The focus for this team is too get hazards set up, wear down the teams walls, and allow for Mega Alakazam or Zygarde to sweep late game. (peaked #4 on Smogon SM OU)
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 244 SpA / 16 SpD
Modest Nature
IVs: 1 Atk
- Hidden Power [Fire]
- Fleur Cannon
- Ice Beam
- Volt Switch
Magearna is a part of the main core on the team as it walls alot of the threats that this team has such as Scarf Gengar, Opposing Tapu Lele and other psychic, fairy and dark types. Hp fire is needed to assist in wearing down the likes of Ferrothorn and Mega Scizor to prevent hazards from getting up as well as too kill scizor to ensure you're hazards can get up. Magearna is also useful for walling opposing Magearna (especially shift gear) and wearing them down so Alakazam can clean up late game. Also since Landorus and Zygarde are on this team, Magearna can take ice moves with ease and force them out. Lastly, with max SpA investment, Fleur Cannon is able to hit anything for decent amount of damage.
Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed
Zygarde is another important part of the core as its bulk and setup capabilities make it a good late game cleaner once the opposing teams check are down and hazards are up. Thousand arrows is able to good damage on anything except for bulky grass types such as Tapu Bulu, which is why Magearna is there to help kill Zygarde's check's so that it can sweep. Dragonium Z is needed on this set so that it can break through bulkier mon's such as the Landorus T. Keep in mind if there are fairy types left on the opposing team, you should avoid setting up with this mon until they are dealt with. This team also has problems with Charizard Y, and can come in on Charizard Y if needed and either z move it or ddance and thousand arrows.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Hidden Power [Fire]
- Dazzling Gleam
Mega Alakazam is one of the two sweepers on the team, and is arguably one of the best Mega's in the meta game. Alakazam fits well on this team as once Hazards are up and walls such as Magearna and Heatran are gone with the help of Zygarde, Alakazam has very good sweeping potential especially if the psychic terrain is active. Double psychic moves help deal massive damage with the modest nature and psyshock 2HKO's Chansey in the psychic terrain. Dazzling gleam is used to killed the likes of Mega Medicham, Zygarde, and Greninja which are all threats to this team. Hidden power fire Helps break through Scizor and Ferrothorn and does a decent amount of damage to Celesteela, which walls alot of this team. Zygarde or Magearna should be used to pressure the Celesteela and get chip damage on it before Alakazam tries to sweep. Mega Alakazam possesses a great ability in trace which allows it to beat rain teams by tracing swift swim and other good abilities. Lastly, Alakazam should wait as long as it can to mega evolve so that it does not take hazard damage.
Tapu Lele @ Shed Shell
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Hidden Power [Fire]
Tapu Lele is an important part of the offensive core as it helps deal with stall, and sets up psychic terrain too boost Mega Alakazam's sweeping abilities. Shed Shell is needed so that it does not get trapped by Dugtrio when facing stall, and can hard into Landorus-T and set up rocks (if there is no Sableye). Tapu Lele also helps prevent hazards from getting up, which is needed since this team does not have a defogger or rapid spinner. Hidden power fire is needed on this team to kill the likes of Ferrothorn and Scizor which can otherwise wall a lot of this team. Taunt also helps trick room teams from setting up trick room which can be very deadly to this team since it possesses a lot of high speed tier Pokemon. Tapu Lele's main role on this team is to beat stall and set up terrain so preserving it can prove to be helpful throughout the battle.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
IVs: 30 Atk
- Stealth Rock
- Hidden Power [Ice]
- U-turn
- Earthquake
Landorus fits well on this team as it can switch into opposing Landorus and different variants of Zygarde 50%. The speed EV's are too out speed opposing defensive Landorus. The main role for Landorus though is too set up hazards and wall certain mons that can be potentially dangerous to this team such as Charizard X, Garchomp, and Scarf or z move Landorus T's. (which are on almost every OU team). U-turn is used as a momentum gainer and HP ice is needed to kill of Garchomp, Zygarde and opposing Landorus. Landorus also helps deal with the likes of Heatran and other bulky steal types that Tapu Lele and Mega Alakazam have trouble dealing with.
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Gunk Shot
- Rock Slide
- Ice Beam
Although I normally do not like using Choice scarf Greninja, it serves well on this team as it wears down walls such as Tapu Fini, Landorus, as well as being able to gain momentum with a protean boosted u-turn. Greninja helps deal with threats such as opposing Greninja (especially Ash-Greninja) All of the Tapu Pokemon, and can also out speed some Pokemon after +1 stat boosts which can prove to be very useful. Overall, Greninja should be using U-turn most of the time until it has a chance to take out a mon with one of its coverage moves. Keeping its HP high its necessary so that it doesn't get taken out by strong priority move users such as Zygarde and Dragonite, and Scizor.
Here is the official import: https://pastebin.com/kXQQsnNf
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 244 SpA / 16 SpD
Modest Nature
IVs: 1 Atk
- Hidden Power [Fire]
- Fleur Cannon
- Ice Beam
- Volt Switch
Magearna is a part of the main core on the team as it walls alot of the threats that this team has such as Scarf Gengar, Opposing Tapu Lele and other psychic, fairy and dark types. Hp fire is needed to assist in wearing down the likes of Ferrothorn and Mega Scizor to prevent hazards from getting up as well as too kill scizor to ensure you're hazards can get up. Magearna is also useful for walling opposing Magearna (especially shift gear) and wearing them down so Alakazam can clean up late game. Also since Landorus and Zygarde are on this team, Magearna can take ice moves with ease and force them out. Lastly, with max SpA investment, Fleur Cannon is able to hit anything for decent amount of damage.
Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed
Zygarde is another important part of the core as its bulk and setup capabilities make it a good late game cleaner once the opposing teams check are down and hazards are up. Thousand arrows is able to good damage on anything except for bulky grass types such as Tapu Bulu, which is why Magearna is there to help kill Zygarde's check's so that it can sweep. Dragonium Z is needed on this set so that it can break through bulkier mon's such as the Landorus T. Keep in mind if there are fairy types left on the opposing team, you should avoid setting up with this mon until they are dealt with. This team also has problems with Charizard Y, and can come in on Charizard Y if needed and either z move it or ddance and thousand arrows.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Hidden Power [Fire]
- Dazzling Gleam
Mega Alakazam is one of the two sweepers on the team, and is arguably one of the best Mega's in the meta game. Alakazam fits well on this team as once Hazards are up and walls such as Magearna and Heatran are gone with the help of Zygarde, Alakazam has very good sweeping potential especially if the psychic terrain is active. Double psychic moves help deal massive damage with the modest nature and psyshock 2HKO's Chansey in the psychic terrain. Dazzling gleam is used to killed the likes of Mega Medicham, Zygarde, and Greninja which are all threats to this team. Hidden power fire Helps break through Scizor and Ferrothorn and does a decent amount of damage to Celesteela, which walls alot of this team. Zygarde or Magearna should be used to pressure the Celesteela and get chip damage on it before Alakazam tries to sweep. Mega Alakazam possesses a great ability in trace which allows it to beat rain teams by tracing swift swim and other good abilities. Lastly, Alakazam should wait as long as it can to mega evolve so that it does not take hazard damage.
Tapu Lele @ Shed Shell
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Hidden Power [Fire]
Tapu Lele is an important part of the offensive core as it helps deal with stall, and sets up psychic terrain too boost Mega Alakazam's sweeping abilities. Shed Shell is needed so that it does not get trapped by Dugtrio when facing stall, and can hard into Landorus-T and set up rocks (if there is no Sableye). Tapu Lele also helps prevent hazards from getting up, which is needed since this team does not have a defogger or rapid spinner. Hidden power fire is needed on this team to kill the likes of Ferrothorn and Scizor which can otherwise wall a lot of this team. Taunt also helps trick room teams from setting up trick room which can be very deadly to this team since it possesses a lot of high speed tier Pokemon. Tapu Lele's main role on this team is to beat stall and set up terrain so preserving it can prove to be helpful throughout the battle.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
IVs: 30 Atk
- Stealth Rock
- Hidden Power [Ice]
- U-turn
- Earthquake
Landorus fits well on this team as it can switch into opposing Landorus and different variants of Zygarde 50%. The speed EV's are too out speed opposing defensive Landorus. The main role for Landorus though is too set up hazards and wall certain mons that can be potentially dangerous to this team such as Charizard X, Garchomp, and Scarf or z move Landorus T's. (which are on almost every OU team). U-turn is used as a momentum gainer and HP ice is needed to kill of Garchomp, Zygarde and opposing Landorus. Landorus also helps deal with the likes of Heatran and other bulky steal types that Tapu Lele and Mega Alakazam have trouble dealing with.
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Gunk Shot
- Rock Slide
- Ice Beam
Although I normally do not like using Choice scarf Greninja, it serves well on this team as it wears down walls such as Tapu Fini, Landorus, as well as being able to gain momentum with a protean boosted u-turn. Greninja helps deal with threats such as opposing Greninja (especially Ash-Greninja) All of the Tapu Pokemon, and can also out speed some Pokemon after +1 stat boosts which can prove to be very useful. Overall, Greninja should be using U-turn most of the time until it has a chance to take out a mon with one of its coverage moves. Keeping its HP high its necessary so that it doesn't get taken out by strong priority move users such as Zygarde and Dragonite, and Scizor.
Here is the official import: https://pastebin.com/kXQQsnNf
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