So needed a new team, and have been working with alot lately. I finally found something I really wanted to work on, a latiape core. It was a hard thing to do, but I think I got it. Been testing for awhile, and think its ready for some rating.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/192 Spd/64 SAtk
Naive nature (+Spd, -SDef)
- U-turn
- Close Combat
- Overheat
- Mach Punch
I was originally planning to use physical mixape. Then I needed to contemplate a lead. At first I was thinking swampert, being the standard lead it is. I will be honest, never liked pert lead. So my team was full and had good synergy (I think). So then I thought of having ape be the lead, and kinda scout shit. So with ape making people think its just standard, I turn out of most leads, and if they switch, I get advantage, if they don't, I know rocks are comming and goto a suitable way to deal with them. Otherwise, its really just physical mixape in a lead spot. U-Turn for the glue of the set, CC for STAB, Overheat to hit physical walls, mach punch for nice priority, plus helps deal with T-Tar.
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Thunderbolt
- Surf
- Trick
Part two of the core. So originally I was using a bait latias, which wasn't doing so hot. I decided then to fallback on my favorite traditional scarf latias, which has done a much better job for me. It helps revenge kill then cripple walls with trick. Draco Meteor for STAB, T-Bolt for waters, surf for rocks, fires, grounds, etc.
Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Pain Split
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Next, since I had the latiape core in place, I needed to see what checked it. One thing I forsaw was scizor and agiligross. Both could easily take ape (scizor can only when weak) and latias. Rotom seemed a fine solution to both. Unlike most people however, I do not really care for sleep talking, and pain split has been very sound for recovery as I have used it. So wisp for crippling physical stuff and damage, t-bolt for STAB and waters, shadow ball for STAB and ghosts/psychics.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/6 SAtk
Relaxed nature (+Def, -Spd)
- Ice Beam
- Earthquake
- Roar
- Stealth Rock
So originally, I needed a lead. I was thinking swampert didn't add any weaknesses, and actually covered up a few problems. Then after much deliberation, I switched ape to the lead spot. So basically once I turn out with ape, if I deem it safe, this comes out and lays the rocks. Otherwise I can usually find oppurtune moments later in the game and they will still play a roll. So Ice Beam for dragons, EQ for STAB, roar because phazing is nice.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Iron Head
- Ice Punch
- U-turn
One thing that I knew would work well with latias is a jirachi. They are actually fairly good scarf partners, and can help with scizor and lucario after ape is gone. It also provides an extra check for dragons once latias is gone. So fire punch for steels, Iron Head for STAB and flinch, Ice Punch for dragons, and u-turn helps scout.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/242 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Earthquake
- Fire Blast
- Roost
Finally, I just needed another poke. I kinda wanted to include a strong special attacker. I started to look, then I just decided to throw mence in, which even with the extra dragon weakness, it works really great with my team. Since ape can be a bit successfull with preventing rocks going up, mence can have an easy time coming in and destroying. Draco Meteor for STAB, and its the butter of the set, Fire Blast takes care of steels, EQ for tran and rocks and w/e, I opted for roost over outrage because of previous success with roosting mixmence.
So yea, thats it. Thanks for looking through and please leave a good rate =P.

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/192 Spd/64 SAtk
Naive nature (+Spd, -SDef)
- U-turn
- Close Combat
- Overheat
- Mach Punch
I was originally planning to use physical mixape. Then I needed to contemplate a lead. At first I was thinking swampert, being the standard lead it is. I will be honest, never liked pert lead. So my team was full and had good synergy (I think). So then I thought of having ape be the lead, and kinda scout shit. So with ape making people think its just standard, I turn out of most leads, and if they switch, I get advantage, if they don't, I know rocks are comming and goto a suitable way to deal with them. Otherwise, its really just physical mixape in a lead spot. U-Turn for the glue of the set, CC for STAB, Overheat to hit physical walls, mach punch for nice priority, plus helps deal with T-Tar.

Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Thunderbolt
- Surf
- Trick
Part two of the core. So originally I was using a bait latias, which wasn't doing so hot. I decided then to fallback on my favorite traditional scarf latias, which has done a much better job for me. It helps revenge kill then cripple walls with trick. Draco Meteor for STAB, T-Bolt for waters, surf for rocks, fires, grounds, etc.

Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Pain Split
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Next, since I had the latiape core in place, I needed to see what checked it. One thing I forsaw was scizor and agiligross. Both could easily take ape (scizor can only when weak) and latias. Rotom seemed a fine solution to both. Unlike most people however, I do not really care for sleep talking, and pain split has been very sound for recovery as I have used it. So wisp for crippling physical stuff and damage, t-bolt for STAB and waters, shadow ball for STAB and ghosts/psychics.

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/6 SAtk
Relaxed nature (+Def, -Spd)
- Ice Beam
- Earthquake
- Roar
- Stealth Rock
So originally, I needed a lead. I was thinking swampert didn't add any weaknesses, and actually covered up a few problems. Then after much deliberation, I switched ape to the lead spot. So basically once I turn out with ape, if I deem it safe, this comes out and lays the rocks. Otherwise I can usually find oppurtune moments later in the game and they will still play a roll. So Ice Beam for dragons, EQ for STAB, roar because phazing is nice.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Iron Head
- Ice Punch
- U-turn
One thing that I knew would work well with latias is a jirachi. They are actually fairly good scarf partners, and can help with scizor and lucario after ape is gone. It also provides an extra check for dragons once latias is gone. So fire punch for steels, Iron Head for STAB and flinch, Ice Punch for dragons, and u-turn helps scout.

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/242 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Earthquake
- Fire Blast
- Roost
Finally, I just needed another poke. I kinda wanted to include a strong special attacker. I started to look, then I just decided to throw mence in, which even with the extra dragon weakness, it works really great with my team. Since ape can be a bit successfull with preventing rocks going up, mence can have an easy time coming in and destroying. Draco Meteor for STAB, and its the butter of the set, Fire Blast takes care of steels, EQ for tran and rocks and w/e, I opted for roost over outrage because of previous success with roosting mixmence.
So yea, thats it. Thanks for looking through and please leave a good rate =P.