Overview On Mega Garchomp:
Garchomp, one of the most powerful Pokemon in a game gets a 100 base stat point boost thanks to its Mega evolution...and somehow manages to become worse for it? Yep. Who would have thought? Losing 10 base speed totally gutted one of Garchomp's main qualities, its speed. Without speed it's just a slow bulky attacker. It has 170 / 120 offenses but this isn't even important because standard Life Orb Garchomp hits hard and is faster. Okay sure Mega Garchomp gains a bit of bulk? Not enough to make up for no longer having Rough Skin or not being able to hold Rocky Helmet! It isn't all bad though. Megachomp gets Sand Force which makes its Earthquakes and Stone Edges hit with insane power. Its boost to Special Attack actually helps it by giving it a powerful Draco Meteor to steam-roll the bulky grounds that sort of stopped its non-Mega form. It might not be as great as its previous form but hey it's a shark crossed with a praying mantis so it has to be at least somewhat good right?
Positives
......
[Wall Breaker]
Mix Mega Garchomp acts as a fantastic wall breaker for sand teams as it boasts powerful coverage moves in Fire Blast and Draco Meteor. With this is can weaken and even KO most walls that plagues Sand teams e.g. Landorus-T and Skarmory, this of course paves the way for Excadrill to sweep with ease. The perk of being a mixed set allows Mega Garchomp to stall break to some extent. Mega Garchomp forms a great core with Tyranitar and Excadrill.
[Stealth Rock User, Pursuit Trapper, Sand Setter And Sweeper]
As mentioned previously, the addition of Tyranitar and Excadrill forms an offensive sand core. The idea behind the core is that Tyranitar sets up hazards, pursuit traps and summon sandstorms. This leaves Mega Garchomp with the job of weakening walls that stop Excadrill e.g. Skamory and Landorus-T. Once the stage has been set, Excadrill freely sweeps due to the lack of counters on the opponent's side.
[Hazard Staker And Pivot]
My core was weak to Weavile so I added Skarmory as a reliable counter. It also forms a hazard-stacking, defensive core with SR Tyranitar (because Skarmory learns spikes). Skarmory is the team's answer against fairy types and the Lati-twins. It can also handle Landorus-T really well.
[Stall Breaker]
Manaphy was the 4th member to the squad. Although the team boasts incredible offensive power, it was vulnerable to stall. Manaphy's access to Tail Glow, Hydration and Rain Dance allows it to break past many stall teams. The added perk of using Manaphy over AV Volcanion, was the refreshing rain it brings.
[Hazard remover]
Latios completes the team by bringing immediate speed and power. This allows Latios to effectively take down bulky walls that the team may struggle with e.g. Slowbro, opposing Manaphy etc. As if this wasn't good enough, Latios also supports the team by removing entry hazards and handling Mega Charizard Y.
DETAILED ANALYSIS:
Destroyer (Garchomp-Mega) (M) @ Garchompite
Ability: Sand Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Earthquake
Draco Meteor
Fire Blast
Swords Dance / Substitute
Draco Meteor is Garchomp's most powerful STAB move and hits its usual switch-ins on their much weaker Special Defense. Earthquake is useful for hitting Steel-, Rock-, and Fire-types super effectively. Fire Blast roasts Steel-types that take little from Garchomp's Earthquake, which includes Mega Scizor, Ferrothorn, and Skarmory. Swords Dance allows Mega Garchomp to boost its already stellar Attack to astronomical levels, enabling it to tear apart many defensive teams. The use of Swords Dance on an offensive set gives it the best of both worlds (in terms of Wall Breaking), as it can now break past Chansey, Skarmory, Clefable etc. Substitute blocks attempts at inflicting Garchomp with a status move, it provides Garchomp with breathing room against offence whilst also protecting it from weaker attacks from Pokemon found on bulkier teams.
Note: If Mega Garchomp's speed is too slow for your tastes, you could always run a Rash Nature with 172 Atk / 156 SAtk / 180 Spd EVs instead. This abandons the idea of keeping your non-Mega speed (sometimes), but in exchange Mega Garchomp will gain more power!
......
Dustdevil (Tyranitar)(M) @ Smooth Rock / Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
Stealth Rock
Stone Edge
Pursuit
Ice Beam / Thunder Wave / Fire Blast
I chose this set over the Choice Scarf variant as due to its ability to bring long lasting Sandstorm (which SD Excadrill appreciates). This set focuses on supporting its team even further with the utility of Stealth Rock. Tyranitar makes for a great user of the move due to its ability to threaten Defog users. Pursuit traps Latios and Latias, which allows Stealth Rock to stay on their side of the field for the remainder of the match. Stone Edge is a secondary STAB move that lets Tyranitar KO Zapdos, Mandibuzz, Kyurem-B, and Talonflame. Ice Beam KOes Garchomp, Landorus-T, and Gliscor. Thunder Wave can also be used to cripple offensive threats such as Mega Gardevoir. Thunder Wave offers some level of speed control which benefits Mega Garchomp. Fire Blast is an option to threaten Ferrothorn and Scizor.
......
Tremors (Excadrill)(M) @ Air Balloon / Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Earthquake
Iron Head
Rock Slide / Rapid Spin
Swords Dance / Rapid Spin
Adamant Nature is preferred on this team as the extra power allows Excadrill to sweep with very little effort, and opposing Excadrill are hard-walled by my Skarmory. Earthquake and Iron Head are Excadrill's STAB moves, sporting high power and fantastic coverage. Life Orb-boosted Earthquake is extremely powerful, 2HKOing standard Ferrothorn and generally pummeling pretty much any Pokemon that does not resist it. Iron Head has a useful chance to flinch and hits most non-grounded foes, such as Latios, Landorus-T, and Gengar, for a high amount of damage. Rock Slide is Excadrill's best coverage move, hitting Flying-types such as Thundurus, Talonflame, and Mega Pinsir super effectively. It is also Excadrill's best option against Rotom-W and Skarmory. The last slot is a choice between sweeping capability and team support. Swords Dance turns Excadrill into a fearsome balance breaker; for instance, it gives it a high chance to KO Slowbro and standard Choice Scarf Landorus-T after Stealth Rock damage with Earthquake.
......
Silverwing (Skarmory)(M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
Iron Head
Spikes
Roost
Whirlwind / Taunt
Specially defensive Skarmory!? No, I haven’t gone insane. Although Skarmory might not seem like your first choice for a specially defensive Pokemon, its typing does give it a niche as a means of dealing with a myriad of fairy types, most of whom are specially based, most notably Mega Diancie whom Skarmory can soundly obliterate if Mega Diancie thinks its Magic Bounce ability makes it safe from Skarmory. To that end, Iron Head becomes the preferred STAB attack, in order to punish those fairy types, and of course without investment it soundly 1HKOs Mega Diancie. Beyond that, the movepool is identical to the standard set. Roost is Skarmory’s reliable recovery that allows it to keep itself healthy throughout the match to continue doing its job. Finally, Whirlwind allows Skarmory to phase out Pokemon to avoid being set up on and rack up entry hazard damage, but Taunt can allow Skarmory to deal with slower defensive Pokemon instead.
Note: Since I'm running Latios and Volcanion there was no need for the flying type move Brave Bird, as this combination of Psychic and Fire nails most fighting and grass type PKMN.
......
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Tail Glow
Rain Dance
Scald
Psychic
Tail Glow boosts Manaphy's Special Attack by three stages, making it capable of cutting through defensive teams. Rain Dance further boosts Manaphy's power, allowing it to break past Clefable and Chansey more easily and making it effectively immune to status ailments. Scald has a nifty 30% chance to burn the foe and is Manaphy's strongest STAB move, and its power is augmented even further via Tail Glow and Rain Dance. Psychic allows Manaphy to circumvent Mega Venusaur, Amoonguss, Conkeldurr, Dragalge, Toxicroak, and Keldeo. Using Psychic means that Manaphy has an easier time against stall utilizing Mega Sableye + Amoonguss or Mega Venusaur + Heatran cores. Energy Ball hits Water-types such as Slowbro, Suicune, and Rotom-W for super effective damage and allow it take on Rain Team easily (it scores a 1HKO on Mega Swampert).
......
Airforce (Latios)@ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
Draco Meteor
Psyshock
Thunderbolt
Roost / Defog
Draco Meteor is Latios's strongest move, dealing great damage to Pokemon that don't resist it such as Thundurus and Slowbro. Psyshock allows Latios to threaten special walls such as Chansey and Assault Vest users such as Raikou, Tornadus-T, and Conkeldurr by hitting their weaker Defense stat. Thunderbolt allows Latios to beat bulky Water-types such as Suicune, Manaphy, and Gyarados more easily without resorting to Draco Meteor and hits Skarmory super effectively. Roost improves Latios's longevity and aids it in checking threats such as Keldeo and Mega Manectric. Defog provides invaluable support to team-mates so that their health is not chipped away by entry hazards.
......
THREAT LIST:
+
Medicham and Mega Gallade are huge threats to my team (especially if they have Ice Punch) as I do not have a reliable switch-in to either of them. Their coverage moves and high power threatens every member in the team.
Gengar threatens this team due non of my team mates being viable switch-ins to it. Thanks to its coverage, it can effortlessly 1-2HKO by entire team. A Chople Berry can be used on Tyranitar to allow it to survive a Focus Blast attack and then retaliate with Pursuit.
With the right level of prediction Keldeo threatens my team badly as it can cripple the few PKMN capable of surviving via Scald. Volcanion may seem like a decent counter but Secret Sword 2HKOs it.
CONCLUSION:
Sandstorm is the most used weather effect, and for good reasons too. Sandstorm has several game-changing effects that can be fully utilized to your advantage. A major problem for sandstorm teams is stall teams. Most Pokémon that do well in sandstorm aren't proficient at running mixed sets, and as such, breaking the walls of stall teams is difficult. Including mixed attackers is an ideal way to tackle stall teams (M-Garchomp). Special attacker are often able to break down a few walls so this gives Sand teams the chance to sweep with something else (Excadrill). Toxic Spikes is another large problem, as it hits many common sandstorm Pokémon. This is why I included Defog Latios even though it annoys my Skarmory due to it blowing away our hazards too. For this reason I've considered the use of Starmie as an alternate Rapid Spinner, plus it's a check to water types via Thunderbolt. That said Excadrill is a viable option as well.
Opposing weather teams also make playing with Sandstorm difficult, especially if your weather-inducer faints before your opponent's does. Not only will they have powerful sweepers ready to benefit from the opposing weather, but my Rock and ground type Pokémon will lose to the foes super effective STAB attacks. Rain Dance teams can smash through Tyranitar with high powered Water-type moves, and can then set up Rain Dance without fear to attempt a sweep. Sunny Day teams are less of a threat as one could simply bring in Tyranitar to delay the use of SolarBeam. When playing against such teams, it's best to make smart sacrifices to keep control of the battle. In these situations, it is highly advised to keep Tyranitar weather-Pokémon alive so it can change the weather when desperately needed.
IMPORTABLE TEAM:
REPLAYS:
http://replay.pokemonshowdown.com/ou-376965800
http://replay.pokemonshowdown.com/ou-376945325
http://replay.pokemonshowdown.com/ou-376948654
RECENT CHANGES:
Manaphy Over Volcanion
(AV Volcanion Details)
These Pokemon perform very well in breaking through Stall Teams. That said, Manaphy gains the upper hand as it boasts the advantage acting as a status absorber and Stall Breaker. TG Rain Dance Manaphy is also the superior stall breaker IMO due it's ability to KO the likes of Gastrodon and Quagsire via Energy Ball. Manaphy doesn't necessarily need to run Psychic as the poison types are easily handled by Latios.
......
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
EVs: 172 Atk / 156 SpA / 180 Spe
Rash Nature
Naive Nature Over Rash Nature
The change from a Rash Nature into a Naive Nature allows Garchomp to out speed base 100 Pokemon such as Gardevoir and Charizard X/Y. Whilst this benefits Mega Garchomp on the turn it mega evolves, the reduction is power is noticeable. However that said, a Naive Natured Mega Garchomp still performs well as a Wall Breaker, so the changes are worth it.
Garchomp, one of the most powerful Pokemon in a game gets a 100 base stat point boost thanks to its Mega evolution...and somehow manages to become worse for it? Yep. Who would have thought? Losing 10 base speed totally gutted one of Garchomp's main qualities, its speed. Without speed it's just a slow bulky attacker. It has 170 / 120 offenses but this isn't even important because standard Life Orb Garchomp hits hard and is faster. Okay sure Mega Garchomp gains a bit of bulk? Not enough to make up for no longer having Rough Skin or not being able to hold Rocky Helmet! It isn't all bad though. Megachomp gets Sand Force which makes its Earthquakes and Stone Edges hit with insane power. Its boost to Special Attack actually helps it by giving it a powerful Draco Meteor to steam-roll the bulky grounds that sort of stopped its non-Mega form. It might not be as great as its previous form but hey it's a shark crossed with a praying mantis so it has to be at least somewhat good right?
Positives
- A boost to Special Attack and Sand Force means in ideal situations it can hit way harder than its standard form can.
- Mega Garchomp has a solid defensive body with 108 / 115 / 95 base defenses.
- It keeps its 102 base speed on the turn it Mega Evolves, so at least temporarily you can circumvent the speed issue.
- It technically has slightly less attack than Life Orb Garchomp but the difference is only about 6% outside of Sandstorm and it does get way more Special Attack.
- As with all Megas it hits hard without worrying about Life Orb recoil and also doesn't care about Trick / takes reduced damage from Knock Off.
- 92 base speed is really slow compared to 102. Now Charizard, Volcarona, Kyurem, Manaphy, Landorus, and other Garchomp can easily wipe you out.
- Trick immunity and reduced damage from Knock Off do not make up for the loss of Rough Skin + Rocky Helmet.
- The moment you Mega Evolve you immediately give away what set you run. Now your opponent knows you don't run Focus Sash, Rocky Helmet, Choice Scarf, Stealth Rocks, or any other surprises. In a weird way it's actually relieving seeing a Garchomp Mega Evolve because it reveals a ton of information about the Mega Garchomp team.
- It uses up a Mega slot that could be used on other things. What's more scary? Mega Garchomp and Smooth Rock Tyranitar or Life Orb Garchomp and Charizard X? This is the biggest issue really. Mega Garchomp requires a mega slot AND sand support. That's a pretty big team commitment and what do you really get out of it?

......
Mix Mega Garchomp acts as a fantastic wall breaker for sand teams as it boasts powerful coverage moves in Fire Blast and Draco Meteor. With this is can weaken and even KO most walls that plagues Sand teams e.g. Landorus-T and Skarmory, this of course paves the way for Excadrill to sweep with ease. The perk of being a mixed set allows Mega Garchomp to stall break to some extent. Mega Garchomp forms a great core with Tyranitar and Excadrill.
As mentioned previously, the addition of Tyranitar and Excadrill forms an offensive sand core. The idea behind the core is that Tyranitar sets up hazards, pursuit traps and summon sandstorms. This leaves Mega Garchomp with the job of weakening walls that stop Excadrill e.g. Skamory and Landorus-T. Once the stage has been set, Excadrill freely sweeps due to the lack of counters on the opponent's side.
My core was weak to Weavile so I added Skarmory as a reliable counter. It also forms a hazard-stacking, defensive core with SR Tyranitar (because Skarmory learns spikes). Skarmory is the team's answer against fairy types and the Lati-twins. It can also handle Landorus-T really well.

Manaphy was the 4th member to the squad. Although the team boasts incredible offensive power, it was vulnerable to stall. Manaphy's access to Tail Glow, Hydration and Rain Dance allows it to break past many stall teams. The added perk of using Manaphy over AV Volcanion, was the refreshing rain it brings.

Latios completes the team by bringing immediate speed and power. This allows Latios to effectively take down bulky walls that the team may struggle with e.g. Slowbro, opposing Manaphy etc. As if this wasn't good enough, Latios also supports the team by removing entry hazards and handling Mega Charizard Y.
DETAILED ANALYSIS:
Ability: Sand Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Draco Meteor is Garchomp's most powerful STAB move and hits its usual switch-ins on their much weaker Special Defense. Earthquake is useful for hitting Steel-, Rock-, and Fire-types super effectively. Fire Blast roasts Steel-types that take little from Garchomp's Earthquake, which includes Mega Scizor, Ferrothorn, and Skarmory. Swords Dance allows Mega Garchomp to boost its already stellar Attack to astronomical levels, enabling it to tear apart many defensive teams. The use of Swords Dance on an offensive set gives it the best of both worlds (in terms of Wall Breaking), as it can now break past Chansey, Skarmory, Clefable etc. Substitute blocks attempts at inflicting Garchomp with a status move, it provides Garchomp with breathing room against offence whilst also protecting it from weaker attacks from Pokemon found on bulkier teams.
Note: If Mega Garchomp's speed is too slow for your tastes, you could always run a Rash Nature with 172 Atk / 156 SAtk / 180 Spd EVs instead. This abandons the idea of keeping your non-Mega speed (sometimes), but in exchange Mega Garchomp will gain more power!
......

Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
I chose this set over the Choice Scarf variant as due to its ability to bring long lasting Sandstorm (which SD Excadrill appreciates). This set focuses on supporting its team even further with the utility of Stealth Rock. Tyranitar makes for a great user of the move due to its ability to threaten Defog users. Pursuit traps Latios and Latias, which allows Stealth Rock to stay on their side of the field for the remainder of the match. Stone Edge is a secondary STAB move that lets Tyranitar KO Zapdos, Mandibuzz, Kyurem-B, and Talonflame. Ice Beam KOes Garchomp, Landorus-T, and Gliscor. Thunder Wave can also be used to cripple offensive threats such as Mega Gardevoir. Thunder Wave offers some level of speed control which benefits Mega Garchomp. Fire Blast is an option to threaten Ferrothorn and Scizor.
......
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Adamant Nature is preferred on this team as the extra power allows Excadrill to sweep with very little effort, and opposing Excadrill are hard-walled by my Skarmory. Earthquake and Iron Head are Excadrill's STAB moves, sporting high power and fantastic coverage. Life Orb-boosted Earthquake is extremely powerful, 2HKOing standard Ferrothorn and generally pummeling pretty much any Pokemon that does not resist it. Iron Head has a useful chance to flinch and hits most non-grounded foes, such as Latios, Landorus-T, and Gengar, for a high amount of damage. Rock Slide is Excadrill's best coverage move, hitting Flying-types such as Thundurus, Talonflame, and Mega Pinsir super effectively. It is also Excadrill's best option against Rotom-W and Skarmory. The last slot is a choice between sweeping capability and team support. Swords Dance turns Excadrill into a fearsome balance breaker; for instance, it gives it a high chance to KO Slowbro and standard Choice Scarf Landorus-T after Stealth Rock damage with Earthquake.
......
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
Specially defensive Skarmory!? No, I haven’t gone insane. Although Skarmory might not seem like your first choice for a specially defensive Pokemon, its typing does give it a niche as a means of dealing with a myriad of fairy types, most of whom are specially based, most notably Mega Diancie whom Skarmory can soundly obliterate if Mega Diancie thinks its Magic Bounce ability makes it safe from Skarmory. To that end, Iron Head becomes the preferred STAB attack, in order to punish those fairy types, and of course without investment it soundly 1HKOs Mega Diancie. Beyond that, the movepool is identical to the standard set. Roost is Skarmory’s reliable recovery that allows it to keep itself healthy throughout the match to continue doing its job. Finally, Whirlwind allows Skarmory to phase out Pokemon to avoid being set up on and rack up entry hazard damage, but Taunt can allow Skarmory to deal with slower defensive Pokemon instead.
Note: Since I'm running Latios and Volcanion there was no need for the flying type move Brave Bird, as this combination of Psychic and Fire nails most fighting and grass type PKMN.
......

Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature


Tail Glow boosts Manaphy's Special Attack by three stages, making it capable of cutting through defensive teams. Rain Dance further boosts Manaphy's power, allowing it to break past Clefable and Chansey more easily and making it effectively immune to status ailments. Scald has a nifty 30% chance to burn the foe and is Manaphy's strongest STAB move, and its power is augmented even further via Tail Glow and Rain Dance. Psychic allows Manaphy to circumvent Mega Venusaur, Amoonguss, Conkeldurr, Dragalge, Toxicroak, and Keldeo. Using Psychic means that Manaphy has an easier time against stall utilizing Mega Sableye + Amoonguss or Mega Venusaur + Heatran cores. Energy Ball hits Water-types such as Slowbro, Suicune, and Rotom-W for super effective damage and allow it take on Rain Team easily (it scores a 1HKO on Mega Swampert).
......
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
Draco Meteor is Latios's strongest move, dealing great damage to Pokemon that don't resist it such as Thundurus and Slowbro. Psyshock allows Latios to threaten special walls such as Chansey and Assault Vest users such as Raikou, Tornadus-T, and Conkeldurr by hitting their weaker Defense stat. Thunderbolt allows Latios to beat bulky Water-types such as Suicune, Manaphy, and Gyarados more easily without resorting to Draco Meteor and hits Skarmory super effectively. Roost improves Latios's longevity and aids it in checking threats such as Keldeo and Mega Manectric. Defog provides invaluable support to team-mates so that their health is not chipped away by entry hazards.
......
THREAT LIST:
Medicham and Mega Gallade are huge threats to my team (especially if they have Ice Punch) as I do not have a reliable switch-in to either of them. Their coverage moves and high power threatens every member in the team.

Gengar threatens this team due non of my team mates being viable switch-ins to it. Thanks to its coverage, it can effortlessly 1-2HKO by entire team. A Chople Berry can be used on Tyranitar to allow it to survive a Focus Blast attack and then retaliate with Pursuit.
With the right level of prediction Keldeo threatens my team badly as it can cripple the few PKMN capable of surviving via Scald. Volcanion may seem like a decent counter but Secret Sword 2HKOs it.
CONCLUSION:
Sandstorm is the most used weather effect, and for good reasons too. Sandstorm has several game-changing effects that can be fully utilized to your advantage. A major problem for sandstorm teams is stall teams. Most Pokémon that do well in sandstorm aren't proficient at running mixed sets, and as such, breaking the walls of stall teams is difficult. Including mixed attackers is an ideal way to tackle stall teams (M-Garchomp). Special attacker are often able to break down a few walls so this gives Sand teams the chance to sweep with something else (Excadrill). Toxic Spikes is another large problem, as it hits many common sandstorm Pokémon. This is why I included Defog Latios even though it annoys my Skarmory due to it blowing away our hazards too. For this reason I've considered the use of Starmie as an alternate Rapid Spinner, plus it's a check to water types via Thunderbolt. That said Excadrill is a viable option as well.
Opposing weather teams also make playing with Sandstorm difficult, especially if your weather-inducer faints before your opponent's does. Not only will they have powerful sweepers ready to benefit from the opposing weather, but my Rock and ground type Pokémon will lose to the foes super effective STAB attacks. Rain Dance teams can smash through Tyranitar with high powered Water-type moves, and can then set up Rain Dance without fear to attempt a sweep. Sunny Day teams are less of a threat as one could simply bring in Tyranitar to delay the use of SolarBeam. When playing against such teams, it's best to make smart sacrifices to keep control of the battle. In these situations, it is highly advised to keep Tyranitar weather-Pokémon alive so it can change the weather when desperately needed.
IMPORTABLE TEAM:

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Swords Dance
Dustdevil (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Rock Slide
- Pursuit
- Fire Blast
Tremors (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Silverwing (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Dripdrop @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic
Airforce (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Swords Dance
Dustdevil (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Rock Slide
- Pursuit
- Fire Blast
Tremors (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Silverwing (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Dripdrop @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic
Airforce (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
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http://replay.pokemonshowdown.com/ou-376945325
http://replay.pokemonshowdown.com/ou-376948654
RECENT CHANGES:


These Pokemon perform very well in breaking through Stall Teams. That said, Manaphy gains the upper hand as it boasts the advantage acting as a status absorber and Stall Breaker. TG Rain Dance Manaphy is also the superior stall breaker IMO due it's ability to KO the likes of Gastrodon and Quagsire via Energy Ball. Manaphy doesn't necessarily need to run Psychic as the poison types are easily handled by Latios.
......
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
EVs: 172 Atk / 156 SpA / 180 Spe
Rash Nature
Naive Nature Over Rash Nature
The change from a Rash Nature into a Naive Nature allows Garchomp to out speed base 100 Pokemon such as Gardevoir and Charizard X/Y. Whilst this benefits Mega Garchomp on the turn it mega evolves, the reduction is power is noticeable. However that said, a Naive Natured Mega Garchomp still performs well as a Wall Breaker, so the changes are worth it.
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