
Without a doubt!
Time to ignite!
We're not going down!
Without a fight...

So, with me now being done with pretty much any kind of serious Pokemon'ing thanks to everything about it, from the game itself to a big part of its community, pissing me off, I decided that I'd post a RMT of some sort. While I do plan to stick around for a bit longer, I have no intention of playing Pokemon seriously ever again and, as such, will post the team that I and several other people have used to great success on both the ladder as well as in the tournament scene. ORAS is also right around the corner, so this is probably doubling as a "goodbye" to the XY OU metagame, probably the most fun and balanced metagame at this point in time, in my opinion at least. I myself reached a record of 57-8 with over 2000 points during the second OLT cycle before I got haxed twice (one of which was a mirror match against someone who jacked my own team), making me realize just how fucking terrible Pokemon and the Showdown community are. I then raced my ladder account into the ground by forfeiting 15 times in a row. SoulWind and McMeghan used this team a few times during their week 4 domination in Smogon Tour, which shows that it's not worthless on a high level of play either, while Destiny Device used a (bad) variation of it in his top 16 Smogon Tour playoffs game. Although very few people know what they're doing with this team (bringing us impressive feats such as people losing to that shitty team consisting of Heatran/Latios/Terrakion/Mega Scizor/Clefable/Slowbro), this team was really a sight to behold before people knew the exact moveset of each and every Pokemon and before there were about 150 people laddering with this team at once, and it felt like it could maneuver its way out of every difficult situation. While it may not look like a very special team these days, many of the sets were largely unpopular or unused before its creation. While Spikes Greninja and offensive Mega Scizor were both a "thing", no one made an effort to popularize either of them (shoutouts to Dekzeh for using the Scizor since the ban of Mega Lucario pretty much). However, now that all of the sets and jobs of each Pokemon are relatively well known, there's really no point in keeping anything about this team a secret anymore since it's absolutely everywhere on the ladder and loses a lot of its effectiveness with its surprise value gone.
This team actually has its roots in the short timeframe after Aegislash got banned but before Mega Mawile got banned. During the Smogon Frontier, I noticed that many offensive teams only had one fast Dark resist (mostly Keldeo), meaning that two users of Sucker Punch should, in theory, rip most offensive teams apart. Seeing how thats only two Pokemon, it also allowed me to build the rest of the team around supporting those two. Discussing this idea with my buddy Stathakis allowed us to come up with 4 other solid Pokemon to support that core and ultimately make the first version of this team, so he's pretty much the co-creator as far as I'm concerned. While this team obviously isn't a "double Sucker Punch" team anymore with Mawile gone, Scizor has in many ways usurped Mawile in its original role anyway, and Scizor appreciates Keldeo weakened as much as Mawile does.


























Garchomp (F) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Stealth Rock
Garchomp is the best Stealth Rock user for this team because it performs well against the most common Defoggers and prevents any kind of early-game setup with its amazing power and type coverage. The set is as standard as it gets, with the possible exception of me choosing to use Dragon Claw over Outrage. Simply put, while Outrage's power is very useful, it gives way too many setup opportunities for Pokemon that I really don't want to see with a completely free turn such as Azumarill, Clefable, Bisharp and Mega Scizor. It also means that my opponent can't pull moves such as Defog into Outrage -> kill 1 HP Garchomp while I am unable to switch out or switch moves, meaning that I can't keep Stealth Rocks up as reliably as I'd like to. Swords Dance Garchomp never once crossed my mind as the extra power is generally not needed (I don't feel too threatened by Landorus-T and not threatened by Slowbro at all), and having a strong unboosted hit against Ferrothorn and especially Skarmory is incredibly useful for this team. The last notable thing about Garchomp is Rough Skin's ability to provide chip damage against foes such as Talonflame and making it easier to bring Landorus-T into range for an unboosted Sucker Punch or +1 Bullet Punch, as U-turn is undeniably their most used move. I've tried replacing Garchomp with Terrakion, but in the end not having the extra Ground and Dragon coverage hurt a lot, even if I could manage to keep up SR against Physically Defensive Zapdos and Mandibuzz now. Terrakion also had bigger problems against the Lati twins as they could effortlessly Defog against a 1 HP Terrakion and still manage to kill it off, something I really didn't want to deal with using a team like this.

Greninja (F) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass] / Dark Pulse
- Spikes
Greninja, together with Garchomp, forms a very potent duo in more than one way. While they both function as very effective and very reliable win conditions against frail, offensive teams in particular, they also offer something the rest of my team greatly benefits from: Hazards. While Garchomp mostly has a suicidial role on this team, trying to get up Stealth Rocks as early as possible while wearing away at the opponent, Greninja performs in a more opportunistic manner. While Spikes are certainly very helpful, I must evaluate whether Greninja's life is worth risking to get up a layer of Spikes or whether he is better off just attacking from the get-go. Should my opponent have many grounded Pokemon, in particular the ones I aim to wear down as much as possible (Mega Heracross, Keldeo and such), then trying to get up Spikes on predicted switches or in a suicidial fashion similar to Garchomp might be the best course of action. Should they have a team extremely weak to Greninja, such as your standard Sand Offense team, then Greninja is probably better off just using its amazing offensive prowess to smash holes into my opponents team or clean up lategame. While Hydro Pump and Ice Beam are pretty much a given on most Greninja sets, I opted for Hidden Power Grass and Spikes as my last two moves. Hidden Power Grass feels like the best option as it does huge damage to Azumarill, Rotom-W, Manaphy and, of course, Keldeo. Rotom and Manaphy are the reason why Hidden Power is chosen over Grass Knot, as Rotom can be quite annoying to wear down and nothing on my team really likes getting burnt while Manaphy is only really hit hard by Latios otherwise. I don't mind doing less damage to Keldeo or Azumarill as Azumarill is most likely 2HKO'd with hazards in play anyway and even one hit brings it into OHKO range for all 3 of Latios, Bisharp and Mega Scizor while Keldeo takes quite a lot from Hidden Power Grass, enough to easily push it into KO range for Bisharp's Sucker Punch. Dark Pulse is an interesting option if you feel like you need extra insurance against Mew. However, Mew is very beatable even with Hidden Power Grass and Keldeo becomes a huge problem if Latios goes down for whatever reason and you're stuck with Dark Pulse Greninja, which is why I believe Hidden Power is the overall best option. Spikes really don't need any explanation, they wear down many offensive Pokemon such as Ferrothorn or Keldeo who don't care one bit about Stealth Rock and can be quite a hassle to be up against. It also enables me, together with some clever thinking, to efficiently break almost any kind of stall which is enormous for a team that is supposed to have an even matchup against as many playstyles as possible.

Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
One of my main sweepers and probably the one who decides games against Balance and Offense most of the time. Offensive Mega Scizor was a really anti-metagame pick when I first used it on this team as very few teams were prepared for its combo of decent speed, enormous attack and great coverage. In fact, many teams found themselves crumbling after only a few turns because their supposed Scizor answer, mostly Specially Defensive Heatran, wasn't a Scizor answer anymore. The four moves and EV spread used are pretty simple, but there are some other possible options that come to mind. Knock Off is an option over Bug Bite, as it still easily OHKOs Slowbro after a Swords Dance boost while also dealing way more damage to Pokemon such as Thundurus and Zapdos than my other attacks. I find Knock Off to be an inferior option for quite a few reasons, though. First and foremost, you need a little bit more damage against Rotom-W which, with a team this offensive and reliant on hazards to wear down stuff, is harder to acquire than one might think. Mega Venusaur also has much less trouble tanking a +2 Bullet Punch than a +2 Bug Bite. While the former doesn't even OHKO offensive Mega Venusaur, the latter shreds even defensive versions, easily doing more than 70%. Zapdos and Thundurus also aren't very troublesome to this team, so I'd rather have the extra power offered by Bug Bite. The EV spread reaches 242 Speed after Mega Evolution, allowing me to outspeed Timid Magnezone and any Pokemon creeping on it. I should probably just max Speed to help in Scizor speed ties while also allowing me to outspeed slow-ish versions of Jirachi, Mew and Zapdos that circle around 244, though. I used to run a spread of 88 HP / 252 Atk / 168 Speed with an Adamant nature which always survived two defensive Landorus-T Earthquakes after Stealth Rock, but with the huge surge of other Offensive Mega Scizor the speed became more important. Roost also seems like a nice option for more longevity but, on a team this offensive, I highly prefer the extra coverage and sweeping potential over a recovery move.

Bisharp (F) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Similar to how Garchomp and Greninja form an effective hazard laying core, Scizor and Bisharp form an effective sweeping and wallbreaking core in conjunction with entry hazards. While Scizor provides a mix of power, bulk and good coverage, Bisharp is all about raw power. Its Sucker Punch is monstrously powerful when backed up by the boost granted by Life Orb as well as STAB, and pretty much OHKOs pretty much anything that doesn't resist it after a Swords Dance boost. Even some Pokemon that do resist Dark, such as Greninja and Breloom, will not be able to withstand its immense power after taking damage from Stealth Rock + Spikes. Knock Off and Iron Head are in a similar boat and, likewise, destroy pretty much everything after only a single boost. This raw power makes Bisharp effective at both early-game wallbreaking and late-game sweeping, depending on the opposing lineup. A Jolly nature if chosen instead of an Adamant one as the extra speed (beating Timid Magnezone, Adamant Dragonite, and pretty much every defensive Landorus-T/Rotom-W) is more important than the extra power due to this team's focus on hazards. It also allows my own Bisharp to, at worst, speed-tie with opposing Bisharp which is way more useful than one might think as not much else on my team really likes dealing with Dark attacks. There's really not much else to say about Bisharp; while he has fallen off in usage and viability after the Aegislash ban, it's still a very fearsome force, especially with many teams opting to use Scarf Landorus-T and Manectric nowadays - the kind of teams Bisharp absolutely has no problems dealing with.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Latios is a Pokemon that requires no introduction, as everyone should know what it plays like by now. In conjunction with Spikes Greninja, Latios is probably my best attempt at breaking Stall teams with Quagsire, which is surprisingly easy considering that everything that somewhat wants to switch into this set (Chansey, SDef Heatran, SDef Doublade), is absolutely destroyed by Spikes. While Scizor is another viable option to take on those teams thanks to its ability to bring down Quagsire with only a little prior damage, it has more things to muscle through than Latios, making Scizor the inferior choice most of the time. It's also my one "true" switchin to Keldeo which is incredibly important for a team that can't really take it on in many other ways. The set is fairly standard, although it does not include Roost since this team is very hazard centric. When I thought about what Latios set to use, having 0 Stealth Rock weak Pokemon and being pretty reliant on my own hazards, it was never even a question whether I should use defog or not. I ultimately decided on the combination of Roost and Thunderbolt. Thunderbolt gives me constant damage against targets such as Heatran and Doublade while also foiling Defog attempts from Skarmory and Mandibuzz once it takes a little bit of prior damage, which is incredibly important. Roost pretty much just amplifies my stallbreaking potential as I can now outlive any Stall team as most of them frantically start switching around in an attempt to Life Orb stall me, and also gives me recovery in games where I can't really start breaking past their core right away, which can be the case if they have Clefable or Ferrothorn for example. I used other moves in the past, such as Memento over Roost (which I never really used even though it sounds great on paper), and Healing Wish over Psyshock/Thunderbolt. While they were cool ideas, ultimately this Latios set is the one that worked out the best. Hidden Power [Fire] is still a strong option over Thunderbolt as Ferrothorn and Scizor can be quite annoying to this team, but I prefer not making my matchup against Gengar even worse. Psychic is a pitiful option over Psyshock as 96 SDef Calm Clefable (the only one I'm worried about) actually takes more from Psyshock, whereas Psychic makes you completely incapable of breaking stall since you can't threaten Chansey. It's only useful against Physically Defensive Venusaur, and even there its utility doesn't come into play 95% of the time as most of them will simply switch out anyway.

Landorus-T (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Another incredibly standard Pokemon, but there's no reason to fix what isn't broken. As self-explanatory as Scarf Landorus-T is, one might question its place on a team that wants to "not give anything setup". Basically, I don't bring out Landorus-T unless it can pull off a sweep late-game or unless I really need to, such as when there is a +1 Mega Gyarados on the field and my other options for dealing with it (mostly Mega Scizor) have already died. If I do, then it's almost a guarantee that I will U-turn as to preserve momentum and bring out one of my other Pokemon safely, which in many cases is preferred to killing something and becoming free setup for something else. Only when the coast is clear, or when you really need something gone right then and there either because it walls something important on your team or because it's about to sweep you, should you consider using any of the other three moves. In any case, having Landorus-T not only as a cleaner but also as sort of a backup plan for setup sweepers is definitely preferable to being swept as early as turn 5. There's also no better Choice Scarf user as Excadrill is a huge threat and Intimidate is immensely useful when dealing with Pokemon such as Talonflame. And that doesn't even go into extra stuff Landorus provides such as an immunity to Thunder Wave or, most of all, U-turn. Superpower is my preferred choice over Knock Off as, while Knock Off is really useful when dealing with Lati@s and even more importantly, Gengar, I just prefer Superpower to do more lasting damage to Ferrothorn as well as guaranteeing that +1 Mega Gyarados won't sweep me. It also means I don't have to U-turn against Air Balloon Excadrill, which would allow it to do some massive damage to my whole team while I just fuck around; Superpower just takes care of it right away. The other three moves are standard for a reason, so there's not much to say; Rock Slide is an option if you don't want to OHKO Thundurus or Dragonite or regular Pinsir after Stealth Rock, Adamant is an option if you want to lose.


Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang
While Mawile was, obviously, very strong at the time I used it, Scizor arguably added more to the team than Mawile ever did. Between reliable priority and being able to handle Heatran, Clefable and especially Bisharp a lot better, the only things Mawile had going for it were a Rock resist as well as the bulk and typing to handle Defensive Mega Scizor with ease. Although Mawile was obviously never a bad Pokemon on this team, I'm glad that it got banned and could make room for Scizor.















Special shoutouts to Ferrothorn as it can be rather difficult to kill if played well and they have the insurance to not get swept by Scizor (via Talonflame, for example). Conkeldurr by itself is also almost impossible to switch into for this team and stops Bisharp cold, although they usually spam Knock Off more than anything giving me easy Rough Skin + EQ damage with Garchomp. If you want a definite core that's probably beating this team, Clefable/Ferrothorn/Keldeo is incredibly hard to outmaneuver as Clefable beats Latios/Landorus/Garchomp, Ferrothorn beats Greninja and Keldeo beats Scizor/Bisharp. If they have another way or two of handling either Bisharp or Keldeo, so they don't have to rely on it as their only answer, then there's not too much you can do.












Garchomp (F) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Stealth Rock
Greninja (F) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Spikes
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Bisharp (F) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Stealth Rock
Greninja (F) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Spikes
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Bisharp (F) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
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