Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Scald
- Toxic Spikes
- Haze
- Recover
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Psychic
- Moonblast
- Hidden Power Fire
Ability: Regenerator
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Scald
- Toxic Spikes
- Haze
- Recover
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Psychic
- Moonblast
- Hidden Power Fire
this core takes inspiration from mantine + tapu lele by slightly increasing it's offensive presence with toxapex instead of mantine. toxic spikes are a devastating prospect to introduce to an team as they apply tons of pressure on the opposition to absorb or remove them before they cause any long-lasting damage. toxapex also presents itself as a much larger catch-all to more threats than mantine does while also being much sturdier due to regenerator + recover.
Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Scald
- Toxic Spikes
- Haze
- Recover
Tyranitar @ Tyranitarite
Ability: Sand Steam
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Punch
- Fire Punch
- Dragon Dance
Ability: Regenerator
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Scald
- Toxic Spikes
- Haze
- Recover
Tyranitar @ Tyranitarite
Ability: Sand Steam
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Punch
- Fire Punch
- Dragon Dance
mega tyranitar is an extremely potent sweeper and as such, it very much appreciates entry hazard support to reach said goal. toxapex, again, presents itself as a very good teammate as it checks a large portion of what can threaten tyranitar such as keldeo, (ash) greninja, mega lopunny, mega heracross, etc. toxic spikes itself is a very good entry hazard as it wears down mons' such as tangrowth and mew as well as weakening fast, frail mons so sweeping isn't much of a hard task for tyranitar.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-up Punch
- Ice Punch
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Spikes
- Toxic Spikes
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-up Punch
- Ice Punch
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Spikes
- Toxic Spikes
mega lopunny isn't the hottest mega on the block atm but it can always be a threat. specifically, power-up punch is a good option that makes lopunny a legitimate threat against most team archetypes except stall. as with the previous core, mega lopunny greatly appreciates entry hazards to make its life so much easier. thus, dual hazard greninja is right at home here as it pressures an insane amount of mons like tangrowth, mew, toxapex, and amoonguss with it's access to toxic spikes and regular spikes. dark pulse + ice beam is also excellent coverage that works well in tandem with what mega lopunny would appreciate.