Tyranitar (M) @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Stealth Rock
- Pursuit
- Stone Edge
Mega Tyranitar is one of the better leads I've used on this team, probably tied with smeargle if not better, and I really like waiting until about turn two or three to M.E. so I can get a few more turns of sand. He also get's rid of most leads, although smeargle is a bit troubling. On this team Tyranitar not only plays a lead role, but acts as a decent counter to Talonflame as well as weakening and KO-ing frail threats early game, although he usually doesn't live to see the second half of the match, which isn't the worst thing in the world, as pursuit is sometimes enough to keep some Pokemon at bay.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 SAtk
Naive Nature
- Substitute
- Earthquake
- Dragon Claw
- Fire Blast
I would rather not risk Dragon Dancing with Salamence, since, at this point in the meta I feel like that's more of a Dragonite thing, but Intimidate forces enough things out that I can set up a sub for mega mawile and 2HKO with Earthquake and it works wonders against Aegislash. Rather than have A set up sweeping Salamence or a Choice item cleaner, I opted to go for a safer, scoutier version of Salamence, as substitute gives me an extra turn to get some very necessary 2HKOs, so more than anything Salamence plays a support role, and he's right at home doing so on this team.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
I use Magnezone much more sparingly these days, and only send it in to trap Ferro,Skarm or to KO things I know I can outspeed. It's a decent check to CB Azumarill as well, and takes a little bit of pressure off of my 'Mence. Usually I'll only use my Magnezone once or twice in a match, if at all, with Excadrill and Garchomp at every corner, but the increase in Togekiss and Klefki give me some nice switch in opportunities on their thunder waves. More than anything I use magnezone to take out one or two key threats in the mid to late game, and he does that job very well, so far, I haven't been OHKOed by any greninja variant and I've been able to OHKO with thunderbolt or Volt Switch.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Brick Break
- Pursuit
Not much to say that hasn't been said, besides that I run Brick Break due to the lack of SuperPower in the game. It's just a bonus that I can break klefki's or Espeon's screens with it. Bullet Punch also OHKOs Togekiss after SR damage. Scizor kind of has the same role as Magnezone, except that in the late game, he has much more staying power as a cleaner, with his Bullet Punch tearing through a lot of weakened Pokemon unencumbered. Scizor is more of a wall breaker for my team than anything, and a competent scout. I'm much more reserved about how often I use him though, as the lack of Superpower means I don't have an end all move to use in an emergency, however I do use him to get momentum as a scout early game.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 252 Spd / 200 SAtk / 56 Atk
Naive Nature
- Ice Beam
- Surf
- Grass Knot
- U-turn
I run Grass Knot over Spikes just to better deal with Rotom-W which I can OHKO if it's an Offensive version, and if not I'll still resist the incoming T-Bolt or volt switch. It's taken the place of my previous Life Orb Starmie, and performed so much better as a late game cleaner. I run Grass Knot over Spikes for the aformentioned rotom situations as well as Azumarill and the majority of bulky water types. Although he can't spin like Starmie, Greninja makes a much better late game cleaner in my opinion, and U-turn hits anything that's weak to it for decent damage, thanks to the attack EVs. Greninja is my preffered method of revenge killing and cleaning up, at any point in the game.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 Spd
Timid Nature
- Rapid Spin
- Scald
- Toxic
- Protect
With Clear Body I can reliably spin away sticky web and I can take care of unboosted Talonflame, although I don't have much of a problem with him anyway. Tentacruel takes the place of Jellicent on my BW team, but rapid spin makes him much more valuable in my opinion. Tentacruel is also one of the better options with dealing with Aegislash and Scizor, as even mega Scizor's bullet punch 5HKO's it. Tentacruel is my favorite pivot at this point in the game, and he can switch in to a surprising amount of moves unscathed, Aegislash has a hard time spinblocking since Scald hurts him pretty bad. All in all, Tentacruel is my favorite pivot for this team, and he pairs very well with Salamence.
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Stealth Rock
- Pursuit
- Stone Edge
Mega Tyranitar is one of the better leads I've used on this team, probably tied with smeargle if not better, and I really like waiting until about turn two or three to M.E. so I can get a few more turns of sand. He also get's rid of most leads, although smeargle is a bit troubling. On this team Tyranitar not only plays a lead role, but acts as a decent counter to Talonflame as well as weakening and KO-ing frail threats early game, although he usually doesn't live to see the second half of the match, which isn't the worst thing in the world, as pursuit is sometimes enough to keep some Pokemon at bay.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 SAtk
Naive Nature
- Substitute
- Earthquake
- Dragon Claw
- Fire Blast
I would rather not risk Dragon Dancing with Salamence, since, at this point in the meta I feel like that's more of a Dragonite thing, but Intimidate forces enough things out that I can set up a sub for mega mawile and 2HKO with Earthquake and it works wonders against Aegislash. Rather than have A set up sweeping Salamence or a Choice item cleaner, I opted to go for a safer, scoutier version of Salamence, as substitute gives me an extra turn to get some very necessary 2HKOs, so more than anything Salamence plays a support role, and he's right at home doing so on this team.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
I use Magnezone much more sparingly these days, and only send it in to trap Ferro,Skarm or to KO things I know I can outspeed. It's a decent check to CB Azumarill as well, and takes a little bit of pressure off of my 'Mence. Usually I'll only use my Magnezone once or twice in a match, if at all, with Excadrill and Garchomp at every corner, but the increase in Togekiss and Klefki give me some nice switch in opportunities on their thunder waves. More than anything I use magnezone to take out one or two key threats in the mid to late game, and he does that job very well, so far, I haven't been OHKOed by any greninja variant and I've been able to OHKO with thunderbolt or Volt Switch.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Brick Break
- Pursuit
Not much to say that hasn't been said, besides that I run Brick Break due to the lack of SuperPower in the game. It's just a bonus that I can break klefki's or Espeon's screens with it. Bullet Punch also OHKOs Togekiss after SR damage. Scizor kind of has the same role as Magnezone, except that in the late game, he has much more staying power as a cleaner, with his Bullet Punch tearing through a lot of weakened Pokemon unencumbered. Scizor is more of a wall breaker for my team than anything, and a competent scout. I'm much more reserved about how often I use him though, as the lack of Superpower means I don't have an end all move to use in an emergency, however I do use him to get momentum as a scout early game.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 252 Spd / 200 SAtk / 56 Atk
Naive Nature
- Ice Beam
- Surf
- Grass Knot
- U-turn
I run Grass Knot over Spikes just to better deal with Rotom-W which I can OHKO if it's an Offensive version, and if not I'll still resist the incoming T-Bolt or volt switch. It's taken the place of my previous Life Orb Starmie, and performed so much better as a late game cleaner. I run Grass Knot over Spikes for the aformentioned rotom situations as well as Azumarill and the majority of bulky water types. Although he can't spin like Starmie, Greninja makes a much better late game cleaner in my opinion, and U-turn hits anything that's weak to it for decent damage, thanks to the attack EVs. Greninja is my preffered method of revenge killing and cleaning up, at any point in the game.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 Spd
Timid Nature
- Rapid Spin
- Scald
- Toxic
- Protect
With Clear Body I can reliably spin away sticky web and I can take care of unboosted Talonflame, although I don't have much of a problem with him anyway. Tentacruel takes the place of Jellicent on my BW team, but rapid spin makes him much more valuable in my opinion. Tentacruel is also one of the better options with dealing with Aegislash and Scizor, as even mega Scizor's bullet punch 5HKO's it. Tentacruel is my favorite pivot at this point in the game, and he can switch in to a surprising amount of moves unscathed, Aegislash has a hard time spinblocking since Scald hurts him pretty bad. All in all, Tentacruel is my favorite pivot for this team, and he pairs very well with Salamence.
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