
Beedrill-Mega (M) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Knock Off
- Protect
EV Distribution: Fast Physical Sweeper
Mega Beedrill, the glass cannon..I thought protect was necessary to scout for priority moves like Fake Out/SP/MP/BP/Aqua Jet etc.(advice on this would be appreciated), so boop, it's there. U-Turn is heavy STAB and a free switch if the opponent decides to switch out after encountering this monster. Knock Out covers the annoying Ghosts and removes the items at the same time, also another reason I decided Payback wasn't necessary for Conkeldurr later on. Nothing much else needs to be said about this mon, it's a beast!
Ability: Iron Barbs
EVs: 252 HP / 128 Def / 128 SpD
Careful Nature
IVs: 0 Spe
- Toxic
- Power Whip
- Stealth Rock
- Leech Seed
Ferrothorn to set up hazards here, equal distribution of EVs to Def and SpD, is that fine? Not so sure about replacing Toxic or LS with Gyro Ball, so I kept them there for the mean time. Power Whip is STAB with Ferrothorn's originally pretty okay Attack stat.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Healing Pulse
- Psyshock
- Draco Meteor
- Defog
EV Distribution allows it to be a fast Special sweeper.
I figured I could do with a Life Orb high damage Latios, what with Gengar being scarfed already. Draco Meteor and Psyshock for STAB, defog for hazard removal. Roar allows it to switch out anything that's slowly building up to become a threat.

Conkeldurr @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 156 HP / 252 Atk / 100 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Earthquake
- Stone Edge
EV Distribution is such that Conkeldurr has a hefty amount of HP to withstand one Psychic type attack. Need it such that it can hold out for a DP, and the burn, then outspeed with Mach Punch. Bulky, high Att mon.
Guts and Flame Orb are pretty self-explanatory, MP to outspeed potential life/death situations for Conk here, DP for STAB and health recovery from Burn, Stone Edge for flying types and fire types and Earthquake for further type coverage. Not so sure about distributing points to SpD instead of fully committing to health though, I figured it could sacrifice some bulk for damage reduction.
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 156 HP / 184 Def / 168 SpD
Calm Nature
- Scald
- Rest
- Ice Beam
- Sleep Talk
EV Distribution is such that Milotic has a high amount of HP, and 360 SpD in stat count, Def is distributed such that it is 240 in stat count, multiplying up to 360 Def during Rest.
Milotic with the Rest and Marvel Scale, sleep talk is obvious enough. Scald for STAB, Ice beam, I'm not positive I should keep around...? Should be able cover the grass type weakness, so it'll be there for the meantime. Also nice to get free switch in damage on Togekiss, little as it may be. Also my go-to tank with Marvel Scale and Rest boosted defense and naturally, being the special tank it already is, yada yada..
(Edit: I've considered using Rotom-W thanks to all you guys' suggestions, but will leave Milotic around for anyone deciding to use this build)

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
EV makes it so that it has lots of HP to spare, and Bold nature + high Def to serve it's purpose as the replacement to Ferrothorn. Increased it's speed a little to give it some edge in battle, can't have it being slower than everything if it's gonna use Volt Switch anyway.
So here's the new addition to the team. Bulky, and with two type weaknesses only, Rotom-W makes for a good emergency switch out mon with it's STAB Volt Switch. Will-O-Wisp to drop the opponent's attack and obviously nice DOT bonus. Pain Split to cover any annoying healers. Hydro Pump is a sweet high damaging attack with STAB.
Ability: Magic Guard
EVs: 136 HP / 176 Def / 56 SpA / 140 SpD
Calm Nature
- Soft-Boiled
- Dazzling Gleam
- Flamethrower
- Calm Mind
Clefable's set to calm mind all the way up, it'll be in charge of potential Sp Att sweepers, asides from Milotic of course. It should be able to cover Gengar with enough Calm Minds, and Flamethrower gets rid of the annoying Ferrothorns, Magnezones, and should allow me to get a hit in on Metagross, regardless of being a Mega before it dies. Not positive if I need it still with Talonflame around...still a useful Fire SpA move to have, in any case.

Gengar @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Shadow Ball
- Focus Blast
- Sludge Wave
EV: Fast Physical Sweeper, as is Gengar's role in most teams.
With Gengar, I gain a fast/scarfed special sweeper able to cover dragon types with dazzling gleam(prior to this, Clefable covered them) Ghost types with Shadow Ball, Fairy types like Clefable(very annoying little suckers them) with Sludge Bomb(also to avoid high Sp Def mons walling me out, I went with Poison Jab, damage should be acceptable with STAB and x2 on Fairies that have gone power crazy with Calm Mind.), Thunderbolt for extra coverage, wasn't too certain about what to fill up the last move slot with. A pal tells me to use Focus Blast, but 70% accuracy...?

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Talonflame is the other go-to mon for priority moves with Brave Bird and Gale Wings. Flare Blitz and BB for STAB, protect's to avoid potential Bisharp Sucker Punch OHKO moments lol. Roost should take care of the recoil damage. As for EV distributions, Talonflame is meant to be a fast Physical Sweeper.
So is my team okay? I'm a bit worried about having no fast/scarfed special sweepers...opinions guys?
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