
Introduction:
As this is my first RMT, there will be some mistakes and I’ll do my best to fix them as the thread goes on. This is also my first competitive OU team; I usually just put teams together randomly and have a couple battles with said teams, so this team might need more than a little improvement. You'll notice there is no team building section, this is because I don't remember enough to make a decent section that I feel would add depth to the rmt.
Little bit about my playstyle:
I tend to play quite offensively with u-turn and volt switch shenanigans to keep pressure on the opponent. That being said, some of my teams tend to be weak to hazards because I switch profusely. My cores are usually constructed of bulky pokemons with attacking potential.
The team
Overview:






In depth:
Thundurus:

T-Dawg (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 248 HP / 92 SpA / 168 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Taunt
- Volt Switch
- Thunder Wave
- Hidden Power [Ice]
T-Dawg is my go-to lead with the ability to Volt switch out, taunt to prevent hazards or T-wave if feel the need to. I run the expert belt for added damage (on the super effective hits) without the damage from life orb, paired with HP ice this counter the other Genies and OHKO Garchomp and Salamence. The ev spread is designed to outspeed jolly/timid base 100s with added bulk from the HP evs and the rest was dumped into Sp.Att. for more powerful volt switches. Sadly it gets pretty walled by the likes Quagsire and Mega Venusaur.
Excadrill:

Spinny Spin Spin (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
A pretty standard offensive rapid-spin Excadrill. Originally on the team with a choice scarf and mold breaker for a fast sweeper. I changed the ability and item when I added T-Tar to the team, this was perfect because now the Dragon/Fairy/Steel core is a lot more viable. This is also my fairy killer with a fast stab boosted iron head, as well is dealing with Talonflames (when the sand is up). There isn’t much to say about the evs, being 252 attack and 252 speed for the most speed and power.
Mega-Tyranitar:

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Toxic
- Earthquake
- Stealth Rock
Tyranitar is one my favourite member of the team because of his sheer power and bulk. T-Tar has a plethora of roles on this team, with pursuit to catch the latioses and latiases when the try to switch out, stealth rocks because with all the switches I pull it forces the opponent to switch as well and who doesn’t like residual damage? Toxic is there for added residual damage and for the mons who like to stall, finally EQ is just there for Heatran. The Evs are yet again 252/252 because I felt a little lazy and I just wanted to maximize his offensive power.
Talonflame:

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 112 HP / 252 Atk / 4 SpA / 140 Spe
Hasty Nature
- Brave Bird
- Roost
- Overheat
- U-turn
This Talonflame is a mixed-attacking pivot. With overheat to kill Ferrothorns without the recoil/iron barbs/rocky helmet damage, brave bird because stab+gale wings, roost is there to recover damage from rocks when I can force a switch or just recover from the brave bird recoil and last but not least, u-turn is there because it help me maintain offensive pressure or to save my birdie. The evs are to outspeed timid Thunduruses and the rest is in attack and health and 4 is sp.att because overheat.
Dragonite:

Dragonite @ Leftovers
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Substitute
- Dragon Claw
- Dragon Dance
The second member of the Dragon/Fairy/Steel core, Dragonite is also a good late game sweeper. With substitute to protect myself while I set up a couple D-Dances and the rest of the moves are just there for stab and priority. Once again evs are just simple 252 attack, 252 speed because that’s what a fast late game sweeper needs. I feel that Dragonite is the most replaceable member of this team although I just have't found a bulky dragon to take his place.
Clefable:

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Heal Bell
- Moonblast
The final member of the team, Clefable is also the final member of the Dragon/Fairy/Steel core. Clefable is the only pokemon that is dedicated to supporting the team but that’s not the only reason it’s on the team, it’s also on the team because Fairy is one of the best defensive typings in the game and it synergizes quite well with T-Tar. Since it’s immune to any sort of indirect damage, the sandstorm doesn’t affect it nor does toxic and it can swallow any fighting type attacks that would destroy Tyranitar, that being said if T-Tar can poison an pokemon Clefable can come in and wish/protect to stall it out with toxic damage or moonblast for added damage. Heal bell is pretty self-explanatory and Clefable can also pass wishes on to teammates who can’t recover hp on their own.
Threats:
In this section I will include certain pokemon or groups of pokemon that I don't have a reliable way to deal with.
Water & Ground



While playing, I noticed that my team struggles against bulky water types as well as ground types. Especially the three shown above. The answer is quite obvious, I would need to add a grass type. I tried to add Ferro but I didn't know what to replace without losing the replacee's function e.g. If I replace Excadrill, I have no way of getting rid of hazards. Although my Clefable can deal with Quagsire if T-Tar can toxic. The biggest threat to my team is Mamoswine with it's priority Ice shard and decent bulk, it can handle itself against Talonflame's overheat thanks to thick fat and can OHKO with a rockslide/stone edge.
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