Teambuilding
I wanted to build a team around with a Mew-Mandibuzz core. Mandibuzz covers up any Knock Off and Ghost weakness that Mew carries, even though Mew is capable of taking on a slower Bisharp. Mandibuzz also allows me to not need to carry Defog on Mew.
I pretty much wanted to try random sets this slot. So an offensive Sylveon took the spot. Fairies are always good to have, since the handy Dragon resistance and Mew-Mandibuzz being able to take on things like Excadrill and Bisharp,
I wanted another nice and solid attacker. I played around with a bunch of things and settled on a bulky Dragonite. Covering up my lack of resistance to Fire and Water aswell as providing some priority-beating Priority in E-Speed.
This was originally intended to be an ORAS team with Mega Sharpedo, but I got tired of ORAS OU with all the Megamence spam. So I just instead grabbed Zard X, which serves as a good wallbreaker and anytime sweeper and also providing some resistance to Fairy if I opt not to Mega-Evolve. (Although Fairy sweepers like Gardevior is something Mew can deal with, since a Modest 252+ Hyper Voice only has a 28% to 2HKO)
Finally, just a quick revenge killer and momentum keeper while giving a needed electric resistance, Thundurus-T does the job pretty well.
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The Team
v1 (Mew) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Night Shade
- Will-O-Wisp
- Roost
- Taunt
Special wall that can pretty much take at least one of anything that isn't physical with a nice 100/100/100 bulk. Night Shade wears my opponents down without me having to worry about any stat drops. Will-O-Wisp is pretty self explainatory, it ruins peoples days and makes my life a lot easier with residual damage. Roost is healing and makes Mew last forever. Taunt blocks any setups and sweeps.
Buzzkill (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Foul Play
- Knock Off
- Roost
- Defog
Physical wall that I'm using again. Foul Play deals with buffed mons and lets me destroy switch ins of a Scolipede-Pass or just anything powerful on the physical side. Knock Off is just Knock Off. It must be spammed. Defog is crucially important to this team, as it's my answer to hazards with all these flying types. Roost heals and lets me stall out burns that Mew gave away.
Ribbons (Sylveon) @ Leftovers
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Hyper Voice
- Hidden Power [Fire]
- Psyshock
- Draining Kiss
Most people expect a cleric set out of Sylveon. (Although I am considering Wish for Draining Kiss) and usually switch into their Taunt user or a wallbreaker. This Sylveon doesn't give a damn, and just deals hefty damage with an invested Hyper Voice. Draining Kiss heals me up, Psyshock is poison coverage, and HP Fire lets me hit Ferrothorn and Scizor. (Although I was close to using HP Ground because Heatran is totally not an overcentralizing ***)
Lance (Dragonite) @ Leftovers
Ability: Multiscale
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Dragon Claw
- Extreme Speed
- Earthquake
- Roost
Bulky physical attacker. Multiscale helps a lot around this team for taking hits then hitting them hard with a Dragon Claw or Earthquake and finishing them off with E-Speed. Roost is to last longer and potentially give me a another run at Multiscale. I would've ran Fire Punch or Fire Blast over Earthquake, but whatddya know. HEATRAN.
Why (Charizard) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Flare Blitz
Standard Zard X, just withtout Roost and with EQ for added offensive coverage. Serves are a great lead sweeper, lategame sweeper, or wallbreaker. Really isn't much to say.
Legs! (Thundurus-Therian) (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Ice]
Standard Scarf Thundurus-T. T-Bolt/Volt Switch hits hard and keeps momentum. Flash Cannon covers Fairies. HP Ice lets me hit Lando-T, Gliscor, and Dragons.