Hello, fellas! This is my second RMT up here. The only difference is that this one's been doing really good, laddering to 14xx in less than a week from 1000. And, blame me if ya must, I wanted to show the building of this team! Ah, getting some help wouldn't hurt either hehe.
Da Team:
Intro:
It all started when I was checking Megacham on Smogon website. The description said it functions well in a volt-turn team. So what the hell, lemme try this. The process of choosing the right mates was pretty fast, just put the usual switchers suspects together. With the team ready, I tested it a LOT with troll nicks, always laddering pretty fast to 14xx. So I decided to stick with these guys.
In-depth:
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
It's a standard set for Megacham, but deadly as well. The combo Fake Out+HJP breaks sashes with ease, and basically wrecks anything that doesn't resist it. Zen Headbutt is a realiable STAB, dealing with Megasaurs mercilessly as well. Ice Punch is for coverage, leaving this set basically walled only by 252 HP/252 DEF Slowbro as far as I'm concerned.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Superpower
Hits a lot and lots of pkmns. Amazing skill, switches in with little danger to 0+ physical sweepers and dishes good damage. Superpower instead of Knock Off 'cuz it hits better than EQ in some cases. But I ain't lying, I miss Koff on the team. Adamant over Jolly for beatin' hellalot better, while still outrunning pretty much anything that matters. Otherwise, standard set.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: NaN Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Even offensive teams need someone to count on when things gets bad. Rotom-W is the guy. While still a switcher with somewhat decent speed even barely uninvested, it serves as a physical defensive pkmn with deeds. Few can OHKO it, while it can cripple foes with WoW, laugh at Talon's face as the Brave Bird fails to dish at least 50% of its health, while countering it with Pump and can safely switch in a lot of pkmns, pain spliting to continue in the game a while longer. His good natural special bulk and blessed typing allows him to tank well special moves even with no investment on sp. def.
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Trick
- Hidden Power [Fire]
- Dazzling Gleam
The trickster itself. The nightmare of unaware hazard setters. It prevents hazards on my field while dealing with the major threats on this area, bar Heatran. Greedy slow setuper? Trick it. A defensive core pkmn that is troubling the match? Trick as well. HP fire deals with the ever so present Ferrothorn, while hurting bad Skamory. Psychic is the STAB to deal with other threats. Dazzling Gleam appeared as the well suited choice for the last slot.
Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
The best U-turn damage dealer. Period. Standard Band set until it comes to Pursuit. Some prefer Koff on it, it's really good actually, but trapping some little modaf*%$% like Mew, Celebi, other annoying frail pkmn and the twins is just too good for me to get rid of Pursuit.
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Volt Switch
- Hidden Power [Ice]
- Focus Blast
- Grass Knot
My trustworthy special sweeper. Again I choose damage over speed, that's already high enough without proper nature. Volt Switch hits hard anything that doens't resist it. HP Ice is almost perfect coverage. Focus Blast is a powerful and useful move, but unreliable. Grass Knot laughs at Water/Ground pkmns, while hitting harder Hippowdon. Although frail, Thundy T hangs on some uneffective hits due great typing, dealing good damage afterwards.
Major Threats:
This guy is a pain on the ass. Hits S.Eff my team as a whole. I have no safe switch in. All I can do is check it. But many people use it as lead and don't see a scarfed Land-T coming (don't know why), so I often finish it in the first turn.
NO. SAFE. SWITCH. IN. Fire Blast hits HARD even Rotom-W. And then Charlie KO's it with Solarbeam. I have to sacrifice a pkmn everytime the opponent manages to mega evolve it. Luckly, I have enough checks. Char X isn't a nice guest either, but Land-T and Rotom-W can deal with it easier.
Even a single +1 Sucker Punch can end my fun if my team's weakened enough. And if the opp predicts my Rotom-W coming in, I'm barely able to WoW it. Period.
Well, folks, that's all I could think of. Hope you enjoy and criticize it!
Da Team:






Intro:
It all started when I was checking Megacham on Smogon website. The description said it functions well in a volt-turn team. So what the hell, lemme try this. The process of choosing the right mates was pretty fast, just put the usual switchers suspects together. With the team ready, I tested it a LOT with troll nicks, always laddering pretty fast to 14xx. So I decided to stick with these guys.
In-depth:

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
It's a standard set for Megacham, but deadly as well. The combo Fake Out+HJP breaks sashes with ease, and basically wrecks anything that doesn't resist it. Zen Headbutt is a realiable STAB, dealing with Megasaurs mercilessly as well. Ice Punch is for coverage, leaving this set basically walled only by 252 HP/252 DEF Slowbro as far as I'm concerned.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Superpower
Hits a lot and lots of pkmns. Amazing skill, switches in with little danger to 0+ physical sweepers and dishes good damage. Superpower instead of Knock Off 'cuz it hits better than EQ in some cases. But I ain't lying, I miss Koff on the team. Adamant over Jolly for beatin' hellalot better, while still outrunning pretty much anything that matters. Otherwise, standard set.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: NaN Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Even offensive teams need someone to count on when things gets bad. Rotom-W is the guy. While still a switcher with somewhat decent speed even barely uninvested, it serves as a physical defensive pkmn with deeds. Few can OHKO it, while it can cripple foes with WoW, laugh at Talon's face as the Brave Bird fails to dish at least 50% of its health, while countering it with Pump and can safely switch in a lot of pkmns, pain spliting to continue in the game a while longer. His good natural special bulk and blessed typing allows him to tank well special moves even with no investment on sp. def.

Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Trick
- Hidden Power [Fire]
- Dazzling Gleam
The trickster itself. The nightmare of unaware hazard setters. It prevents hazards on my field while dealing with the major threats on this area, bar Heatran. Greedy slow setuper? Trick it. A defensive core pkmn that is troubling the match? Trick as well. HP fire deals with the ever so present Ferrothorn, while hurting bad Skamory. Psychic is the STAB to deal with other threats. Dazzling Gleam appeared as the well suited choice for the last slot.

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
The best U-turn damage dealer. Period. Standard Band set until it comes to Pursuit. Some prefer Koff on it, it's really good actually, but trapping some little modaf*%$% like Mew, Celebi, other annoying frail pkmn and the twins is just too good for me to get rid of Pursuit.

Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Volt Switch
- Hidden Power [Ice]
- Focus Blast
- Grass Knot
My trustworthy special sweeper. Again I choose damage over speed, that's already high enough without proper nature. Volt Switch hits hard anything that doens't resist it. HP Ice is almost perfect coverage. Focus Blast is a powerful and useful move, but unreliable. Grass Knot laughs at Water/Ground pkmns, while hitting harder Hippowdon. Although frail, Thundy T hangs on some uneffective hits due great typing, dealing good damage afterwards.
Major Threats:

This guy is a pain on the ass. Hits S.Eff my team as a whole. I have no safe switch in. All I can do is check it. But many people use it as lead and don't see a scarfed Land-T coming (don't know why), so I often finish it in the first turn.

NO. SAFE. SWITCH. IN. Fire Blast hits HARD even Rotom-W. And then Charlie KO's it with Solarbeam. I have to sacrifice a pkmn everytime the opponent manages to mega evolve it. Luckly, I have enough checks. Char X isn't a nice guest either, but Land-T and Rotom-W can deal with it easier.

Even a single +1 Sucker Punch can end my fun if my team's weakened enough. And if the opp predicts my Rotom-W coming in, I'm barely able to WoW it. Period.
Well, folks, that's all I could think of. Hope you enjoy and criticize it!