Kyurem @ Icium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Hidden Power [Fire]
- Roost
Starting off with a pretty solid Kyurem set, 3atk roost Kyurem finds a midground between specs and subroost sets, losing the damage that specs provides and the protection or stalling capability of subroost. In exchange, 3atk sets offer the ability to swap moves on the fly and avoid potentially nasty 50/50's to be able to break down several defensive cores. Freeze-Dry lets kyurem click without fear of being walled by water types, while Earth Power lets Kyurem deal with Heatran mainly, but also any other steel types that aren't named Scizor/Ferrothorn/Corviknight/Skarmory. The latter two can be chunked pretty hard by Freeze-Dry if they don't respect Kyurem, but Hidden Power Fire offers a higher damage option into both, as well as doing huge damage to Scizor and Ferrothorn, should they swap in.
252+ SpA Kyurem Freeze-Dry vs. 252 HP / 232+ SpD Ferrothorn: 84-99 (23.8 - 28.1%) -- possible 5HKO after Leftovers recovery
252+ SpA Kyurem Earth Power vs. 252 HP / 232+ SpD Ferrothorn: 72-85 (20.4 - 24.1%) -- possible 6HKO after Leftovers recovery
252+ SpA Kyurem Hidden Power Fire vs. 252 HP / 232+ SpD Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Kyurem Subzero Slammer (140 BP) vs. 252 HP / 232+ SpD Ferrothorn: 166-196 (47.1 - 55.6%) -- 19.1% chance to 2HKO after Leftovers recovery
252+ SpA Kyurem Hidden Power Fire vs. 248 HP / 244 SpD Scizor: 268-316 (78.1 - 92.1%) -- guaranteed 2HKO
252+ SpA Kyurem Hidden Power Fire vs. 248 HP / 244 SpD Scizor-Mega: 228-272 (66.4 - 79.3%) -- guaranteed 2HKO
252+ SpA Kyurem Hidden Power Fire vs. 0 HP / 0 SpD Scizor-Mega: 292-344 (103.9 - 122.4%) -- guaranteed OHKO
252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Kyurem: 264-312 (67.5 - 79.7%) -- guaranteed 2HKO
Due to Ferrothorn's lack of consistent recovery, nailing a single predict with HP Fire can make Ferrothorn unable to check Kyurem in future situations, and even force it to swap out or protect(should it run it) that turn. Alternatively, in situations where you don't want to be blindly clicking HP Fire, Ferrothorn is unable to take too many hits from Freeze-Dry or Earth Power or else it leaves itself in range of a surprise KO from HP Fire. While Mega Scizor tends to be equipped with Roost as more reliable recovery, it also takes notably more damage from HP Fire, and can never threaten an OHKO back with Bullet Punch, meaning if it is the main check to Kyurem, you can often choose to take the damage to remove Scizor, roosting at a later date.
Roost allows Kyurem to somewhat circumvent the damage from Stealth Rocks, due to not running Heavy Duty Boots, as well as recover HP from chip damage when mons afraid of a KO swap out. A modest nature is chosen to deal more damage, as the main speed tiers timid offers can be handled relatively well. Timid notably speed ties with Lele, while outpacing offensive Landorus-Therian, Mega Garchomp, Jolly Excadrill, Modest Zapdos, Adamant Mega Medicham, Jolly Rillaboom and max speed Kommo-o sets. Many of these situations and sets tend to be on the rarer side, and the damage buff from Modest feels nicer in my opinion, but this is a part of the set that can be changed to preference. Icium Z can also be replaced by Never-Melt Ice, for the added consistency it provides, but with no other slot being used for a Z-Move it gives the option of Icium Z which can be quite potent. Non Z sets tend to opt for Ice Beam over HP Fire, to better deal with would be checks in Clefable, Corviknight and Reuniclus, but Icium Z is what allows Kyurem to better break these mons.
252+ SpA Kyurem Subzero Slammer (140 BP) vs. 252 HP / 4 SpD Clefable: 273-322 (69.2 - 81.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Kyurem Subzero Slammer (140 BP) vs. 252 HP / 72 SpD Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Kyurem Subzero Slammer (140 BP) vs. 252 HP / 212 SpD Corviknight: 229-270 (57.2 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Kyurem Subzero Slammer (140 BP) vs. 252 HP / 0 SpD Reuniclus: 288-339 (67.9 - 79.9%) -- guaranteed 2HKO
Icium Z gives Kyurem a damage threshold at which it can instantly and usually unexpectedly drop one of it's checks, and in the case of Clefable and Corviknight, extremely push forward the gamestate, removing the ability the set hazards or remove hazards for the opponent, as well as make it much harder to switch into Kyurem as the game progresses.
Mew @ Rocky Helmet
Ability: Synchronize
EVs: 252 HP / 120 Def / 136 Spe
Impish Nature
- Spikes
- Knock Off
- Will-O-Wisp
- Soft-Boiled
Kyurem is rather difficult to check defensively, but is much easier to punish offensively, while not a horrible speed tier, Kyurem's base 95 can leave a lot to be desired, especially being below the base 100 baseline. Mons such as Jolly Mega Medicham, Mega Lopunny or base Garchomp can outspeed Kyurem regardless of Kyurem's nature and threaten an OHKO, so a check to these offensive threats is required for Kyurem to function more effectively. Mew is a great choice, being able to check all 3 and compress other roles while doing so. Mew has the option to set Spikes, making it even harder for opponents to defensively check Kyurem, as well as Will-o-wisp the aforementioned threats, or anything that would try to swap into Mew without being immune in some regard (Heatran/Magic Guard/ etc). These make mew a strong pick at punishing the main weaknesses Kyurem has. Soft-Boiled is the standard recovery choice for Mew, to give it a lot more long term value. The EV spread is a standard variant that allows Mew to outpace adamant Rillaboom, helping alleviate Scizor of some pressure in those matchups. Rocky Helmet is what I've currently been running to help punish Mega Lopunny particularly, but also the likes of Mega Medicham and Triple Axel Weavile. Heavy-Duty Boots are another common choice that means in games where it's harder to defog consistently, Mew takes less chip damage when pivoting a lot, and also allows Mew to consistently check Mega Medicham, as opposed to being a more inconsistent check if Hazards are up. Finally, Knock Off is the chosen move choice over Earthquake. Gliscor operates as a strong Heatran check, with the exception of Z move variants. Knock Off allows you to still scout for said Z move sets when Heatran may switch in, while simultaneously removing Heavy-Duty Boots and Leftovers/Black Sludge from opposing walls, allowing you to push the gamestate ahead and make it harder for the opponent to defensively check Kyurem with the loss of their recovery, or ability to avoid Hazards damage. If Heatran ends up being a much larger issue long term, opting for Earthquake is a fine choice, to better punish Heatran for swapping in.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
Just as mew covers the main weaknesses Kyurem has, Mega Scizor is great at patching the issues Mew has, namely pursuit trappers / dark types like Weavile or Tyranitar (excluding mixed Tyranitar sets running fire coverage). It also provides a strong late game cleaner in the form of Swords Dance + Bullet Punch, which can reliably clean against teams once Kyurem has managed to chunk or KO the main answers that may otherwise be problematic. Roost gives Mega Scizor a lot of longevity and allows for it to be used as a pivot. U-Turn makes Scizor great at pivoting, and many would be Scizor checks like Toxapex can be more easily lured to allow Kyurem to come back in and go back to dealing damage. The given EV spread is standard to allow Mega Scizor to avoid a 2HKO from choice banded kartana after rocks damage while maximising special bulk. Light Metal is the chosen pre-mega ability mainly for the rare situations Ditto transforms into a pre-mega Scizor.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 188 SpD / 24 Spe
Jolly Nature
- Earthquake
- Defog
- U-turn
- Roost
Heatran can be an issue with the current lineup, and a defogger is needed to help both Kyurem and Mew, Gliscor fits the bill pretty well. It can soak status conditions similar to Fini(another consideration), while better dealing with Heatran and not disrupting Mew's ability to use Will-o-wisp. U-Turn lets Gliscor pivot out of bad situations and maintain momentum, which is great to have in a defogger, but Knock Off is worth experimenting with, especially on builds where Mew is running EQ instead of Knock, to do the same job. The EV spread remains a standard spread that allows Gliscor to outspeed Modest Heatran and better swap into it, while the defence lets Gliscor swap into a Play Rough from Mega Mawile unboosted, then not be KO'd by Sucker Punch. Running 100 SpD / 112 Spe is something I am also testing to always outspeed Heatran, even if Timid. Notably Timid Heatran has a good chance to 2HKO via Magma Storm, and a guaranteed 2HKO if they have and use Z, while the reduced SpD spread makes it harder to swap into Modest Heatran and can force you to always have to click roost in certain gamestates.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
- Scald
- Recover
- Toxic
- Haze
Toxapex fills the role of another strong pivot, being able to swap into opposing waters that the team doesn't appreciate, such as Greninja. The given EV spread is standard allowing for 2 Choice Banded Knock Offs from Weavile to be eaten, as well as living a +2 Leaf Blade from Swords Dance Kartana. The remainder is invested in SpD to better check Ash Greninja sets. Scald burns can be great to get, especially on opposing checks to Kyurem. Toxic can put opposing mons on a timer which is appreciated by the entire team, but can easily be Toxic Spikes to discourage pivoting, I'm just not particularly a fan of Toxic Spikes. Knock Off can also be slotted in here, if not chosen on Mew or Gliscor.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Final Gambit
- Trick
Finally Victini is a mon I quite like to slot in at the end. Some form of speed control and a revenge killer was what I was looking for to round off the team, and Victini fit pretty well. It has the ability to deal with Grass Types like Rillaboom, Serperior and Kartana that can be frustrating to deal with, as well as punch holes in teams with it's strong V-Create STAB, punishing Steel types a lot. It can also pivot extremely well with U-Turn, or neuter many defensive mons by tricking a choice scarf onto them when a revenge killer is less necessary. Scarf Victini also notably revenge kills Mega Medicham and Lopunny quite well, or can outright force them out if given a chance to come in freely via one of the other pivots. Final Gambit can be used to outright delete several defensive walls from the game, at the cost of Victini itself, but can allow for Kyurem to simply win from that point on if successful at eliminating the main check to Kyurem. The max HP investment designed to maximise Final Gambit's damage also allows for Victini to be used as a defensive pivot with it's good type and natural bulk.