Salamence @ Salamencite
Ability: Intimidate
EVs: 168 HP / 92 Atk / 88 SpD / 160 Spe
Adamant Nature
- Dragon Dance
- Roost
- Substitute
- Return
The MVP of the team, 168 HP and 88 SpD for ideal bulk. 160 Spe to outspeed a lot of things after a dragon dance and 92 Atk and Adamant to deal more damage. Dragon Dance to set up, Roost to heal off damage and Substitute to doge status moves. Return is the most powerful attack on Mega Mence and OHKO most Pokemon after one Dragon Dance.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Only really here for Rapid Spin. Rocks are a pain and can seriously hurt mega mence if I have to be switching so clearing them is important. If all my sweepers go down he can also clean up late game. Earthquake, Iron Head, Rock Slide and 252 Atk gives good coverage and decent damage output. Tried a Defogger but ultimately Excadrill was better suited.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Heal Bell
- Soft-Boiled
- Toxic
- Seismic Toss
The team's cleric, if a mega-mence gets statused it's almost game over, Heal Bell remedy's this. The rest of it is pretty standard, Max Def and SpD for longevity. Toxic and Seismic toss for chip damage and does Soft Boiled even need explanation? Was originally a Sylveon but was sick of getting OHKO'd by Gunk Shot Greninja.
Greninja @ Life Orb
Ability: Protean
EVs: 212 SpA / 252 Spe / 40 Atk
Naive Nature
- Dark Pulse
- Hydro Pump
- Ice Beam
- Gunk Shot
Bulky fairy types like Sylveon and Clefbale are a major pain for Salamence. Gunk Shot OHKO's Sylveon, not sure about Clefable and damage calculator isn't working for me ATM. Hyrdo Pump, Ice Beam and Dark Pulse have good coverage and 252 Spe and SpA are obvious, 4 Atk for a bit of extra damage on Gunk Shot.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sleep Talk
- Brave Bird
- Flare Blitz
- U-turn
If Mega-Mence goes down the opposing team is normally in shambles, Talonflame comes in and eliminates the remains. Choice Band, Adamant nature and Max Attack allows Brave Bird to do the maximum damage, Brave Bird, Flare Blitz and U-Turn are all obvious. Sleep Talk was interesting one, I had a spare slot (This thing needs Close Combat as an egg move) and it was the only move that really could have been useful, I didn't want to be choice locked into something like Tailwind, Aerial Ace or Roost.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch
One of the biggest dangers to mega mence are other mega mences, Rotom-Wash can burn and resists Return. The other moves and EVs are standard
Ability: Intimidate
EVs: 168 HP / 92 Atk / 88 SpD / 160 Spe
Adamant Nature
- Dragon Dance
- Roost
- Substitute
- Return
The MVP of the team, 168 HP and 88 SpD for ideal bulk. 160 Spe to outspeed a lot of things after a dragon dance and 92 Atk and Adamant to deal more damage. Dragon Dance to set up, Roost to heal off damage and Substitute to doge status moves. Return is the most powerful attack on Mega Mence and OHKO most Pokemon after one Dragon Dance.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Only really here for Rapid Spin. Rocks are a pain and can seriously hurt mega mence if I have to be switching so clearing them is important. If all my sweepers go down he can also clean up late game. Earthquake, Iron Head, Rock Slide and 252 Atk gives good coverage and decent damage output. Tried a Defogger but ultimately Excadrill was better suited.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Heal Bell
- Soft-Boiled
- Toxic
- Seismic Toss
The team's cleric, if a mega-mence gets statused it's almost game over, Heal Bell remedy's this. The rest of it is pretty standard, Max Def and SpD for longevity. Toxic and Seismic toss for chip damage and does Soft Boiled even need explanation? Was originally a Sylveon but was sick of getting OHKO'd by Gunk Shot Greninja.
Greninja @ Life Orb
Ability: Protean
EVs: 212 SpA / 252 Spe / 40 Atk
Naive Nature
- Dark Pulse
- Hydro Pump
- Ice Beam
- Gunk Shot
Bulky fairy types like Sylveon and Clefbale are a major pain for Salamence. Gunk Shot OHKO's Sylveon, not sure about Clefable and damage calculator isn't working for me ATM. Hyrdo Pump, Ice Beam and Dark Pulse have good coverage and 252 Spe and SpA are obvious, 4 Atk for a bit of extra damage on Gunk Shot.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sleep Talk
- Brave Bird
- Flare Blitz
- U-turn
If Mega-Mence goes down the opposing team is normally in shambles, Talonflame comes in and eliminates the remains. Choice Band, Adamant nature and Max Attack allows Brave Bird to do the maximum damage, Brave Bird, Flare Blitz and U-Turn are all obvious. Sleep Talk was interesting one, I had a spare slot (This thing needs Close Combat as an egg move) and it was the only move that really could have been useful, I didn't want to be choice locked into something like Tailwind, Aerial Ace or Roost.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch
One of the biggest dangers to mega mence are other mega mences, Rotom-Wash can burn and resists Return. The other moves and EVs are standard
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