Intro: Normally I write a long intro about what pokemon is the leader of the team and why I like it, but, I'm making 2 teams this week so, lets start.
Team:
When making a Blaziken team, Salamence would always KO Blaziken pretty easy. So, I decided, if you can't beat them, join them. Sal can piviot around using Intimidate, and can mega evolve when ready.I decided to go with the bulky version to tank hits, and be a solid win condition with Dragon Dance. Return is affected with Aerilate and doesn't have double-Edge recoil. Roost keeps Mega Sal healthy and refresh gets rid of will-o-wisp and thunderwave. After a dragon dance, return can almost KO anything that doesn't resist it. After 2 DD, the game is basically over.
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Refresh
Groudon absorbs burns and thunder wave. Precipice Blades for STAB, lava plume can potentionally burn a target which can potentially ruin a counter. Burns + Stealth Rock damage can add up quick. Dragon tail hurts lati@s on the switch and can phase out anything that isn't fairy.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Dragon Tail
I chose Aegislash to try something different. Aegislash can block toxic and check fairies with Gyro Ball. Pursuit traps Lati@s, Girantina, Gengar. Toxic can hit common switch ins like Groudon-Primal. King's Shield allows Slash to switch stances.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Pursuit
- Toxic
- King's Shield
Xerneas can wipe out entire teams if they aren't prepared. Geomancy gives Xerneas 1 chance to sweep and doubles its special attack, special defence, and speed. Focus Blast for Dialgia, groudon, and steel types. Thunder hits flying types and Ho-oh, which could be a problem. Moonblast hits like a truck and has STAB.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Geomancy
- Moonblast
- Thunder
Extreme Killer Arceus can be a problem after swords dance. SD doubles attack. Extreme Speed hits with STAB and priority. Shadow claw hits what extreme speed can't. And Stone Edge hits Ho-oh as well as other flying types. May be replaced with earthquake
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Claw
- Swords Dance
- Stone Edge/Earthquake
Defog is a must for Mega Sal. There might be a better candidate for this role, but I'm still looking. Defog clears hazzards. Draco Meteor punches holes in teams. Grass Knot hits water types such as Kyogre-P. Roost Recovers HP giving it an advantage over girantina.
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Grass Knot
So that's the team. Didn't have time to put pictures. Any help would be appreciated.
Team:
When making a Blaziken team, Salamence would always KO Blaziken pretty easy. So, I decided, if you can't beat them, join them. Sal can piviot around using Intimidate, and can mega evolve when ready.I decided to go with the bulky version to tank hits, and be a solid win condition with Dragon Dance. Return is affected with Aerilate and doesn't have double-Edge recoil. Roost keeps Mega Sal healthy and refresh gets rid of will-o-wisp and thunderwave. After a dragon dance, return can almost KO anything that doesn't resist it. After 2 DD, the game is basically over.
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Refresh
Groudon absorbs burns and thunder wave. Precipice Blades for STAB, lava plume can potentionally burn a target which can potentially ruin a counter. Burns + Stealth Rock damage can add up quick. Dragon tail hurts lati@s on the switch and can phase out anything that isn't fairy.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Dragon Tail
I chose Aegislash to try something different. Aegislash can block toxic and check fairies with Gyro Ball. Pursuit traps Lati@s, Girantina, Gengar. Toxic can hit common switch ins like Groudon-Primal. King's Shield allows Slash to switch stances.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Pursuit
- Toxic
- King's Shield
Xerneas can wipe out entire teams if they aren't prepared. Geomancy gives Xerneas 1 chance to sweep and doubles its special attack, special defence, and speed. Focus Blast for Dialgia, groudon, and steel types. Thunder hits flying types and Ho-oh, which could be a problem. Moonblast hits like a truck and has STAB.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Geomancy
- Moonblast
- Thunder
Extreme Killer Arceus can be a problem after swords dance. SD doubles attack. Extreme Speed hits with STAB and priority. Shadow claw hits what extreme speed can't. And Stone Edge hits Ho-oh as well as other flying types. May be replaced with earthquake
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Claw
- Swords Dance
- Stone Edge/Earthquake
Defog is a must for Mega Sal. There might be a better candidate for this role, but I'm still looking. Defog clears hazzards. Draco Meteor punches holes in teams. Grass Knot hits water types such as Kyogre-P. Roost Recovers HP giving it an advantage over girantina.
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Grass Knot
So that's the team. Didn't have time to put pictures. Any help would be appreciated.