SD Lucario and Tspikes Mega Bee
I know 2nd RMT in a week but I felt like this one worked well in practice so wanted to see if there were any possible improvements to the formulae!
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Started off with Lucario as I felt it got a little better with recent drops, mainly against MAlt and MGarde, also nice for MAero and opposing steel types that aren't Doublade but I haven't seen one yet (fingers crossed) I chose bullet punch as my last slot as ice punch would be nice for other dragons but I feel that cc deals with both Hydrei and Lati at +2 (Lati is a roll but with rocks up its a favorable one). You could run iron tail but I don't really see what it would kill that bp wouldn't. Finally, I chose Adamant because I have T-wave on Rotom so I felt the speed wasn't 100% necessary what with duel priority and all and as mentioned before, both Hydrei and Lati will be dealt with by cc and T-wave help me outspeed them both.
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Defog
Empoleon is here for hazard control and to help me deal with setup users more reliably. Pretty standard here not sure what I can really say about it other than its nice for MLati as it takes hits from +2 +2 and phases it out with roar before it can setup further.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- U-turn
- Drill Run
- Poison Jab
I wanted TSpikes on this team to wear down bulky waters and fatter mons that so far I feel gave my team a problem. I chose Mega Bee cause it not only provides that but it gives me a nice fast mon that can deal with the likes of MAlt and MGarde should Luc not be in a position to sweep. I did have pursuit at this point over drill run and it still could be useful but I found through testing it a bit I pref drill run to take on Steels like Klefki more useful.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Krooks basically just here to deal with MAero and to trap, also nice to have some speed control outside of Mega Bee. Felt like MAero was a problem as any variant with EQ destroyed my team up to this point. Once again pretty standard set I know but it does what I need.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Will-O-Wisp
I love Rotom right now as its so versatile. I chose to run double status this time and a more bulky spread as it helps me deal with Sciz easier and also gives me a bit more speed control to help Luc sweep. I suppose this could be a faster variant for Jolly Sciz but I really don't see it all that much.
Latias @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Thunder
Finally, I chose Electrium Lati as it helps deal with bulky waters more immediately than having to wait for toxic to rack up. Its also a nice nuke to deal with a huge threat the enemy may have. I chose Thunder as previously mentioned to deal with Bulky Waters but it also helps me take a big chunk out of things like opposing Rotom and Scizor after a few rocks switch ins.
I know 2nd RMT in a week but I felt like this one worked well in practice so wanted to see if there were any possible improvements to the formulae!
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Started off with Lucario as I felt it got a little better with recent drops, mainly against MAlt and MGarde, also nice for MAero and opposing steel types that aren't Doublade but I haven't seen one yet (fingers crossed) I chose bullet punch as my last slot as ice punch would be nice for other dragons but I feel that cc deals with both Hydrei and Lati at +2 (Lati is a roll but with rocks up its a favorable one). You could run iron tail but I don't really see what it would kill that bp wouldn't. Finally, I chose Adamant because I have T-wave on Rotom so I felt the speed wasn't 100% necessary what with duel priority and all and as mentioned before, both Hydrei and Lati will be dealt with by cc and T-wave help me outspeed them both.
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Defog
Empoleon is here for hazard control and to help me deal with setup users more reliably. Pretty standard here not sure what I can really say about it other than its nice for MLati as it takes hits from +2 +2 and phases it out with roar before it can setup further.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- U-turn
- Drill Run
- Poison Jab
I wanted TSpikes on this team to wear down bulky waters and fatter mons that so far I feel gave my team a problem. I chose Mega Bee cause it not only provides that but it gives me a nice fast mon that can deal with the likes of MAlt and MGarde should Luc not be in a position to sweep. I did have pursuit at this point over drill run and it still could be useful but I found through testing it a bit I pref drill run to take on Steels like Klefki more useful.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Krooks basically just here to deal with MAero and to trap, also nice to have some speed control outside of Mega Bee. Felt like MAero was a problem as any variant with EQ destroyed my team up to this point. Once again pretty standard set I know but it does what I need.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Will-O-Wisp
I love Rotom right now as its so versatile. I chose to run double status this time and a more bulky spread as it helps me deal with Sciz easier and also gives me a bit more speed control to help Luc sweep. I suppose this could be a faster variant for Jolly Sciz but I really don't see it all that much.
Latias @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Thunder
Finally, I chose Electrium Lati as it helps deal with bulky waters more immediately than having to wait for toxic to rack up. Its also a nice nuke to deal with a huge threat the enemy may have. I chose Thunder as previously mentioned to deal with Bulky Waters but it also helps me take a big chunk out of things like opposing Rotom and Scizor after a few rocks switch ins.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Defog
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- U-turn
- Drill Run
- Poison Jab
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Will-O-Wisp
Latias @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Thunder
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Defog
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- U-turn
- Drill Run
- Poison Jab
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Will-O-Wisp
Latias @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Thunder
All feedback is appreciated!