Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Fake Out
- Quick Attack
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 32 Atk / 4 SpA / 224 SpD
Sassy Nature
IVs: 22 Spe
- Volt Switch
- Fleur Cannon
- Energy Ball
- Explosion
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 8 HP / 4 Def / 252 SpA / 8 SpD / 236 Spe
Modest Nature
IVs: 1 Atk
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Magnet Rise
Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 232 HP / 24 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Hidden Power [Ice]
- Roost
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 208 HP / 108 Def / 192 Spe
Timid Nature
- Defog
- Taunt
- Hurricane
- Knock Off
+Magearna
-The 32 atk evs let it always kill Mega Zam
-Speed to outslow Celesteela
-Energy ball for ground/water types. change if you want)
+Magnezone
-Balloon + magnet rise for Drill
-the evs let you live sacred sword vs Kart after sr
-lets you avoid the 2hko from Lele's psychic
and outspeed up to min speed Rotom n Exca (doubt you'll see min speed drill but I didn't have anywhere else for them.
speed is nice to be faster than rotom w as well just in case you want Gear too boom w/o being burned)
+Koko
-The evs let you always 2hko standard Gliscor after recovery
-toxic is nice for water/grounds and tang
-rest in hp (if you wanna run tbolt, I would use the 172 spread maybe, but I like this set)
rest of the team seems pretty obvi.
Have always have been a big fan! any advice would be appreciated.
( i try to account for all matchups, which i think is what screws up my team building in the end)