So this is my first Mix and Mega team, and I wanted to make full use of every mon's abilities, so for some of these, I may not mega evo immediately.
Corviknight @ Sablenite
Ability: Mirror Armor
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Roost
- Bulk Up
- Brave Bird
- Body Press
A bulkier version of Doubles Offensive Corviknight, I didn't really know what to do for this slot. It was a Defogger, with Taunt, Roost and Uturn. The ability Magic Bounce helped prevent/discourage hazard setting, and Taunt was to discourage and stop setting up on it, as it was kinda passive. Defog, for obvious reasons, and Uturn to do it all over again when needed. This was a little too passive, so I used a Bulk Up set, that I had been using in Doubles except with Tailwind and Leftovers. I figured it would be a general tank, tho maybe I could use Power Trip or remove it entirely?
Crawdaunt @ Galladite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Aqua Jet
- Knock Off
- Crabhammer
Regular Crawdaunt. I just wanted a speed boost, and a slight defense boost was good too. I really didn't know what to do with this. This one can also be changed. But as I need 3 lines of text, Dragon Dance to get to an acceptable speed tier, Crabhammer for more power over Waterfall or Liquidation, Knock Off, which almost always has a power boost, due to most mons having a mega stone, for a usual BP of 84.5, though it loses its main trait, utility, so I don't know if it's as useful. Aqua Jet for revenge killing things like Mamoswine, etc.
Chandelure @ Absolite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Energy Ball
- Fire Blast
Ran pretty much the usual set, thought about Sceptilite to absorb those electric attacks and get either/both a Flash Fire and Lightning Rod boost. Ended up with Absolite for more speed, tho I'm not sure that was the best choice. Thought Will-o-Wisp might provide good utility, but thinking about changing it. Hex was for Will-o-Wisp, but I think I should go back to Shadow Ball, as this is my usual Fire switch in and I don't have TSpikes. The rest is usual, tho the low accuracy on Fire Blast has cost me a few games.
Mimikyu @ Diancite
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Drain Punch
This is one of my favorite sets. Diancite was used for maximum speed and attack boosts, an Magic Bounce is just a nice bonus to prevent Burns and Toxic. Also, it doesn't mind the defense drops, cuz it wasn't very bulky anyways. I usually set a Swords Dance while my disguise lasts, then mega evolve for that huge speed and attack boost and proceed to sweep. Dual STABS in Play Rough and Shadow Sneak, and after the SD and Mega evo, Shadow Sneak can pretty much OHKO most things that don't resist it, and Play Rough for more power. Drain Punch was for perfect coverage, and it just nice to have overall.
Flygon @ Blastoisinite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Bug Buzz
- Dragon Pulse
- Earth Power
Wanted to use a under appreciated mon and thought, I need a special attacker. It has some nice moves it Boomburst, Bug Buzz, and Earth Power, and I would have given it Punk Rock, and run a set similar to P-Insurgence's M Flygon. I looked for special attack boosts among the stones and saw Mega Luacher, which makes Dragon Pulse hit nearly as hard as a Draco Meteor, while being far more spammable. I think I might replcae Boomburst, as DP hits harder and it's not anything special, and isn't good coverage or anything.
Rillaboom @ Lopunnite
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Swords Dance
- Drain Punch
- U-turn
This is one of my favorite sets, utilizing both the Mega's ability and the normal ability in conjunction. Throughout the game, it revenge kills, and Uturns out, which works nicely with Chandelure, as it can bait Fire moves and then let Chandelure wallbreak/sweep. Toward endgame, if needed, it cna mega evo and gain a ton of speed and attack and boost and Priority KO and Heal with the terrain and Drain Punch. This could probably e improved, and it was the only grass type I could think of that worked well to complete the FWG core.
Overall, it became an offensive team, (which I didn't really intend) and Corviknight, Flygon, Crawdaunt and Chandelure need to be edited or removed. Any feedback would be appreciated.
Corviknight @ Sablenite
Ability: Mirror Armor
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Roost
- Bulk Up
- Brave Bird
- Body Press
A bulkier version of Doubles Offensive Corviknight, I didn't really know what to do for this slot. It was a Defogger, with Taunt, Roost and Uturn. The ability Magic Bounce helped prevent/discourage hazard setting, and Taunt was to discourage and stop setting up on it, as it was kinda passive. Defog, for obvious reasons, and Uturn to do it all over again when needed. This was a little too passive, so I used a Bulk Up set, that I had been using in Doubles except with Tailwind and Leftovers. I figured it would be a general tank, tho maybe I could use Power Trip or remove it entirely?
Crawdaunt @ Galladite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Aqua Jet
- Knock Off
- Crabhammer
Regular Crawdaunt. I just wanted a speed boost, and a slight defense boost was good too. I really didn't know what to do with this. This one can also be changed. But as I need 3 lines of text, Dragon Dance to get to an acceptable speed tier, Crabhammer for more power over Waterfall or Liquidation, Knock Off, which almost always has a power boost, due to most mons having a mega stone, for a usual BP of 84.5, though it loses its main trait, utility, so I don't know if it's as useful. Aqua Jet for revenge killing things like Mamoswine, etc.
Chandelure @ Absolite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Energy Ball
- Fire Blast
Ran pretty much the usual set, thought about Sceptilite to absorb those electric attacks and get either/both a Flash Fire and Lightning Rod boost. Ended up with Absolite for more speed, tho I'm not sure that was the best choice. Thought Will-o-Wisp might provide good utility, but thinking about changing it. Hex was for Will-o-Wisp, but I think I should go back to Shadow Ball, as this is my usual Fire switch in and I don't have TSpikes. The rest is usual, tho the low accuracy on Fire Blast has cost me a few games.
Mimikyu @ Diancite
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Drain Punch
This is one of my favorite sets. Diancite was used for maximum speed and attack boosts, an Magic Bounce is just a nice bonus to prevent Burns and Toxic. Also, it doesn't mind the defense drops, cuz it wasn't very bulky anyways. I usually set a Swords Dance while my disguise lasts, then mega evolve for that huge speed and attack boost and proceed to sweep. Dual STABS in Play Rough and Shadow Sneak, and after the SD and Mega evo, Shadow Sneak can pretty much OHKO most things that don't resist it, and Play Rough for more power. Drain Punch was for perfect coverage, and it just nice to have overall.
Flygon @ Blastoisinite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Bug Buzz
- Dragon Pulse
- Earth Power
Wanted to use a under appreciated mon and thought, I need a special attacker. It has some nice moves it Boomburst, Bug Buzz, and Earth Power, and I would have given it Punk Rock, and run a set similar to P-Insurgence's M Flygon. I looked for special attack boosts among the stones and saw Mega Luacher, which makes Dragon Pulse hit nearly as hard as a Draco Meteor, while being far more spammable. I think I might replcae Boomburst, as DP hits harder and it's not anything special, and isn't good coverage or anything.
Rillaboom @ Lopunnite
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Swords Dance
- Drain Punch
- U-turn
This is one of my favorite sets, utilizing both the Mega's ability and the normal ability in conjunction. Throughout the game, it revenge kills, and Uturns out, which works nicely with Chandelure, as it can bait Fire moves and then let Chandelure wallbreak/sweep. Toward endgame, if needed, it cna mega evo and gain a ton of speed and attack and boost and Priority KO and Heal with the terrain and Drain Punch. This could probably e improved, and it was the only grass type I could think of that worked well to complete the FWG core.
Overall, it became an offensive team, (which I didn't really intend) and Corviknight, Flygon, Crawdaunt and Chandelure need to be edited or removed. Any feedback would be appreciated.
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