https://pokepast.es/54276325c58bab08

The general idea behind this team is that Lele with electrium Z opens up the way for Gallade Mega to heavily chunk or get kills once its checks are gone. I went for a more defensive rest of the team since i felt I was getting overwhelmed by stuff like Ash-Greninja quite easily.

Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Close Combat
- Zen Headbutt
- Swords Dance
First of all the Pokemon which the team is built around, Mega Gallade. Mega gallade has the purpose of being the teams main damage dealer and wall breaker, its a pokemon with an amazing move pool and speed tier. Combined with lele's terrain its stab move Zen Headbutt hits like a truck and the fear of a mega gallade getting a Swords Dance off is terrifying for some teams, which is why I use SD+ 3A Mega Gallade over 4A Mega Gallade here. Close combat is a strong stab move for Mega Gallade allowing it to muscle past Steel types like Corviknight and Skarmory once chipped/chunked. Triple axel on Mega Gallade over Knock off since I already have 2 knock off users in the team and I felt being able to reliably get past Gliscor/Defensive Landorus was a big help in getting wins for the team.

Tapu Lele @ Electrium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Moonblast
- Calm Mind
- Psyshock
Tapu lele excels in this team because it sets up Psychic Terrain to boost Mega-Gallade's Zen Headbutt power even more. Tapu lele carries Electrium Z here since it allows to take opposing Corviknights/Skarmory by surprise which then clears the route for Mega-Gallade to start putting in the work. Psyshock paired with calm mind on Tapu lele allows it to even break through the chunky pink blobs such as Chansey and Blissey. The lele set does struggle dealing with Heatran since it doesn't carry focus blast but I found that the calm mind set as it is now is more useful for the team.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 108 Def / 148 SpD
Impish Nature
- U-turn
- Earthquake
- Knock Off
- Toxic
How could you make a team without Landorus in it, this defensive set is amazing to use as pivot or punish opposing U-turn's. The EVs give it a nice mix between physical and special bulk since this spdef bulk allows it to always live a specs tapu koko hp ice from full and a Fire blast from Char Y at full. Both scenarios being very threatening for the team if ferrothorn has died early allowing opposing tapu koko to go ham aswell as the team naturally struggling to deal with Char Y so being able to get that toxic off can be crucial. Knock is used on this set to punish mons like Corviknight or opposing lando coming in on it, earthquake being a strong stab move, u turn allowing you to keep momentum and get Mega-Gallade or Tapu Lele in a good position. Toxic finishes the set off by giving landorus the option to punish pokemon like Zapdos/Landorus/Kyurem from coming in on landorus and hurting them in the long term.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 SpD / 58 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Rotom-wash serves as the main specially defensive wall for the team from the likes of ash-gren and Heatran. Will o wisp being useful in end game or punishing aggressive switches from the opponent not expecting you to read them and wisp their strong physical attacker. Pain split allows rotom to have more sustain throughout the game when the likes of tangrowth/blissey/chansey switch into it so rotom-w can stay healthy and keep serving as an ash-gren check. Volt switch being a signature move to keep up momentum for the team and hydro pump allowing it to beat heatran/landorus and other mons weak to it if needed.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 148 Def / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Knock Off
- Gyro Ball
Ferrothorn is put on this team as a secondary Ash-gren check and a Tapu check as well as holding the team together against kyurem. Its a mixed defensive set which allows it to also tank physical hits if needed from the likes of Garchomp/excadrill. Gyro ball with 0 speed being useful in dealing with tapu koko or heavily punishing a Hawlucha trying to set up on it which is why I took it over Iron head which would help with dealing with Kyurem. It carries Stealth rock as well as leech seed to punish switches in the long term and give it another form of recovery. Knock off being the utility move to punish mons trying to take advantage of Ferrothorn.

Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Draco Meteor
- Earth Power
Yes, yes I know, Scarf Kyurem. One of the main problems when playing with this team was Mega Diancie carrying mystical fire as well as SD Kartana shredding the team. MDiancie still needs a bit of chip before Kyurem can take it out but the Kartana problem was fixed since Kyurem can revenge kill it, Kyurem still doesnt serve as a switch in so the team naturally struggles with kartana but its at least a way to deal with kartana. As well as Kyurem having the needed offensive pressure and speed control against mons like Weavile who are a big threat to the team.






The general idea behind this team is that Lele with electrium Z opens up the way for Gallade Mega to heavily chunk or get kills once its checks are gone. I went for a more defensive rest of the team since i felt I was getting overwhelmed by stuff like Ash-Greninja quite easily.

Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Close Combat
- Zen Headbutt
- Swords Dance
First of all the Pokemon which the team is built around, Mega Gallade. Mega gallade has the purpose of being the teams main damage dealer and wall breaker, its a pokemon with an amazing move pool and speed tier. Combined with lele's terrain its stab move Zen Headbutt hits like a truck and the fear of a mega gallade getting a Swords Dance off is terrifying for some teams, which is why I use SD+ 3A Mega Gallade over 4A Mega Gallade here. Close combat is a strong stab move for Mega Gallade allowing it to muscle past Steel types like Corviknight and Skarmory once chipped/chunked. Triple axel on Mega Gallade over Knock off since I already have 2 knock off users in the team and I felt being able to reliably get past Gliscor/Defensive Landorus was a big help in getting wins for the team.

Tapu Lele @ Electrium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Moonblast
- Calm Mind
- Psyshock
Tapu lele excels in this team because it sets up Psychic Terrain to boost Mega-Gallade's Zen Headbutt power even more. Tapu lele carries Electrium Z here since it allows to take opposing Corviknights/Skarmory by surprise which then clears the route for Mega-Gallade to start putting in the work. Psyshock paired with calm mind on Tapu lele allows it to even break through the chunky pink blobs such as Chansey and Blissey. The lele set does struggle dealing with Heatran since it doesn't carry focus blast but I found that the calm mind set as it is now is more useful for the team.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 108 Def / 148 SpD
Impish Nature
- U-turn
- Earthquake
- Knock Off
- Toxic
How could you make a team without Landorus in it, this defensive set is amazing to use as pivot or punish opposing U-turn's. The EVs give it a nice mix between physical and special bulk since this spdef bulk allows it to always live a specs tapu koko hp ice from full and a Fire blast from Char Y at full. Both scenarios being very threatening for the team if ferrothorn has died early allowing opposing tapu koko to go ham aswell as the team naturally struggling to deal with Char Y so being able to get that toxic off can be crucial. Knock is used on this set to punish mons like Corviknight or opposing lando coming in on it, earthquake being a strong stab move, u turn allowing you to keep momentum and get Mega-Gallade or Tapu Lele in a good position. Toxic finishes the set off by giving landorus the option to punish pokemon like Zapdos/Landorus/Kyurem from coming in on landorus and hurting them in the long term.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 SpD / 58 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Rotom-wash serves as the main specially defensive wall for the team from the likes of ash-gren and Heatran. Will o wisp being useful in end game or punishing aggressive switches from the opponent not expecting you to read them and wisp their strong physical attacker. Pain split allows rotom to have more sustain throughout the game when the likes of tangrowth/blissey/chansey switch into it so rotom-w can stay healthy and keep serving as an ash-gren check. Volt switch being a signature move to keep up momentum for the team and hydro pump allowing it to beat heatran/landorus and other mons weak to it if needed.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 148 Def / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Knock Off
- Gyro Ball
Ferrothorn is put on this team as a secondary Ash-gren check and a Tapu check as well as holding the team together against kyurem. Its a mixed defensive set which allows it to also tank physical hits if needed from the likes of Garchomp/excadrill. Gyro ball with 0 speed being useful in dealing with tapu koko or heavily punishing a Hawlucha trying to set up on it which is why I took it over Iron head which would help with dealing with Kyurem. It carries Stealth rock as well as leech seed to punish switches in the long term and give it another form of recovery. Knock off being the utility move to punish mons trying to take advantage of Ferrothorn.

Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Draco Meteor
- Earth Power
Yes, yes I know, Scarf Kyurem. One of the main problems when playing with this team was Mega Diancie carrying mystical fire as well as SD Kartana shredding the team. MDiancie still needs a bit of chip before Kyurem can take it out but the Kartana problem was fixed since Kyurem can revenge kill it, Kyurem still doesnt serve as a switch in so the team naturally struggles with kartana but its at least a way to deal with kartana. As well as Kyurem having the needed offensive pressure and speed control against mons like Weavile who are a big threat to the team.
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