
Hello everybody, and welcome to my first RMT here in Smogon. This one is a team I built around Mew and Mega Altaria around one month ago, and it has served me well during my WCoP tests and some tourney matches I've had since then. I'm posting this team since I feel it's the one that represents my playstyle the best, with some walls to take hits, setting up hazards patiently, spreading some status around an finally pulling a late game sweep with my mega. I know it's very stallish, but nonetheless I find it very fun to play. Let's give it a closer look!
Teambuilding process

I based the team around Mew because I wanted both a way to take hits while shutting down other stalls. Mew is able to sponge a lot of hits from significant threats in OU, and it grants me a lot of utility with its spammable Knock Off and Taunt. I also felt Mew had a very good niche in the tier with all those psychic types becoming more and more popular, so I definitely chose him for the job.


After Mew was chosen, I could have gone with Mega Sableye and Clefable to make a full hazard control team similar to the famous made by Tele, but I want to have at least 2 win conditions if something goes wrong during the match, so I opted for King DDD Altaria for that job. This helped me both to kill Sableye and have a hard counter for the Zards, Serperior, Keldeo and so on. It also allowed me to remove some disgusting status from my own side of the field, so it was the perfect mega to pair with Mew.



The next member to come in was my ground type, mostly because its immunity to electric breaking down VolTurn cores and the possibility to set up Stealth Rock with it is essential for every semistall team. I obviously chose Hippowdon because he's the best ground type for the job I was planning him to do. He's a bit like Mew, sponging almost any attack in the tier, and also helped me contain Diancie, which looked like a threat at the time.




Ferrothorn was the following member of the team, mostly because its steel type was really needed and the ability to set up spikes was more than welcome. He's also the king of residual damage with both Iron Barbs and Leech Seed, and it helps me stop threats such as SD Gliscor or Ice Fang Gyarados, which would otherwise open enormous holes in my team.





With all those hazards I was forced to use a spinner, and I also needed a water type (which are almost a staple in ORAS OU), so found both of these needs in Starmie. It also added some speed to the team and a status absorber if Altaria wasn't able to heal bell for some reason. It also gave me the crucial ability to kill Heatran, a major threat to the team.






And Heatran was the last mon to join the party. Although Starmie could sponge most of the fire moves, Scizor was feeling like a pain in the ass for me, as well as stallbreaking Talonflame, and Heatran is the perfect counter for these guys. It also helped Ferrothorn as the second steel type of the team, and acting as a second stallbreaker to back Mew up. I felt Heatran was the perfect glue for my team (although Talonflame could have worked too).
The squad
Myuu (Mew) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 104 Def / 44 SpD / 108 Spe
Impish Nature
- Knock Off
- Will-O-Wisp
- Roost
- Taunt

Myuu (Mew) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 104 Def / 44 SpD / 108 Spe
Impish Nature
- Knock Off
- Will-O-Wisp
- Roost
- Taunt
Here you have it, the pillar of the team. When I first chose Mew, I was planning to make it SpDef, but then I realized stuff like Ice Punch Medicham/Gallade, Terrakion and even Lopunny before Altaria is mega evolved were a real pain for me, and I oriented my spread to eat up all those physical attacking moves. As no much defense is required for this matter, the rest of the EVs went to outpace the base 80s (Adamant Gyarados, Dragonite, Modest Gardevoir and Jolly Bisharp) and the rest were put in SpDef so if I ever get to face a HP Fire Kyurem-B that kills my Ferrothorn, I can then send Mew, Knock Off its Life orb and take any attack he wants to throw at me. Those SpDef EVs have saved me more than once, specially against some Clefable out of control or Reuniclus. WoW is really key for this team as it's one of the three tools I have to burn physical attacking threats, while Taunt is a nightmare for other full stall and semistall buildings. Mew, in other words, is my best response to offensive and defensive teams combined. It's also the only Knock Offer my team has, and it should be used mostly if you see any Heatran to propitiate an Altaria sweep later on in the game.

Alt (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 104 Def / 128 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Heal Bell
- Roost

Hippo (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off

Ferro (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes

Star (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Scald
- Reflect Type
- Recover
- Rapid Spin

Tran (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Earth Power
Threats




Conclusion
And that should be it. I hope you guys enjoyed the RMT, and enjoy playing this team as much as I do. This team hasn't accomplished anything special such as a ladder peak or being relevant in some tournament, but it's pretty safe and it has behaved very well whenever I've played it since I think is very solid (as every semistall should be, right?). Shoutouts to team Spain for a wonderful WCoP (sorry I'm late), to Alkov and Yagura for helping me fix some giant ass sprites and to user Sken for being a team carried in every tour I've played with him. See you around!Myuu (Mew) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 108 Def / 44 SpD / 108 Spe
Impish Nature
- Knock Off
- Will-O-Wisp
- Roost
- Taunt
Tran (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Earth Power
Hippo (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
Alt (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 104 Def / 128 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Heal Bell
- Roost
Ferro (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Star (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Scald
- Reflect Type
- Recover
- Rapid Spin
Ability: Synchronize
EVs: 248 HP / 108 Def / 44 SpD / 108 Spe
Impish Nature
- Knock Off
- Will-O-Wisp
- Roost
- Taunt
Tran (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Earth Power
Hippo (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
Alt (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 104 Def / 128 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Heal Bell
- Roost
Ferro (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Star (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Scald
- Reflect Type
- Recover
- Rapid Spin
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