Introduction
Hi everyone!
I’m actually a Doubles player, and I’m attempting to get back to Singles, so if something seems off, blame my habits in Doubles. Nevertheless, I think the team is not that bad, but if you can provide me with some suggestions, I would really appreciate it. Anyways, I really wanted to build a team around Mega Gallade (and Volcarona). They are both borderline Mons, but they have the viability to be terrifying if used correctly. Well, enjoy (criticizing me)!
Team Details
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Psycho Cut (I hate Zen Headbutt missing its target.)
First of all, I chose Mega Gallade as the one to build the team around. It is a decent Mega with a great coverage and a potential to remain quite a long time in battle. And considering that I chose Drain Punch as one of my STAB moves, Sword Dance is a must, but is nevertheless quite convenient for its other moves, particularly Knock Off. For the matter of its pre-Mega ability, I chose Justified because it doesn’t hurt to get a boost (in ATK). Furthermore, Fake Out is niche in Singles, so I really see no point in Steadfast.
Volcarona @ Charti Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance (I hate Fire Blast missing its target, but I like the boost that Fiery Dance gives.)
- Quiver Dance
- Bug Buzz
- Giga Drain
Volcarona is another Mon of interest that I simply decided to put in the team due to its great coverage and its potential to remain long in a battle. Like Mega Gallade, it is simply a terrifying Mon to face if it is given the chance to use Quiver Dance. Also, its EVs are designed so that it will receive minimal damage to SPA moves, and yes, even Water type moves. However, I’m not sure if Charti Berry would allow Volcarona to survive a Stone Edge (in the current meta). A little advice will be appreciated.
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt
Thundurus is perhaps the most fragile Mon in the team. Its EVs is designed to survive 3 Rock Slide in Doubles, but I’m not so sure about Stone Edge in Singles. Nevertheless, I decided to use Thundurus due to the utilities that it gives to the team. With the support of Prankster, it can easily use Thunder Wave to any Mons that are deemed as too speedy or Taunt to stop potential Hazards, unnecessities, etc. Hidden Power Ice to used eliminate Landorus-T and Garchomp, and Thunderbolt is just a STAB; it will KO Volcanion.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge (psh… Rock Slide doesn’t even miss as much)
- U-turn
- Substitute
Well, this is just normal Landorus-T. There is nothing special about it, but due to its average speed, I decided to give it Substitute. That way it can use Earthquake and Stone Edge without a care in the world. Doubles’ favorite ability, Intimidate, is also useful for checking threats that can otherwise be tamed. And lastly, I gave it Yache Berry, hoping that it will survive an Ice type move.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish (Questionable)
To fill in the remaining void, I decided to use the recently suspected (in Doubles) Jirachi. It’s defensive typing makes it safe enough to put Stealth Rock whenever it is necessary. For the matter of its other moves, Iron Head is obviously used kill Fairy types and flinch others to death. Toxic is to check Stalls or Walls, and Healing Wish is to give another of my Mons to have a fighting chance.
Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast
Last, but not least, who can say no to Singles S-Ranked Mon. Due to Singles outrageous capabilities to boost (and use Baton Pass), I decided that I needed to bring an Unaware Clefable. And due to my preference of usually going on the (defensive) offense, I decided to invest in its SPA and give it Life Orb. Heal Bell is there because I hate hax and “Medics” ain’t bad in Singles. And I don’t know about Calm Mind, but it surely helped out at some times.
Threats
Talonflame: This thing will wreck my team by the time that I eliminate it.
Importable
Hi everyone!
I’m actually a Doubles player, and I’m attempting to get back to Singles, so if something seems off, blame my habits in Doubles. Nevertheless, I think the team is not that bad, but if you can provide me with some suggestions, I would really appreciate it. Anyways, I really wanted to build a team around Mega Gallade (and Volcarona). They are both borderline Mons, but they have the viability to be terrifying if used correctly. Well, enjoy (criticizing me)!
Team Details

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Psycho Cut (I hate Zen Headbutt missing its target.)
First of all, I chose Mega Gallade as the one to build the team around. It is a decent Mega with a great coverage and a potential to remain quite a long time in battle. And considering that I chose Drain Punch as one of my STAB moves, Sword Dance is a must, but is nevertheless quite convenient for its other moves, particularly Knock Off. For the matter of its pre-Mega ability, I chose Justified because it doesn’t hurt to get a boost (in ATK). Furthermore, Fake Out is niche in Singles, so I really see no point in Steadfast.

Volcarona @ Charti Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance (I hate Fire Blast missing its target, but I like the boost that Fiery Dance gives.)
- Quiver Dance
- Bug Buzz
- Giga Drain
Volcarona is another Mon of interest that I simply decided to put in the team due to its great coverage and its potential to remain long in a battle. Like Mega Gallade, it is simply a terrifying Mon to face if it is given the chance to use Quiver Dance. Also, its EVs are designed so that it will receive minimal damage to SPA moves, and yes, even Water type moves. However, I’m not sure if Charti Berry would allow Volcarona to survive a Stone Edge (in the current meta). A little advice will be appreciated.

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt
Thundurus is perhaps the most fragile Mon in the team. Its EVs is designed to survive 3 Rock Slide in Doubles, but I’m not so sure about Stone Edge in Singles. Nevertheless, I decided to use Thundurus due to the utilities that it gives to the team. With the support of Prankster, it can easily use Thunder Wave to any Mons that are deemed as too speedy or Taunt to stop potential Hazards, unnecessities, etc. Hidden Power Ice to used eliminate Landorus-T and Garchomp, and Thunderbolt is just a STAB; it will KO Volcanion.

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge (psh… Rock Slide doesn’t even miss as much)
- U-turn
- Substitute
Well, this is just normal Landorus-T. There is nothing special about it, but due to its average speed, I decided to give it Substitute. That way it can use Earthquake and Stone Edge without a care in the world. Doubles’ favorite ability, Intimidate, is also useful for checking threats that can otherwise be tamed. And lastly, I gave it Yache Berry, hoping that it will survive an Ice type move.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish (Questionable)
To fill in the remaining void, I decided to use the recently suspected (in Doubles) Jirachi. It’s defensive typing makes it safe enough to put Stealth Rock whenever it is necessary. For the matter of its other moves, Iron Head is obviously used kill Fairy types and flinch others to death. Toxic is to check Stalls or Walls, and Healing Wish is to give another of my Mons to have a fighting chance.

Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast
Last, but not least, who can say no to Singles S-Ranked Mon. Due to Singles outrageous capabilities to boost (and use Baton Pass), I decided that I needed to bring an Unaware Clefable. And due to my preference of usually going on the (defensive) offense, I decided to invest in its SPA and give it Life Orb. Heal Bell is there because I hate hax and “Medics” ain’t bad in Singles. And I don’t know about Calm Mind, but it surely helped out at some times.
Threats
Talonflame: This thing will wreck my team by the time that I eliminate it.
Importable
Volcarona @ Charti Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance
- Quiver Dance
- Bug Buzz
- Giga Drain
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Impish Nature
- Substitute
- Earthquake
- U-turn
- Rock Slide
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Zen Headbutt
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish
Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance
- Quiver Dance
- Bug Buzz
- Giga Drain
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Impish Nature
- Substitute
- Earthquake
- U-turn
- Rock Slide
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Zen Headbutt
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish
Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast
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