

Hi, I am sacredtwin11, and this is my first team that I've posted here.
I built this team around Megagross and Manaphy, 2 hard hitting offensive threats with deceptive bulk. Coming from a stall background beforehand, I decided to try my hand at making this balance team.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Bullet Punch
Megagross, one of the core members of the team. I picked Metagross based on it's solid speed and monstrous attack. While its coverage may not be the best, and more meta(heh) metagross sets run ice punch or pursuit or earthquake, my metagross isn't meant to be staying in on garchomps or lando-t's. STABs are explanatory, hammer arm hits steels and darks, potentially looking into switching it to EQ. Bullet Punch is for the only priority on this team, and has saved me quite a few times. Because of that, I'm reluctant to switch it out for ice punch or pursuit, although that might be better as it'd let me avoid getting into situations required bullet punch.

Manaphy @ Leftovers
Ability: Hydration
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Ice Beam
Manaphy is the quite the monster against any stall or balance team. EVs speed creep people trying to speed creep max speed heatran, and I go modest with the rest in HP in order to hit harder. Tail glow rain dance auto wins against some stall teams, although unaware max SpD clefable has the capability to stall things out even with burns, although crits ruin it. Ice beam hits grasses, and I've elected to use ice beam over energy ball or psychic to better deal with dragons, tangrowth, and ferrothorn.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 220 HP / 52 Def / 200 SpA / 36 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Toxic
Tank chomp with some of the weirdest EV's you'll ever see. I like having hard hitting Fire Blasts, especially against ferrothorns and skarmorys that stay in on you so that explains the special attack, also to make sure to be able to kill ferro even if it leech seeds. I run random speed evs to get outspeeds on tankier pokemon, so that's where 36 Spe comes from. Toxic is preferred over dragon tail because I like the residual damage toxic brings.

(tfw when the artist doesn't have klefki feelsbadman)
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 184 Def / 64 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Toxic
No attacking moves klefki. WOOOOOOOO. Klefki serves as speed control with t-wave, and I just loved magnet rise + spikes, allowing it to setup on a lot more pokemon. When electric type or ground type mons switch in, I feel like I don't really do anything, so that explains toxic. While excadrill and magnezone super hard counter this set, it makes it that much easier for me to double switch, gaining momentum. Klefki serves as a check to most setup sweepers as well as the latis, weavile, kyurem, and some other things I'm probably forgetting.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Healing Wish
- Psyshock
- Draco Meteor
Latias, one of the key members of the team due to healing wish, also serves a huge role in checking specs keldeo while meta is unevolved, or klefki can't t-wave it. Along with that, it stops zard-y, and depending on serperior's set, it can take it on too. Because my team is weak to suicune/some slowbros, I run t-bolt. No defog is run because my team deals with hazards pretty well between to SR resists, a magic guard mon, and latias ignoring spikes, and a key part to my strategy is getting rocks and spikes up.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 132 Def / 88 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Moonblast
- Calm Mind
Clefable, the "glue" of my team. Clefable walls so many things that it's ridiculous, and can sweep very easily once it's checks/counters are too weakened by the rest of my team. Standard CM set, although flamethrower is chosen over t-wave to beat most steels, and screw heatran.
Threats:
(Probably missing a lot of stuff)

Questions over what set the serp is screw me over. I normally switch in klefki, but if it's sub, I can't do anything. On the other hand, if he leaf storms immediately, latias is screwed. Serp just makes my team uncomfortable.

Volcanion gets free switch ins on manaphy, and meta and chomp aren't able to quite OHKO it, so when it does come in, it hits hard and usually screws over latias.

Mold breaker Exca sucks, but so does sand rush. Either way, I have to play around it a lot, usually trying to double switch to manaphy or chomp, or magnet rise on klefki to force it to iron head to get a switch to manaphy. Regardless, excadrill is hugely annoying when in sand or scarfed.


Can't break sableye when shedinja is around. Manaphy and clef beat sable, but shedinja beats manaphy, and that team usually runs talon which wrecks clef. No one else can do anything, so I'm usually donezo against this team unless they play dumb or I get lucky.

Weaken garchomp, and offensive SD talonflame sweeps me. It'll probably take enough recoil to be sniped by a bullet punch, but it will have gone through enough of my team that I've likely lost at that point.
Please rate if you liked the team! Suggestions for improvement are welcome.