Hello! This is my first RMT, so I apologize if I make any mistakes. Thank you for any hints or criticisms you may have of the team. I have played with this team a large number of times and both lost and won with it, however I rarely found myself in a situation at the end of a battle where I thought that I could not have won if I had made the right plays. I hope you enjoy!
THE TEAM
Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 92 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
First up is the main priority user of the team. The moveset is pretty standard and I put Superpower over Knock Off for any Ferrothorn switches. I also run enough speed to outspeed Tyranitar with no speed investment and Clefable.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Stealth Rock
- Ice Beam
- Flamethrower
- Stone Edge
Tyranitar is the Stealth Rocker of the team. Yes, I have a pretty strange moveset for this Pokemon, however I have found the moves to be a surprise for most opponents. Garchomp and Landorus-T switch into Tyranitar, so I use Ice Beam on them for whenever I already have Stealth Rocks up, and I expect them to set up their rocks. Flamethrower is used for Scizor and Ferrothorn switches (also OHKOs most Forretress), which also happen a lot. I used to run Earthquake instead of Flamethrower because the team kind of has a hard time with Heatran, which I will explain later, so switch out the move with Earthquake whenever.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide
Excadrill is the method of hazard removal and late-game sweeper. Typical set and helps deal with scarf users whenever sand is up.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is the spiker to abuse teams with no hazard control and mainly a defensive pivot. It also helps deal chip damage against physical attackers with the Iron Barbs + Rocky Helmet damage.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Earthquake
I am personally a big fan of Mega Venusaur because it counters/checks a good amount of Pokemon in the tier (Azu, Keldeo, Breloom, Rotom-W...). I run Earthquake for Heatran switches because most Heatran are specially defensive and slower than Mega Venusaur and guaranteed 2HKOs Heatran even with Leftovers recovery. It's also difficult to time a Synthesis along with sand being up throughout a battle. However, I used to run Synthesis over Earthquake, so that is also viable.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunder Wave
- Volt Switch
- Taunt
Lastly, I have Thundurus for Prankster Taunt and T-wave support. I use Volt switch to help keep offensive momentum, but Thunderbolt could also be used.
Troublesome for the team:
Heatran- The team has a hard time dealing with Heatran. Tyranitar is the main switch for it, however there's not much Tyranitar can do if it gets burned with Lava Plume. Of course, Excadrill deals with Heatran just fine, but it's risky to switch Excadrill into a Heatran. That's why Earthquake can be run on Tyranitar instead of Flamethrower, and then running Synthesis on Mega Venusaur.
Mega Venusaur- Mega Venusaur also provides problems for the team because there's nothing on the team that can do a good amount of damage to opposing Mega Venusaur. The best the team can do is slowly whittle it down.
A well-played Mega Sableye- Mega Sableye is hard enough to deal with already, and the main thing to hit it with on this team is Azumarill, so it's really important to have Azu healthy (and not burned) whenever facing a team with Mega Sableye.
To be continued...
THE TEAM

Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 92 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
First up is the main priority user of the team. The moveset is pretty standard and I put Superpower over Knock Off for any Ferrothorn switches. I also run enough speed to outspeed Tyranitar with no speed investment and Clefable.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Stealth Rock
- Ice Beam
- Flamethrower
- Stone Edge
Tyranitar is the Stealth Rocker of the team. Yes, I have a pretty strange moveset for this Pokemon, however I have found the moves to be a surprise for most opponents. Garchomp and Landorus-T switch into Tyranitar, so I use Ice Beam on them for whenever I already have Stealth Rocks up, and I expect them to set up their rocks. Flamethrower is used for Scizor and Ferrothorn switches (also OHKOs most Forretress), which also happen a lot. I used to run Earthquake instead of Flamethrower because the team kind of has a hard time with Heatran, which I will explain later, so switch out the move with Earthquake whenever.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide
Excadrill is the method of hazard removal and late-game sweeper. Typical set and helps deal with scarf users whenever sand is up.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is the spiker to abuse teams with no hazard control and mainly a defensive pivot. It also helps deal chip damage against physical attackers with the Iron Barbs + Rocky Helmet damage.

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Earthquake
I am personally a big fan of Mega Venusaur because it counters/checks a good amount of Pokemon in the tier (Azu, Keldeo, Breloom, Rotom-W...). I run Earthquake for Heatran switches because most Heatran are specially defensive and slower than Mega Venusaur and guaranteed 2HKOs Heatran even with Leftovers recovery. It's also difficult to time a Synthesis along with sand being up throughout a battle. However, I used to run Synthesis over Earthquake, so that is also viable.

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunder Wave
- Volt Switch
- Taunt
Lastly, I have Thundurus for Prankster Taunt and T-wave support. I use Volt switch to help keep offensive momentum, but Thunderbolt could also be used.
Troublesome for the team:
Heatran- The team has a hard time dealing with Heatran. Tyranitar is the main switch for it, however there's not much Tyranitar can do if it gets burned with Lava Plume. Of course, Excadrill deals with Heatran just fine, but it's risky to switch Excadrill into a Heatran. That's why Earthquake can be run on Tyranitar instead of Flamethrower, and then running Synthesis on Mega Venusaur.
Mega Venusaur- Mega Venusaur also provides problems for the team because there's nothing on the team that can do a good amount of damage to opposing Mega Venusaur. The best the team can do is slowly whittle it down.
A well-played Mega Sableye- Mega Sableye is hard enough to deal with already, and the main thing to hit it with on this team is Azumarill, so it's really important to have Azu healthy (and not burned) whenever facing a team with Mega Sableye.
To be continued...