Greetings! Here's a team that I first had the idea for in later X/Y meta and made as an experiment just for fun, but slowly became something that I would take quite seriously in crafting. Over time, this team has been through so much with its team building process and testing. Here's the final product of all the work I've put into it:
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Gravity
- Sludge Wave
This is the Pokemon that the team was originally influenced and built around. Landorus is the prime special attacker on this team. The gravity set has been used many times on other teams as an added accessory, but on this team it takes a more prominent role. Gravity is on here so that he can be able to set up on a Pokemon that can't touch him or on the switch in. Earth Power is the obligatory STAB move for Lando and it hits like a truck on unsuspecting Mons with Gravity up. Focus Blast is for coverage and gets a big boost in accuracy while under Gravity and Sludge Wave is for fairies that this team has struggled with. Holding a Life Orb in conjunction with the ability Sheer Force makes all these moves pack one hell of a punch.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 100 Def / 160 SpD
Sassy Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore
The second member that came to mind with this team was Shuckle. Shuckle sets up hazards which are very important, particularly sticky web. Webs alone make it even more difficult for the opponent's offense to function, but with Gravity in effect it can even cripple the speed levitating or flying threats for Landorus and the rest of the team to pick off.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 168 HP / 252 Atk / 44 SpD / 44 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is here to fill a physical attacker role. I needed something for water and ice type attacks, while still being a threat. Azu zuu fit the role perfectly. I use the speed EVs out outspeed uninvested Azu's and slower threats that get hit with Sticky Webs. Though these EVs could be changed if needed.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
Starmie is mainly here to be a fast rapid spinner, that can still hit hard. Up to very recently, this team was run with a way to set up hazards, but no way to get them off of my side of the field. I never thought much of this because not much of this team is affected by Stealth Rock. HOWEVER, when it comes to spikes and rocks, it could be a problem. To solve this, I looked to Starmie for assistance. I used to run Analytic on him, but I noticed that sometimes power isn't as important as utility and team support. Natural Cure lets Starmie be a bit of a status absorber as long as the Pokemon isn't to threatening to switch in on. My star-shaped friend here, is overall just a real team player.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
IVs: 0 Atk
- Gravity
- Will-O-Wisp
- Foul Play
- Recover
Sableye is here becuase I wanted this team to be able to get extensive use under the effects of Gravity if at all possible. The mischievous grimlin does a great job at supporting the rest of the team with Will-o-Wisp for physical threats and Foul Play to control Ghost and Psychic types, as well as hit those greedy SD users. Prankster Gravity comes in handy as well if Sableye out-lives its usefulness and needs to get off one last move.
Metagross @ Metagrossite
Ability: Clear Body ------> Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Meteor Mash
- Zen Headbutt
- Earthquake
Metagross is here as the primary physical powerhouse on this team. With the arrival of ORAS, I figured that I needed to put a mega evolution on the team, but I really couldn't think of any Megas that fit the build.. Until this super-computer came along. After Mega Evolving, he becomes a great speedy tank, that with comes with the right resistances that this team needs, while still maintaining the offensive pressure of the team. Metagross also benefits from the effects of Gravity with moves like Meteor Mash and Zen Headbutt getting 100% Accuracy and Earthquake hitting what will be grounded flying/Levitating Pokemon. Bullet Punch is a great priority move to finish off or weakened opponents. The combination of Gross and Lando is terrifying.
Previous Members:
These Pokemon were all very power assets to the team either before or during the ORAS meta, but were all replaced to build a better team synergy and create a more balanced group of six that could support each other without having creating more issues with the team as a whole. Mamo<Azu, Terrak<Gross, Starmie<Ninja and Latios.
Threats:
Though this team is a little difficult to use and may seem like it needs a lot of set up to use it effectively at first glance, you should keep in mind that you don't have to get Gravity or Webs up for this team to be a successful one. This team can function just as properly as any other team out there in the right hands. However when you do manage to pull off this team, the feeling of satisfaction is unreal!

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Gravity
- Sludge Wave
This is the Pokemon that the team was originally influenced and built around. Landorus is the prime special attacker on this team. The gravity set has been used many times on other teams as an added accessory, but on this team it takes a more prominent role. Gravity is on here so that he can be able to set up on a Pokemon that can't touch him or on the switch in. Earth Power is the obligatory STAB move for Lando and it hits like a truck on unsuspecting Mons with Gravity up. Focus Blast is for coverage and gets a big boost in accuracy while under Gravity and Sludge Wave is for fairies that this team has struggled with. Holding a Life Orb in conjunction with the ability Sheer Force makes all these moves pack one hell of a punch.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 100 Def / 160 SpD
Sassy Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore
The second member that came to mind with this team was Shuckle. Shuckle sets up hazards which are very important, particularly sticky web. Webs alone make it even more difficult for the opponent's offense to function, but with Gravity in effect it can even cripple the speed levitating or flying threats for Landorus and the rest of the team to pick off.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 168 HP / 252 Atk / 44 SpD / 44 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is here to fill a physical attacker role. I needed something for water and ice type attacks, while still being a threat. Azu zuu fit the role perfectly. I use the speed EVs out outspeed uninvested Azu's and slower threats that get hit with Sticky Webs. Though these EVs could be changed if needed.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
Starmie is mainly here to be a fast rapid spinner, that can still hit hard. Up to very recently, this team was run with a way to set up hazards, but no way to get them off of my side of the field. I never thought much of this because not much of this team is affected by Stealth Rock. HOWEVER, when it comes to spikes and rocks, it could be a problem. To solve this, I looked to Starmie for assistance. I used to run Analytic on him, but I noticed that sometimes power isn't as important as utility and team support. Natural Cure lets Starmie be a bit of a status absorber as long as the Pokemon isn't to threatening to switch in on. My star-shaped friend here, is overall just a real team player.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
IVs: 0 Atk
- Gravity
- Will-O-Wisp
- Foul Play
- Recover
Sableye is here becuase I wanted this team to be able to get extensive use under the effects of Gravity if at all possible. The mischievous grimlin does a great job at supporting the rest of the team with Will-o-Wisp for physical threats and Foul Play to control Ghost and Psychic types, as well as hit those greedy SD users. Prankster Gravity comes in handy as well if Sableye out-lives its usefulness and needs to get off one last move.

Metagross @ Metagrossite
Ability: Clear Body ------> Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Meteor Mash
- Zen Headbutt
- Earthquake
Metagross is here as the primary physical powerhouse on this team. With the arrival of ORAS, I figured that I needed to put a mega evolution on the team, but I really couldn't think of any Megas that fit the build.. Until this super-computer came along. After Mega Evolving, he becomes a great speedy tank, that with comes with the right resistances that this team needs, while still maintaining the offensive pressure of the team. Metagross also benefits from the effects of Gravity with moves like Meteor Mash and Zen Headbutt getting 100% Accuracy and Earthquake hitting what will be grounded flying/Levitating Pokemon. Bullet Punch is a great priority move to finish off or weakened opponents. The combination of Gross and Lando is terrifying.
Previous Members:




These Pokemon were all very power assets to the team either before or during the ORAS meta, but were all replaced to build a better team synergy and create a more balanced group of six that could support each other without having creating more issues with the team as a whole. Mamo<Azu, Terrak<Gross, Starmie<Ninja and Latios.
Threats:
- Fairy types pose a still pose a threat to this team if Metagross goes down. Yeah Landorus has Sludge Wave, but he is more frail than Metagross is and can be KO'd rather easily.
- Fast ground types can do a lot of damage to this team if not properly played around (Scarf Lando-T comes to mind) but if they're hit with the Wisp or weakened throughout the match, then they aren't so bad.
- Water types have been an issue in the past, but I feel like I've mitigated that weakness as much as I can without changing the intent of the team.
Though this team is a little difficult to use and may seem like it needs a lot of set up to use it effectively at first glance, you should keep in mind that you don't have to get Gravity or Webs up for this team to be a successful one. This team can function just as properly as any other team out there in the right hands. However when you do manage to pull off this team, the feeling of satisfaction is unreal!