Hi there! Thanks for checking in.
My name is George, I go by many alts on showdown. I am relatively new on the Smogon forums, but I have been a long time lurker. I have always wanted to write an RMT with one of my teams, so I have decided to use the following team because I have been relatively successful with it.
The concept for this team hit me one day while I was laddering with one of my Ubers teams. As I was using my choice banded Ho-Oh, I realized how hard it was for the opponent to make a play. This is because of how threatening Sacred Fire's burn chance is- taking into account Sacred Fire's high base power and STAB factoring in. The combination of sheer power and the additional chance to cripple switch-ins has made Ho-Oh nearly impossible to switch in to and counter. As I reveled at Ho-Oh's sheer prowess and rage inducing burn haxing abilities, I decided to take a step into relatively forbidden territory. I was going to build a team around a disturbingly underrated Pokemon. A Pokemon who was gracefully gifted by Ho-Oh itself with arguably the best move in the entire game. For this reason, with absolutely no reluctance, I chose to build a team around Entei; the legendary Volcano God.
My general playstyle in all tiers is bulky offense. I play my best and most productively with this style. 'Bulky offense' has been nothing short of amazing in both OU and Ubers this generation. With new, bulkier threats now introduced into the OU metagame, such as Mega-Venusaur, Aegislash, Mawile, or Azumaril, there's no question why the playstyle has become so popular and successful for many players. The playstyle offers team security in the form of a defensive backbone that can also hit back hard and fast if needed. That is exactly what this team is about: hitting hard when needed, having bulk where needed.
So, without any further ramblings, I present my team "Not So Sacred!"
Proof of peak:
Username: becauseIamtho
Team at a glace:
Sacrilegious (Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 196 Spd / 252 Atk / 60 HP
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
-Iron Head/BullDoze
The lord of the team himself, Entei is an amazing stall breaker and utility threat with his high burning chance and jaw dropping power. This thing can 2hko most Rotom-W switches with Sacred Fire (if it achieves burn) and that's pretty darn impressive if you consider that many Rotom-W this generation are physically bulky. When I see a stall team in preview I smile because I know Entei will be busting massive holes into the opposing team. I really appreciate his decent bulk, and his speed is high enough to get the job done against many key threats. Unfortunately, he has a mediocre defensive typing and often wishes he could switch his move without the massive loss of power. Despite his downfalls, Entei often carries this team and he offers nice revenge killing opportunities with Extreme Speed. Almost nothing in the tier is safe from this, Heatran is one of the only things in the tier that is relaxed to switch in, all though a banded Stone Edge will hurt it a lot and possibly 2hko it after rocks depending on the Heatran set. The nature is a required Adamant as it is locked in because of Extreme Speed due to an event. Ev's are 196 speed so that Entei can out speed all Pokemon at 284 and below. The rest is obviously thrown into attack, and then the remaining get added to HP to help increase Entei's already decent bulk.
Lil B (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 Def / 220 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Will-O-Wisp
- Volt Switch
There's a reason that this guy is among one of the top used Pokemon in the entire tier. The utility that Rotom-W provides is a godsend for most teams. Who doesn't appreciate only 1 weakness, great STABs, usable bulk, and access to Will-O-Wisp? Unfortunately, Rotom-W is hard countered by a new threat to the Metagame, Mega-Venusaur. It will often be a liability to the team as Mega-Venusaur laughs in its face. However, I have no regrets because even though Rotom-W does leave more to be desired at times, it forms an essential Volt/Turn core with Landorus-T. This core plays a role in making Rotom-W the perfect part of a pivot duo, the essential job of which is to weaken and cripple switch-ins, while at the same time retaining momentum and getting in teammates safely. The EV's are placed to out speed max speed Breloom and all Pokemon below 263. The rest is thrown into HP and Def with only 232 in HP to ensure maximum Pain Split recovery while retaining essential bulk. 0 Atk IV's so that this team can further resist SwagPlay tactics.
Robin (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SAtk / 252 Spd / 4 HP
Naive Nature
IVs: 31 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Superpower
Thundurus is one of my personal favorite Pokemon. It is extremely rewarding to use him with correct predictions. Thundurus can straight up KO a large plethora of threats that it has a Super Effective option for. Many slower, frailer teams often find themselves switching around desperately trying to not lose a Pokemon to this beast. Unfortunately, Thundurus really has trouble with the blobs (Chansey, Blissey) and a good number Pokemon which resist his Stab move and aren't weak to the other options. Thundurus is always a good option in this meta because it hits hard, cripples sweepers and can be unpredictable. I often bring Thundurus in late game after I have opened holes in the opposing team with Azumarill and Entei. Once it is late game, Thundurus can usually pick off the remaining mons. The EV's are obvious, with 0 Atk IV's to further resist SwagPlay Tactics.
The Blue Drop (Azumarill) @ Splash Plate
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
If your name isn't Mega-Venusaur or Skarmory, chances are this little destroyer will be putting big holes into you as you switch in expecting to wall it. The sheer power that this thing has is unbelievable and the extra defensive switch-in options it has are plentiful. With Fairy being one of the best defensive typings in the game; the resists to Dark, Fighting and Bug, and the immunity to Dragon allow Azumarill to shine with its newly found STAB and massive power. Azumarill finds that it has more switch in opportunities and will survive against a greater number of common threats than it did in the previous generation. In addition to being bulky and having nice resists, Azumarill forms a nice priority back bone with Entei. If a threat is boosted to high levels of speed and Thundurus isn't able to Thunder Wave it, the dual damage from Aqua Jet and Extreme Speed is usually enough to put a weakened treat out of the picture. Azumarill is also my Mega-Lucario check as virtually none will be running Thunder Punch and nothing else Mega-Lucario has can KO Azumarill. Azumarill wishes it were faster sometimes, but thanks to its fabulous typing and immense power, it will still leave many matches in victory as a top play maker. EV's are obvious and standard, Azumarill is too slow to waste any EV's in speed and prefers the bulk anyhow.
Pivot Pal (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 168pd / 252 HP / 88 Def
Jolly Nature Naive Nature
- U-turn
- Earthquake
- Stone Edge/ Hp Ice
- Stealth Rock
This this is just amazing. Intimidate is such a useful ability, and Landorus-T is a great user of the ability because it offers a fantastic typing for checking and neutralizing many top game physical threats. It forms part two of my Volt/Turn core and it is my Rocks setter, making it arguably the main defensive supporter of the team. This thing wishes it were faster, obviously, and of course this particular set wants more power. Although his power must be traded for utility, it's not a problem, because the bulk that Landorus-T provides for the team is absolutely crucial. I have placed 168 EV's in Speed with a Jolly nature so that he can out speed anything below 286, this allows him to out speed most Rotom, Exadrill, and Gyarados. The rest of the EV's are placed into HP and Def to maximize his bulk and make switching in to physical attackers easier.
The Struggle (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 SAtk / 136 HP / 8 SDef / 112 Spd
Modest Nature
IVs: 0 Atk
- Roost
- Thunderbolt
-Substitute/Defog
- Heat Wave
This Zapdos is the most enjoyable Pokemon on the team to use. He often finds a way to live up to his name. Bow down as your Pokemon slowly succumbs to the complete draining of the only move you have that can break his Substitute. If this thing gets a free sub up, it will cause major havoc and sweep entire teams that are unprepared. Zapdos really wishes that it could fit defog onto this set, because it would be amazing for the team with 3 stealth rock weaknesses, but oftentimes the coverage provided cannot be replaced, lest he wishes to be walled by various threats or crippled by a status move into oblivion. All though this Zapdos has serious 4MSS, it still provides additional stall breaking abilities to the team while also hitting hard when needed and retaining its bulk. Modest nature to ensure maximum attacking power. 112 Spe to out speed all pokemon at 264 and below, which includes most Rotom-W (this is to avoid the burn and set up a free Sub). The rest of the EV's are thrown into HP to help increase survivability and to make it harder to break Zapdos' Substites. 0 Atk IV's are added to ensure further protection from SwagPlay tactics.
Threat List:
Reserved for only the absolute top threats to this team. These are Pokemon that I must play very precisely and carefully around, lest I wish to lose.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 196 Spd / 252 Atk / 60 HP
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 Def / 220 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Will-O-Wisp
- Volt Switch
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SAtk / 252 Spd / 4 HP
Hasty Nature
IVs: 31 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Superpower
Azumarill @ Splash Plate
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 168 Spd / 252 HP / 88 Def
Naive Nature
- U-turn
- Earthquake
- HP Ice
- Stealth Rock
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SAtk / 136 HP / 8 SDef / 112 Spd
Modest Nature
IVs: 0 Atk
- Roost
- Thunderbolt
- Defog
- Heat Wave
Outro:
Thanks for reading my RMT! I hope you liked the team. I have had a lot of fun with this team and I am very proud of it as is, but I am open to all criticisms and look forward to making this team the best it can possibly be.
~Adios
Edit #1:
My name is George, I go by many alts on showdown. I am relatively new on the Smogon forums, but I have been a long time lurker. I have always wanted to write an RMT with one of my teams, so I have decided to use the following team because I have been relatively successful with it.
The concept for this team hit me one day while I was laddering with one of my Ubers teams. As I was using my choice banded Ho-Oh, I realized how hard it was for the opponent to make a play. This is because of how threatening Sacred Fire's burn chance is- taking into account Sacred Fire's high base power and STAB factoring in. The combination of sheer power and the additional chance to cripple switch-ins has made Ho-Oh nearly impossible to switch in to and counter. As I reveled at Ho-Oh's sheer prowess and rage inducing burn haxing abilities, I decided to take a step into relatively forbidden territory. I was going to build a team around a disturbingly underrated Pokemon. A Pokemon who was gracefully gifted by Ho-Oh itself with arguably the best move in the entire game. For this reason, with absolutely no reluctance, I chose to build a team around Entei; the legendary Volcano God.
My general playstyle in all tiers is bulky offense. I play my best and most productively with this style. 'Bulky offense' has been nothing short of amazing in both OU and Ubers this generation. With new, bulkier threats now introduced into the OU metagame, such as Mega-Venusaur, Aegislash, Mawile, or Azumaril, there's no question why the playstyle has become so popular and successful for many players. The playstyle offers team security in the form of a defensive backbone that can also hit back hard and fast if needed. That is exactly what this team is about: hitting hard when needed, having bulk where needed.
So, without any further ramblings, I present my team "Not So Sacred!"
Proof of peak:
Username: becauseIamtho
Team at a glace:
Sacrilegious (Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 196 Spd / 252 Atk / 60 HP
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
-
The lord of the team himself, Entei is an amazing stall breaker and utility threat with his high burning chance and jaw dropping power. This thing can 2hko most Rotom-W switches with Sacred Fire (if it achieves burn) and that's pretty darn impressive if you consider that many Rotom-W this generation are physically bulky. When I see a stall team in preview I smile because I know Entei will be busting massive holes into the opposing team. I really appreciate his decent bulk, and his speed is high enough to get the job done against many key threats. Unfortunately, he has a mediocre defensive typing and often wishes he could switch his move without the massive loss of power. Despite his downfalls, Entei often carries this team and he offers nice revenge killing opportunities with Extreme Speed. Almost nothing in the tier is safe from this, Heatran is one of the only things in the tier that is relaxed to switch in, all though a banded Stone Edge will hurt it a lot and possibly 2hko it after rocks depending on the Heatran set. The nature is a required Adamant as it is locked in because of Extreme Speed due to an event. Ev's are 196 speed so that Entei can out speed all Pokemon at 284 and below. The rest is obviously thrown into attack, and then the remaining get added to HP to help increase Entei's already decent bulk.
Lil B (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 Def / 220 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Will-O-Wisp
- Volt Switch
There's a reason that this guy is among one of the top used Pokemon in the entire tier. The utility that Rotom-W provides is a godsend for most teams. Who doesn't appreciate only 1 weakness, great STABs, usable bulk, and access to Will-O-Wisp? Unfortunately, Rotom-W is hard countered by a new threat to the Metagame, Mega-Venusaur. It will often be a liability to the team as Mega-Venusaur laughs in its face. However, I have no regrets because even though Rotom-W does leave more to be desired at times, it forms an essential Volt/Turn core with Landorus-T. This core plays a role in making Rotom-W the perfect part of a pivot duo, the essential job of which is to weaken and cripple switch-ins, while at the same time retaining momentum and getting in teammates safely. The EV's are placed to out speed max speed Breloom and all Pokemon below 263. The rest is thrown into HP and Def with only 232 in HP to ensure maximum Pain Split recovery while retaining essential bulk. 0 Atk IV's so that this team can further resist SwagPlay tactics.
Robin (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SAtk / 252 Spd / 4 HP
Naive Nature
IVs: 31 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Superpower
Thundurus is one of my personal favorite Pokemon. It is extremely rewarding to use him with correct predictions. Thundurus can straight up KO a large plethora of threats that it has a Super Effective option for. Many slower, frailer teams often find themselves switching around desperately trying to not lose a Pokemon to this beast. Unfortunately, Thundurus really has trouble with the blobs (Chansey, Blissey) and a good number Pokemon which resist his Stab move and aren't weak to the other options. Thundurus is always a good option in this meta because it hits hard, cripples sweepers and can be unpredictable. I often bring Thundurus in late game after I have opened holes in the opposing team with Azumarill and Entei. Once it is late game, Thundurus can usually pick off the remaining mons. The EV's are obvious, with 0 Atk IV's to further resist SwagPlay Tactics.
The Blue Drop (Azumarill) @ Splash Plate
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
If your name isn't Mega-Venusaur or Skarmory, chances are this little destroyer will be putting big holes into you as you switch in expecting to wall it. The sheer power that this thing has is unbelievable and the extra defensive switch-in options it has are plentiful. With Fairy being one of the best defensive typings in the game; the resists to Dark, Fighting and Bug, and the immunity to Dragon allow Azumarill to shine with its newly found STAB and massive power. Azumarill finds that it has more switch in opportunities and will survive against a greater number of common threats than it did in the previous generation. In addition to being bulky and having nice resists, Azumarill forms a nice priority back bone with Entei. If a threat is boosted to high levels of speed and Thundurus isn't able to Thunder Wave it, the dual damage from Aqua Jet and Extreme Speed is usually enough to put a weakened treat out of the picture. Azumarill is also my Mega-Lucario check as virtually none will be running Thunder Punch and nothing else Mega-Lucario has can KO Azumarill. Azumarill wishes it were faster sometimes, but thanks to its fabulous typing and immense power, it will still leave many matches in victory as a top play maker. EV's are obvious and standard, Azumarill is too slow to waste any EV's in speed and prefers the bulk anyhow.
Pivot Pal (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 168pd / 252 HP / 88 Def
- U-turn
- Earthquake
-
- Stealth Rock
This this is just amazing. Intimidate is such a useful ability, and Landorus-T is a great user of the ability because it offers a fantastic typing for checking and neutralizing many top game physical threats. It forms part two of my Volt/Turn core and it is my Rocks setter, making it arguably the main defensive supporter of the team. This thing wishes it were faster, obviously, and of course this particular set wants more power. Although his power must be traded for utility, it's not a problem, because the bulk that Landorus-T provides for the team is absolutely crucial. I have placed 168 EV's in Speed with a Jolly nature so that he can out speed anything below 286, this allows him to out speed most Rotom, Exadrill, and Gyarados. The rest of the EV's are placed into HP and Def to maximize his bulk and make switching in to physical attackers easier.
The Struggle (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 SAtk / 136 HP / 8 SDef / 112 Spd
Modest Nature
IVs: 0 Atk
- Roost
- Thunderbolt
-
- Heat Wave
This Zapdos is the most enjoyable Pokemon on the team to use. He often finds a way to live up to his name. Bow down as your Pokemon slowly succumbs to the complete draining of the only move you have that can break his Substitute. If this thing gets a free sub up, it will cause major havoc and sweep entire teams that are unprepared. Zapdos really wishes that it could fit defog onto this set, because it would be amazing for the team with 3 stealth rock weaknesses, but oftentimes the coverage provided cannot be replaced, lest he wishes to be walled by various threats or crippled by a status move into oblivion. All though this Zapdos has serious 4MSS, it still provides additional stall breaking abilities to the team while also hitting hard when needed and retaining its bulk. Modest nature to ensure maximum attacking power. 112 Spe to out speed all pokemon at 264 and below, which includes most Rotom-W (this is to avoid the burn and set up a free Sub). The rest of the EV's are thrown into HP to help increase survivability and to make it harder to break Zapdos' Substites. 0 Atk IV's are added to ensure further protection from SwagPlay tactics.
Threat List:
Reserved for only the absolute top threats to this team. These are Pokemon that I must play very precisely and carefully around, lest I wish to lose.
- Mega-Venusaur: My god this thing is bulky and super hard to break. I have literally nothing that can OHKO this thing. I usually try to burn it right away if I can with Entei. If I am desperate, I'll sack Rotom-W to get off a quick burn, or I will try to PP stall out synthesis with Zapdos. This Pokemon is such a bitch to break.
- Heatran: Heatran is extremely frustrating for this team to face because it shuts down my attempts to spam Sacred Fire. When paired with Mega-Venusaur, this is basically a guaranteed loss for my team. The duo, when used by a competent player, is extremely tough to break. Rotom-W is a nice switch in, and it pressures Heatran hard, but the only thing I have that can OHKO it without a doubt is my Landorus-T, which greatly fears the potential burns from Lava Plume. I must play cautiously when I see Heatran in team preview.
- Mega-Lucario: I must save Azumarill for him and be at high health. Otherwise, I can survive an ice punch at full health with my Landorus-T and retaliate with Earthquake. This Pokemon is very painful to this entire team if rocks are up and the team is slightly weakened. I must tread cautiously against Mega-Lucario.
- Garchomp/Mega-Garchomp: Very tough to switch in to, must predict around with landorus-T and Azumarill. Must try to safely bring in Thundurus to pressure the KO with HP Ice.
- Mega-Charizard(X): An extremely powerful threat after just one Dragon Dance, I usually try Intimidate with Landorus-T and retaliate with Earthquake. If that fails I come in with Azumarill and proceed to Play Rough, followed by Aqua Jet. Worst case scenario, I will sack Thundurus and quickly Thunder Wave it in order to cripple it before it sweeps my team.
- Aegislash: I have nothing that can switch into Shadow Ball. Usually I try to burn, then get Landorus-T in safely to ensure the KO.
- Stealth Rock: Well, with 3 team members weak to rocks and no way to remove them, they can definitely be a problem if up. I have considered using defog Zapdos to remedy this problem.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 196 Spd / 252 Atk / 60 HP
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 Def / 220 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Will-O-Wisp
- Volt Switch
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SAtk / 252 Spd / 4 HP
Hasty Nature
IVs: 31 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Superpower
Azumarill @ Splash Plate
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 168 Spd / 252 HP / 88 Def
Naive Nature
- U-turn
- Earthquake
- HP Ice
- Stealth Rock
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SAtk / 136 HP / 8 SDef / 112 Spd
Modest Nature
IVs: 0 Atk
- Roost
- Thunderbolt
- Defog
- Heat Wave
Outro:
Thanks for reading my RMT! I hope you liked the team. I have had a lot of fun with this team and I am very proud of it as is, but I am open to all criticisms and look forward to making this team the best it can possibly be.
~Adios
Edit #1:
- Defog over Sub on Zapdos
- Bulldoze over Iron Head on Entei
- HP Ice over Stone Edge on Landorus-T
- Naive nature for Landorus-T due to HP Ice.
- Naive nature on Thundurus
- Superpower> Focus Blast on Thundurus
- Change IVs from 0 to 31 for Atk on Thundurus
Last edited: