Balto's Balanced Flying
Peaked #1 on the ladder
Charizard @ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Roost
- Solar Beam
- Focus Blast
Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Stealth Rock
- Roost
- Whirlwind
- Brave Bird
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Foul Play
- Toxic
- Defog
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Hidden Power [Ice]
- Thunderbolt
- Thunder Wave
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Roost
- Solar Beam
- Focus Blast
Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Stealth Rock
- Roost
- Whirlwind
- Brave Bird
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Foul Play
- Toxic
- Defog
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Hidden Power [Ice]
- Thunderbolt
- Thunder Wave
Mega Charizard Y: With the rising threat of sand rush and weather in general in the metagame, I found Zard Y to be especially useful. Solarbeam is going to hit ground and water types super effectively making it the go to move in weather wars. Flamethrower carries the reliable and powerful stab under the sun boost. My last offensive move is focus blast to check heatran as well as normal types. (Ohkoing a non-eviolite porygon2 after rocks are up.)
Landorus-Therian: Choice banded landorus is the primary physical wallbreaker on this team. Psychic carries no direct switch-in as both slowbro and mew are 2kho'd by earthquake/knock off/u-turn. Earthquake is the primary stab, U-turn will do a great job of carrying momentum as well as launching a powerful attack, knock off generally assists with normal types, since very few teams have a switch in to it. Stone edge will add for complete coverage for flying types.
Skarmory: I liked the role skarmory played on just about every team, and I didn't want to force it into a defogger role. I decided to leave it as a standard physical wall.
Mandibuzz: To fill up the role in a spdf wall, I chose mandibuzz as it can also play a defogger perfectly. Foul play forces physical attackers to not setup, and toxic allows me to challenge other bulky walls.
Dragonite: A lot of people recently have been choosing choice band over the DD lum set, but I personally thought this set would make a perfect late game sweeper against just about every type. Nite also does a great job of filling the gap versus electric with me not having zard x.
Thundurus: Manaphy, one of the mons who has seen more usage this gen, checks most of the flying core. With that being said, I decided that thundurus would be necessary on this team. Thundurus alone will beat a majority of water teams, and it puts dragonite/charizard in a great position to finish things off.
Landorus-Therian: Choice banded landorus is the primary physical wallbreaker on this team. Psychic carries no direct switch-in as both slowbro and mew are 2kho'd by earthquake/knock off/u-turn. Earthquake is the primary stab, U-turn will do a great job of carrying momentum as well as launching a powerful attack, knock off generally assists with normal types, since very few teams have a switch in to it. Stone edge will add for complete coverage for flying types.
Skarmory: I liked the role skarmory played on just about every team, and I didn't want to force it into a defogger role. I decided to leave it as a standard physical wall.
Mandibuzz: To fill up the role in a spdf wall, I chose mandibuzz as it can also play a defogger perfectly. Foul play forces physical attackers to not setup, and toxic allows me to challenge other bulky walls.
Dragonite: A lot of people recently have been choosing choice band over the DD lum set, but I personally thought this set would make a perfect late game sweeper against just about every type. Nite also does a great job of filling the gap versus electric with me not having zard x.
Thundurus: Manaphy, one of the mons who has seen more usage this gen, checks most of the flying core. With that being said, I decided that thundurus would be necessary on this team. Thundurus alone will beat a majority of water teams, and it puts dragonite/charizard in a great position to finish things off.