





Hi smogon, Stripes here with an RMT. It's been awhile since I've made one of these, but i finally have put together a team that I feel is worth sharing for the better of the team, as well as for other people to enjoy. Anyways the reason I decided to build this team in such an offensive meta is because, I had in fact never used Mega Latias and the bolt beam set was very interesting to me because there are very few things that can actually handle it 1 v 1. Anyways I'll go into further detail about each mon belowe, but I'll leave this here because Kanye is the GOAT and it fits almost too well.
In Depth:
Latias:

Mega Latias is a very underrated mon, it boasts some very impressive stats in 150 Sp.Def and 120 Def which make it disgustingly bulky. But, on the offensive end, the 140 Sp.Atk makes up for the inability to use Life Orb on the set. Not only that but it has access to a great movepool. What you end up with is a tank that is capable of dealing with a large portion of the meta. The only things that can reliably deal with it are mons that it either can't hit, or can stall it out basically. It's role on this team is to be an offensive tank that can switch into many things, but not be too passive and bolt beam does a very good job of that. T-wave is to cripple mons on the switch and also help give this team valuable speed control that this team really appreciates.
Spaceship (Latias) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam
Heatran:

So when looking at the weaknesses that Latias has, I noticed that the biggest problems were most notably, Sableye, Fairies, Some Steel types, and stall mons. Stall breaker Tran is an answer to almost all of these, as it handles most fat mons with ease. This set is very good at what it does (assuming magma storm hits) in breaking stall down and clearing a path for mega Latias to 1 v 1 the remaining pokemon. Fast taunt is very crucial to this team since it does not have a form of hazard removal because the goal of the team is to pressure the opposing team and force them to defog with my own hazards and having taunt is crucial to keep the pressure on. Earth Power is for opposing heatran mainly but also hits other things if you aren't confident in magma storm.
All Falls Down (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
Ferrothorn:

I knew I wanted hazards to help soften the opposing team for Latias and co so Ferrothorn was a pretty natural choice here because of the amazing synergy that it has with heatran, as well as being able to lay spikes. it also is able to help relieve the pressure from fairies due to heatran being a more offensive set, and most notably checks azumarill which is a huge problem for the former two pokemon. Power whip over another move is mostly to help deal with water types more effectively. Pretty standard ferrothorn set that is on almost all balance.
Slow Jamz (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Clefable:

I Decided on clefable because first of all it's the Jesus Pokemon, but also because it completed the Dragon Steel Fairy core that I was building. Not only that, but with the team being pretty proficient at crippling and removing steels CM clef was a very good fit, as it also helps with dealing with sableye for Latias. T-wave is because like i said the team struggles a little but with speed control so this helps alleviate that.
Jesus Walks (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Gliscor:

This is the spot on the team that has been the hardest for me to get right. Landorus-T used to be in this spot, but with that the team literally got 6-0ed by Gengar so I decided to put this to prevent the 6-0 but it also leaves the team a little weaker to some things such as Zard X and sand even though Gliscor+Ferrothorn seem to be able to handle it. The other problem with this over landorus is that it is a lot more passive and also doesn't answer Talonflame as well, even though I have tran to deal with it, it can't hurt to have more assurance. Overall this does it's job of setting rocks and dealing with gengar more effectively, but it leaves the team weaker to some threats. I guess one option is to swap stall breaking roles with heatran, but I'll have you guys try to input because in my experience heatran does a better job.
Never Let Me Down (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Roost
- Earthquake
Keldeo:

Keldeo is here because the team lacked Firepower. With two pokemon able to spread T-wave this become a huge threat against all teams. It also deals with dark times and adds assurance against them as well as scizor. This thing is just a huge threat to most teams and can often overwhelm them by itself. by doubling in for free. Also scald gives it no counters which is always nice.
Family Business (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Hydro Pump
- Secret Sword
So, that's all for the team. I hope you guys enjoy it, and all suggestions are appreciated because I think bringing it here for people better than me to see is a great way for me to learn and improve my team :)
Spaceship (Latias) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam
Jesus Walks (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
All Falls Down (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
Slow Jamz (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Never Let Me Down (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Roost
- Earthquake
Family Business (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Hydro Pump
- Secret Sword
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam
Jesus Walks (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
All Falls Down (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
Slow Jamz (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Never Let Me Down (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Roost
- Earthquake
Family Business (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Hydro Pump
- Secret Sword