At a Glance:
I wanted to build a team around Tapu Lele and Alakazam, so I got Greninja and Magnezone to deal with Steel and Dark types that wall them. Garchomp and Zapdos form the defensive backbone of the Psychics. Click here for an importable! (v1.1)
Team Writeup and Explanations (v1.1: massive changes to Magnezone, new importable)
90RP (Alakazam-Mega) (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Recover
Nothing new, just your average Alakazam-Mega. However, I opted for Recover as it helps Zam's against stall. Shadow Ball is coverage against other Psychic's like Tapu Lele and Jirachi (outspeeding both even if scarfed!), while Focus Blast allows me to kill Ash-Gren, while denting Tran and Excadrill decently. Psychic, under the Psychic Terrain boost, nukes many mons that don't resist it.
Superstar (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Hidden Power [Fire]
Tapu Lele provides huge support in the form of Psychic Terrain, buffing up Zam's STAB, while preventing priority moves like Scizor's Bullet Punch and Weavile's Ice Shard. I opted for Choice Specs, since Zam provides speed control, and Lele can bring wallbreaking potential to the team. Psychic is STAB, but I chose Psyshock as it dents physically weak special walls like Chansey and Blissey a lot. Moonblast is a safe early to mid-game option, and eases prediction on my side. HP Fire is a great way to deal with Scizor and Ferrothorn in a pinch.
Trap (Greninja) (M) @Fightinium Z Life Orb
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Grass Knot
I brought on Greninja as it helps my matchup with Heatran and Magearna, and to a certain extent Chansey and Ferrothorn.Z-Low Kick nukes the aforementioned Pokemon which would otherwise wall my two Psychics. Low Kick, powered up by Life Orb is able to OHKO Heatran, and wear down the other 3 considerably for my Psychics to take out later. This opens up my options, allowing me to guarantee kills with Grass Knot as well, while allowing me to place my Z move on Magnezone. t also helps me deal with Ice types, which my defensive core is severely weak to. Gunk Shot deals nicely with Alolan Ninetales, Clefable and Tapu Bulu, three of which can also cause problems for my Psychics. Ice Beam catches the KO on Lando-T and Gliscor, while severely denting Zapdos which might try and Defog off my Rocks. While Spikes can let Greninja support the team when it's useless, I've been getting very little mileage out of it, hence I have been using Grass Knot in its place. It gives me a reliable Mega Swampert counter! It can tank 1 hit from Swampert and return the favour with a one-hit KO too.
252 Atk Swampert Earthquake vs. 0 HP / 0- Def Greninja: 225-265 (78.9 - 92.9%) -- guaranteed 2HKO
4 SpA Protean Greninja Grass Knot (80 BP) vs. 0 HP / 0 SpD Swampert: 388-460 (113.7 - 134.8%) -- guaranteed OHKO
Hooker (Magnezone) @ Steelium Z
Ability: Magnet Pull
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Substitute
Magnezone is my ultimate answer to the other steel types that Fightinium Z cannot cover, like Scizor, Kartana (8HP and 4Def helps me live a Sacred Sword) and Ferrothorn, due to HP Fire. Thunderbolt is STAB, and deals with Celesteela much better than HP Fire. Flash Cannon is a safe STAB which can 2HKO Tapu Koko with rocks, and can deal with Fairies well.Volt Switch allows me to use Magnezone as a Birdspam pivot, like Mega Pidgeot and Mega Pinsir. After some experimenting, I've found that Magnezone can usually tank a hit from its threats, or force a switch on a nice pivot, allowing me to Substitute up. Steelium Z gives Magnezone a nice nuke, allowing it to OHKO problematic mons like Landorus-T and Mega-Latios.
4 Eyes (Zapdos) @ Leftovers
Ability: Static
Shiny: Yes
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog
Zapdos is my defogger which also helps me check Hawlucha, and improves my matchup against rain. I run Static to help fish for ParaHax alongside Discharge. Roost allows me to stay healthy in order to wall for longer, while Heat Wave makes sure I don't get walled by Ferrothorn (yes I really hate Ferrothorn). Zapdos also has ground resist when not roosting, which improves my matchup against Scarf Landorus-T.
Cynthia (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Roar
- Toxic
Garchomp is my Rocker, as well as my answer to Volt-Turn, as it is immune to Volt Switch while punishing U-Turns with Rough Skin and Rocky Helmet. Rocks is important in netting key OHKO's like Kingdra in rain (with M-Zam's Trace -> Swift Swim). I run Max Speed as this allows me to successfully deal with Mega-Medicham (setup then EQ), and Mega-Mawile. Roar is my answer to setup sweepers like Volcarona and Dragonite. Toxic allows me to deal with the more passive walls which I can't dent with Earthquake.
Threats:
Replays (still finding some, these are played on an alt.):
I'm at 23-9 so far, but I attribute some of them to misplays on my side.
Conclusion:
This was my attempt at building around ZamLele, hence am open to changes as long as my LeleZam core is untouched. Thank you!






I wanted to build a team around Tapu Lele and Alakazam, so I got Greninja and Magnezone to deal with Steel and Dark types that wall them. Garchomp and Zapdos form the defensive backbone of the Psychics. Click here for an importable! (v1.1)
Team Writeup and Explanations (v1.1: massive changes to Magnezone, new importable)

90RP (Alakazam-Mega) (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Recover
Nothing new, just your average Alakazam-Mega. However, I opted for Recover as it helps Zam's against stall. Shadow Ball is coverage against other Psychic's like Tapu Lele and Jirachi (outspeeding both even if scarfed!), while Focus Blast allows me to kill Ash-Gren, while denting Tran and Excadrill decently. Psychic, under the Psychic Terrain boost, nukes many mons that don't resist it.

Superstar (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Hidden Power [Fire]
Tapu Lele provides huge support in the form of Psychic Terrain, buffing up Zam's STAB, while preventing priority moves like Scizor's Bullet Punch and Weavile's Ice Shard. I opted for Choice Specs, since Zam provides speed control, and Lele can bring wallbreaking potential to the team. Psychic is STAB, but I chose Psyshock as it dents physically weak special walls like Chansey and Blissey a lot. Moonblast is a safe early to mid-game option, and eases prediction on my side. HP Fire is a great way to deal with Scizor and Ferrothorn in a pinch.

Trap (Greninja) (M) @
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Grass Knot
I brought on Greninja as it helps my matchup with Heatran and Magearna, and to a certain extent Chansey and Ferrothorn.
252 Atk Swampert Earthquake vs. 0 HP / 0- Def Greninja: 225-265 (78.9 - 92.9%) -- guaranteed 2HKO
4 SpA Protean Greninja Grass Knot (80 BP) vs. 0 HP / 0 SpD Swampert: 388-460 (113.7 - 134.8%) -- guaranteed OHKO

Hooker (Magnezone) @ Steelium Z
Ability: Magnet Pull
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Substitute
Magnezone is my ultimate answer to the other steel types that Fightinium Z cannot cover, like Scizor, Kartana (8HP and 4Def helps me live a Sacred Sword) and Ferrothorn, due to HP Fire. Thunderbolt is STAB, and deals with Celesteela much better than HP Fire. Flash Cannon is a safe STAB which can 2HKO Tapu Koko with rocks, and can deal with Fairies well.

4 Eyes (Zapdos) @ Leftovers
Ability: Static
Shiny: Yes
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog
Zapdos is my defogger which also helps me check Hawlucha, and improves my matchup against rain. I run Static to help fish for ParaHax alongside Discharge. Roost allows me to stay healthy in order to wall for longer, while Heat Wave makes sure I don't get walled by Ferrothorn (yes I really hate Ferrothorn). Zapdos also has ground resist when not roosting, which improves my matchup against Scarf Landorus-T.

Cynthia (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Roar
- Toxic
Garchomp is my Rocker, as well as my answer to Volt-Turn, as it is immune to Volt Switch while punishing U-Turns with Rough Skin and Rocky Helmet. Rocks is important in netting key OHKO's like Kingdra in rain (with M-Zam's Trace -> Swift Swim). I run Max Speed as this allows me to successfully deal with Mega-Medicham (setup then EQ), and Mega-Mawile. Roar is my answer to setup sweepers like Volcarona and Dragonite. Toxic allows me to deal with the more passive walls which I can't dent with Earthquake.
Threats:
- Rain, once Zam is shut down. I have no real answer to Mega Swampert.
- Scarf Revenge Killers.
- Zard X eats this team for breakfast, lunch and dinner.
- Dual Screens, which requires a lot of important calcs.
Replays (still finding some, these are played on an alt.):
I'm at 23-9 so far, but I attribute some of them to misplays on my side.
Conclusion:
This was my attempt at building around ZamLele, hence am open to changes as long as my LeleZam core is untouched. Thank you!
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