Hey Smogon, Mewderator here! This team here was built with my good friend, Josh. At first, it didn't perform as well as we hoped, mainly because of how prominent Mega Salamence was in the tier. Once that sucker got quickbanned, we decided on testing on how the team performed in the post-Salamence era, and it did perform surprisingly better. Both Josh and I have reached around ~1500 with the team, and we started to struggle with a few threats to the team. But eventually, through better play, we managed to deal with a few threats, but not all.
This team is centralized around Mega Gallade, who can hit a large majority of OU for a great amount of damage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Pain Split
- Hydro Pump
Rotom-W was originally a tank added first in the Mega Salamence era to tank its ridiculous wallbreaking abilities. However, as Mega Salamence got banned, Rotom-W now serves as the main defensive wall of the team rather than a tank. Speed EVs ensure Rotom-W lands a Will-O-Wisp on Jolly Azumarill before any Belly Drum antics begin to happen. The rest of the moves are pretty standard - Hydro Pump is the main STAB of the set, while Volt Switch cores extremely well in the team, forming a VoltTurn core with Landorus-T. Landorus-T's Intimidate can further facilitate Rotom-W's defensive capabilities. Volt Switch is also useful in the sense that Rotom-W can safely get in a team member without status, And Pain Split will generally recover health, as Rotom-W's base HP stat is piss poor.
Heatran (F) @ Power Herb
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Taunt
This Heatran set has been working as an excellent lure in the metagame. As soon as Heatran enters the battle, most players, expecting an offensive set with Fire Blast, or the standard Specially Defensive Heatran, would send out their Water type as a response. Often times, switching into this specific Heatran set is devestating - Power Herb allows SolarBeam to skip charging, and hit directly on the opponent, generally costing them their Water type. Often times, the Water types that are hit with SolarBeam are Rotom-W and Slowbro. Getting rid of those two Pokemon allows Landorus-T and Gallade to roam much more freely. Mega Slowbro is checked by this set as well - Magma Storm traps it, Taunt prevents it from Calm Minding, and finally, SolarBeam to land the final blow. The residual damage buff that Magma Storm received in XY really helps in wearing down opponents - for example, the combination of Magma Storm and Taunt alone has been capable of defeating Chanseys and Blisseys. Earth Power is reserved for opposing Heatran, who wall this set.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Earthquake
- Stone Edge
Landorus-T is one of the most used Scarfers in the tier. Landorus has an excellent combination of both offense and defense, thanks to Intimidate. Having access to Intimidate and U-turn definitely helps, as Landorus can easily pivot switch into other members of the team if needed. Those two aspects of Landorus-T also help Rotom-W on its job as a Defensive wall. Landorus-T's good typing also compliments Rotom's fairly well, as well as taking various attacks that the rest of the team doesn't approve of. EVs are standard for a Scafer. Landorus-T's access to EdgeQuake provides great neutral coverage throughout the tier. Superpower is used over Knock Off because a few of our other teams already have that utility, and it provides us with a reliable move to hit Air Balloon Heatran and Excadrill with, as well as OHKOing Tyranitar and giving the ability to take down Mega Gyarados with only a little bit of prior damage.
Greninja (F) @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Ice Beam
- Gunk Shot
- Hydro Pump
Greninja is one of the premium offensive threats in this metagame, and added for that exact reason. Nothing in the tier can safely switch into Greninja, with the advent of Gunk Shot allowing it to break Azumarill and Clefable much more easily. With walls like Rotom-W and Chansey out of the way (courtesy of Heatran), Greninja can easily clean up most teams. The set is more or less standard, with Hydro Pump + Ice Beam as basically oblitigary moves, Dark Pulse to hit things like Mew and Gunk Shot in order to take down fairies who could otherwise wall pretty comfortably. Standard EVs.
Expert Belt is used over Life Orb due to Greninja's absolutely amazing SE coverage, and also gives the ability to bluff other items (Choice Scarf was recently popular until MegaMence was banned, etc.), as well as prevent recoil damage which can be pretty important in some tight situations.
Gallade-Mega (M) @ Galladite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Ice Punch
The mega of the team, with base 165 Attack, and excellent coverage, preventing a large majority of the tier from switching in comfortably or safely. Close Combat and Zen Headbutt are STABs, hitting anything unresisted in the tier for absolutely massive damage. Zen Headbutt is chosen over Psycho Cut for the power (Also, Knock Off + Zen Headbutt combination normally OHKOs Conk, unlike with Psycho Cut). The flinch chance is also nice. Knock Off is a pretty safe spammable move against Ghost types, and Ice Punch is finally there to hit Flying types, especially Landorus-T and Gliscor as well as Dragon types like Dragonite and Garchomp. Full Attack and Speed EVs with a Jolly nature to speed tie with other base 110s like Gengar and Lati@s.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Defog
- Soft-Boiled
- Taunt
- Knock Off
Mew is the final member of the team, and added for the need of a half decent special wall. The EVs are just standard specially defensive EVs with 252/252. Originally, it ran 252 HP / 104 SpD / 152 Spe, but after realising without Will-O-Wisp, there was no point with the speed, the EVs were changed accordingly.
Defog is there for hazard control, Soft-Boiled for healing, Taunt in order to stand a chance against Mega Slowbro and Knock Off as the general, spammable offence that removes items.
Originally, Will-O-Wisp was ran instead of Defog, but after realising that the team lacked any method to control hazards (admittedly, it isn't particularly weak to hazards anyway, but it's nice), and Rotom can generally control most physical attackers with its Will-O-Wisp anyway. Admittedly, burn damage is lost then, but nevertheless, Mew remains a ridiculously annoying Pokemon to break through for many Pokemon and teams.
Threat List:
This team is centralized around Mega Gallade, who can hit a large majority of OU for a great amount of damage.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Pain Split
- Hydro Pump
Rotom-W was originally a tank added first in the Mega Salamence era to tank its ridiculous wallbreaking abilities. However, as Mega Salamence got banned, Rotom-W now serves as the main defensive wall of the team rather than a tank. Speed EVs ensure Rotom-W lands a Will-O-Wisp on Jolly Azumarill before any Belly Drum antics begin to happen. The rest of the moves are pretty standard - Hydro Pump is the main STAB of the set, while Volt Switch cores extremely well in the team, forming a VoltTurn core with Landorus-T. Landorus-T's Intimidate can further facilitate Rotom-W's defensive capabilities. Volt Switch is also useful in the sense that Rotom-W can safely get in a team member without status, And Pain Split will generally recover health, as Rotom-W's base HP stat is piss poor.

Heatran (F) @ Power Herb
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Taunt
This Heatran set has been working as an excellent lure in the metagame. As soon as Heatran enters the battle, most players, expecting an offensive set with Fire Blast, or the standard Specially Defensive Heatran, would send out their Water type as a response. Often times, switching into this specific Heatran set is devestating - Power Herb allows SolarBeam to skip charging, and hit directly on the opponent, generally costing them their Water type. Often times, the Water types that are hit with SolarBeam are Rotom-W and Slowbro. Getting rid of those two Pokemon allows Landorus-T and Gallade to roam much more freely. Mega Slowbro is checked by this set as well - Magma Storm traps it, Taunt prevents it from Calm Minding, and finally, SolarBeam to land the final blow. The residual damage buff that Magma Storm received in XY really helps in wearing down opponents - for example, the combination of Magma Storm and Taunt alone has been capable of defeating Chanseys and Blisseys. Earth Power is reserved for opposing Heatran, who wall this set.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Earthquake
- Stone Edge
Landorus-T is one of the most used Scarfers in the tier. Landorus has an excellent combination of both offense and defense, thanks to Intimidate. Having access to Intimidate and U-turn definitely helps, as Landorus can easily pivot switch into other members of the team if needed. Those two aspects of Landorus-T also help Rotom-W on its job as a Defensive wall. Landorus-T's good typing also compliments Rotom's fairly well, as well as taking various attacks that the rest of the team doesn't approve of. EVs are standard for a Scafer. Landorus-T's access to EdgeQuake provides great neutral coverage throughout the tier. Superpower is used over Knock Off because a few of our other teams already have that utility, and it provides us with a reliable move to hit Air Balloon Heatran and Excadrill with, as well as OHKOing Tyranitar and giving the ability to take down Mega Gyarados with only a little bit of prior damage.

Greninja (F) @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Ice Beam
- Gunk Shot
- Hydro Pump
Greninja is one of the premium offensive threats in this metagame, and added for that exact reason. Nothing in the tier can safely switch into Greninja, with the advent of Gunk Shot allowing it to break Azumarill and Clefable much more easily. With walls like Rotom-W and Chansey out of the way (courtesy of Heatran), Greninja can easily clean up most teams. The set is more or less standard, with Hydro Pump + Ice Beam as basically oblitigary moves, Dark Pulse to hit things like Mew and Gunk Shot in order to take down fairies who could otherwise wall pretty comfortably. Standard EVs.
Expert Belt is used over Life Orb due to Greninja's absolutely amazing SE coverage, and also gives the ability to bluff other items (Choice Scarf was recently popular until MegaMence was banned, etc.), as well as prevent recoil damage which can be pretty important in some tight situations.

Gallade-Mega (M) @ Galladite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Ice Punch
The mega of the team, with base 165 Attack, and excellent coverage, preventing a large majority of the tier from switching in comfortably or safely. Close Combat and Zen Headbutt are STABs, hitting anything unresisted in the tier for absolutely massive damage. Zen Headbutt is chosen over Psycho Cut for the power (Also, Knock Off + Zen Headbutt combination normally OHKOs Conk, unlike with Psycho Cut). The flinch chance is also nice. Knock Off is a pretty safe spammable move against Ghost types, and Ice Punch is finally there to hit Flying types, especially Landorus-T and Gliscor as well as Dragon types like Dragonite and Garchomp. Full Attack and Speed EVs with a Jolly nature to speed tie with other base 110s like Gengar and Lati@s.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Defog
- Soft-Boiled
- Taunt
- Knock Off
Mew is the final member of the team, and added for the need of a half decent special wall. The EVs are just standard specially defensive EVs with 252/252. Originally, it ran 252 HP / 104 SpD / 152 Spe, but after realising without Will-O-Wisp, there was no point with the speed, the EVs were changed accordingly.
Defog is there for hazard control, Soft-Boiled for healing, Taunt in order to stand a chance against Mega Slowbro and Knock Off as the general, spammable offence that removes items.
Originally, Will-O-Wisp was ran instead of Defog, but after realising that the team lacked any method to control hazards (admittedly, it isn't particularly weak to hazards anyway, but it's nice), and Rotom can generally control most physical attackers with its Will-O-Wisp anyway. Admittedly, burn damage is lost then, but nevertheless, Mew remains a ridiculously annoying Pokemon to break through for many Pokemon and teams.
Threat List:

Mega Sableye is currently the largest threat on this team. Due to Magic Bounce, Rotom-W, Mew, and Heatran can't stop it from setting up, and we currently have no Fairy moves on the team as well. One change could be from Mew to Sylveon, of course, but Mew's good all-around bulk, hazard control so our VoltTurnes can pivot more frequently, and access to Knock Off can be a but hard to pass up.
Dealing with it often relies on say, switching into Heatran on the Will-O-Wisp and Magma Storming it. However, due to Magma Storm's low PP, as well as it's rather shaky accuracy, some Sableye can escape alive. Greninja also hits it pretty hard, and more specially defensive variants can't switch into Landorus, but apart from that, it has a field day with the team.
Greninja is also a big threat, like it is to most teams honestly. The amazing coverage and essential STAB on every move makes it difficult to find alot of openings to switch, with Rotom-W being the best immediete switch, and Landorus-T being an effective revenge killer against it. Otherwise, a roll of the die is required in the speed tie with the team's own Greninja.
Dealing with it often relies on say, switching into Heatran on the Will-O-Wisp and Magma Storming it. However, due to Magma Storm's low PP, as well as it's rather shaky accuracy, some Sableye can escape alive. Greninja also hits it pretty hard, and more specially defensive variants can't switch into Landorus, but apart from that, it has a field day with the team.

Greninja is also a big threat, like it is to most teams honestly. The amazing coverage and essential STAB on every move makes it difficult to find alot of openings to switch, with Rotom-W being the best immediete switch, and Landorus-T being an effective revenge killer against it. Otherwise, a roll of the die is required in the speed tie with the team's own Greninja.