So I've been into competitive battling for a time now, and I must say that I enjoy it. Anyhow, to the team.
At a glance:
I started out by looking at the BL-list, because I kinda like leaning to things that are good but people don't use too much. So I ended up falling in love with the team's first member, Thundurus-T.
Looking for more powerful mons I found Darmanitan and Alakazam, both of which I've used before to great sucess. Alakazam was in this state my mega, but he was going to be replaced soon by Scizor in the mega-slot.
Thundurus-T and Darmanitan both hate rocks, so I had to get a way around that. Of the choices to avoid hazards (Taunt, Magic Bounce, spin and defog) I chose defog because it fits nicely on M-Scizor, whom also gives me priority and a really solid typing.
My team looks weak to Talonflame, doesn't it? Well Heatran handles that guy very well. (unless it's running natural gift with ground-type or something)
My last slot was pretty much a wildcard, which became Breloom.
READY 4 BATTLE!!!
In-depth:
Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Grass Knot
Oh man, this mon really rocks. It really packs power to punch holes in the opposing team. I think that there isn't really a bad timing to use this guy, early-game he can do some serious damage and weaken some pokes, (or against inexperimences trainers, sweep) and late-game there is of course a sweep coming if the checks are gone. I usually find myself Nasty Plotting on a predicted switch, but it can backfire if a Scarf-Lando is coming in, as Thundurus-T dies to Stone edge. GK is for Mega-Bro and Swampert/Swagsire. I tried HP Flying for a while and it was really good actually! Nails Mega-Venu and fighting-types better than HP Ice, though I prefer a kill on Lando/Gliscor, as those are more problematic to my team.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- U-turn
- Zen Headbutt
Next up is my scarfer, Darmanitan. Sheer Force Flare Blitz is so frikkin powerful, and I often find myself just spamming it 'til I die.
-1 252+ Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 240+ Def Landorus-T: 153-181 (40 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252 Def Shuckle: 126-148 (51.6 - 60.6%) -- guaranteed 2HKO
I don't know what to calc, but it is powerful. Just trust me.
Other moves are kinda obvious as I can't only have one move. Rock Slide for talonflames that's looking for a switch-in. (Blitz does about 65% anyway) U-turn for momentum and Zen Headbutt for Venusaur and friends.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 Def / 28 SpA
Bold Nature
- Lava Plume
- Ancient Power
- Stealth Rock
- Flash Cannon
Was AV once but I've changed to lefties instead to be able to use SR. Heatran stops Talonflame and Clefable. I needed something defensive not called Ferrothorn, so yeah. This is the to-go for incoming fire-attacks. I use it more as a switch-in than an attacking tank.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Bullet Punch
- Knock Off
- Roost
My choice for a defogger. He only got one weakness which is nice, as his typing grants him plenty of resistances. Knock off instead of U-Turn because I find it a tad more useful. I guess I could escape Magnezone easier, but I'd rather have Knock off for Ghosts and such. Light Metal is for Low-kicks and Grass knots on the switch, as that makes less damage. I don't have a single reason to not mega-evolve it right away, and his Mega got Technician anyways so having Light Metal is the most "optimal" choice here. This is a pretty supportive Scizor, which sponges hits surprisingly well.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Bullet Seed
- Rock Tomb
Spore, spore. Spore everywhere. If your opponent got a Ferro, it'll be OHKOd by Focus Punch on the switch if they don't have any defensive investment. (breaks Brelooms sash sadly though)
The latter moves are boosted by Technician, which is nice! I'm thinking about replacing Rock Tomb with Mach Punch though, as priority is handy at times.
Bullet Seed is a multi-hit move, and such counters...
Nosepass @ Berry Juice
Ability: Sturdy
Level: 1
- Pain Split
- Toxic
- Protect
- Stealth Rock
(This annoying piece of stone has been multiple times on the ladder and "swept" (stalled) my entire team)
Anyhow, let's move on...
Alakazam (M) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Hidden Power [Fire]
- Shadow Ball
This originally was Mega-Zam, but I switched to Sash-Zam as he is really good at what he does. He takes care of Saur and is the to-go revenge killer late game. I might swap this for something else as he hasn't gotten much use lately.
Thanks for reading my RMT and go ahead and...rate it :p
At a glance:
I started out by looking at the BL-list, because I kinda like leaning to things that are good but people don't use too much. So I ended up falling in love with the team's first member, Thundurus-T.

Looking for more powerful mons I found Darmanitan and Alakazam, both of which I've used before to great sucess. Alakazam was in this state my mega, but he was going to be replaced soon by Scizor in the mega-slot.


Thundurus-T and Darmanitan both hate rocks, so I had to get a way around that. Of the choices to avoid hazards (Taunt, Magic Bounce, spin and defog) I chose defog because it fits nicely on M-Scizor, whom also gives me priority and a really solid typing.

My team looks weak to Talonflame, doesn't it? Well Heatran handles that guy very well. (unless it's running natural gift with ground-type or something)

My last slot was pretty much a wildcard, which became Breloom.

READY 4 BATTLE!!!






In-depth:

Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Grass Knot
Oh man, this mon really rocks. It really packs power to punch holes in the opposing team. I think that there isn't really a bad timing to use this guy, early-game he can do some serious damage and weaken some pokes, (or against inexperimences trainers, sweep) and late-game there is of course a sweep coming if the checks are gone. I usually find myself Nasty Plotting on a predicted switch, but it can backfire if a Scarf-Lando is coming in, as Thundurus-T dies to Stone edge. GK is for Mega-Bro and Swampert/Swagsire. I tried HP Flying for a while and it was really good actually! Nails Mega-Venu and fighting-types better than HP Ice, though I prefer a kill on Lando/Gliscor, as those are more problematic to my team.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- U-turn
- Zen Headbutt
Next up is my scarfer, Darmanitan. Sheer Force Flare Blitz is so frikkin powerful, and I often find myself just spamming it 'til I die.
-1 252+ Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 240+ Def Landorus-T: 153-181 (40 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252 Def Shuckle: 126-148 (51.6 - 60.6%) -- guaranteed 2HKO
I don't know what to calc, but it is powerful. Just trust me.
Other moves are kinda obvious as I can't only have one move. Rock Slide for talonflames that's looking for a switch-in. (Blitz does about 65% anyway) U-turn for momentum and Zen Headbutt for Venusaur and friends.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 Def / 28 SpA
Bold Nature
- Lava Plume
- Ancient Power
- Stealth Rock
- Flash Cannon
Was AV once but I've changed to lefties instead to be able to use SR. Heatran stops Talonflame and Clefable. I needed something defensive not called Ferrothorn, so yeah. This is the to-go for incoming fire-attacks. I use it more as a switch-in than an attacking tank.

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Bullet Punch
- Knock Off
- Roost
My choice for a defogger. He only got one weakness which is nice, as his typing grants him plenty of resistances. Knock off instead of U-Turn because I find it a tad more useful. I guess I could escape Magnezone easier, but I'd rather have Knock off for Ghosts and such. Light Metal is for Low-kicks and Grass knots on the switch, as that makes less damage. I don't have a single reason to not mega-evolve it right away, and his Mega got Technician anyways so having Light Metal is the most "optimal" choice here. This is a pretty supportive Scizor, which sponges hits surprisingly well.

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Bullet Seed
- Rock Tomb
Spore, spore. Spore everywhere. If your opponent got a Ferro, it'll be OHKOd by Focus Punch on the switch if they don't have any defensive investment. (breaks Brelooms sash sadly though)
The latter moves are boosted by Technician, which is nice! I'm thinking about replacing Rock Tomb with Mach Punch though, as priority is handy at times.
Bullet Seed is a multi-hit move, and such counters...

Nosepass @ Berry Juice
Ability: Sturdy
Level: 1
- Pain Split
- Toxic
- Protect
- Stealth Rock
(This annoying piece of stone has been multiple times on the ladder and "swept" (stalled) my entire team)

Alakazam (M) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Hidden Power [Fire]
- Shadow Ball
This originally was Mega-Zam, but I switched to Sash-Zam as he is really good at what he does. He takes care of Saur and is the to-go revenge killer late game. I might swap this for something else as he hasn't gotten much use lately.
Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Grass Knot
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- U-turn
- Zen Headbutt
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 Def / 28 SpA
Bold Nature
- Lava Plume
- Ancient Power
- Stealth Rock
- Earth Power
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Bullet Punch
- Knock Off
- Roost
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Bullet Seed
- Rock Tomb
Alakazam (M) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Hidden Power [Fire]
- Shadow Ball
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Grass Knot
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- U-turn
- Zen Headbutt
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 Def / 28 SpA
Bold Nature
- Lava Plume
- Ancient Power
- Stealth Rock
- Earth Power
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Bullet Punch
- Knock Off
- Roost
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Bullet Seed
- Rock Tomb
Alakazam (M) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Hidden Power [Fire]
- Shadow Ball
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