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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Healing Wish
Lopunny has always been a personal favorite of mine and I was ecstatic when she get a mega evolution, and a killer one at that. She is the main offensive core of this line up with High Jump Kick and Return hitting practically everything for at least neutral damage and with Fake Out for scouting she gets a free turn to mega evolve. I struggled between the choice of Healing Wish or Ice Punch and decided to opt with the former, there are times when Lopunny is on it's last legs and there isn't much else you can do and due to her speed she can almost always get the Healing Wish off and bolster the condition of then next pokemon you're sending in.
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Mamowine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor
My lead on the team, with his Focus Sash he is guaranteed to put out stealth rocks and if he is saved by his Focus Sash he can often catch leads it outspeeds with an endeavor and severely cripple them. I've noticed his moveset can be deceiving since I can scare the other trainer to switch out their lead in fear of Icicle Crash or Stone Edge and I get a free Stealth Rock set up.
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP/ 252 SpA/ 252 Spe
Timid Nature
- Rapid Spin
- Surf
- Ice Beam
- Thunderbolt
Starmie is one of the fastest and hardest hitting raid spinners and I really needed one to make sure Mamoswine's Focus Sash isn't broken and to make sure as little damage as possible is spread as my team swaps around. Not too much to say with Starmie as she can switch out when they try to cripple it with a Thunder Wave and her moves offer a nice array of coverage.
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Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP/ 4 Def/ 252 SpD
Bold Nature
- Curse
- Moonlight
- Toxic
- Payback
The mixed wall/physical wall of the team once it gets set up. Umbreon usually poisons the enemy the first turn and proceeds to set up, he is usually free to due to his already considerable bulk and can throw in occasional Moonlights along the way. With Curse cutting Umbreon's speed he will always go second providing him with a consistent 100 damage STAB attack against his enemies and even when resisted it can put a severe dent into enemies with his boosted attack.
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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP/ 252 SpA/ 252 Spe
Timid Nature
- Fire Blast
- Taunt
- Flash Cannon
- Stone Edge
My free switch in on Fire moves and predicted Earthquakes, he can easily catch out Fairy Types which trouble Mega Lopunny and Umbreon and Fire Blast and Stone Edge provide incredible power towards other types that threaten the team. I have him running Taunt instead of Stealth Rocks because usually people expect the latter on him and it helps me against the likes of Blissey or other pokemon that try to set up on some of my more defensive pokemon.
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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP/ 252 Def/ 4 SpD
Bold Nature
-Aromatherapy
-Wish
-Calm Mind
-Moon Blast
The cleric and mixed/special wall of the team, Clefable is able to hit extremely hard with Calm Minded/Life Orb'd Moon Blasts and has the ability to pass large Wishes to the rest of the team. I needed Aromatherapy because Mega Lopunny becomes essentially useless if it becomes paralyzed or burned and to help cure Umbreon of status ailments in order to further it's stalling potential. I opted to run Life Orb on Clefable instead of Starmie because while Starmie may not live as long I want to deal as little damage to my own team as possible and Clefable can benefit from the damage increase without taking the extra damage herself.
Thank you for the suggestions and tips in the future! I noticed on showdown I seemed to have a problem against Rotom- Wash and I'm not sure what to change to fix that, all advice is welcomed! Thanks~