Dharma
komorebi
Heliolisk:
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Focus Blast
- Hidden Power [Ice]
- Volt Switch
- Hyper Voice
One of the pokemon in the core, Heliolisk is great special attacker, and paired with the Life Orb, can hit stuff pretty damn hard. Its ability Dry Skin lets it switch into any water type moves that tries to touch Rotom-Heat. It also acts as a fast pivot with Volt Switch, with HP Ice for the likes of Landorus and Garchomp, and Focus Blast for Steel types that can usually take both of its stab moves pretty well. Grass Knot is preferred over Hyper Voice so that it can handle Mega Swampert.
Rotom-Heat:
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split
The second pokemon in the core, Rotom-Heat provides a vital resistance to Ground as well as a way to hit Grass types which Electric types usually have a problem with. Will-o lets it cripple physical attackers while Pain Split is there to give it somewhat reliable healing in a pinch (Chansey <3).
Zapdos:
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Defog
- Toxic
Zapdos is a great special sponge that has access to reliable recovery. Toxic is for stallers like Gastrodon and Porygon2. Heliolisk and Mega Manectric don't appreciate Sticky Webs and rocks make it hard to pivot effectively, which is where Defog comes in. The slow Volt Switch is for safely bringing in a teammate after hazards are gone.
Mega Manectric:
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Overheat
- Protect
Due to the team being more on the offensive side, Mega Manectric is the mega of choice. It has a great special attack stat, and with Intimidate, can help wear down wallbreakers like Mega Medicham. HP Ice helps with ground and dragon types, and Protect is there to ensure a safe turn to mega and to scout out moves. Overheat can ohko Excadrill and Volt Switch is used to pivot into a teammate.
Magnezone:
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
- Thunder Wave
Magnezone is a great special attacker and has a really handy ability for taking out opposing steel types. Air Balloon lets it switch into an Excadrill's Earthquake, and deal a huge chunk to it with HP Fire. Max speed is used to outspeed the likes of Adamant Mega Scizor and Adamant Bisharp. Thunder Wave can be great at crippling fast sweepers.
Thundurus:
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Taunt
- Thunder Punch
Thundurus sits at a great speed tier, outspeeding a lot of mons. Prankster Taunt can help prevent sweepers from setting up. Thundurus runs a physical set so that the entire team doesn't become Chansey bait.
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Focus Blast
- Hidden Power [Ice]
- Volt Switch
- Hyper Voice
One of the pokemon in the core, Heliolisk is great special attacker, and paired with the Life Orb, can hit stuff pretty damn hard. Its ability Dry Skin lets it switch into any water type moves that tries to touch Rotom-Heat. It also acts as a fast pivot with Volt Switch, with HP Ice for the likes of Landorus and Garchomp, and Focus Blast for Steel types that can usually take both of its stab moves pretty well. Grass Knot is preferred over Hyper Voice so that it can handle Mega Swampert.
Rotom-Heat:
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split
The second pokemon in the core, Rotom-Heat provides a vital resistance to Ground as well as a way to hit Grass types which Electric types usually have a problem with. Will-o lets it cripple physical attackers while Pain Split is there to give it somewhat reliable healing in a pinch (Chansey <3).
Zapdos:
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Defog
- Toxic
Zapdos is a great special sponge that has access to reliable recovery. Toxic is for stallers like Gastrodon and Porygon2. Heliolisk and Mega Manectric don't appreciate Sticky Webs and rocks make it hard to pivot effectively, which is where Defog comes in. The slow Volt Switch is for safely bringing in a teammate after hazards are gone.
Mega Manectric:
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Overheat
- Protect
Due to the team being more on the offensive side, Mega Manectric is the mega of choice. It has a great special attack stat, and with Intimidate, can help wear down wallbreakers like Mega Medicham. HP Ice helps with ground and dragon types, and Protect is there to ensure a safe turn to mega and to scout out moves. Overheat can ohko Excadrill and Volt Switch is used to pivot into a teammate.
Magnezone:
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
- Thunder Wave
Magnezone is a great special attacker and has a really handy ability for taking out opposing steel types. Air Balloon lets it switch into an Excadrill's Earthquake, and deal a huge chunk to it with HP Fire. Max speed is used to outspeed the likes of Adamant Mega Scizor and Adamant Bisharp. Thunder Wave can be great at crippling fast sweepers.
Thundurus:
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Taunt
- Thunder Punch
Thundurus sits at a great speed tier, outspeeding a lot of mons. Prankster Taunt can help prevent sweepers from setting up. Thundurus runs a physical set so that the entire team doesn't become Chansey bait.
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