celebi was crucial in stalling out a Froslass that was spamming Destiny Bond. Lastly, Celebi has Thunder Wave to nerf fast Pokemon for the team's slower members so they could have a chance to take them out. It is especially useful if Thunder Wave is used on a Pokemon with a Choice Scarf, because it almost renders them completely useless.
I have noticed some problems the team has trouble against, such as dealing with Mega Pinsir, who is actually able to outspeed Talonflame's Brave Bird with a Quick Attack when using its current EV spread. Another problem would be the team's noticeable weakness to electric and water. Generally it's not too bad, but there are times where I wasn't able to win a battle because of this weakness. Regardless of these flaws, I am liking how the team is coming along, so I hope I can make this become one of my best teams. Advice or tips of any kind are welcome!
Importable version:
T-Wrecks (Tyranitar) (M) @ Tyranitarite
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch
Pegasus (Keldeo) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Fawkes (Talonflame) (F) @ Life Orb
Ability: Gale Wings
Shiny: Yes
EVs: 168 Atk / 252 SpA / 88 Spe
Naughty Nature
- Brave Bird
- Fire Blast
- Roost
- Hidden Power [Ground]
Judge (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 92 Atk / 52 Def / 28 SpD / 88 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
No U (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Thunderbolt
- Rapid Spin
The doctor (Celebi) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 64 SpA / 180 SpD / 16 Spe
Calm Nature
- Psychic
- Heal Bell
- Recover
- Thunder Wave
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch
Pegasus (Keldeo) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Fawkes (Talonflame) (F) @ Life Orb
Ability: Gale Wings
Shiny: Yes
EVs: 168 Atk / 252 SpA / 88 Spe
Naughty Nature
- Brave Bird
- Fire Blast
- Roost
- Hidden Power [Ground]
Judge (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 92 Atk / 52 Def / 28 SpD / 88 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
No U (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Thunderbolt
- Rapid Spin
The doctor (Celebi) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 64 SpA / 180 SpD / 16 Spe
Calm Nature
- Psychic
- Heal Bell
- Recover
- Thunder Wave
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