I've made a few teams in my time, but with ORAS coming up, my attention was drawn to Mega Altaria. I really wanted to build a team around this thing, and realised that there were so many sets that I could really build any kind of team with it. What I ended up with was a rather interesting HO team that's certainly been working decently for me. I mean, I'm a bad player, so I'm not sure how well someone with true competent skill would do with this team, and I'd love it if someone more skilful were to use this team and send me some feedback. Thanks.
Team at a glance:
Added Mega Altaria. I wanted a rather offensive team, so I went with an offensive spread + moveset.
Magnezone removed Ferro and Skarm for me. It also checked birdspam when scarfed very well, meaning I just had to add it onto the team.
I needed Knock Off to make sure Shed Shell Skarmory was trapped by Magnezone, and Weavile fit. It's normally one of the best stall switch-ins for Weavile if MSableye is removed, meaning it's not hard to Knock Off the Shed Shell. Weavile also checked a number of threats like Greninja after rocks and several of the new megas such as Mega Sceptile and Mega Salamence.
Landorus-Therian set rocks for my team, was a ground immunity and was a solid answer to Excadrill, so I slapped it on. Staple, really.
Azumarill was a Latios switch-in that wasn't my valuable sweeper that had to mega evolve first. It also doubled as a second answer to Keldeo, a counter to Conkelldur to prevent it getting free kills and an answer for opposing Weavile.
Latios was a good defogger that checked Mega Venusaur and a few other threats.
Albacore suggested this change to become less weak to Rachi and have a Bisharp counter.
Iridiscent97 suggested the change to scarf Keldeo, and thanks to AM's suggestion in the OU room of Rocky Helmet Landorus-T, I made the change.
The Team In Depth:
Altaria-Mega @ Altarite
Ability: Cloud Nine
Happiness: 0
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Dragon Dance
- Heal Bell
- Frustration
- Roost
An offensive DD Mega Altaria set that runs a defensive EV spread and moveset. Mega Altaria can set up on a numerous amount of defensive Pokemon like Chansey due to Heal Bell, which might look weird on such an offensive team, but If I want to break stall, I'll need it. As a result, I don't have too much trouble with defensive teams (seeing as this thing fucks Mega Sableye lol) which is always a good thing. I need to outspeed base 110s like Latios after 1 Dragon Dance, and I also need an offensive answer to Mega Lopunny (and being able to set up on that is lush). As a result, I am using a variant of aim's spread because it also lets me set up on Mega Sableye, Thundurus, ext. Roost is essentially there to let me set up better against, well, anything, from offensive to defensive Pokemon. If you're wondering what Cloud Nine is for, it allows me to switch into Zard Y. In short, once I get to even +1, this thing can be a real monster and normally winds up as my win condition vs defensive teams and some offensive teams.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
My reliable check to Birdspam, Magnezone also traps both Ferrothorn and Skarmory for Mega Altaria, making sweeping defensive teams easy. Magnezone also makes an effective pivot. Both defensively and offensively, Magnezone has decent synergy with Mega Altaria, making a great partner for the basis of my team. Magnezone also has really nice offensive synergy with my Weavile and helps remove Azumarill for it, and also makes a good voltturn core with Landorus-T.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Normally my win condition vs offensive teams, Weavile is a complete monster in this metagame due to how anti-metagame it is. For my team, it checks Mega Salamence very well, checks Mega Garde after rocks, checks Landorus, Thundurus, Excadrill outside of sand, Greninja (if it's changed it's typing), Bisharp, Tornadus-T, Jirachi after rocks + minor prior damage (Fire Punch varients piss off Magnezone)(I also have pursuit for this HUGE threat), ext. That alone is a massive list, and I am probably forgetting something. I run max speed to speed tie with other Weavile. With this in mind, I have another way to deal with a lot of offensive teams. However, that's not all that Weavile brings to the table. With Knock Off, I can remove items such as leftovers from defensive Pokemon to wear them down easier, and I can Knock Off Shed Shell from Skarmory, allowing Magnezone to pick it off. A fantastic edition to the team.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Landourus-Therian is my rocks setter. Due to Weavile not landing a few very important OHKOes without rocks, I desperately needed one of these. Hippowdon fits better than any of the others because it is a solid counter to Excadrill and Mega Beedrill, is able to keep momentum going with U-turn and is immune to grond. It also beats Heatran for Mega Altaria, which is rather neat. It's also my only answer to SD Talonflame. I run Rocky Helmet because since Rachi is such a big threat to my team, giving it a reason not to spam Iron Head (in this case recoil) is really handy for me to help deal with that monster.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def/ 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
With my team otherwise being extremely weak to opposing Weavile if I lost the speed tie, Bisharp, Greninja to an extent and multiple other Pokemon, Scarf Keldeo is my saviour. It checks all of the above and can leave me with a really effective late game cleaner vs offensive teams, which is really sweet too. Another thing Keldeo does is threaten a majority of switch ins that could otherwise set up by burning them, which would prevent me from being swept by them. A really useful team player.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost
Latios essentially glues my team together. My long awaited defogger is a reliable check to Mega Venusaur and a number of other threats, whilst also having it's counters removed by my other Pokemon to allow Latios to get free kills and become a win condition on it's own. None of the coverage moves that Latios can run appeal to me at all, so I've gone with Roost to give my often very important Latios longevity, allowing it to put in more work.
Team at a glance:







Added Mega Altaria. I wanted a rather offensive team, so I went with an offensive spread + moveset.


Magnezone removed Ferro and Skarm for me. It also checked birdspam when scarfed very well, meaning I just had to add it onto the team.



I needed Knock Off to make sure Shed Shell Skarmory was trapped by Magnezone, and Weavile fit. It's normally one of the best stall switch-ins for Weavile if MSableye is removed, meaning it's not hard to Knock Off the Shed Shell. Weavile also checked a number of threats like Greninja after rocks and several of the new megas such as Mega Sceptile and Mega Salamence.




Landorus-Therian set rocks for my team, was a ground immunity and was a solid answer to Excadrill, so I slapped it on. Staple, really.





Azumarill was a Latios switch-in that wasn't my valuable sweeper that had to mega evolve first. It also doubled as a second answer to Keldeo, a counter to Conkelldur to prevent it getting free kills and an answer for opposing Weavile.






Latios was a good defogger that checked Mega Venusaur and a few other threats.






Albacore suggested this change to become less weak to Rachi and have a Bisharp counter.






Iridiscent97 suggested the change to scarf Keldeo, and thanks to AM's suggestion in the OU room of Rocky Helmet Landorus-T, I made the change.
The Team In Depth:

Altaria-Mega @ Altarite
Ability: Cloud Nine
Happiness: 0
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Dragon Dance
- Heal Bell
- Frustration
- Roost
An offensive DD Mega Altaria set that runs a defensive EV spread and moveset. Mega Altaria can set up on a numerous amount of defensive Pokemon like Chansey due to Heal Bell, which might look weird on such an offensive team, but If I want to break stall, I'll need it. As a result, I don't have too much trouble with defensive teams (seeing as this thing fucks Mega Sableye lol) which is always a good thing. I need to outspeed base 110s like Latios after 1 Dragon Dance, and I also need an offensive answer to Mega Lopunny (and being able to set up on that is lush). As a result, I am using a variant of aim's spread because it also lets me set up on Mega Sableye, Thundurus, ext. Roost is essentially there to let me set up better against, well, anything, from offensive to defensive Pokemon. If you're wondering what Cloud Nine is for, it allows me to switch into Zard Y. In short, once I get to even +1, this thing can be a real monster and normally winds up as my win condition vs defensive teams and some offensive teams.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
My reliable check to Birdspam, Magnezone also traps both Ferrothorn and Skarmory for Mega Altaria, making sweeping defensive teams easy. Magnezone also makes an effective pivot. Both defensively and offensively, Magnezone has decent synergy with Mega Altaria, making a great partner for the basis of my team. Magnezone also has really nice offensive synergy with my Weavile and helps remove Azumarill for it, and also makes a good voltturn core with Landorus-T.

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Normally my win condition vs offensive teams, Weavile is a complete monster in this metagame due to how anti-metagame it is. For my team, it checks Mega Salamence very well, checks Mega Garde after rocks, checks Landorus, Thundurus, Excadrill outside of sand, Greninja (if it's changed it's typing), Bisharp, Tornadus-T, Jirachi after rocks + minor prior damage (Fire Punch varients piss off Magnezone)(I also have pursuit for this HUGE threat), ext. That alone is a massive list, and I am probably forgetting something. I run max speed to speed tie with other Weavile. With this in mind, I have another way to deal with a lot of offensive teams. However, that's not all that Weavile brings to the table. With Knock Off, I can remove items such as leftovers from defensive Pokemon to wear them down easier, and I can Knock Off Shed Shell from Skarmory, allowing Magnezone to pick it off. A fantastic edition to the team.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Landourus-Therian is my rocks setter. Due to Weavile not landing a few very important OHKOes without rocks, I desperately needed one of these. Hippowdon fits better than any of the others because it is a solid counter to Excadrill and Mega Beedrill, is able to keep momentum going with U-turn and is immune to grond. It also beats Heatran for Mega Altaria, which is rather neat. It's also my only answer to SD Talonflame. I run Rocky Helmet because since Rachi is such a big threat to my team, giving it a reason not to spam Iron Head (in this case recoil) is really handy for me to help deal with that monster.

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def/ 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
With my team otherwise being extremely weak to opposing Weavile if I lost the speed tie, Bisharp, Greninja to an extent and multiple other Pokemon, Scarf Keldeo is my saviour. It checks all of the above and can leave me with a really effective late game cleaner vs offensive teams, which is really sweet too. Another thing Keldeo does is threaten a majority of switch ins that could otherwise set up by burning them, which would prevent me from being swept by them. A really useful team player.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost
Latios essentially glues my team together. My long awaited defogger is a reliable check to Mega Venusaur and a number of other threats, whilst also having it's counters removed by my other Pokemon to allow Latios to get free kills and become a win condition on it's own. None of the coverage moves that Latios can run appeal to me at all, so I've gone with Roost to give my often very important Latios longevity, allowing it to put in more work.
Major Threats
Reserved for Pokemon capable of demolishing my team (so 6-0/5-0). Also reserved for Pokemon who can force a 6/5-0 because it's so easy to remove my answers for it.
Jirachi
This thing walls almost my entire team. Weavile is fairly easy for stall to be rid of via Life Orb recoil, and once this happens, Jirachi only has to have my Landorus-T worn down to a certain amount and flinch it once or twice for the kill (Otherwise I wall it and check it, but that's merely one answer + without Leftovers I'm worn down even easier). At that point, I can do almost nothing to stop the opposing team as this thing walls me to hell and back.
Mega Latias
CM Stored Power set rapes me if I lose Weavile (not hard to do with pressurising rocks + Life Orb recoil) and it sets up on a fuck ton of my Pokemon.
Mega Metagross (Rock Polish)
Sets up easily and destroys everything once rocks are up and Lando-T is inevitably worn down. Extremely dangerous.
Possible Annoyances
Reserved for Pokemon who I have an answer for, but otherwise can be extremely annoying for my team to face.
Azumarill
I just struggle to defeat this thing without a few casualties if Magnezone is gone. It switches in on a large portion of my team and deals significant damage to a switch-in.
Talonflame
The SD variant sets up all over Mega Altaria. If it can do so, it destroys all of my team except from Landorus-T, who is a solid answer to it. As long as the opponent keeps rocks off the field and Landorus-T away from this thing, it could cause multiple casualties mid game or sweep late game.
Greninja
Even if I have living answers to this thing, it still gets possible free kills/damage if it can come in safely, being able to out speed 3/6 of my team. Then again, this thing is probably going to end up banned in ORAS, so I won't have to put up with it for much longer.
Mega Gardevoir
Nothing switches in, comes in on Latios, blah blah blah. Once I've whittled it down to KO range via rocks and switch pressure it's okay though.
Conkeldurr
I lack switch-ins to this thing and normally have to sack something if it comes in on Weavile or Mag. I can play around this to prevent that happening, though.
Sylveon (Choice Specs)
I lack any switch-ins to this thing, and find it even harder to take down than MGarde due to it's bulk. Very scary if I don't play around it well.
If you discover any more threats that I missed, please let me know and I'll add them to the list. Thanks.
Reserved for Pokemon capable of demolishing my team (so 6-0/5-0). Also reserved for Pokemon who can force a 6/5-0 because it's so easy to remove my answers for it.

Jirachi
This thing walls almost my entire team. Weavile is fairly easy for stall to be rid of via Life Orb recoil, and once this happens, Jirachi only has to have my Landorus-T worn down to a certain amount and flinch it once or twice for the kill (Otherwise I wall it and check it, but that's merely one answer + without Leftovers I'm worn down even easier). At that point, I can do almost nothing to stop the opposing team as this thing walls me to hell and back.

Mega Latias
CM Stored Power set rapes me if I lose Weavile (not hard to do with pressurising rocks + Life Orb recoil) and it sets up on a fuck ton of my Pokemon.

Mega Metagross (Rock Polish)
Sets up easily and destroys everything once rocks are up and Lando-T is inevitably worn down. Extremely dangerous.
Possible Annoyances
Reserved for Pokemon who I have an answer for, but otherwise can be extremely annoying for my team to face.

Azumarill
I just struggle to defeat this thing without a few casualties if Magnezone is gone. It switches in on a large portion of my team and deals significant damage to a switch-in.

Talonflame
The SD variant sets up all over Mega Altaria. If it can do so, it destroys all of my team except from Landorus-T, who is a solid answer to it. As long as the opponent keeps rocks off the field and Landorus-T away from this thing, it could cause multiple casualties mid game or sweep late game.

Greninja
Even if I have living answers to this thing, it still gets possible free kills/damage if it can come in safely, being able to out speed 3/6 of my team. Then again, this thing is probably going to end up banned in ORAS, so I won't have to put up with it for much longer.

Mega Gardevoir
Nothing switches in, comes in on Latios, blah blah blah. Once I've whittled it down to KO range via rocks and switch pressure it's okay though.

Conkeldurr
I lack switch-ins to this thing and normally have to sack something if it comes in on Weavile or Mag. I can play around this to prevent that happening, though.

Sylveon (Choice Specs)
I lack any switch-ins to this thing, and find it even harder to take down than MGarde due to it's bulk. Very scary if I don't play around it well.
If you discover any more threats that I missed, please let me know and I'll add them to the list. Thanks.
Dinobeast (Altaria-Mega) @ Altarianite
Ability: Cloud Nine
Shiny: Yes
Happiness: 0
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Dragon Dance
- Heal Bell
- Frustration
- Roost
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 26 SpD / 232 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost
Ability: Cloud Nine
Shiny: Yes
Happiness: 0
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Dragon Dance
- Heal Bell
- Frustration
- Roost
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 26 SpD / 232 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost
Thank you for reading my RMT. If you enjoyed reading it/using it, please let me know via vm, that'd be really nice. If you spot anything wrong with this team, feel free to rate it and give me some constructive criticism. Also, please be honest. If this team is awful, don't lie and say it isn't. Thank you.
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