INTRO
My team is a balanced team that functions well in all forms of weather, and has tools for dealing with all forms of speed control. It has decent bulk, and is very flexible with what pair to lead with.
The Team
Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Aegislash provides a lot for my team, both in helping to discourage/mitigate Trick Room as a form of speed control, and as an offensive presence that cannot be ignored while still providing Wide Guard support to wall Lando-T (especially scarfed/banded).
Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Double-Edge
- Protect
- Tailwind
Salamence is key to dealing with opposing Tailwind as a means of speed control, while also scoring key OHKOs against threats like Marshadow, Hoopa-U, Lele, and so forth. A mixed set with Tailwind was chosen over the DDance set because this Salamence is a utility for the rest of the team, not my core wincon.
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Atk / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Protect
- Hidden Power [Ice]
Heatran pairs well with Salamence, as it appreciates Tailwind support and Intimidate support. It also isn't scared of Lando-T, MegaMence, after Tailwind, due to HP Ice. It does a good job of checking Aegislash with Earth Power and Heat Wave. A major factor in choosing Heatran was to counter Ferrothorn, which I would struggle with otherwise. While Celesteela can wall its Heat Wave with Wide Guard, this doesn't prevent me from focusing down whatever else my opponent has on the field.
Milotic @ Adrenaline Orb
Ability: Competitive
EVs: 252 HP / 48 Def / 172 SpA / 36 Spe
Calm Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Protect
- Recover
Milotic stands as a hard counter to Lando-T, and Intimidate in general. After the Competitive/Adrenaline Orb boost, it sweeps alongside another teammate to provide coverage, such as Marshadow. It can survive Scarfed Rock Slide with ease, and OHKO unscarfed Lando-T before it can move.
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Poison Jab
- Shadow Sneak
Marshadow is a complete beast right now. It has one of the hardest hitting priority moves in the metagame, only being outdone (I believe) by DDance Zygarde and its Extremespeed. Pair this with Poison Jab's coverage of the Tapus, and perfect neutral coverage with STAB Ghost/Fighting typing, this thing is a monster to deal with (UBERS PLS).
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Protect
- Calm Mind
- Muddy Water
Fini can sweep while being a total SpDef wall. After a boost, it can tank Tbolts from Zapdos somewhat easily. It fears Ferrothorn, but Heatran/Fini is a good lead into it. Misty Surge is great for taking away Psychic and Electric Terrains from Koko/Lele, while also making the Z-Trick Room into Hypnosis combo much less effective. Pair this with it's ability to soft-wall Amoonguss while Misty Terrain is up, and I think Fini rounds out my team.
OUTRO
This team has kept me handily in the top 100, usually hovering between 1550 and 1640 ELO, but I have higher hopes for it. Any tips for improvement or ratings at all are much appreciated.