Welcome to my Mega Gallade RMT!
Mega Gallade usually gets sacrificed for the team to spread burns, prevent Healing+Stealth Rock and maybe suiciding alongside very threatening mons: usually fairies!
The general idea is to weaken all checks/counters to Bisharp and Keldeo and clean up with Scarfchomp.
Current Ranking:
I know it is not very high but I actually peaked 1830+ with this team
Gallade @ Galladite
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Knock Off
- Destiny Bond
Every wondered why you should use Mega Gallade with MLopunny and MMedicham around? You probably did and decided that MLopunny is better for cleaning up and MMedicham much better for wallbreaking. You are completly right.
(Lopunny+Medicham)/2= Gallade? NO!
MGallade can burn, get rid of your item, prevent your rocks and BOOM once it has done its job! Its main job is to burn common checks to Bisharp: Lando-T, Hippowdown, Tankchomp.
MGallade also reliably weakens Slowbros and sometimes kills Clefable with Destiny Bond for Keldeo!
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Toxic
- U-turn
- Stealth Rock
- Iron Head
Jirachi is soo good atm. It serves as a very reliable switchin to Lati@s and fairies, provide momentum with U-Turn or use Toxic against common switchins like Garchomp, Lando-T and Quagsire if MGallade was not able to burn them.
Stealth Rock is also very good because nobody expects it on Jirachi. Also Toxic+Iron Flinch=DEATH!!!
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Heat Wave
Torn-T helps taking the pressure of Jirachi so Jirachi can reliably check dangerous fairytypes. It also allows me to take Gengar on 1vs1 and win, which is a HUGE threat otherwise!
Hurricane is there for Stab. Heatwave for Bulky MScizor and Ferrothorns. Knock Off gets rid of items and is always a great move to weaken switch-ins. U-turn not only restores 33% health of Torn-t, it also helps giving me a better matchup against my opponent!
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Taunt
Cute, right?
The mon every team should be prepared for!
Keldeo has always been good but it there are lots of easy switch ins that makes it hard for Keldeo. Common switch ins include Slowbro, Amoonguss, Lati@s, Clefable. After Rocks+Scald and a potential burn it is easy to see why Keldeo is very dangerous.
Taunt helps preventing heals against slower checks.
Leftovers are important for me to preserve as much health as possible against defensive teams. Keldeo can easily 6-0 teams after some preparation!
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head/Pursuit
- Swords Dance/Taunt
Bisharp is the nightmare for offensive teams. I prefer Black Glasses because some teams rely on Life Orb to end Bisharps Life.
I can easily setup on burnt Hippows, Iron Head fearing Clefables and revengekill with Sucker Punch.
If one wishes to use Bisharp as a supporter for scarfchomp, you can aim to use Pursuit instead to get rid of Lati@s and Sucker Punch-fearing MMetagross so Scarfchomp can either spam Outrage or Earthquake easier.
Taunt gives me a great tool to stop balanced teams and weaken Quagsire for Scarfchomp but in overall matchups Swords Dance has proven to be better.
And lastly, the arguably best mon this Gen!
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Stone Edge
- Earthquake
The mere presence of Garchomp makes my opponent not click Brave Bird on Talonflame, U-turn with Lando-T etc.
The commomness of Tankchomp makes Scarfchomp very dangerous! It can easily get surprisekill and clean up lategame after fairies or groundswitchins are gone.
Stone Edge is there to revengekill healthy Mega Pinsir, Thundurus and Talonflames who try to burn you.
Dragon Claw is always nice to prevent Outragelock and get your first surprisekill.
Outrage and Earthquake with their insane basepower+stab coming of Garchomps 130 Baseatk easily cleans up weakened teams.
Weaknesses:
- Breloom
- MSableye
- Specs Keldeo
- Klefki with Magnet Rise
Replays:
http://replay.pokemonshowdown.com/ou-290389530 MGallade putting in some work
http://replay.pokemonshowdown.com/ou-290636889 The whole team working together nicely
http://replay.pokemonshowdown.com/ou-292786537 Comeback with aggresive doubles
http://replay.pokemonshowdown.com/ou-294614619 MGallade wow!
http://replay.pokemonshowdown.com/ou-290094272 Keldeosweep
http://replay.pokemonshowdown.com/ou-290096903 Scarfchomp cleanup
http://replay.pokemonshowdown.com/ou-292791086 MSableyestall is annoying! MGallade so useless here
Importable:
Introduction:
This team is very offensive with reliable pivots.
Mega Gallade usually gets sacrificed for the team to spread burns, prevent Healing+Stealth Rock and maybe suiciding alongside very threatening mons: usually fairies!
The general idea is to weaken all checks/counters to Bisharp and Keldeo and clean up with Scarfchomp.
Current Ranking:
I know it is not very high but I actually peaked 1830+ with this team
ITS TIME FOR THE TEAM
Gallade @ Galladite
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Knock Off
- Destiny Bond
Every wondered why you should use Mega Gallade with MLopunny and MMedicham around? You probably did and decided that MLopunny is better for cleaning up and MMedicham much better for wallbreaking. You are completly right.
(Lopunny+Medicham)/2= Gallade? NO!
MGallade can burn, get rid of your item, prevent your rocks and BOOM once it has done its job! Its main job is to burn common checks to Bisharp: Lando-T, Hippowdown, Tankchomp.
MGallade also reliably weakens Slowbros and sometimes kills Clefable with Destiny Bond for Keldeo!
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Toxic
- U-turn
- Stealth Rock
- Iron Head
Jirachi is soo good atm. It serves as a very reliable switchin to Lati@s and fairies, provide momentum with U-Turn or use Toxic against common switchins like Garchomp, Lando-T and Quagsire if MGallade was not able to burn them.
Stealth Rock is also very good because nobody expects it on Jirachi. Also Toxic+Iron Flinch=DEATH!!!
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Heat Wave
Torn-T helps taking the pressure of Jirachi so Jirachi can reliably check dangerous fairytypes. It also allows me to take Gengar on 1vs1 and win, which is a HUGE threat otherwise!
Hurricane is there for Stab. Heatwave for Bulky MScizor and Ferrothorns. Knock Off gets rid of items and is always a great move to weaken switch-ins. U-turn not only restores 33% health of Torn-t, it also helps giving me a better matchup against my opponent!
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Taunt
Cute, right?
The mon every team should be prepared for!
Keldeo has always been good but it there are lots of easy switch ins that makes it hard for Keldeo. Common switch ins include Slowbro, Amoonguss, Lati@s, Clefable. After Rocks+Scald and a potential burn it is easy to see why Keldeo is very dangerous.
Taunt helps preventing heals against slower checks.
Leftovers are important for me to preserve as much health as possible against defensive teams. Keldeo can easily 6-0 teams after some preparation!
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head/Pursuit
- Swords Dance/Taunt
Bisharp is the nightmare for offensive teams. I prefer Black Glasses because some teams rely on Life Orb to end Bisharps Life.
I can easily setup on burnt Hippows, Iron Head fearing Clefables and revengekill with Sucker Punch.
If one wishes to use Bisharp as a supporter for scarfchomp, you can aim to use Pursuit instead to get rid of Lati@s and Sucker Punch-fearing MMetagross so Scarfchomp can either spam Outrage or Earthquake easier.
Taunt gives me a great tool to stop balanced teams and weaken Quagsire for Scarfchomp but in overall matchups Swords Dance has proven to be better.
And lastly, the arguably best mon this Gen!
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Stone Edge
- Earthquake
The mere presence of Garchomp makes my opponent not click Brave Bird on Talonflame, U-turn with Lando-T etc.
The commomness of Tankchomp makes Scarfchomp very dangerous! It can easily get surprisekill and clean up lategame after fairies or groundswitchins are gone.
Stone Edge is there to revengekill healthy Mega Pinsir, Thundurus and Talonflames who try to burn you.
Dragon Claw is always nice to prevent Outragelock and get your first surprisekill.
Outrage and Earthquake with their insane basepower+stab coming of Garchomps 130 Baseatk easily cleans up weakened teams.
Weaknesses:
- Breloom
- MSableye
- Specs Keldeo
- Klefki with Magnet Rise
Replays:
http://replay.pokemonshowdown.com/ou-290389530 MGallade putting in some work
http://replay.pokemonshowdown.com/ou-290636889 The whole team working together nicely
http://replay.pokemonshowdown.com/ou-292786537 Comeback with aggresive doubles
http://replay.pokemonshowdown.com/ou-294614619 MGallade wow!
http://replay.pokemonshowdown.com/ou-290094272 Keldeosweep
http://replay.pokemonshowdown.com/ou-290096903 Scarfchomp cleanup
http://replay.pokemonshowdown.com/ou-292791086 MSableyestall is annoying! MGallade so useless here
Importable:
Gallade @ Galladite
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Knock Off
- Destiny Bond
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Taunt
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Toxic
- U-turn
- Stealth Rock
- Iron Head
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Stone Edge
- Earthquake
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Heat Wave
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Knock Off
- Destiny Bond
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Taunt
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Toxic
- U-turn
- Stealth Rock
- Iron Head
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Stone Edge
- Earthquake
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Heat Wave