Mmk, my bad, I simply thought it was a solid idea to make one.Hey, I appreciate the enthusiasm for submitting teams with the new megas, but I'm going to give the meta a little while to settle down before evaluating any teams with Mega Diancie, Mega Latias, Mega Altaria, and the other less relevant new megas.
Kyurem's ability doesn't care about Mimikyu's Disguise, so i don't think Mimikyu may try to set up in front of itMmk, my bad, I simply thought it was a solid idea to make one.
Also to answer Rabbit, I like Icium Z but the fact that the speed is slower than Mimikyu and Diancie makes the team very vulnerable to Fairy setup; and that's not something dragon can usually afford.
Outrage on Dragonite would still apply immense pressure and actually do the sweeping when all the Fairies are out and Steel-types are weakened down enough (a somewhat common scenario, considering some types that can run both Fairy and Steel-types don't do that often enough), not to mention you don't have a brutal physical wallbreaker here. Sure, I know Dragon Monotype is different from many other types and that some seemingly odd stuff can work decently, but I really find a Dragonite without a Dragon STAB too questionable to be a serious option for a sample team.Dragonite: DD Dnite without a dragon move and a Lum berry in order to setup sweep in breaking down Normal/Steel lategame. This mon could go without a dragon move considering that Mega Altaria + Scarf Latios creates enough pressure in a Dragon Ditto, and there already are 4 mons on the team with a Dragon move.
The point is, you can get a first OHKOing hit on Mimikyu even with Disguise up without getting outsped (unlike with Dragonite, tank Garchomp and non-scarf Kyurem-Black) or Shadow Sneaked to oblivion (unlike with Latios), while Iron Head or Fusion Bolt spam is at least often safe against Fairy and Ghost respectively (and please, don't tell me Mimikyu is not a thing on Fairy; tell that to people who use it). And still, scarfed Kyurem-Black is a good response to Mega Diancie, Mega Gardevoir and Mega Gallade, as well to less "relevant" threats such as Mimikyu, Alolan Ninetales, Weavile and just fast Fairy and Ice-types in general while not being 4x weak to Ice Shard, unlike Salamence or Garchomp. It goes very well in teams that can work without Black Kyurem's sheer power (example, Latios can run Energy Ball and/or Ice Beam to make it up for Water, Ground and Flying matchups while these moves already have a good number of relevant targets to be worth using; another example is simply having a monster like Specs Hydreigon)Kyurem's ability doesn't care about Mimikyu's Disguise, so i don't think Mimikyu may try to set up in front of it
Not being "that guy", but Lava Plume has 180 BP (after factoring STAB in) with Flash Fire boost, since:Heatran- Heatran is a staple on steel teams, without it fire would have a fun time destroying this team. Do I even need to tell you why Heatran has flash fire? Well other than granting a fire immunity it also boosts trans' fire moves, which literally means that heatran will essentially have 2x STAB on its fire moves. A balloon is used so that it can switch into scarfed eq's and also prevent ground attacks from completely destroying it. Lava plume is used because as mentioned before you essentially have an 160BP fire move after STAB and with flash fire activated, this is notably helpful in damaging mega-venusaur. Heatran also has earth power, which allows it to hit other fire types that may have just boosted its power. Stone edge is also used to help apply damage on flying types or those who are weak to the move. Taunt is used to make sure breloom and other slow status users are prevented from doing so. Heatran uses full speed and a lot of special attack investment to help increase its revenge killing power. However, it has 24 EVs on attack that despite the Timid nature on it, allows it to OHKO charizard-y and possibly volcarona with stone edge.
Mega Diancie Fairy
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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Psychic
- Diamond Storm
- Hidden Power [Fire]
Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt
Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spikes- Mega Diancie's insane coverage, fantastic offensive stats and a great natural speed tier there is only a select few that can really wall Mega Diancie in this metagame. From being able to 2ohko threats to Fairy such as Heatran and Mega Venusaur with Diamond Storm and Psychic, respectively. Moonblast and Diamond Storm are just simply fantastic stabs with the added bonus of Diamond Storm being able to raise Diancie's defensive stat by 2 stages. Earth Power is an option over Hidden Power Fire, depends on which steel types you want to hit.![]()
- Clefable serves a few roles on this team. To check steel types with Fire Blast+Babiri Berry and to set rocks on the field for hazard damage. Behind screens with a Babiri Berry Clefable can tank a +4 bullet punch from defensive mega Scizor and returns the favor with Fire Blast which severely dents Scizor's health.![]()
- Tapu Koko, how great of a pokemon. Being able to stall break with Taunt or prevent hazards from getting up, hit insanely hard with Thunderbolt, be a fantastic pivot with U-turn along with Electric Terrain preventing any pokemon from falling asleep. Tapu Koko also has the ability to dent pokemon that it wouldn't usually be able to touch with such as Garchomp, Landorus and Gliscor with HP Ice.![]()
- All around revenge killer and fantastic physical attacker. With access to Grassy Terrain being set upon entry and Wood Hammer, Tapu Bulu can really only be stopped by a resistance such as flying or steel types. Horn Leech allows Tapu Bulu to regain health and clean through weakened teams. Superpower and Stone Edge are great coverage allowing Tapu Bulu to hit steel allows rend flying types that it usually wouldn't be able to such as Heatran and Zapdos. Grassy Terrain also halfs the damafe of opposing earthquakes and heals any grounded pokemon on the field to get some of their health back.![]()
- The teams setup sweeper and priority abuser. Azumarill can 6-0 any team without a real water resist as +6 aqua jet can seriously dent just about everything even leaving the bulkiest of walls such as Mandibuzz afraid after some prior chip damage. Azumarill reallyonly sets upBelly Drum when most of the opposing team can be cleaned up with Aqua Jet, however, if Play Rough or Knock Off are more effective like against Dragon.![]()
- Sets up screens majorly increasing the teams overall defensive capacity while also allowing Azumarill to setup with ease. Spikes chips the other team whenever the switch leaving it easier for Azu and Bulu to clean through the team. Foil play in tandem with reflect can be used tomput a stop to physical setup sweepers more easily. However, Thunder Wave is an option over Foul Play which can be used to slow down the opponents team. 12 speed is used to outpace other Klefkis and defensive Mega Scizor. Thunder Wave is an option over foul play as that provides the team with a way to slow down fast threats such as Scarf Victini![]()
Rejected.Trick Room Ghost
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Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Flare Blitz
- Swords Dance
- Earthquake
- Shadow Bone
Mimikyu @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Play Rough
- Shadow Claw
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Earthquake
Cofagrigus @ Darkinium Z
Ability: Mummy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Night Shade
- Memento
- Trick Room
- Knock Off
Rejected.Balanced Mega Gardevoir Psychic
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Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
- Stealth Rock
- Toxic
- Iron Head
- U-turn
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare
Gothitelle @ Colbur Berry
Ability: Shadow Tag
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt / Energy Ball
- Hidden Power [Ground]
- Psychic
- Thunder Wave
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Counter
Mega Gallade > Mega Voir on Hyper Offense, and we don't need two virtually equivalent teams.Mega Gardevoir HO Psychic
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Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute / Will-O-Wisp
Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Stealth Rock
- Spikes
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Memento
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Focus Blast
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Counter
- Psychic
- Focus Blast
- Shadow Ball
Defensive Mandibuzz and Tyranitar on an offensive Dark Team? If it's bulky offense, then you still need a stronger defensive backbone to work with and if it's offense you have too many momentum sinks.Offensive Dark
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Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 7 Spe
- Rock Slide
- Earthquake
- Fire Blast
- Stealth Rock
Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Ice Beam
- U-turn
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Earth Power
Change Mega Lopunny's set: Power up Punch > Fake Out and Slash Encore over Ice Punch. Also consider Ditto over scarf Meloetta so you don't get completely floored by Mega Altaria. Switch Toxic and Thunder Wave on P2 (Toxic) and Chansey (Thunder Wave).Mega Lopunny Balanced Normal
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Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Stealth Rock
- Seismic Toss
- Soft-Boiled
Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Thunder Wave
- Ice Beam
- Foul Play
Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- U-turn
Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch
Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- U-turn
- Focus Blast
Use Rhypherior over Alola Golem. It's far more broadly viable outside of just checking Mega Scizor.Offensive Rock
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Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Moonblast
- Earth Power
- Calm Mind
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Earthquake
Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 144 Atk / 136 SpA / 228 Spe
Naive Nature
- Stone Edge
- Wild Charge
- Earthquake
- Fire Blast
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore
Omastar @ Air Balloon
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash
Approved.myb tyke I finally got my new laptop so i can post this now.
Offensive Dark
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Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Taunt
- Stealth Rock
Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- U-turn
- Gunk Shot
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Hydreigon @ Expert Belt
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Superpower
- Taunt
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Ice Fang
- Psychic Fangs
Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Earthquake
Rejected, since we already have a solid Ghost team.Double Scarf Ghost
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Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Thunderbolt
Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Protect
- Will-O-Wisp
- Recover
Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Flamethrower
- Hidden Power [Ice]
- Shadow Ball
Rejected.Mega Altaria Dragon
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Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Roost
- Agility
- Fire Blast
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power
- Draco Meteor
- Fire Blast
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Psyshock
- Draco Meteor
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Iron Head
- Outrage
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Dragon Dance
- Extreme Speed
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Rejected.Mega Houndoom Dark
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Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Sassy Nature
IVs: 7 Spe
- Thunder Wave
- Stone Edge
- Fire Blast
- Stealth Rock
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Sludge Bomb
- Dark Pulse
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Gunk Shot
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Flamethrower
- U-turn
Rejected.This is definitley a weird team.
Bulky Offense Ghost
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Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Thunderbolt
Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge
Mimikyu @ Fairium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance
Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Taunt
- Shadow Sneak
- Knock Off
- Destiny Bond
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Flare Blitz
- Shadow Bone
- Earthquake
Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Power Whip
- Rapid Spin
- Earthquake
- Anchor Shot
Rejected.Balanced Fire
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Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Hidden Power [Ice]
- Solar Beam
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Flare Blitz
- Close Combat
- Taunt
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Solar Beam
- Fire Blast
- Earthquake
- Air Slash
Torkoal @ Chesto Berry
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rest
- Rapid Spin
- Clear Smog
- Will-O-Wisp
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Lava Plume
- Earth Power
- Ancient Power
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- U-turn
- Earthquake
- Flare Blitz
Slash Earth Power for HP Fire, add T-wave on Klefki and make the last moveslot Foul Play / Spikes.Mega Diancie Fairy
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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Psychic
- Diamond Storm
- Hidden Power [Fire]
Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt
Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spikes
Approved.Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Focus Blast
- Rock Polish
Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Taunt
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Def
- Psychic
- Hidden Power [Fire]
- Focus Blast
- Counter
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Thunderbolt
- Recover
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Hidden Power [Ground]
- Trick
Approved.Eien said:Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Hidden Power [Steel]
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Focus Blast
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 108 Def / 148 Spe
Jolly Nature
- Dragon Dance
- Return
- Refresh
- Roost
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Roost
- Earth Power
There's nothing wrong with the meta developing, but this is not the place to encourage that development. As Eien said only a few posts up, this thread is for new players to learn the current metagame.Again, a very solid team on paper with some neat tricks involved. It may not be the most "optimal sets" according to what the "standards" of a "normal" Dragon team are today, however, that doesn't mean that the meta can't develop, or at least make the attempt to.
The closing comment in your post shows that you're aware your team is atypical. Eien made it very clear that unusual sets and teams should not be posted here. The RMT forum and the Creative/Underrated Sets thread are both perfect places for metagame development to occur, so I would suggest posting your team/sets in those places instead of this thread. Otherwise, if you have any teams that are more standard with "tried and true" sets, we would be happy to have you post them here. In the future, please follow what the forum moderators say.Submitting off meta and niche sets ... is not acceptable for this project.
A quick change for the Jellicent set on Balanced Ghost
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Recover
- Scald
- Toxic
The 12 speed evs are for defensive Celesteela so jellicent can taunt before it gets toxic/leech seeded.
Cursed body>Water Absorb There isn't a lot of threatening water moves that need to be absorbed basically Vincune is the only one which gets taunt+disabled. It can also generate some momentum if it disables a Pokemon with a choiced item.
Like the only thing water absorb is useful for is not getting scald burns which most of the time it's worse because then you could get poisoned/toxiced. Water moves should cause 0 problems with a jellicent and gourgeist core...It was like that but people told me Cursed Body was bad and I had to change it to Water Absorb. I'll take the 12 Evs thingy though.
Right so about Water Absorb vs Cursed Body. First, without even going into specific uses, if you can choose between taking damage and not taking damage, it's really not even an argument to begin with. Cursed Body is not only unreliable but actually outright useless in many cases. Considering its alternative not only makes it immune to Water-type moves but gives it healing opportunities, why would you ever use it?A quick change for the Jellicent set on Balanced Ghost
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Recover
- Scald
- Toxic
The 12 speed evs are for defensive Celesteela so jellicent can taunt before it gets toxic/leech seeded.
Cursed body>Water Absorb There isn't a lot of threatening water moves that need to be absorbed basically Vincune is the only one which gets taunt+disabled. It can also generate some momentum if it disables a Pokemon with a choiced item.