Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Draco Meteor
- Tailwind
- Protect
I run Jolly to beat Mega Rayquaza, which is really one of the biggest reasons to use Mega Salamence in the first place. It also doesn't take up one of your legend slots which is really cool. Double-Edge deals tons of damage and is way better than Return in this meta imo. Draco Meteor can OHKO Mega Rayquaza and some variants of Kyurem-W and Reshiram before they even move. Tailwind supports things like Primal Groudon/Primal Kyogre really well, as they become faster than everything in the meta game pretty much, and Salamence can chunk things that Primal Kyogre and Primal Groudon cannot KO.
Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Draco Meteor
- Aqua Tail
- Protect
Pretty much the same set as before but without the supportive option of Tailwind, but instead a way to surprise OHKO Primal Groudon by just switching in Primal Kyogre, rather than switching in Primal Kyogre and having them switch out Primal Groudon and making a huge mess of things.
Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 244 HP / 252 Atk / 12 Spe
Brave Nature
IVs: 0 Spe
- Play Rough
- Sucker Punch
- Swords Dance / Iron Head
- Protect
WE SERIOUSLY FORGOT ABOUT SUBMITTING THIS WOW. This is one of the best Pokemon in the meta game (A+ Rank even), man how could we forget.
Swords Dance lets you boost when you get a free turn so that Sucker and Play Rough just demolish certain fundamental parts of the opposing team, and obviously Play Rough acts as a powerful STAB while Sucker Punch acts as a powerful priority move. Defensively, Mega Mawile is useless against Primals but completely walls most common Mega Rayquazas, Mega Salamences, and Mega Kangaskhans, as well as some STAB only Xerneas sets, and offensively it hits all of the Pokemon in the meta game, even Primal Groudon, which immense force, though it often needs the correct support first. Also, as an added bonus, both of Mawile's offensive options are boosted by the Auras. A really cool thing I found btw
252+ SpA Life Orb Dark Aura Yveltal Dark Pulse vs. 252 HP / 0 SpD Dark Aura Primal Groudon: 142-169 (68.5 - 81.6%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Dark Aura Primal Groudon: 77-91 (37.1 - 43.9%) -- guaranteed 3HKO
Dark Pulse+Sucker Punch=ko on Primal Groudon :]
There's a tertiary offensive option in Iron Head in place of Swords Dance for teams that are particularly weak to Xerneas, but Swords Dance, imo, should in most cases be run in its place.
I'm not quite sure Mewtwo really does that good in this meta game because it loses to lots of things and can't stand up to the Primals. However, if there were a set I'd run, it'd be:
Mewtwo @ Life Orb
Ability: Pressure
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 27 HP / 14 Atk
- Psystrike / Psychic
- Grass Knot / Ice Beam / Fire Blast
- Will-O-Wisp / Taunt / Skill Swap / Gravity
- Protect
Okay so Mewtwo has a lot of options tbh. It can run Psychic and hit Primal Groudon, or run Psystrike and hit Primal Kyogre and +2 Xerneas, as well as all of these things that have like 100/100 defenses a bit harder because of the base power difference. Grass Knot is a strong way to hit the heavy Primals, but Ice Beam hits Mega Rayquaza hard. Fire Blast also is an option for teams running Primal Kyogre to hit Ferrothorn, or on Sun teams to just hit really hard with a sun boosted attack (hits Dialga hard too I guess). Then there's Protect which lets you scout/stall out certain conditions.
The third slot separates what Mewtwo does differently from other Mewtwos. Psychic types tend to have interesting options, and Mewtwo definitely can make a game pretty interesting with that third move.
- Will-o-wisp nerfs Mega Kangaskhan and Mega Mawile, and lets you have a way to avoid their Sucker Punches (it nerfs physically based Yveltal too).
- Taunt allows for the Mewtwo to stop Trick Room and Tailwind from going up, as well as rendering the likes of Sableye and Smeargle useless.
- Skill Swap can reset your partner's weather, but since Mewtwo is a strong attacker it can also do things like steal an opponent's Parental Bond ability and hit really hard with Psystrike/Psychic.
- Gravity ensures that a partner's Precipice Blades lands every time, even on levitating opponents. It can also ensure that things like Dark Void land.
- Some other options for that third slot are things like Psych Up to copy an Xerneas' stat changes, Torment to prevent an opponent using Will-o-wisp on your Mega Rayquaza the next turn while you Protect it (extremely situational tbh), and maybe Substitute to set up in front of Mawile and Kangaskhan while they Sucker Punch fail against Mewtwo, letting you just say "fuck my teammates, I'm going to do this solo".
Downsides for using Mewtwo though are its kind of depressing offensive movepool and its pretty useless bulk+terrible matchup against things like Primal Groudon/Xerneas/Primal Kyogre/Mega Mawile/Yveltal, unless you run the right moves for each one which it just can't do with its 4MSS.
Last edited: