quick look:
how the teams performed:
screen shots are a lil off due to kind of fucking around after, reqs were achieved however
hello pals, i figured i would write up an RMT because this team is essentially probably going to be useless now that i am done with the aegi suspect test, as frankly despite what i will vote i do not think that aegi has any chance of getting unbanned. additionally, i actually think this team is really good, and gave me a sick ass route to getting reqs.
full disclosure, i didnt/don't play OU that much since ORAS, so my first few teams were a fucking nightmare as i tried to build them myself bc there was like nothing that i could steal from the forums. i was doing really bad and was like 30-26 or something at one point, trying to convince myself i'd go on a tear later. eventually instead of slapping together 6 random pokes i decided to think out what would be a good team and what would compliment the way i enjoy playing, and came up with the following team. i ended up getting reqs with a record of something like 67-32, a rank of around 1600 elo at my peak and ladder peak of somewhere in the 40s i think, i'm not sure i think checking your rank when you're still laddering is bad luck lol. the alt i used to test the team is currently sitting at 22-3, so i figure it's an alright sqad.
basic team premise:
strong, fast offense with the ability to press the "reset" button a few different ways should you let a threat get out of control. emphasis on setting hazards to take advantage of either the whittle, or the one free turn that the opponent removing them would take. switchins available to common threats and decent type coverage.
the squad:
Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Serious Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- King's Shield
- Sacred Sword
seeing as how aegislash is one of my favorite mons, and the suspect test was specifically looking at him, i figured i would want to start with him. the life orb set is able to dish out a lot of damage to many common switch in, kings shield allows me to play mind games or survive hits that blade form wouldn't be able to, sacred sword is vital because bisharp is SOOOO common a switch in, frankly i consider clicking sacred sword when vs-ing a lati when the opp. still has a bisharp to be a no brainer. they will switch it in 99% of the time and you get an OHKO and a huge mon that threatens the main sweeper of the team out of the way.
Serperior @ Meadow Plate
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Substitute
- Hidden Power [Ground]
- Glare
serperior is a mon that i really wanted on this team. the previous iterations of my laddering attempts fell soooo often at the hands of landorus because, if i didn't have mamoswine still alive (a staple of my last team) he would be able to outspeed and usually OHKO anything i had left. as such, i wanted something that at the very least would make getting off the Rock Polish risky, Serp does that very well once it is in.
another aspect i like about serperior is how well it influences the psychological game. as you will see later, i run a heatran on this team as well as a skarmory. both are my only likely rockers on the team, and as such if the opp. is running a water type with good matchup against either of those (keldeo, manaphy and especially rotom) they will lead with that 9 times out of 10. if i recognize these members on the opponents team i will almost always forego early rocks and start with serperior, and if im matched up against the water i will have a massive early advantage. depending on the rest of their team i can go for the easy glare, the sub if i am not particularly sure what to do, or just start leaf storming if they do not have a very obvious switch. garchomp is another mon serp loves to start against, two leaf storms take it out and usually opponents let it take the first one in order to get rocks up.
serp's speed tier is pretty good and the snowball effect it has really can grasp a game from the first turn.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Fire Blast
- Toxic
- Stealth Rock
- Ancient Power
ugh i hate heatran, it's such an ugly mon. but his role is so vital its almost unbelievable on this team lol. first, rocks in conjunction with serp immediately begins pressuring the other team. like i said before, the psychological aspect of the game is important to me, and chip damage amplifies that on my opponents end. toxic is for switch ins like rotom-w, which i don't like dealing with, or the latis. ancient power is because i was having an issue with defensive talonflames, especially bulk up ones and i wanted a way to make heatran not setup fodder for them.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Iron Head
skarmory is my physical wall. spikes support allow my sweepers true freedom to achieve their goals, combined with rocks turns a lot of 3hkos to 2hkos, or 2hkos to a 1 and done. skarm is necessary because of the huge amount of mega lopunny on the ladder, and while hjk on the switch can give me a ton of problems i can typically deal with it alright using a conjunction of skarm and aegi. whirlwind is one of my reset buttons, because skarm can usually take 1 of any hit and get them out. iron head is for diancie, but to be honest i didn't see a single 1 in 100 games lol.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
lopunny was typically my sweeper most games. if i've played well and sufficiently weakened the other team, lopunny can usually outspeed and ohko anything remaining. this is where chip damage from heatran, rocks, spikes, etc. all come into play. i went all out with speed because i wanted to at worst speed tie other lops, as well as manectric. fake out is, yet again, a reset button when i've let something boost too far - i can switch in and fake out a few times while sacking. typically this isn't even a huge problem because i've found lop can handle multiple mons, and in situations where i've let a sweeper boost too much it is typically because i've focused on hazard setting while it was making its moves.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]
the big daddy himself, and legit one of my favorite designs out of all mons. this dude is just intimidating. the sheer output of damage and the coverage he has is incredible. rock polish allows me to take advantage of one slip up to outspeed the entire meta and usually wreck anything remaining afterwards. stab earth power of course, hp ice for gliscors mainly and opposing landos, and sludge wave for faries, latis, etc. he's pretty straight forward but i think fits the theme of the team well - pressuring the opponent into one suboptimal play to get into a position to sweep. the worst thing an opp. can do when facing lando is switch out immediately, because if i RP that turn i'm still able to take hits and any 2hkos aren't as bad. as well, i've used lando as a pivot against electric type attackers (say raikou vs. skarm, he'll almost never hp ice because it's so standard that he'll expect i won't go to lando (typically a win con) and will just do the obvious volt switch, then on the upcoming hp ice i can get in heatran - saving myself from losing momentum and getting in a strong position)
disclaimer:
some of the evs might not be optimized at the moment. i'm writing this in a downtime from work, so i don't have the full team at my disposal and just remade it pretty quickly on showdown. however, the gist is there.
threats:
- mandibuzz gives a big headache to my two main sweepers, and even serp doesn't like taking the damage if it can be avoided. as well, toxic on heatran is so painfully obvious most of the time i don't get a chance to use it.
- pranster twave and outspeeding pretty much everything on my team bar lop means this is a fucking pain in the ass to deal with. heatran can take a hit, but can't ohko back and from that point i have to basically fake out over and over to get anything done. if i'm feeling bold i can sack heatran getting off a toxic/ancient power/fire blast whatever, then fake out with lop, and if i think they're t-waving the next turn just don't mega and hit em with a return. rocks support is VITAL to beating thundy.
there are more but those two are probably the worst. i can tacitly deal with anything else i figure.
importable:
thanks for reading, and if you have the chance please suggest any changes that could be made to the team to better deal with the aegi meta. i plan on using it last time probably in sundays aegi suspect tour, so tbh i don't care about giving it out but if aegi does get unbanned this will probably be the team that i go with for quite a while should i keep playing ou. additionally, if you have any suggestions as to what would fill aegi's slot, that'd be greatly appreciated.
ty pals






how the teams performed:

screen shots are a lil off due to kind of fucking around after, reqs were achieved however
hello pals, i figured i would write up an RMT because this team is essentially probably going to be useless now that i am done with the aegi suspect test, as frankly despite what i will vote i do not think that aegi has any chance of getting unbanned. additionally, i actually think this team is really good, and gave me a sick ass route to getting reqs.
full disclosure, i didnt/don't play OU that much since ORAS, so my first few teams were a fucking nightmare as i tried to build them myself bc there was like nothing that i could steal from the forums. i was doing really bad and was like 30-26 or something at one point, trying to convince myself i'd go on a tear later. eventually instead of slapping together 6 random pokes i decided to think out what would be a good team and what would compliment the way i enjoy playing, and came up with the following team. i ended up getting reqs with a record of something like 67-32, a rank of around 1600 elo at my peak and ladder peak of somewhere in the 40s i think, i'm not sure i think checking your rank when you're still laddering is bad luck lol. the alt i used to test the team is currently sitting at 22-3, so i figure it's an alright sqad.
basic team premise:
strong, fast offense with the ability to press the "reset" button a few different ways should you let a threat get out of control. emphasis on setting hazards to take advantage of either the whittle, or the one free turn that the opponent removing them would take. switchins available to common threats and decent type coverage.
the squad:

Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Serious Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- King's Shield
- Sacred Sword
seeing as how aegislash is one of my favorite mons, and the suspect test was specifically looking at him, i figured i would want to start with him. the life orb set is able to dish out a lot of damage to many common switch in, kings shield allows me to play mind games or survive hits that blade form wouldn't be able to, sacred sword is vital because bisharp is SOOOO common a switch in, frankly i consider clicking sacred sword when vs-ing a lati when the opp. still has a bisharp to be a no brainer. they will switch it in 99% of the time and you get an OHKO and a huge mon that threatens the main sweeper of the team out of the way.

Serperior @ Meadow Plate
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Substitute
- Hidden Power [Ground]
- Glare
serperior is a mon that i really wanted on this team. the previous iterations of my laddering attempts fell soooo often at the hands of landorus because, if i didn't have mamoswine still alive (a staple of my last team) he would be able to outspeed and usually OHKO anything i had left. as such, i wanted something that at the very least would make getting off the Rock Polish risky, Serp does that very well once it is in.
another aspect i like about serperior is how well it influences the psychological game. as you will see later, i run a heatran on this team as well as a skarmory. both are my only likely rockers on the team, and as such if the opp. is running a water type with good matchup against either of those (keldeo, manaphy and especially rotom) they will lead with that 9 times out of 10. if i recognize these members on the opponents team i will almost always forego early rocks and start with serperior, and if im matched up against the water i will have a massive early advantage. depending on the rest of their team i can go for the easy glare, the sub if i am not particularly sure what to do, or just start leaf storming if they do not have a very obvious switch. garchomp is another mon serp loves to start against, two leaf storms take it out and usually opponents let it take the first one in order to get rocks up.
serp's speed tier is pretty good and the snowball effect it has really can grasp a game from the first turn.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Fire Blast
- Toxic
- Stealth Rock
- Ancient Power
ugh i hate heatran, it's such an ugly mon. but his role is so vital its almost unbelievable on this team lol. first, rocks in conjunction with serp immediately begins pressuring the other team. like i said before, the psychological aspect of the game is important to me, and chip damage amplifies that on my opponents end. toxic is for switch ins like rotom-w, which i don't like dealing with, or the latis. ancient power is because i was having an issue with defensive talonflames, especially bulk up ones and i wanted a way to make heatran not setup fodder for them.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Iron Head
skarmory is my physical wall. spikes support allow my sweepers true freedom to achieve their goals, combined with rocks turns a lot of 3hkos to 2hkos, or 2hkos to a 1 and done. skarm is necessary because of the huge amount of mega lopunny on the ladder, and while hjk on the switch can give me a ton of problems i can typically deal with it alright using a conjunction of skarm and aegi. whirlwind is one of my reset buttons, because skarm can usually take 1 of any hit and get them out. iron head is for diancie, but to be honest i didn't see a single 1 in 100 games lol.

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
lopunny was typically my sweeper most games. if i've played well and sufficiently weakened the other team, lopunny can usually outspeed and ohko anything remaining. this is where chip damage from heatran, rocks, spikes, etc. all come into play. i went all out with speed because i wanted to at worst speed tie other lops, as well as manectric. fake out is, yet again, a reset button when i've let something boost too far - i can switch in and fake out a few times while sacking. typically this isn't even a huge problem because i've found lop can handle multiple mons, and in situations where i've let a sweeper boost too much it is typically because i've focused on hazard setting while it was making its moves.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]
the big daddy himself, and legit one of my favorite designs out of all mons. this dude is just intimidating. the sheer output of damage and the coverage he has is incredible. rock polish allows me to take advantage of one slip up to outspeed the entire meta and usually wreck anything remaining afterwards. stab earth power of course, hp ice for gliscors mainly and opposing landos, and sludge wave for faries, latis, etc. he's pretty straight forward but i think fits the theme of the team well - pressuring the opponent into one suboptimal play to get into a position to sweep. the worst thing an opp. can do when facing lando is switch out immediately, because if i RP that turn i'm still able to take hits and any 2hkos aren't as bad. as well, i've used lando as a pivot against electric type attackers (say raikou vs. skarm, he'll almost never hp ice because it's so standard that he'll expect i won't go to lando (typically a win con) and will just do the obvious volt switch, then on the upcoming hp ice i can get in heatran - saving myself from losing momentum and getting in a strong position)
disclaimer:
some of the evs might not be optimized at the moment. i'm writing this in a downtime from work, so i don't have the full team at my disposal and just remade it pretty quickly on showdown. however, the gist is there.
threats:


there are more but those two are probably the worst. i can tacitly deal with anything else i figure.
importable:
Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Serious Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- King's Shield
- Sacred Sword
Serperior @ Meadow Plate
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Substitute
- Hidden Power [Ground]
- Glare
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Fire Blast
- Toxic
- Stealth Rock
- Ancient Power
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Iron Head
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Serious Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- King's Shield
- Sacred Sword
Serperior @ Meadow Plate
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Substitute
- Hidden Power [Ground]
- Glare
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Fire Blast
- Toxic
- Stealth Rock
- Ancient Power
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Iron Head
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]
thanks for reading, and if you have the chance please suggest any changes that could be made to the team to better deal with the aegi meta. i plan on using it last time probably in sundays aegi suspect tour, so tbh i don't care about giving it out but if aegi does get unbanned this will probably be the team that i go with for quite a while should i keep playing ou. additionally, if you have any suggestions as to what would fill aegi's slot, that'd be greatly appreciated.
ty pals
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