Hello community,
With SuMo right around the corner, I decided to make a team that's balanced, with enough members to be able to switch into some common threats + retaliate with strong hitters and one of the better wincons in the game.
Team at a glance:
Team building:
Started off with my favorite Mega evolution, Mega Diancie. The ability to bounce status + hazards, and the dual offensive capabilities has made the little fairy my favorite mega to use. Diancie sucks against steel types, with the likes of the two steel megas (Metagross and Scizor) and even different variants of Skarm crippling it and retaliating with STAB 4x steel moves.
Next is Hippowdon which stops opposing Mega Metagross and Mega Scizor in their tracks, and has the ability to stop a variety of attackers on both ends of the spectrum thanks to its good bulk. Hippo also sets up Stealth Rock for the team, and his sand is critical to be able to counter opposing rain teams.
The best Keldeo counter in the game was needed to be able to do something about Keldeo, which has a field day with my first two choices. Slowbro has access to Scald hax, regenrator, and Calm Mind making it a nice late game WinCon and crippling common switch-ins with burns.
The first three options are all weak to Dank-Type (AKA Grass) - Thankfully, almost all the Grass types we could run into are covered nicely by Talonflame. The SpD variant allows me to easily switch-in, and then retaliate, or throw out status on incoming rock/water types.
Sand Rush is a great ability which gives me access to the first revenge killer + only hazard control on the team, Excadrill. Playing around Spikes + SR with Diancie is nice, but a dedicated hazard control is needed. Excadrill was the best option I could fit here, it also gives me access to an Electric immunity, so I could stop the likes of Mega-Manectric + Thundurus-T in the sand.
I needed a strong and unexpected special attacker in this last spot. I thought about Lati@s, due to access to Defog + perhaps fitting another set up sweeper on the team. But that will make me extremely weak to Knock Off + Pursuit trappers. Kyurem provides raw power, and fantastic coverage. Hitting things like Tyranitar, Landorus-T, and Rotom-W with OHKO's. (after SR damage)
The spreads:
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
The standard set, with HP [Fire], not much needs to be said about the power and coverage of this mon. Also Magic Bounce is a great flex-play :D
Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
I don't really need to be running any SpD on this set, but its nice to have bulk on both ends of the spectrum. Sand is not really important to this team, just a byproduct, so Leftovers wins out. Stone Edge to hit Flying types + Zard Y variants which only 3HKO with Solar Beam.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind
A great wincon + comfortable switch in to many threats, mainly Keldeo thanks to Regenrator. Slowbro dishes out burns + beats out Clef in a CM fight thanks to Psyshock.
Talonflame @ Lum Berry
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
I opted for Lum Berry on Talonflame. Why? Because this thing is going to be coming into Tangrowth, Amoongus, Breloom, Serperior. All of whom pack status moves in the form of Spore, Sleep Powder, Stun Spore, or Glare. Lum Berry makes it a free switch in and is a great momentum play. I chose to go with Bulk Up over Flare Blitz because the latter its not needed in all honesty.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Spinner + revenge killer in the Sand. LO is to ensure OHKO's. Not much to be said here. I chose Adamant over Jolly for more power. I don't need to outspeed much outside the sand that my checks can't handle.
Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Focus Blast
Raw power, and the ability to OHKO many common threats like Landorus-T, Rotom, Tyranitar and Heatran.
Problems:
The major ones are:
- Ferrothorn: This thing is a monster to my team. Power Whip + Gyro variants literally have a field day with me. Kyurem has a 50% chance to OHKO with Focus Blast after rocks, and Mega-Diancie is a 2hko with HP Fire. So its not like I can't kill it, but if I lose either of those it becomes really difficult.
- Electric types outside of Sand. Thundurus-T w/Grass Knot, Mega-Manectric and the like give me a bit of trouble. If I don't have sand up, I don't have a real switch in to the Electric move. So I always have to play around them.
There aren't many more that I can see, but perhaps you can spot something I didn't.
With SuMo right around the corner, I decided to make a team that's balanced, with enough members to be able to switch into some common threats + retaliate with strong hitters and one of the better wincons in the game.
Team at a glance:






Team building:
Started off with my favorite Mega evolution, Mega Diancie. The ability to bounce status + hazards, and the dual offensive capabilities has made the little fairy my favorite mega to use. Diancie sucks against steel types, with the likes of the two steel megas (Metagross and Scizor) and even different variants of Skarm crippling it and retaliating with STAB 4x steel moves.
Next is Hippowdon which stops opposing Mega Metagross and Mega Scizor in their tracks, and has the ability to stop a variety of attackers on both ends of the spectrum thanks to its good bulk. Hippo also sets up Stealth Rock for the team, and his sand is critical to be able to counter opposing rain teams.
The best Keldeo counter in the game was needed to be able to do something about Keldeo, which has a field day with my first two choices. Slowbro has access to Scald hax, regenrator, and Calm Mind making it a nice late game WinCon and crippling common switch-ins with burns.
The first three options are all weak to Dank-Type (AKA Grass) - Thankfully, almost all the Grass types we could run into are covered nicely by Talonflame. The SpD variant allows me to easily switch-in, and then retaliate, or throw out status on incoming rock/water types.
Sand Rush is a great ability which gives me access to the first revenge killer + only hazard control on the team, Excadrill. Playing around Spikes + SR with Diancie is nice, but a dedicated hazard control is needed. Excadrill was the best option I could fit here, it also gives me access to an Electric immunity, so I could stop the likes of Mega-Manectric + Thundurus-T in the sand.
I needed a strong and unexpected special attacker in this last spot. I thought about Lati@s, due to access to Defog + perhaps fitting another set up sweeper on the team. But that will make me extremely weak to Knock Off + Pursuit trappers. Kyurem provides raw power, and fantastic coverage. Hitting things like Tyranitar, Landorus-T, and Rotom-W with OHKO's. (after SR damage)
The spreads:

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
The standard set, with HP [Fire], not much needs to be said about the power and coverage of this mon. Also Magic Bounce is a great flex-play :D

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
I don't really need to be running any SpD on this set, but its nice to have bulk on both ends of the spectrum. Sand is not really important to this team, just a byproduct, so Leftovers wins out. Stone Edge to hit Flying types + Zard Y variants which only 3HKO with Solar Beam.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind
A great wincon + comfortable switch in to many threats, mainly Keldeo thanks to Regenrator. Slowbro dishes out burns + beats out Clef in a CM fight thanks to Psyshock.

Talonflame @ Lum Berry
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
I opted for Lum Berry on Talonflame. Why? Because this thing is going to be coming into Tangrowth, Amoongus, Breloom, Serperior. All of whom pack status moves in the form of Spore, Sleep Powder, Stun Spore, or Glare. Lum Berry makes it a free switch in and is a great momentum play. I chose to go with Bulk Up over Flare Blitz because the latter its not needed in all honesty.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Spinner + revenge killer in the Sand. LO is to ensure OHKO's. Not much to be said here. I chose Adamant over Jolly for more power. I don't need to outspeed much outside the sand that my checks can't handle.

Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Focus Blast
Raw power, and the ability to OHKO many common threats like Landorus-T, Rotom, Tyranitar and Heatran.
Problems:
The major ones are:
- Ferrothorn: This thing is a monster to my team. Power Whip + Gyro variants literally have a field day with me. Kyurem has a 50% chance to OHKO with Focus Blast after rocks, and Mega-Diancie is a 2hko with HP Fire. So its not like I can't kill it, but if I lose either of those it becomes really difficult.
- Electric types outside of Sand. Thundurus-T w/Grass Knot, Mega-Manectric and the like give me a bit of trouble. If I don't have sand up, I don't have a real switch in to the Electric move. So I always have to play around them.
There aren't many more that I can see, but perhaps you can spot something I didn't.
Your ratings and CC are much appreciated! Thanks for reading :)
- Turbanator
- Turbanator
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind
Talonflame @ Lum Berry
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Focus Blast
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind
Talonflame @ Lum Berry
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Focus Blast
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin