Hi guys, this is a team I threw together and changed around a lot after lots of battles. The idea is to sacrifice Lele mid/late game, to set up Psychic Terrain. Then, Flyinium Z DDmence can come in, not fearing priority, and clean up mid/late game after DD and Moxie steamrolling. Please offer improvements! :)
Read on!
Armaggedon (Tyranitar) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
*Tyranitar is purely for wallbreaking. Any chance he can come in and take little damage/status, I send him in, and then I ram a powerhouse CB attack into the opponent, or their switch.
Handle The Heat (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock
*Heatran rounds out some defensive coverage nicely and most importantly, sets up Stealth Rock for my team. Taunt lets him stop defensive strategies revolving around recovery moves, like Synthesis, Roost etc, and stops opposing hazards if in the right situation.
Alpro (Venusaur-Mega) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 160 SpA / 100 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Synthesis
- Leech Seed
- Giga Drain
- Hidden Power [Fire]
*Mega Venusaur is mainly to switch into Tapu Fini, Thundurus, Zapdos, and Rotom-W. I love the spammability of Leech Seed, and when combined with the recovery of Synthesis and Giga Drain, he can be a real nuisance to take down, while providing steady damage. HP Fire is to nail Kartana, Ferrothorn, Skarmory and Celesteela. Celesteela and Skarmory are important to deal with, as they are the prime counters to DDmence (my last Pokemon). HP Fire usually gets these 2 steel defensive powerhouses low enough on health, so that Supersonic Skystrike or Outrage can get rid of them when it's time for Salamence to sweep mid/late game.
Livewire (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
*He's here to get some offensive momentum with Volt Switch, some DOT going on with Will-O-Wisp, and to shut down physical attackers like Landorus-T. He's also there to cover specific threats, and the Electric/Water typing is a fantastic defensive typing, coupled with Levitate.
Take It Slow (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Focus Blast
*Tapu Lele is essential for this team, because he's both a Choice Scarf revenge killer, and he's the setter of Psychic Terrain so DDmence has a much easier time sweeping (since Psychic Terrain removes the priority of priority attacks like Bullet Punch and Ice Shard, meaning it's one less thing for Salamence to worry about when sweeping later on). When trying to set up Psychic Terrain for a Salamence sweep, I usually find sacrificing Tapu Lele when he's on low health is the best way to go, since Tapu Lele will leave behind a 4-turn Psychic Terrain for Salamence to utilise.
Ares (Salamence) @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake
*The star of the show. He's here to sweep mid/late game, and does so very effectively from my experience, should I time the sweep right. Flyinium Z Supersonic Skystrike can let him blow through many mons that would normally stop him, like Tapu Fini. As mentioned before, Tapu Lele helps him sweep a lot because he sets up Psychic Terrain, preventing priority attacks from revenge killing him during his sweep, which is incredibly valuable.
So that's the team, so please if you notice anything that's a huge problem, please let me know! Excadrill with Mold Breaker can be a nuisance to deal with, because Rotom-W takes super-effective damage from Earthquake. I usually have to play mind games with Excadrill by sending Salamence in prematurely, then predicting whether to use Earthquake or Dragon Dance. So if you guys can suggest a way that's better to deal with Excadrill and/or a change to the team so it can deal with Excadrill, that would be greatly appreciated.
Peace,
7h3 J






Read on!

Armaggedon (Tyranitar) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
*Tyranitar is purely for wallbreaking. Any chance he can come in and take little damage/status, I send him in, and then I ram a powerhouse CB attack into the opponent, or their switch.

Handle The Heat (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock
*Heatran rounds out some defensive coverage nicely and most importantly, sets up Stealth Rock for my team. Taunt lets him stop defensive strategies revolving around recovery moves, like Synthesis, Roost etc, and stops opposing hazards if in the right situation.

Alpro (Venusaur-Mega) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 160 SpA / 100 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Synthesis
- Leech Seed
- Giga Drain
- Hidden Power [Fire]
*Mega Venusaur is mainly to switch into Tapu Fini, Thundurus, Zapdos, and Rotom-W. I love the spammability of Leech Seed, and when combined with the recovery of Synthesis and Giga Drain, he can be a real nuisance to take down, while providing steady damage. HP Fire is to nail Kartana, Ferrothorn, Skarmory and Celesteela. Celesteela and Skarmory are important to deal with, as they are the prime counters to DDmence (my last Pokemon). HP Fire usually gets these 2 steel defensive powerhouses low enough on health, so that Supersonic Skystrike or Outrage can get rid of them when it's time for Salamence to sweep mid/late game.

Livewire (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
*He's here to get some offensive momentum with Volt Switch, some DOT going on with Will-O-Wisp, and to shut down physical attackers like Landorus-T. He's also there to cover specific threats, and the Electric/Water typing is a fantastic defensive typing, coupled with Levitate.

Take It Slow (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Focus Blast
*Tapu Lele is essential for this team, because he's both a Choice Scarf revenge killer, and he's the setter of Psychic Terrain so DDmence has a much easier time sweeping (since Psychic Terrain removes the priority of priority attacks like Bullet Punch and Ice Shard, meaning it's one less thing for Salamence to worry about when sweeping later on). When trying to set up Psychic Terrain for a Salamence sweep, I usually find sacrificing Tapu Lele when he's on low health is the best way to go, since Tapu Lele will leave behind a 4-turn Psychic Terrain for Salamence to utilise.

Ares (Salamence) @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake
*The star of the show. He's here to sweep mid/late game, and does so very effectively from my experience, should I time the sweep right. Flyinium Z Supersonic Skystrike can let him blow through many mons that would normally stop him, like Tapu Fini. As mentioned before, Tapu Lele helps him sweep a lot because he sets up Psychic Terrain, preventing priority attacks from revenge killing him during his sweep, which is incredibly valuable.
So that's the team, so please if you notice anything that's a huge problem, please let me know! Excadrill with Mold Breaker can be a nuisance to deal with, because Rotom-W takes super-effective damage from Earthquake. I usually have to play mind games with Excadrill by sending Salamence in prematurely, then predicting whether to use Earthquake or Dragon Dance. So if you guys can suggest a way that's better to deal with Excadrill and/or a change to the team so it can deal with Excadrill, that would be greatly appreciated.
Peace,
7h3 J
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