The Dank Adventures of Mr.ZamVad
Mega-Zam/Tangrowth Bulky Offense
Hey this is DevilDjinn and I welcome you to my first RMT. I wanted to use one of my favorite offensive threats Mega-Zam. [1] I started with a standard offensive Zam which would knock out Keldeo Venusaur and other mild annoyance I would tend to face. [2] Every strong Psychic type that doesn't run Psyshock needs protection from the Chansey and a trapper for Lati's. I decided to go all in and use Banded T-tar to ensure KO's on Lati's whether or not they switched (assuming it took 10% from its Life Orb). [3] Another mon of mine that I adore on offensive teams and benefits from the lack of Chansey and Lati is Kyurem-B. This Life orb set 2HKO's anything that isnt prepared for its stab Ice Beam or decent cover moves. [4] I needed a sponge for Fairy damage as well as a way to deal with rocks, hence I added Tentacruel. Scald burns and Sludge bomb poisons also go a long way in chipping away teams. [5] I need something that didn't mind Hydro Pumps from Keldeo and also didnt care about EQ's from Lando/Chomp. Enter the Dank Lord Tangrowth who has held the entire team on his back on multiple occasions. If you play it like a mad man you manage to punch holes in teams you didnt know you could. [6] I needed a Flyer and I needed something that would be a hard counter to Zard X, arguably the best mega in the game. Enter Defensive Lando here to set up rocks, lure bulky mons with toxic and EQ Zard. Mega-Zam/Tangrowth Bulky Offense






The Breakdown

Mr.Zamvad (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball /HP [Fire]
- Protect
Mega-Zam is one of the better late game threats in this tier. Originally it was a CM Zam with focus blast but i noticed a few things while laddering that made me switch up the set. Allow me to further explain this set:
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball /HP [Fire]
- Protect
Mega-Zam is one of the better late game threats in this tier. Originally it was a CM Zam with focus blast but i noticed a few things while laddering that made me switch up the set. Allow me to further explain this set:
Psychic is its strongest stab move and is needed over Psyshock if you plan to do anything late game to defensive lando-t or hippowdown (whilst using protect to stall sand). It OHKO's Keldeo, 2HKO's Defensive Mega Venusaur, after rocks it also has a chance of 2HKO'ing Unaware Clef
Dazzling Gleam at first seems a little funky in comparison to focus blast however one thing that dazzling gleam will hit threats 100% of the time opposed to 70% and if your like me you'll miss focus blast every time it matters. Dazzling Gleam will OHKO Weavile after rocks, 2HKO Scarf Hoopa/LO Hoopa after rocks, 2HKO Mega Sableye and ONLY DO THIS IF YOU HAVE NO OTHER OPTIONS you can 2HKO Choice Scarf T-tar at 88%
Shadow Ball is meant for the Lati Twins in the event T-tar takes an L. Shadow Ball will 2HKO Latios and Latias (Latias after rocks) but it will also 2HKO SlowBro. If your not feeling this move because it feels like the coverage overlaps I strongly suggest HP[Fire] to lure Scizor and 2HKO mixed defense ferrothorn.
Protect is a move i chose over Sub/Encore because there were certain cases where i needed to either fight chip damage, outspeed a scarf mon, or use mind games. Zam is the fastest non-scarf'd mon in the meta meaning that scarf'd threats as high as the base 80 speed tier will be outsped. Mons like Thundurus will see protect from Zam and will sometimes fear losing momentum and will go for HP[Ice] the following turn instead of hitting t-wave. Late game protect will mean the difference between a win or a lose as sometimes you need 1 more turn of sand/toxic damage before you can guarantee a KO.
Shadow Ball is meant for the Lati Twins in the event T-tar takes an L. Shadow Ball will 2HKO Latios and Latias (Latias after rocks) but it will also 2HKO SlowBro. If your not feeling this move because it feels like the coverage overlaps I strongly suggest HP[Fire] to lure Scizor and 2HKO mixed defense ferrothorn.
Protect is a move i chose over Sub/Encore because there were certain cases where i needed to either fight chip damage, outspeed a scarf mon, or use mind games. Zam is the fastest non-scarf'd mon in the meta meaning that scarf'd threats as high as the base 80 speed tier will be outsped. Mons like Thundurus will see protect from Zam and will sometimes fear losing momentum and will go for HP[Ice] the following turn instead of hitting t-wave. Late game protect will mean the difference between a win or a lose as sometimes you need 1 more turn of sand/toxic damage before you can guarantee a KO.

Izanagi (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Toxic
- Rock Slide
- Earthquake
- Stealth Rock
Lando is one of the more common mons in OU, this particular set is a little more on the common side as well however it fits the needs of my team pretty well and my team needed a flyer. Here's the skinny on this set:
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Toxic
- Rock Slide
- Earthquake
- Stealth Rock
Lando is one of the more common mons in OU, this particular set is a little more on the common side as well however it fits the needs of my team pretty well and my team needed a flyer. Here's the skinny on this set:
Toxic is used for bulkier mons. People will switch in opposing Lando's, Hippowdown, Rotom-W, Tank-Tar, and Clefable. If the mon poses no immediate threat go for rocks.
Rock Slide is used for Talonflame and for chip damage on opposing Lando's. If fighting Specially defensive Talonflame, it will do 55.1 - 65.1% with a burn and conversely 54.5 - 64.6% on the Earthquake when it goes for Roost. Special Defensive Talonflame sets may go for Brave Bird at that point go for toxic.
Earthquake is used to threaten out Zard X. Also even with a burn it will 2HKO specially defensive heatran. *If you suspect zard X at team preview keep this as healthy as possible. This set will OHKO Zard X after a lured Flare Blitz.
Stealth Rock is used to make sure Zam/Kyurem get KO's they would usually miss. Also pressure your opponent into bringing in Starmie or Defog Latios so they can be dealt with by T-tar.

6OnMyShoulder (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 248 SpA / 240 Spe
Mild Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]/Roost
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 248 SpA / 240 Spe
Mild Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]/Roost
This thing is a monster when fighting balance. Teravolt allows Kyurem to go through Multiscale, ThickFat, and Sturdy so anything that switches in will take crazy damage. It also has really good set of resistances so it can stay in on threats. Here's the set detail:
Earth Power will be used to OHKO heatran, OHKO Mangetric (you can tank an overheat) and it even has a chance to OHKO Defensive Rotom-W after rocks. Also if you suspect a Smooth Rock T-tar lead you can 2HKO if you suspect Stealth Rocks.
Ice Beam is a really good stab move that pokes holes in teams. It does up to 93.7% to defensive Skarm and if it SpDef Skarm you can still 2HKO it. It will 2HKO CM Clefable if it switches in or does not get the SpA drop on Moonblast.
Fusion Bolt the reason why you run 20 EVs in attack is so you can OHKO Azu after rocks. It also does a fair chunk to SpDef Skarm after you gauge the damage with ice beam are expecting Keldeo to come in on expected Keldeo. Also after it takes one LO hit Fusion bolt destroys Hoopa-Unbound
HP[Fire] is a lure for Scizor and does 76.7 - 91.4% to mixed defense Ferrothorn. If you already have coverage with Zam then go for Roost that was Kyurem doesn't burn itself out from life orb.
Ice Beam is a really good stab move that pokes holes in teams. It does up to 93.7% to defensive Skarm and if it SpDef Skarm you can still 2HKO it. It will 2HKO CM Clefable if it switches in or does not get the SpA drop on Moonblast.
Fusion Bolt the reason why you run 20 EVs in attack is so you can OHKO Azu after rocks. It also does a fair chunk to SpDef Skarm after you gauge the damage with ice beam are expecting Keldeo to come in on expected Keldeo. Also after it takes one LO hit Fusion bolt destroys Hoopa-Unbound
HP[Fire] is a lure for Scizor and does 76.7 - 91.4% to mixed defense Ferrothorn. If you already have coverage with Zam then go for Roost that was Kyurem doesn't burn itself out from life orb.

Ustanak (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower
People tend to sleep on Banded T-tar. It take hits pretty well with the extra hp and this speed is so that it can outspeed things like Skarm. This is crucial because it can pursuit trap Chansey. Doing 44-54% to Chansey when it switches out. Also it lives Dracos from the Lati's very comfortably. Heres some info:
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower
People tend to sleep on Banded T-tar. It take hits pretty well with the extra hp and this speed is so that it can outspeed things like Skarm. This is crucial because it can pursuit trap Chansey. Doing 44-54% to Chansey when it switches out. Also it lives Dracos from the Lati's very comfortably. Heres some info:
Stone Edge hits like two trucks. It will do 73 - 86.2% to Clefable which will sometimes be the difference will be the difference between winning and losing a game. Stone Edge will OHKO any form of TalonFlame even with a burn. And this set will be able to tank a hit from Volcarona and fire back with Stone Edge or Crunch (95.1 - 112.1% to bulky Volcarona).
Pursuit is used to trap Lati's for Kyurem and Zam. Also it can safely pursuit substitute Gengar doing 127.7 - 150.5% on a switch out with a burn. You can also Pursuit Hoopa-Unbound if you already scouted for Drain Punch.
Crunch is an amazing dark stab. It does decent damage to mons you wouldn't expect such as Ferrothorn 2HKO'ing it if it is atleast at 88%. Its really good to use when you know you won't be able to pursuit kill the mon in front of you.
Superpower is meant for those bulky steels and if suspect a softboiled from Chansey. Also if no are no rocks on your side of the field you will live one Iron Head from LO Adamant Bisharp and return with Superpower. If you haven't revealed the band they may suspect a scarf and go for sucker punch which you can easily live at +2.
Pursuit is used to trap Lati's for Kyurem and Zam. Also it can safely pursuit substitute Gengar doing 127.7 - 150.5% on a switch out with a burn. You can also Pursuit Hoopa-Unbound if you already scouted for Drain Punch.
Crunch is an amazing dark stab. It does decent damage to mons you wouldn't expect such as Ferrothorn 2HKO'ing it if it is atleast at 88%. Its really good to use when you know you won't be able to pursuit kill the mon in front of you.
Superpower is meant for those bulky steels and if suspect a softboiled from Chansey. Also if no are no rocks on your side of the field you will live one Iron Head from LO Adamant Bisharp and return with Superpower. If you haven't revealed the band they may suspect a scarf and go for sucker punch which you can easily live at +2.

Kraken (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Scald
- Sludge Bomb/Venoshock
- Rapid Spin
- Haze/toxic spikes
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Scald
- Sludge Bomb/Venoshock
- Rapid Spin
- Haze/toxic spikes
This is as little crazy. It is a decent steel resist so it can stay in on Scizor and choice locked Jirachi. It also is a safe switch in on Ferro because of liquid ooze. Its is my best answer to Clef but there are two ways to handle it. Toxic Spikes if you can squeeze in the time to set up one layer before clef gets in and haze if you want to reset calm minds when it gets too high. Here's the moveset:Scald is good for getting the burn when it matters on mons Tentacruel can stay in on.
Sludge Bomb is good for Fairies. Tentacreul will be able to stay in on most fairies with the exception of Mega Gard. Also it has a poison chance on any mon you can't burn or doesnt have physical offense like Alomomola or Slowbro. Venoshock is an alternative that hits everything thats toxic'd for 130 base damage. It 2HKO's Clef and it has a chance 2HKO's Cleric Sylveon.
Rapid spin is used to save Kyurem from rocks while maintaining your hazards.
Haze is used to reset Calm Mind turns, Toxic spikes if you can set them up and pressure out the defoggers you can get bulky mons worn down for the rest of the team. The choice is yours.

Dank Lord (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Leaf Storm
- Hidden Power [Ice]
- Earthquake
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Leaf Storm
- Hidden Power [Ice]
- Earthquake
Knock off is crucial for knocking of toxic orbs from Gliscors, Leftovers from non-mega Fairies, and if hazards are up Life orbs from the Lati twins.
Leaf Storm is meant for Manaphy. It has a chance of living +3 Ice Beam from Modest Manaphy and knocking it out before it does more damage to my team. Leaf Storm will also knock out Slowbro if rocks are up. If bulky Starmie come in to spin it will also OHKO (be sure not to reveal it in this situation because most players suspect giga drain which bulky Starmie lives comfortably)
HP[Ice] This move comes in clutch against Gliscor, Thundurus, Serperior and if your a man Tornadus after you knock'd the assault vest.
Earthquake is just a powerful move that 2HKO's threats to the team Heatran and specially offensive Jirachi. If your a man and you know beyond a shadow of a doubt that a Zard X is about to Mega Evolve in front of you hit em with that EQ while they Dragon Dance up.
Leaf Storm is meant for Manaphy. It has a chance of living +3 Ice Beam from Modest Manaphy and knocking it out before it does more damage to my team. Leaf Storm will also knock out Slowbro if rocks are up. If bulky Starmie come in to spin it will also OHKO (be sure not to reveal it in this situation because most players suspect giga drain which bulky Starmie lives comfortably)
HP[Ice] This move comes in clutch against Gliscor, Thundurus, Serperior and if your a man Tornadus after you knock'd the assault vest.
Earthquake is just a powerful move that 2HKO's threats to the team Heatran and specially offensive Jirachi. If your a man and you know beyond a shadow of a doubt that a Zard X is about to Mega Evolve in front of you hit em with that EQ while they Dragon Dance up.
Threatlist
If this Bug-Eyed Bastard gets past +2 there is nothing i can do. You really have to put the pressure on when you see this thing or its a snack wrap.
The 50/50's are too real after it SD's. I have ways of dealing with it but its still pretty dangerous.
Imagine hi jump kicking the entire meta game, now imagine that plus huge power. I need prior damage on this thing before zam can comfortably end its life.
Currently I am in the mid 1500's, so the team has been test but not perfected. Please leave your commentary below and if you have any set suggestions. Here's the importable:
Mr.Zamvad (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball
- Protect
Izanagi (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Toxic
- Rock Slide
- Earthquake
- Stealth Rock
6OnMyShoulder (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 248 SpA / 240 Spe
Mild Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
Kraken (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Scald
- Sludge Bomb
- Rapid Spin
- Haze
Dank Lord (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Leaf Storm
- Hidden Power [Ice]
- Earthquake
Ustanak (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower

If this Bug-Eyed Bastard gets past +2 there is nothing i can do. You really have to put the pressure on when you see this thing or its a snack wrap.

The 50/50's are too real after it SD's. I have ways of dealing with it but its still pretty dangerous.

Imagine hi jump kicking the entire meta game, now imagine that plus huge power. I need prior damage on this thing before zam can comfortably end its life.
Currently I am in the mid 1500's, so the team has been test but not perfected. Please leave your commentary below and if you have any set suggestions. Here's the importable:
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball
- Protect
Izanagi (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Toxic
- Rock Slide
- Earthquake
- Stealth Rock
6OnMyShoulder (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 248 SpA / 240 Spe
Mild Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
Kraken (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Scald
- Sludge Bomb
- Rapid Spin
- Haze
Dank Lord (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Leaf Storm
- Hidden Power [Ice]
- Earthquake
Ustanak (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower