Hi everybody and welcome to my RMT. As you can see from the title I took inspiration for this RMT from a Ubers team I used to use some time ago featuring Groudon, Reshiram, Latias, Arceus, Forretress and Chandelure. The general idea was to put up as many entry hazards as possible, trap and kill eventual spinners with Chandelure and stall until I found a chance to send Reshiram in and spam his powerful attacks killing something. I found the idea so effective and funny that I decided to transform it into a semi-equivalent OU counterpart. I just had to drop Arceus’s role to add Ninetales (she has Drought but apart from this she is totally different from Groudon). It seems to work even if it obviously has some flaws. So that’s why I posted it here: help me making it better rating it (please).
Team Preview:
Ninetales (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 96 SDef / 160 Spd
Timid Nature (+Spd, -Atk)
- Disable
- Substitute
- Roar
- Flamethrower
Have you ever seen a 5 gen sun team without a Drought user? I don’t think so. So here’s mine. I opted for a fairly bulky spread to be able to switch in multiple times since weather changers aren’t a rare sight this generation. However I also put some Speed EVs to be able to use the Sub + Disable combo. I generally lead with her to get sun as soon as possible and then switch out conserving her for when I need to change weather again. When I have a Sub up I usually Disable the move my opponent uses to break it if I think he doesn’t have another painful move. Otherwise I Roar to rack up some damage with entry hazards. Flamethrower lets me kill weakened or weak opponents and assures that Taunt won’t shut me completely down.
Charizard (M) @ Choice Specs
Trait: Solar Power
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Air Slash
- SolarBeam
- Focus Blast
He takes up Reshiram’s role as a switch in, kill, switch out pokemon. Of course he doesn’t have Turbo Blaze, Blue flame and Draco Meteor, but he can get the job done. Just figure: max special attack + Solar Power + Choice Specs = 712 SAtk with Fire Blast = 120 BP + STAB + Sun light. He doesn’t need anything else to assure that something will die. Even Blissey can’t wall this. The only safe switch in is Heatran so here’s Focus Blast if I see it in team preview, predict it’s switching in and the move does not fail (……….). The other moves round up the set: Air Slash for secondary STAB and Solarbeam instead of HP Grass for bulky waters since I absolutely need sun up when I use Charizard.
Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Wish
- Protect
- Dragon Pulse
- Thunder Wave
Here’s the first member of my defensive core. She has the job of taking water and earth type attacks aimed at Ninetales or Charizard. She can also heal my team with wish if I can make my opponent use a dark, dragon or bug type attack and switch to Forretress. I can usually also keep Ninetales healthy to make it switch in more times if needed. Thunder Wave gives Charizard an easyer time when trying to sweep against faster opponents (even if sometimes this move clashes with Toxic Spikes). Protect helps me to scout and to heal Latias herself.
Garchomp (F) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Dragon Tail
- Protect
- Stealth Rock
He takes up Groudon’s role (except for Drought) as a physical wall, stealth rocker and phazer. Nobody seems to expect a BulkyChomp when everybody gives him a scarf or makes him dance. He surely can take a hit and survive, abusing his bulk, wonderful typing and also, against sand teams, his ability. Stealth Rock is mandatory on a semi stall team and helps me with the troublesome Volcarona. Dragon Tail is my phazing move, and with STAB it will almost always break the eventual Substitutes. Earthquake gets STAB and is used when I just want to kill the opponent’s mon, and also makes sure that Heatran won’t give my team a hard time. Protect is useful for scouting and for getting Lefties recovery.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Rapid Spin
- Volt Switch
- Spikes
- Toxic Spikes
Even if the Pokedex says that Charizards flames can melt rocks, Charizard’s worst fear is indeed Stealth Rock. So here’s Forry to get rid of them prolonging Zard’s, Chandelure’s and overall Ninetales lives, allowing her to switch and change weather. The special defensive EVs are there to sponge Dragon type attacks aimed at Latias and Chomp, and he already has enough physical bulk. Spikes and Toxic Spikes are the key to win weather wars based on continuous switching. Volt Switch coupled with team preview is really the key of this set allowing Forretress to survive Chandelures. When I see that my opponent owes a Chandelure I send Forry in and while my my opponent send his Chandelure to trap it I go out with Volt Switch and send my own ghost chandelier to kill my opoonent’s (that’s also why I put max Speed EVs and + Speed nature on Chandelure.
Chandelure (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]
Have you ever seen a better spin blocker and revenge killer? He assures that after many efforts my entry hazards won’t be blown away with his immunity to Rapid Spin and Shadow Tag to trap and kill the opponent’s spinner. Overheat and Shadow Ball are STABs. I chose Overheat since I will be switching a lot in and out anyway and the added power is welcome. Energy Ball and HP Fighting are for coverage but they are also super effective on TTars, Toeds and Hyppos. I know that at least two of them have wonderful special bulk but after enough entry hazards damage I can trap and kill them.
So here’s the team. I know it’s not perfect but I hope you raters can detect some of its weaknesses. I had problems especially with stat boosting sweepers (for example DDers or Volcarona if Rocks aren’t on the field). Most times if I cannot immediately phaze or paralyze them they can OHKO my whole team. Thanks everybody I promise I will test all your suggestions. Changes will be in red.
Team Preview:







Ninetales (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 96 SDef / 160 Spd
Timid Nature (+Spd, -Atk)
- Disable
- Substitute
- Roar
- Flamethrower
Have you ever seen a 5 gen sun team without a Drought user? I don’t think so. So here’s mine. I opted for a fairly bulky spread to be able to switch in multiple times since weather changers aren’t a rare sight this generation. However I also put some Speed EVs to be able to use the Sub + Disable combo. I generally lead with her to get sun as soon as possible and then switch out conserving her for when I need to change weather again. When I have a Sub up I usually Disable the move my opponent uses to break it if I think he doesn’t have another painful move. Otherwise I Roar to rack up some damage with entry hazards. Flamethrower lets me kill weakened or weak opponents and assures that Taunt won’t shut me completely down.

Charizard (M) @ Choice Specs
Trait: Solar Power
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Air Slash
- SolarBeam
- Focus Blast
He takes up Reshiram’s role as a switch in, kill, switch out pokemon. Of course he doesn’t have Turbo Blaze, Blue flame and Draco Meteor, but he can get the job done. Just figure: max special attack + Solar Power + Choice Specs = 712 SAtk with Fire Blast = 120 BP + STAB + Sun light. He doesn’t need anything else to assure that something will die. Even Blissey can’t wall this. The only safe switch in is Heatran so here’s Focus Blast if I see it in team preview, predict it’s switching in and the move does not fail (……….). The other moves round up the set: Air Slash for secondary STAB and Solarbeam instead of HP Grass for bulky waters since I absolutely need sun up when I use Charizard.

Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Wish
- Protect
- Dragon Pulse
- Thunder Wave
Here’s the first member of my defensive core. She has the job of taking water and earth type attacks aimed at Ninetales or Charizard. She can also heal my team with wish if I can make my opponent use a dark, dragon or bug type attack and switch to Forretress. I can usually also keep Ninetales healthy to make it switch in more times if needed. Thunder Wave gives Charizard an easyer time when trying to sweep against faster opponents (even if sometimes this move clashes with Toxic Spikes). Protect helps me to scout and to heal Latias herself.

Garchomp (F) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Dragon Tail
- Protect
- Stealth Rock
He takes up Groudon’s role (except for Drought) as a physical wall, stealth rocker and phazer. Nobody seems to expect a BulkyChomp when everybody gives him a scarf or makes him dance. He surely can take a hit and survive, abusing his bulk, wonderful typing and also, against sand teams, his ability. Stealth Rock is mandatory on a semi stall team and helps me with the troublesome Volcarona. Dragon Tail is my phazing move, and with STAB it will almost always break the eventual Substitutes. Earthquake gets STAB and is used when I just want to kill the opponent’s mon, and also makes sure that Heatran won’t give my team a hard time. Protect is useful for scouting and for getting Lefties recovery.

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Rapid Spin
- Volt Switch
- Spikes
- Toxic Spikes
Even if the Pokedex says that Charizards flames can melt rocks, Charizard’s worst fear is indeed Stealth Rock. So here’s Forry to get rid of them prolonging Zard’s, Chandelure’s and overall Ninetales lives, allowing her to switch and change weather. The special defensive EVs are there to sponge Dragon type attacks aimed at Latias and Chomp, and he already has enough physical bulk. Spikes and Toxic Spikes are the key to win weather wars based on continuous switching. Volt Switch coupled with team preview is really the key of this set allowing Forretress to survive Chandelures. When I see that my opponent owes a Chandelure I send Forry in and while my my opponent send his Chandelure to trap it I go out with Volt Switch and send my own ghost chandelier to kill my opoonent’s (that’s also why I put max Speed EVs and + Speed nature on Chandelure.

Chandelure (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]
Have you ever seen a better spin blocker and revenge killer? He assures that after many efforts my entry hazards won’t be blown away with his immunity to Rapid Spin and Shadow Tag to trap and kill the opponent’s spinner. Overheat and Shadow Ball are STABs. I chose Overheat since I will be switching a lot in and out anyway and the added power is welcome. Energy Ball and HP Fighting are for coverage but they are also super effective on TTars, Toeds and Hyppos. I know that at least two of them have wonderful special bulk but after enough entry hazards damage I can trap and kill them.
So here’s the team. I know it’s not perfect but I hope you raters can detect some of its weaknesses. I had problems especially with stat boosting sweepers (for example DDers or Volcarona if Rocks aren’t on the field). Most times if I cannot immediately phaze or paralyze them they can OHKO my whole team. Thanks everybody I promise I will test all your suggestions. Changes will be in red.