





Puns are fun, right?
Clever as all heck names aside, here's the skinny. The real meat of it. The greatest team ever made. It was a ton of fun to build, and it's even more fun to use. Sadly, even teams as amazing as this have flaws, some I might not be fully aware of. That's where you come in, hopefully. Thanks in advance.

Mienshao (M) @ Choice Band
Ability: Reckless
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Poison Jab
- Knock Off
This Mienshao right here is a tricky one for opponents, as they are probably expecting Scarf in place of Band. That's precisely why I chose it. With Reckless, Mienshao can spam HJK right out of the gate, as its role is primarily to rack up an early kill or two before being revenge killed by something that outspeeds. Aside from HJK, U-turn is used just as you'd expect it to be used on any other choice poke. Poison Jab hits unsuspecting Clef, which is always nice. Knock Off is also a pretty neat move for dealing with those pokes that rely on their items. For example, if a Gliscor switches in bc the opponent fears HJK, a Knock can remove his Toxic Orb before it activates.

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Manaphy is just an all around good poke. This particular Manaphy sacrifices speed, just like Mienshao. Unlike Mienshao, Manaphy gives up its speed for some helpful bulk. The ability to live those nasty attacks from the likes of Thundurus and Manectric is very nice, especially when the opponent isn't expecting Manaphy to survive. Tail Glow is used because it is Manaphy's best set up move, and the bulk it has helps give it a chance to get up one or even two Tail Glows, which help knock out semiwalls that the rest of the team has trouble with(mainly bulky Talon and things like that). If Tank Chomp is fainted, Manaphy is a handy last resort to deal with what Chomp typically handles on his own, namely Tran or Talon.

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Fire Blast
- Dragon Tail
- Stealth Rock
This is the basic Tank Chomp, I'm sure you've seen one just like it many times before. I chose it because I need rocks to help Manaphy and Mienshao, and also because Heatran likes to come in on Scizor. This will take Heatran's hits better than any other poke on the team. I won't waste time with an in-depth explanation of the set because it's pretty common.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
Life Orb Latios is my late game defogger, usually sent out after the wall breakers(Mienshao, Manaphy) are fainted, or don't need rocks to beat an already battered team. Latios also handles Mega Manectric, albeit at a price. Draco is its primary kill move, and Psyshock handles those spdef walls that are holding on with just a wee bit of health. Defog gets rid of rocks, which are annoying for some of my pokes, and roost is a form of reliable recovery.


Scizor (M) @ Scizorite
Ability: Technician
EVs: 252 Atk / 44 Def / 212 SpD
Adamant Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost
Scizor is my favorite mega, and he just happens to work perfectly on the team. I chose it to handle the late game clean up, as this particular Scizor is a master of that art. Scizor is also a pretty decent lure. With a well placed U-turn, you can bring in Chomp on a Heatran or Talonflame, keeping Scizor from danger. Sword Dance may look strange on this set. Some of you may mention how the boost goes away after a U-turn, which is Scizor's only Bug attack in the set. I feel that SD is fine bc any other SD scizor wouldn't be able to stay in on Tran anyway, so Scizor will have to switch out, which also gets rid of the boost. Roost, once again, is used as reliable recovery on this bulky Scizor.

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Focus Blast
Here we are at the last poke. This master of paralysis is here as an afterthought. Because of that, this is the poke I would be quickest to replace, if anyone had a better idea. I chose it because this team is relatively slow, and a twave can help slower mons get the upper hand. That said, I've never been a big fan of this particular twaver, bc life orb drains precious turns spent twaving, and it lacks kill power without it. Bolt and HPice are the standard combo you've seen before, and Focus Blast is a nice move to carry for pesky Ferros and the sort.
Final Word
So, this team has two flaws I see, but don't know how to fix. For one, Chomp's Fire Blast is the only the fire type attack on the team, and nothing on the team really wants to get wisped. If you have any ideas on how to fix these issues, or if you believe they're not worth fixing, it'd be nice to know. And of course, if there exist any other issues that I can't see, please let me know. Thank you for reading. Feel free to have fun with this team if you feel so inclined.
Last edited: