Some teams have ubers and some dont on in game 6v6 wifi battles so anything can happen and I think this team is ready for it all.
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 192 Def / 64 SpD
Impish Nature
IVs: 0 Atk
- Spikes
- Light Screen
- Reflect
- Thunder Wave
Just here to set up screens if I can, lay out spikes against non hard hitting stuff to break sashes and do more damage, also great to paralyze stuff to set up on.
I usually like to set up the most needed screen at the time based on the opponents team and save this guy for later if things get out of control. Obvious problems are being unable to damage anything, taunt, defoggers, court change is also annoying but I can set up another reflect and die and deal with that later on.
Necrozma-Dusk-Mane @ Shuca Berry
Ability: Prism Armor
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Photon Geyser
- Sunsteel Strike
One of my main targets to pass to, shuca berry is there mostly because Ditto is such an obvious problem to what this teams purpose is so even if i have 3 or 4 attk boosts I can survive then defeat the ditto and go on to win. I tried imprison before instead of dragon dance but its pretty pointless on wifi since they can just dynamax and attack me anyway. Ddance is also good if mew died or if i need to lead with necrozma and set myself up. I did try solgaleo over this with an occa berry and it was pretty good to hit corvinight/skarmory with flare blitz but I think i like necrozma better.
Mew @ Weakness Policy
Ability: Synchronize
EVs: 252 HP / 104 Def / 72 SpD / 80 Spe
Impish Nature
- Baton Pass
- Psychic Fangs
- Taunt
- Dragon Dance
The heart of this team, I tried many things with mew but I feel this is the perfect set up here. Ddance up, taunt stuff that could ruin the set up. Weakness policy is amazing because they usually try to knock off or even better a weak uturn sets it off and when it activates alot of times opponents give up. Psychic fangs is great for breaking their screens like if cinderace uses court change and to 1hko marshadow after one dd, speed is set to outspeed a jolly one.
Dracovish @ Mystic Water
Ability: Water Absorb
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Fishious Rend
- Substitute
- Psychic Fangs
- Outrage
Another great target to pass to if ditto isnt around unless i feel i can stay safe behind a sub. This set hits so hard and surprises alot of things like toxapex which gets completely walled unless it has baneful bunker and i attack it. Most people feel i will lead with klefki and i usually do but if they have some slow bulky stuff on their team like ttar,hatterene, or hippowdon ill lead with draco to catch them by surprise and they have no choice to give something up.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Iron Defense
- Calm Mind
- Stored Power
This thing has saved me so many times, can set up on my own or even better with screens up and if mew passes some boosts if needed. If ditto does come in on me I can try to take it on and if I lose I can still outspeed with marshadow and steal my boosts back if its not scarfed, if so Ill have to try and paralyze with klefki if its still around.
Marshadow @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shadow Sneak
- Spectral Thief
- Bulk Up
- Drain Punch
I had ditto on the team before this and ditto is great but many times could just end up being useless especially if another ditto gets in first to cause me problems. If I pass to this guy from mew with screens up I can take a light hit and continue to bulk up and drain punch back to full health to keep my sash going. Had many sweeps with just marshadow.
Ive had most success online with this team, some major problems were dark types especially urshifu before I added magearna. I could go up against the worst team in the world but if they have ditto it could cause me major problems. So there it is, what do you think? anything you guys would add or change? thank you
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 192 Def / 64 SpD
Impish Nature
IVs: 0 Atk
- Spikes
- Light Screen
- Reflect
- Thunder Wave
Just here to set up screens if I can, lay out spikes against non hard hitting stuff to break sashes and do more damage, also great to paralyze stuff to set up on.
I usually like to set up the most needed screen at the time based on the opponents team and save this guy for later if things get out of control. Obvious problems are being unable to damage anything, taunt, defoggers, court change is also annoying but I can set up another reflect and die and deal with that later on.
Necrozma-Dusk-Mane @ Shuca Berry
Ability: Prism Armor
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Photon Geyser
- Sunsteel Strike
One of my main targets to pass to, shuca berry is there mostly because Ditto is such an obvious problem to what this teams purpose is so even if i have 3 or 4 attk boosts I can survive then defeat the ditto and go on to win. I tried imprison before instead of dragon dance but its pretty pointless on wifi since they can just dynamax and attack me anyway. Ddance is also good if mew died or if i need to lead with necrozma and set myself up. I did try solgaleo over this with an occa berry and it was pretty good to hit corvinight/skarmory with flare blitz but I think i like necrozma better.
Mew @ Weakness Policy
Ability: Synchronize
EVs: 252 HP / 104 Def / 72 SpD / 80 Spe
Impish Nature
- Baton Pass
- Psychic Fangs
- Taunt
- Dragon Dance
The heart of this team, I tried many things with mew but I feel this is the perfect set up here. Ddance up, taunt stuff that could ruin the set up. Weakness policy is amazing because they usually try to knock off or even better a weak uturn sets it off and when it activates alot of times opponents give up. Psychic fangs is great for breaking their screens like if cinderace uses court change and to 1hko marshadow after one dd, speed is set to outspeed a jolly one.
Dracovish @ Mystic Water
Ability: Water Absorb
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Fishious Rend
- Substitute
- Psychic Fangs
- Outrage
Another great target to pass to if ditto isnt around unless i feel i can stay safe behind a sub. This set hits so hard and surprises alot of things like toxapex which gets completely walled unless it has baneful bunker and i attack it. Most people feel i will lead with klefki and i usually do but if they have some slow bulky stuff on their team like ttar,hatterene, or hippowdon ill lead with draco to catch them by surprise and they have no choice to give something up.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Iron Defense
- Calm Mind
- Stored Power
This thing has saved me so many times, can set up on my own or even better with screens up and if mew passes some boosts if needed. If ditto does come in on me I can try to take it on and if I lose I can still outspeed with marshadow and steal my boosts back if its not scarfed, if so Ill have to try and paralyze with klefki if its still around.
Marshadow @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shadow Sneak
- Spectral Thief
- Bulk Up
- Drain Punch
I had ditto on the team before this and ditto is great but many times could just end up being useless especially if another ditto gets in first to cause me problems. If I pass to this guy from mew with screens up I can take a light hit and continue to bulk up and drain punch back to full health to keep my sash going. Had many sweeps with just marshadow.
Ive had most success online with this team, some major problems were dark types especially urshifu before I added magearna. I could go up against the worst team in the world but if they have ditto it could cause me major problems. So there it is, what do you think? anything you guys would add or change? thank you