Introduction To The Team:
Overview: Mew, Weavile, Kartana, Latios, Toxapex, Landorous
This Team Is Called: 2 fast 2 furious, Latios Sweep!
Team Building Process:
I wanted to build a team around a Mew utility set, but opted for a set that offered more bulk and longevity, all while still being a fast taunt user.
I added Toxapex for toxic spikes support and and a spinner for them as you can see this team lacks a spin blocker. Pex added a true wall to the team as it can abuse regenerator and recovery well to tank opposing hits for the team.
I needed someone that can take Knock off hits and sponge Earthquake hits for Toxapex effectively. I opted for Landorous for it's reliability at setting SR and capability in dishing out extra Toxic damages to my opponents.
I needed a true wall breaker and sweeper. I decided Weavile would fit well. It can switch in on Ice, Ghost, and Dark hits effectively. Weavile is a great Sword Dance user and can easily set up later, early, or mid game.
I needed something for speed control, could tank hits effectively, and dish them. It was tricky on settling between Dragapult and Latios, but after awhile in testing; Latios seemed to perform better than Dragapult who was a true star on written paper.
To round the team off; I decided on Kartana, as it can take physical hits when needed, doesn't mind being knocked off early and can set up and remove slower opponents with ease. He is also, (like Weavile) a great user of Sword Dance and performed very well in testing.
Mew @ Leftovers
Ability: Synchronize
Nature: Calm
0-Atk-IV
252 Def /252 Hp/ 4 Spe
- Spikes
- Taunt
- Roost
- Roar
I tested Utility Mew and Suicide Mew greatly. I found this set to be excellent against stall, balanced, and offensive teams. With the invested EV'S; Mew is very much capable of putting 2-3 layers of spikes up and living to come in and out throughout the entire match. Taunt is here against most of the meta. You loose to Mew mirror and Tapu Fini when using this move. Generally, I read the set based upon the team and switch to either Toxapex, Kartana, or Weavile. This bait allows for an early SD and possible sweep. Mew takes fairy and psychic hits very well which cover the team nicely. His Roar is to help from being set up on and late game can be a nightmare for the opposing team.
Weavile @ Life Orb
Ability: Pressure
Nature: Adamant / Jolly
252 Atk/ 252 Spe/ 4 Spd
- Sword Dance
- Triple Axel
- Knock Off
- Ice Shard
After plus 1 SD Weavile puts out excruciating numbers and can nearly sweep any team. Weavile also serves as a great revenge killer when needed and can take Dark and Ghost hits for Latios and Mew when needed. It checks a series of other threats that would other wise pick a part this team or pressure it stressfully; such as: Skarmory, Corviknight, Landorous and many more. After one SD with Adamant Nature and Life Orb; Weavile OHKO's half the format.
Toxapex @ Black Sludge
Ability: Regenerator
Nature: Bold
252 HP / 252 Def / 4 SPD
- Scald
- Toxic Spikes
- Haze
- Recover
Toxapex is here to serve as both a physical and special wall. It is the true glue to this team. Being able to set up Toxic Spikes, Stop opponents from setting up on you, and wear the opposite team down with Scald hits is very helpful. This team is all about spreading status and setting entry hazards so that Weavile or Kartana can set up and sweep mid or late game. Mew and Toxapex have immaculate synergy and are both able to set up hazards with ease and make sure your opponent can not set up on your team. Mew's Roar in Gen 8 is extreemly unpredictable and comes up often, so having Haze to also help keep your opponents from setting up is extreemly effective. This team has no spin blocker, so It's best to have a toxic spikes spinner. Rocks and spikes can be effective, but two mon's on the team are immune to them and or resist them. I wanted to use a defogger, but chose against it because I felt as if I was able to actually play through rocks and still win as long as I was able to keep my hazards up. With Mew's taunt and the great amount of dilivery this team has in offense; I found this to be very much possible.
Landorous @ Leftovers
Ability: Intimidate
Nature: Impish
252 HP / 252 Def/ 4 Spe
- Earthquake
- Toxic
- Stealth Rock
- Knock Off / Defog / U-turn
I needed something to help set up rocks because it is the best hazard to have. However, I still didn't want to switch to suicide Mew lead or greatly re work the team idea. After testing, I found that Landorous was exactly what the team was missing. He helps spread toxic when Pex can't keep spikes up. His rocks are very helpful and Landorous' excellent ability and immunity to Earthquake and Earth Power is extreemly effective. I chose Knock Off over the other options because this team greatly hates Heavy Duty Boot users and aims to spread hazards as much as possible. It also helps to remove Leftovers from Regenerator users such as Tornadus and Slowbro. Defog seemed to conflict and I felt as if this team didn't appreciate the choices in Rapid Spinners in the meta. U-turn was helpful for pivot, but Knock Off seemed to effectively deal damage against more of this team's counters.
Latios @ Choice Scarf
Ability Levitate
Nature: Timid / Modest
0-Atk-IV
252 Spa / 252 Spe / 4 HP
- Psychic
- Draco Meteor / Dragon Pulse
- Mystical Fire
- Trick / Thunderbolt / Shadow Ball
Latios hits extreemly fast and when given a scarf it allows it to out speed the entire OU meta. Latios resists Grassy Glide, Barraskewda's Liquidation, and Rapid-U's banded Aqua Jet and in return either 2HKO's-OHKO's them back. He out speeds Dragapult, CS Kartana, and can also deal with Alakazam better than Weavile since we opted for Adamant Nature.
Trick comes up against stall as Thunderbolt comes up against Tornadus and Tapu Fini for slightly more damage out put then Psychic. Pulse is also as effective as Meteor as Pulse will also OHKO Dragapult. It will miss OHKO against Garachomp, Salamance, and Dragonite. However, with hazards will of course be enough, so it depends on your luck with Draco Meteor and if you plan to stay in mid or early game. Latios is really good at applying pressure, forcing switches, and late game sweeping. He resists toxic, takes SR normally, isn't bothered by burns and has an excellent immunity to spikes and Earthquake. The only downside to Latios is he is not a spin blocker, but does counter a lot of spinners, such as Exacadrill. He will ways force the switch because of Mystical Fire. He also will still out speed most of them after their speed boost from Rapid Spin as a scarf user with a base 110 speed is nothing to be joked with.
Kartana @ Life Orb
Ability: Beast Boost
Nature: Jolly
252 Atk / 252 Spe / 4 HP
- Sword Dance
- Leaf Blade
- Sacred Sword
- Knock Off
Kartana fits well because it can tank defensive hits when needed. Also, it can easily set up and sweep or just serve as an early game revenge killer. It's Knock Off does insane amounts of damages that you would think it was a STAB move. Kartana was originally an idea for Scarf or Band because his steel movie is greatly missed. This team struggles against Clefable and SC Tapu Lele greatly. With scarf you can still beat both of these sets with ease after hazards. However, in testing, Over all; I felt as if being able to switch moves and still pack a punch was more useful then the extra speed. I just have to be very careful with how I play Weavile and try to really get up a plus 1 SD to blow through Clefable. Kartana resists rocks and is immune to Toxic which makes it easy to come in and out and pressure forced switches or nab revenge kills. Leaf blade without SD OHKO's Tapu Fini who other wise besides walling it with Pex and Mew would serve as a problem. It's critical hit ratio is generally high, but thought maybe to cut it for Steelstrike depending on whether Melmetal stays within the format or not. (Currently it is in review of a speculated ban and the terms of whether it is or not have not been resolved.) Either way, in conclusion, Kartana has been very effective for the most part and along with Pex is able to sponge U-turn hits and switch in when your opponent is going to use Toxic. That's an easy way to grab a SD or Knock Off a common switch such as Dragapult.
Threat List:
Blacephalon with specs 2HKO Toxapex and counters Mew so I will always have to sacrifice something to revenge kill it
Zapdos is annoying because I have to slowly chip it and give it Toxic, Knock it off and make sure it can't defog rocks away.
Tornadus is annoying because the only real check this team has for it is Weavile because it put speeds Mew and can in return Taunt back or just stall it. It's regenerator is extra aggravating so I try to give it the Toxic and play through the team slowly until I'm able to safely knock it off and start chipping it out of the match.
Clefable will always be a threat because of Guard. This is a hazards team so dealing entry hazard damages are key. Also, it is a fairy which isn't helpful for Weavile. Also, Kartana has a very poor special defense. I thought of opting for a steel move on this team but just try to get up SD and either nab the 2HKO with leaf blade or Triple Axel it out the match with Weavile.
CS Tapu Lele
Tapu is annoying because I have to scout it's set out first before attempting to pick it off. So, generally I use Weavile or Kartana to kill it. It is much easier if it traps itself in Psychock or Psychic then it has to switch or die to Weavile.
Eruption Heatran puts out GODLY hits and can potentially sweep the entire team if you miss play between Mew and Toxapex. You have to pray it misses magma. If it's setting up rocks and playing defensively you just have to taunt with Mew and keep roosting, set up, and Roar it out. If it isn't and they bluff SR lead and it's eruption Magma set immediately Roar it away and hope you can grab a Roost. Or you'll have to switch to Pex anyways. Most don't play eruption, but I have been seeing it a lot on my smurf accounts
Calculations and Relative information involving Latios:
Mystical Fire vs Kartana = OHKO
Dragon Pulse vs Dragapult = OHKO
Psychic vs Blaziken After Protect + Speed Boost even if Sashed = OHKO
Psychic vs Toxapex = 2HKO
Thunderbolt vs Pelipper = OHKO
Mystical Fire vs Ferrorhorn after SR damage = OHKO
Psychic vs Landorous = 2HKO
Psychic vs Tapu Koko = 2HKO
Dragon Pulse after SR vs Dragonite = OHKO
Mystical Fire vs Melmetal = 2HKO
Dragon Pulse vs Garachomp w/+1 speed boost after hazards = OHKO
Thunderbolt vs Tapu Fini = 2HKO
Psychic vs Zerazora = 2HKO after Spikes (2 layers = OHKO)
Thunderbolt vs Tornadus = 2HKO
Psychic vs Hawlucha = OHKO
Psychic vs Buzzwhole = OHKO
Psychic vs Rapid-U = OHKO
Psychic vs Regieleki after SR = OHKO
Mystical Fire vs Rillaboom = OHKO
Thunderbolt vs Slowbro = 2HKO
Thunderbolt vs Vocanion = 2HKO
Thunderbolt vs Knight = 2HKO
Psychic vs Barraskewda after SR = OHKO
Psychic vs Gengar = OHKO
Thunderbolt vs Barraskewda = OHKO
Outspeeds +1 Dragonite
Outspeeds +1.5 Garachomp
FYI: Calcs for Kartana and Weavile are very substandard and by any good player should easily be determined, so I decided in not posting them. After plus 1 SD they both deal massive amounts of damages and without plus SD with Life Orb they still deal insane amounts of damages.
Calcs for Latios have been posted because they are less likely to be known in knowledge to the average / good player.
Not all calcs are completely relevant to most of the meta, but are worth mentioning.
This is my first real RMT post here as I am a newer player to this format. However, this team has been thoroughly tested for posting.
FYI: this team was stolen from my original account about a year and a half ago and was originally created by me. So, if it has been previously posted by someone else eye stole it from my original account RotomNeverWashed which is not in use and was hacked and had its information changed which led me to believe that it possibly was and its content could be hidden from me even if it is being used in leader boards
Overview: Mew, Weavile, Kartana, Latios, Toxapex, Landorous
This Team Is Called: 2 fast 2 furious, Latios Sweep!
Team Building Process:
I wanted to build a team around a Mew utility set, but opted for a set that offered more bulk and longevity, all while still being a fast taunt user.
I added Toxapex for toxic spikes support and and a spinner for them as you can see this team lacks a spin blocker. Pex added a true wall to the team as it can abuse regenerator and recovery well to tank opposing hits for the team.
I needed someone that can take Knock off hits and sponge Earthquake hits for Toxapex effectively. I opted for Landorous for it's reliability at setting SR and capability in dishing out extra Toxic damages to my opponents.
I needed a true wall breaker and sweeper. I decided Weavile would fit well. It can switch in on Ice, Ghost, and Dark hits effectively. Weavile is a great Sword Dance user and can easily set up later, early, or mid game.
I needed something for speed control, could tank hits effectively, and dish them. It was tricky on settling between Dragapult and Latios, but after awhile in testing; Latios seemed to perform better than Dragapult who was a true star on written paper.
To round the team off; I decided on Kartana, as it can take physical hits when needed, doesn't mind being knocked off early and can set up and remove slower opponents with ease. He is also, (like Weavile) a great user of Sword Dance and performed very well in testing.
Mew @ Leftovers
Ability: Synchronize
Nature: Calm
0-Atk-IV
252 Def /252 Hp/ 4 Spe
- Spikes
- Taunt
- Roost
- Roar
I tested Utility Mew and Suicide Mew greatly. I found this set to be excellent against stall, balanced, and offensive teams. With the invested EV'S; Mew is very much capable of putting 2-3 layers of spikes up and living to come in and out throughout the entire match. Taunt is here against most of the meta. You loose to Mew mirror and Tapu Fini when using this move. Generally, I read the set based upon the team and switch to either Toxapex, Kartana, or Weavile. This bait allows for an early SD and possible sweep. Mew takes fairy and psychic hits very well which cover the team nicely. His Roar is to help from being set up on and late game can be a nightmare for the opposing team.
Weavile @ Life Orb
Ability: Pressure
Nature: Adamant / Jolly
252 Atk/ 252 Spe/ 4 Spd
- Sword Dance
- Triple Axel
- Knock Off
- Ice Shard
After plus 1 SD Weavile puts out excruciating numbers and can nearly sweep any team. Weavile also serves as a great revenge killer when needed and can take Dark and Ghost hits for Latios and Mew when needed. It checks a series of other threats that would other wise pick a part this team or pressure it stressfully; such as: Skarmory, Corviknight, Landorous and many more. After one SD with Adamant Nature and Life Orb; Weavile OHKO's half the format.
Toxapex @ Black Sludge
Ability: Regenerator
Nature: Bold
252 HP / 252 Def / 4 SPD
- Scald
- Toxic Spikes
- Haze
- Recover
Toxapex is here to serve as both a physical and special wall. It is the true glue to this team. Being able to set up Toxic Spikes, Stop opponents from setting up on you, and wear the opposite team down with Scald hits is very helpful. This team is all about spreading status and setting entry hazards so that Weavile or Kartana can set up and sweep mid or late game. Mew and Toxapex have immaculate synergy and are both able to set up hazards with ease and make sure your opponent can not set up on your team. Mew's Roar in Gen 8 is extreemly unpredictable and comes up often, so having Haze to also help keep your opponents from setting up is extreemly effective. This team has no spin blocker, so It's best to have a toxic spikes spinner. Rocks and spikes can be effective, but two mon's on the team are immune to them and or resist them. I wanted to use a defogger, but chose against it because I felt as if I was able to actually play through rocks and still win as long as I was able to keep my hazards up. With Mew's taunt and the great amount of dilivery this team has in offense; I found this to be very much possible.
Landorous @ Leftovers
Ability: Intimidate
Nature: Impish
252 HP / 252 Def/ 4 Spe
- Earthquake
- Toxic
- Stealth Rock
- Knock Off / Defog / U-turn
I needed something to help set up rocks because it is the best hazard to have. However, I still didn't want to switch to suicide Mew lead or greatly re work the team idea. After testing, I found that Landorous was exactly what the team was missing. He helps spread toxic when Pex can't keep spikes up. His rocks are very helpful and Landorous' excellent ability and immunity to Earthquake and Earth Power is extreemly effective. I chose Knock Off over the other options because this team greatly hates Heavy Duty Boot users and aims to spread hazards as much as possible. It also helps to remove Leftovers from Regenerator users such as Tornadus and Slowbro. Defog seemed to conflict and I felt as if this team didn't appreciate the choices in Rapid Spinners in the meta. U-turn was helpful for pivot, but Knock Off seemed to effectively deal damage against more of this team's counters.
Latios @ Choice Scarf
Ability Levitate
Nature: Timid / Modest
0-Atk-IV
252 Spa / 252 Spe / 4 HP
- Psychic
- Draco Meteor / Dragon Pulse
- Mystical Fire
- Trick / Thunderbolt / Shadow Ball
Latios hits extreemly fast and when given a scarf it allows it to out speed the entire OU meta. Latios resists Grassy Glide, Barraskewda's Liquidation, and Rapid-U's banded Aqua Jet and in return either 2HKO's-OHKO's them back. He out speeds Dragapult, CS Kartana, and can also deal with Alakazam better than Weavile since we opted for Adamant Nature.
Trick comes up against stall as Thunderbolt comes up against Tornadus and Tapu Fini for slightly more damage out put then Psychic. Pulse is also as effective as Meteor as Pulse will also OHKO Dragapult. It will miss OHKO against Garachomp, Salamance, and Dragonite. However, with hazards will of course be enough, so it depends on your luck with Draco Meteor and if you plan to stay in mid or early game. Latios is really good at applying pressure, forcing switches, and late game sweeping. He resists toxic, takes SR normally, isn't bothered by burns and has an excellent immunity to spikes and Earthquake. The only downside to Latios is he is not a spin blocker, but does counter a lot of spinners, such as Exacadrill. He will ways force the switch because of Mystical Fire. He also will still out speed most of them after their speed boost from Rapid Spin as a scarf user with a base 110 speed is nothing to be joked with.
Kartana @ Life Orb
Ability: Beast Boost
Nature: Jolly
252 Atk / 252 Spe / 4 HP
- Sword Dance
- Leaf Blade
- Sacred Sword
- Knock Off
Kartana fits well because it can tank defensive hits when needed. Also, it can easily set up and sweep or just serve as an early game revenge killer. It's Knock Off does insane amounts of damages that you would think it was a STAB move. Kartana was originally an idea for Scarf or Band because his steel movie is greatly missed. This team struggles against Clefable and SC Tapu Lele greatly. With scarf you can still beat both of these sets with ease after hazards. However, in testing, Over all; I felt as if being able to switch moves and still pack a punch was more useful then the extra speed. I just have to be very careful with how I play Weavile and try to really get up a plus 1 SD to blow through Clefable. Kartana resists rocks and is immune to Toxic which makes it easy to come in and out and pressure forced switches or nab revenge kills. Leaf blade without SD OHKO's Tapu Fini who other wise besides walling it with Pex and Mew would serve as a problem. It's critical hit ratio is generally high, but thought maybe to cut it for Steelstrike depending on whether Melmetal stays within the format or not. (Currently it is in review of a speculated ban and the terms of whether it is or not have not been resolved.) Either way, in conclusion, Kartana has been very effective for the most part and along with Pex is able to sponge U-turn hits and switch in when your opponent is going to use Toxic. That's an easy way to grab a SD or Knock Off a common switch such as Dragapult.
Threat List:
Blacephalon with specs 2HKO Toxapex and counters Mew so I will always have to sacrifice something to revenge kill it
Zapdos is annoying because I have to slowly chip it and give it Toxic, Knock it off and make sure it can't defog rocks away.
Tornadus is annoying because the only real check this team has for it is Weavile because it put speeds Mew and can in return Taunt back or just stall it. It's regenerator is extra aggravating so I try to give it the Toxic and play through the team slowly until I'm able to safely knock it off and start chipping it out of the match.
Clefable will always be a threat because of Guard. This is a hazards team so dealing entry hazard damages are key. Also, it is a fairy which isn't helpful for Weavile. Also, Kartana has a very poor special defense. I thought of opting for a steel move on this team but just try to get up SD and either nab the 2HKO with leaf blade or Triple Axel it out the match with Weavile.
CS Tapu Lele
Tapu is annoying because I have to scout it's set out first before attempting to pick it off. So, generally I use Weavile or Kartana to kill it. It is much easier if it traps itself in Psychock or Psychic then it has to switch or die to Weavile.
Eruption Heatran puts out GODLY hits and can potentially sweep the entire team if you miss play between Mew and Toxapex. You have to pray it misses magma. If it's setting up rocks and playing defensively you just have to taunt with Mew and keep roosting, set up, and Roar it out. If it isn't and they bluff SR lead and it's eruption Magma set immediately Roar it away and hope you can grab a Roost. Or you'll have to switch to Pex anyways. Most don't play eruption, but I have been seeing it a lot on my smurf accounts
Calculations and Relative information involving Latios:
Mystical Fire vs Kartana = OHKO
Dragon Pulse vs Dragapult = OHKO
Psychic vs Blaziken After Protect + Speed Boost even if Sashed = OHKO
Psychic vs Toxapex = 2HKO
Thunderbolt vs Pelipper = OHKO
Mystical Fire vs Ferrorhorn after SR damage = OHKO
Psychic vs Landorous = 2HKO
Psychic vs Tapu Koko = 2HKO
Dragon Pulse after SR vs Dragonite = OHKO
Mystical Fire vs Melmetal = 2HKO
Dragon Pulse vs Garachomp w/+1 speed boost after hazards = OHKO
Thunderbolt vs Tapu Fini = 2HKO
Psychic vs Zerazora = 2HKO after Spikes (2 layers = OHKO)
Thunderbolt vs Tornadus = 2HKO
Psychic vs Hawlucha = OHKO
Psychic vs Buzzwhole = OHKO
Psychic vs Rapid-U = OHKO
Psychic vs Regieleki after SR = OHKO
Mystical Fire vs Rillaboom = OHKO
Thunderbolt vs Slowbro = 2HKO
Thunderbolt vs Vocanion = 2HKO
Thunderbolt vs Knight = 2HKO
Psychic vs Barraskewda after SR = OHKO
Psychic vs Gengar = OHKO
Thunderbolt vs Barraskewda = OHKO
Outspeeds +1 Dragonite
Outspeeds +1.5 Garachomp
FYI: Calcs for Kartana and Weavile are very substandard and by any good player should easily be determined, so I decided in not posting them. After plus 1 SD they both deal massive amounts of damages and without plus SD with Life Orb they still deal insane amounts of damages.
Calcs for Latios have been posted because they are less likely to be known in knowledge to the average / good player.
Not all calcs are completely relevant to most of the meta, but are worth mentioning.
This is my first real RMT post here as I am a newer player to this format. However, this team has been thoroughly tested for posting.
FYI: this team was stolen from my original account about a year and a half ago and was originally created by me. So, if it has been previously posted by someone else eye stole it from my original account RotomNeverWashed which is not in use and was hacked and had its information changed which led me to believe that it possibly was and its content could be hidden from me even if it is being used in leader boards
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