Hello, i'll present a team around Mega Manectric, i tested some versions of it like hyper offense etc, i came with a stable team with enough resistances and coverages but i have some trouble against weather teams specially rains teams so it is why i'm posting here.
Teambuilding and choices:
Obviously i started with Mega Manectric, i especially like this mega because of intimidate and a very fast pivot on the special side who outspeed many pokemons except some scarf like scarf landorus-t scarf excadrill.
Landorus was the 2nd obvious choice for the double Intimidate duo and he cover the only ground weakness from Mega Manectric.
To cover the 4x Ice weakness and Water weakness from Landorus-T, i needed a water for begin the FWG core and i finally chose Azumarill with her excellent fairy/water type .
Now the Grass for the FWG core, Ferrothorn was the best choice because he cover all weakness from azumarill (immunity to Poison and resist to her Steel/Grass/Electric weaknesses)
For the Fire i chose Heatran who cover Fire Weakness from Ferrothorn .
And for the last poke i needed something with ground immunity and hazards removals to finish the SFD core and Latias came in mind.
The team in detail.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
I started with him, i chose Lightning Rod pré-Mega for ensure an immunity to an Electric attack aim for Azumarill if i predict well and a boost is always good.
It's typically a fast pivot "hit and run" monster so the 252 Ev in Speed and 252 Spa with Timid Nature is needed for hit fast and leave.
Thunderbolt is the primary stab for slower water and dealing neutrals on steels.
Volt Switch for switching back to an appropriate poke.
HP Ice for dealing with slower ground type when they are weakened enough to ensure the finish such as Garchomp Hippowdon Latios/tias etc.
Overheat over Flamethrower because even if it has less accuracy it can ensure ohko on Ferrothorn/Scizor/Excadrill without scarf etc.
I use Mega Manectric for lower physical pokes who can't do a lot of damage on it such as Brave Bird Talonflame,Bullet Punch Scizor etc on the switch and go for Volt Switch or Overheat depending of the opponent; i can lead with it if my opponent doesn't have a ground type who can stop the volt switch or if i predict a Stealth Rock setter like Heatran etc and Volt Switch into Latias to defog hazards.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
For the 2nd poke i chose Lando-T Scarf for cover the Ground Weakness from Mega Manectric and to form an Intimidate Duo with it.
The scarf Lando-T is here for outspeed threats like Mega Loppuny Mega Manectric Scarf Excadrill if it isn't under Sand etc so 252 Ev Spe Jolly Nature and 252 Ev Atk make sense .
Earthquake is primary Stab for dealing good amount of damage for pokes who don't resist ground type or for frail defensive opponents.
Stone Edge is here for hitting opposite Talonflame /Zard Y Thundurus and all Flying/Fire who don't resist it.
U-turn for the Volt-Turn combo to gain some time for placing Rocks and for hitting Slowbro Latios Latias Hoopa and all Dark in general.
Knock Off for have a way to dealing with gengar and ghosts/psychics, and even if it isn't a ghost psychic, it's always good to knocked out an item.
I use lando-t as a revenge killer and for cripple physical sweeper in general and then use u-turn for swintching into Mega Manectric for a double Atk reduction.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Azu is the the first part of the FWG core and the link for the SFD core, she is bulky and hit hard with the band set and huge power, i needed something who can hit hard and with a priority move in Aqua Jet so the 248 Ev HP 252 Ev Atk are here for ensure the bulky side with the power of hit.
Aqua Jet is here for revenge killing low health pokes or ohko frail opponent on the physical side who don't resist water such as Excadrill Lando-T Heatran etc.
Play Rough for dealing with dragons/darks/fightings such as Garchomp Dragonite Latios/tias etc or even dealing neutral heavy damage.
Knock off is here when i'm not about the next switch and for make a safe unless the guy has a tank chomp/ferrothorn lol.
Superpower is here to punish steels who switch-in like Scizor/ferrothorn etc and ensure an ohko with the choice band.
I use azumarill as a revenger killer and as mid/ate game cleaner depending of the lasts pokes on the opponent team and for deal with ground type /fire type who want to earthquake my Mega Manectric or ohko ferrothorn with a fire attack.
I don't like running Waterfall on Azu because i prefer to run another move for better coverage like superpower here.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball
Here is the 2nd member of the FWG Core who cover all weaknesses of Azu and who is the Defensive core with Heatran so i run the defensive set with Rocky Helmet over Leftovers because it help me a lot for dealing 25% on things like u-turners knock off users etc like landorus-t and all kind of support like Mew .
Leech Seed is here for recovering health and to force switchs on set-up monsters.
Thunder Wave is here for cripple set-up monsters and others grass like Mega Venusaur etc , it allow me to outspeed fast opponent threat .
Power Whip and Gyro Balls are here for dealing with water/ ground / fairy pokes.
I use it against opponents physical sweepers who don't have a fire /fighting coverage for little stall or force some switchs with leech seed/t-wave.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock
Heatran is the third member of the FWG Core and the Specially Defensive of the core Ferro-Tran so i run the fully Spd Spread Ev to deal with the fire move aimed Ferrothorn or for switching into Stealth Rock setter like opposite Heatran garchomp etc without fear a Ground attack at the beginning with my Air Ballon to set my self my rocks.
Lava Plume is here for the 30% burning chance and for the Stab.
Taunt is here to shutdown opposite stallers without magic bounce like Sylveon Chansey/Blissey/Skarmory etc (but yes i take care about Seismic Toss lol).
Roar is here for forcing set-up sweepers behind sub to leave because yes i hate substitute :( or i use it to have more damage on rocks.
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
For the last member of the team i needed something who can clear hazards while being bulky and good special attacker for dealing with Mega Venusaur and Fightings/Poison .
Latias with Ferro-Tran-Azu form a SFD core too.
Draco Meteor is the primary stab and psychock the second who can beat Chansey/Blissey (i think) and pokemons who don't resists it with low Defense.
Roost is here for recover health and defog for clear Hazards.
It's the end of the team, i tried to do a good RMT Thread with explanations.
For some replacements i'm thinking:
Toxic>Roar on Heatran
Recover/Tailwind >Roost on Latias for avoid the predicted earthquake/earth power on the roost or Tailwind for help me to deal against Rain teams by doubling my speed and punch holes with mega Manectric except in mega swampert :/.
Thx for reading it and i hope you'll rate it, i'm open to all suggestions!
Here is the full team (just copy paste on PS):
Teambuilding and choices:

Obviously i started with Mega Manectric, i especially like this mega because of intimidate and a very fast pivot on the special side who outspeed many pokemons except some scarf like scarf landorus-t scarf excadrill.


Landorus was the 2nd obvious choice for the double Intimidate duo and he cover the only ground weakness from Mega Manectric.



To cover the 4x Ice weakness and Water weakness from Landorus-T, i needed a water for begin the FWG core and i finally chose Azumarill with her excellent fairy/water type .




Now the Grass for the FWG core, Ferrothorn was the best choice because he cover all weakness from azumarill (immunity to Poison and resist to her Steel/Grass/Electric weaknesses)





For the Fire i chose Heatran who cover Fire Weakness from Ferrothorn .






And for the last poke i needed something with ground immunity and hazards removals to finish the SFD core and Latias came in mind.
The team in detail.

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
I started with him, i chose Lightning Rod pré-Mega for ensure an immunity to an Electric attack aim for Azumarill if i predict well and a boost is always good.
It's typically a fast pivot "hit and run" monster so the 252 Ev in Speed and 252 Spa with Timid Nature is needed for hit fast and leave.
Thunderbolt is the primary stab for slower water and dealing neutrals on steels.
Volt Switch for switching back to an appropriate poke.
HP Ice for dealing with slower ground type when they are weakened enough to ensure the finish such as Garchomp Hippowdon Latios/tias etc.
Overheat over Flamethrower because even if it has less accuracy it can ensure ohko on Ferrothorn/Scizor/Excadrill without scarf etc.
I use Mega Manectric for lower physical pokes who can't do a lot of damage on it such as Brave Bird Talonflame,Bullet Punch Scizor etc on the switch and go for Volt Switch or Overheat depending of the opponent; i can lead with it if my opponent doesn't have a ground type who can stop the volt switch or if i predict a Stealth Rock setter like Heatran etc and Volt Switch into Latias to defog hazards.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
For the 2nd poke i chose Lando-T Scarf for cover the Ground Weakness from Mega Manectric and to form an Intimidate Duo with it.
The scarf Lando-T is here for outspeed threats like Mega Loppuny Mega Manectric Scarf Excadrill if it isn't under Sand etc so 252 Ev Spe Jolly Nature and 252 Ev Atk make sense .
Earthquake is primary Stab for dealing good amount of damage for pokes who don't resist ground type or for frail defensive opponents.
Stone Edge is here for hitting opposite Talonflame /Zard Y Thundurus and all Flying/Fire who don't resist it.
U-turn for the Volt-Turn combo to gain some time for placing Rocks and for hitting Slowbro Latios Latias Hoopa and all Dark in general.
Knock Off for have a way to dealing with gengar and ghosts/psychics, and even if it isn't a ghost psychic, it's always good to knocked out an item.
I use lando-t as a revenge killer and for cripple physical sweeper in general and then use u-turn for swintching into Mega Manectric for a double Atk reduction.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Azu is the the first part of the FWG core and the link for the SFD core, she is bulky and hit hard with the band set and huge power, i needed something who can hit hard and with a priority move in Aqua Jet so the 248 Ev HP 252 Ev Atk are here for ensure the bulky side with the power of hit.
Aqua Jet is here for revenge killing low health pokes or ohko frail opponent on the physical side who don't resist water such as Excadrill Lando-T Heatran etc.
Play Rough for dealing with dragons/darks/fightings such as Garchomp Dragonite Latios/tias etc or even dealing neutral heavy damage.
Knock off is here when i'm not about the next switch and for make a safe unless the guy has a tank chomp/ferrothorn lol.
Superpower is here to punish steels who switch-in like Scizor/ferrothorn etc and ensure an ohko with the choice band.
I use azumarill as a revenger killer and as mid/ate game cleaner depending of the lasts pokes on the opponent team and for deal with ground type /fire type who want to earthquake my Mega Manectric or ohko ferrothorn with a fire attack.
I don't like running Waterfall on Azu because i prefer to run another move for better coverage like superpower here.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball
Here is the 2nd member of the FWG Core who cover all weaknesses of Azu and who is the Defensive core with Heatran so i run the defensive set with Rocky Helmet over Leftovers because it help me a lot for dealing 25% on things like u-turners knock off users etc like landorus-t and all kind of support like Mew .
Leech Seed is here for recovering health and to force switchs on set-up monsters.
Thunder Wave is here for cripple set-up monsters and others grass like Mega Venusaur etc , it allow me to outspeed fast opponent threat .
Power Whip and Gyro Balls are here for dealing with water/ ground / fairy pokes.
I use it against opponents physical sweepers who don't have a fire /fighting coverage for little stall or force some switchs with leech seed/t-wave.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock
Heatran is the third member of the FWG Core and the Specially Defensive of the core Ferro-Tran so i run the fully Spd Spread Ev to deal with the fire move aimed Ferrothorn or for switching into Stealth Rock setter like opposite Heatran garchomp etc without fear a Ground attack at the beginning with my Air Ballon to set my self my rocks.
Lava Plume is here for the 30% burning chance and for the Stab.
Taunt is here to shutdown opposite stallers without magic bounce like Sylveon Chansey/Blissey/Skarmory etc (but yes i take care about Seismic Toss lol).
Roar is here for forcing set-up sweepers behind sub to leave because yes i hate substitute :( or i use it to have more damage on rocks.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
For the last member of the team i needed something who can clear hazards while being bulky and good special attacker for dealing with Mega Venusaur and Fightings/Poison .
Latias with Ferro-Tran-Azu form a SFD core too.
Draco Meteor is the primary stab and psychock the second who can beat Chansey/Blissey (i think) and pokemons who don't resists it with low Defense.
Roost is here for recover health and defog for clear Hazards.
It's the end of the team, i tried to do a good RMT Thread with explanations.
For some replacements i'm thinking:
Toxic>Roar on Heatran
Recover/Tailwind >Roost on Latias for avoid the predicted earthquake/earth power on the roost or Tailwind for help me to deal against Rain teams by doubling my speed and punch holes with mega Manectric except in mega swampert :/.
Thx for reading it and i hope you'll rate it, i'm open to all suggestions!
Here is the full team (just copy paste on PS):
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog