Id like to welcome you guys to my rmt. This is a pretty sick team i came up with based around the ever so classic tyranitar+keldeo core. These two work really good together due to how tyranitar helps remove latis for deo to cause havoc. Shout outs go too Dr Ciel and marct25 for helping me with the team and laddering with me while testing the team. Also huge thanks to AM and Halcyon. as well as boltsandbombers !
The team at a glance:
The team building process:
First i started with the basic tar+deo core these two together work great due to how tar removes stuff such as the latis allowing specs keldeo to freely spam his stabs.
Next i added drill as a fairy resist and due to how he loves the sand. Drill serves as the late game cleaner as well as a win condition. Drills power and speed in the sand was needed so i could help remove pesky fairies as well as helped balance the team out.
Next i added gross simply because he fits pretty well on the sand archtype and i needed another fairy switchin. Gross also helps break hyper offence for this team which can give my team trouble and is pretty good for cleaning late game.
Celebi was then added as i needed a keldeo answer and a ground resist due to how weak my team was to earthquake and ground coverage overall. and i needed somthing to beat rotom-w so i chose celebi for this role as she can wall the latter and set up on them.
finally i added on Torn-t Who is the glue for this team. I needed a lead as well as revenge killer and a second ground res. Torn t also helps the matchup vs stall.
The Team up close:
Tyranitar @Leftovers Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit
Tyranitar is pretty much the teams hazard setter. His main goal is to come out set up sand and get rocks up or lure in landorus and garchomp and hit them with a ice beam. Tyranitar was chosen alongside keldeo due to how he can remove the latis for keldeo allowing him to spam scalds. Set wise i chose stone edge over rock slide for the power over accuracyand rock slide is for whimps. Ice beam as i said above is for lureing in landorus and garchomp which is always nice. Naturally rocks are for the chip damage and i have rapid spin so my hazards will be here to stay unless its defogged. Finally pursuit allows tar to trap the latis removing the opps hazard remvoal which is always nice to turn talonflame and the zards worthless and limit what they can do. Spread was changed to make tar more bulky in able to take special hits better.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
-Icy Wind Hydro pump
Next up on the core is keldeo. Keldeo is my main answer to bisharp that beats tar as well as my answer to heatran. Keldeo makes sure to bops something every time he comes in something gets hit hard. Choice specs was chosen over sub cm so i hit harder quicker then the sub cm.Also scald has a 101% chance to burn so that always nice. Anyways keldeos main job is to help break teams down and get the occasional burn. The set Might look weird as im missing hydro but i prefer hp electric for slowbro over hydro pump and scald does more then enough anyways. Secret sword allows me to hit stuff like the pink blob chansey. Icy wind allows me to hit the latis on the switch as well as hit stuff like garchomp harder. The speed drop from icy wind is really nice allowing me to force something out as nothing wants its speed dropped if it needs its high speed.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Next up i wanted something that can abuse sand so naturally drill fit this description Due to how he can clean up the game as well as spin hazards. These traits made drill a prefect fit. He also helps remove fairies and under the sand is one of the fastest mons in the ou tier. Also he loves the removal of rotom something that cele can take care of. Earthquake is a really powerful move on drill with lo hitting everything very hard while iron head is the second stab of choice allowing drill to take care of pesky fairies which this team has trouble with otherwise. Naturally rapid spin is my way of removing hazards which helps torn-t be as healthy as possible and due to the nature of my team switches are constantly being forced so not having my hazards removed is really nice. Swords dance was chosen over rock slide because it allows drill to hit even harder allowing him to break past landos and ferrothorn better. Ive debated on using return over swords dance but i prefer sd.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt
Next up we got the monster of ou himself the one who destroys ho. Gross is so good on the sand archetype being able to literally smash everything that comes in on him. That and i couldn't rely on drill to take a hyper voice or moon blast as he gets whittled pretty fast unlike gross who pretty much cant be ohko'd. His speed tier is also really nice allowing to to break down walls for drill and keldeo. Meteor mash is a pretty awesome stab move with a good chance to boost grosses already crazy power to even more levels while zen headbutt hits stuff like talonflame and rotom-w hard. Hammer arm allows gross to break past heatran and ferrothorn. Grass knot is a really great 4th move choice on gross as it allows me to beat slowbro which is pretty huge as he normally walls gross otherwiseSeriously people stop using ice punch. On top of this grass knot allows me to break past hippo a annoying fat mon that can shrug grosses moves off and heal up.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot
Next we got cele. When choosing what to use for cele i first debated on using nasty pass so i can pass boosts for torn and keldeo but i hated how i got hard walled by zards and talon giving them a free chance to set up and nuke something on my team. With that in mind i went for a lure celebi. This takes care of the aforementioned problems and beats them. Also that 10% chance to get the boost is freaking funny. Right? Oh yeah cele is also my main answer for rotom-w and keldeo so thats important as other wise that can be quite trouble some. The spread is honestly pretty weird but thats mostly as i wanted to use cele as a mixed wall so that i can check and set up mega lop and set up on deo while the speed evs allows me to creep a few things. Giga drain is simply celes stab that allows her to recover up some hp while nasty plot allows cele to boost her sp.a allowing this otherwise passive mon too be a scary bulky threat. Recover was chosen so that im not reliant on giga drain and allows me to keep cele healthy and check deo and lop and rotom better. Last is the lure itself that allows cele to lure in zards and like which is really nice as removing a mega zard before it can set up or mega in the first place. Also natural cure allows cele to absorb burns which is sweet. Set changed up thanks too boltsandbombers
Tornadus-Therian @ Life Orb / Assault Vest
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off
- Taunt /Heat Wave / Knock off
Last up torn-t served as the teams glue. Torn is also a great lead and pivot for the team and his amazing speed tier is great due to how not many non megas/ non scarf mons can out speed him otherwise. Im slashing av on torn as its really dependent on what the user of the team wants. Av makes torn probably the only answer too landorus-i who has next to 0 switch ins at this point. On top of this torn t is great right now as he himself has 0 switch ins. Hitting everything really hard. Regen allows torn to keep healthy for the match which means lo wont wear it down much. Hurricane is is a really hard hitting stab boping everything in sight. Honestly you dont even need to worry about sand with hurricane as ive never used torn when sand was up anyways and if i did i didnt need to use hurricane anyways. U turn allows me to keep the momentum up while knock off improves my matchup vs stall as its really important to knock off lefties on mons that rely on its passive healing. Heat wave is used over focus blast as i dont really have much of a issue with what blast hits anyways and id rather hit the likes of ferrothorn instead. Also heat wave bops opposing gross and can possibly burn a physical attacker attempting to switch in on torn proving he has 0 good switch ins. Sashed move on set Courtesy of DKFirelord Changed up spread as well.
Overall this is a pretty fantastic team that litteraly has 0 switch ins hence the name. Replays will be added overtime so be sure to check back once in a while. This is pretty much the best sand offence team ive bult ever as well and its really fun to use as a whole. Bellow is a paste bin as well as replays. Threats will be added overtime.
Sorry for the chat. i tend to go crazy when laddering with frens lol.
The team at a glance:






The team building process:


First i started with the basic tar+deo core these two together work great due to how tar removes stuff such as the latis allowing specs keldeo to freely spam his stabs.



Next i added drill as a fairy resist and due to how he loves the sand. Drill serves as the late game cleaner as well as a win condition. Drills power and speed in the sand was needed so i could help remove pesky fairies as well as helped balance the team out.




Next i added gross simply because he fits pretty well on the sand archtype and i needed another fairy switchin. Gross also helps break hyper offence for this team which can give my team trouble and is pretty good for cleaning late game.





Celebi was then added as i needed a keldeo answer and a ground resist due to how weak my team was to earthquake and ground coverage overall. and i needed somthing to beat rotom-w so i chose celebi for this role as she can wall the latter and set up on them.






finally i added on Torn-t Who is the glue for this team. I needed a lead as well as revenge killer and a second ground res. Torn t also helps the matchup vs stall.
The Team up close:

Tyranitar @
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit
Tyranitar is pretty much the teams hazard setter. His main goal is to come out set up sand and get rocks up or lure in landorus and garchomp and hit them with a ice beam. Tyranitar was chosen alongside keldeo due to how he can remove the latis for keldeo allowing him to spam scalds. Set wise i chose stone edge over rock slide for the power over accuracy

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
-
Next up on the core is keldeo. Keldeo is my main answer to bisharp that beats tar as well as my answer to heatran. Keldeo makes sure to bops something every time he comes in something gets hit hard. Choice specs was chosen over sub cm so i hit harder quicker then the sub cm.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Next up i wanted something that can abuse sand so naturally drill fit this description Due to how he can clean up the game as well as spin hazards. These traits made drill a prefect fit. He also helps remove fairies and under the sand is one of the fastest mons in the ou tier. Also he loves the removal of rotom something that cele can take care of. Earthquake is a really powerful move on drill with lo hitting everything very hard while iron head is the second stab of choice allowing drill to take care of pesky fairies which this team has trouble with otherwise. Naturally rapid spin is my way of removing hazards which helps torn-t be as healthy as possible and due to the nature of my team switches are constantly being forced so not having my hazards removed is really nice. Swords dance was chosen over rock slide because it allows drill to hit even harder allowing him to break past landos and ferrothorn better. Ive debated on using return over swords dance but i prefer sd.

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt
Next up we got the monster of ou himself the one who destroys ho. Gross is so good on the sand archetype being able to literally smash everything that comes in on him. That and i couldn't rely on drill to take a hyper voice or moon blast as he gets whittled pretty fast unlike gross who pretty much cant be ohko'd. His speed tier is also really nice allowing to to break down walls for drill and keldeo. Meteor mash is a pretty awesome stab move with a good chance to boost grosses already crazy power to even more levels while zen headbutt hits stuff like talonflame and rotom-w hard. Hammer arm allows gross to break past heatran and ferrothorn. Grass knot is a really great 4th move choice on gross as it allows me to beat slowbro which is pretty huge as he normally walls gross otherwise

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot
Next we got cele. When choosing what to use for cele i first debated on using nasty pass so i can pass boosts for torn and keldeo but i hated how i got hard walled by zards and talon giving them a free chance to set up and nuke something on my team. With that in mind i went for a lure celebi. This takes care of the aforementioned problems and beats them. Also that 10% chance to get the boost is freaking funny. Right? Oh yeah cele is also my main answer for rotom-w and keldeo so thats important as other wise that can be quite trouble some. The spread is honestly pretty weird but thats mostly as i wanted to use cele as a mixed wall so that i can check and set up mega lop and set up on deo while the speed evs allows me to creep a few things. Giga drain is simply celes stab that allows her to recover up some hp while nasty plot allows cele to boost her sp.a allowing this otherwise passive mon too be a scary bulky threat. Recover was chosen so that im not reliant on giga drain and allows me to keep cele healthy and check deo and lop and rotom better. Last is the lure itself that allows cele to lure in zards and like which is really nice as removing a mega zard before it can set up or mega in the first place. Also natural cure allows cele to absorb burns which is sweet. Set changed up thanks too boltsandbombers

Tornadus-Therian @ Life Orb / Assault Vest
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off
- Taunt /Heat Wave / Knock off
Last up torn-t served as the teams glue. Torn is also a great lead and pivot for the team and his amazing speed tier is great due to how not many non megas/ non scarf mons can out speed him otherwise. Im slashing av on torn as its really dependent on what the user of the team wants. Av makes torn probably the only answer too landorus-i who has next to 0 switch ins at this point. On top of this torn t is great right now as he himself has 0 switch ins. Hitting everything really hard. Regen allows torn to keep healthy for the match which means lo wont wear it down much. Hurricane is is a really hard hitting stab boping everything in sight. Honestly you dont even need to worry about sand with hurricane as ive never used torn when sand was up anyways and if i did i didnt need to use hurricane anyways. U turn allows me to keep the momentum up while knock off improves my matchup vs stall as its really important to knock off lefties on mons that rely on its passive healing. Heat wave is used over focus blast as i dont really have much of a issue with what blast hits anyways and id rather hit the likes of ferrothorn instead. Also heat wave bops opposing gross and can possibly burn a physical attacker attempting to switch in on torn proving he has 0 good switch ins. Sashed move on set Courtesy of DKFirelord Changed up spread as well.
Overall this is a pretty fantastic team that litteraly has 0 switch ins hence the name. Replays will be added overtime so be sure to check back once in a while. This is pretty much the best sand offence team ive bult ever as well and its really fun to use as a whole. Bellow is a paste bin as well as replays. Threats will be added overtime.
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
- Hydro Pump
Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- Heat Wave
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
- Hydro Pump
Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- Heat Wave
Sorry for the chat. i tend to go crazy when laddering with frens lol.
http://replay.pokemonshowdown.com/ou-218131094 Lure celes use
http://replay.pokemonshowdown.com/ou-218128792 Vs a draconinja team
http://replay.pokemonshowdown.com/ou-218125709 Vs Mega gard offense
http://replay.pokemonshowdown.com/ou-217530947 Vs marct25
http://replay.pokemonshowdown.com/ou-218252901 Vs Sucker Lunch
http://replay.pokemonshowdown.com/ou-218128792 Vs a draconinja team
http://replay.pokemonshowdown.com/ou-218125709 Vs Mega gard offense
http://replay.pokemonshowdown.com/ou-217530947 Vs marct25
http://replay.pokemonshowdown.com/ou-218252901 Vs Sucker Lunch
Coming soon
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