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- Azelf @ Focus Sash
- Ability: Levitate
- EVs: 252 HP / 4 Def / 252 Spe
- Jolly Nature
- - Stealth Rock
- - Taunt
- - Skill Swap
- - Explosion
- First off on the team is Azelf. Basic suicide lead strat, pretty sure you know what this thing does, I decided to go with sash>colbur so you can get rocks vs lead mosa, which is a fairly common lead, especially vs azelf. Skill swap is still there so ur not screwed against sableye, but the mindgames are a bit more difficult without colbur. get rocks up boom, p easy to grasp and a staple on ho since it's introduction.
- Salamence @ Flyinium Z
- Ability: Moxie
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Dragon Dance
- - Fly
- - Outrage
- - Earthquake
- Next up is part one of this team's revamped birdspm core, being Moxie+Z Fly Mence. basically when this thing sets up after mag traps the shit it's supposed to, its basically gg (assuming theres like no scarfchomp, scarf beam lele, ice shard weav, etc in the back to revenge kill. outrage/eq beats down everything not trapped by mag and the rest of that shit gets fucked up by z fly and this can get rolling really quickly, doing stuff like ohkoing mosa at +2 with eq.
- Magnezone @ Chople Berry
- Ability: Magnet Pull
- EVs: 128 HP / 252 SpA / 128 Spe
- Modest Nature
- IVs: 0 Atk
- - Thunder Wave
- - Hidden Power [Fire]
- - Flash Cannon
- - Thunderbolt
- Next up is Magnezone, which is meant to trap annoying steel types for mence/pinsir, primarily skarmory and celesteela. I decided to go chople here since the team's more than a bit weak to mosa and doesn't mind luring harm metagross either (just make sure it's not eq gross lol). Thunder Wave+Chople also allows you to surprise threats like megazam and scarf tapu lele that can potentially shred through this team if you aren't careful so be sure to preserve mag's hp if u see one of said mons.
- Pinsir @ Pinsirite
- Ability: Hyper Cutter
- EVs: 252 Atk / 4 SpD / 252 Spe
- Adamant Nature
- - Swords Dance
- - Return
- - Quick Attack
- - Earthquake/Knock Off
- Next up is the second half of the revamped birdspam core and part of the original one. Mega Pinsir may not like the aerielate nerf, but Adamant Aerielate Pinsir hits slightly harder than how hard jolly pinsir hit last gen, so it's not that big a difference. The rest of the moveset is p explanatory, but you can run knock>eq on higher ladder bc ~1/3 of people are running shed shell skarm rn and u already have 2 other eq users on the team and +2 return does north of 60% min to magearna anyways.
- Excadrill @ Choice Scarf
- Ability: Mold Breaker
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Earthquake
- - Iron Head
- - Rock Slide
- - Rapid Spin
- scarfdrill is literally only here to clear away hazards and provide a mon to stop tapu koko from volting all over ur ass. it's cool for revenging shit like gross and lele, not to mention that late-game mold breaker eq sweeps happen fairly often.
- Greninja-Ash @ Choice Specs
- Ability: Battle Bond
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- - Hydro Pump
- - Dark Pulse
- - Water Shuriken
- - U-turn
- tbh i kinda just threw on ash gren at the end of this build because its a busted pokemon lol but it adds extra priority to deal with shit that offense doesn't like if the other priority users are down and a mon that can put in work vs offense when mence doesnt get a chance to setup a dd and ur opp has like fat lando (just have to play well weakening fini)
- i hope i did a good job explaining my build fren :]
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