Is it a cloud? Is it a piece of cotton wool? No it's Mega altaria!
Introduction
Hi guys! This is my second rmt and I'm loving doing rmts at the moment! Anyway onto the team which is a King ddd altaria bulky offence team. Also since my hair has often been compared to mega altaria's it is one of my favourite megas.
Teambuilding Process
First I started off with heatran and altaria as they can switch into each others checks and I wanted to build around altaria.
Then I added Latias for hazard control as neither of these mons enjoy hazards and it is a good keldeo check.
I needed a back up sweeper and thundurus seemed to fit the bill. Not much else to say tbh.
I now needed a wall breaker and Hoopa u was perfect as it DESTROYS altaria and thundurus' checks and is a great mon at the moment in this metagame.
Finally I added tornadus t as it is very splashable and can provide good support for the team with knock off and u turn. Plus stab hurricane is AMAZING.

The Team (in depth)
Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell
This is the standard ddd set and it's for a reason. The 28 Speed EVs let it outrun Mega Lopunny and Manectric at +2, and outspeed max Speed Azumarill when unboosted. 248 HP / 136 Def / 96 SpD means that Mega Altaria can't be 2HKOed by Choice Band Dragonite's Earthquake, Life Orb Thundurus's Hidden Power Ice, Mega Heracross's Rock Blast, and +1 Jolly Mega Charizard X's Flare Blitz, and it cannot be OHKOed by Jolly Mega Beedrill's Poison Jab and Azumarill's Play Rough. Dragon dance is a necessity to set up and clean late game when all its checks and counter are worn down or gone. Roost and heal bell are to keep altaria at good hp and to get rid of the toxics or burns that can cripple it. Return is for the pixilated boost and to hit like a truck after a few dds. This set struggles to hit bully's steels and poison types as they resist it's only attack. This mons incredible bulk and set of resistances allows it many set up opportunities in a game.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Latios' main job is to keep hazards off my side of the field as altaria does not appreciate coming in and taking 25% before mega evolving. Also if I try to sweep with altaria or thunderus but it doesn't work then I can healing wish it back up and try again. The same goes for my other mons that can be healed back up to full. Draco and Psyshock are to hit hard with a life orb and to get damage off on opposing mons. Psyshock is also for the poison types that wall altaria.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Taunt
Heatran is good as it can switch into attacks that altaria doesn't want to take mainly poison and steel attacks. It's fire coverage in lava plume is also useful as it demolished the steel types that altaria can't break through and it has a nice burn chance to cripple physical attackers. Rocks are there for chip damage on the switch for my opponent and to help a late game altaria sweep. Toxic and taunt help my stall match up by whittling down bulkier mons and shutting them down respectively.
Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Nasty plot thunderus is a really underrated sweeper at the moment. It can really help in the matches where altaria is stopped and is a good back up sweeper. Thunderbolt, focus blast and hp ice form very good if not perfect coverage to hit mons for nuetral. Leftovers are there to give it some form of passive recovery as it has no space to run a form of recovery. Thunderus struggles with 4 move slot syndrome as it can use grass knot and thunder wave as useful moves as well.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Tornadus t is a very splashable mon in today's metagame as it has a powerful stab hurricane, great coverage, good utility and respectable bulk. The evs give it max speed, enough special attack to ko keldeo and the rest is put into bulk. Timid is chosen as it needs its defences and knock off and u turn aren't meant to hit really hard. U turn is to gain momentum and switch initiative while knock off is to get rid of some pesky items. Hurricane is for a powerful stab and focus blast for a powerful move with good coverage. No matter how many times these moves miss they make up for in sheer power.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch
This thing is literally the definition of power. The wallbreaking potential of Hoopa is insane. Life orb is there to increase its already tremendous power. With an attack stat of 160 and a special attack stat of 170 this thing is begging to be a mixed wallbreaker. Dark pulse and psychic are there to demolish things off his strongest stat and to gain the stab boost. Gunk shot is for fairies who think the can handle him and it okos most if not all common fairy types after rocks. Drain punch is to regain hp lost through life orb and to provide some accurate fighting coverage for ferrothorn and heatran. This thing is meant to destroy altarias checks so that it can clean later on.
Thanks for reading this rmt I hope that you enjoyed it! As I have said before I am a 1400-1500 player on showdown and I am looking for any changes that could improve the team as I love Mega altaria! Have a good day!
Introduction
Hi guys! This is my second rmt and I'm loving doing rmts at the moment! Anyway onto the team which is a King ddd altaria bulky offence team. Also since my hair has often been compared to mega altaria's it is one of my favourite megas.
Teambuilding Process
First I started off with heatran and altaria as they can switch into each others checks and I wanted to build around altaria.


Then I added Latias for hazard control as neither of these mons enjoy hazards and it is a good keldeo check.



I needed a back up sweeper and thundurus seemed to fit the bill. Not much else to say tbh.




I now needed a wall breaker and Hoopa u was perfect as it DESTROYS altaria and thundurus' checks and is a great mon at the moment in this metagame.





Finally I added tornadus t as it is very splashable and can provide good support for the team with knock off and u turn. Plus stab hurricane is AMAZING.






The Team (in depth)
Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell
This is the standard ddd set and it's for a reason. The 28 Speed EVs let it outrun Mega Lopunny and Manectric at +2, and outspeed max Speed Azumarill when unboosted. 248 HP / 136 Def / 96 SpD means that Mega Altaria can't be 2HKOed by Choice Band Dragonite's Earthquake, Life Orb Thundurus's Hidden Power Ice, Mega Heracross's Rock Blast, and +1 Jolly Mega Charizard X's Flare Blitz, and it cannot be OHKOed by Jolly Mega Beedrill's Poison Jab and Azumarill's Play Rough. Dragon dance is a necessity to set up and clean late game when all its checks and counter are worn down or gone. Roost and heal bell are to keep altaria at good hp and to get rid of the toxics or burns that can cripple it. Return is for the pixilated boost and to hit like a truck after a few dds. This set struggles to hit bully's steels and poison types as they resist it's only attack. This mons incredible bulk and set of resistances allows it many set up opportunities in a game.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Latios' main job is to keep hazards off my side of the field as altaria does not appreciate coming in and taking 25% before mega evolving. Also if I try to sweep with altaria or thunderus but it doesn't work then I can healing wish it back up and try again. The same goes for my other mons that can be healed back up to full. Draco and Psyshock are to hit hard with a life orb and to get damage off on opposing mons. Psyshock is also for the poison types that wall altaria.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Taunt
Heatran is good as it can switch into attacks that altaria doesn't want to take mainly poison and steel attacks. It's fire coverage in lava plume is also useful as it demolished the steel types that altaria can't break through and it has a nice burn chance to cripple physical attackers. Rocks are there for chip damage on the switch for my opponent and to help a late game altaria sweep. Toxic and taunt help my stall match up by whittling down bulkier mons and shutting them down respectively.
Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Nasty plot thunderus is a really underrated sweeper at the moment. It can really help in the matches where altaria is stopped and is a good back up sweeper. Thunderbolt, focus blast and hp ice form very good if not perfect coverage to hit mons for nuetral. Leftovers are there to give it some form of passive recovery as it has no space to run a form of recovery. Thunderus struggles with 4 move slot syndrome as it can use grass knot and thunder wave as useful moves as well.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Tornadus t is a very splashable mon in today's metagame as it has a powerful stab hurricane, great coverage, good utility and respectable bulk. The evs give it max speed, enough special attack to ko keldeo and the rest is put into bulk. Timid is chosen as it needs its defences and knock off and u turn aren't meant to hit really hard. U turn is to gain momentum and switch initiative while knock off is to get rid of some pesky items. Hurricane is for a powerful stab and focus blast for a powerful move with good coverage. No matter how many times these moves miss they make up for in sheer power.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch
This thing is literally the definition of power. The wallbreaking potential of Hoopa is insane. Life orb is there to increase its already tremendous power. With an attack stat of 160 and a special attack stat of 170 this thing is begging to be a mixed wallbreaker. Dark pulse and psychic are there to demolish things off his strongest stat and to gain the stab boost. Gunk shot is for fairies who think the can handle him and it okos most if not all common fairy types after rocks. Drain punch is to regain hp lost through life orb and to provide some accurate fighting coverage for ferrothorn and heatran. This thing is meant to destroy altarias checks so that it can clean later on.
Thanks for reading this rmt I hope that you enjoyed it! As I have said before I am a 1400-1500 player on showdown and I am looking for any changes that could improve the team as I love Mega altaria! Have a good day!