Here's a touching story...The first team I made when I started competitive pokemon was a below average team around standard AV goodra. I didn't know anything about team synergy, the meta, and that a cleric and gliscor on the same team is a bad idea. So fast forward a while, and I thought I'd try my first idea again.
Hi. This is an RMT of my best team. Enjoy.
Apologies in advance for my awful thought process.
Teambuilding Process out of order due to deletion upon completion.






Hi. This is an RMT of my best team. Enjoy.
Apologies in advance for my awful thought process.
Teambuilding Process out of order due to deletion upon completion.

Gyarados (F) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
You know what this set is. A very scary mind game machine dedicated to O-2hkoing just about anything mid/late game. Our main sweeper plays a big role in checking threats Landorus can't handle, specifically Mamoswine and Ice Punch Conkeldurr, and breaking alot of annoying walls with mold breaker, Rotom-W with EQ, and Mega Venusaur with Ice Fang. Waterfall for obvious STAB of choice, Ice Fang for killing dragons.

Goodra (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Dragon Pulse
- Fire Blast
- Thunderbolt
- Earthquake
When people's first thoughts about goodra are "doesn't stand chance in OU", they forget it can do this:
252 SpA Life Orb Protean Greninja Ice Beam vs. 248 HP / 8 SpD Assault Vest Goodra: 151-182 (39.4 - 47.5%) -- guaranteed 3HKO. This is an ice beam that OHKO's standard multiscale Dragonite. Goodra does exactly as advertised, sponge special attacks, and deal steady damage to whatever would like to switch in. Standard moves, EQ to surprise Heatran, who already walls Clefable to no end. Sap Sipper plays mind games with Breloom and Venusaur, and Smeargle.
EDIT: Earthquake has been replaced with Muddy Water, for a less specialized move that still hits Heatran. Oh, and Modest because the attack stat doesn't matter. Thanks to Lunistrius for the suggestion.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
The main physical wall and a reliable check to all standard offensive birds, Lando-T is essential on the team. Stealth Rocks are invaluable and support the team's theme of forcing switches, which Lando-T does very well with Intimidate. EdgeQuake combo is reliable as always, as well as U-turn for much-needed momentum and initiative.

Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
One of the two premier pokes for tearing apart stall on this team. Anti-Defog helps everyone on the team, as setting up rocks twice is a chore, and forcing switches is what the this team is all about. Usually. Will probably replace SD with pursuit, as I never use the move, ever. Knock off is just too damn strong.
EDIT: Swords Dance is gone! Now we use Pursuit to kill legendary defoggers!

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Softboiled
Clefable glues this team together like none other. Magic Guard is incredibly useful for immunity to: Stealth Rock, Poison, Burn, Sandstorm, and Sableye, and can easily switch in on any scary status effect. Max defense EVs let it live one powerful steel attack from most (if not all) of the tier, Calm Mind for taking advantage of switches, Obvious attacks and recovery. PS: this thing out-stalls chanseys.

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Hydro Pump
- Secret Sword
- Hidden Power
- Scald
Specs Keldeo is all power, and power used to utterly embarrass pink blobs everywhere.
Keldeo is the 2nd of excellent stall breakers, Hydro Pump and Scald for STAB strength (and burn),
Secret Sword for special walls, plus my favorite chansey killer ever, and HP flying, to catch Mega Venusaur on switch-in... Keldeo just threatens too many pokes to fit into 4 lines of text. And i'm lazy.
Threatlist: This team was built with anti-meta in mind, but there are a few that stick out alot.
Mega Gardevoir: I always have to look out for this thing. If I don't have Gyarados in the fight before it megas, it'll probably sweep atleast half the team. Goodra can take a hit from it, but can't do much to it.
Keldeo and Bisharp both have to be alive for me to 'easily' dispatch it. I don't know what I can do about this.
Mamoswine: Mamoswine was big on my threatlist before I finished the team. it KOs both main tanks, Goodra/Lando, is bulky enough to live a sucker punch, and a Scarf swine can KO a weakened Keldeo.
Mamo is the sole reason Gyara joined the team.
Mega Venusaur: I mentioned him alot in this RMT, and it's because i'm scared of it no matter what.
I do have ways to deal with it throughout the team, though. Keldeo can HP flying on the switch, Goodra switches into leech seed, and Gyarados has Mold Breaker Ice Fang. I can beat it, but it's always a pain in the ass.
Rotom-W: He can threaten just about any team, and i have alot of ways to deal with him, but he checks alot of the team, and volt switch is annoying. Not a big problem as long as Goodra is around.
PS: I don't know how to make an open/close box in this. Sorry!
And that's the team. Thanks for Reading/Stealing/Rating and putting up with how shit I am at describing how the team works!
~banobo
13 Copypastes were used in the making of this RMT.
Last edited: