Overview:
Introduction
Teambuilding
From the beginning I knew I wanted to use these two. The volt-turn double intimidate core formed by M-Manectric and Choice Scarfed Landors-T is nothing new and its success in OU is well documented. Not only do they provide excellent initiative, they also cover some of each other's weaknesses.
One obvious weakness of this offensive core is that with double intimidate volt-turn, there is a very real possibility that these two might provide an opponent's
with Defiant attack boosts. Consequently I knew I needed a 'mon to deal with it. Since constructing this team I have see other raters recommend
for this role thanks to its resistance to both of Bisharp's STABs and its ability Justified. For this team however I chose Skarmory and in extensive testing I have yet to regret this decision. Skarmory is my answer to set up 'mons with Sturdy Whirlwinds and it is an amazing physical wall. It also serves as my Defog-er. And can't be touched by Bisharp.
I want to give a shout to the RMT foreversevenfold. Here the poster used Celebi and Heatran in conjuction with the three 'mons I had already selected. I took Celebi because its typing allows it to sponge hits from the pokes like
and
while its typing lets it handle 'mons like
. Furthermore by using a Baton Pass set meant to escape Bisharp, I gained an additional poke with the ability to provide momentum. I selected Heatran because its typing balances Celebi's weaknesses and it is protected from Earthquakes by Skarmory, Landorus and Celebi. I also picked Heatran because I wanted a Stealth rock-er and I had enormous success with a unique Heatran set I used on previous teams, a set I knew would benefit from the volt-turn-pass nature of this build. foreversevenfold's RMT can be found here.
Finally I needed a wincon, and given the lack of Water coverage on the team I knew I wanted a Water type. It is important to note that I was also missing a Fairy type, and that the only strong physical presence on the team was Landorus. These are the factors which motivated me to select Belly Drum Azumarill. Azumarill's slot is also the one that I am most open to changing. I also considered Calm Mind Keldeo, Mixed
,
,
, and DD
. I initially selected Azumarill because it's Fairy typing and Sitrus Berry allow it to be useful defensively as well, but I am excited to hear your thoughts on the matter.
The Team:
Manectric @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Superpower/Fly/Stone Edge
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
-Defog Spikes (We are not weak to rocks and Spikes provides excellent pressure)
- Roost
- Whirlwind
- Brave Bird
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rocks
-Recover/Psychic/Psyshock/Hidden Power Fire Thunder Wave (Helps cripple threats)
- Baton Pass
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power Electric
- Flamethrower
- Flash Cannon
- Earth Power
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Threatlist:
Importable:
Replays:
NOTE: Thank you again for taking time to RMT. As I mentioned in the "Introduction" I run a Pokecentric YouTube Channel called Rocket HQ. If you are interested in seeing an in-depth team building video featuring this team you can find it here:
In conclusion thank you all again and happy rating!






Introduction
Hello Everyone my name is Admin Umbra of Rocket HQ. Rocket HQ is a Pokecentric YouTube channel dedicated to providing progressive and high quality Pokémon content. The team posted below represents my first post here on RMT. I've been studying your posts diligently for some time now and I am thoroughly excited at the thought of taking my first step to join this wonderful community. Finally before getting started I'd just like to thank you all for your time. I hope the effort I put into this RMT can help both you and I improve as players.


























The Team:

Manectric @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
ABILITY: I chose Lightning Rod over Static because I am more likely to switch into an Electric attack to get a boost than I am to try switch into a physical hit. Playing experienced players means that you will rarely actually get a Lightning Rod boost so Static is an option, regardless I rarely stay "baby" Manectric for long.
EVs: In the interest of fostering discussion I am putting forward the custom EV spread above, but the standard spread with 252 Spe can always be used instead. I created the above spread because with 216 Spe "baby" Mane can still outspeed
which is something I needed it to do. Upon mega this spread still outspeeds up to base 77s with +1 e.g. Heatran,
,
.This spread does not outspeed base 80s with +1 but neither do spreads with 252 Spe. The only deficit to running 216 Spe is that we no longer speed-tie with
and other M-Manectric. I should point out, however, that this is not inherently bad as I have Choice Scarfed Landorus for these pokes. This M-Mane is not meant to take on these two pokes, and while the lack of speed will likely result in a loss 1-on-1 against these two 'mons, this spread does allow me to get off a slow Volt Switch against them. I placed the remaining EVs in HP although they could also be placed in SpD. While the damage reduction from this investment may seem minimal every EV counts and you can surprise opponents by having Bisharp after Defiant having only a 12% chance to OHKO you instead of 31% while you OHKO with Overheat/Flamethrower.
NATURE: Timid is mandatory because even with max Spe Modest "baby" Mane does not outspeed M-Charizard Y and other unboosted base 100s.
ATKs: Thunderbolt is reliable and powerful STAB when I want to say in. Volt Switch is a powerful attack which also feeds into the momentum of this team. I chose HP Ice because I HAVE NO OTHER ICE TYPE ATTACK on the team and "bolt-beam" coverage is extremely effective in OU. I used Flamethrower in testing, but while drafting this RMT calc'd that Overheat gets KOs on
and Ferrothorn that Flamethrower misses while also doing much more to
. In running Overheat however, overpredicition can become problematic as you will suffer a SpA lower after clicking it.
EVs: In the interest of fostering discussion I am putting forward the custom EV spread above, but the standard spread with 252 Spe can always be used instead. I created the above spread because with 216 Spe "baby" Mane can still outspeed




NATURE: Timid is mandatory because even with max Spe Modest "baby" Mane does not outspeed M-Charizard Y and other unboosted base 100s.
ATKs: Thunderbolt is reliable and powerful STAB when I want to say in. Volt Switch is a powerful attack which also feeds into the momentum of this team. I chose HP Ice because I HAVE NO OTHER ICE TYPE ATTACK on the team and "bolt-beam" coverage is extremely effective in OU. I used Flamethrower in testing, but while drafting this RMT calc'd that Overheat gets KOs on



Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Superpower/Fly/Stone Edge
EVs: This set is nothing new: 232 Evs in speed lets you outspeed base 80s with +1 and Adamant
with one Dragon Dance up. 252 is put into Atk to maximize damage output and the remainder is dumped in Def as we expect to take significantly more physical hits than special.
NATURE: Jolly is a must because running Adamant, even with 252 Spe, guarantees that we will not outspeed base 80s and above with +1.
ATKs: Earthquake is our powerful STAB, U-turn is to complete the volt-turn core with M-Mane, Knock Off is to cripple 'mons that we force in e.g.
, and to kill the Latis and other Psychic types. The final slot has changed as I've continued to improve the team: Before I had a Water type I ran Stone Edge as a secondary check to
and M-Charizard Y. After adding Azu I noticed the team had no Fighting type moves so Superpower was used to hit common leads like
and Air Balloon users. If Azu is used, however, the team has the potential to struggle with
so Fly is an option for powerful STAB.
COMMENTS: Because Landorus is choiced I often find myself unwilling to click Earthquake until later in the game when my opponents pokes who are immune to it have been eliminated. Until then Landorus mainly uses U-turn for momentum or Knock Off to kill or cripple 'mons.

NATURE: Jolly is a must because running Adamant, even with 252 Spe, guarantees that we will not outspeed base 80s and above with +1.
ATKs: Earthquake is our powerful STAB, U-turn is to complete the volt-turn core with M-Mane, Knock Off is to cripple 'mons that we force in e.g.




COMMENTS: Because Landorus is choiced I often find myself unwilling to click Earthquake until later in the game when my opponents pokes who are immune to it have been eliminated. Until then Landorus mainly uses U-turn for momentum or Knock Off to kill or cripple 'mons.

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
-
- Roost
- Whirlwind
- Brave Bird
ITEM: I choose Rocky Helmet specifically to increase Skarmory's damage dealing potential. The team's answer to Bisharp,
, and M-Lopunny, the helmet helps me rack up damage on physically attacking mons. This does limit your recovery, especially when paired with Brave Bird, but in extensive testing I've found that Skarmory's bulk allows me to Roost effectively on most physical attackers.
EVs: 248HP is standard to get max HP + 1 more Stealth Rock entry, which is huge considering this is our Defog-er. I put 12 in Spe to speed creep on other Skarmory that have their 8 leftover EVs dumped in Spe. We do this because we want to be able to go for Whirlwind first if we are facing a mirrormatch. The remainder is dumped in Def to maximize physical bulk.
ATKs: Defog, capitalizing on the fact that Skarmory can handle the Bisharp that threatens-Mane and Landorus, by running Defog we are also able to get hazard removal out of the deal (I do not recommend Defog-ing on a Bisharp however). Roost is for reliable recovery to allow Skarmory to take hits and continue to rack up damage with either its held item or Whirlwind shenanigans. The aforementioned Whirlwind is a lifesaver in that if I am surprised by a set up mon I can force it out, it also pairs excellently with Stealth Rocks. Brave Bird was chosen over Drill Peck and Iron Head because it does significantly more damage and I have often been able to use Skarmory to kill weakened 'mons (don't forget this thing as 70 base Spe!). While this does cause recoil to break Sturdy I have found that the bird is reliably able to Roost the damage off, as mentioned above.

EVs: 248HP is standard to get max HP + 1 more Stealth Rock entry, which is huge considering this is our Defog-er. I put 12 in Spe to speed creep on other Skarmory that have their 8 leftover EVs dumped in Spe. We do this because we want to be able to go for Whirlwind first if we are facing a mirrormatch. The remainder is dumped in Def to maximize physical bulk.
ATKs: Defog, capitalizing on the fact that Skarmory can handle the Bisharp that threatens-Mane and Landorus, by running Defog we are also able to get hazard removal out of the deal (I do not recommend Defog-ing on a Bisharp however). Roost is for reliable recovery to allow Skarmory to take hits and continue to rack up damage with either its held item or Whirlwind shenanigans. The aforementioned Whirlwind is a lifesaver in that if I am surprised by a set up mon I can force it out, it also pairs excellently with Stealth Rocks. Brave Bird was chosen over Drill Peck and Iron Head because it does significantly more damage and I have often been able to use Skarmory to kill weakened 'mons (don't forget this thing as 70 base Spe!). While this does cause recoil to break Sturdy I have found that the bird is reliably able to Roost the damage off, as mentioned above.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rocks
-
- Baton Pass
First off I have to say that this team made me fall in love with Celebi, the Marty McFly-I mean time travel Pokémon.
ITEM: Leftovers, this 'mon is here to serve as a SpD wall and lefties make this role much easier as Celebi repeatedly switches into attacks throughout the game.
EVs: The 108 Spe is nothing new, but it is part of what makes this set so effective. With this investment Celebi will outspeed Bisharp and get off a safe Baton Pass to escape the Pursuit. The 248 in HP is to maximize bulk, same as Skarmory, and the 152 in SpD allows this thing to TANK hits from pokes like Keldeo and Latios before Baton Passing out into Landorus or M-Mane to get a kill.
ATKs: Giga Drain does damage to threats like Keldeo and Rotom-w while also providing additional health regen. I run Stealth Rock on Celebi over Heatran as there is not room on my Heatran set (more on that below) and Celebi is often able to switch in and set rocks up early game even though I rarely lead with it. Recover I am currently suspect testing if you will, I selected it for longevity as keeping Celebi alive is often extremely helpful, but I am considering another attack like Psychic for M-Venusaur, Breloom, and
. I've also thought about Hidden Power Fire for Ferrothorn and Scizor but given our Heatran and M-Mane builds, Psychic coverage seems more useful. Regardless I am very interested in hearing your thoughts on whether or not Recover should be swapped for one of these moves. Finally, Baton Pass, the bread and butter of this set: while our investment allows us to escape Bisharp we can also use Baton Pass as a pivot to switch in on a special attacker, sponge the hit, then slow pass out into one of the sweepers. This is even more exciting when one realizes that this team has thwo other pokes besides Celebi who are capable of U-turn-ing or Volt Switch-ing out.
ITEM: Leftovers, this 'mon is here to serve as a SpD wall and lefties make this role much easier as Celebi repeatedly switches into attacks throughout the game.
EVs: The 108 Spe is nothing new, but it is part of what makes this set so effective. With this investment Celebi will outspeed Bisharp and get off a safe Baton Pass to escape the Pursuit. The 248 in HP is to maximize bulk, same as Skarmory, and the 152 in SpD allows this thing to TANK hits from pokes like Keldeo and Latios before Baton Passing out into Landorus or M-Mane to get a kill.
ATKs: Giga Drain does damage to threats like Keldeo and Rotom-w while also providing additional health regen. I run Stealth Rock on Celebi over Heatran as there is not room on my Heatran set (more on that below) and Celebi is often able to switch in and set rocks up early game even though I rarely lead with it. Recover I am currently suspect testing if you will, I selected it for longevity as keeping Celebi alive is often extremely helpful, but I am considering another attack like Psychic for M-Venusaur, Breloom, and


Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power Electric
- Flamethrower
- Flash Cannon
- Earth Power
ITEM: Behold the glory that is Choice Specs Heatran. With a whopping 130 SpA stat and valuable Fire Steel STABS, Specs Heatran can get off surprisingly large chunks of damage and net KOs that your opponent may not have been expecting given the frequency of less offensive builds.
EVs: 200 Spe lets you outspeed other Baton Pass Celebi, Spe nature Metagross, Breloom, Adamant Dragon Dance and Bulky
, tank
, Bisharp, and defensive Landorus-t-'mons that are ALL AT LEAST 2HKOed by Flamethrower or Flash Cannon. 252 is dumped into SpA to make this possible, and the remaining 56 can be invested in HP or SpD.
NATURE: Timid is used because even 252 Spe Modest cannot outsped Spe natured base 70s, cough cough Metagross, Breloom.
ATKs: Hidden Power Electric, here's why: opponents often predict rocks and switch into Keldeo,
or Rotom-w. In theses cases I often found myself going for Flamethrower as it can still do up to 47% to Keldeo and has a burn chance. Theses switches are so common that I decided to run HP Electric. With Choice Specs and HP Electric Heatran hits the following pokes: up to 50% on AV Azumarill, OHKOs bulk DD Gyarados, and up to 85% on Keldeo. It is also worth mentioning that HP Electric gives me a way to hit Talonflame and M-Charizard Y for more damage (baring roost]). I chose Flamethrower and Flash Cannon for powerful relibable STAB and to take care of the threats listed under "EVs". Finaly I picked Earth Power as a means to beat other Heatran.
EVs: 200 Spe lets you outspeed other Baton Pass Celebi, Spe nature Metagross, Breloom, Adamant Dragon Dance and Bulky


NATURE: Timid is used because even 252 Spe Modest cannot outsped Spe natured base 70s, cough cough Metagross, Breloom.
ATKs: Hidden Power Electric, here's why: opponents often predict rocks and switch into Keldeo,


Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
NOTE: Azumarill is my wincon but it is also the 'mon I am most open to changing. For coverage I do feel that a physical Water type wincon is ideal for this team. I outlined some potential pokes I would consider using instead under the "Teambuilding" section. I am, however, open to all your suggestions.
ITEM: As mentioned previously Sitrus Berry not only allows Azu to Belly Drum effectively to serve as a wincon, but it also allows me to use Azumarill defensively should the need arise.
EVs: This set is currently listed on Smogon under "Belly Drum". The Spe investment ensures that Azu will outspeed Base 70s who are univested, the rest of the EVs are used to max out Atk and then remainder are dumped into HP for bulk.
NATURE: Since Adamant can still outspeed base 70s who are uninvested the added damage dealing potential of Adamant is preferable.
ATKs: Aqua Jet is the only Water STAB we need at +6 and the priority makes sweeping easier. Play Rough is strong Fairy STAB as is useful even without a Belly Drum. Knock Off is used to allow Azu to continue a sweep through mons that would otherwise stop your sweep like Ferrorthorn and
.
ITEM: As mentioned previously Sitrus Berry not only allows Azu to Belly Drum effectively to serve as a wincon, but it also allows me to use Azumarill defensively should the need arise.
EVs: This set is currently listed on Smogon under "Belly Drum". The Spe investment ensures that Azu will outspeed Base 70s who are univested, the rest of the EVs are used to max out Atk and then remainder are dumped into HP for bulk.
NATURE: Since Adamant can still outspeed base 70s who are uninvested the added damage dealing potential of Adamant is preferable.
ATKs: Aqua Jet is the only Water STAB we need at +6 and the priority makes sweeping easier. Play Rough is strong Fairy STAB as is useful even without a Belly Drum. Knock Off is used to allow Azu to continue a sweep through mons that would otherwise stop your sweep like Ferrorthorn and

Feel free to suggest other 'mons you feel belong on this list, but after testing and looking at the mons in the tier, these are some of the pokes I think have an increased chance to threaten the team:
- Depending on investment it can outspeed my entire team after 1 DD. It also has the capacity to Burn two of my checks to it (Lando and Azu), and its typing means that Skarmory will not be able to wall it very well making Whirlwind-ing it out a challenge after it sets up.
-Life orb variants poop on Celebi (my special wall) and threaten Azu as well, meaning I'll often have to fodder or take serious damage on something. Scarfed variants outspeed my entire team and have the potential to run coverage for all six pokes. NOTE: Running Psychic coverage on Celebi does allow us to kill Gengar as we will take 94% max from Sludge Wave.
- Has the potential to carry a super effective move for every 'mon on the team making scouting/prediction extremely important.
- Problematic because it carries super effective STAB for both of our walls although Skarm can often weaken or deal with it at the cost of going down itself.
- mixed Thundurs is extremely dangerous as it can threaten every single 'mon on the team. Celebi can tank at least one hit and allow us to pivot into a sweeper. Given its typing and megastone reduction to Knock Off, M-Mane is often our best answer.
- Pending Fly on Lando or Psychic on Celebi we have ZERO super effective hits on M-Venu after it megas and its Poison coverage allows it to kill Celebi and stop an Azu sweep.






Manectric @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Whirlwind
- Defog
- Brave Bird
- Roost
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Baton Pass
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
- Hidden Power [Electric]
- Flamethrower
- Flash Cannon
- Earth Power
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- U-turn
- Earthquake
- Knock Off
- Superpower
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Whirlwind
- Defog
- Brave Bird
- Roost
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Baton Pass
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
- Hidden Power [Electric]
- Flamethrower
- Flash Cannon
- Earth Power
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- U-turn
- Earthquake
- Knock Off
- Superpower
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Replays:
Azumarill Sweeping
http://replay.pokemonshowdown.com/ou-230336558
http://replay.pokemonshowdown.com/ou-230586527
http://replay.pokemonshowdown.com/ou-230336558
HP Electric/ Offensive Heatran
http://replay.pokemonshowdown.com/ou-230836741
http://replay.pokemonshowdown.com/ou-230584054
Offensive Pressure Created by Spikes
http://replay.pokemonshowdown.com/ou-230678070
http://replay.pokemonshowdown.com/ou-230683072
http://replay.pokemonshowdown.com/ou-230336558
http://replay.pokemonshowdown.com/ou-230586527
http://replay.pokemonshowdown.com/ou-230336558
HP Electric/ Offensive Heatran
http://replay.pokemonshowdown.com/ou-230836741
http://replay.pokemonshowdown.com/ou-230584054
Offensive Pressure Created by Spikes
http://replay.pokemonshowdown.com/ou-230678070
http://replay.pokemonshowdown.com/ou-230683072
NOTE: Thank you again for taking time to RMT. As I mentioned in the "Introduction" I run a Pokecentric YouTube Channel called Rocket HQ. If you are interested in seeing an in-depth team building video featuring this team you can find it here:
In conclusion thank you all again and happy rating!
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