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Intro
My first post here so any tips / pointers and feedback on the team would be great! I'm Trip, you may have heard of me :p, and this is a team I've been using a lot recently! The team started off with me wanting to try out M-Scizor. Scizor is easily one of my favorite megas to use in the OU tier mainly because it does a ton of work against most teams it comes up against. There are a few counters and checks to it, but the rest of the team handles most of them. In general, this team is a way to ladder up, though I feel it can perform well high in the ladder if you can predict right. Highest I've been with this team is low 1600's as I don't play too often. This team is incredibly fun to use because of a certain HEAT set combined with power! There are a few things I tried out and could be swapped out, depending on the way you want to play the team, and I'll go over them as we reach the specific pokes!
An In-Depth Look
Scizor-Mega @
| Technician
Adamant | 252 Atk / 4 Def / 252 Speed
Roost
Swords Dance
U-turn / Bug Bite / Superpower
Bullet Punch
Here comes what the team is built around, M-Scizor. This monster sits at a base 150 attack stat and combined with Technician can really pack a punch (of the bullet variety)! Puns aside, this mega rips apart many teams after the one or two checks the team has is down. The set is very simple: Roost for longevity, Swords Dance for sweeping potential, U-turn for initiative, and probably the most important move is Bullet Punch for a priority steel type move boosted by Technician. The U-turn slot is very switchable. I have tried out both Bug Bite and Superpower, both do well. It's really just up to personal choice. I do however recommend either U-Turn or Superpower. This is the late game sweeper of the team! Weaken it's checks / counters with the other team members and Sciz just wins. I do occasionally use Sciz as an early game wall breaker if Sciz doesn't match up too well vs the opponent's team. Not all the speed investment is necessary though enough speed to out speed adamant Bisharp (216 ev's for adamant Sciz) is always nice.
Dragonite @
| Multiscale
Adamant | 216 HP / 64 Atk / 228 Sp Def
Roost
Extreme Speed
Fire Punch / Earthquake / Dragon Dance
Dragon Claw
Next up is Dragonite. This guy pairs up really well with Scizor by covering each other's weaknesses pretty well. This set is designed to catch the opponent off guard since most people expect a Dragon Dance Dragonite. This is not that. The bulk investment allows Dragonite to take many hits that it usually wouldn't otherwise take such as being able to deal with Char-Y comfortably. Combined with the ability Multiscale, it is very hard to ohko Dragonite from full barring an Ice Punch or Icicle Crash. This Dragonite can take a Draco Meteor (at full) from a Lati@s and ohko it back with a Dragon Claw (after a lo hit for Latias). Extreme Speed is used to pick off pokes that are really low and can also help to bluff a banded variant if at full hp. Fire Punch is really good to hit opposing M-Scizor and also hit Ferrothorn with a 4x super-effective hit. Fire Punch is a garunteed 2hko on both with a slight chance to ohko an offensive variant of M-Sciz (Fire Punch + Extreme Speed take it out barring double min rolls). Earthquake could also be used over Fire Punch to hit Heatran 4x effectively as this set is otherwise walled by Heatran. Dragon Dance can also be used to set up and put a lot of pressure on your opponent. I feel as though the rest of the team can deal with Heatran well enough, but it's all preference. Roost is for longevity since this monster can put in a good amount of work against most teams.
Calcs:
252 SpA Life Orb Latios Draco Meteor vs. 216 HP / 228 SpD Multiscale Dragonite: 222-263 (58.8 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
64+ Atk Dragonite Dragon Claw vs. 72 HP / 0 Def Latias: 282-332 (88.4 - 104%) -- 25% chance to OHKO
64+ Atk Dragonite Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
64+ Atk Dragonite Fire Punch vs. 0 HP / 0 Def Mega Scizor: 244-288 (86.8 - 102.4%) -- 12.5% chance to OHKO
Heatran @
| Flash Fire
Timid | 112 HP / 140 Sp Atk / 4 Sp Def / 252 Speed
Solar Beam
Earth Power
Flash Cannon
Lava Plume / Magma Storm
Next up to the bat is Heatran. Heatran pairs up extremely well with M-Scizor and Dragonite. They can cover each other's weaknesses very well barring Stone Edge. And this Heatran set is fire. Nothing else to say. But in all seriousness, I came up against this set on the ladder and fell in love with it! Solar Beam combined with the Power Herb makes it a one turn move (no added turn to charge). It does a ton of damage to Manaphy as well as grabbing a few surprise ko's onto Rotom-W, banded Azumarill and even Starmie after rocks or burn damage from a Lava Plume. Earth Power is used mainly to hit opposing Heatran really hard that we out speed because of the max speed investment. Hidden Power Ice could also be used over Earth Power to hit Garchomp, Lando-T, and Dragonite on a predicted Stealth Rock or Dragon Dance. Flash Cannon is used to hit Fairy types really hard, even 2hko's Clef on the switch in. Lava Plume is used to pass around burn and to ohko opposing Scizor and Ferrothorn. Magma Storm could be used over it to trap a poke but missing is always a pain so I don't recommend it. Taunt is also viable but I feel the other offensive moves help more, but it's up to you! Heatran puts on more pressure for opposing Rotom-W, one of the Scizor counters. The bulk investment allows Heatran to take super effective hits much better such as a Scald or Aqua Jet.
Calcs:
140 SpA Heatran Solar Beam vs. 248 HP / 8 SpD Rotom-W: 226-268 (74.5 - 88.4%) -- guaranteed 2HKO after Leftovers recovery
140 SpA Heatran Solar Beam vs. 172 HP / 0 SpD Azumarill: 292-344 (76 - 89.5%) -- guaranteed 2HKO
140 SpA Heatran Solar Beam vs. 248 HP / 16 SpD Starmie: 272-320 (84.2 - 99%) -- guaranteed 2HKO after Leftovers recovery
Starmie @
| Natural Cure
Timid | 248 HP / 8 Sp Def / 252 Speed
Recover
Rapid Spin
Thunder Wave / Psyshock / Ice Beam
Scald
Next up to the plate is Starmie. Starmie is the spinner of the team. It also pairs up well with the other members of the team plus adding the almighty Scald to the team. Scald can pass around burns very easily as it's one of the most broken moves in the game. Recover is used to preserve this member as keeping the Rapid Spin to remove hazards is always great. Thunder Wave is great to cripple pokes such as Magic Guard Clefable, Keldeo, Bisharp, Torn-T, Serperior, Lati@s, etc. Psyshock or Ice Beam can also be used depending on what you want to hit. Starmie is the usual switch in to opposing fire types such as Heatran. Natural Cure is opted over Analytic since this Starmie is used as a bulk factor more so than an offensive threat.
Clefable @
| Unaware
Bold | 248 HP / 252 Def / 8 Sp Def
Moonlight / Wish
Stealth Rock
Heal Bell / Thunder Wave
Moonblast
Nearing the end we have the Fairy of the team, Clefable. This Clefable is the cleric of the team and also the rocker. It stops Dragon types from running through the team while also being a great switch in to Lati@s. The Unaware is great to stop set up pokes on opposing teams such as Char-X, M-Altaria, Gyarados, and Belly Drum Azumarill. I prefer Moonlight over Wish on Unaware Clef because Moonlight is immediate recovery (though it has only 8 pp) while Wish takes an extra turn to get the hp back and can easily be predicted around. Wish alternatively can be used to pass hp into other members on the team. Stealth Rock is a great hazard move that allows for chip damage and stops constant switches while also pressuring the opponent to try and spin or defog them away. Heal Bell is great to remove any status such as burns or para's on the other members. Flamethrower could be used over this to hit Ferrothorn and M-Sciz hard but there is already plenty of coverage throughout the team to threaten those two. If you run Flamethrower on Clef I recommend Earthquake or Dragon Dance on Dragonite over the Fire Punch. Thunder Wave can also be used over Heal Bell to stop Char-X from setting up on Clef's face (as noted by yuruuu). Moonblast is a definite move for Clef as it's the important Fairy coverage that teams need to hit opposing Dragon types. Nothing else to add to Clef other than this is a very important poke on the team if facing hyper offense.
Manaphy @
| Hydration
Modest | 56 HP / 252 Sp Atk / 4 Sp Def / 196 Speed
Tail Glow
Psychic / Ice Beam
Energy Ball
Scald
To round up the team we have Manaphy. This spot was originally given to Ferrothorn then to Weavile and finally made it's way to Manaphy. Both hazard stacking with Ferrothorn and instant offense with a Life Orb Weavile work very well on this spot but stall seemed to be a huge issue for the team so I added in Manaphy with Tail Glow, the perfect way to beat stall. Tail Glow gives Manaphy an instant +3 Sp Atk which allows Manaphy to completely tear through teams and break down the M-Scizor checks or counters a team may have. Psychic is great to hit Keldeo but mostly for M-Venusaur. Ice Beam is great to hit Lati@s, M-Altaria, and other dragon / grass types. Energy Ball is great for opposing water types such as Starmie, Manaphy, and stall teams with Alomomola. Scald or Surf is a necessity for a strong stab. Scald is good for burns while Surf has better damage. The choice is up to you! Knock Off could also be used to get rid of a Chansey Eviolite and other items but I haven't played around with it much. Manaphy is best when used early game with Tail Glow for maximum wall breaking potential.
Threats
Manaphy:
After a Tail Glow, with the right coverage, this little guy is a huge threat to most of the team.
Kyurem-Black:
With the right coverage, this monster is a threat to almost every team. M-Scizor does check Kyurem somewhat, but it's still a huge threat that you shouldn't sleep on.
Electric Types:
With no electric immunity on the team, fast electric types with HP Ice are very threatening! Even though Heatran can take a few hits and Dragonite can take an HP Ice somewhat well and hit back hard. They still need to be played around.
M-Sceptile:
Haven't had the privilege of facing this monster myself! But based on calcs, this guy can put in a lot of work against the team. Dragonite can switch in on a Timid Dragon Pulse and possibly take another after Multiscale, however. But it's probably better to bait another Dragon Pulse and switch in to Clef. That's about the best switch in to M-Sceptile this team has.
Stone Edge:
There are no resists to Stone Edge on the team, though every member can take at least one Stone Edge. It's just something worth noting.
Conclusion
This is a VERY fun team to use and it performs really well in my past experiences. Again. Weavile or Ferrothorn can be used over Manaphy if you'd like. Also, Clef can be replaced for a rocker of your choice if you prefer a more offensive rocker such as Excadrill or Gliscor which would also add an Electric immunity to the team. It may seem like there are many threats to the team, but most teams don't carry two of these so odds are you'll only have to face one which can be dealt with. Hazards help out so much against the threats to the team and also against other pokes. This took me 3 and a half hours to make so I really hope you guys enjoy the team! Let me know your thoughts on the team after trying it out a few times! And lastly thank you for taking the time to read this, I really hope you like what you read. I'll see ya next time! :]
Click on this message for the Pastebin link to the team!






Intro
My first post here so any tips / pointers and feedback on the team would be great! I'm Trip, you may have heard of me :p, and this is a team I've been using a lot recently! The team started off with me wanting to try out M-Scizor. Scizor is easily one of my favorite megas to use in the OU tier mainly because it does a ton of work against most teams it comes up against. There are a few counters and checks to it, but the rest of the team handles most of them. In general, this team is a way to ladder up, though I feel it can perform well high in the ladder if you can predict right. Highest I've been with this team is low 1600's as I don't play too often. This team is incredibly fun to use because of a certain HEAT set combined with power! There are a few things I tried out and could be swapped out, depending on the way you want to play the team, and I'll go over them as we reach the specific pokes!
An In-Depth Look

Scizor-Mega @

Adamant | 252 Atk / 4 Def / 252 Speed
Roost
Swords Dance
U-turn / Bug Bite / Superpower
Bullet Punch
Here comes what the team is built around, M-Scizor. This monster sits at a base 150 attack stat and combined with Technician can really pack a punch (of the bullet variety)! Puns aside, this mega rips apart many teams after the one or two checks the team has is down. The set is very simple: Roost for longevity, Swords Dance for sweeping potential, U-turn for initiative, and probably the most important move is Bullet Punch for a priority steel type move boosted by Technician. The U-turn slot is very switchable. I have tried out both Bug Bite and Superpower, both do well. It's really just up to personal choice. I do however recommend either U-Turn or Superpower. This is the late game sweeper of the team! Weaken it's checks / counters with the other team members and Sciz just wins. I do occasionally use Sciz as an early game wall breaker if Sciz doesn't match up too well vs the opponent's team. Not all the speed investment is necessary though enough speed to out speed adamant Bisharp (216 ev's for adamant Sciz) is always nice.

Dragonite @

Adamant | 216 HP / 64 Atk / 228 Sp Def
Roost
Extreme Speed
Fire Punch / Earthquake / Dragon Dance
Dragon Claw
Next up is Dragonite. This guy pairs up really well with Scizor by covering each other's weaknesses pretty well. This set is designed to catch the opponent off guard since most people expect a Dragon Dance Dragonite. This is not that. The bulk investment allows Dragonite to take many hits that it usually wouldn't otherwise take such as being able to deal with Char-Y comfortably. Combined with the ability Multiscale, it is very hard to ohko Dragonite from full barring an Ice Punch or Icicle Crash. This Dragonite can take a Draco Meteor (at full) from a Lati@s and ohko it back with a Dragon Claw (after a lo hit for Latias). Extreme Speed is used to pick off pokes that are really low and can also help to bluff a banded variant if at full hp. Fire Punch is really good to hit opposing M-Scizor and also hit Ferrothorn with a 4x super-effective hit. Fire Punch is a garunteed 2hko on both with a slight chance to ohko an offensive variant of M-Sciz (Fire Punch + Extreme Speed take it out barring double min rolls). Earthquake could also be used over Fire Punch to hit Heatran 4x effectively as this set is otherwise walled by Heatran. Dragon Dance can also be used to set up and put a lot of pressure on your opponent. I feel as though the rest of the team can deal with Heatran well enough, but it's all preference. Roost is for longevity since this monster can put in a good amount of work against most teams.
Calcs:
252 SpA Life Orb Latios Draco Meteor vs. 216 HP / 228 SpD Multiscale Dragonite: 222-263 (58.8 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
64+ Atk Dragonite Dragon Claw vs. 72 HP / 0 Def Latias: 282-332 (88.4 - 104%) -- 25% chance to OHKO
64+ Atk Dragonite Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
64+ Atk Dragonite Fire Punch vs. 0 HP / 0 Def Mega Scizor: 244-288 (86.8 - 102.4%) -- 12.5% chance to OHKO
Heatran @

Timid | 112 HP / 140 Sp Atk / 4 Sp Def / 252 Speed
Solar Beam
Earth Power
Flash Cannon
Lava Plume / Magma Storm
Next up to the bat is Heatran. Heatran pairs up extremely well with M-Scizor and Dragonite. They can cover each other's weaknesses very well barring Stone Edge. And this Heatran set is fire. Nothing else to say. But in all seriousness, I came up against this set on the ladder and fell in love with it! Solar Beam combined with the Power Herb makes it a one turn move (no added turn to charge). It does a ton of damage to Manaphy as well as grabbing a few surprise ko's onto Rotom-W, banded Azumarill and even Starmie after rocks or burn damage from a Lava Plume. Earth Power is used mainly to hit opposing Heatran really hard that we out speed because of the max speed investment. Hidden Power Ice could also be used over Earth Power to hit Garchomp, Lando-T, and Dragonite on a predicted Stealth Rock or Dragon Dance. Flash Cannon is used to hit Fairy types really hard, even 2hko's Clef on the switch in. Lava Plume is used to pass around burn and to ohko opposing Scizor and Ferrothorn. Magma Storm could be used over it to trap a poke but missing is always a pain so I don't recommend it. Taunt is also viable but I feel the other offensive moves help more, but it's up to you! Heatran puts on more pressure for opposing Rotom-W, one of the Scizor counters. The bulk investment allows Heatran to take super effective hits much better such as a Scald or Aqua Jet.
Calcs:
140 SpA Heatran Solar Beam vs. 248 HP / 8 SpD Rotom-W: 226-268 (74.5 - 88.4%) -- guaranteed 2HKO after Leftovers recovery
140 SpA Heatran Solar Beam vs. 172 HP / 0 SpD Azumarill: 292-344 (76 - 89.5%) -- guaranteed 2HKO
140 SpA Heatran Solar Beam vs. 248 HP / 16 SpD Starmie: 272-320 (84.2 - 99%) -- guaranteed 2HKO after Leftovers recovery

Starmie @

Timid | 248 HP / 8 Sp Def / 252 Speed
Recover
Rapid Spin
Thunder Wave / Psyshock / Ice Beam
Scald
Next up to the plate is Starmie. Starmie is the spinner of the team. It also pairs up well with the other members of the team plus adding the almighty Scald to the team. Scald can pass around burns very easily as it's one of the most broken moves in the game. Recover is used to preserve this member as keeping the Rapid Spin to remove hazards is always great. Thunder Wave is great to cripple pokes such as Magic Guard Clefable, Keldeo, Bisharp, Torn-T, Serperior, Lati@s, etc. Psyshock or Ice Beam can also be used depending on what you want to hit. Starmie is the usual switch in to opposing fire types such as Heatran. Natural Cure is opted over Analytic since this Starmie is used as a bulk factor more so than an offensive threat.

Clefable @

Bold | 248 HP / 252 Def / 8 Sp Def
Moonlight / Wish
Stealth Rock
Heal Bell / Thunder Wave
Moonblast
Nearing the end we have the Fairy of the team, Clefable. This Clefable is the cleric of the team and also the rocker. It stops Dragon types from running through the team while also being a great switch in to Lati@s. The Unaware is great to stop set up pokes on opposing teams such as Char-X, M-Altaria, Gyarados, and Belly Drum Azumarill. I prefer Moonlight over Wish on Unaware Clef because Moonlight is immediate recovery (though it has only 8 pp) while Wish takes an extra turn to get the hp back and can easily be predicted around. Wish alternatively can be used to pass hp into other members on the team. Stealth Rock is a great hazard move that allows for chip damage and stops constant switches while also pressuring the opponent to try and spin or defog them away. Heal Bell is great to remove any status such as burns or para's on the other members. Flamethrower could be used over this to hit Ferrothorn and M-Sciz hard but there is already plenty of coverage throughout the team to threaten those two. If you run Flamethrower on Clef I recommend Earthquake or Dragon Dance on Dragonite over the Fire Punch. Thunder Wave can also be used over Heal Bell to stop Char-X from setting up on Clef's face (as noted by yuruuu). Moonblast is a definite move for Clef as it's the important Fairy coverage that teams need to hit opposing Dragon types. Nothing else to add to Clef other than this is a very important poke on the team if facing hyper offense.

Manaphy @

Modest | 56 HP / 252 Sp Atk / 4 Sp Def / 196 Speed
Tail Glow
Psychic / Ice Beam
Energy Ball
Scald
To round up the team we have Manaphy. This spot was originally given to Ferrothorn then to Weavile and finally made it's way to Manaphy. Both hazard stacking with Ferrothorn and instant offense with a Life Orb Weavile work very well on this spot but stall seemed to be a huge issue for the team so I added in Manaphy with Tail Glow, the perfect way to beat stall. Tail Glow gives Manaphy an instant +3 Sp Atk which allows Manaphy to completely tear through teams and break down the M-Scizor checks or counters a team may have. Psychic is great to hit Keldeo but mostly for M-Venusaur. Ice Beam is great to hit Lati@s, M-Altaria, and other dragon / grass types. Energy Ball is great for opposing water types such as Starmie, Manaphy, and stall teams with Alomomola. Scald or Surf is a necessity for a strong stab. Scald is good for burns while Surf has better damage. The choice is up to you! Knock Off could also be used to get rid of a Chansey Eviolite and other items but I haven't played around with it much. Manaphy is best when used early game with Tail Glow for maximum wall breaking potential.
Threats
Manaphy:

After a Tail Glow, with the right coverage, this little guy is a huge threat to most of the team.
Kyurem-Black:

With the right coverage, this monster is a threat to almost every team. M-Scizor does check Kyurem somewhat, but it's still a huge threat that you shouldn't sleep on.
Electric Types:


With no electric immunity on the team, fast electric types with HP Ice are very threatening! Even though Heatran can take a few hits and Dragonite can take an HP Ice somewhat well and hit back hard. They still need to be played around.
M-Sceptile:

Haven't had the privilege of facing this monster myself! But based on calcs, this guy can put in a lot of work against the team. Dragonite can switch in on a Timid Dragon Pulse and possibly take another after Multiscale, however. But it's probably better to bait another Dragon Pulse and switch in to Clef. That's about the best switch in to M-Sceptile this team has.
Stone Edge:
There are no resists to Stone Edge on the team, though every member can take at least one Stone Edge. It's just something worth noting.
Conclusion
This is a VERY fun team to use and it performs really well in my past experiences. Again. Weavile or Ferrothorn can be used over Manaphy if you'd like. Also, Clef can be replaced for a rocker of your choice if you prefer a more offensive rocker such as Excadrill or Gliscor which would also add an Electric immunity to the team. It may seem like there are many threats to the team, but most teams don't carry two of these so odds are you'll only have to face one which can be dealt with. Hazards help out so much against the threats to the team and also against other pokes. This took me 3 and a half hours to make so I really hope you guys enjoy the team! Let me know your thoughts on the team after trying it out a few times! And lastly thank you for taking the time to read this, I really hope you like what you read. I'll see ya next time! :]
Click on this message for the Pastebin link to the team!
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