I think it is safe to proclaim that the OU metagame currently is in a very stable state. As many overpowered threats such as Thundurus, Tornadus-T, and Deoxys-D have been banned, we now see a solidification of the usage list in competitive scenes. Though it is very balanced if seen positively, this also freezes any creativity and exploration which may have been existent earlier this year. This is with good reason, to be fair, as many “original” pokemon are very hard to use, have very small niches, or is just outclassed altogether.
For some time now, amazingly powerful weathers such as Rain and Sun have been running amok in the metagame. Because of the powerful boosts these give to particular pokemon, I was mostly convinced that weatherless offense, of all things, was a very outdated and unviable playstyle. However, said play has its own benefits. The largest of these is an additional slot for a teammember. Not limited to weather inducers such as Ninetails and Politoed, this encourages more synergy and teamwork than ever. Additionally, it balances your win/loss ratio towards certain teams. The weather war is a critical stage for weather versus weather moments, but as long as weather is countered said weatherless teams have an large advantage on their win condition not swayed by weather.
This team is an attempt to prove, in the rapidly solidifying metagame, that weatherless teams are still up and kicking. To be fair, it has carried me fairly well, to the 1400s as its peak. Needless to say, the skill of the player himself comes into play, so the peak does not determine the team. I am not what you would call extremely competent, but I am fairly versed in competitive play, thus the rank.
Over at Pokemon Online, a Thundurus retest is being held. If things go well, it may be reintroduced to OU, with Smogon following suit, and so forcing me to retire this team. I really have mixed emotions over the possible unban, but if it does happen, I'll probably retire this team or change it drastically to counter the oncoming change in metagame.
THE TEAM
Thundurus (Thundurus-T) (M) @ Electric Gem
Trait: Prankster
EVs: 128 HP / 252 SAtk / 128 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Agility
Thundurus-T is one of the most powerful pokemon in the metagame. Though it lacks its Incarnate counterpart's sky-high speed, this is remedied by the 145 base special attack it is endowed with, as well as many boosting options, making it arguably more powerful. Thundurus-T also has access to both Agility and Nasty Plot, giving it potential for a uncounterable double dancer. However, this set sacrifices power for coverage; with only one setup move, Thundurus-T can incorporate Focus Blast in its arsenal, which hits things like Ferrothorn very hard, where one would need several Nasty Plots to 1HKO it with HP Ice./FONT]
Thunderbolt is Thundurus-T's main STAB option. Though its power is lowered somewhat due to the lack of perfectly accurate Thunder, Thunderbolt can be used even when the weather changes, making it the optimal choice. With Electric Gem, Thunderbolt is just brutal, and never is lower than a 2HKO on anything other than Blissey and Chansey. Next, Hidden Power Ice demolishes Ground types which is immune to its STAB. The pseudo-boltbeam combination destroys most of the metagame, or at least leaves giant holes in them. Focus Blast completes the coverage move array, 1HKO'ing things like Lanturn and Magnezone, which resists both moves previously shown. It also leaves dents in Quagsire, one of the only real “counters”.
Electric Gem is an unusual choice of a move, but is nevertheless very effective. Avoiding both Life Orb's recoil, Choice Specs' lack of versatility and Expert Belt's lack of power, it provides a boost of power that allows Thundurus to KO things before it sets up or to demolish special walls after. Inspired by Rock Gem Terrakion, it has a very large surprise factor as well. Hand in hand with Terrakion, unlike the classic team framework this set functions both as a wallbreaker (aka powerhouse) and a sweeper. Because the win conditions for the two are so different, I am able to utilize the one with the higher chance of sweeping and use the other to break apart the opponent's team.
Terrakion @ Salac Berry
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Swords Dance
- Stone Edge
- Close Combat
Terrakion is one of the most fearsome sweepers in OU. Sporting a massive 129 Attack and 108 Speed, it outspeeds and hits hard on many top threats in the metagame. It has the ability to switch into Tyranitar and get a potential Attack boost, making it a monster. However, it is still capable of being revenge killed. This set aims to fix that. Salac Berry is, though used by many players, a relatively underused option on Terrakion compared to the multitude of Band, Scarf and Life Orb variants. It can afford to run only Stone Edge and Close Combat as its attacks because of their sheer power and coverage, leaving Substitute and Swords Dance as the utility options.
Though Thundurus, if used as a wallbreaker and powerhouse, is played sacrifically to get boosts while taking damage, Terrakion is completely the opposite. It sets up on slower, stall pokemon like Ferrothorn, Forretress and Blissey. Make the mistake of giving it one free turn, and the results will be terrible. Substitute allows Terrakion to retreat from the multitude of status moves flying around, and can also give it a free turn if the opponent uses a non-attacking move or switches to a Terrakion counter. From there, Terrakion can easily KO the opponent if it is a faster, frail sweeper like Gengar or set up a Swords Dance as it breaks its substitute. From there, Terrakion can proceed to use Substitute repeatedly to gain its Speed boost, which essentially makes it faster than everything below Scarf base 110s like the aforementioned Gengar and Latios.
Even though Terrakion makes for an excellent wallbreaking and early-game sweeping force (which sometimes runs away with the game with a 6-0 in its hands), depending on the opponent's pokemon it should be used late-game to set up. Trying to sweep with a Scizor in the opposing barracks is suicide, as well as a Ferrothorn which may have Rocky Helmet, which could chip off your 25% health and make a sweep a meaningless death. However, in Rain Stall Thundurus is generally more competent, so one needs to check the easiest route to victory before sending out one of the two offensive forces.
Celebi @ Life Orb
Trait: Natural Cure
EVs: 56 HP / 252 Atk / 200 Spd
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Seed Bomb
- U-turn
- Recover
When asked about Celebi's viable sets, the only ones that come to mind are specially defensive, specially offensive and Baton Pass. However, Celebi's balanced stats just as well accomodates a physical set just as well. One of the main reasons to use a physical set is to destroy unsuspecting special walls like specially defensive Rotom-W and Tyranitar, which often stay in on Celebi because they know they can take a hit. Indeed, in the case of Tyranitar it nearly almost always stays in first turn to set up Stealth Rocks before switching out, fearing nothing from Giga Drain, or to Pursuit trap it. Seed Bomb 1HKO'es Tyranitar with no Defense investment, as well as some other notable walls.
The other purpose of this set is to pressure opposing teams. Many times the opponent does not have a check to this Celebi set. For opposing stall teams, Seed Bomb and U-Turn hits hard on many special walls coming in to supposedly wall Celebi, while Sucker Punch anihilates speedy sweepers. Talking about priority... You really didn't think I would leave this team without some, did you? Sucker Punch hits quite hard on even things not weak to it, while it completely... knocks out things like Latios and Starmie that wish Celebi a nasty death. It ends up quite the contrary. Often this suprise factor gains it a KO critical to the outcome of the match.
Celebi's role in this team is quite versatile. For starters, it can take Water attacks aimed at my other pokemon exeptionally well due to its good base stats, even in rain, making it my go-to rain check after Rotom-W. Next, it utilizes surprise to its advantage by denting special walls for Thundurus to sweep. It can also use Sucker Punch to kill off weakened pokemon, as well as hit sweepers hard. It also keeps pressure constantly on the opponent by making them predict between a speedy SP, a hard-hitting Seed Bomb in case they stay in, and a scouting U-Turn that actually does damage and gains momentum if the opponent switches out. All in all, this set is very viable, and works wonders on this team.
Rotom (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 148 SAtk / 108 SDef
Calm Nature (+Spd, -Atk)
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
I simply cannot stress how good Rotom-W's defensive typing is. Only weak to the rare Grass-type move, resisting Fire and Steel (and we all know how important this is. *cough Scizor *cough) and immune to Ground for starters, it is a great pokemon in today's metagame. Though Rotom-W is often seen utilizing a Scarf set, its balanced stats also pave way for a specially defensive set. This particular variant prioritizes bulk, but still values power. It is my main defense against the omnipotent Hydro Pumps and Ice Beams in rain teams, where Celebi is just too offensive to take them. As a medium-speed pivot, Rotom-W packs several effective moves in its arsenal. Hydro Pump is the obligatory water STAB, which packs surprising power for such a defensive pokemon, and can threaten out many Ground types which roll around in sand teams. Volt Switch is its counterpart, allowing Rotom to act as a pivot against fast sweepers, sponging an attack before giving a free switch to one of my frailer pokemon. On the support side, Will'o Wisp is a nice option. Because of Rotom-W's nice typing, it can switch into various physical attackers such as Scizor, Landorus-T and Tyranitar, and cripple them permanently with a damage-reducing burn. Finally, Pain Split rounds off this versatile moveset by giving Rotom a recovery move. Though not always good (the embarrassment when the opponent switches in a half-dead pokemon into your Pain Split and actually heals that pokemon!), it is great against pokemon such as Blissey, which has half of its HP shaved off with Pain Split due to Rotom-W's very low HP.
Rotom-W is a very important part of my Fire-Water-Grass core, and serves as the most defensive member. While Celebi hits hard on speedy sweepers and wallbreaks bulky waters, and Chandelure revenge kills various threats in the metagame, Rotom-W is meant to sponge hits and pass off to the speedy sweepers when the time is right. That does not mean it is incapable of attacking; quite the contrary. Rotom-W is an essential force in the offensive combo, gaining momentum, taking out Sandstorm teams, and crippling priority users to enable speedy sweepers to sweep. Its Hydro Pump hits surprisingly hard, and can easily grab a chunk off any pokemon that does not resist it.
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Who would have thought. Chandelure in OU. Don't worry, I have my reasons. Chandelure is one of the best Scarfers for this particular team. First of all, its impressive 145 Special Attack turns it into a powerhouse even without an item boost. Its excellent ability, Flash Fire only increases its potential by absorbing Fire attacks and making its offensive prowess even better. Chandelure has decent bulk that ables it to come in more times than frailer revenge killers that can only enter the field after a teammate's KO. Not that it matters much. Sporting 3 immunities, two of which are very common types, Fighting and Fire, Chandelure makes for an excellent counters to many of the top threats in OU.
This pokemon is also my best defense against sun teams. Immune to Fire attacks that would have plowed its way through only resistant types from the likes of Darmanitan and Victini, resisting Grass attacks from major Chlorophyll sweepers, and being able to abuse the sun itself to demolish such creatures. It must take care not to be trapped by Dugtrio and the rare Gotchitelle (have I spelt that name right?). Though any of its STAB attacks will usually outspeed and demolish them both, one must have Stealth Rocks always on the field so that damn Dug won't kill off Chandy with 1HP left.
This sun team whatnot leads us to the ultimate question. Heatran or Chandelure? Heatran would seem nice for several reasons. Its steel typing grants it many resists and an immunity, and so giving it more opportunities to switch in. It also has more bulk all around. However, Chandelure has some aces in its bag. First off, it sports a much higher special attack that gains it some critical KO's. Secondly, Mach Punch anybody? Heatran gets demolished by Breloom, a very common pokemon in OU, while Chandelure shrugs off anything it throws at it with the exception of Spore, and 1HKOs. Finally, Chandelure can actually hit those pesky bulky waters. Things like Swampert and Jellicent are full stops for Heatran, while Chandelure can destroy Swampert with Energy Ball, and with some prior damage, even 2HKO incoming specially defensive Jellicent. Now wouldn't that be called coverage.
Finally, there is one option I haven't talked about; Trick. Chandelure calls in a surprising number of special walls like Chansey and Blissey. Tricking them a Choice item cripples them, while giving you more versatility. Of course, trying tp hit the pink blobs with Fire Blasts are useless, but the time can easily be used setting up with Terrakion or Thundurus. Tactics, people. Tactics.
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Sdef / 4 Def
Relaxed Nature (+Def, -Spd)
- Volt Switch
- Stealth Rock
- Gyro Ball
- Rapid Spin
Now we have the Hazards Machine of the team, straight from Silph Co. In all seriousness, Forretress is my main source of hazards (hell, it's my only source of hazards!), a sturdy (pun very intended) check for the various Dragons that roam OU, and a REALLY bulky pivot. I mean, you don't really bring in Rotom-W to take two Outrages from a Choice Band Dragonite, do you?
Though Forretress is often seen with multiple variants of hazards, I chose to opt out of Spikes in return for two offensive moves. Firstly, Volt Switch is an incredible move for Forretress. Though it is unSTABed, comes off its lower Special Attack stat, and has a measly 70 Base Power, it allows Forretress to act as an bulky pivot, utilizing its low speed to its advantage. Because Forretress usually moves last, it can sponge any status or damage and give a frail teammate free entry. It is also a great move against Outrages, as it can take two and pass off to a teammate better suited for dealing with them.
Now that's settled, we'll move on to the next role. The reason I picked Forretress above Ferrothorn and Skarmory is just this: Rapid Spin, This team really doesn't appreciate hazards. Stealth Rocks hurts Thundurus, Spikes destroy Terrakion, and Toxic Spikes wreaks havoc on most of my team. Getting Terrakion poisoned isn't really my first priority. Forretress, courtesy of its Steel type, is immune to toxic, meaning that it can switch in anytime it likes to Spin them away. It is also my go-to pokemon when I see a Blissey on the field. Forretress doesn't mind Thunder Wave, shrugs off Toxic, and I can do whatever I want.
THREAT LIST
NOTE: These positions are from Pokemon Online's usage statistics for April 2013. Though a June version has been released on Smogon, the April stats were the latest when this RMT was written.
1 – Scizor
This team has several good checks. Chandelure can switch into anything but pursuit (which you can't “switch” into), Rotom-W can take a Bullet Punch and retaliate with Will'o Wisp. Forretress takes all of its attacks. However, if it is a Swords Dance set it can set up on Forretress.
2 – Politoed
Rotom-W can take any of its attacks well other than Specs Focus Blast, and Volt Switch out. Thundurus can hit it hard or force it out. Celebi is a good pivot while also threatening Politoed.
3 – Jirachi
Chandelure is a good check, immune to Body Slam and Fire Punch, and resisting Iron Head. It can hit back with a super effective STAB Fire Blast.
4 – Ferrothorn
Again, Chandelure is a great check. It can KO it, cripple it with Trick, or just KO it. Which happens most of the time. Terrakion can set up as it sets up hazards.
5 – Tyranitar
Celebi hits hard on its weaker Defense with a STAB Seed Bomb. Rotom-W deserves a special mention, as it can cripple Tyranitar with a burn, hit hard or scout. Forretress can switch into anything other than Fire Blast.
6 - Dragonite
A big threat admittedly, but Forretress can take on Outrage/Earthquake coverage Dragonite. If I make the mistake of letting one set up, I'll sacrifice Chandelure to get damage on it and then KO it with Celebi's Sucker Punch.
7 – Heatran
Rotom-W is a solid check. Terrakion can force it out and pick up a Substitute along the way. Chandelure can put it in a stalemate.
8 – Latios
Celebi's Sucker Punch 1HKO'es it. Forretress can wall Draco Meteors, then switch to Rotom-W as it fires off a HP Fire.
9 – Rotom-W
Celebi destroys more defensive variants. Scarfers are walled by Celebi nonetheless, but can be very hard to deal solid damage on as it just Volt Switches away. Best tactic is to hide Chandelure's Scarf, then outspeed and KO with a Energy Ball.
10 – Terrakion
A very large threat. All of its “checks” are conditional. Chandelure can switch into normal or Band variants' Close Combat and hit it with an Energy Ball, but it gets anihilated by Stone Edge. Same for Celebi. Forretress can wall it, but it is a good game if it is a Salac Berry variant.
11 - Breloom
Once something has become sleep fodder (most probably Forretress) Chandelure can take anything it throws at it and KO'es back easily.
12 - Keldeo
Best bet is to sponge an attack with Celebi, which resists its STABs and takes pitiful damage from Icy Wind or HP Ice, while hitting back hard. Thundurus KO'es easily.
13 - Starmie
Enter the Celebi. Sucker Punch demolishes variants thinking of a usual set and trying to take it out with Ice Beam. Chandelure can also outspeed and KO with Shadow Ball.
14 - Tentacruel
Though Thundurus is strong enough to deal good damage, it is so frail that it takes massive damage from a rain-boosted Scald. Unless it is being played sacrifically to remove this Terrakion check, Rotom-W is the best choice to weaken it with Volt Switch or Pain Split, and use Thundurus later to KO weakened versions.
15 - Gengar
Gengar is a regular switch into Celebi, making for a easy KO unless it's a Substitute/Disable set. In that case, you're screwed. Thundurus can predict it coming in and KO it (It really is quite frail. A Electric Gem boosted Thunderbolt will 1HKO it).
16 - Garchomp
Same drill. Celebi can kill weakened versions with priority. Forretress can wall all Choice versions locked into anything other than Fire Fang / Blast.
17 – Landorus-T
See Garchomp.
18 - Mamoswine
Forretress can wall it. Terrakion can easily KO it. Chandelure can easily KO it. But none of those can come in on a Earthquake. Rotom-W resists one of its STABs, is immune to the other, and can 1HKO with Hydro Pump.
19 - Celebi
I presume we're talking about special sets. Sucker Punch from physical Celebi will take it out, but beware of U-Turn when switching in. Chandelure can wall all versions, while Forretress can wall all utility ones (with no HP Fire).
20 - Forretress
Ever heard of Chandelure?
21 - Salamence
Scarf version is hell itself. Forretress can wall all Outrages from this guy, while Thundurus can hit it hard and take it down. Once again, Celebi can pick off weakened Salamence.
22 - Landorus
A good pokemon, but gets outsped by Terrakion and 1HKO'ed by a SD boosted Stone Edge. Rotom-W is immune to Earth Power from special sets, and can weather a Stone Edge from a physical one and strike back with a Hydro Pump.
23 – Thundurus-T
Terrakion can hit it hard with Stone Edge or set up on it, Thundurus can outspeed and take it out with a HP Ice, Celebi can pick off weakened variants, Rotom-W can take a Thunder and hit hard with Hydro Pump, Chandelure outspeeds and takes it down with a powerful Fire Blast. No worries.
24 – Skarmory
The combination of Chandelure and Rotom-W walls it to no end. Forretress can lay hazards alongside it then Rapid Spin them away. In this case, Skarmory is more dead weight then a useful wall on the opponent's team.
25 – Ninetales
Chandelure, once again. In all seriousness, Terrakion can force it out and set up. But Chandelure is definitely the best counter. Immune to Will'o Wisp, resists Energy Ball / Solar Beam, and has a neutral STAB attack to destroy it. All in a day's work.
26 – Jellicent
How the mighty has fallen... I swear that Jelly was being used much more than this. Anyway, Thundurus, Rotom, and of course Chandelure. As well as Celebi, which practically assasinates all specially defensive versions.
27 – Magnezone
If it comes in while Forretress lays down hazards it could be a problem. However, if I predict and use Volt Switch as it comes in, Terrakion or Chandy can take it out. No sweat. However, it does threaten quite a lot of my team as well as resisting some key moves.
28 – Volcarona
Stealth Rocks. Stealth Rocks. STEALTH ROCKS. I cannot stress this enough. With some prior damage and Stealth Rocks, Celebi's Sucker Punch can KO it. Otherwise, Chandelure takes on all of its moves (and I mean all. Fiery Dance, Fire Blast, Bug Buzz, Giga Drain, HP Ice...)
29 – Gliscor
Poison Heal Gliscor can be a problem. However if Thundurus doesn't get Toxic'ed on its way in it can break its substite as it gets statused and force it out, or KO it if it stays in hoping for me to overpredict. Rotom is immune to STAB Earthquake, and resists Acrobatics meaning it is a great check for offensive ones. However, it does not perform well against SubStall variants because of Hydro Pump's low accuracy and PP.
30 – Gyarados
Other than Intimidate, I really have no trouble with this thing. Rotom-W can threaten it out with a four times effective Volt Switch, ditto with Thundurus and Thunderbolt.Terrakion can Stone Edge it to death as well.
IMPORTABLE (PO Format)
IN CONCLUSION
I want to say a big thank you for all my friends helping me build this, as well as all the contributors, of course, on Smogon and Pokemon Online alike. I'm hoping to use a variation of this if Thundurus gets unbanned, and I'll probably repost it when it finalizes, but until then, this is Kabatic, signing out. I hope you enjoyed reading this RMT, and please leave any opinions or comments, and criticism is welcomed.
For some time now, amazingly powerful weathers such as Rain and Sun have been running amok in the metagame. Because of the powerful boosts these give to particular pokemon, I was mostly convinced that weatherless offense, of all things, was a very outdated and unviable playstyle. However, said play has its own benefits. The largest of these is an additional slot for a teammember. Not limited to weather inducers such as Ninetails and Politoed, this encourages more synergy and teamwork than ever. Additionally, it balances your win/loss ratio towards certain teams. The weather war is a critical stage for weather versus weather moments, but as long as weather is countered said weatherless teams have an large advantage on their win condition not swayed by weather.
This team is an attempt to prove, in the rapidly solidifying metagame, that weatherless teams are still up and kicking. To be fair, it has carried me fairly well, to the 1400s as its peak. Needless to say, the skill of the player himself comes into play, so the peak does not determine the team. I am not what you would call extremely competent, but I am fairly versed in competitive play, thus the rank.
Over at Pokemon Online, a Thundurus retest is being held. If things go well, it may be reintroduced to OU, with Smogon following suit, and so forcing me to retire this team. I really have mixed emotions over the possible unban, but if it does happen, I'll probably retire this team or change it drastically to counter the oncoming change in metagame.






THE TEAM

Thundurus (Thundurus-T) (M) @ Electric Gem
Trait: Prankster
EVs: 128 HP / 252 SAtk / 128 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Agility
Thundurus-T is one of the most powerful pokemon in the metagame. Though it lacks its Incarnate counterpart's sky-high speed, this is remedied by the 145 base special attack it is endowed with, as well as many boosting options, making it arguably more powerful. Thundurus-T also has access to both Agility and Nasty Plot, giving it potential for a uncounterable double dancer. However, this set sacrifices power for coverage; with only one setup move, Thundurus-T can incorporate Focus Blast in its arsenal, which hits things like Ferrothorn very hard, where one would need several Nasty Plots to 1HKO it with HP Ice./FONT]
Thunderbolt is Thundurus-T's main STAB option. Though its power is lowered somewhat due to the lack of perfectly accurate Thunder, Thunderbolt can be used even when the weather changes, making it the optimal choice. With Electric Gem, Thunderbolt is just brutal, and never is lower than a 2HKO on anything other than Blissey and Chansey. Next, Hidden Power Ice demolishes Ground types which is immune to its STAB. The pseudo-boltbeam combination destroys most of the metagame, or at least leaves giant holes in them. Focus Blast completes the coverage move array, 1HKO'ing things like Lanturn and Magnezone, which resists both moves previously shown. It also leaves dents in Quagsire, one of the only real “counters”.
Electric Gem is an unusual choice of a move, but is nevertheless very effective. Avoiding both Life Orb's recoil, Choice Specs' lack of versatility and Expert Belt's lack of power, it provides a boost of power that allows Thundurus to KO things before it sets up or to demolish special walls after. Inspired by Rock Gem Terrakion, it has a very large surprise factor as well. Hand in hand with Terrakion, unlike the classic team framework this set functions both as a wallbreaker (aka powerhouse) and a sweeper. Because the win conditions for the two are so different, I am able to utilize the one with the higher chance of sweeping and use the other to break apart the opponent's team.

Terrakion @ Salac Berry
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Swords Dance
- Stone Edge
- Close Combat
Terrakion is one of the most fearsome sweepers in OU. Sporting a massive 129 Attack and 108 Speed, it outspeeds and hits hard on many top threats in the metagame. It has the ability to switch into Tyranitar and get a potential Attack boost, making it a monster. However, it is still capable of being revenge killed. This set aims to fix that. Salac Berry is, though used by many players, a relatively underused option on Terrakion compared to the multitude of Band, Scarf and Life Orb variants. It can afford to run only Stone Edge and Close Combat as its attacks because of their sheer power and coverage, leaving Substitute and Swords Dance as the utility options.
Though Thundurus, if used as a wallbreaker and powerhouse, is played sacrifically to get boosts while taking damage, Terrakion is completely the opposite. It sets up on slower, stall pokemon like Ferrothorn, Forretress and Blissey. Make the mistake of giving it one free turn, and the results will be terrible. Substitute allows Terrakion to retreat from the multitude of status moves flying around, and can also give it a free turn if the opponent uses a non-attacking move or switches to a Terrakion counter. From there, Terrakion can easily KO the opponent if it is a faster, frail sweeper like Gengar or set up a Swords Dance as it breaks its substitute. From there, Terrakion can proceed to use Substitute repeatedly to gain its Speed boost, which essentially makes it faster than everything below Scarf base 110s like the aforementioned Gengar and Latios.
Even though Terrakion makes for an excellent wallbreaking and early-game sweeping force (which sometimes runs away with the game with a 6-0 in its hands), depending on the opponent's pokemon it should be used late-game to set up. Trying to sweep with a Scizor in the opposing barracks is suicide, as well as a Ferrothorn which may have Rocky Helmet, which could chip off your 25% health and make a sweep a meaningless death. However, in Rain Stall Thundurus is generally more competent, so one needs to check the easiest route to victory before sending out one of the two offensive forces.

Celebi @ Life Orb
Trait: Natural Cure
EVs: 56 HP / 252 Atk / 200 Spd
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Seed Bomb
- U-turn
- Recover
When asked about Celebi's viable sets, the only ones that come to mind are specially defensive, specially offensive and Baton Pass. However, Celebi's balanced stats just as well accomodates a physical set just as well. One of the main reasons to use a physical set is to destroy unsuspecting special walls like specially defensive Rotom-W and Tyranitar, which often stay in on Celebi because they know they can take a hit. Indeed, in the case of Tyranitar it nearly almost always stays in first turn to set up Stealth Rocks before switching out, fearing nothing from Giga Drain, or to Pursuit trap it. Seed Bomb 1HKO'es Tyranitar with no Defense investment, as well as some other notable walls.
The other purpose of this set is to pressure opposing teams. Many times the opponent does not have a check to this Celebi set. For opposing stall teams, Seed Bomb and U-Turn hits hard on many special walls coming in to supposedly wall Celebi, while Sucker Punch anihilates speedy sweepers. Talking about priority... You really didn't think I would leave this team without some, did you? Sucker Punch hits quite hard on even things not weak to it, while it completely... knocks out things like Latios and Starmie that wish Celebi a nasty death. It ends up quite the contrary. Often this suprise factor gains it a KO critical to the outcome of the match.
Celebi's role in this team is quite versatile. For starters, it can take Water attacks aimed at my other pokemon exeptionally well due to its good base stats, even in rain, making it my go-to rain check after Rotom-W. Next, it utilizes surprise to its advantage by denting special walls for Thundurus to sweep. It can also use Sucker Punch to kill off weakened pokemon, as well as hit sweepers hard. It also keeps pressure constantly on the opponent by making them predict between a speedy SP, a hard-hitting Seed Bomb in case they stay in, and a scouting U-Turn that actually does damage and gains momentum if the opponent switches out. All in all, this set is very viable, and works wonders on this team.

Rotom (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 148 SAtk / 108 SDef
Calm Nature (+Spd, -Atk)
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
I simply cannot stress how good Rotom-W's defensive typing is. Only weak to the rare Grass-type move, resisting Fire and Steel (and we all know how important this is. *cough Scizor *cough) and immune to Ground for starters, it is a great pokemon in today's metagame. Though Rotom-W is often seen utilizing a Scarf set, its balanced stats also pave way for a specially defensive set. This particular variant prioritizes bulk, but still values power. It is my main defense against the omnipotent Hydro Pumps and Ice Beams in rain teams, where Celebi is just too offensive to take them. As a medium-speed pivot, Rotom-W packs several effective moves in its arsenal. Hydro Pump is the obligatory water STAB, which packs surprising power for such a defensive pokemon, and can threaten out many Ground types which roll around in sand teams. Volt Switch is its counterpart, allowing Rotom to act as a pivot against fast sweepers, sponging an attack before giving a free switch to one of my frailer pokemon. On the support side, Will'o Wisp is a nice option. Because of Rotom-W's nice typing, it can switch into various physical attackers such as Scizor, Landorus-T and Tyranitar, and cripple them permanently with a damage-reducing burn. Finally, Pain Split rounds off this versatile moveset by giving Rotom a recovery move. Though not always good (the embarrassment when the opponent switches in a half-dead pokemon into your Pain Split and actually heals that pokemon!), it is great against pokemon such as Blissey, which has half of its HP shaved off with Pain Split due to Rotom-W's very low HP.
Rotom-W is a very important part of my Fire-Water-Grass core, and serves as the most defensive member. While Celebi hits hard on speedy sweepers and wallbreaks bulky waters, and Chandelure revenge kills various threats in the metagame, Rotom-W is meant to sponge hits and pass off to the speedy sweepers when the time is right. That does not mean it is incapable of attacking; quite the contrary. Rotom-W is an essential force in the offensive combo, gaining momentum, taking out Sandstorm teams, and crippling priority users to enable speedy sweepers to sweep. Its Hydro Pump hits surprisingly hard, and can easily grab a chunk off any pokemon that does not resist it.

Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Who would have thought. Chandelure in OU. Don't worry, I have my reasons. Chandelure is one of the best Scarfers for this particular team. First of all, its impressive 145 Special Attack turns it into a powerhouse even without an item boost. Its excellent ability, Flash Fire only increases its potential by absorbing Fire attacks and making its offensive prowess even better. Chandelure has decent bulk that ables it to come in more times than frailer revenge killers that can only enter the field after a teammate's KO. Not that it matters much. Sporting 3 immunities, two of which are very common types, Fighting and Fire, Chandelure makes for an excellent counters to many of the top threats in OU.
This pokemon is also my best defense against sun teams. Immune to Fire attacks that would have plowed its way through only resistant types from the likes of Darmanitan and Victini, resisting Grass attacks from major Chlorophyll sweepers, and being able to abuse the sun itself to demolish such creatures. It must take care not to be trapped by Dugtrio and the rare Gotchitelle (have I spelt that name right?). Though any of its STAB attacks will usually outspeed and demolish them both, one must have Stealth Rocks always on the field so that damn Dug won't kill off Chandy with 1HP left.
This sun team whatnot leads us to the ultimate question. Heatran or Chandelure? Heatran would seem nice for several reasons. Its steel typing grants it many resists and an immunity, and so giving it more opportunities to switch in. It also has more bulk all around. However, Chandelure has some aces in its bag. First off, it sports a much higher special attack that gains it some critical KO's. Secondly, Mach Punch anybody? Heatran gets demolished by Breloom, a very common pokemon in OU, while Chandelure shrugs off anything it throws at it with the exception of Spore, and 1HKOs. Finally, Chandelure can actually hit those pesky bulky waters. Things like Swampert and Jellicent are full stops for Heatran, while Chandelure can destroy Swampert with Energy Ball, and with some prior damage, even 2HKO incoming specially defensive Jellicent. Now wouldn't that be called coverage.
Finally, there is one option I haven't talked about; Trick. Chandelure calls in a surprising number of special walls like Chansey and Blissey. Tricking them a Choice item cripples them, while giving you more versatility. Of course, trying tp hit the pink blobs with Fire Blasts are useless, but the time can easily be used setting up with Terrakion or Thundurus. Tactics, people. Tactics.

Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Sdef / 4 Def
Relaxed Nature (+Def, -Spd)
- Volt Switch
- Stealth Rock
- Gyro Ball
- Rapid Spin
Now we have the Hazards Machine of the team, straight from Silph Co. In all seriousness, Forretress is my main source of hazards (hell, it's my only source of hazards!), a sturdy (pun very intended) check for the various Dragons that roam OU, and a REALLY bulky pivot. I mean, you don't really bring in Rotom-W to take two Outrages from a Choice Band Dragonite, do you?
Though Forretress is often seen with multiple variants of hazards, I chose to opt out of Spikes in return for two offensive moves. Firstly, Volt Switch is an incredible move for Forretress. Though it is unSTABed, comes off its lower Special Attack stat, and has a measly 70 Base Power, it allows Forretress to act as an bulky pivot, utilizing its low speed to its advantage. Because Forretress usually moves last, it can sponge any status or damage and give a frail teammate free entry. It is also a great move against Outrages, as it can take two and pass off to a teammate better suited for dealing with them.
Now that's settled, we'll move on to the next role. The reason I picked Forretress above Ferrothorn and Skarmory is just this: Rapid Spin, This team really doesn't appreciate hazards. Stealth Rocks hurts Thundurus, Spikes destroy Terrakion, and Toxic Spikes wreaks havoc on most of my team. Getting Terrakion poisoned isn't really my first priority. Forretress, courtesy of its Steel type, is immune to toxic, meaning that it can switch in anytime it likes to Spin them away. It is also my go-to pokemon when I see a Blissey on the field. Forretress doesn't mind Thunder Wave, shrugs off Toxic, and I can do whatever I want.
THREAT LIST
NOTE: These positions are from Pokemon Online's usage statistics for April 2013. Though a June version has been released on Smogon, the April stats were the latest when this RMT was written.
1 – Scizor
This team has several good checks. Chandelure can switch into anything but pursuit (which you can't “switch” into), Rotom-W can take a Bullet Punch and retaliate with Will'o Wisp. Forretress takes all of its attacks. However, if it is a Swords Dance set it can set up on Forretress.
2 – Politoed
Rotom-W can take any of its attacks well other than Specs Focus Blast, and Volt Switch out. Thundurus can hit it hard or force it out. Celebi is a good pivot while also threatening Politoed.
3 – Jirachi
Chandelure is a good check, immune to Body Slam and Fire Punch, and resisting Iron Head. It can hit back with a super effective STAB Fire Blast.
4 – Ferrothorn
Again, Chandelure is a great check. It can KO it, cripple it with Trick, or just KO it. Which happens most of the time. Terrakion can set up as it sets up hazards.
5 – Tyranitar
Celebi hits hard on its weaker Defense with a STAB Seed Bomb. Rotom-W deserves a special mention, as it can cripple Tyranitar with a burn, hit hard or scout. Forretress can switch into anything other than Fire Blast.
6 - Dragonite
A big threat admittedly, but Forretress can take on Outrage/Earthquake coverage Dragonite. If I make the mistake of letting one set up, I'll sacrifice Chandelure to get damage on it and then KO it with Celebi's Sucker Punch.
7 – Heatran
Rotom-W is a solid check. Terrakion can force it out and pick up a Substitute along the way. Chandelure can put it in a stalemate.
8 – Latios
Celebi's Sucker Punch 1HKO'es it. Forretress can wall Draco Meteors, then switch to Rotom-W as it fires off a HP Fire.
9 – Rotom-W
Celebi destroys more defensive variants. Scarfers are walled by Celebi nonetheless, but can be very hard to deal solid damage on as it just Volt Switches away. Best tactic is to hide Chandelure's Scarf, then outspeed and KO with a Energy Ball.
10 – Terrakion
A very large threat. All of its “checks” are conditional. Chandelure can switch into normal or Band variants' Close Combat and hit it with an Energy Ball, but it gets anihilated by Stone Edge. Same for Celebi. Forretress can wall it, but it is a good game if it is a Salac Berry variant.
11 - Breloom
Once something has become sleep fodder (most probably Forretress) Chandelure can take anything it throws at it and KO'es back easily.
12 - Keldeo
Best bet is to sponge an attack with Celebi, which resists its STABs and takes pitiful damage from Icy Wind or HP Ice, while hitting back hard. Thundurus KO'es easily.
13 - Starmie
Enter the Celebi. Sucker Punch demolishes variants thinking of a usual set and trying to take it out with Ice Beam. Chandelure can also outspeed and KO with Shadow Ball.
14 - Tentacruel
Though Thundurus is strong enough to deal good damage, it is so frail that it takes massive damage from a rain-boosted Scald. Unless it is being played sacrifically to remove this Terrakion check, Rotom-W is the best choice to weaken it with Volt Switch or Pain Split, and use Thundurus later to KO weakened versions.
15 - Gengar
Gengar is a regular switch into Celebi, making for a easy KO unless it's a Substitute/Disable set. In that case, you're screwed. Thundurus can predict it coming in and KO it (It really is quite frail. A Electric Gem boosted Thunderbolt will 1HKO it).
16 - Garchomp
Same drill. Celebi can kill weakened versions with priority. Forretress can wall all Choice versions locked into anything other than Fire Fang / Blast.
17 – Landorus-T
See Garchomp.
18 - Mamoswine
Forretress can wall it. Terrakion can easily KO it. Chandelure can easily KO it. But none of those can come in on a Earthquake. Rotom-W resists one of its STABs, is immune to the other, and can 1HKO with Hydro Pump.
19 - Celebi
I presume we're talking about special sets. Sucker Punch from physical Celebi will take it out, but beware of U-Turn when switching in. Chandelure can wall all versions, while Forretress can wall all utility ones (with no HP Fire).
20 - Forretress
Ever heard of Chandelure?
21 - Salamence
Scarf version is hell itself. Forretress can wall all Outrages from this guy, while Thundurus can hit it hard and take it down. Once again, Celebi can pick off weakened Salamence.
22 - Landorus
A good pokemon, but gets outsped by Terrakion and 1HKO'ed by a SD boosted Stone Edge. Rotom-W is immune to Earth Power from special sets, and can weather a Stone Edge from a physical one and strike back with a Hydro Pump.
23 – Thundurus-T
Terrakion can hit it hard with Stone Edge or set up on it, Thundurus can outspeed and take it out with a HP Ice, Celebi can pick off weakened variants, Rotom-W can take a Thunder and hit hard with Hydro Pump, Chandelure outspeeds and takes it down with a powerful Fire Blast. No worries.
24 – Skarmory
The combination of Chandelure and Rotom-W walls it to no end. Forretress can lay hazards alongside it then Rapid Spin them away. In this case, Skarmory is more dead weight then a useful wall on the opponent's team.
25 – Ninetales
Chandelure, once again. In all seriousness, Terrakion can force it out and set up. But Chandelure is definitely the best counter. Immune to Will'o Wisp, resists Energy Ball / Solar Beam, and has a neutral STAB attack to destroy it. All in a day's work.
26 – Jellicent
How the mighty has fallen... I swear that Jelly was being used much more than this. Anyway, Thundurus, Rotom, and of course Chandelure. As well as Celebi, which practically assasinates all specially defensive versions.
27 – Magnezone
If it comes in while Forretress lays down hazards it could be a problem. However, if I predict and use Volt Switch as it comes in, Terrakion or Chandy can take it out. No sweat. However, it does threaten quite a lot of my team as well as resisting some key moves.
28 – Volcarona
Stealth Rocks. Stealth Rocks. STEALTH ROCKS. I cannot stress this enough. With some prior damage and Stealth Rocks, Celebi's Sucker Punch can KO it. Otherwise, Chandelure takes on all of its moves (and I mean all. Fiery Dance, Fire Blast, Bug Buzz, Giga Drain, HP Ice...)
29 – Gliscor
Poison Heal Gliscor can be a problem. However if Thundurus doesn't get Toxic'ed on its way in it can break its substite as it gets statused and force it out, or KO it if it stays in hoping for me to overpredict. Rotom is immune to STAB Earthquake, and resists Acrobatics meaning it is a great check for offensive ones. However, it does not perform well against SubStall variants because of Hydro Pump's low accuracy and PP.
30 – Gyarados
Other than Intimidate, I really have no trouble with this thing. Rotom-W can threaten it out with a four times effective Volt Switch, ditto with Thundurus and Thunderbolt.Terrakion can Stone Edge it to death as well.
IMPORTABLE (PO Format)
Thundurus (Thundurus-T) (M) @ Electric Gem
Trait: Prankster
EVs: 128 HP / 252 SAtk / 128 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Agility
Terrakion @ Salac Berry
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Swords Dance
- Stone Edge
- Close Combat
Celebi @ Life Orb
Trait: Natural Cure
EVs: 56 HP / 252 Atk / 200 Spd
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Seed Bomb
- U-turn
- Recover
Rotom (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 148 SAtk / 108 SDef
Calm Nature (+SDef, -Atk)
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Relaxed Nature (+Def, -Spd)
- Volt Switch
- Stealth Rock
- Gyro Ball
- Rapid Spin
IN CONCLUSION
I want to say a big thank you for all my friends helping me build this, as well as all the contributors, of course, on Smogon and Pokemon Online alike. I'm hoping to use a variation of this if Thundurus gets unbanned, and I'll probably repost it when it finalizes, but until then, this is Kabatic, signing out. I hope you enjoyed reading this RMT, and please leave any opinions or comments, and criticism is welcomed.