Hey, it's been a while since I made an RMT but I think I'm bumping up against my personal limits and would really like some input to take it to the next level. The highest I made it was around 1600 on the PS ladder, although I hadn't peaked and took some time off and my score decayed.
There's an additional restriction on this team in that I'd like the pokes to be moderately easy to find as I play on cart. This means that breedable HAs and egg moves are great, last gen tutor moves and legendaries are not.
At a Glance
AV Excadrill
Mega Char Y
Phys Defensive Rotom-W
ScarfChomp
BandNite
Phys Orb Infernape
Win Condition
So this team has changed a lot over time but now the goal is mostly to first break down defensive cores and then apply enough pressure that I can clean up with either banded extreme speed or scarfed outrages/earthquakes.
The Team
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost
Charizard is an impressive wallbreaker. I went with hasty over timid because I wanted a little extra ass in my earthquake. Fire Blast in the sun creates enormous pressure and very little wants to switch in. This wallbreaker is nice in that it can single handedly handle the popular VenuTran defensive core and break it down, barring the rare scarfed ancient power heatran.
It's also useful as a specially bulky pokemon that can switch into ice beams, will-o-wisps coming from offensively weak walls (and in a pinch a rotom, as it can survive a hydro pump in the sun) and other miscellaneous weak special attacks. Since I don't have any dedicated walls, this is very useful for me.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake
Dragonite is definitely glue for this team. He's able to 2HKO gliscor with outrage and can threaten a switch and then punish it with dragon claw. His multiscale can also work as a pseudo focus sash and can take out pokemon that have gotten a boost with either outrage or earthquake if I get into trouble. He also fills in the role of emergency revenge killer, even after his multiscale is broken with his powerful extreme speed. I've also switched out fire punch for dragon claw as I rarely want to use fire punch with two strong fire pokes on the team. I'm currently considering swapping for thunder punch, however.
VS stall, he's usually played as a powerful wallbreaker, otherwise he usually winds up as being one part of my two dragon cleaning crew late game.
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
People really, really don't expect excadrill to have an assault vest. I swapped around the evs because I wanted as much in attack as possible and he still takes all the important 2HKOs and 3HKOs that he needs to to be effective.
Excadrill is the very best rapid spinner in OU and with the dearth of defoggers readily available on cartridge (scizor gets it as an egg move when traded up and mandibuzz also receives it as an egg move) the choice was pretty easy. He's also the only dragon resist on a team with two dragons.
Assault Vest makes him a very reliable spinner, able to spin on almost any special attacker lacking super effective stab attacks. I've taken specs flamethrowers in the sun from noivern, surfs in the rain from latios, and overheats in the sun from mega manectric and he's always been able to pull through. It's also very satisfying to rock slide a galvantula as it lays down sticky webs and rapid spin it to death on the next turn absorbing literally anything they have for me.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Infernape is part two of my dedicated wallbreakers. This pokemon is very good at breaking down the Skarmory/Chansey core, which Char Y really struggles against. Close Combat is the most spammable move on the set, having great coverage and great power without any nasty recoil. In the sun, it can put a huge dent in opposing landorus without scarfs and it forms a volt-turn core with rotom-w which is useful for early game pressure when infernape checks are still rolling around. It's also my best answer for a medicham running amok as it resists bullet punch and can do upwards of 95% to him in return with flare blitz (or a guaranteed ko in the sun).
He also is a great check for mega gyarados, bisharp, tyranitar, and can deal up to 65% vs Bulky WoW Char X which makes it significantly easier to revenge. He can also work as a revenge killer in a pinch with an iron fist mach punch, however it's not a role he wants to or should fill.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Rotom-W is a bulwark against common ou pokemon such as garchomp, sand rush excadrill, talonflame, and a host of other pokemon. Almost nothing likes being burned (excluding conks) which makes for great chip damage and hydro pump + volt switch give it something to do besides being beaten up. I use the chesto-resto set because I've had a hard time getting a hold of a pain split 5iv rotom and it's worth the trade off for me.
Rotom-W also has great synergy with both infernape and excadrill. AV Excadrill + Phys Defensive rotom is probably the closes thing to a defensive core I have with them covering each other reasonably well, especially considering av drill takes very little from most common special grass attackers. As I mentioned before he also fits very well with infernape, dealing good chip damage with volt switch for infernape to come in and smash up and vica versa.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage
I pretty much have a garchomp in every team I make now. Scarf chomp hits an excellent speed tier which makes it great for outspeeding many +1 threats, enough bulk to tank a single hit from the likes of non-boosted pinsir or talonflame, and enough power to do >60% to virtually any non-phys wall with just its stabs.
Garchomp is a failsafe that I use to prevent a sweep from the likes of DD Char X, DD Dragonite, Volcarona, and regular gyarados. If the foe has any prior damage than he can be used as a revenge killer for a much wider range of pokemon.
He, along with dragonite, tend to be the last two pokemon left. It's very often that garchomp and dragonite clear out a weakened party of 2-6 pokemon by themselves between outrage and espeed.
Threats
Defensive cores that include bulky char x. My team in general has a load of trouble with bulky char x as he really likes to burn everything physical on my team and my special attackers can't deal enough damage to harm him. If infernape is gone and I'm unable to significantly weaken char x, I'm probably going to lose. My fear of char x also results in me over predicting vs. bulky dd and regular dd and has cost me matches where char x has gotten a dd for free and is free to boost a second time, putting him out of reach of my revengers (although if I have both infernape and dragonite alive I can sometimes kill it with priority).
Subseeders. Once the subseeding flow begins, it is very difficult for me to break through. Sometimes I can break the chain by breaking the sub with a u-turn from infernape forcing the opponent to both need to reseed as well as resub, but that isn't always feasible.
Toxistall Gliscor. Like above, once he gets going I have a really tough time breaking the sub and dealing significant damage. I can play a risky resting game with rotom-w as gliscor cannot significantly damage him, however it invites other pokes to come in and set up on me. if I catch gliscor out without a sub, d-nite can get the 2hko with outrage, as well as char y being able to get the ko in the sun with fire blast so long as he has a little prior damage.
Bulky defensive ghosts. While they are no longer common, things such as gourgeist and sableye can cause trouble for me. Individually, they aren't so bad, but they tend to be a part of a core that is tough for me to break through, especially since they tend to be coupled with stealth rocks which I need to be able to spin away to have access to Char Y and Dragonite to switch in and bust walls.
Notable Replays
I miss two Will-O-Wisps and two Fire Blasts but still am able to come out in the end with garchomp
http://replay.pokemonshowdown.com/ou-168507628
Tight hazard control nearly costs me the win
http://replay.pokemonshowdown.com/ou-167983294
(As snarkbark)
Things aren't going well for me, but I am able to clean up at the end with infernape and garchomp
http://replay.pokemonshowdown.com/ou-159242982
5v3 in the opponents favor, but I'm able to turn it around at the end with garchomp
http://replay.pokemonshowdown.com/ou-159229611
I thought I had more losses saved, but I guess I was too egotistical for that, heh.
Thanks!
There's an additional restriction on this team in that I'd like the pokes to be moderately easy to find as I play on cart. This means that breedable HAs and egg moves are great, last gen tutor moves and legendaries are not.
At a Glance






AV Excadrill
Mega Char Y
Phys Defensive Rotom-W
ScarfChomp
BandNite
Phys Orb Infernape
Win Condition
So this team has changed a lot over time but now the goal is mostly to first break down defensive cores and then apply enough pressure that I can clean up with either banded extreme speed or scarfed outrages/earthquakes.
The Team

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost
Charizard is an impressive wallbreaker. I went with hasty over timid because I wanted a little extra ass in my earthquake. Fire Blast in the sun creates enormous pressure and very little wants to switch in. This wallbreaker is nice in that it can single handedly handle the popular VenuTran defensive core and break it down, barring the rare scarfed ancient power heatran.
It's also useful as a specially bulky pokemon that can switch into ice beams, will-o-wisps coming from offensively weak walls (and in a pinch a rotom, as it can survive a hydro pump in the sun) and other miscellaneous weak special attacks. Since I don't have any dedicated walls, this is very useful for me.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake
Dragonite is definitely glue for this team. He's able to 2HKO gliscor with outrage and can threaten a switch and then punish it with dragon claw. His multiscale can also work as a pseudo focus sash and can take out pokemon that have gotten a boost with either outrage or earthquake if I get into trouble. He also fills in the role of emergency revenge killer, even after his multiscale is broken with his powerful extreme speed. I've also switched out fire punch for dragon claw as I rarely want to use fire punch with two strong fire pokes on the team. I'm currently considering swapping for thunder punch, however.
VS stall, he's usually played as a powerful wallbreaker, otherwise he usually winds up as being one part of my two dragon cleaning crew late game.

Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
People really, really don't expect excadrill to have an assault vest. I swapped around the evs because I wanted as much in attack as possible and he still takes all the important 2HKOs and 3HKOs that he needs to to be effective.
Excadrill is the very best rapid spinner in OU and with the dearth of defoggers readily available on cartridge (scizor gets it as an egg move when traded up and mandibuzz also receives it as an egg move) the choice was pretty easy. He's also the only dragon resist on a team with two dragons.
Assault Vest makes him a very reliable spinner, able to spin on almost any special attacker lacking super effective stab attacks. I've taken specs flamethrowers in the sun from noivern, surfs in the rain from latios, and overheats in the sun from mega manectric and he's always been able to pull through. It's also very satisfying to rock slide a galvantula as it lays down sticky webs and rapid spin it to death on the next turn absorbing literally anything they have for me.

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Infernape is part two of my dedicated wallbreakers. This pokemon is very good at breaking down the Skarmory/Chansey core, which Char Y really struggles against. Close Combat is the most spammable move on the set, having great coverage and great power without any nasty recoil. In the sun, it can put a huge dent in opposing landorus without scarfs and it forms a volt-turn core with rotom-w which is useful for early game pressure when infernape checks are still rolling around. It's also my best answer for a medicham running amok as it resists bullet punch and can do upwards of 95% to him in return with flare blitz (or a guaranteed ko in the sun).
He also is a great check for mega gyarados, bisharp, tyranitar, and can deal up to 65% vs Bulky WoW Char X which makes it significantly easier to revenge. He can also work as a revenge killer in a pinch with an iron fist mach punch, however it's not a role he wants to or should fill.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Rotom-W is a bulwark against common ou pokemon such as garchomp, sand rush excadrill, talonflame, and a host of other pokemon. Almost nothing likes being burned (excluding conks) which makes for great chip damage and hydro pump + volt switch give it something to do besides being beaten up. I use the chesto-resto set because I've had a hard time getting a hold of a pain split 5iv rotom and it's worth the trade off for me.
Rotom-W also has great synergy with both infernape and excadrill. AV Excadrill + Phys Defensive rotom is probably the closes thing to a defensive core I have with them covering each other reasonably well, especially considering av drill takes very little from most common special grass attackers. As I mentioned before he also fits very well with infernape, dealing good chip damage with volt switch for infernape to come in and smash up and vica versa.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage
I pretty much have a garchomp in every team I make now. Scarf chomp hits an excellent speed tier which makes it great for outspeeding many +1 threats, enough bulk to tank a single hit from the likes of non-boosted pinsir or talonflame, and enough power to do >60% to virtually any non-phys wall with just its stabs.
Garchomp is a failsafe that I use to prevent a sweep from the likes of DD Char X, DD Dragonite, Volcarona, and regular gyarados. If the foe has any prior damage than he can be used as a revenge killer for a much wider range of pokemon.
He, along with dragonite, tend to be the last two pokemon left. It's very often that garchomp and dragonite clear out a weakened party of 2-6 pokemon by themselves between outrage and espeed.
Threats
Defensive cores that include bulky char x. My team in general has a load of trouble with bulky char x as he really likes to burn everything physical on my team and my special attackers can't deal enough damage to harm him. If infernape is gone and I'm unable to significantly weaken char x, I'm probably going to lose. My fear of char x also results in me over predicting vs. bulky dd and regular dd and has cost me matches where char x has gotten a dd for free and is free to boost a second time, putting him out of reach of my revengers (although if I have both infernape and dragonite alive I can sometimes kill it with priority).
Subseeders. Once the subseeding flow begins, it is very difficult for me to break through. Sometimes I can break the chain by breaking the sub with a u-turn from infernape forcing the opponent to both need to reseed as well as resub, but that isn't always feasible.
Toxistall Gliscor. Like above, once he gets going I have a really tough time breaking the sub and dealing significant damage. I can play a risky resting game with rotom-w as gliscor cannot significantly damage him, however it invites other pokes to come in and set up on me. if I catch gliscor out without a sub, d-nite can get the 2hko with outrage, as well as char y being able to get the ko in the sun with fire blast so long as he has a little prior damage.
Bulky defensive ghosts. While they are no longer common, things such as gourgeist and sableye can cause trouble for me. Individually, they aren't so bad, but they tend to be a part of a core that is tough for me to break through, especially since they tend to be coupled with stealth rocks which I need to be able to spin away to have access to Char Y and Dragonite to switch in and bust walls.
Notable Replays
I miss two Will-O-Wisps and two Fire Blasts but still am able to come out in the end with garchomp
http://replay.pokemonshowdown.com/ou-168507628
Tight hazard control nearly costs me the win
http://replay.pokemonshowdown.com/ou-167983294
(As snarkbark)
Things aren't going well for me, but I am able to clean up at the end with infernape and garchomp
http://replay.pokemonshowdown.com/ou-159242982
5v3 in the opponents favor, but I'm able to turn it around at the end with garchomp
http://replay.pokemonshowdown.com/ou-159229611
I thought I had more losses saved, but I guess I was too egotistical for that, heh.
Thanks!
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage
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