MMM - oh wait: there are 2 more Pokemon with names begining with M...
MMM M M
When I went onto Pokemon Showdown a while ago, I spotted ORAS OU and I decided to get into it. built a few teams, but by far the most meticulously built of them all was one inspired by aim's mono-attacking Mega Salamence and Choice Scarf Magnezone core that he used in his 'Enter Mega Salamence' video. I built is using a combination of looking at what beat the core and my knowledge of what was common in the OU tier.
Teambuilding Process
This is the core. Magnezone traps and KOs Steel-types with Thunderbolt and Hidden Power Fire, and it has become such a big influence on the metagame that we are seeing a flashback to the DP OU metagame in Shed Shell Skarmory. Magnezone takes out the main counters to Salamence nicely, meaning that it doesn't have to sacrifice a moveslot for Fire Blast.
I decided to use Mamoswine for 2 reasons: to take out Landorus-T, who stops the main core of the team cold, and to lure and KO Rotom-W with Freeze Dry. Mamoswine also lets deals with opposing Magnezone more reliably than my own one does, making it that much easier for Salamence to clean up with Return.
Balloontran was chosen for two reasons: it is the only thing the team has to stop Sand Rush Excadrill reliably and it works as a backup lure for Landorus-T when Mamoswine can't. Additionally, it can reliably beat Mega Salamence one-on-one, which is vital for the team. While the latter may not seem so much of an issue to to Mamoswine, Mamoswine is screwed over by Intimidate, which means that it can very easily become setup fodder once Salamence switches out or faints.
The team at this point really struggles vs Calm Mind Mega Slowbro, which is currently one of the most influential threats in the metagame. Additionally, I really need Defog support so that Salamence can set up Substitute more times before needing to Roost. This is why Mandibuzz is the best pokemon for the job. It can reliably get around Calm Mind Mega Slowbro with Punishment, and it can clear Stealth Rock for the team. I decided to forgo Taunt for more reliable damage in Foul Play as I already had Taunt on my Heatran, so I felt it was a little unnecessary and I needed a way to hit more reliably than Punishment.
I picked Tyranitar despite my team's glaring weakness to Fighting-types for multiple reasons. First of all, I wanted a reasonably bulky, special attacking Dark-type, and secondly I wanted a lure for things like Azumarill and Ferrothorn. This is where Tyranitar fits the bill perfectly, as I am running a fully special lure set to deal with said Pokemon, be it through catching them on the switch-in with my coverage or allowing Magnezone to trap and Steel-type when I don't want to risk Fire Blast missing or hide my full moveset.
Team Details
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Mono-attacking Mega Salamence is a monster, but it does suffer a little from being walled by Steel-types. Substitute is nice for blocking Will-O-Wisps and Dragon Tails from stopping Salamence from sweeping. Additionally, it is easy to set up due to the number of switches Salamence forces. It eases setup and it eases predictions, making it easier to play around my opponent. Roost is nice for its ability to let Salamence recover its HP while easing two of its biggest weaknesses in Ice- and Rock-type attacks, while making it reliably able to beat non-Choice Scarf Rotom-W when its behind a substitute. Dragon Dance is what makes it so monstrous, and it has an easy time setting up on a large portion of the metagame. Return is the STAB of choice, hitting a whopping 132 base power before STAB. You could use Frustration to get around max happiness Ditto, but then you are just beaten by min happiness variants, so it is down to personal preference really. The EVs I have chosen allow Mega Salamence to outpace timid base 110s like Latios and Latias before a boost.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Choice Scarf Magnezone traps and KOs non-Shed Shell Steel-types. Choice Scarf can outpace the vast majority of the unboosted metagame, and it is the teams best check to birdspam after Salamence has mega evolved as it outpaces adamant Talonflame. Hidden Power Fire is what makes it so good at KOing Steel-types, and Thunderbolt is a reliable STAB that takes out Skarmory more reliably. Flash Cannon is just nice coverage for specially defensive Fairy-types, as well as being its best bet vs Rock-types and Mamoswine. Volt Switch is nice for its ability to gain momentum or switch out of an unfavorable matchup. Max speed Timid is chosen to outpace everything from timid Thundurus downwards, and it also ties with opposing Choice Scarf Magnezone so that it isn't as easily trapped and KO'd by them, although it is still somewhat a problem for Magnezone when it is locked into Thunderbolt or Flash Cannon.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Mamoswine is one of the most important members of this team, and it can take out some of the biggest threats to Salamence and Magnezone when used correctly. Ice Shard is important for the priority that it provides, while Icicle Crash is chosen over Icicle Spear as I wanted more reliable damage as it isn't a Stealth Rock lead. Earthquake is a more reliable STAB than Icicle Crash VS anything that doesn't resist it, and Freeze Dry lets Mamoswine lure and 2HKO physically defensive Rotom-W with the given EVs. 29 HP IVs minimises the damage Mamoswine takes from Life Orb, and I have gone for max speed with a naive nature to outpace offensive Heatran, adamant Gyarados and jolly Breloom, the latter of which is important to outpace its Mach Punch with Ice Shard.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
HP Ice BalloonTran is my teams check to Excadrill and Mega Salamence, as well as another check to Landorus-T, hitting it for an OHKO with Hidden Power after Stealth Rock damage either on switch in or on the turn it pops my balloon. Fire Blast is a powerful STAB, Stealth Rock is just nice utility, Hidden Power Ice is for Salamence and Landorus and Taunt is just nice for its ability to shut down things like Chansey. The EVs outpace adamant Excadrill.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
As stated before, Mandibuzz is my team's way of getting around Calm Mind Slowbro. Punishment is what enables me to do that, reaching 100 BP after just 1 Calm Mind. This quite literally punishes Slowbro for attempting to set up, and it is more useful than Whirlwind or Taunt on this team in my opinion due to its lack of negative priority, I already have a Taunt user and it ignores Oblivious when my opponent tries to be smart and doesn't mega evolve. Foul Play complements Punishment nicely, dealing with physical setup sweepers far better than it does. The rest of the moveset is rather self explanitory, but I'll explain anyway. Roost lets Mandibuzz heal back up, meaning that it can check things right through the match, and Defog clears Stealth Rock for Salamence, as well as clearing Dual Screens to stop them from hampering the damage of it and its teammate's attacks. The EVs outpace adamant Azumarill, as well as preventing Landorus from 2HKOing with Focus Blast.
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ever sinse I made the set, I have absolutely loved this. This set primarily lures Ferrothorn and Azumarill and KOs them with Fire Blast and Thunderbolt, respectively, or, in the case of the former, allows Magnezone to trap and KO it. Ice Beam is also nice as Tyranitar lures Landorus-T. Dark Pulse is the main item on display though, as it OHKOs physically defensive Slowbro and Mega Slowbro, who are problematic for this team otherwise. The EVs I have chosen allow Tyranitar to outpace modest Magnezone while a modest nature is what enables Tyranitar to score the KO on physically defensive Slowbro and Mega Slowbro in conjunction with Life Orb.
Possible Variations
Explanations Below Hide Tags
This variant of the team is for players who want a slightly more reliable means of damage than Foul Play on Mandibuzz. There is one pro and one con to doing this, with the pro being Mandibuzz hitting special attackers harder on average than if it runs Foul Play, but at the cost of hitting physical attackers and users of Swords Dance/Dragon Dance for less damage due to being forced into using Punishment on the latter. Ultimately, its down to personal preference.
This variation is made so that Magnezone can escape opposing Magnezone instead of both sides being trapped, while also not forcing a risked tie with Volt Switch. Additionally, it allows Magnezone a little more freedom due to its ability to switch moves. However, it sacrifices the ability to outpace everything up to base 113 speed. Its up to you whether you prefer this or not.
This one gives up Magnezone's ability to tie with opposing Choice Scarf Magnezone for more efficient EVs. Generally this isn't recommended though due to it now always losing to opposing Choice Scarf Magnezone when they trap you.
This version alleviates the team's weakness to Fighting-types at the cost of making it even weaker to Greninja than it was before. It aims to lure and use momentum to get around physically defensive Slowbro and Mega Slowbro instead of luring and flat out KOing them. U-turn is used when you expect Slowbro to come in, and Punishment is for when they successfully get up a few Calm Minds. The EVs outpace adamant Excadrill. The rest is self explanitory. Whether you use this is down to personal preference really.
This lets you get around physically defensive Slowbro using sheer power while dealing heavier damage to the tier overall than lure Tyranitar does at the cost of no longer being able to handle Azumarill as well as before, as well as making it harder to lure Ferrothorn for Magnezone. Down to preference whether you use this or not.
This variation uses Talonflame to get around Mega Medicham and Fighting-types, while Natural Gift somewhat lets Talonflame handle physically defensive Mega Slowbro. Additionally, Talonflame is an effective stop to Greninja due to Gale Wings. This variation may replace the current variation in the near future, but for now it will stay as it is.
This variant works the same way as the Talonflame one, except it exchanges the ability to take on Fighting-types for the ability to take on Ground-types.
Weaknesses
Conclusion
While this team is far from perfect, I feel that I did a good job at working around the MagneMence core, and I appreciate any feedback that I am given. Thank you.
MMM M M
When I went onto Pokemon Showdown a while ago, I spotted ORAS OU and I decided to get into it. built a few teams, but by far the most meticulously built of them all was one inspired by aim's mono-attacking Mega Salamence and Choice Scarf Magnezone core that he used in his 'Enter Mega Salamence' video. I built is using a combination of looking at what beat the core and my knowledge of what was common in the OU tier.
Teambuilding Process
This is the core. Magnezone traps and KOs Steel-types with Thunderbolt and Hidden Power Fire, and it has become such a big influence on the metagame that we are seeing a flashback to the DP OU metagame in Shed Shell Skarmory. Magnezone takes out the main counters to Salamence nicely, meaning that it doesn't have to sacrifice a moveslot for Fire Blast.
I decided to use Mamoswine for 2 reasons: to take out Landorus-T, who stops the main core of the team cold, and to lure and KO Rotom-W with Freeze Dry. Mamoswine also lets deals with opposing Magnezone more reliably than my own one does, making it that much easier for Salamence to clean up with Return.
Balloontran was chosen for two reasons: it is the only thing the team has to stop Sand Rush Excadrill reliably and it works as a backup lure for Landorus-T when Mamoswine can't. Additionally, it can reliably beat Mega Salamence one-on-one, which is vital for the team. While the latter may not seem so much of an issue to to Mamoswine, Mamoswine is screwed over by Intimidate, which means that it can very easily become setup fodder once Salamence switches out or faints.
The team at this point really struggles vs Calm Mind Mega Slowbro, which is currently one of the most influential threats in the metagame. Additionally, I really need Defog support so that Salamence can set up Substitute more times before needing to Roost. This is why Mandibuzz is the best pokemon for the job. It can reliably get around Calm Mind Mega Slowbro with Punishment, and it can clear Stealth Rock for the team. I decided to forgo Taunt for more reliable damage in Foul Play as I already had Taunt on my Heatran, so I felt it was a little unnecessary and I needed a way to hit more reliably than Punishment.
I picked Tyranitar despite my team's glaring weakness to Fighting-types for multiple reasons. First of all, I wanted a reasonably bulky, special attacking Dark-type, and secondly I wanted a lure for things like Azumarill and Ferrothorn. This is where Tyranitar fits the bill perfectly, as I am running a fully special lure set to deal with said Pokemon, be it through catching them on the switch-in with my coverage or allowing Magnezone to trap and Steel-type when I don't want to risk Fire Blast missing or hide my full moveset.
Team Details
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Mono-attacking Mega Salamence is a monster, but it does suffer a little from being walled by Steel-types. Substitute is nice for blocking Will-O-Wisps and Dragon Tails from stopping Salamence from sweeping. Additionally, it is easy to set up due to the number of switches Salamence forces. It eases setup and it eases predictions, making it easier to play around my opponent. Roost is nice for its ability to let Salamence recover its HP while easing two of its biggest weaknesses in Ice- and Rock-type attacks, while making it reliably able to beat non-Choice Scarf Rotom-W when its behind a substitute. Dragon Dance is what makes it so monstrous, and it has an easy time setting up on a large portion of the metagame. Return is the STAB of choice, hitting a whopping 132 base power before STAB. You could use Frustration to get around max happiness Ditto, but then you are just beaten by min happiness variants, so it is down to personal preference really. The EVs I have chosen allow Mega Salamence to outpace timid base 110s like Latios and Latias before a boost.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Choice Scarf Magnezone traps and KOs non-Shed Shell Steel-types. Choice Scarf can outpace the vast majority of the unboosted metagame, and it is the teams best check to birdspam after Salamence has mega evolved as it outpaces adamant Talonflame. Hidden Power Fire is what makes it so good at KOing Steel-types, and Thunderbolt is a reliable STAB that takes out Skarmory more reliably. Flash Cannon is just nice coverage for specially defensive Fairy-types, as well as being its best bet vs Rock-types and Mamoswine. Volt Switch is nice for its ability to gain momentum or switch out of an unfavorable matchup. Max speed Timid is chosen to outpace everything from timid Thundurus downwards, and it also ties with opposing Choice Scarf Magnezone so that it isn't as easily trapped and KO'd by them, although it is still somewhat a problem for Magnezone when it is locked into Thunderbolt or Flash Cannon.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Mamoswine is one of the most important members of this team, and it can take out some of the biggest threats to Salamence and Magnezone when used correctly. Ice Shard is important for the priority that it provides, while Icicle Crash is chosen over Icicle Spear as I wanted more reliable damage as it isn't a Stealth Rock lead. Earthquake is a more reliable STAB than Icicle Crash VS anything that doesn't resist it, and Freeze Dry lets Mamoswine lure and 2HKO physically defensive Rotom-W with the given EVs. 29 HP IVs minimises the damage Mamoswine takes from Life Orb, and I have gone for max speed with a naive nature to outpace offensive Heatran, adamant Gyarados and jolly Breloom, the latter of which is important to outpace its Mach Punch with Ice Shard.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
HP Ice BalloonTran is my teams check to Excadrill and Mega Salamence, as well as another check to Landorus-T, hitting it for an OHKO with Hidden Power after Stealth Rock damage either on switch in or on the turn it pops my balloon. Fire Blast is a powerful STAB, Stealth Rock is just nice utility, Hidden Power Ice is for Salamence and Landorus and Taunt is just nice for its ability to shut down things like Chansey. The EVs outpace adamant Excadrill.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
As stated before, Mandibuzz is my team's way of getting around Calm Mind Slowbro. Punishment is what enables me to do that, reaching 100 BP after just 1 Calm Mind. This quite literally punishes Slowbro for attempting to set up, and it is more useful than Whirlwind or Taunt on this team in my opinion due to its lack of negative priority, I already have a Taunt user and it ignores Oblivious when my opponent tries to be smart and doesn't mega evolve. Foul Play complements Punishment nicely, dealing with physical setup sweepers far better than it does. The rest of the moveset is rather self explanitory, but I'll explain anyway. Roost lets Mandibuzz heal back up, meaning that it can check things right through the match, and Defog clears Stealth Rock for Salamence, as well as clearing Dual Screens to stop them from hampering the damage of it and its teammate's attacks. The EVs outpace adamant Azumarill, as well as preventing Landorus from 2HKOing with Focus Blast.
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ever sinse I made the set, I have absolutely loved this. This set primarily lures Ferrothorn and Azumarill and KOs them with Fire Blast and Thunderbolt, respectively, or, in the case of the former, allows Magnezone to trap and KO it. Ice Beam is also nice as Tyranitar lures Landorus-T. Dark Pulse is the main item on display though, as it OHKOs physically defensive Slowbro and Mega Slowbro, who are problematic for this team otherwise. The EVs I have chosen allow Tyranitar to outpace modest Magnezone while a modest nature is what enables Tyranitar to score the KO on physically defensive Slowbro and Mega Slowbro in conjunction with Life Orb.
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Possible Variations
Explanations Below Hide Tags
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Knock Off
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Knock Off
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Shed Shell
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Shed Shell
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Ice Beam
- Thunderbolt
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Earthquake
- U-Turn
- Punishment
- Stone Edge
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Earthquake
- U-Turn
- Punishment
- Stone Edge
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Psychic
- Knock Off
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Psychic
- Knock Off
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Talonflame @ Liechi Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Natural Gift
- Brave Bird
- Flare Blitz
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Talonflame @ Liechi Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Natural Gift
- Brave Bird
- Flare Blitz
Salamence @ Salamencite
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Sp
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Substitute
- Roost
- Dragon Dance
- Return
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Hidden Power [Ice]
- Taunt
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Punishment
- Roost
- Defog
- Foul Play
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Sp
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Weaknesses
- Fighting-types - As I mentioned before, this team has a big weakness to Fighting-types like Mega Gallade, Lucario and Conkeldurr. While this is somewhat alleviated by Salamence's typing and Intimidate prior to mega evolution, it is still a problem for the vast majority of my team, and it is ruined if they are running Ice-type coverage.
- Greninja - Greninja is so much better in the ORAS metagame than it was in the XY one. This is because of a combination of it checking a large portion of threats in the metagame such as Mega Slowbro and Mega Salamence and it gaining Gunk Shot as a better way to hit Fairy-types and Mega Sceptile than it has without it. This in conjunction with Protean makes it a huge threat, and the same applies vs this team. There is nothing that can safely switch into its attacks, making fighting it one big mind game of predicting around Hydro Pump and Ice Beam.
Conclusion
While this team is far from perfect, I feel that I did a good job at working around the MagneMence core, and I appreciate any feedback that I am given. Thank you.
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