Hey there peoples, once again I'm doing a RMT, but instead of an underused RMT, I'm gonna post an overused RMT now. Please rate if; any comments / tips are appreciated;
So, these are the members in sprites:
Alright, let's get a bit more in detail :)
Suggestions in bold.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Jollu Nature
- Protect
- Waterfall
- Crunch
- Ice Beam
Sharpedo has been gifted with a Mega-Evolution through the release of ORAS, and that made it extremely good in the OU metagame. It runs Protect, just for the first turn to get the Speed Boost and then Mega-Evolve directly after. This allows it to outspeed Pokemon such as Scarf Landorus-Therian, as well as Scarf Garchomp when Mega-Evolved. Waterfall is your main Water-type STAB; it hits Fire-types such as Heatran and Talonflame, as well as other Ground- and Rock-types. Crunch is the most powerful STAB attack; furtherly boosted by Strong Jaw leads it to a tremendous 156 base power. This allows it to have a chance to OHKO Gallade after Stealth Rock, that otherwise would be troublesome for Sharpedo. Ice Beam is chosen over Ice Fang because it hits physically defensive Gliscor, Garchomp, and Landorus(-Therian) better than Waterfall, OHKOing them after Stealth Rock. Sharpedo is the main attacker on this team.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Lava Plume
- Roar
Specially defensive Heatran, has been popular for quite some time now. It stops things such as Talonflame and Charizard-Mega reliably well. I mostly use this as a lead, beginning in most situations with setting up Stealth Rock which helps Sharpedo to get off a KO earlier. Toxic is just to cripple Defensive Pokemon over turns, such as Chansey and Latias. Lava Plume prevents Heatran from being stopped by Taunt, and beats Steel-types that are troublesome for Sharpedo. Roar phazes out opponents that try to set up on Heatran.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 172 SpD
Impish Nature
- Thunder Wave
- Leech Seed
- Spikes
- Power Whip
thanks to L5 Milkman for the EV spread.
Ferrothorn is a great defensive Pokemon, as it has terrifying Defenses on both sides backed up by a good HP stat. This set lacks Stealth Rock support as Heatran sets them up a bit quicker, but instead, this set runs Spikes. Thunder Wave cripples offensive mons, most importantly Greninja (Assuming it hasn't been changed to Ground-type), Mega-Metagross, Gyarados, Mega-Charizard, and more. Leech Seed grant Ferrothorn a bit of HP back, as well as it hurts the opponent every turn. Spikes is also, to help Sharpedo get a KO earlier. Power Whip hits Water-types, most importantly Azumarill and Water-typed Greninja, and also stops it from being Taunt fodder. Rocky Helmet damages contact along with Iron Barbs, punishing contact with doing around ~20-30% damage to those who damage Ferrothorn with a contact attack.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Slowbro is one of the best stops to Fighting- and Ground-types that threaten the first three mons, so thats why I decided to run defensive Calm Mind Slowbro which makes it a good stop to these Fighting- and Ground-types, Fighting-types can be threatened with Psyshock and most Ground-types with Scald. Calm Mind allows Slowbro to boost its Special stats to a good level, and also boosts its Special Defense. Slack Off provides reliable recovery for Slowbro, making it an excellent check / counter to most Fighting-types.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 234 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Landorus-Therian is my second stop to Fighting- and Ground-types, and it also beats Talonflame well. Choice Scarf allows it to outspeed a variety of threats, such as the before mentioned Talonflame, Greninja, +1 Mega-Gyarados, as well as the Lati Twins. The EVs listed ensure you outspeed +1 Adamant Mega Charizard X, and the Defense EVs give it a bit more physical bulk that is useful alongside Intimidate. Earthquake is the main STAB here, doing a whole lot of damage because of its insane base 145 Attack, and Stone Edge hits mainly the Bug- and Flying-types that resist, and in the case of the latter are being immune to Earthquake. Knock Off is a safe move when unsure what the opponents gonna do; it cripples Psychic-types such as the Lati Twins, and Ghost-types such as Gengar that is immune to Earthquake., as well as it is useful for knocking off Chansey's Eviolite and Gliscor's Toxic Orb on the switch in. U-turn helps to keep up the momentum for the team and allows to form the VoltTurn Core with the next teammate, Magnezone.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magneton is a really good Choice Scarf user, and I prefer the opportunity to outspeed jolly Talonflame and timid Greninja along with a Choice Scarf (Magnezone can't outspeed these two) and it has only a little bit lower Special Attack to trap and beat the Steel-types that sort of trouble Sharpedo. Max Speed for outspeeding the before mentioned Jolly Talonflame. Volt Switch is good to switch out of Magneton's checks and counters, and forms the VoltTurn core with Landorus-Therian. Thunderbolt has superior power than Volt Switch. Flash Cannon is another reliable, powerful STAB that hits Ground-types well that are immune to the former two moves. Hidden Power Fire helps Magneton fulfill its main job; trapping and beating Steel-types.
This was this team! Please comment on what I can improve on this team.
Replays:
http://replay.pokemonshowdown.com/ou-188575751 --> The Ultimate Battle
http://replay.pokemonshowdown.com/ou-188586559 --> Sharpedo's power
So, these are the members in sprites:






Alright, let's get a bit more in detail :)
Suggestions in bold.

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Jollu Nature
- Protect
- Waterfall
- Crunch
- Ice Beam
Sharpedo has been gifted with a Mega-Evolution through the release of ORAS, and that made it extremely good in the OU metagame. It runs Protect, just for the first turn to get the Speed Boost and then Mega-Evolve directly after. This allows it to outspeed Pokemon such as Scarf Landorus-Therian, as well as Scarf Garchomp when Mega-Evolved. Waterfall is your main Water-type STAB; it hits Fire-types such as Heatran and Talonflame, as well as other Ground- and Rock-types. Crunch is the most powerful STAB attack; furtherly boosted by Strong Jaw leads it to a tremendous 156 base power. This allows it to have a chance to OHKO Gallade after Stealth Rock, that otherwise would be troublesome for Sharpedo. Ice Beam is chosen over Ice Fang because it hits physically defensive Gliscor, Garchomp, and Landorus(-Therian) better than Waterfall, OHKOing them after Stealth Rock. Sharpedo is the main attacker on this team.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Lava Plume
- Roar
Specially defensive Heatran, has been popular for quite some time now. It stops things such as Talonflame and Charizard-Mega reliably well. I mostly use this as a lead, beginning in most situations with setting up Stealth Rock which helps Sharpedo to get off a KO earlier. Toxic is just to cripple Defensive Pokemon over turns, such as Chansey and Latias. Lava Plume prevents Heatran from being stopped by Taunt, and beats Steel-types that are troublesome for Sharpedo. Roar phazes out opponents that try to set up on Heatran.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 172 SpD
Impish Nature
- Thunder Wave
- Leech Seed
- Spikes
- Power Whip
thanks to L5 Milkman for the EV spread.
Ferrothorn is a great defensive Pokemon, as it has terrifying Defenses on both sides backed up by a good HP stat. This set lacks Stealth Rock support as Heatran sets them up a bit quicker, but instead, this set runs Spikes. Thunder Wave cripples offensive mons, most importantly Greninja (Assuming it hasn't been changed to Ground-type), Mega-Metagross, Gyarados, Mega-Charizard, and more. Leech Seed grant Ferrothorn a bit of HP back, as well as it hurts the opponent every turn. Spikes is also, to help Sharpedo get a KO earlier. Power Whip hits Water-types, most importantly Azumarill and Water-typed Greninja, and also stops it from being Taunt fodder. Rocky Helmet damages contact along with Iron Barbs, punishing contact with doing around ~20-30% damage to those who damage Ferrothorn with a contact attack.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Slowbro is one of the best stops to Fighting- and Ground-types that threaten the first three mons, so thats why I decided to run defensive Calm Mind Slowbro which makes it a good stop to these Fighting- and Ground-types, Fighting-types can be threatened with Psyshock and most Ground-types with Scald. Calm Mind allows Slowbro to boost its Special stats to a good level, and also boosts its Special Defense. Slack Off provides reliable recovery for Slowbro, making it an excellent check / counter to most Fighting-types.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 234 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Landorus-Therian is my second stop to Fighting- and Ground-types, and it also beats Talonflame well. Choice Scarf allows it to outspeed a variety of threats, such as the before mentioned Talonflame, Greninja, +1 Mega-Gyarados, as well as the Lati Twins. The EVs listed ensure you outspeed +1 Adamant Mega Charizard X, and the Defense EVs give it a bit more physical bulk that is useful alongside Intimidate. Earthquake is the main STAB here, doing a whole lot of damage because of its insane base 145 Attack, and Stone Edge hits mainly the Bug- and Flying-types that resist, and in the case of the latter are being immune to Earthquake. Knock Off is a safe move when unsure what the opponents gonna do; it cripples Psychic-types such as the Lati Twins, and Ghost-types such as Gengar that is immune to Earthquake., as well as it is useful for knocking off Chansey's Eviolite and Gliscor's Toxic Orb on the switch in. U-turn helps to keep up the momentum for the team and allows to form the VoltTurn Core with the next teammate, Magnezone.

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magneton is a really good Choice Scarf user, and I prefer the opportunity to outspeed jolly Talonflame and timid Greninja along with a Choice Scarf (Magnezone can't outspeed these two) and it has only a little bit lower Special Attack to trap and beat the Steel-types that sort of trouble Sharpedo. Max Speed for outspeeding the before mentioned Jolly Talonflame. Volt Switch is good to switch out of Magneton's checks and counters, and forms the VoltTurn core with Landorus-Therian. Thunderbolt has superior power than Volt Switch. Flash Cannon is another reliable, powerful STAB that hits Ground-types well that are immune to the former two moves. Hidden Power Fire helps Magneton fulfill its main job; trapping and beating Steel-types.
This was this team! Please comment on what I can improve on this team.
Replays:
http://replay.pokemonshowdown.com/ou-188575751 --> The Ultimate Battle
http://replay.pokemonshowdown.com/ou-188586559 --> Sharpedo's power
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Protect
- Waterfall
- Crunch
- Ice Beam
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Lava Plume
- Roar
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thunder Wave
- Leech Seed
- Spikes
- Power Whip
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 234 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Protect
- Waterfall
- Crunch
- Ice Beam
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Lava Plume
- Roar
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thunder Wave
- Leech Seed
- Spikes
- Power Whip
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 234 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
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