Pokemon in blue are temporary and not 100% on the final team yet
So, I decided to try my hand at making a Mega Lucario team. It works less than I'd like it to, as I have a couple of big things my team has difficulty handling (mainly Genesect and Xerneas). I thought I would ask here for tips, as I don't know what to edit.
Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Bullet Punch
- Iron Tail
- Earthquake
Mega Lucario is the reason I made this team, because I've always liked it. It does admittedly have problems getting into the fight, but when it can, it can do a lot of damage. Close Combat and Iron Tail are obvious STAB, making him a really powerful hitter. Bullet Punch for priority for things like Scarfs or making sure Deo-S only gets up 1 entry hazard. I chose EQ for the last slot mainly for Aegi and Mega Gengar, as I found it to be the biggest problem I was having with them.
Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Aromatherapy
- Moonblast
Xerneas is a great partner for Lucario, as Lucario easily switches into poison and steel hits, whereas Xerneas can sponge fighting moves that Lucario would have problems with nicely. Xerneas also does a great job at being a team cleric and special tank, letting my other members keep on fighting without having to worry about burn or paralysis. It's also is a good check to stop Darkrai for getting out of hand, as it doesn't care about sleep, and retaliates back with a powerful Moonblast.
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Taunt
- Toxic
- Roost
Who doesn't love defensive Yveltal? It stops EKiller, Groudon, Mega Gengar, Mewtwo, and a bunch of others in their tracks with ease. Yveltal also has a ground and a psychic immunity, which helps out Luc a bunch. Toxic is also nice to prevent long stall-offs from happening, which my team can struggle with some times. Taunt is good to help stop set-up sweepers, and lastly Roost is there to heal up because there's no real room for EVs to support Oblivion Wing
Klefki @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Spikes
- Heal Block
- Play Rough
Klefki was suggested to me by Mega Swampert, and is a possible (still testing it out) replacement for Yveltal. It helps stop fast sweepers such as GeoXern and Blaziken (though that usually requires a sacrifice play). Spikes help rack up damage so my wall breakers can safely OHKO important things. Lastly, I went with Heal Block as having Toxic would just get cluttered, trying to juggle it with TWave and WoW, plus it stops Gliscor from being a pain, and prevents Yveltal from abusing Oblivion Wing.
Ho-Oh @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Roost
- Earthquake
After looking at my team some more, I decided to try out LO Ho-Oh. It's worked surprisingly well.Life Orb still does enough damage to keep important 2HKOs, but allows me the freedom of switching moves. Ho-Oh also helps out in punching holes in the opponent's team, which was something Defensive Yveltal and Klefki couldn't help with, speeding my team up a bit more. It still has enough bulk to come in on a hit, and with regenerator it helps it live through LO recoil. And since I already had a good Defogger that fits in well, I don't have to worry about Stealth Rocks. Overall, I'm now leaning towards Ho-Oh as a permanent team member.
Arceus-Water @ Splash Plate
Ability: Multitype
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Will-O-Wisp
- Defog
- Recover
Every good Ubers team runs an Arceus form, and Water seemed to fit the one I needed best. It's my Kyogre and Palkia check, and keeps Ho-Oh a bit more hesitant from smashing through my team. It also runs defog, which helps out Yveltal and the rest of my party from taking a bunch of damage. Lastly, Will-O-Wisp is there to burn things down and soften physical hitters a bit more.
Zekrom @ Choice Scarf
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Bolt Strike
- Outrage
- Dragon Claw
- Volt Switch
Kyogre's Arch-nemesis, Zekrom. Scarf Zekrom helps check Kyogre, Palkia, and Ho-Oh fairly well. Any ground type that would normally give it problems (looking at you, Groudon), is taken care of by Arceus and Yveltal, so Zekrom fit nicely. I originally had him banded, but he kept getting outsped by a lot of things, so I switched to scarf and am glad I did it. Having something this powerful outspeeding all but Deo-S/A is really nice, and helps stop normally fast mons from getting out of hand.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Finally, we have Land-T. As something to stop Ho-Oh, Zekrom, Mawile, and Lucario, while also being able to set up rocks if needed, and having a great ground and electric immunity, Land-T is a nice thing to have. Rocks do clash a bit with defog, but usually rocks only get out after the opponent's setter is gone, so it's not a big deal.
Overall, this team is pretty fun to play, but it does have one glaring flaw: it is EXTREMELY weak to Offensive Xerneas. I don't know what to edit, but I really do need a counter for it. Once it gets off a Geomancy, it's almost always gg. Best case scenario with it is that my Xern can take one hit, retaliate with a Moonblast, then have Luc revenge-kill with Bullet Punch. Any suggestions would be appreciated :D
EDIT: After playing a bit more with the team, I've been thinking Ho-Oh could fit in as a replacement. A fire type is nice for Genesect/Scizor/Ferrothorn, which are otherwise annoying, and it can at least resist a Moonblast, which is something.
So, I decided to try my hand at making a Mega Lucario team. It works less than I'd like it to, as I have a couple of big things my team has difficulty handling (mainly Genesect and Xerneas). I thought I would ask here for tips, as I don't know what to edit.

Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Bullet Punch
- Iron Tail
- Earthquake
Mega Lucario is the reason I made this team, because I've always liked it. It does admittedly have problems getting into the fight, but when it can, it can do a lot of damage. Close Combat and Iron Tail are obvious STAB, making him a really powerful hitter. Bullet Punch for priority for things like Scarfs or making sure Deo-S only gets up 1 entry hazard. I chose EQ for the last slot mainly for Aegi and Mega Gengar, as I found it to be the biggest problem I was having with them.

Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Aromatherapy
- Moonblast
Xerneas is a great partner for Lucario, as Lucario easily switches into poison and steel hits, whereas Xerneas can sponge fighting moves that Lucario would have problems with nicely. Xerneas also does a great job at being a team cleric and special tank, letting my other members keep on fighting without having to worry about burn or paralysis. It's also is a good check to stop Darkrai for getting out of hand, as it doesn't care about sleep, and retaliates back with a powerful Moonblast.

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Taunt
- Toxic
- Roost
Who doesn't love defensive Yveltal? It stops EKiller, Groudon, Mega Gengar, Mewtwo, and a bunch of others in their tracks with ease. Yveltal also has a ground and a psychic immunity, which helps out Luc a bunch. Toxic is also nice to prevent long stall-offs from happening, which my team can struggle with some times. Taunt is good to help stop set-up sweepers, and lastly Roost is there to heal up because there's no real room for EVs to support Oblivion Wing

Klefki @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Spikes
- Heal Block
- Play Rough
Klefki was suggested to me by Mega Swampert, and is a possible (still testing it out) replacement for Yveltal. It helps stop fast sweepers such as GeoXern and Blaziken (though that usually requires a sacrifice play). Spikes help rack up damage so my wall breakers can safely OHKO important things. Lastly, I went with Heal Block as having Toxic would just get cluttered, trying to juggle it with TWave and WoW, plus it stops Gliscor from being a pain, and prevents Yveltal from abusing Oblivion Wing.

Ho-Oh @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Roost
- Earthquake
After looking at my team some more, I decided to try out LO Ho-Oh. It's worked surprisingly well.Life Orb still does enough damage to keep important 2HKOs, but allows me the freedom of switching moves. Ho-Oh also helps out in punching holes in the opponent's team, which was something Defensive Yveltal and Klefki couldn't help with, speeding my team up a bit more. It still has enough bulk to come in on a hit, and with regenerator it helps it live through LO recoil. And since I already had a good Defogger that fits in well, I don't have to worry about Stealth Rocks. Overall, I'm now leaning towards Ho-Oh as a permanent team member.

Arceus-Water @ Splash Plate
Ability: Multitype
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Will-O-Wisp
- Defog
- Recover
Every good Ubers team runs an Arceus form, and Water seemed to fit the one I needed best. It's my Kyogre and Palkia check, and keeps Ho-Oh a bit more hesitant from smashing through my team. It also runs defog, which helps out Yveltal and the rest of my party from taking a bunch of damage. Lastly, Will-O-Wisp is there to burn things down and soften physical hitters a bit more.

Zekrom @ Choice Scarf
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Bolt Strike
- Outrage
- Dragon Claw
- Volt Switch
Kyogre's Arch-nemesis, Zekrom. Scarf Zekrom helps check Kyogre, Palkia, and Ho-Oh fairly well. Any ground type that would normally give it problems (looking at you, Groudon), is taken care of by Arceus and Yveltal, so Zekrom fit nicely. I originally had him banded, but he kept getting outsped by a lot of things, so I switched to scarf and am glad I did it. Having something this powerful outspeeding all but Deo-S/A is really nice, and helps stop normally fast mons from getting out of hand.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Finally, we have Land-T. As something to stop Ho-Oh, Zekrom, Mawile, and Lucario, while also being able to set up rocks if needed, and having a great ground and electric immunity, Land-T is a nice thing to have. Rocks do clash a bit with defog, but usually rocks only get out after the opponent's setter is gone, so it's not a big deal.
Overall, this team is pretty fun to play, but it does have one glaring flaw: it is EXTREMELY weak to Offensive Xerneas. I don't know what to edit, but I really do need a counter for it. Once it gets off a Geomancy, it's almost always gg. Best case scenario with it is that my Xern can take one hit, retaliate with a Moonblast, then have Luc revenge-kill with Bullet Punch. Any suggestions would be appreciated :D
EDIT: After playing a bit more with the team, I've been thinking Ho-Oh could fit in as a replacement. A fire type is nice for Genesect/Scizor/Ferrothorn, which are otherwise annoying, and it can at least resist a Moonblast, which is something.
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