

I met a traveller from an antique land,
Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”
-Poem "Ozymandias" by Percy Shelly
So with the servers being down and all, I need to find something else to pass the time. So Wynaut make another RMT! Doesn't seem too Farfetch'd! ...Ok, enough of that. So I made this team a while ago and was pretty fun to use. It is, of course, built around Cofagrigus. Now, while TR is fun and all, I saw Cofag having more potential outside of this typical OU stereotype. Seeing how so many top threats in OU almost rely on its ability, such as Azu, MMedi, MPinsir, etc., Cofag's Ability to remove Abilities can be abused. So, after much contemplating, I decided to go and make a team built around our Egyptian friend. And it was more successful than expected, albeit my definition of "successful" differs from most others. It's ceiling (or my ceiling) seemed to be around the mid 1500's. So, help can be much appreciated. Of course, with the dawn of the new megas upon us, while this team is XY OU, some help with speculation on how this team would fare in the future could be helpful. Now, I present the team. (Edits and possibilities in red)Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”
-Poem "Ozymandias" by Percy Shelly






Cores that Built the Team
This is basically my version of the team building process, which goes into team synergy and how they handle certain threats. Like other team building sections of RMT, this section explains my thought process when choosing partners, but instead of going into a pokemon-by-pokemon approach, it goes into the cores within the team. I find this more in-depth, as it goes into how every pokemon works with another rather than how one pokemon covers a hole from the previous one or how they fill a certain role. With this said, on to the cores! (Just like ores, I adore!)
Cofagrigus/Mega Venusaur/Terrakion
This was the initial core for my team. Cofag despises Knock Off and other dark type moves with a passion, as losing leftovers to the former really hurts. On top of that, status is unwanted, thus preventing at least Toxic is very usefull. So thus, I selected Mega Venu and Terrakion to handle these things. Terrakion takes care of Dark types who try to switch in on Cofagrigus and runs them right off. Plus, if something tries to use Knock Off and I predict, they will knock off Terrakions Choice Scarf and instead gets a boost to its attack. Consider it a fair trade. Mega Venu takes the Toxic thrown at Cofag, as it is immune. Mega Venu also takes Knock Offs as well, as it's item cannot be removed and thus the power boost does not go into effect. This is very important, as Azu, while Cofag can shut it down with proper prediction, can in turn use Knock Off to get around Cofag. But with Mega Venu, Cofag can sleep more soundly knowing that his grass-type friend can handle that pesky Azumarill. This relationship is by no means parasitic on the part of Cofag, as he can return the favor. Both Venu and Terrakion can draw in there fair share of physical counters, from Azu to Mega Medi, Talonflame to Mega Pinsir. The list goes on, and Cofag can come in and shut them down with its ability and then burn the switch that comes in. This core has served me well, and is probably the most thought I have ever put in for teammates.
Rotom Wash/Cofagrigus
While the typing synergy may not be there, this is a simple relationship between a Defensive and Special Defensive mons. They both offer different status's, and can draw in a few mons for each other to take advantage of. Once the opponent discovers what Rotom I'm running, he will switch in his physical attacking mon, which can be stopped by Cofag. On the flip side, Rotom W can take care of bulky waters who pose serious problems for Cofag. Plus, the utility of the momentum-starter that is Volt Switch is always handy.
Cofagrigus/Latios
The first thing that will pop in your head when you see this is "This is just asking to be pursuit trapped. How is this a core!?" While this is true, there is some bond between these two mons. Latios checks are everywhere, as they are very important. Some checks can be stopped by Cofag, albeit dangerous, as many have some kind of dark-type move. Another thing about this core is dealing with Heatran. Heatran poses a problem for Cofag, thus Latios' ability to lure Heatran in and surprise it with Earthquake can be the crack in the opponents defenses that you need. While this core isn't optimal, it does need mention.
Terrakion/Bisharp/The Floating Buddies
This is all pretty simple. Terrakion and Bisharp don't like ground moves. Thus, Rotom W and Latios can come in with there levitate shenanigans and let their two grounded fellows live another day. It is also important to note that these two, especially Rotom, can threaten what they switched in to.
Mega Venusaur/Rotom Wash
These are my two leads, as they can handle many common leads. Ferrothorn, Clefable, and the rare Scizor lead are handled by Mega Venu, while Rotom handles the Ground and Rock types that are very common. Volt Switch is a great lead scouting tool, as ground types that are immune to it are weak to Hydro Pump, and if the lead isn't ground or rock, then VS to Venu who can probably threaten whatever the lead is while they set their hazard and safely mega evolve and eliminate. This is no doubt a very good lead core.
Bisharp/Everything bar Rotom Wash
Bisharp has to be the most important component of this team, as it brings it all together. Besides Rotom Wash, all the team members fear something that Bisharp can remove. Mega Venu fears the Lati's, which Bisharp stops. Cofag fears Ghost types as it is too slow to handle them himself. Bisharp knocks them aside. Terrakion doesn't like fast Psychics and Ghosts that wall it. Bisharp tears them down. Latios doesn't like Ghost types as well, but Bisharp doesn't mind. As you can see, Bisharp is a must-have for this team to be successful.
While there are more interesting Synergy notes that can be pointed out, I imagine you are tired of reading this, so let's move on to the good stuff.
This was the initial core for my team. Cofag despises Knock Off and other dark type moves with a passion, as losing leftovers to the former really hurts. On top of that, status is unwanted, thus preventing at least Toxic is very usefull. So thus, I selected Mega Venu and Terrakion to handle these things. Terrakion takes care of Dark types who try to switch in on Cofagrigus and runs them right off. Plus, if something tries to use Knock Off and I predict, they will knock off Terrakions Choice Scarf and instead gets a boost to its attack. Consider it a fair trade. Mega Venu takes the Toxic thrown at Cofag, as it is immune. Mega Venu also takes Knock Offs as well, as it's item cannot be removed and thus the power boost does not go into effect. This is very important, as Azu, while Cofag can shut it down with proper prediction, can in turn use Knock Off to get around Cofag. But with Mega Venu, Cofag can sleep more soundly knowing that his grass-type friend can handle that pesky Azumarill. This relationship is by no means parasitic on the part of Cofag, as he can return the favor. Both Venu and Terrakion can draw in there fair share of physical counters, from Azu to Mega Medi, Talonflame to Mega Pinsir. The list goes on, and Cofag can come in and shut them down with its ability and then burn the switch that comes in. This core has served me well, and is probably the most thought I have ever put in for teammates.
Rotom Wash/Cofagrigus
While the typing synergy may not be there, this is a simple relationship between a Defensive and Special Defensive mons. They both offer different status's, and can draw in a few mons for each other to take advantage of. Once the opponent discovers what Rotom I'm running, he will switch in his physical attacking mon, which can be stopped by Cofag. On the flip side, Rotom W can take care of bulky waters who pose serious problems for Cofag. Plus, the utility of the momentum-starter that is Volt Switch is always handy.
Cofagrigus/Latios
The first thing that will pop in your head when you see this is "This is just asking to be pursuit trapped. How is this a core!?" While this is true, there is some bond between these two mons. Latios checks are everywhere, as they are very important. Some checks can be stopped by Cofag, albeit dangerous, as many have some kind of dark-type move. Another thing about this core is dealing with Heatran. Heatran poses a problem for Cofag, thus Latios' ability to lure Heatran in and surprise it with Earthquake can be the crack in the opponents defenses that you need. While this core isn't optimal, it does need mention.
Terrakion/Bisharp/The Floating Buddies
This is all pretty simple. Terrakion and Bisharp don't like ground moves. Thus, Rotom W and Latios can come in with there levitate shenanigans and let their two grounded fellows live another day. It is also important to note that these two, especially Rotom, can threaten what they switched in to.
Mega Venusaur/Rotom Wash
These are my two leads, as they can handle many common leads. Ferrothorn, Clefable, and the rare Scizor lead are handled by Mega Venu, while Rotom handles the Ground and Rock types that are very common. Volt Switch is a great lead scouting tool, as ground types that are immune to it are weak to Hydro Pump, and if the lead isn't ground or rock, then VS to Venu who can probably threaten whatever the lead is while they set their hazard and safely mega evolve and eliminate. This is no doubt a very good lead core.
Bisharp/Everything bar Rotom Wash
Bisharp has to be the most important component of this team, as it brings it all together. Besides Rotom Wash, all the team members fear something that Bisharp can remove. Mega Venu fears the Lati's, which Bisharp stops. Cofag fears Ghost types as it is too slow to handle them himself. Bisharp knocks them aside. Terrakion doesn't like fast Psychics and Ghosts that wall it. Bisharp tears them down. Latios doesn't like Ghost types as well, but Bisharp doesn't mind. As you can see, Bisharp is a must-have for this team to be successful.
While there are more interesting Synergy notes that can be pointed out, I imagine you are tired of reading this, so let's move on to the good stuff.
The Team

Ozymandias (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp/Sleep Talk
- Rest
- Shadow Ball/Hex
- Calm Mind/Sleep Talk
The One, The Only, The Cofag. Evs are obviously to pad it's great defense. I didn't invest any into SpDef because mainly, you are using Cofag for it's ability, which requires contact, and all contact moves are physical. 0 Ivs as always to limit Foul Play damage. WoW is great for burning switch-ins to Cofag and if the opponent is foolish enough to leave in their attacker that just got the Mummy ability, WoW will burn it, crippling greatly, as not only is it crippled by mummy as long as it is still on the field, it is crippled for the rest of the game. Speaking of rest, one of the biggest flaws for Cofag is its lack of reliable recovery. Thus, it resorts to lefties recovery and either Rest or Pain Split to give it extra recovery. I chose Rest, as it can remove statuses and, even asleep, it's mere presence on your team can cause prediction nightmares for the opposing team. Calm Mind bolsters It's decent SpDef and SpAtk, and setting up just a few can make one heck of a wall to play with. Combine this with Rest and you got a CroFag. Shadow Ball is pretty spammable, but gotta remove certain mons before you can start using it reliably. Let's be honest, you won't be sweeping teams too often with this thing, but it definitely can become an offensive problem for the opponent. With all this said it will mainly be used defensively rather than offensively. Nickname Note: as the centerpiece of the team, he gets the honor of being the title headliner. Ozymandias, better known as the the Pharaoh Ramesses II, was one of the most famous pharaohs of Egypt. He had many victories over opposing nations and built the Egyptian empire to great heights. Many monuments have been found of him, displaying his greatness and filled others with fear. Edit: 248 HP for less residual damage. Hex can be used in conjunction with WoW, as it is more powerful than shadow ball when the opponent is burned. Enter Sleep Talk on move set. Choice depends on if it should be defensive (Calm Mind) or offensive (WoW).

Nephthys (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 4 Def / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
I Love this Gal. She can check a lot of things with typing alone and can turn around and destroy it. Scizor, Ferrothorn, Azu; nothing is safe. This is your typical Offensive Mega Venusaur spread. Two good STAB moves and HP Fire to fry a few things. Synthesis is fantastic to heal off damage and add longevity. With the team being built as a more balanced team, longevity is your friend. Nickname Note: Nephthys was the Egyptian Goddess that protected the dead. Appropriate, considering Mega Venus ability to protect Cofagrigus from Knock Offs and such.

Anubis (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Possible Changes:
Terrakion @ Focus Sash/Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Earthquake
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 Hp / 252 Spd / 8 Spe
Careful Nature
- Lava Plume
- Stealth Rocks
- Protect/Taunt
- Toxic
Terrakion @ Focus Sash/Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Earthquake
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 Hp / 252 Spd / 8 Spe
Careful Nature
- Lava Plume
- Stealth Rocks
- Protect/Taunt
- Toxic
Your typical ScarfRakion. Fantastic offensive typing along with stats to back it up. It's ability serves well with Cofag, as mention in the cores section. Reason I chose choice scarf is because this thing will take a Knock Off, and trading speed for power is a good trade. I'm starting to rethink this, though. As you may notice, I don't have hazards, so running a different set with SR may be a good idea. I'll accept any opinions on the matter. The moves are your typical moves that Terrakion will run. Nothing special.
Nickname Note: Anubis was the God of the dead and was depicted as having the head of a jackal. Terrakion is very jackal-like and his ability to protect Cofagrigus from Dark-types makes him also fitting for the title, "God of the Dead."
Seth (Bisharp) (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Your catch-all trapping Bisharp. Honestly, predicting with this thing is a pain, which results in mostly using Knock Off for safety. BlackGlasses because I run three dark moves, and since they are the ones I'll be using most, BlackGlasses is the best choice. Standard Evs are used. Fits great on the team and really can't live without it. Nickname Note: Seth was the God of chaos, which is exactly what Bisharp creates. Basically, anything bad that happened to Egypt was blamed on Seth. To sum it up, Seth is the Hax God of the Egyptians. Typically, I would say that one should blame themselves rather than shove it on someone who may have nothing to do with it. But considering the heights the Egyptian Empire reached, it must've worked. If only it worked today... Edit: moved 4 Evs from HP to Def for less residual damage.Concerned as to why the suggested set says to use BlackGlasses over Dread Plate, so I'm wondering if there is a reason as to why. There is no difference between BlackGlasses and Dread Plate. The Smogon Pokédex entry for BlackGlasses is incorrect. So BlackGlasses over Dread Plate to make Bisharp look more Badass, I guess.
Tefnut (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Nickname Note: Anubis was the God of the dead and was depicted as having the head of a jackal. Terrakion is very jackal-like and his ability to protect Cofagrigus from Dark-types makes him also fitting for the title, "God of the Dead."

Seth (Bisharp) (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Your catch-all trapping Bisharp. Honestly, predicting with this thing is a pain, which results in mostly using Knock Off for safety. BlackGlasses because I run three dark moves, and since they are the ones I'll be using most, BlackGlasses is the best choice. Standard Evs are used. Fits great on the team and really can't live without it. Nickname Note: Seth was the God of chaos, which is exactly what Bisharp creates. Basically, anything bad that happened to Egypt was blamed on Seth. To sum it up, Seth is the Hax God of the Egyptians. Typically, I would say that one should blame themselves rather than shove it on someone who may have nothing to do with it. But considering the heights the Egyptian Empire reached, it must've worked. If only it worked today... Edit: moved 4 Evs from HP to Def for less residual damage.

Tefnut (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Possible Changes:
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Knock Off
- Waterfall
- Aqua Jet
- Play Rough
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Knock Off
- Waterfall
- Aqua Jet
- Play Rough
The Special Defensive lead. Using standard SpDef set, lefties and pain split over chesto rest, as I rather only have to deal with one Rest Poke. Thunder Wave over WoW to add more choices on statuses, allowing you to play a more situational game. Pain Split is really fun to use to whittle down a thorn on your side and to make Toxic end up working against your opponent. Once again, 0 Ivs in attack for limited Foul Play damage. Nickname Note: Tefnut was the God of Moisture. While sounding rather unimpressive, you have to understand the importance of Tefnut to the Egyptians. They lived in the desert, making farming a bit difficult. But thanks to the Nile, there is some fertile land. And thanks to the rain that Tefnut brung in the rainy seasons, Egypt could produce enough crop for them to thrive. Edit: Evs moved from speed as Azu is handled by Mega Venu. Also, moved 4 Evs to Def from HP for less residual damage.
Horus (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Latios is my general wall breaker. Destroys threats such as Heatran, Mega Venu, and Chansey sometimes. I use Defog, and since I don't have rocks (though I probably need some), there is little drawback to the move. Though, my team is not weak to rocks, so Defog is simply an added bonus. Run a Hasty Nature to get most out of Earthquake. In the end, Latios is the one that usually wins games. It tears through teams who lacks a check to him and breaks enough walls to get you in a situation where you have the upper hand. Latios is fantastic on this team. Nickname Note: Horus was the Sky God. Many believed that the Pharaohs were the living embodiment of Horus. He was considered the God of the Living as well. Edit: 29 Ivs for odd Life Orb number.
Importable

Horus (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Latios is my general wall breaker. Destroys threats such as Heatran, Mega Venu, and Chansey sometimes. I use Defog, and since I don't have rocks (though I probably need some), there is little drawback to the move. Though, my team is not weak to rocks, so Defog is simply an added bonus. Run a Hasty Nature to get most out of Earthquake. In the end, Latios is the one that usually wins games. It tears through teams who lacks a check to him and breaks enough walls to get you in a situation where you have the upper hand. Latios is fantastic on this team. Nickname Note: Horus was the Sky God. Many believed that the Pharaohs were the living embodiment of Horus. He was considered the God of the Living as well. Edit: 29 Ivs for odd Life Orb number.
Importable
Cofagrigus (M) @ Leftovers
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Shadow Ball
- Calm Mind
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 4 Def / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Bisharp (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Shadow Ball
- Calm Mind
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 4 Def / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Bisharp (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Conclusion
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