5th Gen OU RMT-
Domino aka The Champs
A team that started as a lead-oriented team ended up becoming basically a double-dragon team with Latias playing the defensive balance with Ferrothorn and Salamence bringing a terrifying presence along with rest of the offense. This is very much a definitive 5th gen oriented team right here.
Pinpoint (Azelf) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-turn
- Fire Blast
- Taunt
- Psychic
Ramen (Vaporeon) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 240 Def / 16 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Wish
- Toxic
- Protect
Band-Terakion seems to surprise people a lot, and sits in the pocket very well with the offensive balance of Shandy's scarf speed, and Mence's pure destructive power. He tidily comes in on the good switch and, after some ghost kills, starts spamming Close Combat hard. Maybe on the healthy basis of a predicted psychic switch gets the X-Scissor. But mostly its choosing between Stone Edge for Togekiss, Gyarados, the Genies, Ghosts, and the Flying-Dragons duo, or Close Combat for everyone else. Can't stress to you how easy it is for this thing to get the kill.
Unfortunately, once Azumarill got selected it became hard to justify having Band-Terakion. And the double-stat boosting set wasn't really fitting with the balance of the team. I decided to look elsewhere for a strong fighting type to take over the throne.
Big thanks to LK for the help, I feel like this team is getting closer to its potential. Please let me know what you think. I appreciate any assistance you guys can give me.
Domino aka The Champs

Hello Smogon!
This is my first time posting on the forum, long time student of the U, and veteran battler. I've been very excited to see the offensively charged metagame 5th gen seems to be. I wanted to create a team that kept the pressure goin from the top of the fight down to the final choice. Weather isn't really my cup of tea, however I know that its a big thing in the OU metagame, especially sandstorm. I wanted a team that can perform overall in any condition, continue to place focus on certain opposing counters of my main trio of sweepers. Defense would be based around an elemental-balance, starting with the lead's weakness moving through the main sweepers' weaknesses.
This is my first time posting on the forum, long time student of the U, and veteran battler. I've been very excited to see the offensively charged metagame 5th gen seems to be. I wanted to create a team that kept the pressure goin from the top of the fight down to the final choice. Weather isn't really my cup of tea, however I know that its a big thing in the OU metagame, especially sandstorm. I wanted a team that can perform overall in any condition, continue to place focus on certain opposing counters of my main trio of sweepers. Defense would be based around an elemental-balance, starting with the lead's weakness moving through the main sweepers' weaknesses.
A team that started as a lead-oriented team ended up becoming basically a double-dragon team with Latias playing the defensive balance with Ferrothorn and Salamence bringing a terrifying presence along with rest of the offense. This is very much a definitive 5th gen oriented team right here.
An offensive trio-one banded poke, one scarfed ghost, and a mixed-dragon. Finally, add the ever-so popular STAB Fighting move to push the opponent. This recipe allows for the fireworks to continue through all phases of battle. Quick 6-0 sweeps with instant power. Staying power with elemental-balance, anti-water defense, and chip shots from strong powered pokes keeps the mid-game open with opportunities. Finally, any of these pokes can hold their own mono-y-mono after the wreckage to seal the deal late-game.
Konijn (Azumarill) @ Choice Band
Trait: Huge Power
EVs: 224 HP / 252 Atk / 16 Def / 16 SDef
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Toxic
- Aqua Jet
- Superpower
Things change, and this had to have been the biggest one. Azumarill is and immediate stop to several of the game's strongest pokes: Chandalure, Heatran, Volcarona, Excadrill, Landorus. There's plenty more, but its just the pure simplicity of this thing's use on this team that puts it right in the pocket with every other member and their weakness. It's not just attacks, but the actual presence of this member.
I see newer movesets with Return or Ice Punch, but Toxic really works well with Latias as it easily switches in after a bulky pokes with no immediately threating move and just stall it out, everything else is standard-it even brings a fighting move to the table. Love this thing.
Synapsis (Latias) @ Lum Berry
Trait: Levitate
EVs: 160 HP / 96 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Roar
This was probably the toughest change to adapt to. But after adjusting and a few alterations (namely the EVs for better defensive bulk, similar to Vaporeon's) I grew to slowly fall in love with its dominance. These 4 moves together are anti-setup and completely rape Reuniclus. Mono-attacking isn't really an issue because I have several other handy pokes that all take care of that
Several people have quit just at the sight of a +6/+6 Latias when they have nothing left to resist it. It's hard, but I attempt to save this one completely for the mid-game. Its speed allows it to easily set-up and recover. The berry really helps out as everyone on Earth tries to put any and every type of stop to the madness. A unique addition and worthy replacement to Vaporeon.

Konijn (Azumarill) @ Choice Band
Trait: Huge Power
EVs: 224 HP / 252 Atk / 16 Def / 16 SDef
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Toxic
- Aqua Jet
- Superpower
Things change, and this had to have been the biggest one. Azumarill is and immediate stop to several of the game's strongest pokes: Chandalure, Heatran, Volcarona, Excadrill, Landorus. There's plenty more, but its just the pure simplicity of this thing's use on this team that puts it right in the pocket with every other member and their weakness. It's not just attacks, but the actual presence of this member.
I see newer movesets with Return or Ice Punch, but Toxic really works well with Latias as it easily switches in after a bulky pokes with no immediately threating move and just stall it out, everything else is standard-it even brings a fighting move to the table. Love this thing.

Synapsis (Latias) @ Lum Berry
Trait: Levitate
EVs: 160 HP / 96 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Roar
This was probably the toughest change to adapt to. But after adjusting and a few alterations (namely the EVs for better defensive bulk, similar to Vaporeon's) I grew to slowly fall in love with its dominance. These 4 moves together are anti-setup and completely rape Reuniclus. Mono-attacking isn't really an issue because I have several other handy pokes that all take care of that
Several people have quit just at the sight of a +6/+6 Latias when they have nothing left to resist it. It's hard, but I attempt to save this one completely for the mid-game. Its speed allows it to easily set-up and recover. The berry really helps out as everyone on Earth tries to put any and every type of stop to the madness. A unique addition and worthy replacement to Vaporeon.

Oleander (Ferrothorn/Nattorei) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef (0 Speed IVs)
Sassy Nature (+SDef, -Spd)
- Thunder Wave
- Stealth Rock
- Power Whip
- Gyro Ball
Trait: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef (0 Speed IVs)
Sassy Nature (+SDef, -Spd)
- Thunder Wave
- Stealth Rock
- Power Whip
- Gyro Ball
Just like that State Farm commercial, this thing just comes out of nowhere and stops things cold. Gyarados, Kingdra, or any bulky-waters are shut down hard when this thorn appears. However this plant draws in fire like a matches at a gas station. For this reason I keep him in for quick movements like paralysis and stealth rock.
Spikes make it feel funky, and puts the momentum back in my opponents hands. Plus I never feel this thing just plopping down for several turns. Multiple spike moves are turns I could be using, in my opinion, to give some good paralysis support and chip damage that can potentially lead to KO's for my teammates switch-ins. But when this thing sits in, its only to damage the immense water threats with STAB Power Whip or take Outrage damage and hit back with Gyro Ball. Ferro bounces off of Latias and Chandelure very well. Other dragons and ice moves have ways of finding Latias. Nattorei grabs a few hits until the heat comes in, but Chandelure is ready for Fire-Fighting switch-ins.
These elements all are supporting 3 very powerful pokemon that are about to follow...
Spikes make it feel funky, and puts the momentum back in my opponents hands. Plus I never feel this thing just plopping down for several turns. Multiple spike moves are turns I could be using, in my opinion, to give some good paralysis support and chip damage that can potentially lead to KO's for my teammates switch-ins. But when this thing sits in, its only to damage the immense water threats with STAB Power Whip or take Outrage damage and hit back with Gyro Ball. Ferro bounces off of Latias and Chandelure very well. Other dragons and ice moves have ways of finding Latias. Nattorei grabs a few hits until the heat comes in, but Chandelure is ready for Fire-Fighting switch-ins.
These elements all are supporting 3 very powerful pokemon that are about to follow...

Torch (Chandelure/Shandera) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
I'd like to apologize to Heatran because I had no idea I'd stop using it until I met this thing. Hands down my favorite pokemon of the 5th gen, and I'll take mine without Shadow Tag, please. Shadow Tag is cheap anyways. Plus not only does it add a crucial immunity and free switch ins on fire-type moves, nothing enjoys taking a powered-up Overheat to the dome. I've seen it OHKO fire-types! This thing handles business in either Specs or Scarf mode. But for this team it balances off of Salamence's moderate (but good) speed and dispatches those Ferrothorn haters like Heatran. This also is my anti-grass to keep my Terakion and Vaporeon active. Careful prediction from counters allow this thing to at least get two good hits in.
After a little research, I realized the speed drop of Timid wasn't significant enough to lose out on that beautiful 426 SpA that this thing is really known for. The confidence knowing that not a lot can take two predicted hits from Torch is a benefit in itself. Just gotta avoid those Timid Scarf-Trans. Meanwhile, Latios(as), Band-Scizor, Fighting-types beware beware of Torch and its KO power after some rocks damage.
After a little research, I realized the speed drop of Timid wasn't significant enough to lose out on that beautiful 426 SpA that this thing is really known for. The confidence knowing that not a lot can take two predicted hits from Torch is a benefit in itself. Just gotta avoid those Timid Scarf-Trans. Meanwhile, Latios(as), Band-Scizor, Fighting-types beware beware of Torch and its KO power after some rocks damage.

Endzone (Salamence) @ Life Orb
Trait: Intimidate
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Dragon Dance
- Fire Blast
- Outrage
Trait: Intimidate
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Dragon Dance
- Fire Blast
- Outrage
By the time this thing shows its face, the path has been clear and only the pylon is in sight. This isn't a dragon-fighter, this thing is a freight train. There are plenty stop gaps from other faster dragons to ruin its parade. However, with a Naive nature, none of the non-scarfed newer dragons can catch it. So Salamence is playing a different ball game here. Intimidate allows it to arrive on the scene with some presence against other physical enemies that, by now, should be chipped down a bit.
Sometimes I like to start the battle leading with it to find its counters or to get the first strike in. Gliscor loves to just jump in thinking he can stop it only to take a 319 SpA Draco Meteor to the face. Quite frankly very few things can, and what does, can't take Fire Blast (Skarmory, Ferrothorn, Bronzong), or Outrage (Blissey). Is it clutch-time? Predicting a switch? Dance up and see what happens.
Bully (Conkeldurr/Roobushin) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge
The final piece to the puzzle. After the changes I had a real dilemma: How to deal with Terakion. Boy, was he strong, quick and efficient. But I can't have two banded pokes on the same team after Azumarill joined. The double-boosting set just didn't put the same type of pressure on the opposition, plus it wasn't enough to matter with my style of play. When I had the band, Terakion was plug-and-play. Not much careful decision making, just smashing. I still wanted a fighting poke that still put that immediate "bull in a china shop" feel but that can hang tight for a few more moments to pause several opposing pokes from just jumping in.
Enter Roobushin. From past experience I already knew this thing was a beast. The presence of having two-STAB priority moves on this team keeps the opponents totally on its toes as their offense almost has little to no chance of "outspeeding" my team. Revenge kills are a breeze, and Bulking Up this poke is just as easy. Unlike Latias who needs a few Calm Minds to get the steam going, it only takes one bulk up for Conkeldurr to be taking some of the opposition down. Ghost-types aren't the big issue on this team; Flying-types are, and Stone Edge helps with that issue. And have mercy upon the soul who thinks its cool to just stun, burn, or poison the Bully. Sweeping just became that much easier while his bulk solidifies the team more than Terakion ever could.
Former Members:
Sometimes I like to start the battle leading with it to find its counters or to get the first strike in. Gliscor loves to just jump in thinking he can stop it only to take a 319 SpA Draco Meteor to the face. Quite frankly very few things can, and what does, can't take Fire Blast (Skarmory, Ferrothorn, Bronzong), or Outrage (Blissey). Is it clutch-time? Predicting a switch? Dance up and see what happens.

Bully (Conkeldurr/Roobushin) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge
The final piece to the puzzle. After the changes I had a real dilemma: How to deal with Terakion. Boy, was he strong, quick and efficient. But I can't have two banded pokes on the same team after Azumarill joined. The double-boosting set just didn't put the same type of pressure on the opposition, plus it wasn't enough to matter with my style of play. When I had the band, Terakion was plug-and-play. Not much careful decision making, just smashing. I still wanted a fighting poke that still put that immediate "bull in a china shop" feel but that can hang tight for a few more moments to pause several opposing pokes from just jumping in.
Enter Roobushin. From past experience I already knew this thing was a beast. The presence of having two-STAB priority moves on this team keeps the opponents totally on its toes as their offense almost has little to no chance of "outspeeding" my team. Revenge kills are a breeze, and Bulking Up this poke is just as easy. Unlike Latias who needs a few Calm Minds to get the steam going, it only takes one bulk up for Conkeldurr to be taking some of the opposition down. Ghost-types aren't the big issue on this team; Flying-types are, and Stone Edge helps with that issue. And have mercy upon the soul who thinks its cool to just stun, burn, or poison the Bully. Sweeping just became that much easier while his bulk solidifies the team more than Terakion ever could.
Former Members:

Pinpoint (Azelf) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-turn
- Fire Blast
- Taunt
- Psychic
He's always been my boy, but for different reasons than a lot of other Zelf users. I'm proud of this special blend. U-Turn with some power behind it slaps T-tars leads without Pursuit (hence the Hasty nature). Put a Life Orb on Azelf and he does his job very well. Starts the party off right sometimes with Taunt. Steel leads go down with Fire Blast. Sometimes he becomes a mid-game stall saver too. See, I use Azelf as a continuous pivot throughout the battle, not as a suicide lead. Leave the rocks to Ferrothorn.
Never really a bane to the team, its just that this team needed something with a defensive presence while still striking hard and countering Reuniclus, so I switched him out with Latias. Miss that strong U-Turn though...

Ramen (Vaporeon) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 240 Def / 16 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Wish
- Toxic
- Protect
The most defensively sound poke on the team. Helps keep the party morale up mid-game when most of the team have taken hits over time. Focusing on mostly switch style, prediction gameplay, I treat Vapo as one of the safest Pokemon of all time to bring in during some crucial situations. Reliable distributor of Toxic to wear the enemy down and switches very well into such enemies as Tyranitar, Blaziken, Landorus, Heatran especially. Sometimes the saving grace from a Excadrill balloon dance sweep. Great physical bulk and defensive synergy with Ferrothorn and Chandelure completely nullifying water moves and keeping the switches going. Lets not forget the Wish-passing and Scald support, both aiding in the overall longevity of this team.
Sandstorm, however, has always reared its ugly head on this team, and overall Azumarill is a better counter to such threats as Landorus, Volcarona, and others. Wish-passing added a nice bonus to this team, but Azumarill was a big plus
Sandstorm, however, has always reared its ugly head on this team, and overall Azumarill is a better counter to such threats as Landorus, Volcarona, and others. Wish-passing added a nice bonus to this team, but Azumarill was a big plus

Arrowhead (Terakion) @ Choice Band
Trait: Justice Heart
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- X-Scissor
- Quick Attack
- Close Combat
- Stone Edge
Trait: Justice Heart
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- X-Scissor
- Quick Attack
- Close Combat
- Stone Edge
Band-Terakion seems to surprise people a lot, and sits in the pocket very well with the offensive balance of Shandy's scarf speed, and Mence's pure destructive power. He tidily comes in on the good switch and, after some ghost kills, starts spamming Close Combat hard. Maybe on the healthy basis of a predicted psychic switch gets the X-Scissor. But mostly its choosing between Stone Edge for Togekiss, Gyarados, the Genies, Ghosts, and the Flying-Dragons duo, or Close Combat for everyone else. Can't stress to you how easy it is for this thing to get the kill.
Unfortunately, once Azumarill got selected it became hard to justify having Band-Terakion. And the double-stat boosting set wasn't really fitting with the balance of the team. I decided to look elsewhere for a strong fighting type to take over the throne.
Big thanks to LK for the help, I feel like this team is getting closer to its potential. Please let me know what you think. I appreciate any assistance you guys can give me.