Introduction
Hey there. This is my first rmt. I've had some fun with this team, but it definitely has a lot of flaws that need fixing. Hope you can help me with that :]
Proof of Peak
The Team
Teambuilding Process
Hazards are really good in OU right now, wearing down annoying bulky pokemon on the switchin. I decided to start with Tankchomp and Kleki, arguably the best sr setter in the tier and my favorite spike setter to use. This pair also forms a pseudo fairy+steel+dragon core.
Sand works really well with hazard stacking imo. It has a good pursuit trapper, spinner, and 2 good offensive mons built into it. That is why I chose lo excadrill and scarf t-tar for my team.
At this point, I had no strong special attackers, nothing for stall, no water switchins, and no late game sweepers unless I preserved both t-tar and excadrill. I chose the specs keldeo+mega-zam core as it gave me all of this, as well as appreciating hazards very much.
Looking at my team, I didn't even have a ground resist. Also Garchomp, however bulky it is, can't switchin to a lot of the more heavy hitting mons very well and gets worn down more easily. I decided to use defensive lando instead as it takes on a lot of things that Garchomp can't for my team as well as a slow u-turn which is always good on offense.
In Depth Description
(edits in bold)
the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play
Klefki, as was mentioned before, is my favorite spike setter to use in OU. It is a very good utility mon with access to very helpful moves and a very good defensive typing, and is also my switchin for a lot of special attackers. Spikes are there to wear down and punish anything grounded that tries to switch in. T-wave with prankster is amazing, having the ability to stop setup sweepers and other fast threats in their tracks, as well as the full para chance which can turn a game around. Magnet rise has been switched around with fairy lock in the past, but I like magnet rise better as it allows klefki to set up spikes on a much bigger portion of pokemon. Foul Play is the damaging move of choice as it hits a lot of common switchins for klefki for a good amount of damage, but you can use play rough for dragons and sableye or flash cannon for fairies. The investment allows it to take special attacks as best as possible, and even switch in on latios's hp fire after sr damage which is important because this is my lati switchin most of the time.
Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
Landorus is my switchin to a lot physical attackers and my stealth rock setter. This team is heavily focused on hazards, so with stealth rocks being the most important layer I needed a reliable setter, and this is definitely one of the best. Eq is for straight up damage output as well as being great coverage. U-turn is of course for switch initiative, which greatly helps offensive mons that have trouble switching into anything. Knock off used to be stone edge to handle things like birdspam and heracross better, but I use knock off instead to remove leftovers from bulky water and ground types which really threaten my team. The speed investment is to speed creep a rotom wash that tries to speed creep azumarill, and the rest is invested to bulk to take on physical attackers as best it can.
dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Tyranitar plays a very important roll on my team. As was mentioned many times before, this team wants to set up hazards and sand. Scarf T-tar is one of the few good pursuit trappers in the tier, and is also one of two good sand setters. Pursuit is VERY important for hazard stacking as the most notable spinners/defoggers are starmie and latis which are weak to dark and can be trapped after just a little prior damage. Crunch and stone edge are for stab, hitting many things for as much damage as possible. Eq is for coverage, as my team is annoyed by things like raikou and bisharp. Max speed allows tyranitar to outspeed base 115s, a very important threshold considering this is meant to pursuit trap starmie and deal with Raikou.
Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
(shoutouts to anyone who gets the nickname)
Excadrill is a very powerful mon, and combining it with sand is a nightmare for a lot of teams. This set maximizes it's power and lategame sweeping ability with sand, and is also my way of dealing with hazards from the opponent with rapid spin. Eq and iron head do a hell of a lot to nearly everything in the tier, especially with max attack adamant, life orb, and sand damage. Rock slide is for flying types that resist the rest of excadrill's coverage, most notably thundurus which scares my team as much as any other offense team.
Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute
Mega-alakazam is very good on my team. It allows me to late game sweep and deal with faster mons without having to rely on both excadrill and tyranitar being alive and healthy. All you really need to know about the attacking moves is psychic for stab and coverage that hits things that resist psychic. Psychic is chosen over psyshock because alakazam isn't trying to wallbreak, just get as much damage across as possible. Substitute is chosen over things like calm mind or encore that usually go on this moveslot because it allows alakazam to safely stay in on priority or scarf mons that would usually outspeed and harshly damage or ko it. Jolly nature allows it to outspeed the faster megas like lopunny and manectric which scare the crap out of my team. The ability causes a lot of interesting situations as well, so pay attention to those.
my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]
Keldeo is extremely important to my team. It is my only water resist and way of dealing with bulkier mons outside of hazards. It is also my best bet against stall, dealing a lot of damage to common stall mons and potentially burning the switchin. It is my main way of dealing with bulky grounds and waters as well. In most matches, there is a lot of offensive pressure on it. Hydro pump is simply for big damage, and secret sword is chosen over focus blast for accuracy, and it also does a lot more to chansey. Scald is for an accurate water stab option as well as the burn chance. Hidden power bug is used to deal a lot of damage to common switchins that threaten my team such as slowbro, starmie, and celebi.
Threat List
+
My way to deal with setup sweepers is klefki. If klefki gets trapped by magnezone, I would have to let a mon or two go down to get back in the game
These two wall a huge amount of my team, and they can't be worn down by hazards very much. Landorus can be dealt with by keldeo, but it takes a bit more to play around rotom.
Manaphy can setup against a lot of my team, and if it does, it gets a kill every time.
Tankchomp wears down landorus if it goes for u-turn or knock off. As landorus has no reliable recovery, this is a problem. It also needs to be weakened before anything can take it out.
I have no switchins unless I want to risk t-tar, which I usually need lategame to set up sand. This also stops an excadrill sweep.
Azumarill is probably the biggest threat of all. I have to play around it a lot to get rid of it as it beats my entire team 1v1 and I have 0 switchins.
I don't have much for water types in general other than wearing them down into finishing them off with one of my heavy hitters. Keldeo isn't a very good switchin to them either.
Importable
the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play
Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute
my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]
Hey there. This is my first rmt. I've had some fun with this team, but it definitely has a lot of flaws that need fixing. Hope you can help me with that :]
Proof of Peak
The Team






Teambuilding Process


Hazards are really good in OU right now, wearing down annoying bulky pokemon on the switchin. I decided to start with Tankchomp and Kleki, arguably the best sr setter in the tier and my favorite spike setter to use. This pair also forms a pseudo fairy+steel+dragon core.




Sand works really well with hazard stacking imo. It has a good pursuit trapper, spinner, and 2 good offensive mons built into it. That is why I chose lo excadrill and scarf t-tar for my team.






At this point, I had no strong special attackers, nothing for stall, no water switchins, and no late game sweepers unless I preserved both t-tar and excadrill. I chose the specs keldeo+mega-zam core as it gave me all of this, as well as appreciating hazards very much.






Looking at my team, I didn't even have a ground resist. Also Garchomp, however bulky it is, can't switchin to a lot of the more heavy hitting mons very well and gets worn down more easily. I decided to use defensive lando instead as it takes on a lot of things that Garchomp can't for my team as well as a slow u-turn which is always good on offense.
In Depth Description
(edits in bold)

the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play
Klefki, as was mentioned before, is my favorite spike setter to use in OU. It is a very good utility mon with access to very helpful moves and a very good defensive typing, and is also my switchin for a lot of special attackers. Spikes are there to wear down and punish anything grounded that tries to switch in. T-wave with prankster is amazing, having the ability to stop setup sweepers and other fast threats in their tracks, as well as the full para chance which can turn a game around. Magnet rise has been switched around with fairy lock in the past, but I like magnet rise better as it allows klefki to set up spikes on a much bigger portion of pokemon. Foul Play is the damaging move of choice as it hits a lot of common switchins for klefki for a good amount of damage, but you can use play rough for dragons and sableye or flash cannon for fairies. The investment allows it to take special attacks as best as possible, and even switch in on latios's hp fire after sr damage which is important because this is my lati switchin most of the time.

Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
Landorus is my switchin to a lot physical attackers and my stealth rock setter. This team is heavily focused on hazards, so with stealth rocks being the most important layer I needed a reliable setter, and this is definitely one of the best. Eq is for straight up damage output as well as being great coverage. U-turn is of course for switch initiative, which greatly helps offensive mons that have trouble switching into anything. Knock off used to be stone edge to handle things like birdspam and heracross better, but I use knock off instead to remove leftovers from bulky water and ground types which really threaten my team. The speed investment is to speed creep a rotom wash that tries to speed creep azumarill, and the rest is invested to bulk to take on physical attackers as best it can.

dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Tyranitar plays a very important roll on my team. As was mentioned many times before, this team wants to set up hazards and sand. Scarf T-tar is one of the few good pursuit trappers in the tier, and is also one of two good sand setters. Pursuit is VERY important for hazard stacking as the most notable spinners/defoggers are starmie and latis which are weak to dark and can be trapped after just a little prior damage. Crunch and stone edge are for stab, hitting many things for as much damage as possible. Eq is for coverage, as my team is annoyed by things like raikou and bisharp. Max speed allows tyranitar to outspeed base 115s, a very important threshold considering this is meant to pursuit trap starmie and deal with Raikou.

Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
(shoutouts to anyone who gets the nickname)
Excadrill is a very powerful mon, and combining it with sand is a nightmare for a lot of teams. This set maximizes it's power and lategame sweeping ability with sand, and is also my way of dealing with hazards from the opponent with rapid spin. Eq and iron head do a hell of a lot to nearly everything in the tier, especially with max attack adamant, life orb, and sand damage. Rock slide is for flying types that resist the rest of excadrill's coverage, most notably thundurus which scares my team as much as any other offense team.

Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute
Mega-alakazam is very good on my team. It allows me to late game sweep and deal with faster mons without having to rely on both excadrill and tyranitar being alive and healthy. All you really need to know about the attacking moves is psychic for stab and coverage that hits things that resist psychic. Psychic is chosen over psyshock because alakazam isn't trying to wallbreak, just get as much damage across as possible. Substitute is chosen over things like calm mind or encore that usually go on this moveslot because it allows alakazam to safely stay in on priority or scarf mons that would usually outspeed and harshly damage or ko it. Jolly nature allows it to outspeed the faster megas like lopunny and manectric which scare the crap out of my team. The ability causes a lot of interesting situations as well, so pay attention to those.

my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]
Keldeo is extremely important to my team. It is my only water resist and way of dealing with bulkier mons outside of hazards. It is also my best bet against stall, dealing a lot of damage to common stall mons and potentially burning the switchin. It is my main way of dealing with bulky grounds and waters as well. In most matches, there is a lot of offensive pressure on it. Hydro pump is simply for big damage, and secret sword is chosen over focus blast for accuracy, and it also does a lot more to chansey. Scald is for an accurate water stab option as well as the burn chance. Hidden power bug is used to deal a lot of damage to common switchins that threaten my team such as slowbro, starmie, and celebi.
Threat List


My way to deal with setup sweepers is klefki. If klefki gets trapped by magnezone, I would have to let a mon or two go down to get back in the game


These two wall a huge amount of my team, and they can't be worn down by hazards very much. Landorus can be dealt with by keldeo, but it takes a bit more to play around rotom.

Manaphy can setup against a lot of my team, and if it does, it gets a kill every time.

Tankchomp wears down landorus if it goes for u-turn or knock off. As landorus has no reliable recovery, this is a problem. It also needs to be weakened before anything can take it out.

I have no switchins unless I want to risk t-tar, which I usually need lategame to set up sand. This also stops an excadrill sweep.

Azumarill is probably the biggest threat of all. I have to play around it a lot to get rid of it as it beats my entire team 1v1 and I have 0 switchins.



I don't have much for water types in general other than wearing them down into finishing them off with one of my heavy hitters. Keldeo isn't a very good switchin to them either.
Importable
the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play
Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute
my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]
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