Hey, lady and gent welcome to Another RMT. After a leave of absence I decided to try and make a comeback since all the reason why I left got banned A.K.A. M-Lucario, Aegislash, M-Mawile, and ETC ETC. I, know what kind of team I wanted but can’t seem to get past certain teams and certain pokes. I wanted to build a team around Tornadus-T and Landorus-T. So, without further ADO here the team.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
1st up Tornadus-T, the reason I chose Tornadus-T was I just like the way he functioned and since KO got buffed it just to good not to have on any team. Hurricane for Stab, Focus Blast for Coverage, U-Turn for Scouting and Knock Off for Coverage and Knocking items off.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 244 HP / 252 Def / 12 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
This is the other reason I made this team. His base 145 Atk doesn't need investment, so I thought why not put intimidate to use. His EV spread allows him to tank pretty much any physical hit. Earthquake main STAB. U-turn to get some momentum when I predict a switch. Stealth Rocks uhh, because I didn't want it on ferrothorn, tyranitar, or terrakion. : D and Stone Edge because no reason.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Magneton is a really good Choice Scarf user, and I prefer the opportunity to outspeed jolly Talonflame 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 and Tornadus-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.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 12 Atk / 252 SpA / 244 Spe
Hasty Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Roar
Now, I know what you might be thinking. Even if we are in the sixth generation, many people still use Heatran till this day. The reason why is that Heatran is bar-none of the best fire types you would consider using on a standard team. Plus, Heatran acts like a nice check to Talonflame roaming around and Sableye if carrying Will-O-Wisp, having an obvious resistance to flying and not even caring about fire attacks due to having a nice ability: Flash Fire, which makes this thing immune to Fire-types (which is fairly obvious.) Okay, now what is Heatran's niche here, other than resisting Talonflame's Priority Brave Bird, stopping Sableye using Will-O-Wisp, shutting down Drought teams (if people still run that), being an excellent check to Fairies and being an answer to take down common threats such as Scizor, Venusaur, and Ferrothorn? Lava Plume is Heatran's STAB move, OHKOing most common steel types. Earth Power acts as a covering move for Heatran, getting off enough possible damage to Tyranitar, Terrakion, and opposing Heatran’s. Another covering move is Flash Cannon, getting off enough damage to Most of the Fairy types running around ORAS. EV spread here is max speed with a timid nature to outspeed dragons and to deal with that lackluster speed of 77. Despite all these flaws that Heatran posses, it's still to be considered to be added on when building a team, and can be both an invaluable team player or a menacing adversary even if we're in the 6th Generation.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Defog
- Taunt
- Will-O-Wisp
- Knock Off
Stallbreaker Mew, I love this thing, it's awkwardly fast, burns a lot of threats, and Gets rid of hazards. Defog cause of hazards. Will-o-Wisp to burn physical attackers, which also complements Fake Out and lets Bisharp set up easier. Taunt is an amazing move and is really good vs. stall and Pokémon like Ferrothorn/Breloom.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-Wash is a very common Pokémon to use in OU, but I like the way it operates in my team. Rotom is my second physical wall and it has access to Will-O-Wisp for crippling physical attackers. Volt Switch is used for an Electric stab and to dish out damage while switching, Pain Split for recovery, and Hydro Pump for Water stab bonus.

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
1st up Tornadus-T, the reason I chose Tornadus-T was I just like the way he functioned and since KO got buffed it just to good not to have on any team. Hurricane for Stab, Focus Blast for Coverage, U-Turn for Scouting and Knock Off for Coverage and Knocking items off.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 244 HP / 252 Def / 12 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
This is the other reason I made this team. His base 145 Atk doesn't need investment, so I thought why not put intimidate to use. His EV spread allows him to tank pretty much any physical hit. Earthquake main STAB. U-turn to get some momentum when I predict a switch. Stealth Rocks uhh, because I didn't want it on ferrothorn, tyranitar, or terrakion. : D and Stone Edge because no reason.

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Magneton is a really good Choice Scarf user, and I prefer the opportunity to outspeed jolly Talonflame 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 and Tornadus-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.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 12 Atk / 252 SpA / 244 Spe
Hasty Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Roar
Now, I know what you might be thinking. Even if we are in the sixth generation, many people still use Heatran till this day. The reason why is that Heatran is bar-none of the best fire types you would consider using on a standard team. Plus, Heatran acts like a nice check to Talonflame roaming around and Sableye if carrying Will-O-Wisp, having an obvious resistance to flying and not even caring about fire attacks due to having a nice ability: Flash Fire, which makes this thing immune to Fire-types (which is fairly obvious.) Okay, now what is Heatran's niche here, other than resisting Talonflame's Priority Brave Bird, stopping Sableye using Will-O-Wisp, shutting down Drought teams (if people still run that), being an excellent check to Fairies and being an answer to take down common threats such as Scizor, Venusaur, and Ferrothorn? Lava Plume is Heatran's STAB move, OHKOing most common steel types. Earth Power acts as a covering move for Heatran, getting off enough possible damage to Tyranitar, Terrakion, and opposing Heatran’s. Another covering move is Flash Cannon, getting off enough damage to Most of the Fairy types running around ORAS. EV spread here is max speed with a timid nature to outspeed dragons and to deal with that lackluster speed of 77. Despite all these flaws that Heatran posses, it's still to be considered to be added on when building a team, and can be both an invaluable team player or a menacing adversary even if we're in the 6th Generation.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Defog
- Taunt
- Will-O-Wisp
- Knock Off
Stallbreaker Mew, I love this thing, it's awkwardly fast, burns a lot of threats, and Gets rid of hazards. Defog cause of hazards. Will-o-Wisp to burn physical attackers, which also complements Fake Out and lets Bisharp set up easier. Taunt is an amazing move and is really good vs. stall and Pokémon like Ferrothorn/Breloom.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-Wash is a very common Pokémon to use in OU, but I like the way it operates in my team. Rotom is my second physical wall and it has access to Will-O-Wisp for crippling physical attackers. Volt Switch is used for an Electric stab and to dish out damage while switching, Pain Split for recovery, and Hydro Pump for Water stab bonus.
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