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- Excadrill @ Leftovers
- Ability: Mold Breaker
- EVs: 252 HP / 4 Def / 252 SpD
- Careful Nature
- - Stealth Rock
- - Rapid Spin
- - Iron Head
- - Earthquake
- Helps against Diancie which when well-played can very well 6-0 this team.
- Kyurem-Black @ Life Orb
- Ability: Teravolt
- EVs: 32 Atk / 252 SpA / 224 Spe
- Rash Nature
- - Hidden Power [Fire]
- - Earth Power
- - Ice Beam
- - Dragon Claw/Fusion Bolt
- Great lure, this thing absolutely destroys lifes.
- Charizard-Mega-X @ Charizardite X
- Ability: Blaze
- EVs: 72 HP / 252 Atk / 184 Spe
- Jolly Nature
- - Flare Blitz
- - Dragon Dance
- - Roost
- - Dragon Claw
- Standard evs, 184 + jolly ddances on switches and KOs scarf Lando-T after rocks. Bulk is very nice here and can roost stall Rotom-W's Hydro Pumps.
- Keldeo @ Leftovers
- Ability: Justified
- EVs: 4 Def / 252 SpA / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Scald
- - Secret Sword
- - Substitute
- - Calm Mind
- Helps with stall, even though Char X does stuff. Standard junk. Also Keldeo + Char X bluffs the common Char Y + Keldeo, but minus the pursuit trapper.
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 252 HP / 92 Def / 56 SpD / 108 Spe
- Bold Nature
- IVs: 0 Atk
- - Giga Drain/Swords Dance/Substitute
- - Heal Bell
- - Baton Pass
- - Psychic
- Weakness policy is really meh, SD Pass to Char X on an expected foe like Ferrothorn while it gets a quick ddance up is really nice and I could see some nice sweeps. Pass a sub to Kyu-B and destroy balance ^_^
- Rotom-Wash @ Leftovers
- Ability: Levitate
- EVs: 252 HP / 212 Def / 44 Spe
- Bold Nature
- - Will-O-Wisp
- - Volt Switch
- - Hydro Pump
- - Pain Split
- Helps with Scizor, provides a more solid bird spam check while not ultimate, standard evs help this team a lot and pain split keeps it healthy and all.
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