Introduction
This is my first RMT team, so I would like your guys opinion on it. I tried to build a offensive team with Manaphy + Manectric cause I tought that it would create a great synergy with Manectric getting rid of the bulky waters for manaphy, as well as absorbing electric attacks before mega with the lightning rod ability, and manaphy getting rid of the ground types that gives manectric trouble.
The team
This is my first RMT team, so I would like your guys opinion on it. I tried to build a offensive team with Manaphy + Manectric cause I tought that it would create a great synergy with Manectric getting rid of the bulky waters for manaphy, as well as absorbing electric attacks before mega with the lightning rod ability, and manaphy getting rid of the ground types that gives manectric trouble.
The team

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Standard Mega Manectric. Thunderbolt is the primary spammable STAB, Volt Switch gives momentum and provides damage while switching, Flamethrower is here to hit the steel and grass types, bar mega venusaur, and HP Ice hits ground types for super effective damage.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rain Dance
- Psychic
- Tail Glow
Rain dance Manaphy. I love this pokemon in this team, as I said in the description, it works extremely well with manectric, and is also my most reliable stallbraker, can switch into heatran easily and not even fear the toxic/lava plume burn. It's absolutely perfect agains slower teams and can easily sweep if a faster threat or a counter is out of the way. Scald is the primary stab and the chance of burn is awesome, Rain Dance boosts scald power and heals any status problems, Psychic gives coverage for hitting Mega Venusaur, Amoongus, Keldeo, Rotom-W, and such. Tail Glow is for boost and nothing without water absorb appreciates a +3 scald.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp
- Swords Dance
For my next pokemon I chose Talonflame. In my honest opinion, this is one of the best pokemon in OU right now, it's so easy to sweep with this thing once the counters are out of the way, and the rest of the team provides that just fine. I went with a bulky/Sp. Def. set to better counter the grass types that threaten Manaphy and Manectric. The spread is to give as most bulk as possible, 248 HP is to provide 3 stealth rock switch-ins. 88 Def is to better handle Mega Scizor, Weavile and Bisharp, that causes this team trouble. 168 SpD with a Careful Nature is to handle the grass types that are, in most cases, special attackers, and with luck set up on them. 4 Speed is to outspeed opposing min Speed Talonflames. It is also my fairy resist and revenge killer, being the only form of priority in the team.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- Earthquake
- U-turn
I needed a stealth rocker and a defensive pokemon so I don't get swept by sand Excadrill so I went with Landorus. 248 HP is to give the most bulk, along with a odd HP number, so it gets the most stealth rock switch-ins as possible. 172 Def with a impish nature is to give the defensive bulk I needed and the 88 Spe investment is to outspeed base 70's without a boosting nature, like Modest Volcanion or Adamant Bisharp. Stone Edge is for hitting flying types, aswell as other Landorus, weakening them for my talonflame. Stealth rocks are my only form of hazard and is great for picking up some KO's. Earthquake is the spammable STAB and hits super strong even without Atk investments. U-turn is to give momentum on a switch or faster attack.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
I was looking kinda weak to the lati's so I decided to go with scarf Tyranitar. It can switch into any of the lati's attack and KO it with Crunch, or pursuit trap it. Stone Edge is the strongest STAB but not so spammable with it's accuracy. Superpower is to hit Heatran and Bisharp, with the last one being a threat at +2, as this is my only dark resist.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Defog
- Hidden Power [Fire]
I realised that I had no hazard control, and also needed a Keldeo answer, so I went it Latios. Standard 3 attacks defog. Draco Meteor hits like a truck, even on pokemons that resists it. Psyshock is for Keldeo and Mega Venusaur, as well as Fairy types that tries to switch in. HP Fire is for the steel types, like Ferrothorn, Scizor, Skarmory, Jirachi, etc. Defog is for hazard removal if things gets out of hand.
Threat list
Weavile. This thing is a threat to most teams, this one wouldn't be different. My only form of outspeeding it is mega evolve with manectric as quickly as possible, although it doesn't even aprecciate an life orb Ice Shard.
Tornadus-T. Very powerful and fast, even the scarfer on my team is outsped and OHKO'd with superpower, again, my only form of outspeeding is mega evolve as early as possible with manectric.
Azumarill. The water bunny is troublesome to this team. The only thing that can outright OHKO it is Mega Manectric thunderbolt, and it's even a roll without stealth rocks. Nothing on the team switches in on a combination of Play Rough + Waterfall.
That's about it. I would like your guys opinion on the team, as well as possible changes. Thank you and have fun trying it out. Peace.
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Standard Mega Manectric. Thunderbolt is the primary spammable STAB, Volt Switch gives momentum and provides damage while switching, Flamethrower is here to hit the steel and grass types, bar mega venusaur, and HP Ice hits ground types for super effective damage.

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rain Dance
- Psychic
- Tail Glow
Rain dance Manaphy. I love this pokemon in this team, as I said in the description, it works extremely well with manectric, and is also my most reliable stallbraker, can switch into heatran easily and not even fear the toxic/lava plume burn. It's absolutely perfect agains slower teams and can easily sweep if a faster threat or a counter is out of the way. Scald is the primary stab and the chance of burn is awesome, Rain Dance boosts scald power and heals any status problems, Psychic gives coverage for hitting Mega Venusaur, Amoongus, Keldeo, Rotom-W, and such. Tail Glow is for boost and nothing without water absorb appreciates a +3 scald.

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp
- Swords Dance
For my next pokemon I chose Talonflame. In my honest opinion, this is one of the best pokemon in OU right now, it's so easy to sweep with this thing once the counters are out of the way, and the rest of the team provides that just fine. I went with a bulky/Sp. Def. set to better counter the grass types that threaten Manaphy and Manectric. The spread is to give as most bulk as possible, 248 HP is to provide 3 stealth rock switch-ins. 88 Def is to better handle Mega Scizor, Weavile and Bisharp, that causes this team trouble. 168 SpD with a Careful Nature is to handle the grass types that are, in most cases, special attackers, and with luck set up on them. 4 Speed is to outspeed opposing min Speed Talonflames. It is also my fairy resist and revenge killer, being the only form of priority in the team.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- Earthquake
- U-turn
I needed a stealth rocker and a defensive pokemon so I don't get swept by sand Excadrill so I went with Landorus. 248 HP is to give the most bulk, along with a odd HP number, so it gets the most stealth rock switch-ins as possible. 172 Def with a impish nature is to give the defensive bulk I needed and the 88 Spe investment is to outspeed base 70's without a boosting nature, like Modest Volcanion or Adamant Bisharp. Stone Edge is for hitting flying types, aswell as other Landorus, weakening them for my talonflame. Stealth rocks are my only form of hazard and is great for picking up some KO's. Earthquake is the spammable STAB and hits super strong even without Atk investments. U-turn is to give momentum on a switch or faster attack.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
I was looking kinda weak to the lati's so I decided to go with scarf Tyranitar. It can switch into any of the lati's attack and KO it with Crunch, or pursuit trap it. Stone Edge is the strongest STAB but not so spammable with it's accuracy. Superpower is to hit Heatran and Bisharp, with the last one being a threat at +2, as this is my only dark resist.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Defog
- Hidden Power [Fire]
I realised that I had no hazard control, and also needed a Keldeo answer, so I went it Latios. Standard 3 attacks defog. Draco Meteor hits like a truck, even on pokemons that resists it. Psyshock is for Keldeo and Mega Venusaur, as well as Fairy types that tries to switch in. HP Fire is for the steel types, like Ferrothorn, Scizor, Skarmory, Jirachi, etc. Defog is for hazard removal if things gets out of hand.
Threat list

Weavile. This thing is a threat to most teams, this one wouldn't be different. My only form of outspeeding it is mega evolve with manectric as quickly as possible, although it doesn't even aprecciate an life orb Ice Shard.

Tornadus-T. Very powerful and fast, even the scarfer on my team is outsped and OHKO'd with superpower, again, my only form of outspeeding is mega evolve as early as possible with manectric.

Azumarill. The water bunny is troublesome to this team. The only thing that can outright OHKO it is Mega Manectric thunderbolt, and it's even a roll without stealth rocks. Nothing on the team switches in on a combination of Play Rough + Waterfall.
That's about it. I would like your guys opinion on the team, as well as possible changes. Thank you and have fun trying it out. Peace.
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