





*Goddangit, Talonflame! Why do you always take up so much space? ;_;
*For future reference, I will be referring to Latias in the main post solely as Lati
-------
So I've always wanted to build a team around Latias, Mega Latias to be specific. After 3-4 days of testing, I come to this final version, which, needless to say, is still horrible. ;-; No matter what I do it almost always ends up losing, whether it be because of the team, misplays, or both. So I really want to know how to make it better.
-------

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Dragon Pulse
- Psyshock
- Calm Mind
- Roost
The MVP of the team! Mega-Lati is certain a force to be reckoned with, and is almost always overlooked for Life Orb Lati, but that doesn't mean its Mega form is bad either. Standard Smogon set but I guess I'll explain anyways. The EVs are to have a decent amount of momentum while also being slightly bulky (Def boosted over SpD because its SpD is already pretty good). Dragon Pulse>Draco Meteor to keep the SpA boosts. Psyshock>Stored Power because I honestly don't like Stored Power, needless to stay, plus this way Lati can somewhat hit special walls that have little defense investment. Calm Mind is obvious. Roost is to make sure Lati can stay on the field longer and get up some more Calm Minds. She's the main attacker of my team, and I usually save her for mid to late game to clean up.

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
Breloom is my man to weaken/get rid of those annoying special walls and get rid of pesky counters to Lati such as Bisharp and Tyranitar. Bullet Seed is there to break Sturdy/Focus Sash 'mons and deal a crap-ton of damage with Technician.. Mach Punch is a good STAB move for priority/revenge killing. Rock Tomb mutilates Flying and Fire types (if Breloom can manage to outspeed 'em), while Spore is used to cripple things, namely Talonflames that decide to switch in, so that I can Rock Tomb them in the face. :3 He was originally a Poison Heal+Toxic Orb variant but Technician seems to work better. He's a pretty solid check to Talonflame despite having a 4x weakness to its priority moves (just Spore on the expected switch-in, works the majority of the time) and a counter to things like Tyranitar and Bisharp, which would usually greatly Threaten Latias.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Atk / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-Turn
- Stealth Rock
Super-standard Defensive Landorus-T. :3 He's my SR setter (which almost every team needs; totally not a hint for a RMT coming up soon!) and grants me some free switch-ins via U-Turn. Earthquake is just a hard-hitting STAB move. Stone Edge is for coverage against Flying types and some 'mons with Levitate so Lando isn't completely useless against them. U-Turn is for momentum and also damages opposing Lati@s a bit as well, and Stealth Rock is self-explanatory. This bad boy can scare away threats like Heatran, Char-X, Talonflame, Mega Metagross (unless they have Ice Punch, in which case I'm screwed if I don't predict correctly).

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Whirlwind
- Defog
What's that, Fairies? Annoying hazards? Never fear, Skarmory is here! This guy is a mixed wall, and I think the cost of slightly less defensive bulk is worth it to survive some Fire Blasts. Iron Head is a nice STAB move with a wonderful 30% flinch chance. Roost is for survivability. Whirlwind is to get rid of pesky opposing 'mons trying to setup on Skarmory, and Defog is to screw over any and all effort my opponent uses to set up entry hazards. I originally had Spikes on this thing but it really slowed the team down and I had no other good choice for a rapid spinner/defogger. He's my mixed wall alongside Clefable, while also being a phazer (Whirlwind) and Defogger. Also a small Fairy check.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Heal Bell
This thing is pretty much glue for the majority of my teams. xD Moving on, Clefable is just such a wonderful mon to use. Not only is its bulk impressive, but it can function in so many ways. Moonblast is a wonderful STAB move that can crush the dreams of any opposing special attackers. Wish is to keep the rest of my mons healthy when they need it, and, if timed/played right, I can get it off for free while the opponent tries to guess which 'mon I'll switch to. Protect is to ensure Clefable herself will get a Wish, and Heal Bell is to save the team from any statuses. Clefable's just used whenever I see my opponent trying to set up, and obviously to cure the team of any statuses while restoring their HP. She used to be my SR setter, but now Lando-T takes care of that.

Talonflame @ (No Item)/Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics/Brave Bird
- Will-O-Wisp
- Bulk Up
- Roost
Ahh, Talonflame. The bird used on nearly every team, along with having a huge-arse sprite. ;n; That being said, it's like that for a reason; it can fit on nearly any team well, and can perform a variety of different functions. Here, we have the standard Specially Defensive Talonflame set. :s Acrobatics can deal a crap ton of damage without an item, but I'm considering running Brave Bird while holding Leftovers instead. Will-O-Wisp is to cripple physical attackers that Talonflame might struggle with otherwise. Bulk Up is to increase his offensive and defensive capabilities, and Roost is to keep Talonflame on the field longer, and priority recovery is something you don't wanna miss out on. He's my main counter to Char-Y along with bulky Steel types like Ferrothorn and Scizor. He also functions as a switch-in to things like Mega Altaria and Gengar.
-------
There's probably flaws in this team, which is why I'm posting this. :3 Yes, I have used this team. I just want to know what I can do to further improve it. Thanks!

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
Standard AV Raikou here! :s Opposing Fairy types were getting annoying (looking at you, Mega Gardevoir), and surprisingly enough I think Raikou can fit the job pretty well as a semi-special tank while also giving the team a bit of momentum. Thunderbolt is the main STAB move of choice and can pack a punch. Volt Switch is to make sure the team doesn't slow down when it's going in an offensive road. Shadow Ball and Hidden Power Ice are both there for coverage.

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
It was at this point that I had all but 1 'mon on the team, and honestly I think Bisharp was kind of shoved, but nevertheless it functions well. Black Glasses is used over a Life Orb to keep Bisharp somewhat healthy. Knock Off is to ruin the dreams of any stallers with their Leftovers shenanigans, as well as scout for megas (which wasn't really hard for me, but hey, it's a bonus! x3). Iron Head is a solid STAB move, with that 30% chance to flinch. Sucker Punch is used to play mindgames with my opponent and making them hesitant to attack, as well as just countering the obvious attacks. Pursuit is there to trap anyone and anything that would have threatened anyone on my team otherwise. The SpD EVs allows Bisharp to (quoted from Smogon dex) "survive Life Orb Latios's Hidden Power Fire after Stealth Rock damage from full health, which is crucial as it prevents Sucker Punch and Pursuit 50-50s". :s
Thank you so much to the following people for helping me improve this team (even if you don't know me that well/at all x3):
-ADustyGlommer
-Sablenite
-Malheur
-Erai14
-------
Importable:
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Dragon Pulse
- Psyshock
- Calm Mind
- Roost
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Atk / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Whirlwind
- Defog
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Heal Bell
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Bulk Up
- Roost
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Dragon Pulse
- Psyshock
- Calm Mind
- Roost
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Atk / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Whirlwind
- Defog
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Heal Bell
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Bulk Up
- Roost
Last edited: