This is my first RMT - only made this team today but it's doing a decent job of laddering (currently in the 1600s with a record of 28-2). I just wanted to get some opinions on what can be improved :)
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 112 HP / 252 SAtk / 144 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone is trapper numero uno. It has the all important task of clearing steel-types and glass cannons in order to open up a sweep for Megatar. It also has good synergy with Lando, as 'mons such as Skarm and Ferro often switch in to soak up an EQ / Stone Edge, or to get up rocks. Then they get hit by a clean U-Turn, trapped and disintegrated by HP Fire. TBolt is for super-strong STAB, Volt Switch for obligatory momentum and Flash cannon for more sickening STAB hits + lots of stuff that resists / soaks up Electric (mainly Ground switch-ins).
Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Surf
- Defog
<Enter generic offensive defogger here> - In all seriousness, I'm not quite sure about this set. All teams appreciate defog support but my team really isn't particularly SR weak. I kind of feel it's a waste of a moveslot / could be replaced by something more useful, but I'm reluctant to get rid of the extra utility. Anyway, Latios is integral to the team as it covers a nasty Breloom weakness which I previously found I was having problems with. This guy gets good coverage and can nail a few 'mons pretty hard with a decent prediction on the switch. Forcing switches also increases the chance of a window opening up for Megatar to come in and set up.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Belly Drum
The classic BD set. This little lady has really pulled me out of a few nasty situations. I originally ran the CB set for a while, with a NP Celebi for setup, but Chansey / Bliss caused me WAY too many problems (you can probably guess, but more on that in a minute). She has great synergy with Megatar and, as both of them are two of the scariest sweepers in the metagame imo, inordinate amounts of pressure can be stacked on opposing teams once relevant threats have been weakened into AJ range. Also, while not the most relevant calc in OU ...
+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Amoonguss: 321-378 (74.3 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock
Yeah... Stop it Azu.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Crunch
- Stone Edge
- Ice Punch
- Dragon Dance
If I had to come up with 3 words to describe Megatar they'd be "Big", "Scary" and, crucially, "Underrated". I'm not going to throw in a load of calcs but, rest assured, after just one DD Stone Edge and Crunch are capable of completely eviscerating loads of threats that other Pokemon struggle with at +2. In Sand, many powerful special hits fail to dent him with any remarkable amounts of damage (although avoid / remove any hints of the fighting type, he won't be taking those well). The rest of the team is pretty much geared towards removing threats for him and Azu whilst still keeping up offensive pressure. +1 Stone Edge causes most 'mons to cower in fear, Crunch is for other resists and Ice Punch is for reliable hits VS flying types (over SE).
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 164 Def / 96 Spd
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Standard Bulky pivot. Not a lot to say about him. Rocks are cool, U-Turn momentum is cool and his attack stat is cool, so EQ and SE are cool too. Still surprises many opponents with his Bulk, as I'm pretty sure many people run more offensively oriented EV spreads. Still, love this guy to bits and pretty sure he'll be staying (although correct me if not)!
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 HP / 164 Spd / 92 SAtk
Modest Nature
IVs: 0 Atk / 30 Def
- Psychic
- Thunderbolt
- Hidden Power [Ice]
- Trick
As aforementioned, I had big problems with Chansey. She synergises well with Magnezone's trapping prowess and Volt Switches, as well as Lando's U-Turns, which both get her into pure defensive mons, as well as frail threats that can't hit back (looking at you Breloom), with ease. She then tricks them Specs / KOs them outright, crippling the opposing team considerably. Classic set and an oldie but a goldie. She's necessary to stop me getting my shit pushed in by Chansey and Blissey. Considered Scarf but Specs allows me to 2HKO Quagsire which cause me massive headaches when I'm trying to sweep with Azu and Megatar.
As I said, this was my first RMT so be kind! Apologies if it failed to meet certain standards. I tried my best ;) I appreciate all criticism as I've had a lot of fun with this team so far and want it to be able to perform at the best possible level.
Thanks for reading!

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 112 HP / 252 SAtk / 144 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone is trapper numero uno. It has the all important task of clearing steel-types and glass cannons in order to open up a sweep for Megatar. It also has good synergy with Lando, as 'mons such as Skarm and Ferro often switch in to soak up an EQ / Stone Edge, or to get up rocks. Then they get hit by a clean U-Turn, trapped and disintegrated by HP Fire. TBolt is for super-strong STAB, Volt Switch for obligatory momentum and Flash cannon for more sickening STAB hits + lots of stuff that resists / soaks up Electric (mainly Ground switch-ins).

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Surf
- Defog
<Enter generic offensive defogger here> - In all seriousness, I'm not quite sure about this set. All teams appreciate defog support but my team really isn't particularly SR weak. I kind of feel it's a waste of a moveslot / could be replaced by something more useful, but I'm reluctant to get rid of the extra utility. Anyway, Latios is integral to the team as it covers a nasty Breloom weakness which I previously found I was having problems with. This guy gets good coverage and can nail a few 'mons pretty hard with a decent prediction on the switch. Forcing switches also increases the chance of a window opening up for Megatar to come in and set up.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Belly Drum
The classic BD set. This little lady has really pulled me out of a few nasty situations. I originally ran the CB set for a while, with a NP Celebi for setup, but Chansey / Bliss caused me WAY too many problems (you can probably guess, but more on that in a minute). She has great synergy with Megatar and, as both of them are two of the scariest sweepers in the metagame imo, inordinate amounts of pressure can be stacked on opposing teams once relevant threats have been weakened into AJ range. Also, while not the most relevant calc in OU ...
+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Amoonguss: 321-378 (74.3 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock
Yeah... Stop it Azu.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Crunch
- Stone Edge
- Ice Punch
- Dragon Dance
If I had to come up with 3 words to describe Megatar they'd be "Big", "Scary" and, crucially, "Underrated". I'm not going to throw in a load of calcs but, rest assured, after just one DD Stone Edge and Crunch are capable of completely eviscerating loads of threats that other Pokemon struggle with at +2. In Sand, many powerful special hits fail to dent him with any remarkable amounts of damage (although avoid / remove any hints of the fighting type, he won't be taking those well). The rest of the team is pretty much geared towards removing threats for him and Azu whilst still keeping up offensive pressure. +1 Stone Edge causes most 'mons to cower in fear, Crunch is for other resists and Ice Punch is for reliable hits VS flying types (over SE).

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 164 Def / 96 Spd
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Standard Bulky pivot. Not a lot to say about him. Rocks are cool, U-Turn momentum is cool and his attack stat is cool, so EQ and SE are cool too. Still surprises many opponents with his Bulk, as I'm pretty sure many people run more offensively oriented EV spreads. Still, love this guy to bits and pretty sure he'll be staying (although correct me if not)!

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 HP / 164 Spd / 92 SAtk
Modest Nature
IVs: 0 Atk / 30 Def
- Psychic
- Thunderbolt
- Hidden Power [Ice]
- Trick
As aforementioned, I had big problems with Chansey. She synergises well with Magnezone's trapping prowess and Volt Switches, as well as Lando's U-Turns, which both get her into pure defensive mons, as well as frail threats that can't hit back (looking at you Breloom), with ease. She then tricks them Specs / KOs them outright, crippling the opposing team considerably. Classic set and an oldie but a goldie. She's necessary to stop me getting my shit pushed in by Chansey and Blissey. Considered Scarf but Specs allows me to 2HKO Quagsire which cause me massive headaches when I'm trying to sweep with Azu and Megatar.
As I said, this was my first RMT so be kind! Apologies if it failed to meet certain standards. I tried my best ;) I appreciate all criticism as I've had a lot of fun with this team so far and want it to be able to perform at the best possible level.
Thanks for reading!
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