This is my first rmt so just lmk if i mess up somewhere and i will do my best to fix.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Drill Run
- Protect
Mega of the team and just a complete powerhouse as well as one of my personal favorites. This pokemon serves as a sweeper with poison jab as well as part of my volttrun core with raikou. Poison jab is stab and good for fairies while u-turn is stab and part of the voltturn combo. Drillrun allows me to hit arcanine and aggron while protect allows free mega evolution and is good for scouting.
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
Part 2/2 of voltturn and specs tears through so many pokes. Raikou is fast and strong and is my main special attacker. Voltswitch is for scouting/escaping while thunderbolt destroys anything that doesn't resist it. Hp ice is for hitting ground types who otherwise destroy raikou. Shadow ball hits rachi and alakazam and gives good nuetral coverage on a lot of pokes.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
For a revenge killer i picked mienshao because of the raw power offered by high jump kick. adamant nature + reckless makes this thing hit like a tank. HJK is stab and deals massive damage to anything that doesn't resist. U-turn is for gaining momentum and knock off is a staple move allowing me to beat other scarfers. Stone edge is for flying types which would otherwise resist HJK and u-turn.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Hydro Pump
- Ice Beam
Starmie serves multiple roles being a water resist and an offensive spinner. Its speed allows me to get a quick rapid spin off against most other pokemon. Rapid spin is for removing hazards which annoy beedrill while recover gives me the longevity allowing me to switch into scalds. Hydro pump is a strong stab which hits fire types like arcanine which annoy beedrill while ice beam allows me to hit flygon and noivern.
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge
Krookodile is a good pursuit trapper with access to intimidate. I chose it because I wanted a ground type and a reliable pursuit trapper. Knock off is a must on dark types and pursuit is for catching rachi and alakazam as they try to switch out. Earthquake is stab and my only ground type move to hit electric types with. Stone edge is to hit mega aero and honchkrow which this thing can't touch otherwise. Dread plate is to boost the power of knock off and pursuit as well as to try and bluff the choice item.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt/Fire Punch
- Healing Wish
- Stealth Rock/Toxic
This thing is the glue of my team being my only dragon resist and only reliable fairy resist. This is a very good pivot switch with lefties for a bit of longevity. Iron head is stab and for flinching and fairies. Zen Headbutt is secondary stab and is for anything that resists iron head while fire punch hits steel types harder. Healing wish allows me to restore one of my sweepers like beedrill or raikou in case they get damaged or statused. Stealth Rock is a good move as entry hazards cause pressure and break sashes, however i rarely find myself using due to the offensive nature of this team. Toxic is for wearing down walls.
Im not sure which poke to replace for a flying or levitator because any fast ground type causes issues for my team and i ususally end up needing to sac to get the free switch into mienshao
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Drill Run
- Protect
Mega of the team and just a complete powerhouse as well as one of my personal favorites. This pokemon serves as a sweeper with poison jab as well as part of my volttrun core with raikou. Poison jab is stab and good for fairies while u-turn is stab and part of the voltturn combo. Drillrun allows me to hit arcanine and aggron while protect allows free mega evolution and is good for scouting.
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
Part 2/2 of voltturn and specs tears through so many pokes. Raikou is fast and strong and is my main special attacker. Voltswitch is for scouting/escaping while thunderbolt destroys anything that doesn't resist it. Hp ice is for hitting ground types who otherwise destroy raikou. Shadow ball hits rachi and alakazam and gives good nuetral coverage on a lot of pokes.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
For a revenge killer i picked mienshao because of the raw power offered by high jump kick. adamant nature + reckless makes this thing hit like a tank. HJK is stab and deals massive damage to anything that doesn't resist. U-turn is for gaining momentum and knock off is a staple move allowing me to beat other scarfers. Stone edge is for flying types which would otherwise resist HJK and u-turn.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Hydro Pump
- Ice Beam
Starmie serves multiple roles being a water resist and an offensive spinner. Its speed allows me to get a quick rapid spin off against most other pokemon. Rapid spin is for removing hazards which annoy beedrill while recover gives me the longevity allowing me to switch into scalds. Hydro pump is a strong stab which hits fire types like arcanine which annoy beedrill while ice beam allows me to hit flygon and noivern.
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge
Krookodile is a good pursuit trapper with access to intimidate. I chose it because I wanted a ground type and a reliable pursuit trapper. Knock off is a must on dark types and pursuit is for catching rachi and alakazam as they try to switch out. Earthquake is stab and my only ground type move to hit electric types with. Stone edge is to hit mega aero and honchkrow which this thing can't touch otherwise. Dread plate is to boost the power of knock off and pursuit as well as to try and bluff the choice item.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt/Fire Punch
- Healing Wish
- Stealth Rock/Toxic
This thing is the glue of my team being my only dragon resist and only reliable fairy resist. This is a very good pivot switch with lefties for a bit of longevity. Iron head is stab and for flinching and fairies. Zen Headbutt is secondary stab and is for anything that resists iron head while fire punch hits steel types harder. Healing wish allows me to restore one of my sweepers like beedrill or raikou in case they get damaged or statused. Stealth Rock is a good move as entry hazards cause pressure and break sashes, however i rarely find myself using due to the offensive nature of this team. Toxic is for wearing down walls.
Im not sure which poke to replace for a flying or levitator because any fast ground type causes issues for my team and i ususally end up needing to sac to get the free switch into mienshao