This is the first team I have made featuring Mega Latios, the ivs and nature on the latios are strange due to the nature of the game i am using it in which perfect legends are obtainable but very rarely. I am sure there are things up for change however.
Latios-Mega @ Latiosite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk / 6 Def / 28 SpD
- Draco Meteor
- Recover
- Psyshock
- Thunderbolt
I chose Mega Latios since it checks many common threats and is a very versatile mega pokemon to build around. 1) Its dragon/psychic typing as well as its levitate allows it to be a very valuable member by switching into earthquakes that threaten other members of this team, namely Infernape. 2) Mega Latios's role is to be an all out special sweeper with a very threatening speed stat and a versatile move set. 3) Latios holds a Latiosite to mega evolve and runs Draco Meteor which is its bread and butter stab move with devastating power and high accuracy. I chose Psyshock to tear through specially defensive walls that may give M Latios trouble. Recover is there to give Latios reliable healing since it may not live long enough for Wish support from Umbreon to reach it. Thunderbolt is there for coverage as the team struggles to check some water types.
Scizor @ Rocky Helmet
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- X-Scissor
- Defog
- Bullet Punch
- U-turn
I chose Scizor as its a bit like the jack of all trades it provides many utilities which i found useful for this team as well as its steel typing and immunity to the dreaded Toxic. 1) Scizor provides Defog support, deals well with Weavile, resists Knock Off, gives priority with Bullet Punch, gives this team a pivot with U-turn, as well as synergizing well with M Latios which resists Scizors crippling fire weakness as it resists M Latios's Fairy weakness. 2) Scizors role on this team is to be a Utility pokemon it provides Defog support as well as a Pivot and switch in to M Latios's Fairy weakness. 3) Scizor holds a rocky helmet to punish the opposing pokemon that attacks it as Scizor switches around into resisted moves. Defog was chosen as this team is vulnerable to entry hazards and can be worn down by them. Bullet punch gives a priority stab move to hit Fairy types. X scissor gives a stab Bug move to hit Psychic, Ghost, and Grass types. U-turn allows Scizor to act as a Pivot and give the team momentum.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Scald
Next I chose Azumarill to handle Dark types that otherwise threaten M Latios and to provide the team with a revenge killer. 1) Azumarills ability Huge Power coupled with access to Aqua Jet provides Azumarill with the tools it needs to revenge kill while also covering a Dark type weakness for M Latios and being able to switch into Dragon type attacks as well that threaten M Latios. 2) Azumarills role is to be a Revenge killer as well as a switch in for Dark and Dragon type attacks aimed at M Latios. 3) Azumarill holds a Choice band to make up for its lack of speed and hit hard. Aqua Jet is Azumarills main Revenge killing tool with stab and priority. Knock off allows it to threaten walls out of setting up on it. Play rough is Azumarills main stab fairy move to exploit weaknesses of pokemon such as Dark and Dragon types. Waterfall is there for stab and the flinch chance.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Hidden Power [Fire]
- Knock Off
- Stealth Rock
- Toxic
Next I looked at walls and chose Ferrothorn as my team was in desperate need of a Physical Wall as well as a Stealth Rock setter. 1) Ferrothorn provides Stealth Rocks as well as being a strong Physical Wall against many typings as it can switch into a resisted hit and set up. 2) Ferrothorns purpose is to switch in and set up Stealth Rocks and perhaps even cripple an opposing pokemon with Toxic as well as switching into resisted hits aimed at other teammates. 3) Ferrothorn holds Leftovers to provide it with a way to recover and make its job easier to set up. I chose Hiddenpower Fire to hit opposing pokemon trying to set up such as opposing Grass types. Knock off is there to further cripple opposing pokemon. Stealth Rock is there to give this team a way to set up entry hazards. Toxic is there to cripple the opposing pokemon and force them out.
Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Fire Punch
- Gunk Shot
Lastly I chose Infernape as i noticed a lot of my pokemon needed a Fire resistant switch in and a way to deal with opposing steel and grass types as well as being very weak to Heatran. 1) I chose Infernape to deal with the teams issues against Steel and Grass types as well as Heatran as they resist a lot of the team. 2) Infernapes role is to be a fast, versatile physical sweeper with access to Iron Fist and a nice speed stat allowing it to outspeed many threats to the team. 3) Infernape holds Choice Scarf to allow it to outspeed foes. Close Combat is Infernapes main stab move which hits Steel types as well as providing coverage for Dark,Ice,Rock, and Normal types. Earthquake deals with the teams weakness to Fire types allowing Infernape to switch into a fire type attack and ohko them and once again hitting Steel types. Fire punch pairs nicely with Iron Fist and hits Grass types that set up on this team such as Ferrothorn, Tapu Bulu, ect. Gunk shot is there to suprise Fairy/Grass types and for the nice 30% poison chance if something else predicts this move.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Taunt
- Wish
I realized my team needed a Special Wall as well as being in dire need of a cleric as most of the team lacked a way to recover. I chose Umbreon to fulfill this purpose as it has access to an amazing special defense stat and the moves Wish/Heal Bell. 1) Umbreon was chosen because my team lacked a Special Wall and ways to recover Umbreon provides them with both. 2) Umbreons role is to be a Special Wall and a Cleric for the team as well as being able to switch into Psychic, Ghost, and Dark type attacks aimed at other teammates. 3) Umbreon holds Leftovers to give it recovery and allow it to stay in when it needs to. Foul Play is Umbreons main stab attack that allows it to turn the foes attack stat against them this is especially useful when a foe such as Dragonite attempts to set up on Umbreon as its vulnerable to being set up on it also prevents Umbreon from being Taunt bait. Heal Bell deals with status inflicted on the team such as the ever common Toxic and Thunderwave. Taunt is there to prevent pokemon from setting up on Umbreon. Wish is to provide recovery to the rest of the team allowing them to pivot them in and out of danger while keeping them healthy.
Latios-Mega @ Latiosite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk / 6 Def / 28 SpD
- Draco Meteor
- Recover
- Psyshock
- Thunderbolt
I chose Mega Latios since it checks many common threats and is a very versatile mega pokemon to build around. 1) Its dragon/psychic typing as well as its levitate allows it to be a very valuable member by switching into earthquakes that threaten other members of this team, namely Infernape. 2) Mega Latios's role is to be an all out special sweeper with a very threatening speed stat and a versatile move set. 3) Latios holds a Latiosite to mega evolve and runs Draco Meteor which is its bread and butter stab move with devastating power and high accuracy. I chose Psyshock to tear through specially defensive walls that may give M Latios trouble. Recover is there to give Latios reliable healing since it may not live long enough for Wish support from Umbreon to reach it. Thunderbolt is there for coverage as the team struggles to check some water types.
Scizor @ Rocky Helmet
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- X-Scissor
- Defog
- Bullet Punch
- U-turn
I chose Scizor as its a bit like the jack of all trades it provides many utilities which i found useful for this team as well as its steel typing and immunity to the dreaded Toxic. 1) Scizor provides Defog support, deals well with Weavile, resists Knock Off, gives priority with Bullet Punch, gives this team a pivot with U-turn, as well as synergizing well with M Latios which resists Scizors crippling fire weakness as it resists M Latios's Fairy weakness. 2) Scizors role on this team is to be a Utility pokemon it provides Defog support as well as a Pivot and switch in to M Latios's Fairy weakness. 3) Scizor holds a rocky helmet to punish the opposing pokemon that attacks it as Scizor switches around into resisted moves. Defog was chosen as this team is vulnerable to entry hazards and can be worn down by them. Bullet punch gives a priority stab move to hit Fairy types. X scissor gives a stab Bug move to hit Psychic, Ghost, and Grass types. U-turn allows Scizor to act as a Pivot and give the team momentum.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Scald
Next I chose Azumarill to handle Dark types that otherwise threaten M Latios and to provide the team with a revenge killer. 1) Azumarills ability Huge Power coupled with access to Aqua Jet provides Azumarill with the tools it needs to revenge kill while also covering a Dark type weakness for M Latios and being able to switch into Dragon type attacks as well that threaten M Latios. 2) Azumarills role is to be a Revenge killer as well as a switch in for Dark and Dragon type attacks aimed at M Latios. 3) Azumarill holds a Choice band to make up for its lack of speed and hit hard. Aqua Jet is Azumarills main Revenge killing tool with stab and priority. Knock off allows it to threaten walls out of setting up on it. Play rough is Azumarills main stab fairy move to exploit weaknesses of pokemon such as Dark and Dragon types. Waterfall is there for stab and the flinch chance.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Hidden Power [Fire]
- Knock Off
- Stealth Rock
- Toxic
Next I looked at walls and chose Ferrothorn as my team was in desperate need of a Physical Wall as well as a Stealth Rock setter. 1) Ferrothorn provides Stealth Rocks as well as being a strong Physical Wall against many typings as it can switch into a resisted hit and set up. 2) Ferrothorns purpose is to switch in and set up Stealth Rocks and perhaps even cripple an opposing pokemon with Toxic as well as switching into resisted hits aimed at other teammates. 3) Ferrothorn holds Leftovers to provide it with a way to recover and make its job easier to set up. I chose Hiddenpower Fire to hit opposing pokemon trying to set up such as opposing Grass types. Knock off is there to further cripple opposing pokemon. Stealth Rock is there to give this team a way to set up entry hazards. Toxic is there to cripple the opposing pokemon and force them out.
Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Fire Punch
- Gunk Shot
Lastly I chose Infernape as i noticed a lot of my pokemon needed a Fire resistant switch in and a way to deal with opposing steel and grass types as well as being very weak to Heatran. 1) I chose Infernape to deal with the teams issues against Steel and Grass types as well as Heatran as they resist a lot of the team. 2) Infernapes role is to be a fast, versatile physical sweeper with access to Iron Fist and a nice speed stat allowing it to outspeed many threats to the team. 3) Infernape holds Choice Scarf to allow it to outspeed foes. Close Combat is Infernapes main stab move which hits Steel types as well as providing coverage for Dark,Ice,Rock, and Normal types. Earthquake deals with the teams weakness to Fire types allowing Infernape to switch into a fire type attack and ohko them and once again hitting Steel types. Fire punch pairs nicely with Iron Fist and hits Grass types that set up on this team such as Ferrothorn, Tapu Bulu, ect. Gunk shot is there to suprise Fairy/Grass types and for the nice 30% poison chance if something else predicts this move.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Taunt
- Wish
I realized my team needed a Special Wall as well as being in dire need of a cleric as most of the team lacked a way to recover. I chose Umbreon to fulfill this purpose as it has access to an amazing special defense stat and the moves Wish/Heal Bell. 1) Umbreon was chosen because my team lacked a Special Wall and ways to recover Umbreon provides them with both. 2) Umbreons role is to be a Special Wall and a Cleric for the team as well as being able to switch into Psychic, Ghost, and Dark type attacks aimed at other teammates. 3) Umbreon holds Leftovers to give it recovery and allow it to stay in when it needs to. Foul Play is Umbreons main stab attack that allows it to turn the foes attack stat against them this is especially useful when a foe such as Dragonite attempts to set up on Umbreon as its vulnerable to being set up on it also prevents Umbreon from being Taunt bait. Heal Bell deals with status inflicted on the team such as the ever common Toxic and Thunderwave. Taunt is there to prevent pokemon from setting up on Umbreon. Wish is to provide recovery to the rest of the team allowing them to pivot them in and out of danger while keeping them healthy.
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