This team is all about setting hazards with Skarmory, then pressuring Defoggers into oblivion if necessary, then just sweeping. Quite simple, but I have a lot of weakeners to ease the sweeping process.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Spikes
- Taunt
- Defog
- Stealth Rock
The star of the show, Skarmory has all status moves with Taunt among them, making him a presence worth getting rid of despite lack of inherent offense. Sturdy is used to ensure that rocks are at least dropped. Defog is used alongside Taunt to counter other hazard setters. Second priority after rocks is either Defog/Taunting or setting Spikes. This is dependent on whether the opponent leads with a hazard setter or not.
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Flash Cannon
Technically, Thundo-T would be a better hyper-offense pick, but Thundo-I provides Prankster TWave, crippling other mons that rely mostly on speed, such as scarfers, Swift Swimmers on rain teams, and Aerodactyl. Otherwise, Thundo has a good base speed coupled with decent power that is made stronger by the Life Orb. Flash Cannon is used to hit Ice- and Rock-types super effectively, and HP Ice is necessary against certain problematic Grass- and Ground-types that would otherwise wall Thundo, such as Tangrowth and Landorus-T. Speaking of whom...
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
This is a classic Lando set, aside from Knock Off. Earthquake is STAB, Stone Edge hits other flyers such as Zapdos, U-Turn allows me to maintain offensive momentum, and Knock Off cripples certain walls. Adamant is run over Jolly because Speed-boosting natures are better on mons whose base speed fall below 300 at level 100, and Lando already has so much power that Earthquake's virtually unstoppable in the late-game, unless there's a Levitate or Flying mon left. If so, I can U-Turn on the swap, clear it, then sweep. Knock Off is run over rocks and Defog because... well, Skarmory.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast
Classic Chari set; nothing special here. Flamethrower STAB; Beam to hit Rock-types on the first turn with Drought; Blast to hit Heatran, T-Tar, and the like; and Roost to increase longevity against stalls/Toxic walls.
Celesteela @ Metronome
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Flash Cannon
- Air Slash
- Flamethrower
Now this set may cause some controversy, but, believe it or not, it's classified as a viable set on Smogon. This set allows Celesteela to be powerful as well as bulky, getting a +SpA Beast Boost. Autotomize is used to counteract Celesteela's low base speed, Cannon and Slash are STAB, and Flamethrower breaks Ferrothorn, Mega Scizor, and other notable Steel/Grass types that Celesteela would find troublesome.
Dragonite @ Flyinium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Extreme Speed
- Fly
As opposed to the regular Choice Band set, which I've noticed is extremely hard-hitting but falls too short on speed, this set ensures a good mix of the two. Multiscale allows for a DDance setup, at which point a STAB 175-power move at +1 Atk becomes an option. Earthquake hits hard, and Extreme Speed gets snipe-kills against certain mons that it can't OHKO, as well as revenge kills.
Replacements or straight revamps would be appreciated, as the whole concept of a Skarmory-based team is going what may possibly be too far out on a limb. Thank you!
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Spikes
- Taunt
- Defog
- Stealth Rock
The star of the show, Skarmory has all status moves with Taunt among them, making him a presence worth getting rid of despite lack of inherent offense. Sturdy is used to ensure that rocks are at least dropped. Defog is used alongside Taunt to counter other hazard setters. Second priority after rocks is either Defog/Taunting or setting Spikes. This is dependent on whether the opponent leads with a hazard setter or not.
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Flash Cannon
Technically, Thundo-T would be a better hyper-offense pick, but Thundo-I provides Prankster TWave, crippling other mons that rely mostly on speed, such as scarfers, Swift Swimmers on rain teams, and Aerodactyl. Otherwise, Thundo has a good base speed coupled with decent power that is made stronger by the Life Orb. Flash Cannon is used to hit Ice- and Rock-types super effectively, and HP Ice is necessary against certain problematic Grass- and Ground-types that would otherwise wall Thundo, such as Tangrowth and Landorus-T. Speaking of whom...
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
This is a classic Lando set, aside from Knock Off. Earthquake is STAB, Stone Edge hits other flyers such as Zapdos, U-Turn allows me to maintain offensive momentum, and Knock Off cripples certain walls. Adamant is run over Jolly because Speed-boosting natures are better on mons whose base speed fall below 300 at level 100, and Lando already has so much power that Earthquake's virtually unstoppable in the late-game, unless there's a Levitate or Flying mon left. If so, I can U-Turn on the swap, clear it, then sweep. Knock Off is run over rocks and Defog because... well, Skarmory.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast
Classic Chari set; nothing special here. Flamethrower STAB; Beam to hit Rock-types on the first turn with Drought; Blast to hit Heatran, T-Tar, and the like; and Roost to increase longevity against stalls/Toxic walls.
Celesteela @ Metronome
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Flash Cannon
- Air Slash
- Flamethrower
Now this set may cause some controversy, but, believe it or not, it's classified as a viable set on Smogon. This set allows Celesteela to be powerful as well as bulky, getting a +SpA Beast Boost. Autotomize is used to counteract Celesteela's low base speed, Cannon and Slash are STAB, and Flamethrower breaks Ferrothorn, Mega Scizor, and other notable Steel/Grass types that Celesteela would find troublesome.
Dragonite @ Flyinium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Extreme Speed
- Fly
As opposed to the regular Choice Band set, which I've noticed is extremely hard-hitting but falls too short on speed, this set ensures a good mix of the two. Multiscale allows for a DDance setup, at which point a STAB 175-power move at +1 Atk becomes an option. Earthquake hits hard, and Extreme Speed gets snipe-kills against certain mons that it can't OHKO, as well as revenge kills.
Replacements or straight revamps would be appreciated, as the whole concept of a Skarmory-based team is going what may possibly be too far out on a limb. Thank you!