Thanks for the team, testing for flaws.core:+
requested by: Melcalc on page 15 post 351
Landorus-Therian @ Yache Berry / Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Smack Down / Stone Edge
- Rock Polish
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam
Landorus-Therian @ Yache Berry / Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Smack Down / Stone Edge
- Rock Polish
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Trick
- Defog
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Earth Power
- Iron Head
- Hidden Power [Fire]
almost forgot about this and i've finally gotten around to writing this up. so yeah land-t + mgross is a nice core with both capable of pressuring each others checks and lando luring stuff like skarm for metagross which is pretty great. weavile is an immediate problem and idt Spikes were the way to go here so I went with keldeo, specs helps annoy lando+mgross checks and potentially overloads them, think slowbro for gk gross which gets blown back after scald damage. because i'm using lando, i can't use the best offensive rocker in the tier so i settled with garchomp which helps keep stuff like lopunny and scizor in check. latios because its just the best offensive switchin to keldeo and zard y and an extra ground immunity never hurts, i decided on scarf kyub for the last mon in this team because its great and helps revenge stuff like serperior while also giving me a revenge killer for faster stuff like zam and manectric.
version 2 is pretty similar but it utilizes scarf latios and lo kyub over lo lati and scarf kyub, version 2 has a better matchup against stuff like zard x because you now have a reliable revenge killer for +1 zard while hp fire kyub is just really fucking devastating to face because it lures in common checks. team is weak to rain, but its offense, you're always going to have a less than optimal matchup unless you run stuff like zam, zard y, sand or fast grasses, but scarf latios is capable of outspeeding kabutops in rain so theres something. enjoy.
im takin that weavile+roselichomp core btw
MineGardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Focus Blast
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Stealth Rock
- Roost
- Earthquake
- Knock off
I like this gliscors set. But am open for suggestions on better set
I would like a Balance team. Gardevoir-M cause pixillate and an amazing spl.atk is a great stallbreaker and a serial killer in general.Will-o-wisp is to cripple those steels which always show up when they see a mega garde.
Gliscor is there as a defensive mon to help garde by clearing steels and fires. Also its my stealth rocker.
I need a team which covers up mega gardes fraility and lets it more longevity. Also scizor and ferrothorn are big threats.
Ty C:Erai14 core:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Gyarados @ Chesto Berry
Ability: Moxie
Shiny: Yes
EVs: 72 HP / 188 Atk / 248 Spe
Jolly Nature
- Rest
- Waterfall
- Dragon Dance
- Bounce
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Flash Cannon
- Thunder Wave
- Spikes
- Magnet Rise
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
Mega venusaur intrigued me because of its great bulk and typing that makes it hard to ko; its typing and bulk also allows it to check a lot of common threats such as, azumarill, thundurus, manectric, clefable, diancie, keldeo, and etc. This venusaur's offensive investment will surprise many opponents who will assume venusaur is defensive, especially after seeing the team preview. Gyarados is another underrated pokemon at the moment since most users would rather other water types, like keldeo, manaphy, or azumarill. The sub/dd set is decent but I wanted to test out the chesto/rest/dd + moxie set that was posted in the underrated/creative sets thread. The psuedo immunity to status (at least before using rest) is intriguing since most of gyarados's switchin's would be a defensive check instead of an offensive check, because your opponent wouldn't want to lose a chunk of their mon's hp. This leaves 1-2 free turns to set up and surprise your opponent after using rest. Of course you know moxie increases gyarados's attack after every ko, so after 1-2 ko's the game is essentially over. The upside of this move-set was to good to give up, so it's worth a shot.
I wanted a primary keldeo check since I don't want mega venusaur's role to be super compressed; starmie can also alleviate some of venusaur's burden and remove hazard's at the same time. It's also pretty fast and has a serviceable base special attack so it'll be an asset more games than it'll be a burden. Landorus-Therian was next because it's just too good to pass up because of its ability to check a bunch of physical attackers thanks to its decent bulk. Heatran was next because the team lacked the means to reliably beat defensive teams due to most preventing the spread of hazard's with sableye and others easily removing entry hazards with defog. Magma Storm traps things like Chansey and from their Taunt + Toxic wears it down and makes it much easier to beat defensive teams. Heatran also beats Bisharp which could be problematic. Using a spread of 252hp/4def/252+spe gives it more bulk to take on things like scizor + bisharp, but that's up to you. Klefki was added last but its niche is very important to the team because it's spikes is able to easily wear down the opposing teams. Thunder-Wave is also important because the team isn't very fast. The last move Flash Cannon could easily be changed to something else depending on what you what.
That's fineTy C:
Um just a question: is running fatchomp an option to help vs bisharp?
Ay I know this is a very late response but thanks for the team! Since it's a bit too stally and I don't want too much salt spraying at me I might try CM clef just to make a bit more offensive presence.
Hola Satoryu really solid core that could work on offense or balance, I modify a bit the spread of Heatran just because i dont think go max max is needed to trap things such as clef, chansey, etc, so i add a bit of HP. Moving on to the next member we need something for Keldeo and the best check its Latios i choose it over Latias because it is more offensive and as is Offense damage output is more needed, also pack defog to give Thundurus more chances of set up. Next something for dark + ice spam, so i choose my own Keldeo with the set i like the most right now which it is RestStalk, a pivot is always needed in every team in my opinion able to tank hits very well and u-turn out to gain momentum, also is the rocker in the team. I used Lando most of the time to cause recoil to physical attacker to put in range of Mega Kazam or Thundy. Talking bout the mega slot, Kazam was my choice just because is the best revenge killer right now and late game cleaner, Keldeo + thundy break teams early game and zam cleans up, Signal Beam > Shadow Ball is because hoopa is hard to take down other way, and last slot could be Shadow Ball to mega Garde/ Taunt / Encore all three works fine.. Try to mega evolv zam asap against offense to have a better match up. that's it hope you enjoy.
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Toxic
- Earth Power
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock
Keldeo-Resolute @ Splash Plate
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rest
- Secret Sword
- Sleep Talk
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt / Encore / Shadow Ball
- Signal Beam
Also i made another version with different mega, I change the Heatran set and made it Magma Beam this would help to trap fat mons such as Clef and Slowbro that's why i add Lopunny which paired amazingly with this set + thundy. Is kind weak to Mega Alt but you can put t-wave on Thundy over Blast cuz u already have lopu. Try it and hope u enjoy !
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave / Focus Blast
Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Solar Beam
- Flash Cannon
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 4 Def / 252 SpA / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Fake Out
- High Jump Kick
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge / Toxic
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
-----------------------------------------------------------------------------
Wasup ! zebra.k I modify the Victini spread just a bit more speedy for wallbreaking support and also to outspeed Exca without sand and Jolly Mega Cross which can threat stall very easly, If u wish go to 285 speed take it on Attack because Hoopa-U could be a pain in the ass. So i focus in build a Stall-ish team so i went with a pretty solid backbone Hippo/Ferro/Starmie those 3 are able of set up Rocks + Spikes and clear my side of the field of it, solid sinergy between them can check almost everything in the metagame bar Serp but u already have Tini so shouldn't be a problem. And last want a cleric support + Wish passer to victini and keep it healthy, Unaware isnt than needed so you can go CM + T-wave or just Cleric with Magic Guard. Hope you enjoy and be really really careful of Hoopa that thing is a monster only mandibuzz can switch in and almost its 2hko by LO Gunk so yeah.
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 112 Def / 148 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Slack Off
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell
Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Spikes
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Scald
- Recover
- Rapid Spin
Another version of the team based on the same concept, Hazard Stacking + Spinner and a solid backbone core, SpD Exca can set up Rocks on Magic Bounce user which is pretty cool and you have Heal Bell in the back too. Hope you enjoy man !
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 184 HP / 252 SpD / 72 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Iron Head
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 0 Spe
- Drain Punch
- Wood Hammer
- Synthesis
- Spikes
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 184 Def / 56 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Scald
- Toxic
- Slack Off
--------------------------------------------------------------------
Hello imsosorrylol your core is very generic to build a good balance team, is just a ver common archetype, so basically you only need speed control, a Steel type and something to deal with Zard Y, so with that in mind the first choice is Heatran, this mon help you to set up rocks, can check offensive scizor (That's why it is speedy), can check zardX without EQ, and can switch ins to fairies. Next something to clear hazard and at the same time can switch into Water/Fire types + something with a great speed so Latias due to its bulk was my choice. And last we need something to revenge fastest megas or just another scarfers in general such as Alakazam or Hoopa-U(can be annoying af) so Scarf Lando-T fit well enough, also can check talonflame which could be annoying but handle it, if it is the TauntWisp version Gliscor kinda deals with that, and if it is SD/BU+Wisp heatran can toxic it. Hope you enjoy !
PD: oml it's too ez this team have mons of you core as well !Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Sludge Bomb
- Hidden Power [Fire]
- Giga Drain
- Synthesis
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Thunder Wave
- Soft-Boiled
- Moonblast
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP / 192 SpD / 80 Spe
Careful Nature
- Swords Dance
- Facade
- Earthquake
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Lava Plume
- Stealth Rock
- Toxic
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Psyshock
- Draco Meteor
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion
grabbing this+
Infernape @ Leftovers
Ability: Blaze
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Will-O-Wisp
- Low Kick
- Taunt
- Slack Off
Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Focus Blast
- Calm Mind
Mega Gardevoir is a very potent pokémon that is a big threat to stall and slower balence teams, but is weak to/ unable to break mons such as mega scizor, Skarmory, Weavile and Bisharp. Defensive Infernape aids this, being able to will-o- wisp these pokemon and shut some of then down completely. Keldeo may be able check all of the above, but infernape particularly excels at crippling and wearing them down as it doesn't mind taking knock offs. I would like a bulky offense/balence team that capitalizes on defensive infernapes niche. Together, these two pokémon can obliterate stall with very little support needed from teammates. Feel free to change any sets. It may be an idea to run a defensive set with u turn, as gardevoir loves to gain momentum.
Yea why not :] Sounds better than nothing right?I'll probably take M-Aero + Gengar core Random Passerby posted. Mewmile I have a lopunny scarf lando-t team but the volt-turn portion is kind of just them (BP Lopunny / Scarf Lando-T). I can put that here if you would like just let me know.
Hey, thanks!!! Will try it out when I got back.Core:+
Random Passerby Page 17 Post 401
Couch (Aerodactyl-Mega) (M) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Pursuit
Ghosts Pt.2 (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Will-O-Wisp
ForYouPt1. (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Socks (Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 216 Def / 32 SpD / 12 Spe
Impish Nature
- Earthquake
- Smack Down
- Knock Off
- Stealth Rock
Ghost (Azumarill) (M) @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Play Rough
- Waterfall
- Knock Off
- Aqua Jet
Blankets (Latias) @ Life Orb
Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Hidden Power [Fire]
- Healing Wish
- Defog
Thanks for the awesome team! It looks really professional and good.Physical Tyranitar
bruh this core was just bad no offense so to offset this, megatar + scarf kyu-b r in the hood ready to demolish team. needed healing wish latias and defog for this. bringing back tar is fun considering it is one of the hardest things to rk. not even banded aj from azu is doing a lot. talonflame with wisp burns all of tar's checks because it lacks ice punch. bulk up gives you a secondary win con. the team was pretty speedy but not speedy enough for me because speed is the best thing you want right now. speedy rocky helmet chomp is pretty killer since you still have bulk to tank hits a spread recoil but it also has the speed to demolish teams with an sd boost. defensive isn't really need considering you have talon for zor. the only thing i guess max defense helps you with is mega metagross which destroys this team in fact so switch it if you encounter to many of those. manaphy is the breaker of the teams. water attacks are nice for grounds and energy ball / psychic is interchangeable based on how much of a threat you view rotom-w and opposing manaphy to be.Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Fire Punch
- Dragon Dance
Kyurem-Black @ Choice Scarf
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Claw
- Fusion Bolt
- Ice Beam
- Iron Head
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Bulk Up
- Will-O-Wisp
- Roost
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic / Energy Ball
- Tail Glow
- Rain Dance
the core wasn't the greatest so sorry if you face some difficulties / inconsistencies in the team. even then, at the end of the day you're one making the final decisions on 'mons as you'll be using the squad more than me. enjoy ^.^
Taking this oneI would love to have a balanced team built around the VoltTurn core of Landorus-T and Thundurus. Here are the sets I have been using:
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Taunt
- Thunder Wave
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
This seems like an odd core to build upon, but I've had a lot of success with these sets together.
Choice scarf Landorus-T along with Thundurus outspeeds most openers, and I am always able to prevent entry hazards with taunt, do some hefty damage with VoltTurn, and can easily pull out whatever check to my opponent that I need through the VoltTurn. Landorus-T can also sweep late game. Thundurus is a stall-breaker and cripples fast pokemon with t-wave.
I am happy for the sets to be altered to improve the core.
I always end up building a team that isn't bulky enough to survive, so I guess that could play a role.