Hey y'all, first RMT, thanks in advance for any help. I started playing competitively just after the Deoxys-S&D ban, and am at over 1600 ELO and rising. The name of this RMT comes from the fact that every single mon can do a ton of damage to Heatran, the most used mon of players 1825+, although that was more of a happy coincidence in my search for coverage than a plan. Without further ado,
The Team
In-Depth
drogon (Charizard) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake
Love me some Charizard X. I originally built this team with the intent of this guy being my sweeper, but without recovery and recoil from flare blitz he plays more like a wallbreaker who comes in midgame and wrecks things with flare blitz to allow something else like to mop up, while still having the ability to sweep if possible. DD is the setup move, allows it to wreck teams and outspeed a whole lot of things. Flare Blitz is the nuke, not much can switch in on it and expect to avoid the KO. Dragon Claw is secondary STAB and is the go-to move when I don't want Flare Blitz recoil. EQ allows it to lure in and beat Heatran, as well as hit certain threats like Azumarill for neutral damage. Now that Aegislash is gone, however, I am open to changing EQ for something like Roost for better longevity or Thunderpunch for surprising Azumarill, especially since a resisted Flare Blitz hits harder than EQ. EVs are standard Megazard-X EVs. This mon needs rocks to be gone, which meant that the next member of my team was pretty obvious...
excradrill (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Excadrill was the natural choice as he is undoubtedly the best spinner in the OU metagame. The hard part was deciding which drill set to run. I originally tried max Sp Def AV Drill, but even with that investment and item its typing is terrible for taking Special hits, and the low Speed investment kept it from getting off spins. I switched its item to Choice Scarf and made it max Speed Jolly and I could not be happier with it. Scarf gives it a great offensive presence and it can easily spin on forced switches. Plus, if worst comes to worst, I can get off a suicide spin. Oftentimes Excadrill becomes my win condition against teams that Zard has weakened. Standard coverage moves, pretty much the only good attacking moves Drill gets. Jolly max Speed to outspeed +1 Zard X. Also gets credit for being one of the few things on my team to have a good 1v1 matchup against Rotom-W, and being able to check, but not counter, Talonflame and Mega Pinsir.
trappedoutdalando (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 200 HP / 56 Atk / 252 Def
IVs: 30 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Ahhhhhh Landorus-T. I love this mon. My physical tank who sets up rocks and provides invaluable momentum. The glue for my team. His typing and ability let him counter/check sand offense and birdspam, as well as the faster choice scarfers that give my team problems like Scarfchomp and Scarf Lando-T. My usual lead to set up rocks. Edgequake coverage, as well as U-turn for momentum on the many switches it causes, as well as bringing in a frailer offensive threat. 30 Speed IVs allow it to get a slower U-turn on other uninvested Landorus-Ts. The EVs are to give it a huge defensive presence. I want it to have some attacking presence, although I'm not sure what investment I need to hit important benchmarks. Any help on that would be great.
Side Note- The name comes from the song Bando. Any other Migos fans out there?
my ninja (Greninja) @ Life Orb
Ability: Protean
IVs: 30 Atk, 30 Sp. Atk, 30 Spd
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
Greninja punches holes in other teams. Anything that's not a special wall is going to take a lot of damage, and he can rip some serious holes in other teams. Hydro Pump is his most powerful attack, although it really sucks when it misses. Ice Beam for opposing Ground/Flying/Dragons, although he has to come in through a slow U-turn in order to live. Extrasensory for opposing Mega Venusaurs and fighting types. If at max health, Greninja can actually live 1 max attack Conkeldurr Mach Punch and get off an Extrasensory, though it won't OHKO Assault Vest Variants. HP Fire lets it surprise Ferrothorn, Scizor, and gives it a 100% accurate move against Bisharp, though that one Speed IV means that other Greninjas will always outspeed. Timid max Speed and Sp. Atk. for obvious reasons.
rhaegal (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psyshock
- Draco Meteor
- Thunderbolt
- Earthquake
The above four mons were always on the team. This spot was originally held by a max Sp. Def Rotom-W to form a nice little defensive Volt-Turn core, however, my team was very weak to Mega Venusaur, and I wanted something with a greater offensive presence. I am very pleased with my all-out attacking Latios, as it does A LOT to prominent stallmons (OHKOs non-balloon Heatran with EQ, Unaware Max Def. Quagsire with Draco, Skarmory with T-Bolt, ~80% to Mega Venusaur). The best part about this Latios is that everyone expects it to have either Roost or Defog, which means that they don't expect all of its attacks. Thunderbolt also helps with my team's weakness to Azumarill.
fat bitch (Azumarill) (F) @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Aqua Jet
- Play Rough
- Waterfall
The spot on this team with the most turnover. This was originally your basic Calm Mind Magic Guard Clefable, which was good, and then a mixed Thundurus, which I felt like I always played wrong. Recently settled on Band Azumarill, and I could not be more pleased. This is my wallbreaker, and can even clean up late game with Aqua Jet. Really great Pokemon, solved my problem with lacking priority quite nicely. Knock Off because it is the most spammable move in the game, Aqua Jet for STAB Priority, Play Rough for Dragons and 2HKOing Chansey, and Waterfall for a stronger water STAB. Azumarill is also great for situations with opposing Scarfchomps in that it has to lock itself into either EQ, which Latios, Landorus-T, and unMega'd Charizard are immune to, or Outrage, which Azumarill is immune to. The EVs give it max Attack with good bulk and speed creep other Azumarills. The name and happiness are because Azumarill reminded me of this fat bitch who worked at the DMV who hated everyone.
So that's the team. Any suggestions as to how to improve it would be great. I'll attach some replays soon.
In-Depth
drogon (Charizard) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake
Love me some Charizard X. I originally built this team with the intent of this guy being my sweeper, but without recovery and recoil from flare blitz he plays more like a wallbreaker who comes in midgame and wrecks things with flare blitz to allow something else like to mop up, while still having the ability to sweep if possible. DD is the setup move, allows it to wreck teams and outspeed a whole lot of things. Flare Blitz is the nuke, not much can switch in on it and expect to avoid the KO. Dragon Claw is secondary STAB and is the go-to move when I don't want Flare Blitz recoil. EQ allows it to lure in and beat Heatran, as well as hit certain threats like Azumarill for neutral damage. Now that Aegislash is gone, however, I am open to changing EQ for something like Roost for better longevity or Thunderpunch for surprising Azumarill, especially since a resisted Flare Blitz hits harder than EQ. EVs are standard Megazard-X EVs. This mon needs rocks to be gone, which meant that the next member of my team was pretty obvious...
excradrill (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Excadrill was the natural choice as he is undoubtedly the best spinner in the OU metagame. The hard part was deciding which drill set to run. I originally tried max Sp Def AV Drill, but even with that investment and item its typing is terrible for taking Special hits, and the low Speed investment kept it from getting off spins. I switched its item to Choice Scarf and made it max Speed Jolly and I could not be happier with it. Scarf gives it a great offensive presence and it can easily spin on forced switches. Plus, if worst comes to worst, I can get off a suicide spin. Oftentimes Excadrill becomes my win condition against teams that Zard has weakened. Standard coverage moves, pretty much the only good attacking moves Drill gets. Jolly max Speed to outspeed +1 Zard X. Also gets credit for being one of the few things on my team to have a good 1v1 matchup against Rotom-W, and being able to check, but not counter, Talonflame and Mega Pinsir.
trappedoutdalando (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 200 HP / 56 Atk / 252 Def
IVs: 30 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Ahhhhhh Landorus-T. I love this mon. My physical tank who sets up rocks and provides invaluable momentum. The glue for my team. His typing and ability let him counter/check sand offense and birdspam, as well as the faster choice scarfers that give my team problems like Scarfchomp and Scarf Lando-T. My usual lead to set up rocks. Edgequake coverage, as well as U-turn for momentum on the many switches it causes, as well as bringing in a frailer offensive threat. 30 Speed IVs allow it to get a slower U-turn on other uninvested Landorus-Ts. The EVs are to give it a huge defensive presence. I want it to have some attacking presence, although I'm not sure what investment I need to hit important benchmarks. Any help on that would be great.
Side Note- The name comes from the song Bando. Any other Migos fans out there?
my ninja (Greninja) @ Life Orb
Ability: Protean
IVs: 30 Atk, 30 Sp. Atk, 30 Spd
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
Greninja punches holes in other teams. Anything that's not a special wall is going to take a lot of damage, and he can rip some serious holes in other teams. Hydro Pump is his most powerful attack, although it really sucks when it misses. Ice Beam for opposing Ground/Flying/Dragons, although he has to come in through a slow U-turn in order to live. Extrasensory for opposing Mega Venusaurs and fighting types. If at max health, Greninja can actually live 1 max attack Conkeldurr Mach Punch and get off an Extrasensory, though it won't OHKO Assault Vest Variants. HP Fire lets it surprise Ferrothorn, Scizor, and gives it a 100% accurate move against Bisharp, though that one Speed IV means that other Greninjas will always outspeed. Timid max Speed and Sp. Atk. for obvious reasons.
rhaegal (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psyshock
- Draco Meteor
- Thunderbolt
- Earthquake
The above four mons were always on the team. This spot was originally held by a max Sp. Def Rotom-W to form a nice little defensive Volt-Turn core, however, my team was very weak to Mega Venusaur, and I wanted something with a greater offensive presence. I am very pleased with my all-out attacking Latios, as it does A LOT to prominent stallmons (OHKOs non-balloon Heatran with EQ, Unaware Max Def. Quagsire with Draco, Skarmory with T-Bolt, ~80% to Mega Venusaur). The best part about this Latios is that everyone expects it to have either Roost or Defog, which means that they don't expect all of its attacks. Thunderbolt also helps with my team's weakness to Azumarill.
fat bitch (Azumarill) (F) @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Aqua Jet
- Play Rough
- Waterfall
The spot on this team with the most turnover. This was originally your basic Calm Mind Magic Guard Clefable, which was good, and then a mixed Thundurus, which I felt like I always played wrong. Recently settled on Band Azumarill, and I could not be more pleased. This is my wallbreaker, and can even clean up late game with Aqua Jet. Really great Pokemon, solved my problem with lacking priority quite nicely. Knock Off because it is the most spammable move in the game, Aqua Jet for STAB Priority, Play Rough for Dragons and 2HKOing Chansey, and Waterfall for a stronger water STAB. Azumarill is also great for situations with opposing Scarfchomps in that it has to lock itself into either EQ, which Latios, Landorus-T, and unMega'd Charizard are immune to, or Outrage, which Azumarill is immune to. The EVs give it max Attack with good bulk and speed creep other Azumarills. The name and happiness are because Azumarill reminded me of this fat bitch who worked at the DMV who hated everyone.
So that's the team. Any suggestions as to how to improve it would be great. I'll attach some replays soon.