Hey guys,
This is my 1st time posting a team to be rated so be kind. The team does center around Mega Medicham (although I'll be listing it last) as well as a couple unique spreads to certain mons.
Cofagrigus Leftovers
Ability: Mummy
EVs: 252 HP / 144 Def / 56 SpA / 56 SpD
Bold Nature
IVs: 0 Attack
-Calm Mind
-Shadow Ball
-Rest
-Sleep Talk
This guy serves as my defensive wall, as well as a setup sweeper late game. A couple of calm minds makes him an absolute tank and pending any crits or high rolls he can put in the work. I initially used him for T-Spikes and will-o-wisp, but I've found this set does quite well.
Sylveon Choice Scarf
Ability: Pixalate
EVs: 252 SpA / 16 SpD / 240 Spd
Timid Nature
IVs: 0 Attack
-Hyper Voice
-Psyshock
-HP Fire
-Baton Pass
Sylveon is my hard hitter, but also one whom I can potentially use to gain some momentum with Baton Pass (It works pretty well against the likes of Sableye, Garchomp, etc). The EVs in speed allow Sylveon to outspeed the lati twins and Thundurus (since I don't see it T-waving).
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 48 HP / 56 Atk / 244 Def / 160 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Landorus' main job is to set up the hazards early game. It may seem like a weird spread, but I have my wacky reasoning. The spread in speed allows me to outspeed non-scarfed Hoopa-U and Mamoswine and U-turn out freely.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
I know, I know...another defensive wall. His main job is to be my hazard remover, but also kick out any mons trying to setup. Skarmory also serves as a check to Weavile, which I found is a big threat to this team.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Pretty self explanatory. Thundurus is the annoying prankster mon which prevents hazards and cripples faster mons to the team. I'm indifferent to the life orb as I believe something better could be given (expert belt or perhaps leftovers), but I wanted something that could provide a bit more offense.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Drain Punch
- Poison Jab
- Psycho Cut
The captain of the team. As much as I'd like to run adamant nature, the speed is to vital. Unfortunately, Mega Medicham serves as my lone physical attacking threat. I feel as if his moveset is a bit underachieving but I needed to plug up certain moves to hit certain mons.
In Conclusion: This is the team. I've done fairly well with it despite some flaws I probably am not seeing. I climbed up to the 1400s before I found this team started to run into a lot of issues and quite frankly better players than myself. I'm open to changes/suggestions to make the team better.
This is my 1st time posting a team to be rated so be kind. The team does center around Mega Medicham (although I'll be listing it last) as well as a couple unique spreads to certain mons.

Cofagrigus Leftovers
Ability: Mummy
EVs: 252 HP / 144 Def / 56 SpA / 56 SpD
Bold Nature
IVs: 0 Attack
-Calm Mind
-Shadow Ball
-Rest
-Sleep Talk
This guy serves as my defensive wall, as well as a setup sweeper late game. A couple of calm minds makes him an absolute tank and pending any crits or high rolls he can put in the work. I initially used him for T-Spikes and will-o-wisp, but I've found this set does quite well.

Sylveon Choice Scarf
Ability: Pixalate
EVs: 252 SpA / 16 SpD / 240 Spd
Timid Nature
IVs: 0 Attack
-Hyper Voice
-Psyshock
-HP Fire
-Baton Pass
Sylveon is my hard hitter, but also one whom I can potentially use to gain some momentum with Baton Pass (It works pretty well against the likes of Sableye, Garchomp, etc). The EVs in speed allow Sylveon to outspeed the lati twins and Thundurus (since I don't see it T-waving).
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 48 HP / 56 Atk / 244 Def / 160 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Landorus' main job is to set up the hazards early game. It may seem like a weird spread, but I have my wacky reasoning. The spread in speed allows me to outspeed non-scarfed Hoopa-U and Mamoswine and U-turn out freely.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
I know, I know...another defensive wall. His main job is to be my hazard remover, but also kick out any mons trying to setup. Skarmory also serves as a check to Weavile, which I found is a big threat to this team.

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Pretty self explanatory. Thundurus is the annoying prankster mon which prevents hazards and cripples faster mons to the team. I'm indifferent to the life orb as I believe something better could be given (expert belt or perhaps leftovers), but I wanted something that could provide a bit more offense.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Drain Punch
- Poison Jab
- Psycho Cut
The captain of the team. As much as I'd like to run adamant nature, the speed is to vital. Unfortunately, Mega Medicham serves as my lone physical attacking threat. I feel as if his moveset is a bit underachieving but I needed to plug up certain moves to hit certain mons.
In Conclusion: This is the team. I've done fairly well with it despite some flaws I probably am not seeing. I climbed up to the 1400s before I found this team started to run into a lot of issues and quite frankly better players than myself. I'm open to changes/suggestions to make the team better.