Team Preview:
Introduction:
This is the first serious non-Trick Room team I made, intended for the suspect ladder. I chose Scolipede because I wanted to see how it worked (and also because I spent 2 suspect threads hearing from WebBowser how broken Scolipede support is, which I agree with), making an Offensive set a pretty good starting place. The team was built to support Scolipede, covering weaknesses/threats it couldn't handle.
Teambuilding process:
The team started out with LO Scolipede, and from there I knew I would need Flyspam counter, and a durable entry hazard setter.
Hippowdon filled two of the above roles very nicely, acting as a physical wall and hazard setter. Next, I looked for a special wall/cleric since from experience status puts a lot of pressure on how I play.
Sylveon is here to act as a mixed wall/cleric, along with wish support since 2/3 of the team lacks any form of recovery. No longer is Thundurus a dire threat paralyzing anyone, and burns mean much less. Now that the defense of the team was done, I needed something to handle physical walls like Gliscor, Landorus, and Mandibuzz, as well as remove hazards (Sylveon sprite credit to Shiro Redfield).
Keldeo is my wallbreaker, taking out Physical walls like Landorus, Gliscor, as well as offensive threats like Balloon Excadrill, along with Chansey. Keldeo is probably my second favorite pokemon on the team, and takes reduced Stealth Rocks damage. The team was still vulnerable to pokemon like Amoongus and Mega Venusaur, and still lacked hazard control.
Latios came just in time, with very good offensive STAB to handle the aforementioned problem-pokemon. Latios can also go toe-to-toe with most defoggers, and avoid too much damage. However, since Latios is more specially based, I still didn't feel comfortable with Chansey, and at this point I was stumped for ~3 hours on who to add as my last member (I had already spent ~2 hours thinking up the team so far).
Bisharp came in as my Stall-hassler, particularly Chansey. Also, he acts as a defogger deterrent in the cases where I manage to get rid of their hazards but not mine. A good patch-up for the threats remaining for the team to deal with, and his weaknesses matched up well with the resists on the team.
As suggested by Srn, Hippowdon has been swapped out for Scarfed Tyranitar as my offensive Flyspam counter, and trapper. This (along with the Aegislash ban) removed the need for Bisharp, but meant I needed Hazards. Along came Mesprit, who sets rocks and also has Knock Off to bother Chanseys and item-reliant pokemon. Clefable was added as a second win condition, and stall breaker/hassler.
More changes incoming. Tyranitar's pursuit-trapping was fairly redundant with Scolipede, since it OHKO's all OU Psychics with Megahorn, and I needed a more reliable way to deal with Steel-types, which leads us to Scarf Magnezone (also missing Rock Slides is a pain), who can still deal with the flying-type pokemon that irritate this team. Mesprit didn't really have problems with it, I just needed a more offensive presence and Intimidate, so Landorus-T took that spot.
Slight change, Magnezone has been replaced by M-Manectric since Magnezone ended up being death fodder many times (Manectric is actualy faster and helps with the cleaning process). EV Changes as well.
The Team
Jiminy (Scolipede) (M) @ Life Orb
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect
Scolipede is the star of the team, intended to deal finish off the opposing team while getting much MUCH faster. Life Orb along with Maximum Attack investment mean he's hitting as hard as possible. The Speed EVs are to beat Kyurem-B, and the rest are dumped into HP. Megahorn is his most powerful STAB, and gets pretty good coverage for most pokemon. Poison Jab is really to hit Fairys like Clefable, Mega Gardevoir, and Azumarill hard, and KO's Mega Charizard Y after SR damage. Earthquake rounds off the set, hitting pokemon who resist Megahorn and Poison Jab like Heatran and Magnezone. Protect is to ensure that Scolipede is faster than the opposing pokemon (at +1 it beats Max Investment Base-174s).
Notable Calcs:
252+ Atk Life Orb Scolipede Megahorn vs. 4 HP / 0 Def Mega Tyranitar: 330-390 (96.4 - 114%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Scolipede Megahorn vs. 4 HP / 0 Def Latias: 510-603 (168.8 - 199.6%) -- guaranteed OHKO
252+ Atk Life Orb Scolipede Poison Jab vs. 4 HP / 0 Def Mega Gardevoir: 439-523 (157.9 - 188.1%) -- guaranteed OHKO
252+ Atk Life Orb Scolipede Poison Jab vs. 4 HP / 0 Def Mega Charizard Y: 191-226 (64 - 75.8%) -- guaranteed OHKO after Stealth Rock






Introduction:
This is the first serious non-Trick Room team I made, intended for the suspect ladder. I chose Scolipede because I wanted to see how it worked (and also because I spent 2 suspect threads hearing from WebBowser how broken Scolipede support is, which I agree with), making an Offensive set a pretty good starting place. The team was built to support Scolipede, covering weaknesses/threats it couldn't handle.
Teambuilding process:

The team started out with LO Scolipede, and from there I knew I would need Flyspam counter, and a durable entry hazard setter.


Hippowdon filled two of the above roles very nicely, acting as a physical wall and hazard setter. Next, I looked for a special wall/cleric since from experience status puts a lot of pressure on how I play.



Sylveon is here to act as a mixed wall/cleric, along with wish support since 2/3 of the team lacks any form of recovery. No longer is Thundurus a dire threat paralyzing anyone, and burns mean much less. Now that the defense of the team was done, I needed something to handle physical walls like Gliscor, Landorus, and Mandibuzz, as well as remove hazards (Sylveon sprite credit to Shiro Redfield).




Keldeo is my wallbreaker, taking out Physical walls like Landorus, Gliscor, as well as offensive threats like Balloon Excadrill, along with Chansey. Keldeo is probably my second favorite pokemon on the team, and takes reduced Stealth Rocks damage. The team was still vulnerable to pokemon like Amoongus and Mega Venusaur, and still lacked hazard control.





Latios came just in time, with very good offensive STAB to handle the aforementioned problem-pokemon. Latios can also go toe-to-toe with most defoggers, and avoid too much damage. However, since Latios is more specially based, I still didn't feel comfortable with Chansey, and at this point I was stumped for ~3 hours on who to add as my last member (I had already spent ~2 hours thinking up the team so far).






Bisharp came in as my Stall-hassler, particularly Chansey. Also, he acts as a defogger deterrent in the cases where I manage to get rid of their hazards but not mine. A good patch-up for the threats remaining for the team to deal with, and his weaknesses matched up well with the resists on the team.






As suggested by Srn, Hippowdon has been swapped out for Scarfed Tyranitar as my offensive Flyspam counter, and trapper. This (along with the Aegislash ban) removed the need for Bisharp, but meant I needed Hazards. Along came Mesprit, who sets rocks and also has Knock Off to bother Chanseys and item-reliant pokemon. Clefable was added as a second win condition, and stall breaker/hassler.






More changes incoming. Tyranitar's pursuit-trapping was fairly redundant with Scolipede, since it OHKO's all OU Psychics with Megahorn, and I needed a more reliable way to deal with Steel-types, which leads us to Scarf Magnezone (also missing Rock Slides is a pain), who can still deal with the flying-type pokemon that irritate this team. Mesprit didn't really have problems with it, I just needed a more offensive presence and Intimidate, so Landorus-T took that spot.






Slight change, Magnezone has been replaced by M-Manectric since Magnezone ended up being death fodder many times (Manectric is actualy faster and helps with the cleaning process). EV Changes as well.

Jiminy (Scolipede) (M) @ Life Orb
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect
Scolipede is the star of the team, intended to deal finish off the opposing team while getting much MUCH faster. Life Orb along with Maximum Attack investment mean he's hitting as hard as possible. The Speed EVs are to beat Kyurem-B, and the rest are dumped into HP. Megahorn is his most powerful STAB, and gets pretty good coverage for most pokemon. Poison Jab is really to hit Fairys like Clefable, Mega Gardevoir, and Azumarill hard, and KO's Mega Charizard Y after SR damage. Earthquake rounds off the set, hitting pokemon who resist Megahorn and Poison Jab like Heatran and Magnezone. Protect is to ensure that Scolipede is faster than the opposing pokemon (at +1 it beats Max Investment Base-174s).
Notable Calcs:
252+ Atk Life Orb Scolipede Megahorn vs. 4 HP / 0 Def Mega Tyranitar: 330-390 (96.4 - 114%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Scolipede Megahorn vs. 4 HP / 0 Def Latias: 510-603 (168.8 - 199.6%) -- guaranteed OHKO
252+ Atk Life Orb Scolipede Poison Jab vs. 4 HP / 0 Def Mega Gardevoir: 439-523 (157.9 - 188.1%) -- guaranteed OHKO
252+ Atk Life Orb Scolipede Poison Jab vs. 4 HP / 0 Def Mega Charizard Y: 191-226 (64 - 75.8%) -- guaranteed OHKO after Stealth Rock

Sarabi (Manectric) (F) @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Manectric is the Mega of the team, and is meant to open up opportunities for Scolipede to sweep by eliminating Flying and Steel-type pokemon. Volt Switch is for momentum while Thunderbolt is a more powerful STAB option that OHKOs troublesome pokemon like Keldeo and Pinsir. Flamethrower roasts Ferrothorn, Excadrill and Scizor, as well as threatens Pinsir pre-Mega evolving. Hidden Power Ice deals with Landorus forms and Gliscor, who are immune to Manectric's STAB. The EVs are meant to go as fast as possible while hitting hard, and Intimidate allows it to weaken physical attackers before switching into Landorus to weaken them further. I chose Manectric over Magnezone because everything that can switch into Magnezone (Landorus) cannot do so as easily for Manectric, and having a reliable answer to greninja leads is always fun. Flamethrower also hits harder than Hidden Power Fire, so trapping is exchanged for all-around effectiveness.
Photo Credit Here
Notable Calcs:
252 SpA Mega Manectric Volt Switch vs. 0 HP / 0 SpD Talonflame: 320-378 (107.7 - 127.2%)
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Mega Pinsir: 332-392 (122.5 - 144.6%)
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 240 SpD Skarmory: 306-360 (91.6 - 107.7%) -- 43.8% chance to OHKO (note this is specially defensive skarmory)
252 SpA Mega Manectric Flamethrower vs. 248 HP / 100 SpD Mega Scizor: 364-432 (106.1 - 125.9%) -- guaranteed OHKO
252 SpA Mega Manectric Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 308-364 (87.5 - 103.4%) -- 25% chance to OHKO (Also with Special Defense Investment)
252 SpA Mega Manectric Volt Switch vs. 0 HP / 0 SpD Talonflame: 320-378 (107.7 - 127.2%)
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Mega Pinsir: 332-392 (122.5 - 144.6%)
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 240 SpD Skarmory: 306-360 (91.6 - 107.7%) -- 43.8% chance to OHKO (note this is specially defensive skarmory)
252 SpA Mega Manectric Flamethrower vs. 248 HP / 100 SpD Mega Scizor: 364-432 (106.1 - 125.9%) -- guaranteed OHKO
252 SpA Mega Manectric Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 308-364 (87.5 - 103.4%) -- 25% chance to OHKO (Also with Special Defense Investment)

Mufasa (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 216 HP / 48 Atk / 224 Def / 20 Spe
Adamant Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock
Landorus-T was brought to do exactly what Mesprit was supposed to, but do it more offensively (trading Healing Wish for Intimidate). The given EVs are intended to allow Landorus to survive Bisharp's Knock Off after Stealth Rock, and OHKO. Earthquake is a reliable STAB that hurts coming off of uninvested attack. Knock Off is to cripple switch-ins, and U-turn is to pivot out on predicted switches. Stealth Rock are mandatory Hazards that the team lacks otherwise. Also, Landorus is a cat, not a dog.
Photo Credit Here
Notable Calcs:
48+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Mega Charizard X: 308-366 (103.3 - 122.8%) -- guaranteed OHKO
48+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Mega Mawile: 278-330 (91.4 - 108.5%) -- 50% chance to OHKO
48+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Bisharp: 338-402 (124.2 - 147.7%) -- guaranteed OHKO
while...
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 216 HP / 224 Def Landorus-T: 249-294 (66.7 - 78.8%) -- guaranteed 2HKO after Leftovers recovery
-1 252+ Atk Huge Power Mega Mawile Play Rough vs. 216 HP / 224 Def Landorus-T: 160-190 (42.8 - 50.9%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 216 HP / 224 Def Landorus-T: 286-337 (76.6 - 90.3%) -- guaranteed 2HKO after Leftovers recovery

Spirit (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Specs Keldeo is an absolute monster. EVs are fairly standard, go as fast as possible and hit hard. Scald is pretty spammable and most pokemon don't appreciate a burn. Secret Sword makes Chanseys quake in fear and Tyranitar/Bisharp even less inclined to switch in. Hydro Pump is useful to OHKO Mega Mawile, and also can be used against Charizard-Y under sun to OHKO after stealth rocks. Icy Wind is for Dragonite, Amoongus on the switch, and Garchomp. Very reliable, makes a good Healing Wish recipient, and can 2hko at worst most pokemon with the appropriate move, I love Keldeo.
Notable Calcs:
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 4 SpD Mega Mawile: 279-328 (91.7 - 107.8%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Choice Specs Keldeo Scald vs. 4 HP / 0 SpD Landorus: 470-554 (146.8 - 173.1%) -- guaranteed OHKO
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Eviolite Chansey: 548-648 (77.8 - 92%) -- 31.3% chance to OHKO after Stealth Rock

Nyooom (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 30 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fighting]
- Defog
Latios is also fairly standard, intended to hit hard and fast, with more liberty to switch moves. Psyshock was chosen to hit pokemon who are more specially defensive hard, as well as maim Venusaur and Amoongus. Draco Meteor acts as a nuke to hit non-resists very hard. HP Fighting is to handle normal Latios switch-ins like Bisharp and Tyranitar, which is difficult under sand. Defog isn't that hard to find a turn to use, since Latios forces plenty of switches.
Notable Calcs:
252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def Amoonguss: 460-541 (106.4 - 125.2%) -- guaranteed OHKO
252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def Mega Venusaur: 283-338 (77.7 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock (opens up room for it to be finished off by someone else)
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0 Def Keldeo: 374-439 (115.7 - 135.9%) -- guaranteed OHKO
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Slowbro: 333-394 (84.5 - 100%) -- 75% chance to OHKO after Stealth Rock
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Mandibuzz: 289-341 (68.1 - 80.4%) -- 43.8% chance to OHKO after Stealth Rock
while...
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Latios: 191-225 (63.2 - 74.5%) -- guaranteed 2HKO

Ribbons 2.0 (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Clefable is awesome. I've always hated CM Clefable because there are so many things it can set up in front of and they can't do anything about it (Latios, Mandibuzz, Starmie, Landorus-T, most Fighting-types, etc), but thats exactly why I'm using it. The given EVs are intended to make Clefable a safe Greninja switch-in, and also allow it to take on Thundurus 1v1, while Leftovers are for passive recovery so I'm not as obliged to use Soft-Boiled. Moonblast is a reliable STAB, while Flamethrower deals with Steel-types who don't take much from Moonblast, and Calm Mind and Soft-Boiled are pretty self explanatory for boosting and staying healthy, respectively. Clefable functions as a stall-breaker, and is my second win-condition in cases where Scolipede can't manage to do much/misses megahorn.
Notable Calcs (what it can set up on):
252 Atk Garchomp Earthquake vs. 248 HP / 160 Def Clefable: 174-205 (44.2 - 52.1%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Latias Psyshock vs. 248 HP / 160 Def Clefable: 161-191 (40.9 - 48.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Starmie Hydro Pump vs. 248 HP / 96+ SpD Clefable: 175-207 (44.5 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 96+ SpD Clefable: 177-211 (45 - 53.6%) -- 1.2% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Thundurus Thunderbolt vs. 248 HP / 96+ SpD Clefable: 165-196 (41.9 - 49.8%) -- guaranteed 3HKO after Leftovers recovery






Threat List (S -> B-):
- VERY Dangerous, capable of doing significant damage even at +1. The Stall variant is relatively easy to take down though.
- Keldeo and Manectric outspeeds and can OHKO, Latios can as well with a bit of damage
- Also dangerous, Keldeo can OHKO with Hydro Pump after Rocks damage. (Possible ban?)
- Manectric, Clefable and Scolipede can check, but don't like Paralysis.
A+
- Scolipede can OHKO, Keldeo and Latios can act as checks to BD set, the latter OHKO-ing.
-Keldeo can handle it, Scolipede can OHKO, Clefable can survive an Iron Head and deal significant damage with any boost.
- Scolipede can OHKO with earthquake. Latios, Manectric, and Keldeo can threaten with SE moves. Sand Rush are troublesome, but Landorus can mostly handle them.
- Clefable can use ones lacking Iron Head as setup, Keldeo, Manectric, and Latios can outspeed and OHKO non-Scarf variants.
- Clefable can set up on, Manectric OHKOs assuming still water/ice type, Scolipede can outspeed at +1 and OHKO.
- Scolipede OHKOs with Megahorn, Keldeo resists STABs, although Bounce is a pain. Manectric can Threaten
- Latios can OHKO, Keldeo can bruise significantly with Secret Sword. Manectric.
- Manectric can come in on anything bar EQ and OHKO. With some HP left Latios can OHKO.
- Clefable and Manectric both threaten with Fire moves, Keldeo threatens with burns.
- Manectric OHKO's, but can get caught by roosting. Latios can also deal with them given some HP left.
- Keldeo and Scolipede both can OHKO, same for Mega.
- Latios can KO with a bit of damage, and Scolipede can handle a weakened one.
A
- Latios and Manectric can handle it, Scolipede can KO after rocks.
- CB sets are troublesome, but otherwise Keldeo, Manectric, Clefable, and Latios can all handle it once multiscale breaks.
- Flamethrower from Manectric and Clefable respectively, along with Secret Sword.
- Manectric outspeeds, Latios can speed-tie. Landorus hurts with Knock Off.
- Keldeo and Manectric can OHKO, Clefable uses all sets lacking taunt as setup fodder.
- Keldeo, Scolipede, and Landorus all threaten (last 2 once balloon dies).
- Keldeo and Latios can severely dent, Clefable can set up if lacking Whirlwind.
- Keldeo, Manectric, and Latios threaten, Clefable can set up on most sets.
- Latios can break, Manectric threatens, Clefable can set up on if lacking Whirlwind.
/
- Scolipede can OHKO, Manectric outspeeds and deals nice damage, Clefable sets up on. Landorus hurts with Knock Off.
- Doesn't appreciate switching into repeated attacks, Landorus can remove item.
- Latios and Scolipede outspeed non-scarfs and OHKOs, Keldeo can take most hits and OHKO, Clefable can set up if lacking coverage. Landorus can come in on most attacks.
A-
- Gotta sacrifice something to Spore, but otherwise most of the team can handle this.
- If Landorus can Knock Off the eviolite, this thing dies easily. Otherwise, Keldeo can Secret Sword.
- Keldeo STAB, Latios can dent severely.
- Scolipede OHKOs with Poison Jab but needs to protect first turn to outspeed.
- Errrr... I don't really know. Manectric and Latios Thunderbolt.
- Keldeo can Secret Sword, Latios Draco Meteor, Clefable can hit pretty hard. Scolipede can handle if ~50-60% left.
- Keldeo can hurt quite a bit, Manectric threatens leads with Flamethrower.
- I haven't run into one, so I'm not sure how I'd handle it. Manectric and Latios outspeed and cary SE moves.
- Keldeo and Latios threaten. Clefable can set up on if lacking Taunt/Whirwind. Manectric can dent but cannot switch into hazards repeatedly.
B+
- Latios can OHKO, Scolipede can handle if weakened.
- Keldeo, Manectric (almost) and Latios outspeed and OHKO.
- Clefable doesn't take too much from Rock Blasts, Latios threatens.
- Keldeo resists STAB and can OHKO. Manectric threatens.
- Scolipede, Manectric, Keldeo, and Latios all threaten.
- My god these things are irritating. Scolipede, Landorus can all hurt.
- Latios/Manectric can hurt severely, Landorus outspeeds and can remove Damp Rock making the team easier to deal with.
- Latios can spam Draco Meteor, Keldeo can hurt a ton.
- Keldeo threatens a burn, Manectric and Clefable run Fire moves.
- Offensive variants lacking Poison Jab are setup for Clefable, Keldeo can spam Scald.
- Regenerator is a pain, but Latios can really dent with Draco Meteor. Megahorn also takes out a chunk. Manectric can OHKO after rocks.
- Suicune has to be dealt with before it starts setting up because its a pain otherwise.
- Generally low defenses mean a boosted Moonblast will do the trick. Scolipede can handle with Rocks and a bit of damage. Manectric outspeeds and OHKOs.
- Keldeo, Latios, and Manectric threaten depending on the set. Clefable can set up on.
B
- Fast, threatening, but frail enough not to be too painful. If it lacks Hone Claws, Clefable can set up on.
- Latios can OHKO most with Psyshock, Clefable can set up on if lacking Poison Jab, Scolipede 4x resists STAB. Manectric can intimidate forcing switches.
- Mostly a matter of not getting caught in the wrong move at the wrong time. Scolipede OHKOs with Megahorn.
- Without Rain, Latios can OHKO.
- Landorus, Keldeo, and Scolipede can all OHKO.
- Intimidate is a pain, but general frailty makes it easy to pick off on the switch. Clefable can set up on.
- Scolipede can OHKO most with Earthquake and Hazard damage.
B-
- Scolipede and Keldeo both OHKO. Clefable sets up on if lacking SD.
- Scolipede can OHKO, just watch out to give it Speed Boost.
- Like most regenerator pokemon, wear down slowly. Manectric threatens.
- Scolipede/Landorus OHKOs with Earthquake, Latios can OHKO as well.
- Setup for Clefable.
- Keldeo can outspeed, but must watch out for Banded E-Speed.
- Keldeo can OHKO, Clefable can set up on but somewhat risky.
- Rocks wear it down, risky to switch into but Manectric can OHKO.
- Scolipede Poison Jab, Clefable can set up in front of most sets.
- Keldeo can spam water moves, Landorus can survive a V-Create and Knock Off for SE damage.
- Frailty lets Scolipede, Manectric, and Keldeo OHKO, Clefable can set up on if lacking SD.
The rest are coming later as I find time
Replays:
Healing Wish Power
Scolipede 'cleans'
Scolipede 'cleans' some more
Past Team Members:
Gone but not forgotten...
I still love you Mesprit ;_;
Importable




A+












A













A-









B+














B







B-











Replays:
Healing Wish Power
Scolipede 'cleans'
Scolipede 'cleans' some more
Past Team Members:
Gone but not forgotten...






I still love you Mesprit ;_;
Importable
Jiminy (Scolipede) (M) @ Life Orb
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect
Sarabi (Manectric) (F) @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Mufasa (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 216 HP / 48 Atk / 224 Def / 20 Spe
Adamant Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock
Spirit (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Nyooom (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 30 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fighting]
- Defog
Ribbons 2.1 (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect
Sarabi (Manectric) (F) @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Mufasa (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 216 HP / 48 Atk / 224 Def / 20 Spe
Adamant Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock
Spirit (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Nyooom (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
IVs: 30 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fighting]
- Defog
Ribbons 2.1 (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Attachments
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