Hey everyone! I think Mega Gallade is a really great Pokemon that needs more usage, and I particularly like this team, but it could always be improved! So please, let me know what you think :]
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt
Gallade is a very underused Mega in my opinion. Just look at that sweet cape too, FABULOUS. Once Mega Evolved, Gallade hits 110 speed, which in this meta is pretty good. With a Jolly nature, and a Swords Dance up, Gallade becomes an enormous threat. Swords Dance is to set up, greatly increasing Gallade's value. Close Combat is fantastic STAB to hit most everything in the game, aside from Fairies, Flying types, Ghosts, and Psychics. Knock Off + Zen Headbutt take on all 4 of those, hitting neutrally at least. Alternatively, if you like hitting when it matters, Psycho Cut can be used over Zen Headbutt but the lackluster power is very noticeable. 252 ATK allows for Gallade to really hit even harder, and the last 4 EVs go to Defense just to take physical hits a little better, primarily priority moves that love to be thrown at Gallade such as Extreme Speed and Bullet Punch.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Skarmory pairs extremely well with Gallade, as the defense allows Skarmory to take on certain offensive Pokemon that check Gallade, such as Mega Lopunny, Conkeldurr, Diancie-M, Hoopa-U, and Weaville (under certain circumstances). Rocky Helmet adds a nice punishment to these physical attackers that make contact, and handles U-Turn spam a little easier. Spikes are fantastic for stacking on a switch, and Roost provides reliable, standard recovery. Whirlwind is over Defog because hazards do not pressure this team too much, and there's even less incentive when I could keep my own hazards up. Iron Head is used over Brave Bird to beat lead Mega Diancie and Weaville, in addition to not taking recoil.
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Standard offensive pivot, which works well for intimidate and Earthquake does a lot of work versus some mons that beat Gallade. Rocks are standard. Stone edge works nicely to take on Talonflame, and this is a prime Charizard Y check. It also outspeeds with fully invested base 70's like Breloom which can threaten the team, and a U-turn will certainly do some damage. Adamant 252 is the best way to maximize Landorus' offensive presence and hit hard on the physical side. 72 HP adds a nice amount of bulk, but if you want to be just a little bulkier, I would suggest 80 HP/176 Spe to speed tie with Base 70's and tank some neutral hits a little better.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic
This is the standard Hoopa-U scarf set, which gives my team some more nice speed and a huge offensive presence. Hyperspace is hard to switch in to, as well as with hazards up, it becomes a menace. Drain Punch is for things that resist Hyperspace such as Bisharp, if you're willing to risk a 50/50 or catch them on a switch. Gunk Shot 2HKOs or OHKO's most Fairies, like Sylveon and Clef, if you can hit that is. Plus, the nice poison chance is great, as it can speed some battles up. Psychic is good to hit Mega Venusaur, Keldeo, and the rare Toxicroak. It's a STAB move coming off of a base 170 special attack. Even unboosted, that's really strong.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Ice Beam
Tail Glow Manaphy gives the team a rounded feel with a powerful water type, a special booster, and a generally bulky mon that can take on threats such as Mega Scizor, scarf Landorus, and Tyranitar, and checks walls like Hippowdon and Ferrothorn (at +3). Tail Glow is to boost, Scald is to burn, HP Fire is for Scizor and Ferrothorn, and Ice Beam is for Lati@s, Tornadus-T, among others. If you need to beat Rotom-W, Mega Slowbro, and Defensive Starmie, I would suggest Energy Ball over Ice Beam. HP Fire is too useful to lose on this team, in my opinion, and the mons Ice Beam checks are covered by other members of the team.
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
This spot originally went to Clefable, but I did not want to lose every game against a Scizor. AV is better for bulk than a specs or sub+calm mind set, as Raikou can tank some special hits fairly easily. Volt Switch pairs nicely with U-Turn, and Raikou + Landorus-T just work amazingly together. Hidden Power Ice is to nail opposing Landos, Gliscor, Garchomp, etc. Extrasensory is interchangeable with Shadow Ball, but I put Extrasensory because I had some trouble with a Chesnaught in one match. This, however, is by no means a sole reason to run Extrasensory, as Shadow Ball is nice for Lati@s, Gengar, and non-Calm Mind psychic types.
Full Import:
Let me know what you think! I've only had a few games with it and need to get some more, but I think its a nice work in progress :]
The Squad
The Sets
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt
Gallade is a very underused Mega in my opinion. Just look at that sweet cape too, FABULOUS. Once Mega Evolved, Gallade hits 110 speed, which in this meta is pretty good. With a Jolly nature, and a Swords Dance up, Gallade becomes an enormous threat. Swords Dance is to set up, greatly increasing Gallade's value. Close Combat is fantastic STAB to hit most everything in the game, aside from Fairies, Flying types, Ghosts, and Psychics. Knock Off + Zen Headbutt take on all 4 of those, hitting neutrally at least. Alternatively, if you like hitting when it matters, Psycho Cut can be used over Zen Headbutt but the lackluster power is very noticeable. 252 ATK allows for Gallade to really hit even harder, and the last 4 EVs go to Defense just to take physical hits a little better, primarily priority moves that love to be thrown at Gallade such as Extreme Speed and Bullet Punch.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Skarmory pairs extremely well with Gallade, as the defense allows Skarmory to take on certain offensive Pokemon that check Gallade, such as Mega Lopunny, Conkeldurr, Diancie-M, Hoopa-U, and Weaville (under certain circumstances). Rocky Helmet adds a nice punishment to these physical attackers that make contact, and handles U-Turn spam a little easier. Spikes are fantastic for stacking on a switch, and Roost provides reliable, standard recovery. Whirlwind is over Defog because hazards do not pressure this team too much, and there's even less incentive when I could keep my own hazards up. Iron Head is used over Brave Bird to beat lead Mega Diancie and Weaville, in addition to not taking recoil.
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Standard offensive pivot, which works well for intimidate and Earthquake does a lot of work versus some mons that beat Gallade. Rocks are standard. Stone edge works nicely to take on Talonflame, and this is a prime Charizard Y check. It also outspeeds with fully invested base 70's like Breloom which can threaten the team, and a U-turn will certainly do some damage. Adamant 252 is the best way to maximize Landorus' offensive presence and hit hard on the physical side. 72 HP adds a nice amount of bulk, but if you want to be just a little bulkier, I would suggest 80 HP/176 Spe to speed tie with Base 70's and tank some neutral hits a little better.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic
This is the standard Hoopa-U scarf set, which gives my team some more nice speed and a huge offensive presence. Hyperspace is hard to switch in to, as well as with hazards up, it becomes a menace. Drain Punch is for things that resist Hyperspace such as Bisharp, if you're willing to risk a 50/50 or catch them on a switch. Gunk Shot 2HKOs or OHKO's most Fairies, like Sylveon and Clef, if you can hit that is. Plus, the nice poison chance is great, as it can speed some battles up. Psychic is good to hit Mega Venusaur, Keldeo, and the rare Toxicroak. It's a STAB move coming off of a base 170 special attack. Even unboosted, that's really strong.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Ice Beam
Tail Glow Manaphy gives the team a rounded feel with a powerful water type, a special booster, and a generally bulky mon that can take on threats such as Mega Scizor, scarf Landorus, and Tyranitar, and checks walls like Hippowdon and Ferrothorn (at +3). Tail Glow is to boost, Scald is to burn, HP Fire is for Scizor and Ferrothorn, and Ice Beam is for Lati@s, Tornadus-T, among others. If you need to beat Rotom-W, Mega Slowbro, and Defensive Starmie, I would suggest Energy Ball over Ice Beam. HP Fire is too useful to lose on this team, in my opinion, and the mons Ice Beam checks are covered by other members of the team.
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
This spot originally went to Clefable, but I did not want to lose every game against a Scizor. AV is better for bulk than a specs or sub+calm mind set, as Raikou can tank some special hits fairly easily. Volt Switch pairs nicely with U-Turn, and Raikou + Landorus-T just work amazingly together. Hidden Power Ice is to nail opposing Landos, Gliscor, Garchomp, etc. Extrasensory is interchangeable with Shadow Ball, but I put Extrasensory because I had some trouble with a Chesnaught in one match. This, however, is by no means a sole reason to run Extrasensory, as Shadow Ball is nice for Lati@s, Gengar, and non-Calm Mind psychic types.
Full Import:
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Ice Beam
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Ice Beam
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
Let me know what you think! I've only had a few games with it and need to get some more, but I think its a nice work in progress :]