The Team At A Glance






Introduction:
Ahh the good ol' volturn, now back with a new twist - Intimdate. It has always annoyed me by how my opponents would phaze me around with their volturning core; and thats when it suddenly hit me. Volturn is a good strategy to phase your opponents around, and with hazards support, its gonna severely wear down your opponent's mons. To add on to the annoyance, Gen VI introduced a new volt-switcher in the form of intimidate Mega Manectric. This, in conjunction with Lando-T, forms an excellent intimidate volturn combo that would force many switches; having your opponents take hefty hazards damage. And that is what I've based this team around, the LandoTric Intimidate Core, in conjunction with Deo-D's hazards support.
Team-Building Process:



Deoxys-D + the Intimidate Core is what I initially have. I need a hazards-setter that is reliable and has the ability to set up layers with ease. Since Custab Suicide lead isn't a thing in Gen VI, I'm left with the 2 Deoxys forms. Deoxy-D is my preferred option over Deoxys-S, as it deals with TTar (Crunch + Sand beats sash Deo-S), and its a great user of Red Card to force out ShadowBall + Sneak Aegislashes, guaranteeing me to set up at least 2 forms of entry hazards 90% of the time.
As for Lando-T, I've decided to throw a Choice Scarf onto it. The intimidate core is pretty much enough to put a halt to physical attackers, so a physically defensive Lando is kinda redundant (this is an offensive team after all). Landorus is also a little too slow for me, so a choice scarf fits perfectly. Scarf also deals with some defoggers, which I'll explain later.




The intimidate core is nice and all, but Defiant Bisharp can easily take advantage of the situation. Assault Vest Conkeldurr is my next member on the squad. Not only does it deal with Bisharp with its Mach Punch, it also takes on special hits relatively well with AV. This couples perfectly with the intimidate core; LandoTric takes physical hits, AV Conk takes special hits.





This team does not have any defiant mons to punish defoggers, so at the very least, I need a spin blocker. Specially based weakness policy Aegislash fits the role perfectly. Not only does it spin blocks, it also acts as a semi wall, while at the same time still hitting hard with its STAB shadow balls. This is exactly what I need; a mon that could efficiently spin block, and at the same time, a weakness policy abuser to take advantage of the hazards and potentially clean up late game.






Finally, I needed a sweeper on the team. Initially I had Dragon Dance Dragonite on the team, but the lack of a spinner really hinders DNite. Not to mention aside Conk, I really had nothing for Mamoswine, and DNite gets completely destroyed by Mamo. After experimenting for ages, I finally came across the perfect candidate for the final slot - BellyJet Azumarill! Its bulky enough to be the crucial member to resist Water and Fire hits, checks Mamoswine relatively well, and has a great potential to pull off a sweep late game (especially with hazards support). And there you have it, the team is born!
The Members

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
Deoxys-D is really self explanatory. It functions as the hazard-setter of the team, and again, its preferred over Deoxys-Speed for its ability to better deal with Tyranitar (Sand + Crunch beats Sash Deo-S) and Aegislash (I'll explain this shortly). Taunt / SR / Spikes are pretty much your basic moves to run on Deoxys, whereas Magic Coat helps to deter other faster Taunt users, like those from Sableye or opposing Deoxys-Speed. I chose Red Card + Magic Coat over Mental Herb + TWave for one reason - Aegislash. The Shadow Ball + Shadow Sneak combination on Aegi will only allow the latter to set up a single hazard, whereas Red Card phazes Aegi away after you're hit with Shadow Ball, and allows you to potentially set up another hazard. This is also another reason why Deo-D is used over Deo-S.

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Flamethrower

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Knock Off

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 56 Atk / 200 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Belly Drum
- Waterfall
- Play Rough
- Aqua Jet
Final Notes:
So this is my team, a very detailed run through indeed. This team also has a nifty triple priority in MachPunch, ShadowSneak and AquaJet, so don't be worried about Sash Smashes. Overall, the goal of this team is to set up hazards, keep them on the field, and wreck havoc. I also wanted an offensive team, but not too offensive to the point where none of my mons can take a single hit. Hence I've my fellow intimidate users and the other bulky-offensive teammates.
Threats to look out for:

Yeap, Mega Venusaur. This thing is so bulky, it just can't die. I wanted to throw in a Flying or Psychic type to deal with this thing, but all slots are filled. The only way to deal a decent chunk of damage onto this guy is by having him take massive hazard damage, and then try to take him out afterwards. Either that or stall him outta synthesis with Aegi. Its not impossible to beat, but just incredibly hard to take down.

Mega Charizard Y. Unless you've either Blissey or Chansey on the team, this thing basically storms through teams. Even Heatran isn't safe from a potential Focus Blast or EQ. You've good checks to Char Y in Scarf Lando (with Rock Slide) and Mega Manectric. But note, those are checks, NOT counters. Just try to keep rocks on the field, and you'll have a much easier time dealing with this thing.

Cosmic Power Clefable. Let this thing set up too many cosmic powers and there goes the battle. Especially if this has Magic Guard, your hazards won't be doing damage to it. For Magic Guard variants, you could try to BellyDrum with Azu to OHKO this thing. But if its Unaware, you'll be in big trouble. You can deal with this thing by either Taunting it early with Deoxys, or just prevent it from setting up by putting offensive pressure on your opponent. Either ways, its a threat to watch out for.
Export of the Team:
---------- Team Starts Below This Line ----------
Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Flamethrower
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Knock Off
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 56 Atk / 200 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Belly Drum
- Waterfall
- Play Rough
- Aqua Jet
---------- End ----------
Conclusion:
Thats it guys, this is my first ever RMT team! Yes I did not mention this at the start to prevent any "Its his first RMT team so it's gonna suck" mentality, but hopefully you guys like the team. Again, its my first post, so feedback will be cherished! :]
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