My first RMT, please be merciless!
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Volt Switch
- Thunderbolt
- Flamethrower/Overheat
- Hidden Power [Ice]
Probably the best offensive pivot, Manectric can gain momentum whenever it switches in. The only real downside is that it is VERY predictable, this is pretty much the only viable set and as such is easily predicted. Forms and intimidate core with Landorus-T, crippling physical attackers. ScarfChomp is a threat, but can often be predicted if there is another mega on the opponent's team. I'm still undecided between flamethrower and overheat.
I run modest because:
252 SpA Timid Mega Manectric Hidden Power Ice vs. 4 HP / 0 SpD Mega Garchomp: 284-336 (79.3 - 93.8%) -- 6.3% chance to OHKO after Stealth Rock
252+ SpA Modest Mega Manectric Hidden Power Ice vs. 4 HP / 0 SpD Mega Garchomp: 312-368 (87.1 - 102.7%) -- 56.3% chance to OHKO after Stealth Rock
I don't think there's anything relevant which Timid outruns, so the extra power from modest is appreciated.
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Landorus-Therian (M) @ Assault Vest
Ability: Intimidate
EVs: 132 Atk / 220 HP / 156 SDef
Adamant Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
Another great pivot, Landorus-T also makes a great mixed wall and my only Zard X/Y counter. Knock off for utility, U-turn for momentum and EdgeQuake for coverage. EVs are random, if someone can suggest an optimal spread I'd appreciate it. It is very bulky on the special side, shown by the following calc:
252+ SpA Mega Manectric Hidden Power Ice vs. 220 HP / 156 SpD Assault Vest Landorus-T: 200-236 (53.4 - 63.1%) -- guaranteed 2HKO
As you can see, it can take even 4 times effective moves and OHKO back. Now, for Zard calcs:
252 SpA Mega Charizard Y Solar Beam vs. 220 HP / 156 SpD Assault Vest Landorus-T: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
-1 252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 220 HP / 0 Def Landorus-T: 186-219 (49.7 - 58.5%) -- 98.8% chance to 2HKO
Stone edge OHKOs Y and X after recoil. Problems arise if they don't lead with Zard X, as without the attack drop it does ~80% to Landorus.
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Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 132 HP / 124 Spd
Adamant Nature
- Bullet Punch
- Aerial Ace
- U-turn
- Knock Off
Banded Genesect was perfect for this team, but alas it was rightfully banned and so Scizor takes his place. Bullet punch for revenge killing, U-turn for momentum and power, Aerial ace for MegaSaur, Knock off for utility. I've never been a fan of pursuit, since if I predict wrongly then I am pretty much screwed. EVs are to outspeed defensive MegaSaur.
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Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 HP / 4 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Ice]
I initially used standard chestorest Rotom-W, but found its power lacking and so here is specs Rotom-W. It has a deceptively high damage output with hydro pump being the typical 'nuke', volt switch for powerful momentum, HP ice for coverage and trick to destroy defensive pokes and often gain leftovers. Not sure if HP grass would be better since most pokes weak to ice are neutral/weak to water anyway.
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Earth Power
- Lava Plume
- Stealth Rock
- Roar
The glue which sticks this team together, Heatran walls many threats which would otherwise crush this team. He is the rock setter and phazer in order to get rid of set up sweepers. Not much to say really, standard special wall. Sponges fire attacks aimed at Scizor and can deal a fair bit of damage at +1.
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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Brave Bird
- Roost
- Defog
- Taunt
As with any volt-turn team, hazard control is a necessity. Hence Mandibuzz, who is also a great physical wall. Overcoat means it sponges spore/sleep powder so can counter Smeargle, especially since it is a fast taunter. Mandibuzz also brings much needed dark and ghost resist which I would not otherwise have. Brave bird is an attempt to counter MegaSaur and Conkeldurr who otherwise utterly annihilate my team.
4 Atk Mandibuzz Brave Bird vs. 252 HP / 0 Def Conkeldurr: 192-228 (46.3 - 55%) -- 98.4% chance to 2HKO after Stealth Rock
4 Atk Mandibuzz Brave Bird vs. 252 HP / 0 Def Mega Venusaur: 152-182 (41.7 - 50%) -- 89.8% chance to 2HKO after Stealth Rock
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Major threats:
This little bastard crushes everyone on my team except Mandibuzz. Without him, my best chance is intimidate and forcing a switch, otherwise I am screwed.
Scizor/Mandibuzz can do damage to it, but it often carries HP fire. very difficult to take down otherwise.
My team often tends to fall to stall teams, since they can recover off the damage from volt-switch and u-turn. I've also got a pretty big weakness to strong fighting attacks.
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Volt Switch
- Thunderbolt
- Flamethrower/Overheat
- Hidden Power [Ice]
Probably the best offensive pivot, Manectric can gain momentum whenever it switches in. The only real downside is that it is VERY predictable, this is pretty much the only viable set and as such is easily predicted. Forms and intimidate core with Landorus-T, crippling physical attackers. ScarfChomp is a threat, but can often be predicted if there is another mega on the opponent's team. I'm still undecided between flamethrower and overheat.
I run modest because:
252 SpA Timid Mega Manectric Hidden Power Ice vs. 4 HP / 0 SpD Mega Garchomp: 284-336 (79.3 - 93.8%) -- 6.3% chance to OHKO after Stealth Rock
252+ SpA Modest Mega Manectric Hidden Power Ice vs. 4 HP / 0 SpD Mega Garchomp: 312-368 (87.1 - 102.7%) -- 56.3% chance to OHKO after Stealth Rock
I don't think there's anything relevant which Timid outruns, so the extra power from modest is appreciated.




Landorus-Therian (M) @ Assault Vest
Ability: Intimidate
EVs: 132 Atk / 220 HP / 156 SDef
Adamant Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
Another great pivot, Landorus-T also makes a great mixed wall and my only Zard X/Y counter. Knock off for utility, U-turn for momentum and EdgeQuake for coverage. EVs are random, if someone can suggest an optimal spread I'd appreciate it. It is very bulky on the special side, shown by the following calc:
252+ SpA Mega Manectric Hidden Power Ice vs. 220 HP / 156 SpD Assault Vest Landorus-T: 200-236 (53.4 - 63.1%) -- guaranteed 2HKO
As you can see, it can take even 4 times effective moves and OHKO back. Now, for Zard calcs:
252 SpA Mega Charizard Y Solar Beam vs. 220 HP / 156 SpD Assault Vest Landorus-T: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
-1 252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 220 HP / 0 Def Landorus-T: 186-219 (49.7 - 58.5%) -- 98.8% chance to 2HKO
Stone edge OHKOs Y and X after recoil. Problems arise if they don't lead with Zard X, as without the attack drop it does ~80% to Landorus.






Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 132 HP / 124 Spd
Adamant Nature
- Bullet Punch
- Aerial Ace
- U-turn
- Knock Off
Banded Genesect was perfect for this team, but alas it was rightfully banned and so Scizor takes his place. Bullet punch for revenge killing, U-turn for momentum and power, Aerial ace for MegaSaur, Knock off for utility. I've never been a fan of pursuit, since if I predict wrongly then I am pretty much screwed. EVs are to outspeed defensive MegaSaur.



Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 HP / 4 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Ice]
I initially used standard chestorest Rotom-W, but found its power lacking and so here is specs Rotom-W. It has a deceptively high damage output with hydro pump being the typical 'nuke', volt switch for powerful momentum, HP ice for coverage and trick to destroy defensive pokes and often gain leftovers. Not sure if HP grass would be better since most pokes weak to ice are neutral/weak to water anyway.



Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Earth Power
- Lava Plume
- Stealth Rock
- Roar
The glue which sticks this team together, Heatran walls many threats which would otherwise crush this team. He is the rock setter and phazer in order to get rid of set up sweepers. Not much to say really, standard special wall. Sponges fire attacks aimed at Scizor and can deal a fair bit of damage at +1.






Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Brave Bird
- Roost
- Defog
- Taunt
As with any volt-turn team, hazard control is a necessity. Hence Mandibuzz, who is also a great physical wall. Overcoat means it sponges spore/sleep powder so can counter Smeargle, especially since it is a fast taunter. Mandibuzz also brings much needed dark and ghost resist which I would not otherwise have. Brave bird is an attempt to counter MegaSaur and Conkeldurr who otherwise utterly annihilate my team.
4 Atk Mandibuzz Brave Bird vs. 252 HP / 0 Def Conkeldurr: 192-228 (46.3 - 55%) -- 98.4% chance to 2HKO after Stealth Rock
4 Atk Mandibuzz Brave Bird vs. 252 HP / 0 Def Mega Venusaur: 152-182 (41.7 - 50%) -- 89.8% chance to 2HKO after Stealth Rock










Major threats:
This little bastard crushes everyone on my team except Mandibuzz. Without him, my best chance is intimidate and forcing a switch, otherwise I am screwed.
Scizor/Mandibuzz can do damage to it, but it often carries HP fire. very difficult to take down otherwise.
My team often tends to fall to stall teams, since they can recover off the damage from volt-switch and u-turn. I've also got a pretty big weakness to strong fighting attacks.
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