Ok so, I am perfectly aware of the fact that this is probably the worst time to post an RMT, but still i tried to make this team using stuff that are probably gonna be in UU after all the bans and after all of these broken threats are moved away from the tier. This is also my first RMT, so I am by no means a good teambuilder, but still i figured that this is the best way to learn.
I wanted to use what seems like an underrated threat compared to all the new OverPowered megas abused in ORAS OU, and I chose Mega Altaria. With its fantastic retyping and nice stats this mon is capable to be a bulky set up sweeper to not underrestimate. The set i chose is Sub Roost DD + Frustration, just like a lower tier-MegaMence. The Ev spread its kinda odd, and I honestly made it just so that mega Altaria could outspeed most scarfers at +2, with the max possible hp number and the rest in attack.
Altaria-Mega @ Altarianite
Ability: Pixilate
Happiness: 0
EVs: 176 HP / 140 Atk / 192 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Roost
- Frustration
If played correctly, this monster can become a force to be reckon with. Good Bulk, nice speed and really strong STAB move boosted by pixiliate makes it so that it can set up on a lot of things, but still gets walled by fire and steel type (i dont find poison types are that much of a problem), and that leads to an obvious teammate.
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stone Edge
- Aerial Ace
Ok, pretty common set, equipped with a choice band cause this thing cant take any hit, like at all, and so it needs to kill the opponent before being killed. Nice speed to outspeed most of the tier, Arena Trap to trap (duh) the opposing steel and fire types and hopefully OHKO them. Edgequake coverage, sucker punch for priority when something gets out of control, and finally aerial ace for them chesnaught.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish/Trick
- Fire Punch
I needed something to get the momentum into duggy, and i needed a scarfer. In my opinion Jirachi synergises well with the other two, making that dragon-fairy-steek core, and also it's a great scarfer with the possibility to run trick or healing wish. I honestly dont know what might be better, as trick lets me cripple those physical walls, whereas healing wish lets me bring a damaged mega altaria back to full giving it a second chance to possibly sweep. Iron Head cause flinches and them fairies, u-turn for momentum and fire punch for coverage. A solid choice that check-threathen out a lot of stuff, giving me the matchup with U-turn.
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Extrasensory
This is probably the member of the team wich i am less "sure" about. I wanted to complete the volt-turn core with rachi, and I thought about specs Raikou. Honestly it doesnt synergises that well with the team, adding another ground weakness to the rachi one. It's powerful, but i feel i should change it for something better.
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Spikes
- Rapid Spin
- Gyro Ball
I needed a Hazard setter and spinner, and the obvious choice was of course forretress. I chose to use a specially defensive one, as it checks so many things and i like it period. It sets up spikes, spins and brings me amomentum in the form of the slow volt-switch. Gyro ball deals a ton of damage to those Mega Aero, wich i find to be more used in general to check the new megas in UU.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Stealth Rock
- Explosion
- Taunt
Standard Azelf dedicated lead, sets up fast SR and taunts where necessary. U-turn for momentum again, and the last Boom when i need to get a free switch into something and i am at 1%. Pretty straightforward, also i wanted to maintain the offensiva nature of the team, so there's that.
That's the team, it has been doing quite well although there are too many broken things in UU atm, and the only big "normal" threats i see as a problem to this team are ohysical ground walls, like donphan and hippo, that can check almost my whole team and i dont have a reliable way to deal with them.

Altaria-Mega @ Altarianite
Ability: Pixilate
Happiness: 0
EVs: 176 HP / 140 Atk / 192 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Roost
- Frustration
If played correctly, this monster can become a force to be reckon with. Good Bulk, nice speed and really strong STAB move boosted by pixiliate makes it so that it can set up on a lot of things, but still gets walled by fire and steel type (i dont find poison types are that much of a problem), and that leads to an obvious teammate.

Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stone Edge
- Aerial Ace
Ok, pretty common set, equipped with a choice band cause this thing cant take any hit, like at all, and so it needs to kill the opponent before being killed. Nice speed to outspeed most of the tier, Arena Trap to trap (duh) the opposing steel and fire types and hopefully OHKO them. Edgequake coverage, sucker punch for priority when something gets out of control, and finally aerial ace for them chesnaught.

Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish/Trick
- Fire Punch
I needed something to get the momentum into duggy, and i needed a scarfer. In my opinion Jirachi synergises well with the other two, making that dragon-fairy-steek core, and also it's a great scarfer with the possibility to run trick or healing wish. I honestly dont know what might be better, as trick lets me cripple those physical walls, whereas healing wish lets me bring a damaged mega altaria back to full giving it a second chance to possibly sweep. Iron Head cause flinches and them fairies, u-turn for momentum and fire punch for coverage. A solid choice that check-threathen out a lot of stuff, giving me the matchup with U-turn.

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Extrasensory
This is probably the member of the team wich i am less "sure" about. I wanted to complete the volt-turn core with rachi, and I thought about specs Raikou. Honestly it doesnt synergises that well with the team, adding another ground weakness to the rachi one. It's powerful, but i feel i should change it for something better.

Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Spikes
- Rapid Spin
- Gyro Ball
I needed a Hazard setter and spinner, and the obvious choice was of course forretress. I chose to use a specially defensive one, as it checks so many things and i like it period. It sets up spikes, spins and brings me amomentum in the form of the slow volt-switch. Gyro ball deals a ton of damage to those Mega Aero, wich i find to be more used in general to check the new megas in UU.

Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Stealth Rock
- Explosion
- Taunt
Standard Azelf dedicated lead, sets up fast SR and taunts where necessary. U-turn for momentum again, and the last Boom when i need to get a free switch into something and i am at 1%. Pretty straightforward, also i wanted to maintain the offensiva nature of the team, so there's that.
That's the team, it has been doing quite well although there are too many broken things in UU atm, and the only big "normal" threats i see as a problem to this team are ohysical ground walls, like donphan and hippo, that can check almost my whole team and i dont have a reliable way to deal with them.