Hello, fellow Smogonites, I have returned with my second RMT that focuses around an under-estimated mega in the form of Alakazam. If you do not know me, I am a active Showdown player and well-known within the OU chat lobby, I am a pretty good player that at my best reached 1890 on the OU Ladder before I stopped laddering, cause who really cares about the ladder. At the time of writing this team is my favorite team that has lost very little versus accomplished players and as such I wanted to share it. Please feel free to use and critique my team ;).
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Alakazam @ Alakazite
Ability: Magic Guard / Trace
EVs: 32 Def / 252 SAtk / 224 Spd
Modest Nature
IVs: 0 Atk
- Calm Mind / Wonder Room if you wanna get zanny
- Psyshock / Use Psychic if using Wonder Room
- Dazzling Gleam
- Shadow Ball / Focus Miss
Out of all of the current Mega's residing in the OU tier Alakazam's mega has always been much criticized due to its initial lackluster improvements over its base form. The loss of Magic Guard and its combo of either recoiless Life Orb or Focus Sash were major arguments against Mega Zam, however, in order to use Mega Zam properly you have to get rid of the notion that Zam is a revenge killer and look at Zam as a Sweeper. Once its threats are eliminated or unable to switch in freely, Mega Zam can preform an excellent job as a sweeper after just one calm mind due to his amazing speed upon mega evolving. My evs are designed to outspeed max speed Lando I before mega evolving and outspeed max speed Talonflame after Mega evolving. I gave the left over evs to defense just to add a little more physical bulk as he is in dire need of it. The moves are for the most part self-explanatory besides the optional moves which border on gimmick most of the time. Wonder Room when used with Mega-Zam is interesting for it is able to 2hko Chansey with psychic and focus blast whereas it is only able to 3 hko with psyshock, that being said it is often an unreliable move and if your opponent is able to adapt to the gimmick, changes little in the whole scope of things.
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Keldeo @ Life Orb
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Scald / Surf / Hidden Power of Choice
- Secret Sword
- Icy Wind
- Hydro Pump
Keldeo is the other major damage dealer of my team as when equipped with Life Orb is able to destroy most incoming Pokemon with its mixed nature due to secret sword. The reason LO is chosen over either scarf or specs is because the power of switching moves is needed in this team over firepower and speed both of which Keldeo already has in spades. Scald gives a safe stab alternate to hydro pumps sheer power and secret sword allows you to hit specially defensive mons hard. Icy wind enables you to outspeed and kill common switch ins like Latios/@s due to the speed drop.
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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 212 HP / 252 Def / 44 Spd
Adamant Nature
- U-turn
- Earthquake
- Rock Slide / Stone Miss
- Stealth Rock
Next is the excellent Offensive/ Defensive Pivot Lando-t who has great synergy with Keldeo due to their typings resisting each others weaknesses besides Flying. Often times I will lead with Lando as he is great at laying Stealth Rocks then U-turning and maintaining valuable momentum. My evs in combination with his ability intimidate give lando excellent physical bulk in combination with rockquake coverage. One of the main reasons for his existence on my team is for his ability to handle the Charizard X and other Dragon Dance Sweepers, weakening them with his ability and often Koing with either EQ or Rock Slide.
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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 200 Def / 56 Spd
Impish Nature
- Foul Play
- Knock Off / Taunt
- Defog
- Roost
Mandibuzz is my teams defogger, chansey knocker upper, and wall capable of handling physical threats easily and some special threats as well. Unlike other Mandi's I run more speed in order to outspeed some Rotom sets that don't heavily invest in speed and to insure I outspeed many base 80's such Goodra and even other Mandibuzz's. Taunt and/or Knock Off are chosen over Whirlwind for its ability to shutdown stall versus phasing as this team isn't designed around the notion of phasing a target.
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Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Sylveon is my teams cleric and I run the standard defensive ev spread to gain maximum mixed bulk. Sylveon helps keep my team in tip top shape where previously my team would be worn down due to its somewhat frail existence (in reference to Keldeo and Zam).
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Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 244 HP / 252 SAtk / 12 Spd
Quiet Nature
- Shadow Sneak
- Shadow Ball
- Flash Cannon / Iron Head / Sacred Sword
- King's Shield
My final pokemon is the ever common, Aegislash, that gives my team some much needed priority and immunities. When equipped with a spookey plate, Aegis gains similar damage on Shadow Ball and Sneak as would be gained through LO but without the Recoil. Flash Cannon and Iron head are the prefered options on my third slot, as my team has little in the way of hurting Fairy's like Clefable and I already have fighting coverage on Keldeo. Aegis, Mandi, and Sylveon form an excellent defensive/offensive core that gives me many options when facing a threat.
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Alakazam @ Alakazite
Ability: Magic Guard / Trace
EVs: 32 Def / 252 SAtk / 224 Spd
Modest Nature
IVs: 0 Atk
- Calm Mind / Wonder Room if you wanna get zanny
- Psyshock / Use Psychic if using Wonder Room
- Dazzling Gleam
- Shadow Ball / Focus Miss
Out of all of the current Mega's residing in the OU tier Alakazam's mega has always been much criticized due to its initial lackluster improvements over its base form. The loss of Magic Guard and its combo of either recoiless Life Orb or Focus Sash were major arguments against Mega Zam, however, in order to use Mega Zam properly you have to get rid of the notion that Zam is a revenge killer and look at Zam as a Sweeper. Once its threats are eliminated or unable to switch in freely, Mega Zam can preform an excellent job as a sweeper after just one calm mind due to his amazing speed upon mega evolving. My evs are designed to outspeed max speed Lando I before mega evolving and outspeed max speed Talonflame after Mega evolving. I gave the left over evs to defense just to add a little more physical bulk as he is in dire need of it. The moves are for the most part self-explanatory besides the optional moves which border on gimmick most of the time. Wonder Room when used with Mega-Zam is interesting for it is able to 2hko Chansey with psychic and focus blast whereas it is only able to 3 hko with psyshock, that being said it is often an unreliable move and if your opponent is able to adapt to the gimmick, changes little in the whole scope of things.
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Keldeo @ Life Orb
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Scald / Surf / Hidden Power of Choice
- Secret Sword
- Icy Wind
- Hydro Pump
Keldeo is the other major damage dealer of my team as when equipped with Life Orb is able to destroy most incoming Pokemon with its mixed nature due to secret sword. The reason LO is chosen over either scarf or specs is because the power of switching moves is needed in this team over firepower and speed both of which Keldeo already has in spades. Scald gives a safe stab alternate to hydro pumps sheer power and secret sword allows you to hit specially defensive mons hard. Icy wind enables you to outspeed and kill common switch ins like Latios/@s due to the speed drop.
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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 212 HP / 252 Def / 44 Spd
Adamant Nature
- U-turn
- Earthquake
- Rock Slide / Stone Miss
- Stealth Rock
Next is the excellent Offensive/ Defensive Pivot Lando-t who has great synergy with Keldeo due to their typings resisting each others weaknesses besides Flying. Often times I will lead with Lando as he is great at laying Stealth Rocks then U-turning and maintaining valuable momentum. My evs in combination with his ability intimidate give lando excellent physical bulk in combination with rockquake coverage. One of the main reasons for his existence on my team is for his ability to handle the Charizard X and other Dragon Dance Sweepers, weakening them with his ability and often Koing with either EQ or Rock Slide.
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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 200 Def / 56 Spd
Impish Nature
- Foul Play
- Knock Off / Taunt
- Defog
- Roost
Mandibuzz is my teams defogger, chansey knocker upper, and wall capable of handling physical threats easily and some special threats as well. Unlike other Mandi's I run more speed in order to outspeed some Rotom sets that don't heavily invest in speed and to insure I outspeed many base 80's such Goodra and even other Mandibuzz's. Taunt and/or Knock Off are chosen over Whirlwind for its ability to shutdown stall versus phasing as this team isn't designed around the notion of phasing a target.
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Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Sylveon is my teams cleric and I run the standard defensive ev spread to gain maximum mixed bulk. Sylveon helps keep my team in tip top shape where previously my team would be worn down due to its somewhat frail existence (in reference to Keldeo and Zam).
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Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 244 HP / 252 SAtk / 12 Spd
Quiet Nature
- Shadow Sneak
- Shadow Ball
- Flash Cannon / Iron Head / Sacred Sword
- King's Shield
My final pokemon is the ever common, Aegislash, that gives my team some much needed priority and immunities. When equipped with a spookey plate, Aegis gains similar damage on Shadow Ball and Sneak as would be gained through LO but without the Recoil. Flash Cannon and Iron head are the prefered options on my third slot, as my team has little in the way of hurting Fairy's like Clefable and I already have fighting coverage on Keldeo. Aegis, Mandi, and Sylveon form an excellent defensive/offensive core that gives me many options when facing a threat.
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