Hello. Welcome to my first RMT. I wouldn't consider myself a great battler, but I do consider myself an above average battler. I decided to make a RMT so that the advice I get can push me over the hump from average battler to a great battler. So anyway, here is the team.
With these two pokemon shutting down physical attackers, I needed a good special wall to shut down special attackers. I considered Blissey, but that would ruin my offensive momentum of the team, so I decided to go with Heatran.
I wanted something that can take on Rotom-Wash's with ease along with having good synergy with Heatran, thus came the return of the Celetran core. I knew that this core wasn't as dominant as it was in previous generations do to the Steel nerf defensively, so I threw in Crawdaunt to somewhat handle Dark and Ghost attacks and creating a rather effective FWG core.
Vested Conkeldurr was added because I lacked switchins to things like Greninja which was fairly problematic.
Celebi ended up being replaced because it felt like a sitting duck, so Amoonguss was added who tends to mess up unprepared teams. So that's the current team right there. Let's move on to the movesets.
The TeamThe team is made up of two cores and a Conkeldurr. We will start with the Dual-Intimidate Core, then the FWG core, and lastly the Conk.
Manectric @ Manectite
Ability: Lightningrod
EVs: 96 HP / 252 SAtk / 160 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Mega Manectric is the Mega Pokemon of my team. Personally, I think Manectric is a highly underrated Mega as it has the ability to check major threats in OU such as Talonflame, Greninja, and Scizor for example. The 160 Speed EVs allow it outspeed Noivern and anything slower which is all it needs to outspeed in my opinion. Thunderbolt is a hard hitting stab move that wrecks a lot of Pokemon. Volt Switch is used for momentum and works fantastic with Intimidate. I chose Flamethrower instead of Overheat so that I'm not forced to switch after burning a Ferrothorn to death and possibly getting set up on. It does lack some vital OHKOs but I find Flamethrower to be better. Hidden Power Ice is to hit common counters to Electric/Fire coverage, such as Garchomp, for 4x Super Effective damage. Mega Manectric also works great with its Intimidate partner of Landorus-T.
Synergy:
Ground - Landorus-Therian
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-Turn
Landorus-T forms the second half of the VoltTurning Intimidate Core. The Choice Scarf set allows it to Check the Mega Charizards a lot better and other various threats. STAB Earthquake deals massive damage to anything that doesn't resist it or isn't immune to it. Stone Edge is for the Flying types that Earthquake is unable to hit. Knock Off is the best move in the game at the moment and serves good utility along with massive power. U-Turn allows Landorus to form the VoltSwitching core and just as with Manectric, it works great with Intimidate.
Synergy:
Ice - Heatran, Crawdaunt
Water - Amoonguss, Crawdaunt
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SAtk / 252 SDef
IVs: 0 Atk
Calm Nature
- Lava Plume
- Stealth Rocks
- Roar
- Protect
Heatran has been a good Pokemon in OU since it was released in Gen IV. What makes it so great is all of its 4x resistances and immunities while remaining a hard hitter and a bulky Pokemon. Heatran is the special wall of my team so I decided to give it more of a supportive moveset. Lave Plume is used over any other Fire STAB due to the 30% burn chance which is often useful. Stealth Rocks are often a must on teams as any damage can be useful for KOing Pokemons. Roar is to stop set-up sweepers that I can do nothing to stop, such as Talonflame, Clefable, and Volcarona. Protect is a great move for scouting what the opponent wants to do and is especially useful for seeing what choiced 'mons want to do.
Synergy:
Ground - Landorus-Therian
Water - Amoonguss, Crawdaunt
Fighting - Landorus-Therian, Amoonguss
Amoonguss @ Black Sludge
Abilty: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Giga Drain
- Foul Play
- Clear Smog
- Spore
Amoonguss is my physical wall of my team. Its main role is to mess up and annoy opposing teams and it fits this role well. Amoonguss is another underrated Pokemon in my opinion. Being a grass type, it can wall Rotom-Wash's and hit them hard with Giga Drain. Foul Play is used to hit Pokemon that thing they can set up a Swords Dance or a Dragon Dance right in Amoonguss's face and it's rather unexpected on Amoonguss. Clear Smog messes up set-up attackers who think that Amoonguss is just set-up bait. Spore is a staple on every Amoonguss set and it pretty much makes one opposing Pokemon useless for the reminder of the game. Overall, with a combination of Spore, Clear Smog, Foul Play, and Regenerator, Amoonguss can completely mess up unprepared teams.
Synergy:
Ice - Heatran, Crawdaunt
Fire - Heatan, Cawdaunt
Psychic - Heatran Crawdaunt
Flying - Manectric, Heatran
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet
Crawdaunt is my favorite Pokemon at the moment. It got some great tools to work this generation that ended up getting it banned from the UU tier such as access to Crabhammer, the dark buff, the Knock Off buff, and access to priority in the form of Aqua Jet. I chose to use a Life Orb instead of a banded set since sometimes I need a Knock Off + Aqua Jet to KO a Pokemon. The first move in the set is Crabhammer, and this move hits anything hard with Adaptability and a Life Orb; even Pokemon that resist this move still fear it. Knock Off is used because as I said previously, Knock Off is the best move in the game. Crunch is used for Pokemon that have already been Knocked Off, or Megas that resist Crawdaunt's Crabhammer. Aqua Jet is obviously used for a strong priority move as priority is needed in the Gen VI OU metagame. Crawdaunt easily annihilates any Pokemon that decides to switch in to it, but it is rather frail.
Synergy:
Grass - Heatran, Amoognuss
Bug - Landorus-Therian, Heatran, Conkeldurr
Electric - Manectric, Landorus-Therian, Amoonguss
Fighting - Landorus-Therian, Amoonguss
Fairy - Heatran, Amoonguss
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 29 Spd
- Drain Punch
- Knock Off
- Ice Punch
- Mach PunchConkeldurr is a rather scary Pokemon to face. It can live almost any hit, hit back hard, and drain health back up to full in an instant. Assault Vest patches up Conk's lower Special Defense stat while staying relatively bulky on the physical side. Drain Punch is what makes Vested Conkeldurr so good. Without access to Lefties, Conk's only way to recover health on its own is with Drain Punch, and he does this beautifully. Knock Off is there to hit Ghosts that are immune to Drain Punch and it can usually OHKO them. Ice Punch is for walls like Gliscor and Mandibuzz in which I would normally have a hard time handling. Mach Punch is some strong priority and is rather useful for Bisharp and DDing Mega Tyranitar. The 29 Speed IVs with a Brave Nature may seem weird but that is to always underspeed Aegislash sets so I can nail them with a Knock Off while they're in Blade Form.
Synergy:
Flying - Manectric, Heatran
Psychic - Heatran, Crawdaunt
Fairy - Heatran, Amoonguss
Importable:
MegaMan (Manectric) @ Manectite
Ability: Lightningrod
EVs: 96 HP / 252 SAtk / 160 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Yogurt (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Volcano (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Protect
Clawdia (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet
Shrooms (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Giga Drain
- Foul Play
- Clear Smog
- Spore
Rudolph (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 29 Spd
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch
The Process
I wanted to base my team around MegaManectric and Landorus-T as a VoltTurning Core that can shut down almost every physical attacker with Intimidate while still hitting hard themselves.





















The Team

Manectric @ Manectite
Ability: Lightningrod
EVs: 96 HP / 252 SAtk / 160 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Synergy:
Ground - Landorus-Therian

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-Turn
Synergy:
Ice - Heatran, Crawdaunt
Water - Amoonguss, Crawdaunt

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SAtk / 252 SDef
IVs: 0 Atk
Calm Nature
- Lava Plume
- Stealth Rocks
- Roar
- Protect
Synergy:
Ground - Landorus-Therian
Water - Amoonguss, Crawdaunt
Fighting - Landorus-Therian, Amoonguss

Amoonguss @ Black Sludge
Abilty: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Giga Drain
- Foul Play
- Clear Smog
- Spore
Synergy:
Ice - Heatran, Crawdaunt
Fire - Heatan, Cawdaunt
Psychic - Heatran Crawdaunt
Flying - Manectric, Heatran

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet
Synergy:
Grass - Heatran, Amoognuss
Bug - Landorus-Therian, Heatran, Conkeldurr
Electric - Manectric, Landorus-Therian, Amoonguss
Fighting - Landorus-Therian, Amoonguss
Fairy - Heatran, Amoonguss

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 29 Spd
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch
Synergy:
Flying - Manectric, Heatran
Psychic - Heatran, Crawdaunt
Fairy - Heatran, Amoonguss
Final Thoughts
This bulky offense team has great synergy which is always good. I have noticed a few possible issues about it though. One key issue is Mega Venusaur. This team lacks Flying and Psychic moves and fails to have anything that can 2HKO it. If I see a Mega Venusaur in the team preview, I always reach towards the forfeit button. Another thing I noticed is that it has 3 Knock Off users. I'm not sure if this is too much but I often do find myself Knocking Off Pokemon that have already been Knocked Off. I also lack a set up sweeper. This isn't a necessity but it could be useful if I need a way to get past some annoying stall team. Maybe Crawdaunt can run Dragon Dance instead of Crunch, but then I have to lose some bulk and put EVs into speed. The team also lacks a Rapid Spinner/Defogger so hazard stacking teams are often problematic but still manageable. Hopefully a threatlist may be added later if I'm in the mood and if laziness doesn't take over. Anyway, I'm hoping you guys can help me resolve these issues. Thanks for reading and stuff. Yeah, bye.
Importable:
MegaMan (Manectric) @ Manectite
Ability: Lightningrod
EVs: 96 HP / 252 SAtk / 160 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Yogurt (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Volcano (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Protect
Clawdia (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet
Shrooms (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Giga Drain
- Foul Play
- Clear Smog
- Spore
Rudolph (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 29 Spd
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch