rip title skills
Hello Smogon. I'm back with my third RMT here, this time with a more balanced squad. I've used this team quite extensively on both the ladder and in tours, netting me wins whenever I don't choke, and performing quite well against most team archetypes. This team has peaked at like 1770 on the ladder (didn't screen and tilt got to me ;-;) during the first two weeks of OLT, and has won me a few matches in Smogon Tour. All in all, this team has served me well, but it can always improve, right?
So in my endeavors to qualify for OLT, I peaked at 1780 before tilting and getting haxxed. Gotta love the ladder and how ELO works.
Background:
So this team came to be a few weeks after the Mawile ban, as I had taken a short break from playing and didn't have any teams that fared well against the new meta. During this time Mew, Ferrothorn, and Slowbro were rampant in the bulky offense / balance infested Metagame along with the three wallbreaker megas. With that came the surge of the new PinsirMag core, which was something that I really wanted to try out. Despite this core being found on mainly HO teams, I found that it fit right into the balanced build I had going.
Team building process:
I started off with a bulky Lando T, as he checked many prominent threats well while setting up rocks. He also handled Birdspam, Terrakion, and Char X, some really popular threats at the time.
Next I added Latias and Azumarill, as they have excellent type synergy and allow me to handle threats such as Greninja and Keldeo really well, while also giving me checks to Genie spam and hazard support.
I then realized that A steel / fairy / dragon core would fit right in with this team, and I chose Ferrothorn due to his persistency in spreading leech seed and paralysis everywhere, while not dying to anything.
I soon realized that Lando was trying to do too many things at once, and replaced rocks with HP Flying, as Heracross was a problem once Latias went down and Ferrothorns T Wave didn't do much in hindsight.
I then realized that I had no real way of getting past opposing steels like Skarm, Scizor, or Ferrothorn, so I added Magnezone to trap them. Due to the lack of a good strong hitter I added mega Pinsir as he paired really well with the rest of the squad, especially Magnezone.
After a few weeks, mega Manectric and scarfed Lando T teams became really popular, and I had no real way of stopping Manectric from Volt Switching, so I gave Lando a scarf so I could outspeed Manectric and take care of him. Since I had Pinsir, Heracross wasn't too much of an issue. And with that I have the current build of the team. (Idk if that part even made any sense =/)
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 208 Atk / 212 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Superpower
- U-turn
Lando T was the first member, but also the last i the way that I ended up scarfing him. Since the change to scarf, I've been able to handle VoltTurn teams much better while still checking many of the same threats as before. Intimidate is such a great ability because it neuters physical attackers and almost guarantees free momentum via U-Turn because very few things can function with a lowered attack. I chose Rock Slide over Stone Edge because it still kills the birds and doesn't miss nearly as much as Stone Miss. Superpower to kill DD Mega TTar and Gyara. EVs out slow opposing scarf Landos giving me the switch initiative.
I have since changed the set to a spread recommended by MuhFugginMoose, which allows me to hit everything I need to. However, a spread of 32 HP / 252 Atk / 224 Spe was used for a while, and if you decide to use this team, then this spread takes on DD Char X much better.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Roost
- Hidden Power [Fighting]
- Defog
I've always preferred Latias over Latios as a Defogger because her much higher bulk allows her to handle the threats she's supposed to much better than her brother. Most attacks she switches into are 3HKOes at best, and with Roost, she's able to stay alive throughout the match. I opted not to go for Healing Wish, as the only member of the team who really benefits from it is Mega Pinsir, and Latias is better off checking threats and removing hazards than sacrificing herself. HP EVs hit a Life Orb number while giving her bulk. SpAtk EVs OHKO Lando I with Draco after rocks 100% of the time. HP Fighting was added over. Psyshock as suggested by alexwolf to allow me to lure Bisharp better. It definitely patches up a weakness I had.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SDef
Adamant Nature
- Play Rough
- Knock Off
- Aqua Jet
- Waterfall
Azumarill is my main Greninja switch in if I haven't yet scouted for HP Fire. She's also a secondary check to Keldeo, while also handling the Latis very well. She has excellent type synergy with Latias and maintains great offensive presence with Play Rough and dual water STABs. Knock Off was chosen to have a guaranteed hit against the Latis (misses are a bitch) while hitting Gengar and removing items in general. Assault Vest allows her to beat things like Thundy and Manectric 1v1, which this team really needed before I gave Lando a Scarf. She gets worn down easily, but she's still an important member of the team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SDef
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn was added because he checks Azumarill, non fire blast TTar, Excadrill, and Kyurem-B. His excellent defensive typing leaves him weak to only two types, which are easily handled by the other member of the team. He's a consistent Stealth Rock setter (much better than Lando imo) and simply doesn't die. The recent rise in Magnezone and random HP Fires have hurt his viability a bit, but aggressive double switches and Protect help scout for them. EVs avoid the 3HKO from Greninjas Ice Beam and Gyro Ball allows Ferro to beat Kyubes and non HP Fire Latis. IVs maximize its power.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SAtk / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SAtk / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Magnezone has gotten really popular, and it's not hard to see why. He traps steels, handles fairies, and handles BirdSpam, all while not being deadweight against anything because of Volt Switch. Skarmory, Ferrothorn, and Scizor all were problems with what I had, so Magnezone became a crucial member of the team as he punches holes through defensive teams relying on steels to wall things. He also tanks Brave birds and Quick Attacks like a champ, which allows me to switch into Birdspam on predicted plays. Volt Switch gives me free momentum against most teams, as things like Lando (T), Gliscor, and Hippowdon aren't very big problems to the rest of the team. It's also very satisfying 2HKOing Lando on the switch with Flash Cannon. HP and speed EVs give him bulk while out speeding Thundy, as he misses out on base 115s and there's nothing significant in that speed range.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Swords Dance
- Substitute / Close Combat
Pinsir is and always has been a beast. He dismantles any non resists with Aerialate Return, and Quick Attack picks off weakened targets who try to get cheeky and outspeed him. He handles Mega Venu, Amoonguss, Conkeldurr, and basically anything slower than him. I've recently been using Substitute over Close Combat, as I had made a different team with the SubFlail set (it's not a gimmick I swear to god .-.) and realized that Substitute fares really well against offensive teams when he's given a free switch, due to the number of switches he forces. When I'm not using it, Close Combat is used to hit TTar, Heatran, and Rotom hard. Everything else is standard.
Threatlist:
Scarfed Lando-T: gets a free U-Turn on most of my mons and annoys everything with Intimidate
Mega Manectric: See above, tho is handled a bit better.
Mew: Burns shit while not dying. Have to play around with switches to beat him
Rotom-W: Latias is really my best answer to him, but in general he and his burns are really annoying.
Hello Smogon. I'm back with my third RMT here, this time with a more balanced squad. I've used this team quite extensively on both the ladder and in tours, netting me wins whenever I don't choke, and performing quite well against most team archetypes. This team has peaked at like 1770 on the ladder (didn't screen and tilt got to me ;-;) during the first two weeks of OLT, and has won me a few matches in Smogon Tour. All in all, this team has served me well, but it can always improve, right?
So in my endeavors to qualify for OLT, I peaked at 1780 before tilting and getting haxxed. Gotta love the ladder and how ELO works.

So this team came to be a few weeks after the Mawile ban, as I had taken a short break from playing and didn't have any teams that fared well against the new meta. During this time Mew, Ferrothorn, and Slowbro were rampant in the bulky offense / balance infested Metagame along with the three wallbreaker megas. With that came the surge of the new PinsirMag core, which was something that I really wanted to try out. Despite this core being found on mainly HO teams, I found that it fit right into the balanced build I had going.






Team building process:

I started off with a bulky Lando T, as he checked many prominent threats well while setting up rocks. He also handled Birdspam, Terrakion, and Char X, some really popular threats at the time.



Next I added Latias and Azumarill, as they have excellent type synergy and allow me to handle threats such as Greninja and Keldeo really well, while also giving me checks to Genie spam and hazard support.




I then realized that A steel / fairy / dragon core would fit right in with this team, and I chose Ferrothorn due to his persistency in spreading leech seed and paralysis everywhere, while not dying to anything.
I soon realized that Lando was trying to do too many things at once, and replaced rocks with HP Flying, as Heracross was a problem once Latias went down and Ferrothorns T Wave didn't do much in hindsight.






I then realized that I had no real way of getting past opposing steels like Skarm, Scizor, or Ferrothorn, so I added Magnezone to trap them. Due to the lack of a good strong hitter I added mega Pinsir as he paired really well with the rest of the squad, especially Magnezone.
After a few weeks, mega Manectric and scarfed Lando T teams became really popular, and I had no real way of stopping Manectric from Volt Switching, so I gave Lando a scarf so I could outspeed Manectric and take care of him. Since I had Pinsir, Heracross wasn't too much of an issue. And with that I have the current build of the team. (Idk if that part even made any sense =/)

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 208 Atk / 212 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Superpower
- U-turn
Lando T was the first member, but also the last i the way that I ended up scarfing him. Since the change to scarf, I've been able to handle VoltTurn teams much better while still checking many of the same threats as before. Intimidate is such a great ability because it neuters physical attackers and almost guarantees free momentum via U-Turn because very few things can function with a lowered attack. I chose Rock Slide over Stone Edge because it still kills the birds and doesn't miss nearly as much as Stone Miss. Superpower to kill DD Mega TTar and Gyara. EVs out slow opposing scarf Landos giving me the switch initiative.
I have since changed the set to a spread recommended by MuhFugginMoose, which allows me to hit everything I need to. However, a spread of 32 HP / 252 Atk / 224 Spe was used for a while, and if you decide to use this team, then this spread takes on DD Char X much better.

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Roost
- Hidden Power [Fighting]
- Defog
I've always preferred Latias over Latios as a Defogger because her much higher bulk allows her to handle the threats she's supposed to much better than her brother. Most attacks she switches into are 3HKOes at best, and with Roost, she's able to stay alive throughout the match. I opted not to go for Healing Wish, as the only member of the team who really benefits from it is Mega Pinsir, and Latias is better off checking threats and removing hazards than sacrificing herself. HP EVs hit a Life Orb number while giving her bulk. SpAtk EVs OHKO Lando I with Draco after rocks 100% of the time. HP Fighting was added over. Psyshock as suggested by alexwolf to allow me to lure Bisharp better. It definitely patches up a weakness I had.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SDef
Adamant Nature
- Play Rough
- Knock Off
- Aqua Jet
- Waterfall
Azumarill is my main Greninja switch in if I haven't yet scouted for HP Fire. She's also a secondary check to Keldeo, while also handling the Latis very well. She has excellent type synergy with Latias and maintains great offensive presence with Play Rough and dual water STABs. Knock Off was chosen to have a guaranteed hit against the Latis (misses are a bitch) while hitting Gengar and removing items in general. Assault Vest allows her to beat things like Thundy and Manectric 1v1, which this team really needed before I gave Lando a Scarf. She gets worn down easily, but she's still an important member of the team.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SDef
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn was added because he checks Azumarill, non fire blast TTar, Excadrill, and Kyurem-B. His excellent defensive typing leaves him weak to only two types, which are easily handled by the other member of the team. He's a consistent Stealth Rock setter (much better than Lando imo) and simply doesn't die. The recent rise in Magnezone and random HP Fires have hurt his viability a bit, but aggressive double switches and Protect help scout for them. EVs avoid the 3HKO from Greninjas Ice Beam and Gyro Ball allows Ferro to beat Kyubes and non HP Fire Latis. IVs maximize its power.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SAtk / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SAtk / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Magnezone has gotten really popular, and it's not hard to see why. He traps steels, handles fairies, and handles BirdSpam, all while not being deadweight against anything because of Volt Switch. Skarmory, Ferrothorn, and Scizor all were problems with what I had, so Magnezone became a crucial member of the team as he punches holes through defensive teams relying on steels to wall things. He also tanks Brave birds and Quick Attacks like a champ, which allows me to switch into Birdspam on predicted plays. Volt Switch gives me free momentum against most teams, as things like Lando (T), Gliscor, and Hippowdon aren't very big problems to the rest of the team. It's also very satisfying 2HKOing Lando on the switch with Flash Cannon. HP and speed EVs give him bulk while out speeding Thundy, as he misses out on base 115s and there's nothing significant in that speed range.

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Swords Dance
- Substitute / Close Combat
Pinsir is and always has been a beast. He dismantles any non resists with Aerialate Return, and Quick Attack picks off weakened targets who try to get cheeky and outspeed him. He handles Mega Venu, Amoonguss, Conkeldurr, and basically anything slower than him. I've recently been using Substitute over Close Combat, as I had made a different team with the SubFlail set (it's not a gimmick I swear to god .-.) and realized that Substitute fares really well against offensive teams when he's given a free switch, due to the number of switches he forces. When I'm not using it, Close Combat is used to hit TTar, Heatran, and Rotom hard. Everything else is standard.
Threatlist:
Scarfed Lando-T: gets a free U-Turn on most of my mons and annoys everything with Intimidate
Mega Manectric: See above, tho is handled a bit better.
Mew: Burns shit while not dying. Have to play around with switches to beat him
Rotom-W: Latias is really my best answer to him, but in general he and his burns are really annoying.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 208 Atk / 212 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Superpower
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Hidden Power [Fighting]
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
Ability: Intimidate
EVs: 88 HP / 208 Atk / 212 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Superpower
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Hidden Power [Fighting]
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
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