Wanka's Offensive Fighting
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Knock Off
Cobalion @ Leftovers
Ability: Justified
EVs: 248 HP / 52 Def / 208 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Taunt
- Iron Head
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Swords Dance
- Bullet Seed
- Mach Punch
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Knock Off
Cobalion @ Leftovers
Ability: Justified
EVs: 248 HP / 52 Def / 208 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Taunt
- Iron Head
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Swords Dance
- Bullet Seed
- Mach Punch
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge
Mega Gallade: Gallade is the center point of this team. The speed and coverage it has over Mega Medicham give it some good advantages against types that Fighting tends to struggle with. I run Psycho Cut over Zen Headbutt because it doesn't make contact with Rough Skin users and the higher critical hit chance can come in handy against walls. Knock Off hits the Lati twins and basically everything on Psychic which is really nice. Gallade has good instant wall-breaking power with a massive base 165 attack stat, so Close Combats are always fun to spam even if they aren't boosted.
Cobalion: The team needed a speedy Stealth Rock setter, so Cobalion was my man. I didn't want a complete suicide lead like Infernape, so Cobalion is perfect since it has the bulk to stay alive for a while. I have the speed EVs to outspeed base 100s and enough to outspeed fast Garchomp. Thunder Wave can be used over Volt Switch or Taunt, but I like Volt Switch because I can gain momentum after Taunting a wall which is nice. Thunder Wave still has a lot of use, so it can certainly fit.
Terrakion: Scarf Terrakion is on almost all fighting teams and for good reason. It outspeeds pretty much the entire meta and can do wonders against opposing offensive types like fire and bug who would otherwise blow right through fighting. Earthquake is good coverage and helps with sweeping if you don't want to miss with Stone Edge. Iron Head is nice for spamming against fairies and it's perfect for revenge killing Mega Diancie and Gardevoir. All in all, it's just a reliable revenge killer that gets the job done.
Breloom: Breloom matches up fairly well against ground and water. Having a Focus Sash in the back is always nice for stopping a sweep or a wallbreaker that's hard to revenge kill. Spore is really nice for gaining momentum and getting up a Swords Dance or two. Rock Tomb can be used instead of Swords Dance to help against Bug and Flying, but I like the ability to boost its attack power just to break balanced teams that much easier. Not to mention +2 Mach Punches are fun to spam. Bullet Seed is somewhat of an annoying move with the possibility of only hitting twice but since it's technician boosted, it still can dish out some big damage.
Keldeo: I had been accustomed to using Specs Keldeo, but I went with Sub CM for this team partly because I was curious to see how it would do instead of specs and I really needed a solid mega sableye check. At times the lack of instant power is quite apparent, but Sub CM really helps against a type like dark which has a very good matchup against fighting and is an extremely common type on the higher ladder. The ability to switch moves against dark lets me hit everything very hard, and keldeo is a monster behind a substitute. It's also a good check to Doublade and Skarmory who just wall everything else.
Heracross: Hera gives me a fantastic matchup against psychic. It has helped me win so many close games and I have won about 8/10 of the matchups I've had with psychic because of it. And with Cobalion keeping Stealth Rocks on the field, Heracross becomes that much more of a threat.
Cobalion: The team needed a speedy Stealth Rock setter, so Cobalion was my man. I didn't want a complete suicide lead like Infernape, so Cobalion is perfect since it has the bulk to stay alive for a while. I have the speed EVs to outspeed base 100s and enough to outspeed fast Garchomp. Thunder Wave can be used over Volt Switch or Taunt, but I like Volt Switch because I can gain momentum after Taunting a wall which is nice. Thunder Wave still has a lot of use, so it can certainly fit.
Terrakion: Scarf Terrakion is on almost all fighting teams and for good reason. It outspeeds pretty much the entire meta and can do wonders against opposing offensive types like fire and bug who would otherwise blow right through fighting. Earthquake is good coverage and helps with sweeping if you don't want to miss with Stone Edge. Iron Head is nice for spamming against fairies and it's perfect for revenge killing Mega Diancie and Gardevoir. All in all, it's just a reliable revenge killer that gets the job done.
Breloom: Breloom matches up fairly well against ground and water. Having a Focus Sash in the back is always nice for stopping a sweep or a wallbreaker that's hard to revenge kill. Spore is really nice for gaining momentum and getting up a Swords Dance or two. Rock Tomb can be used instead of Swords Dance to help against Bug and Flying, but I like the ability to boost its attack power just to break balanced teams that much easier. Not to mention +2 Mach Punches are fun to spam. Bullet Seed is somewhat of an annoying move with the possibility of only hitting twice but since it's technician boosted, it still can dish out some big damage.
Keldeo: I had been accustomed to using Specs Keldeo, but I went with Sub CM for this team partly because I was curious to see how it would do instead of specs and I really needed a solid mega sableye check. At times the lack of instant power is quite apparent, but Sub CM really helps against a type like dark which has a very good matchup against fighting and is an extremely common type on the higher ladder. The ability to switch moves against dark lets me hit everything very hard, and keldeo is a monster behind a substitute. It's also a good check to Doublade and Skarmory who just wall everything else.
Heracross: Hera gives me a fantastic matchup against psychic. It has helped me win so many close games and I have won about 8/10 of the matchups I've had with psychic because of it. And with Cobalion keeping Stealth Rocks on the field, Heracross becomes that much more of a threat.