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I'll add Taunt, but I'll leave Fire Fang as an option because you can't touch Skarm otherwise. Most stallbreakers use Taunt, but some don't, like Togekiss. It actually plays very similar to Stallbreaker Togekiss when it uses two attacks. Mega Sableye has kinda screwed every Taunt-based stallbreaker tbh.
I'll add Taunt, but I'll leave Fire Fang as an option because you can't touch Skarm otherwise. Most stallbreakers use Taunt, but some don't, like Togekiss. It actually plays very similar to Stallbreaker Togekiss when it uses two attacks. Mega Sableye has kinda screwed every Taunt-based stallbreaker tbh.
SD/Taunt/EQ/Roost forces you to predict ridiculously well against stall because they can bait Taunts with Skarm (which you kinda have to go for to prevent Whirlwind) and then switch to Sableye, Taunting Gliscor, then go back to Skarm and WW you out.
I don't know if this is considered creative or anything, but I've been effectively using a mixed DD Latios. Obviously used mid to late game and pretty much used as a late game sweeper. Come in on something that you scare away, or can't do anything to you.
With this EV spread at +1 you can outspeed base 145+ and with 252+ SpA you can attack anything very hard! Earthquake is for Heatran, which is a very common switch in. I'm not amazing at knowing the best coverage moves, I'm currently using Tbolt, but I feel HP fire could be great for Scizor/Ferro.
To that extent, if you want to go mixed DD, just run Draco Meteor. Either way, the set just seems kind of silly. It'll lure a few things once or twice, but overall just feels gimmicky in the face of proper DD'ers who can better take advantage of the boosts.
i originally thought of this set because i felt as if d-dance tyranitar was being outclassed by many other dancers due to its low speed and being outsped by loppuny,sceptile, and beedril at +1 as well as the presence of scarf lando in the meta. this set dose really well against most of the non-fighting meta after 1 curse.
you can easily set up on special attackers due to your monstorous spdef in the sandstorm, you can set up at least 2 curses on standard rotom who will almost always go for the willo then spam hydro(SpA Rotom-W Hydro Pump vs. 252 HP / 252+ SpD Mega Tyranitar in Sand: 104-126 (25.7 - 31.1%) after you get down to half you can then rest and get most of your HP back. after one curse you can even set up on many non fighting physical mons including lando which does between 30-49% depending on how invested it is in attack, set up another curse in which at +2 lando does 25-37% and rest your HP back
i love using this set due to it giving tar sustain in the form of rest which tyranitar needs due to its many weaknesses.
this set is very usefull but has trouble in dealing with keldeo and conkeldurr. additionally it has a hard time stalling out special attackers with STAB SE moves after sandstorm
calcs
84 Atk Technician Mega Scizor Bullet Punch vs. +2 252 HP / 4 Def Mega Tyranitar: 68-84 (16.8 - 20.7%)
+2 0 Atk Mega Tyranitar Crunch vs. 248 HP / 0+ Def Mega Scizor: 180-213 (52.4 - 62%) -- guaranteed 2HKO
+2 84 Atk Technician Mega Scizor Bullet Punch vs. +2 252 HP / 4 Def Mega Tyranitar: 138-164 (34.1 - 40.5%) -- guaranteed 3HKO
252 Atk Garchomp Earthquake vs. +2 252 HP / 4 Def Mega Tyranitar: 116-138 (28.7 - 34.1%) -- 1.3% chance to 3HKO
+1 252+ Atk Dragonite Outrage vs. +1 252 HP / 4 Def Mega Tyranitar: 154-183 (38.1 - 45.2%) -- guaranteed 3HKO
0 SpA Pixilate Sylveon Hyper Voice vs. 252 HP / 252+ SpD Mega Tyranitar in Sand: 116-140 (28.7 - 34.6%) -- 8.3% chance to 3HK
+1 0 Atk Mega Tyranitar Rock Slide vs. 252 HP / 220+ Def Sylveon: 181-214 (45.9 - 54.3%) -- 53.1% chance to 2HKO after sandstorm damage and Leftovers
i originally thought of this set because i felt as if d-dance tyranitar was being outclassed by many other dancers due to its low speed and being outsped by loppuny,sceptile, and beedril at +1 as well as the presence of scarf lando in the meta. this set dose really well against most of the non-fighting meta after 1 curse.
you can easily set up on special attackers due to your monstorous spdef in the sandstorm, you can set up at least 2 curses on standard rotom who will almost always go for the willo then spam hydro(SpA Rotom-W Hydro Pump vs. 252 HP / 252+ SpD Mega Tyranitar in Sand: 104-126 (25.7 - 31.1%) after you get down to half you can then rest and get most of your HP back. after one curse you can even set up on many non fighting physical mons including lando which does between 30-49% depending on how invested it is in attack, set up another curse in which at +2 lando does 25-37% and rest your HP back
i love using this set due to it giving tar sustain in the form of rest which tyranitar needs due to its many weaknesses.
this set is very usefull but has trouble in dealing with keldeo and conkeldurr. additionally it has a hard time stalling out special attackers with STAB SE moves after sandstorm
calcs
84 Atk Technician Mega Scizor Bullet Punch vs. +2 252 HP / 4 Def Mega Tyranitar: 68-84 (16.8 - 20.7%)
+2 0 Atk Mega Tyranitar Crunch vs. 248 HP / 0+ Def Mega Scizor: 180-213 (52.4 - 62%) -- guaranteed 2HKO
+2 84 Atk Technician Mega Scizor Bullet Punch vs. +2 252 HP / 4 Def Mega Tyranitar: 138-164 (34.1 - 40.5%) -- guaranteed 3HKO
252 Atk Garchomp Earthquake vs. +2 252 HP / 4 Def Mega Tyranitar: 116-138 (28.7 - 34.1%) -- 1.3% chance to 3HKO
+1 252+ Atk Dragonite Outrage vs. +1 252 HP / 4 Def Mega Tyranitar: 154-183 (38.1 - 45.2%) -- guaranteed 3HKO
0 SpA Pixilate Sylveon Hyper Voice vs. 252 HP / 252+ SpD Mega Tyranitar in Sand: 116-140 (28.7 - 34.6%) -- 8.3% chance to 3HK
+1 0 Atk Mega Tyranitar Rock Slide vs. 252 HP / 220+ Def Sylveon: 181-214 (45.9 - 54.3%) -- 53.1% chance to 2HKO after sandstorm damage and Leftovers
Posting calcs don't really do much in justifying this set's viability when you realize that this set gives a vast majority of the metagame a free switch or set up opportunity.
Who cares if Mega Scizor can't do jack shit to it with BP when T-tar's at +2; that's a pretty biased situation. Mega Scizor just boosts alongside it and wins, because I've yet to see a Mega Scizor lacking Superpower in the current metagame, which completely demolishes Mega T-tar. Garchomp just sets up SDs alongside it as well. Keldeo comes in for free. Bisharp comes in for free and sets up. Terrakion comes in and gets a free boost. Mega Lopunny just spams Hi Jump Kick. Mega Gallade is bulky enough to live a hit, set up an SD, and kill you. Clefable spams CM and Softboiled until Sandstorm runs out, or if its Unaware it just stalls you out period. Conk gets back to full health. Mega Gyarados sets up on you completely and if it's Taunt you can't even boost alongside it. Mega Altaria sets up alongside you. Fucking Hawlucha gets a free SD. Manaphy sets up, gets rid of sand with Rain Dance, and OHKOs back. Mega Heracross sets up a free SD. Azumarill gets a free turn to get off a Belly Drum. Gliscor gets a free opportunity to SD Baton Pass to something. Mega Diancie sets up free Calm Minds.
Yeah I don't think this set will have much success in the current metagame.
The goal of this set is very simple it is to punish fat Pokemon that tend to set up or heal in front of Lopunny with impunity by merit of their bulk, of which Lopunny usually has issues bypassing. This set uses encore to essentially punish or deter healing/set up/protect or just general utility of locking them into a bad move. I added the twist of PuP as a means to creating my own win condition, often I was left with MLop + few Pokemon VS Clef/MBro easily setting up against me and proceeding to sweep. I also used PuP over the common substitute because I just don't like losing 25% of my HP each time just to nab a boost/encore. I found this effective at its job and nabbed me a bunch of wins during my testing phase, usually well timed encores. Another thing about this set is that you end up with Return/Frustration as being your main damage dealing moves, at +1 it becomes significantly harder to deal with, so this allows for a much safer means of sweeping - as you won't be relying on HJK to punch holes on the opposing team.
I want to formally apologize to Mega Swampert for all the mild trash-talking I've been giving it. I now realize that I and probably everyone else has been using it wrong, except when we were using it right: in RSE.
Moves/EVs still being tweaked. 204+ SDef avoids 2HKO from Lando-I, 4 Spe allows you to outspeed Thundurus and base 110's with rest into HP/Def (the 48 could go into Atk probably.) Sleep Talk allows you to continue boosting/attacking when Resting, but Earthquake allows you to threaten more things when acting as a conventional swimmer.
Intended to be used on Rain teams. But hold on, isn't Swift Swim and Curse totally counter-intuitive? Well, think for a second: you don't HAVE to use Curse. This set pulls doubles duty, acting as a check (in Rain, ideally after having Mega Evo'd) to some problematic/relatively annoying offensive Pokemon which can pester Rain rains, specifically Thundurus, Mega Gardevoir, Latios, Tyranitar, and Clefable. It has the bulk to switch in to all of these, it only needs 4 speed EV's to outspeed Thundurus (and the rest) while at +2, and it can OHKO or at least perpetually tank them.
0 Atk Mega Swampert Waterfall vs. 0 HP / 4 Def Thundurus in Rain: 246-289 (82.2 - 96.6%) -- guaranteed OHKO after Stealth Rock.
vs. 0 HP / 24 Def Mega Gardevoir in Rain: 253-298 (91.3 - 107.5%) -- guaranteed OHKO after Stealth Rock <-- Garde hits for about 40% with HVoice.
vs. 252 HP / 252+ Def Clefable in Rain: 160-190 (40.6 - 48.2%) -- 7.4% chance to 2HKO after Stealth Rock and Leftovers recovery <-- It will eventually (hopefully) lose due to Waterfall flinches; at the very least it doesn't have a chance to set-up Calm Mind when it has to spam recover.
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 204+ SpD Mega Swampert: 195-230 (48.2 - 56.9%) <-- Draco Meteor then reduces in power ofc
lel at Tyranitar
Additionally, it can serve as an emergency check to a lot of things thanks to the bulk and speed, e.g. I wouldn't have to sac anything if Lando-I is out against a sufficiently weakened Politoed, because it has more than enough bulk to switch in to Earth Power (39.6 - 46.5%.) And even with no investment, Rain-boosted Waterfalls still hurt, being able to 2HKO Garchomp, so it's definitely not passive without any invesment. Of course, this is a far cry from Specs Kingdra's awesome power (who hits roughly twice as hard,) but this Swampert set is not meant to be a Rain team's primary power house. However, boosting Swampert can quickly become a problem for offensive teams, with powerful attacks like Mega Pinsir's Return failing to 2HKO after a single boost, and Swampert only has one weakness (from a type that's relatively rare on offense.) This is also a win-con that works outside of Rain, which is something that every Rain team needs.
Cursepert is also a problem for defensive teams. For awhile I've been using Chesnaught to take advantage of Ferrothorn and Chansey, Kingdra's two hardest stops, but Toxic Chansey was causing problems, as was T-Wave Ferrothorn. While Ferrothorn still needs to be taken care of by something else, Chansey is complete and utter set-up fodder for Cursepert. Additionally, you beat CM Sableye very easily; you can 2HKO it at +2 (and still outspeed at -2,) you get rid of BRN with Rest, and Mega Sableye does pitiful damage to you without tons of boosts. Foul Play variants can 3HKO however, but more Def EVs can turn that into a 4HKO: and since you're boosting Atk and Def at the same time, this damage never increases sans crit. Skarmory can phaze you out but +1 +Rain Waterfall takes off half, and most things on Rain threaten Skarmory. Alomomola, Jirachi, Rhyperior, Lan-T, Rotom-W, Gliscor, Hippowdon, non-Acid Spray Tentacruel, non-CM Slowbro, and many other defensive Pokemon are all just set-up fodder; but it's a stall war with some of them, especially since you underspeed. Toxic can replace Sleep Talk if you want.
However, bulky Grasses, namely Celebi, Mega Venusaur, Chesnaught, and Power Whip Ferrothorn, are all problems, and most defensive teams are going to have one, but this is okay because it's just more pressure on them; they'll probably also being taking hits+Scald BRN from Specs Kingdra and Politoed. CM Unaware Clefable is also a very loose check, being able to stall out Rain to avoid a 2HKO, but again it can't CM during this time and risks a flinch; just bring in 'toed and Encore if you want.
So yeah.
tl;dr
Makes good use of Mega Swampert's immense bulk and lack of weaknesses
Swift Swimmer that outspeeds base 111, can check multiple offensive Pokemon due to immense bulk, and can still chip things pretty badly; doubles as a bulky set-up sweeper that rapidly becomes a problem
Acts as a win condition outside of Rain
Can safely switch in to many defensive Pokemon due to Rest eliminating TOX/BRN. Beats CM Mega Sableye, beats Foul Play Mega Sableye if >302 Def and no crits.
Best checks, bulky Grasses, are pressured by teammates
WHY DOES IT NOT GET BULK UP I MEAN JUST LOOK AT IT
Tyraniboah (mixed SubPunch Tyranitar) is a set from DPPt which has been forgotten over the generations. While the set is far less effective than it was back in the day, it is still a fun set that can effectively lure a number of Tyranitar's usual checks.
Tyranitar @ Leftovers
EVs: 252 HP / 48 Atk / 184 SpA / 24 Spe OR 252 HP / 68 Atk / 164 SpA / 24 Spe
Quiet Nature
- Substitute
- Focus Punch
- Dark Pulse
- Fire Blast / Ice Beam
This is a modified version of the classic Tyraniboah set from 4th gen. Dark Pulse>Crunch as it beats the physical walls that Tyranitar lures (which is the main aim of the set). The EV spreads listed correspond to what move is in the fourth moveslot. Globally, the EV spreads allow Tyranitar to make 101 HP substitutes outpace the rare 0 speed Blissey, which is definitely worth preparing for on the off chance that someone chooses to use it (despite it being almost completely eclipsed by Chansey, but some people just don't learn), as you can set up on anything it throws at you (101 HP subs means that they aren't broken by Seismic Toss, and its other possible attacking options don't do sh*t) and proceed to KO it with Focus Punch if it says in or to dent any switch-in that d. The first spread (252 HP / 48 Atk / 184 SpA / 24 Spe) allows Tyranitar to OHKO Relaxed Ferrothorn after 1 layer of Spikes. The second spread (252 HP / 68 Atk / 164 SpA / 24 Spe) 2HKOs physically defensive Hippowdon with Ice Beam.
Latios has a very high Special Attack stat, combining it's speed, along with its stats and a life orb or soul dew, and its a very bulky pokémon. Dragonite and other dragon dancers will have barely enough time to setup before being taken out by latios. Dragon pulse>Dragon claw, Latios>Other Dragon Dancers
Latios has a very high Special Attack stat, combining it's speed, along with its stats and a life orb or soul dew, and its a very bulky pokémon. Dragonite and other dragon dancers will have barely enough time to setup before being taken out by latios. Dragon pulse>Dragon claw, Latios>Other Dragon Dancers
Latios has a very high Special Attack stat, combining it's speed, along with its stats and a life orb or soul dew, and its a very bulky pokémon. Dragonite and other dragon dancers will have barely enough time to setup before being taken out by latios. Dragon pulse>Dragon claw, Latios>Other Dragon Dancers
There are a couple notes I want to make about this statement.
1. We know that Latios has a high special attack. Outside of Earthquake though, you really aren't hitting harder after a DD, and the lack of investment in Attack still raises the question of why Dragon Pulse over Dragon Claw, or in more general terms, why special attacks (and special EV investment) over physical attacks.
2. The bulk thing isn't inherently true. Mega Charizard X has a much better defensive typing and is burn-proof, Mega Altaria has better bulk and defensive typing, and Dragonite has Multiscale to protect it from a super effective hit. Latios's typing leaves it with a larger range of weaknesses, making it much harder for it to set up than other Dragon Dancers. This is further compounded by this set's lack of Roost.
All you're getting from this set is extra speed and a buffed Earthquake, which given Latios's coverage hits very little outside Heatran (Bisharp can just Sucker Punch).
I've been seeing a lot of conkeldurr sets that involves guts, and honestly I'm disappointed.
All of those sets always have 252 on attack and 4 on defense, and honestly why max out a base 140 attack with a 50% boost when you overkill most things anyway? I feel that it should focus a bit more on defense
I've been seeing a lot of conkeldurr sets that involves guts, and honestly I'm disappointed.
All of those sets always have 252 on attack and 4 on defense, and honestly why max out a base 140 attack with a 50% boost when you overkill most things anyway? I feel that it should focus a bit more on defense
Assault Vest Conk is just so much better because the whole point of Conk's viability is for its pivoting tool against dangerous threats such as Gengar while using that tool to be a threat towards various offensive and balanced builds. That's my two cents....
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Roost
- Calm Mind
Edit: Read comments below
This is a set I've been playing around with lately that I've been personally fond of. Main goal of the set is to provide a more definitive wall-breaker with Calm Mind boosts, and in some cases using the boosts to compensate for the Special Attack drop from Draco Meteor. Roost is to maintain longevity against attacks and Life Orb Recoil. Psyshock for hitting Chansey and Clefable with defensive Chansey 2HKO'd after Rocks. Still been testing it so a 3 attacks / CM option is a possibility that can be explored as well. That's about it.
^CM Latios is good, though Psyshock should be the only option run. Beating Clefable and Chansey is simply way to good to patch up and Ferrothorn/MScizor are relatively easy to patch up with teammate support.
^CM Latios is good, though Psyshock should be the only option run. Beating Clefable and Chansey is simply way to good to patch up and Ferrothorn/MScizor are relatively easy to patch up with teammate support.
I feel like Trick Room Diancie isn't completely unknown however it is underrated. One of the few setters that resists Dark type and isn't crippled heavily by Knock Off unlike Porygon 2. It is fairly bulky with 50/150/150 defenses, especially with the HP investment, it can take non-STAB super effective attacks like ground and water without flinching. With it's low speed it utilizes Trick Room to it's full potential with high base power STAB attacks. It is recommended to use Diancie with a Magnezone to handle the Bullet Punching threat Scizor and Ferrothorn which can outspeed and wall Diancie in Trick Room. Even if Diancie dies setting up Trick Room the remaining turns can use used by slow but hard hitting threats like Conkeldurr, Azumarill, Crawdaunt, and etc. to threaten and sweep the enemy.
Just some examples to show bulk:
252 Atk Landorus-T Earthquake vs. 252 HP / 0 Def Diancie: 252-296 (82.8 - 97.3%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Rotom-W Hydro Pump vs. 252 HP / 0 SpD Diancie: 174-206 (57.2 - 67.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Sharp Beak Talonflame Brave Bird vs. 252 HP / 0 Def Diancie: 120-141 (39.4 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Zen Headbutt
- Meteor Mash
- Dynamic Punch
This set is to abuse hone claws and tough claws to the full extent allowing you to never miss both stab moves and have a 75% accurate dynamic punch after one boost. Dynamic punch allows you to still be able to hit Pokemon such as heatran and ferrothorn for super effective damage and not lower your speed to be revenge killed after the speed drop from hammer arm. The guaranteed confusion hax is also always nice allowing you to potentially get a free turn, from the confusion after getting massive damage off. If they do hit themselves in confusion it will gain you a free turn and as we all know from spore free turns in Pokemon is incredibly powerful. Hone claws dynamic punch might not be the most effective set, (untested) but this is a creative set.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Zen Headbutt
- Meteor Mash
- Dynamic Punch
This set is to abuse hone claws and tough claws to the full extent allowing you to never miss both stab moves and have a 75% accurate dynamic punch after one boost. Dynamic punch allows you to still be able to hit Pokemon such as heatran and ferrothorn for super effective damage and not lower your speed to be revenge killed after the speed drop from hammer arm. The guaranteed confusion hax is also always nice allowing you to potentially get a free turn, from the confusion after getting massive damage off. If they do hit themselves in confusion it will gain you a free turn and as we all know from spore free turns in Pokemon is incredibly powerful. Hone claws dynamic punch might not be the most effective set, (untested) but this is a creative set.
Dynamic Punch at +1 accuracy is actually 66.5%. The boost is 1.33 and not 1.5. That's still very inconsistent. Focus Blast accuracy is the most everone can really put up with, and that's not by choice exactly.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Zen Headbutt
- Meteor Mash
- Dynamic Punch
This set is to abuse hone claws and tough claws to the full extent allowing you to never miss both stab moves and have a 75% accurate dynamic punch after one boost. Dynamic punch allows you to still be able to hit Pokemon such as heatran and ferrothorn for super effective damage and not lower your speed to be revenge killed after the speed drop from hammer arm. The guaranteed confusion hax is also always nice allowing you to potentially get a free turn, from the confusion after getting massive damage off. If they do hit themselves in confusion it will gain you a free turn and as we all know from spore free turns in Pokemon is incredibly powerful. Hone claws dynamic punch might not be the most effective set, (untested) but this is a creative set.
Why would you spend a turn to set up when you can have a base 100 power move (hammer arm) that is more accurate than dynamic punch even after the boost? Using hammer arm lets you take advantage of the last move slot, so you can use things like ice punch, grass knot, or thunder punch.
Celebi @ Expert Belt
Ability: Natural Cure
EVs: 128 HP / 208 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain / Stealth Rock
- Earth Power
- Psychic / Stealth Rock
- Recover
A set I made for a M-Altaria team to lure in shared checks such as M-Metagross, Bisharp, and Heatran to kill them for M-Altaria to sweep later.
This allows for Heal Bell > EQ so you can set up on Rotom-W, Slowbro, and other status inducing mons freely.
The speed is meant to outspeed max speed Heatran since Heatran runs a ton of speed now for fast M-Scizor, and you also get to outspeed a Metagross before it Megas. The EVs in SpA guarantee an OHKO against M-Hera with Psychic and a 2HKO against standard AV Azu with Giga Drain, then the rest is dumped into HP to check stuff like Specs Keldeo reliably, assuming no HP Ghost/Bug/Flying/Ice or Icy Wind.
Celebi can also be used as a rock setter if need be, Giga Drain and Psychic are just options for what your team is weak to and for STAB in general. Psychic guarantees a kill against M-Hera w/o HP investment as well as M-Lopunny and pesky Brelooms, it also gets a 2HKO on M-Venu and Amoonguss. And Giga Drain is good STAB for Scarf Tar and can 2HKO it with this spread (Altaria sets up on it anyway so it's w/e), and for reliably hitting Slowbro, Rotom-W, and Azu.
This set can also be used with a Zard X since Celebi freely switches into Quagsire & Slowbro, 2HKOs Azu, and kills Heatran. So that's cool.
Calcs:
208+ SpA Expert Belt Celebi Earth Power vs. 0 HP / 4 SpD Metagross: 228-269 (75.7 - 89.3%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 0 HP / 4 SpD Mega Metagross: 190-226 (63.1 - 75%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 4 HP / 0 SpD Bisharp: 278-329 (102.2 - 120.9%) -- guaranteed OHKO
208+ SpA Expert Belt Celebi Earth Power vs. 248 HP / 252+ SpD Heatran: 288-341 (74.8 - 88.5%) -- 6.3% chance to OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 248 HP / 24+ SpD Heatran: 350-418 (90.9 - 108.5%) -- guaranteed OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Psychic vs. 252 HP / 120 SpD Amoonguss: 324-384 (75 - 88.8%) -- 6.3% chance to OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Psychic vs. 252 HP / 0 SpD Mega Venusaur: 266-317 (73 - 87%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Giga Drain vs. 240 HP / 16 SpD Assault Vest Azumarill: 204-245 (50.8 - 61%) -- guaranteed 2HKO after Stealth Rock
Ferrothorn is still a bitch tho.
EDIT: you can also run HP Fire for Ferro and Scizor since you bait them in as well and M-Altaria appreciates them gone before it comes in. You'll obviously have to run 4 more EVs in Speed though. The coverage just depends on your team build really.