Dragonite and Friends
Introduction
Hey Smogon, this is my first RMT and here is a team made around the big yellow dragon himself, Dragonite. I haven't seen as many Dragonites on the ladder ever since the beginning of sixth generation, but a lot of offensive teams don't have many switch ins to this monster.
Team Building
Of course I started off with banded Dragonite the star.
One thing Dragonite really struggles against is fairies and steel types, so Magnezone felt like the perfect fit. It traps Ferrothorn and Skarmory helping Dragonite late game.
Next up Dragonite takes a quarter from SR every time it switches in and needs to be at full health to activate Multiscale. Latios fits this role and it another thing to switch into EQs targeted at Magnezone.
As the team is right now it is very dragon weak and gets 6-0d by Scarf Kyurem-B. Clefable adds SR and a status absorber.
The fifth member was very easy for me to pick, I was very weak to powerful steel attackers like Metagross, Ferrothorn added spikes and a reliable steel check.
Lastly I was lacking some some speed, a Mega and another physical attacker, so Mega Lopunny rounded out the team.
A Closer Look:
Dragonite @ Choice Band
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Superpower/Earthquake

Introduction
Hey Smogon, this is my first RMT and here is a team made around the big yellow dragon himself, Dragonite. I haven't seen as many Dragonites on the ladder ever since the beginning of sixth generation, but a lot of offensive teams don't have many switch ins to this monster.
Team Building
Of course I started off with banded Dragonite the star.

One thing Dragonite really struggles against is fairies and steel types, so Magnezone felt like the perfect fit. It traps Ferrothorn and Skarmory helping Dragonite late game.


Next up Dragonite takes a quarter from SR every time it switches in and needs to be at full health to activate Multiscale. Latios fits this role and it another thing to switch into EQs targeted at Magnezone.



As the team is right now it is very dragon weak and gets 6-0d by Scarf Kyurem-B. Clefable adds SR and a status absorber.




The fifth member was very easy for me to pick, I was very weak to powerful steel attackers like Metagross, Ferrothorn added spikes and a reliable steel check.





Lastly I was lacking some some speed, a Mega and another physical attacker, so Mega Lopunny rounded out the team.






A Closer Look:

Dragonite @ Choice Band
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Superpower/Earthquake
Dragonite has seem so loss in viability sense the introduction of the fairy type at the start of generation six, and ever sense ORAS I've noticed a even bigger drop in usage on the ladder. Dragonite is still a very viable threat. It can tear holes through stall teams, it 2HKOs or OHKOs most offensive pokémon and is a great late game cleaner. Extreme Speed is a necessity on Dragonite, it patched up the less than good speed stat of 80 and lets it revenge kill many thing. Outrage or Dragon Claw is also required because of the sheer power and for a STAB option, I've stuck with Outrage for the insane power. The last two slots on Dragonite are often changed from team to team but I opted for Fire Punch it hit Mega Scizor and Ferrothorn over Thunder Punch because I am not threatened by Gyarados very much on this team. The last slot I have interchanged between Superpower and Earthquake. Superpower is the move I use more often because I like the slight boost in power it has 120-100 and it can hit things like Air Balloon Heatran unlike Earthquake. The EV spread is enough to out speed maximum speed adamant bisharp and kill it before it can hit me with a knock off removing the choice band, maximum attack is for more power and the rest is put in HP giving some more bulk.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone is an amazing partner for Dragonite. Magnezone beats the steel and fairy types that block Dragonite's Outrage, Dragonite can switch in on the ground attacks targeted at Magnezone and Magnezone switches in on the ice attacks sent back at Dragonite. Choice Scarf is the set of choice because Magnezone is very slow in base 60 and a Scarf puts lets it out speed everything up to Serperior factoring the HP Fire IVs. The other moves are standard Thunderbolt and Flash Cannon are for STAB and are basically the only coverage moves Magnezone gets besides Hidden power, which is set to fire for the steel types like Ferrothorn and Scizor that Magnezone trap and kill, finally Volt Switch is to get switch initiative.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Defog
- Roost/Earthquake
Latios has always been a very good and threatening pokémon in the OU metagame. In ORAS it is no different, Latios is mostly on the team for Defog support so Dragonite can avoid taking 25% damage every time it comes in and keep its Multiscale in tacked. Latios also works well with Magnezone because Latios share's the dragon type with Dragonite. The move set is fairy standard, Life Orb lets Latios hit hard as possible while being able to switch moves, and because of the recoil I have 29 HP IVs to take as little as possible. Draco Meteor is the strongest dragon attack and hits like a truck coming from Latios. Psyshock is used over Psychic to hit Chansey and AV users like Conkeldurr harder. Defog is for hazards and Roost is for recovery and to take on Keldeo a bit better or Earthquake is to hit Heatran who is a very big threat to this team.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Hidden Power [Ground]/ Fire Blast
- Soft-Boiled
Clefable has become very good since the introduction of the Fairy type, it now it one of the best pivots in the game. Clefable is one of the two things I have to beat the Dragons the sweep the first 3 members of my team. Magic Guard lets Clefable to be a status absorber and take in coming Will-O-Wisps from Rotom-W. The EV spread is the best spread for Clefable in the current meta, "Maximum HP investment gives Clefable as much as bulk as possible, and the given Special Defense investment in tandem with a Calm nature allows Clefable to avoid the 2HKO from Mild Life Orb Kyurem-B's Ice Beam, Thundurus's Thunderbolt, Mega Diancie's Moonblast, and Mega Manectric's Thunderbolt. 172 Defense EVs allow Clefable to avoid the 2HKO from Jolly Mega Lopunny's Return, Latios's Psyshock, and Jolly Mega Gyarados's Waterfall as well as the OHKO from Choice Band Scizor's Bullet Punch" (taken from the OU analysis because I'm lazy). Also Clefable is a very good stealth rocker since it beats the Defogers and most of the rapid spinners of the tier. Moonblast is a good STAB move and has that nice chance to lower Special attack. Soft-Boiled is great recovery, which Magic Guard has over Unaware. Hidden Power Ground is my move of choice for the last slot because this team lacks a good switch into Heatran and most Heatrans will stay in on Clefable and Roar or Stealth Rock when you just hit them with ~35% of damage, but I did use Fire Blast over that for most of my time using this team because with HP Ground Scizor just sets up all over it.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Ferrothorn is able to fit on this team very well with Clefable because it takes Poison and Steel type moves like nothing, and at this point Mega Metagross 6-0d the team while Ferrothorn will beat it unless it has Hammer Arm, in which I'm upset and have to play around it. The ability Iron Barbs is very good for a pokémon like Ferrothorn who is there to take hits because it discourages hitting it with physical attacks. The EVs spread is standard and I went with Relaxed to take on the likes of Metagross a bit better. Spikes lets Ferrothorn punish the likes of Hippodown who would other wise just sit on the field for free and phase my team around and weaken the opposition letting Dragonite clean up easier. Leech Seed provides Ferrothorn with more recovery in combination with Protect and Leftovers, Protect also lets Ferrothorn scout out attacks from choice users like Landorus-T or Keldeo. Gyro Ball is the attack of choice to limit Gardevoir and Mega Altria.
Lopunny @ Lopunnite
Ability: Limber - Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Heal Bell/Ice Punch/Baton Pass/Substitute
Lopunny is the Mega of choice to round out the team because I needed the speed it provided and I wanted a physical attacker with another strong fighting attack to hit Chansey and other normal types. The ability of choice is Limber so on the very rare occasion you can switch in on something like Thundurus-I's Thunder Wave. The EV spread it made to maximize Lopunny's offensive potential, Jolly nature is to out speed everything possible because like stated earlier at this point the team was very slow. High Jump Kick is insane power and with Scrappy it is much harder to switch into. Return is more reliable than HJK because it doesn't miss and take away half of my health. Fake Out is the last standard move and lets Lopunny get its Mega off without taking damage from a pokemon that would normally be out sped. The last slot on Mega Lopunny is always a toss up but I fooled around with the idea of bait in Skarmory then baton pass into Magnezone and pick it off but I never really got it to work. I also tried out Heal Bell so I could be more reckless with switching into status with Latios and Dragonite but I ended up playing it poorly and dropped it. Now I'm trying out Substitute and its not bad so far but I find Lopunny gets worn down very quickly, so I will probably end up just going with Ice punch for the likes of Gliscor, Landorus and Garchomp.
Threat list
Very big problem for the team because not much wants to switch into it and take a burn from Lava Plume even if Latios has EQ it can't kill it if it is burned. If it air balloon you have a much easier time because it has no recovery but if it leftovers our best bet is to try and get Magnezone in on it and weaken it for Lopunny
Walls most of the team and your best bet is to come in with ferro and set up a Leech Seed then set up spikes until he switches and were it down over time. The only thing that really breaks through this is Dragonite which would prefer not to have its scale broken.
Sets up on ferro and clef if you run HP ground can really damage the team especially if Magnezone is weakened, so if you see a scizor save Magnezone.
If you say this poke is not a threat to your team you are lying, this thing can have so many moves and is very hard to switch into, but it is not that hard to switch around if you play well enough.
A very hard poke to predict because of how many sets it can run but Ferro should take anyone hit unless it his full special and Ferro OHKOs if it gets up to many DDs.
Conclusion
As this is my first RMT and really OU team that I made from start to finish by myself (most of the time I take someone else's team and modify it) they may be some obvious flaws that I cannot see but feel free to try it out for yourself and give feedback as fit, thanks for reading!

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone is an amazing partner for Dragonite. Magnezone beats the steel and fairy types that block Dragonite's Outrage, Dragonite can switch in on the ground attacks targeted at Magnezone and Magnezone switches in on the ice attacks sent back at Dragonite. Choice Scarf is the set of choice because Magnezone is very slow in base 60 and a Scarf puts lets it out speed everything up to Serperior factoring the HP Fire IVs. The other moves are standard Thunderbolt and Flash Cannon are for STAB and are basically the only coverage moves Magnezone gets besides Hidden power, which is set to fire for the steel types like Ferrothorn and Scizor that Magnezone trap and kill, finally Volt Switch is to get switch initiative.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Defog
- Roost/Earthquake
Latios has always been a very good and threatening pokémon in the OU metagame. In ORAS it is no different, Latios is mostly on the team for Defog support so Dragonite can avoid taking 25% damage every time it comes in and keep its Multiscale in tacked. Latios also works well with Magnezone because Latios share's the dragon type with Dragonite. The move set is fairy standard, Life Orb lets Latios hit hard as possible while being able to switch moves, and because of the recoil I have 29 HP IVs to take as little as possible. Draco Meteor is the strongest dragon attack and hits like a truck coming from Latios. Psyshock is used over Psychic to hit Chansey and AV users like Conkeldurr harder. Defog is for hazards and Roost is for recovery and to take on Keldeo a bit better or Earthquake is to hit Heatran who is a very big threat to this team.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Hidden Power [Ground]/ Fire Blast
- Soft-Boiled
Clefable has become very good since the introduction of the Fairy type, it now it one of the best pivots in the game. Clefable is one of the two things I have to beat the Dragons the sweep the first 3 members of my team. Magic Guard lets Clefable to be a status absorber and take in coming Will-O-Wisps from Rotom-W. The EV spread is the best spread for Clefable in the current meta, "Maximum HP investment gives Clefable as much as bulk as possible, and the given Special Defense investment in tandem with a Calm nature allows Clefable to avoid the 2HKO from Mild Life Orb Kyurem-B's Ice Beam, Thundurus's Thunderbolt, Mega Diancie's Moonblast, and Mega Manectric's Thunderbolt. 172 Defense EVs allow Clefable to avoid the 2HKO from Jolly Mega Lopunny's Return, Latios's Psyshock, and Jolly Mega Gyarados's Waterfall as well as the OHKO from Choice Band Scizor's Bullet Punch" (taken from the OU analysis because I'm lazy). Also Clefable is a very good stealth rocker since it beats the Defogers and most of the rapid spinners of the tier. Moonblast is a good STAB move and has that nice chance to lower Special attack. Soft-Boiled is great recovery, which Magic Guard has over Unaware. Hidden Power Ground is my move of choice for the last slot because this team lacks a good switch into Heatran and most Heatrans will stay in on Clefable and Roar or Stealth Rock when you just hit them with ~35% of damage, but I did use Fire Blast over that for most of my time using this team because with HP Ground Scizor just sets up all over it.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Ferrothorn is able to fit on this team very well with Clefable because it takes Poison and Steel type moves like nothing, and at this point Mega Metagross 6-0d the team while Ferrothorn will beat it unless it has Hammer Arm, in which I'm upset and have to play around it. The ability Iron Barbs is very good for a pokémon like Ferrothorn who is there to take hits because it discourages hitting it with physical attacks. The EVs spread is standard and I went with Relaxed to take on the likes of Metagross a bit better. Spikes lets Ferrothorn punish the likes of Hippodown who would other wise just sit on the field for free and phase my team around and weaken the opposition letting Dragonite clean up easier. Leech Seed provides Ferrothorn with more recovery in combination with Protect and Leftovers, Protect also lets Ferrothorn scout out attacks from choice users like Landorus-T or Keldeo. Gyro Ball is the attack of choice to limit Gardevoir and Mega Altria.

Lopunny @ Lopunnite
Ability: Limber - Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Heal Bell/Ice Punch/Baton Pass/Substitute
Lopunny is the Mega of choice to round out the team because I needed the speed it provided and I wanted a physical attacker with another strong fighting attack to hit Chansey and other normal types. The ability of choice is Limber so on the very rare occasion you can switch in on something like Thundurus-I's Thunder Wave. The EV spread it made to maximize Lopunny's offensive potential, Jolly nature is to out speed everything possible because like stated earlier at this point the team was very slow. High Jump Kick is insane power and with Scrappy it is much harder to switch into. Return is more reliable than HJK because it doesn't miss and take away half of my health. Fake Out is the last standard move and lets Lopunny get its Mega off without taking damage from a pokemon that would normally be out sped. The last slot on Mega Lopunny is always a toss up but I fooled around with the idea of bait in Skarmory then baton pass into Magnezone and pick it off but I never really got it to work. I also tried out Heal Bell so I could be more reckless with switching into status with Latios and Dragonite but I ended up playing it poorly and dropped it. Now I'm trying out Substitute and its not bad so far but I find Lopunny gets worn down very quickly, so I will probably end up just going with Ice punch for the likes of Gliscor, Landorus and Garchomp.
Threat list

Very big problem for the team because not much wants to switch into it and take a burn from Lava Plume even if Latios has EQ it can't kill it if it is burned. If it air balloon you have a much easier time because it has no recovery but if it leftovers our best bet is to try and get Magnezone in on it and weaken it for Lopunny

Walls most of the team and your best bet is to come in with ferro and set up a Leech Seed then set up spikes until he switches and were it down over time. The only thing that really breaks through this is Dragonite which would prefer not to have its scale broken.

Sets up on ferro and clef if you run HP ground can really damage the team especially if Magnezone is weakened, so if you see a scizor save Magnezone.

If you say this poke is not a threat to your team you are lying, this thing can have so many moves and is very hard to switch into, but it is not that hard to switch around if you play well enough.

A very hard poke to predict because of how many sets it can run but Ferro should take anyone hit unless it his full special and Ferro OHKOs if it gets up to many DDs.
Conclusion
As this is my first RMT and really OU team that I made from start to finish by myself (most of the time I take someone else's team and modify it) they may be some obvious flaws that I cannot see but feel free to try it out for yourself and give feedback as fit, thanks for reading!
Dragonite @ Choice Band
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Superpower
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Hidden Power [Ground]
- Soft-Boiled
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Substitute
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Superpower
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Hidden Power [Ground]
- Soft-Boiled
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Substitute
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