Hello everyone, I want to start off this post with a diclaimer: I did not make this team. A friend of mine met someone on Showdown kind enough to build a team around his favorite pokemon, Mega Aerodactyl. So shoutout to user Mistaken for building this team for him. Even though I didn't build it, I feel a I have enough of an understanding to discuss it at length.
Now that the disclaimer is out of the way, I have been playing this team for the last 3 days and it's pretty cool. Admittedly, there are some unusual things here, but it makes for some interesting battles.






Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Tail
- Aerial Ace
- Stone Edge
- Hone Claws
First up, the star of this team, the ever underappreciated Mega Aerodactyl. First off, this thing is fast, wicked fast, earning him the nickname "Hayai 速い" He outpseeds pretty much the entirety of the current meta, outspeeding monsters like Latios and Greninja. He even outspeeds some of the slower scarf users, like Tyranitar. His set is run a little different than traditional, because Tyranitar already fills the infamous EdgeQuake role. Aqua tail brings coverage for a lot of things that will want to switch in to him. At +1 from Hone Claws he wil OHKO or 2HKO basically any Rock/Ground type threat. Even though Stone Edge doesn't receive the Tough Claws boost, it hits hard, and the accuracy from Hone Claws makes it so much more reliable. Aerial Ace brings in boosted STAB that can't miss.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 16 SpD / 240 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch
Mega Aero's partner in crime, choice band Dragonite. Every core needs to watch each other's backs, and Dragonite does this quite nicely. Rock types trying to knock Aero out of the air? Earthquake. Steel Types flashing you/smashing thier heads into you repeatedly/punching you at extremely high velocity?Fire Punch. Water or Electric types doing the thing? Name one pokemon that runs those moves and actually wants to eat a banded Outrage. I'm not even going to bother justifying Extreme Speed, it's good.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 150 HP / 252 Atk / 106 SpD
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Crunch
This is a sand team, so here's the sand setter. Smooth Rock TTar ensures that there wil be sand in copious amounts. The classic EdgeQuake combo for that beautiful type coverage we've all come to know and love. Crunch and Pursuit for some much needed coverage. These check standard threats such as Mew and the Lati twins. You do have to play a bit of a guessing game, but reading your opponent is an aspect of the game.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
I'll admit my eyebrow went up when I looked at this thing. Sure, it's the 2nd half of the infamous SandRush Core, but Life Orb just felt...weird. However, those feeling quickly melted when I saw how much work this thing puts in. There's honestly nothing that special about the moves, it's a pretty generic Excadrill set. What catches people is just how hard this thing hits. Sure they expect some offense in a sand rush core. I've had several instances of people taunting expecting swords dance. Make no mistake, this thing is a win condition on this team.

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Serious Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Protect
- Stealth Rock
So, this thing is an actual check to the water types that run around since the team has a glaring weakness. The EV's provide a great neutral spread making him a good all around wall. Stealth Rocks should be no surprise here, hazards are strong in this meta. Gyro Ball for some STAB damage, it hits surprisingly hard at times. Leech Seed and Protect provide longevity, and a way to put a little damage on switch-ins.

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Grass Knot
- Extrasensory
So the team was entirely physical and needed some more coverage. So Greninja makes a ton of sense. An absolutely massive amount of coverage, and Perma-STAB make him incredibly desireable. Standard Life Orb set to make sure he hits like special truck. Moves all chosen for their coverage.
So that's my team I had no hand in the making of. I'm still interested in feedback from the community on how I can potentially improve the team. Thanks for taking the time to read if you did!
Now that the disclaimer is out of the way, I have been playing this team for the last 3 days and it's pretty cool. Admittedly, there are some unusual things here, but it makes for some interesting battles.
The Team







Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Tail
- Aerial Ace
- Stone Edge
- Hone Claws
First up, the star of this team, the ever underappreciated Mega Aerodactyl. First off, this thing is fast, wicked fast, earning him the nickname "Hayai 速い" He outpseeds pretty much the entirety of the current meta, outspeeding monsters like Latios and Greninja. He even outspeeds some of the slower scarf users, like Tyranitar. His set is run a little different than traditional, because Tyranitar already fills the infamous EdgeQuake role. Aqua tail brings coverage for a lot of things that will want to switch in to him. At +1 from Hone Claws he wil OHKO or 2HKO basically any Rock/Ground type threat. Even though Stone Edge doesn't receive the Tough Claws boost, it hits hard, and the accuracy from Hone Claws makes it so much more reliable. Aerial Ace brings in boosted STAB that can't miss.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 16 SpD / 240 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch
Mega Aero's partner in crime, choice band Dragonite. Every core needs to watch each other's backs, and Dragonite does this quite nicely. Rock types trying to knock Aero out of the air? Earthquake. Steel Types flashing you/smashing thier heads into you repeatedly/punching you at extremely high velocity?Fire Punch. Water or Electric types doing the thing? Name one pokemon that runs those moves and actually wants to eat a banded Outrage. I'm not even going to bother justifying Extreme Speed, it's good.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 150 HP / 252 Atk / 106 SpD
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Crunch
This is a sand team, so here's the sand setter. Smooth Rock TTar ensures that there wil be sand in copious amounts. The classic EdgeQuake combo for that beautiful type coverage we've all come to know and love. Crunch and Pursuit for some much needed coverage. These check standard threats such as Mew and the Lati twins. You do have to play a bit of a guessing game, but reading your opponent is an aspect of the game.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
I'll admit my eyebrow went up when I looked at this thing. Sure, it's the 2nd half of the infamous SandRush Core, but Life Orb just felt...weird. However, those feeling quickly melted when I saw how much work this thing puts in. There's honestly nothing that special about the moves, it's a pretty generic Excadrill set. What catches people is just how hard this thing hits. Sure they expect some offense in a sand rush core. I've had several instances of people taunting expecting swords dance. Make no mistake, this thing is a win condition on this team.

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Serious Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Protect
- Stealth Rock
So, this thing is an actual check to the water types that run around since the team has a glaring weakness. The EV's provide a great neutral spread making him a good all around wall. Stealth Rocks should be no surprise here, hazards are strong in this meta. Gyro Ball for some STAB damage, it hits surprisingly hard at times. Leech Seed and Protect provide longevity, and a way to put a little damage on switch-ins.

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Grass Knot
- Extrasensory
So the team was entirely physical and needed some more coverage. So Greninja makes a ton of sense. An absolutely massive amount of coverage, and Perma-STAB make him incredibly desireable. Standard Life Orb set to make sure he hits like special truck. Moves all chosen for their coverage.
So that's my team I had no hand in the making of. I'm still interested in feedback from the community on how I can potentially improve the team. Thanks for taking the time to read if you did!
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