Hi! This is my second RMT; I received quite a lot of help on my first team, so first off I'd like to thank those who helped me improve the first time around. This team is based around Mega Altaria and Bisharp, which in theory, works pretty well as a core: I'll explain in the thread.
To business!
Microsoft (Altaria-Mega) (F) @ Altarianite
Ability: Pixilate
Shiny: Yes
Happiness: 0
EVs: 40 HP / 216 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Frustration
- Earthquake
- Roost
Ah, yes. The star of my team. I was a bit sketchy on how good MAlt really was, so I put it on my team to test it out with a generic DD set. Originally, I had 208 speed EVs to just barely speedcreep max-speed Jolly Mega Lopunnies and Manectrics; considering how prevalent MAlt really is, however, I gave it maximum speed investments and a Jolly nature to at least speed-tie other Jolly MAlts. The moveset is standard: Frustration as a powerful STAB and Earthquake to smack around Heatran, which basically walls MAlt otherwise. I gave MAlt 0 happiness because I FEED ON THE TEARS OF MY SLAVE PO- see ditto sometimes, and also because Frustration cant do anything without it.
Not Gallade (Bisharp) (F) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Malt is weak to fairy, poison, and steel attacks; Bisharp can check slow fairies like Clef and Sylveon, switch in on free poison hits, and take steel type attacks with relative ease. Bisharp can also set up on Megasaurs and Ferros that come in on MAlt, while MAlt can switch in on Keldeos which are frequently used to take on Bisharp. The moveset, item, and EVs are as standard as it gets, and I used a Jolly nature instead of Adamant so I can outspeed max-speed Jolly Scarf-tars after Knock Off, and also because Bisharp can dish out really strong hits even without an attack-boosting nature.
Fowl Play (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Heat Wave
- Knock Off
I noted that both MAlt and Bisharp cant reliably switch in onto special fairy attacks (or any special attacks in general), so I added AV Tornadus to the team for easy switch ins onto sylveon and clefable. I chose hurricane as the main STAB because 110 BP shoots mons dead even neutrally, and I'm using heat wave over focus miss because my luck is horrible, and it can still deal with Ferros very well (but misses out on heatran D:). Max speed and a Jolly nature on Torn help it get the hell out of there with U-turn from Raikous and Starmies that can tear Tornadus apart.
GOTTA GO FAST (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
I needed a Stealth Rocker, and Garchomp seemed like a solid idea because it can punish threatening physical attackers and birds with Rough Skin and Rocky Helmet on the switch-in, with minimal backlash due to its near-maxed defense and Impish nature. I placed 16 EVs in speed so I can speedcreep other Rock-chomps that roam OU. I also chose Endure over a coverage move like Fire Blast since it helps me get more residual damage off on physical attackers when necessary. I also named my Chomp GOTTA GO FAST because it's actually a scarfed Garchomp. Really.
Of India (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
After finding a rock setter, I realized that I also needed a spinner on my team to get rid of hazards (especially rocks) that can chip at MAlt and Tornadus. Offensive Starmie seemed like a good idea, since it can punish switchouts with a LO analytic hydro pump/psyshock, or play mind games instead and spin off hazards. At this point, my team seemed pretty weak to ice types, and Starmie can take both physical and special ice type attacks pretty well. In addition, I chose ice beam as coverage since it can bully the living sh*t out of Thundurus, Garchomp, and Lati@s.
K9 (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Lastly, I needed something to round off the team. Originally, I had a defensive Washtom, but it didn't provide enough offensive pressure to my liking. Raikou looked like a decent alternative (especially as a lead), since it can use Tbolt/HP Ice to threaten Skarms, Landos, and Chomps that wanted to set rocks right away. I slapped Choice Specs onto Raikou because I wanted it to hit as hard as it could; it can't OHKO physically bulky Landos and Chomps 100% of the time with AV or LO on.
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And that's my team! As with my first RMT team, this also got me topeak at mid-1400 1500 (woo!) on the OU Ladder (which, really, is the highest I've ever gotten). I've noticed a pretty gaping weakness to Weavile, which I'm seeing a lot lately, although I'm not too sure how I would go about fixing it. If you have suggestions, comments, replacements, criticism, free stuff, etc. please feel free to tell me- I'll need as much help as I can get. Thanks!






To business!

Microsoft (Altaria-Mega) (F) @ Altarianite
Ability: Pixilate
Shiny: Yes
Happiness: 0
EVs: 40 HP / 216 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Frustration
- Earthquake
- Roost
Ah, yes. The star of my team. I was a bit sketchy on how good MAlt really was, so I put it on my team to test it out with a generic DD set. Originally, I had 208 speed EVs to just barely speedcreep max-speed Jolly Mega Lopunnies and Manectrics; considering how prevalent MAlt really is, however, I gave it maximum speed investments and a Jolly nature to at least speed-tie other Jolly MAlts. The moveset is standard: Frustration as a powerful STAB and Earthquake to smack around Heatran, which basically walls MAlt otherwise. I gave MAlt 0 happiness because I FEED ON THE TEARS OF MY SLAVE PO- see ditto sometimes, and also because Frustration cant do anything without it.

Not Gallade (Bisharp) (F) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Malt is weak to fairy, poison, and steel attacks; Bisharp can check slow fairies like Clef and Sylveon, switch in on free poison hits, and take steel type attacks with relative ease. Bisharp can also set up on Megasaurs and Ferros that come in on MAlt, while MAlt can switch in on Keldeos which are frequently used to take on Bisharp. The moveset, item, and EVs are as standard as it gets, and I used a Jolly nature instead of Adamant so I can outspeed max-speed Jolly Scarf-tars after Knock Off, and also because Bisharp can dish out really strong hits even without an attack-boosting nature.

Fowl Play (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Heat Wave
- Knock Off
I noted that both MAlt and Bisharp cant reliably switch in onto special fairy attacks (or any special attacks in general), so I added AV Tornadus to the team for easy switch ins onto sylveon and clefable. I chose hurricane as the main STAB because 110 BP shoots mons dead even neutrally, and I'm using heat wave over focus miss because my luck is horrible, and it can still deal with Ferros very well (but misses out on heatran D:). Max speed and a Jolly nature on Torn help it get the hell out of there with U-turn from Raikous and Starmies that can tear Tornadus apart.

GOTTA GO FAST (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
I needed a Stealth Rocker, and Garchomp seemed like a solid idea because it can punish threatening physical attackers and birds with Rough Skin and Rocky Helmet on the switch-in, with minimal backlash due to its near-maxed defense and Impish nature. I placed 16 EVs in speed so I can speedcreep other Rock-chomps that roam OU. I also chose Endure over a coverage move like Fire Blast since it helps me get more residual damage off on physical attackers when necessary. I also named my Chomp GOTTA GO FAST because it's actually a scarfed Garchomp. Really.

Of India (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
After finding a rock setter, I realized that I also needed a spinner on my team to get rid of hazards (especially rocks) that can chip at MAlt and Tornadus. Offensive Starmie seemed like a good idea, since it can punish switchouts with a LO analytic hydro pump/psyshock, or play mind games instead and spin off hazards. At this point, my team seemed pretty weak to ice types, and Starmie can take both physical and special ice type attacks pretty well. In addition, I chose ice beam as coverage since it can bully the living sh*t out of Thundurus, Garchomp, and Lati@s.

K9 (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Lastly, I needed something to round off the team. Originally, I had a defensive Washtom, but it didn't provide enough offensive pressure to my liking. Raikou looked like a decent alternative (especially as a lead), since it can use Tbolt/HP Ice to threaten Skarms, Landos, and Chomps that wanted to set rocks right away. I slapped Choice Specs onto Raikou because I wanted it to hit as hard as it could; it can't OHKO physically bulky Landos and Chomps 100% of the time with AV or LO on.
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And that's my team! As with my first RMT team, this also got me to
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