INTRODUCTION
It's been a while since I last made a RMT, hasn't it? Well, today I am feeling motivated to finally get over my crippling laziness and use some of my (scarce) free time to make one. The reason being, lately I have been pondering over a theory concerning the state of OU's meta, and I have created a team specifically to test this theory of mine. And well, considering that I am currently in the 1500 range (and keep in mind that I started these tests after the latest ladder reset), it would seem that the facts are proving me right. So, what is my theory about? It is very simple: my theory is that people have given up on attempting to address all possible threats from a defensive standpoint. There are so many offensive threats in OU, that the age of defensive cores created specifically to stop the most common sweepers in their tracks (remember Skarm-Bliss in Gen 4?) has ended. Nowadays, people prefer to build teams that can provide versatility, teams that can be effective against the wider possible range of threats, both from an offensive and a defensive standpoint. In other words, people try to check as many things as possible, rather than counter specific threats. But when it comes to switching into a threat, a dedicated counter is always better than a genericly bulky check, as the latter is worn out much faster. But since genericly bulky checks are what most people will be using nowadays, it follows logically that teams are easier to bust open with a wallbreaker nowadays, than they were in Gen 4. On the other hand, setting up is harder now than it was back then, because there are so many offensive threats around, that chances are the opponent will have out something capable of killing your setup sweeper before it can get a chance to start boosting. By the time you have removed entry hazards, all the defensive threats that could stand in the way of your setup sweeper and all the offensive threats that could kill it before it does its job, you will have more or less won the match, making the setup sweeper itself redundant. Allow me to clarify this point with an example: Dragonite requires you to get rid of Sandstorm, Stealth Rock, any Fairy-type Pokemon, and most Steel-type Pokemon (Megagross outspeeds and kills, Mega Scizor does not fear EQ, Balloon Heatran trolls the guy) before it can even THINK about attempting to set up, and faster dragons that could OHKO it with Outrage or Draco Meteor need to be gone, as well. This means, you need to remove 3, sometimes even 4 Pokemon per match, before Dragonite can come in and sweep. Which means, you are going through the trouble of setting up the guy, only for it to kill less than half of the foe's team, something its companion could probably have accomplished anyway, considering that they have already killed the other half beforehand. The question is: did you really NEED Dragonite to accomplish that? All this leads me to my theory: nowaydays, the most effective offensive strategy is the one I call "double wallbreaker". Basically, you grab two Pokemon with immense firepower, build a team capable of keeping momentum around them, and aim to provide them with free switches and fire off brutally powerful moves. No turns wasted for setting up, no strategy, no prediction: just hit hard. Eventually, the genericly bulky checks your opponent keeps switching into one of your wallbreaker will be worn out, meaning that the other one will then be guaranteed to kill something every time it comes in. Once upon a time, we used wallbreakers to try and bust the opponent's defensive core, but since nowadays people rely more and more on generic bulk and less and less on full-fledged cores, a wallbreaker can potentially kill 2 or 3 Pokemon per match, if managed correctly. Which means, TWO wallbreakers can potentially win a match, specially if they have good synergy and can wear down each other's checks. Long story short: nowadays finding a way to give a wallbreaker a free switch in, and then firing off a brutally powerful move, pays off MUCH more than attempting to set up. And now for the team with which I hope to prove just that.
AT A GLANCE
There. You have two Pokemon that provide momentum and hazard control, two Pokemon that provide bulk and utility, and two wallbreakers. At least on paper, there is no Pokemon in existance that can keep on switching into BOTH Charizard AND Keldeo, so the idea is to keep turning and switching untill you can give either a free tag, and then you start firing off brutally powerful moves. Early on this makes for a very tactical, defensive mindset, where you try to manage your resources and you switch a lot more than you attack. But the moment the opponent's bulkiest Pokemon goes down, the rest of the match essentially becomes a game of Whack-A-Mole, with your opponent's Pokemon as the moles and Keldeo/Charizard (whichever is still alive by then) as the hammer. Speed control is not needed (although Thunder Wave support is included) because this team aims to win by forcing switches and then hitting hard on the switch, you hardly ever attempt a revenge kill.
IN-DEPTH ANALYSIS
@ Leftovers Ability: Intimidate EVs: 248 HP / 8 Atk / 252 Def Impish Nature - Stealth Rock - Earthquake - Knock Off - U-turn
Lando-T is the single most used Pokemon in OU, and for a damn good reason. Good Bulk, Intimidate, key resistances and immunities, hazard control, item removal, momentum and decent offensive STAB, all in one Pokemon. There is only one Pokemon as versatile as this one...
@ Leftovers Ability: Synchronize EVs: 248 HP / 252 Def / 8 SpA Bold Nature IVs: 0 Atk - Defog - Roost - Volt Switch
- Psychic
... Namely, Mew. I am honestly surprised to see that Smogon's recommended set includes U-Turn and Knock Off, Volt Switch is just as good for momentum and a STAB move is always good to have. You'd be surprised to see how many hits the little fella can take, and between recovery and momentum, keeping those nasty hazards away is rather easy. Which is important for a team that uses Charizard. And Psychic actually hits decently hard, making it possible for Mew to take on Fighting-type threats that carry Ice Punch for coverage, thus relieving some pressure from Landorus.
@ Leftovers Ability: Magic Guard EVs: 248 HP / 8 Def / 252 SpD Calm Nature - Thunder Wave - Soft-Boiled
- Moonblast - Healing Wish
This is a Pokemon that plays with 3 moves for most of the match. Thunder Wave cripples Megagross and Heatran as they switch in, and can also be used to slow down the likes of Megazam, that re too frail to take a hit from our wallbreakers but can outspeed them. Soft-Boiled is for recovery and Moonblast is the STAB attack that hits for decent damage. In the fourth slot, Healing Wish is effectively a single use Full Restore, which sometimes can make the difference between a win and a loss, as it allows you to make up for your mistake if you are too reckless in managing Charizard/Keldeo early on. It also acts as an emergency momentum tool, to give one of your wallbreakers a free switch in.
@ Assault Vest Ability: Sand Stream EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Crunch - Pursuit - Stone Edge
- Earthquake
Of course, since this team relies on special attackers, I needed a physical attacker to round out my offensive presence. And I also needed an out to the likes of Talonflame, the Lati twins, and Kyu-B. Enter AV Ttar: between AV and the Sandstorm boost, this guy is ridiculously bulky (Kyu-B's Earth Power isn't even a guaranteed 3HKO), and with full Atk investiments, it is guaranteed to hit hard. Its main use is to Pursuit to death Pokemon that are repeatedly switched into my wallbreakers: Heatran can easily be worn out this way, Starmie can be OHKOed (Scald burn nonwithstanding), and the Lati twins won't last long either. Tyranitar has always been a mainstay of my personal top 5 as far as fav Pokemon go, so I am glad I get to use it. Heck, Sand Stream is even useful to reset the weather, so I don't accidentally send Keldeo out into the sun...
@ Choice Specs Ability: Justified EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Hydro Pump - Scald - Secret Sword
- Icy Wind
Wallbreaker #1. Keldeo is a special attacker that can kill Chansey, and that alone would grant it a spot in a team like this. It also has good typing that lets it switch into things that try to take the other wallbreaker on, as well as a powerful Scald that is extremely spammable, courtesy of the burn chance that makes it really easy to wear down any wall not named Clefable. Hydro Pump is for those occasions when you need power over burn chance (like against the mentioned Clefable), and Icy Wind is to nail Grass- and Dragon-type Pokemon on the switch, as the Spe drop makes it easier to 2HKO them.
@ Make a wild guess Ability: Drought EVs: 40 HP / 252 SpA / 216 Spe Modest Nature - Flamethrower - Solar Beam - Dragon Pulse - Roost
Wallbreaker #2. Megazard Y represents everything I like about the concept of mega evolution, specially when compared to its X counterpart (which represents everything I dislike about it). It does exactly what mega evolution should do: it makes a Pokemon better at what it already does. Charizard is a special sweeper that likes to take advantage from sunny weather. Megazard Y has ridiculously high SpAtk and Drought to guarantee to always be in sunny weather. It doesn't turn the base Pokemon into something entirely different (like, say, Megazard X), and it doesn't give it a sudden surge in power with a damage-increasing ability that makes little to no sense on it (like, say, Megadrill). It simply takes a Pokemon, and makes it better at what it already does. I wish all mega evolutions worked this way.
Rant aside, here we have an EV spread that focuses on giving the big guy just enough bulk to roost in the face of resisted attacks (and even some neutral ones), just enough speed to outrun neutral-natured Kyu-B (as well as things like Breloom), and maximum SpAtk. Between the ridiculous SpAtk stat and the boost from sun, Flamethrower is enough to dent/kill anything foolish enough to switch into it: Fire Blast doesn't really turn any relevant 2HKOs into OHKOs, so we can afford choosing reliability over power (which is certainly good news, I was so tired of Fire Blast missing in crucial moments). Solar Beam kills most things that resist Flamethrower, and Dragon Pulse catches Latias on the switch (Smogon recommends Focus Blast to hit Ttar and Heatran, but I dislike how unreliable that moves is AND I have multiple outs for those Pokemon anyway, so I prefer Dragon Pulse). Roost is used to heal off any damage Charizard might have taken upon switching in, and well, the big guy forces so many switches you WILL have chances to use it. Although, the whole point of this team is to win by hitting opponents hard on the switch, so when you force a switch, you more often than not want to attack... But hey, merely knowing that recovery is an option can make a big difference sometimes, for example against Bisharp and its Sucker Punch.
CONCLUSIONS
Well here is the team. Feel free to share your opinions not just on it, but on the theory behind it. It took a while to achieve this kind of balance, so if you suggest a change, make sure to also suggest changes to the rest of the team in order to compensate and preserve the balance. Importable in the spoiler.