An OU RMT-CollageI've been using the following team for a while, And I have had relative success doing so. I originally planned to make a Volt-turn team, But I Decided to test using a Volt-turn of Landorus-T and Thundurus, and I have found it works very well. The main Purpose of this team is to maintain momentum, And Volt-turn does just that. This team also uses the rare, yet Underrated SubCm Baton pass Espeon. Baton passing just the Sub gives me a free switch, and throws momentum back in my favour. Blissey Sponges Ice types, Something that normally Wrecks this team, and passes wish to help the team continue the Onslaught. Keldeo is my main offensive pony, and Abuses Rain Wonderfully. And finally, Dragonite Is there for synergetic purposes. And remember, Non weather teams are still viable! The Team The Techno-babble Landorus-T Koobonator (Landorus-T) @ Choice Scarf Ability:Intimidate EVs:252Attack/252Speed/4SpecialAttack Nature: Naive - Earthquake - Stone edge - U-turn - Hidden power[Ice] Landorus-T Is My main choice for a lead, As Choice scarf gives him Plenty of speed to U-Turn to Espeon to Bounce away Harmful stealth rocks, Or U-turn to Thundurus to Start the offensive. Many players don't see Espeon coming, so They usually end up with Stealth rocks plaguing them. Earthquake is there for obvious reasons, As it is One of Landorus' main offensive options. Stone edge Rips apart Volcarona, But If Espeon succefully reflected SR, Volcarona is rarely a problem. Hidden Power Ice decimates A sneaky Gliscor trying to set up on Me, and With sufficient Prediction, it helps with dragons, Although It may not OHKO A pure dragon, Both Salamence and Dragonite(After SR or Voltswitch) Are dealt with. If, However, I'm trapped into an Earthquake And I need to get away, I simply switch to Blissey or Dragonite. (It depends if they are packing HP Ice). I almost always Begin a battle with Landorus, but If Team View is in play, Thundurus is better occasionally. Landorus is meant to be played with a HUGE amount of prediction, Like the rest of this team. The Reason I chose Therian forme over Incarnation is That ability. Intimidate in Volt-turn forces a switch, which also greatly helps momentum. Thundurus-T Crystal (Thundurus-T) @ Choice Scarf Ability: Volt absorb EVs:252Special attack/252 Speed/4HP Nature:Timid - Thunder - Volt switch - Hidden power Ice - Grass knot Thundurus-T Is the Second part of my Volt-turn. Thundurus Is also played with prediction, Because flat out Volt turning could lead to any number of things, including Enemy Thundurus Absorbing the attack. HP ice Deals with this problem, but As with most Scarfed pokemon, Incorrect prediction can ruin Momentum. Grass knot Is very useful for Smashing a Gastrodon or Swampert (or Quagsire lol) On the switch. Although I use it rarely, It useful when I need it. Thunder is what I use when I need an Electric attack, But I don't want to switch out Eg-When Espeon has baton passed something to Thundurus. Espeon Fluttershy (Espeon) @Leftovers Ability:Magic bounce EVs:252HP/252Speed/4Special attack Nature:Timid - Baton pass - Calm mind - Substitute - Stored power One thing I've noticed about every team that I make is that They all Have Espeon. Magic bounce is a Game changing ability, And Espeon is an amazing Pokemon in general. Magic bounce just makes it more awesome. If I had a dollar for every time Someone on Pokemon online Ragequitted because of this, I'd have enough money to afford Animated sprites for this RMT. Although many say that Sub on espeon is ridiculous, especially on a Baton passer, Hear me out. Espeon is what I U-Turn/Volt switch To when Stealth rocks are Coming in.After that, You can easily tell if they plan to switch out, or stay in. (some people just try and spike me) If they plan on switching, Using Baton pass provides a useful one time shield. Espeon has great speed, so She can Baton pass The Sub to Landorus or Thundurus Depending on the situation, Giving a free switch. If possible, Calm mind with Stored power means espeon can deal with enemies on her own. Although, Espeon's main purpose is avoiding Rocks and getting momentum back with Sub passing. Keldeo Alamantias (Keldeo) @ Leftovers Ability: Justified EVs:252Specialattack/252Speed/4HP Nature: Timid - Secret sword - Calm mind - Surf - Hidden power [Ghost] Keldeo is By far one of my favourite team members, But If Someone had to go, this Pony would be it. Although his purpose is too important. Keldeo is an amazing offensive powerhouse, even off a rain team- And due to the popularity of them, he often gains the boost anyway. After U-Turning or Volt switching to him, Keldeo can either try to CM, then attempt a sweep- Or Espeon can Baton pass a CM his way if possible. Many Players have claimed that Jellicent is the Best Keldeo Counter, but HP Ghost Tears the Jellyfish apart, with sufficent CM boosts. Surf is there mostly because Hydro pump is infamous for missing, And I'd rather have less power than lose the whole battle due to Hax. Blissey Horror (Blissey) @Leftovers Ability: Natural cure EVs: Defence/252Special defence Nature: Calm - Wish - Protect - Seismic toss - Toxic Blissey is infamous, and hated across the lands. Although the new Generation brought a plethora of Fighting types, Blissey's purpose is always the same. Wish heals off SR damage to the Dorus's, (assuming SR gets up) And heals the team in general. Protect is not only for Stalling the Toxic, but for Wish healing herself. Seismic toss is the only viable option for Blissey's Low offensive options, and Genarally helps Blissey. Blissey is also what I Volt-turn to if I suspect an Ice type move headed my way, And she Walls them well. Blissey also works well with Dragonite, As Dragonite is weak to Ice. Blissey was originally a Jellicent, But Jellicent is not only ugly, but Blissey has access to wish, and better suited to the job (Despite Jellicent's resistance to Ice) Dragonite Starbuck (Dragonite) @ Leftovers Ability: Mulitscale EVs:252HP/252Specialattack/4Speed Nature: Modest - Draco meteor - Flamethrower - Thunderwave - Roost Dragonite Provides good coverage with Blissey, and Smashes things with Draco meteor. Flamethower is always an option, especially when a Steel type is coming in. (Cough ferrothorn)Thunder wave spreads Status, something good to do when Draco lowers Special attack, Roost Heals and Repairs Multiscale, Something vital to survival. Dragonite takes Attacks Blissey couldn't, such as Bullet Punch and Superpower. Draco meteor seriously dents anything it hits, Bar Ferro and his Steel buddies. That makes playing Dragonite on this team quite risky, because You couldn't swing a meowth around here without hitting a Ferrothorn. (that would be cruel and painful though so I suggest you swing a sunkern) Threatlist Cloyster Cloyster is annoying. A Shell smashed Cloyster is insane. With that much speed and power, the ability to break subs with Icicle spear, and time to set up, cloyster is scary. Volt switch generally OHKO's it, But that needs to be fast, before Cloyster has Shell smashed. Salamence Although a HP ice from one of the Dorus's can Revenge it, Salamence is still a pain to switch in to. Lati@s Lati@s is interesting. Psyshock hurts Blissey, and HP Ghost from Keldeo or HP ice from the Dorus' Can work, But not OHKO. The Lati@s' can turn keldeo into a pile of goo with a Super effective Psyshock, and Surf Deals with Landorus. Dragonite can take an attack and then respond with Draco meteor, And that's my best bet. (other than U-turn then HP ice) Will Expand. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I'd really appreciate any feedback. ^_^ Thank you for reading.