Hello forums, this is my second RMT with a pivoting team centered on the Dual Intimidate VoltTurn core of Mega Manectric and Landorus-T. I am currently at 1400 with this team, and have been rising rapidly. I would very much appreciate all the help I can get. :) Without further ado, on to the team!
EDIT: New Peak is 1522 :)
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Manectric is the first part of my core, bringing me a very fast and powerful special attacker, with amazing power and coverage. He is also immune to paralysis which is great on an offensive mon. Volt Switch hits hard and allows me to gain momentum, which is what this team was built for. Thunderbolt is a reliable STAB move if I would like to stay in. Flamethrower was chosen over Overheat for reliability, and late-game cleaning purposes, as it does not reduce my Sp Atk. Hidden Power Ice nails incoming ground types, especially Garchomp, Landorus-T, and Gliscor for good damage, usually 2HKOing all of them.
He is a good check to many Pokemon, such as Scizor, Landorus-T locked into something other than EQ, Ferrothorn, Thundurus (especially the uncommon mixed), Tornadus-T, Mega Lopunny, and many others. Use him to play around these threats and gain momentum and whittle down the opposing team. He also works great as a late game cleaner when his checks have been sufficiently weakened and priority users removed.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 80 Def / 176 Spe
Jolly Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Knock Off
Next up, performing much the same role, we have Landorus-T. This set is a bit weird, but serves a purpose. The EVs allow him to outspeed +1 Mega Gyarados, so that he can U-Turn in and out and keep his attack at a manageable level, as he can rip through my team otherwise. I am not worried about Scarf Excadrill as Sand Rush is more common anyways, and Scarf is very easy to play around with this team. Plus, this makes me slower than opposing Landorus-T, giving me the momentum with U-Turn. The rest in Def to take priority hits better. Hidden Power Ice is unexpected, and allows him to nail opposing Landorus-T who try to come in on EQ, and Garchomp trying to come in on U-Turn. It 2HKOs both, even with a Jolly nature. Knock Off gives me a buffer against Chansey, who is very annoying otherwise.
He requires quite a bit of prediction to use properly, as each move can have severe repercussions when used at the wrong time. Keep HP Ice hidden until you are sure it will hit its intended target. U-Turn is great for scouting this, but hates hitting Chomp. Earthquake is easily played around with all the levitate users and birds everywhere. Prediction prediction prediction.
Pangoro @ Choice Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Superpower
- Knock Off
- Gunk Shot
Pangoro is... an oddball. First off, can't even call him a real panda cause he just isn't adorable enough. Second, why would Game Freak give us a mon that has amazing potential, and absolutely ruin it at the same time with Fairies? Why, Game Freak?!?!?
Anyways, I was looking through other potential pivots when i stumbled across Pangoro, and, more specifically, Parting Shot. Crippling a switch-in, and gaining momentum? This move is just ridiculous, and fits very well with my core. Also, hilariously, it phases Magic Bounce users. Take that Diancie. Superpower is my most powerful STAB and, thanks to Scrappy, deals huge damage to Mega Sableye. It also handles Bisharp well, as it 4x resists Sucker Punch, and Bisharp can be threatening with all the stat reductions this team throws around. Knock Off is a reliable secondary STAB hitting the Latis, Gengar, and Jirachi hard, as well as removing their items. Gunk Shot was a godsend from ORAS, allowing him to punish Fairy switch-ins. Except for Klefki. But its okay, hes ugly.
Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Grass]
Keldeo is absolutely amazing. I run Expert Belt because i already had two scarfers, and bluffing scarf allows him to get some great surprise KOs. Scald is main STAB, with 107% burn chance which cripples offensive and defensive mons by lowering their attack and whittling their HP, respectively. Secret Sword nails steel types, namely Ferrothorn who tries to come in on Scald. It also hits Chansey hard. Icy Wind allows him to beat Latios and Tornadus-T by hitting them on the switch, making him faster on the next turn. Hidden Power Grass is there for Rotom-W and Azumarill.
He can easily come in after a Volt Switch, U-turn, or Parting Shot, and proceed to destroy just about anything with the right move. He also serves as my main counter to Weavile, who absolutely destroys this team otherwise, and as a secondary check to Bisharp.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock
And finally, we get to my defensive core. Specially defensive Jirachi comes up first as an amazing support mon. He sets up Stealth Rock, which is especially useful on this team as my momentum is constantly forcing my opponent to switch. Wish can bring back Landorus and Manectric in a pinch, as well as keep himself healthy. Thunder Wave helps against Offensive teams by crippling their sweepers, making them easier to revenge kill. Iron Heads makes him quite possibly the most annoying paraflincher ever, and stops him from being complete Taunt bait.
Pivot him in against special attackers such as the Lati twins, and use whatever support move is necessary at the time. He needs to be kept away from the Magnets at all costs, as he can do absolutely nothing to them. Aside from that feel free to just annoy the hell out of your opponent, as that is what this guy does best.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Defog
- Roost
Oh God! The flinching! Make it stop! Togekiss makes up the second part of my defensive core, providing Defog support. Again, Thunder Wave and Air Slash for paraflinching shenanigans. He serves as a good check to Conkeldurr, who is difficult for this team to switch into. Roost keeps him alive, and allows him to stomach Ice Punch more easily. I chose him over Latis for the resistances to Pursuit and U-Turn, as opposed to weaknesses, as well as better physical bulk and typing. Weakness to Stealth Rock is mitigated by Roost. Dazzling Gleam can be used over Thunder Wave for better insurance against Mega Sableye, but I haven't had problems with him so far.
Well, that's the team. Thanks for reading, and all feedback is appreciated.
EDIT: New Peak is 1522 :)

Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Manectric is the first part of my core, bringing me a very fast and powerful special attacker, with amazing power and coverage. He is also immune to paralysis which is great on an offensive mon. Volt Switch hits hard and allows me to gain momentum, which is what this team was built for. Thunderbolt is a reliable STAB move if I would like to stay in. Flamethrower was chosen over Overheat for reliability, and late-game cleaning purposes, as it does not reduce my Sp Atk. Hidden Power Ice nails incoming ground types, especially Garchomp, Landorus-T, and Gliscor for good damage, usually 2HKOing all of them.
He is a good check to many Pokemon, such as Scizor, Landorus-T locked into something other than EQ, Ferrothorn, Thundurus (especially the uncommon mixed), Tornadus-T, Mega Lopunny, and many others. Use him to play around these threats and gain momentum and whittle down the opposing team. He also works great as a late game cleaner when his checks have been sufficiently weakened and priority users removed.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 80 Def / 176 Spe
Jolly Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Knock Off
Next up, performing much the same role, we have Landorus-T. This set is a bit weird, but serves a purpose. The EVs allow him to outspeed +1 Mega Gyarados, so that he can U-Turn in and out and keep his attack at a manageable level, as he can rip through my team otherwise. I am not worried about Scarf Excadrill as Sand Rush is more common anyways, and Scarf is very easy to play around with this team. Plus, this makes me slower than opposing Landorus-T, giving me the momentum with U-Turn. The rest in Def to take priority hits better. Hidden Power Ice is unexpected, and allows him to nail opposing Landorus-T who try to come in on EQ, and Garchomp trying to come in on U-Turn. It 2HKOs both, even with a Jolly nature. Knock Off gives me a buffer against Chansey, who is very annoying otherwise.
He requires quite a bit of prediction to use properly, as each move can have severe repercussions when used at the wrong time. Keep HP Ice hidden until you are sure it will hit its intended target. U-Turn is great for scouting this, but hates hitting Chomp. Earthquake is easily played around with all the levitate users and birds everywhere. Prediction prediction prediction.

Pangoro @ Choice Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Superpower
- Knock Off
- Gunk Shot
Pangoro is... an oddball. First off, can't even call him a real panda cause he just isn't adorable enough. Second, why would Game Freak give us a mon that has amazing potential, and absolutely ruin it at the same time with Fairies? Why, Game Freak?!?!?
Anyways, I was looking through other potential pivots when i stumbled across Pangoro, and, more specifically, Parting Shot. Crippling a switch-in, and gaining momentum? This move is just ridiculous, and fits very well with my core. Also, hilariously, it phases Magic Bounce users. Take that Diancie. Superpower is my most powerful STAB and, thanks to Scrappy, deals huge damage to Mega Sableye. It also handles Bisharp well, as it 4x resists Sucker Punch, and Bisharp can be threatening with all the stat reductions this team throws around. Knock Off is a reliable secondary STAB hitting the Latis, Gengar, and Jirachi hard, as well as removing their items. Gunk Shot was a godsend from ORAS, allowing him to punish Fairy switch-ins. Except for Klefki. But its okay, hes ugly.

Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Grass]
Keldeo is absolutely amazing. I run Expert Belt because i already had two scarfers, and bluffing scarf allows him to get some great surprise KOs. Scald is main STAB, with 107% burn chance which cripples offensive and defensive mons by lowering their attack and whittling their HP, respectively. Secret Sword nails steel types, namely Ferrothorn who tries to come in on Scald. It also hits Chansey hard. Icy Wind allows him to beat Latios and Tornadus-T by hitting them on the switch, making him faster on the next turn. Hidden Power Grass is there for Rotom-W and Azumarill.
He can easily come in after a Volt Switch, U-turn, or Parting Shot, and proceed to destroy just about anything with the right move. He also serves as my main counter to Weavile, who absolutely destroys this team otherwise, and as a secondary check to Bisharp.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock
And finally, we get to my defensive core. Specially defensive Jirachi comes up first as an amazing support mon. He sets up Stealth Rock, which is especially useful on this team as my momentum is constantly forcing my opponent to switch. Wish can bring back Landorus and Manectric in a pinch, as well as keep himself healthy. Thunder Wave helps against Offensive teams by crippling their sweepers, making them easier to revenge kill. Iron Heads makes him quite possibly the most annoying paraflincher ever, and stops him from being complete Taunt bait.
Pivot him in against special attackers such as the Lati twins, and use whatever support move is necessary at the time. He needs to be kept away from the Magnets at all costs, as he can do absolutely nothing to them. Aside from that feel free to just annoy the hell out of your opponent, as that is what this guy does best.

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Defog
- Roost
Oh God! The flinching! Make it stop! Togekiss makes up the second part of my defensive core, providing Defog support. Again, Thunder Wave and Air Slash for paraflinching shenanigans. He serves as a good check to Conkeldurr, who is difficult for this team to switch into. Roost keeps him alive, and allows him to stomach Ice Punch more easily. I chose him over Latis for the resistances to Pursuit and U-Turn, as opposed to weaknesses, as well as better physical bulk and typing. Weakness to Stealth Rock is mitigated by Roost. Dazzling Gleam can be used over Thunder Wave for better insurance against Mega Sableye, but I haven't had problems with him so far.
Well, that's the team. Thanks for reading, and all feedback is appreciated.
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