I wanted to build around Mega-Alakazam / Terrakion. Terrakion takes care of dark types & bulky special walls for Alakazam. Alakazam sweeps with CM once its checks have been removed. Simple.
I added Landorus as a general physical wall. It checks a lot of things in the tier & is a more reliable sand check than what Garchomp is.
Latios / Latias / Fairies started looking annoying. I added Jirachi to mitigate this. Jirachi also brings healing wish to the team allowing you to heal up any of the team members.
Stall is annoying. Manaphy breaks down stall. It also offers the team another wallbreaker to help out Mega-Alakazam.
Electric types looked annoying so I added Kyurem-Black to check many of the electrics in the tier. It helps break down balance & weakens grounds types /walls to further help M-Alakazam or Terrakion.
Team in detail
Wunderbar (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind
Alakazam threatens many teams in OU as most teams are simply not prepared for its high speed stat, stellar offense & excellent coverage. Alakazam can sweep many teams once its main checks have been removed. The most common check to Alakazam is Assault Vest Torndus-Therian. However, with Psyshock / Terrakion / Kyurem-Black it struggles to check Alakazam effectively; with rocks up Alakazam has a 43.8% chance of OHKoing standard assault vest Tornadus-T. A second commonly encountered check is any version of Tyranitar; Alakazam safely outspeeds all variants & can kill it (if not chople berry) with focus blast. This Alakazam does however struggle with Bisharp.
However, all things considered: Once Alakazam manages to set up a calm mind with its counter's / check's removed you win. Alakazam is this team's main win-condition.
Sorry for the large sprite X__X
Icebreaker (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Earthquake
Terrakion has stellar speed, excellent offensive stats & great offensive synergy with Alakazam. I opted for choice band Terrakion over choice scarf as I feel Tornadus is adequately dealt with. Terrakion also feels very weak without a choice band to me. Terrakion helps out versus Bisharp, however it can only come in to revenge it; it cannot switch in on a +2 Iron head. I opted for jolly Terrakion as it has a great speed stat & hits hard enough as is. Terrakion helps clear the way for Alakazam, hence the nickname.
Prideful (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- U-turn
- Smack Down
- Stealth Rock
Landorus-Therian is a good answer to many physical attackers in the tier and serves as a general purpose physical sponge for the team. It is the rocker for this team. The speed IV's ensure a slow u-turn to bring wallbreakers in safely. Smack down is chosen over stone edge as Terrakion is more than enough rock coverage for the team. Rocky helmet helps get chip damage for our sweepers.
Skillful (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Jirachi adds a fairy / Lati check to the team as well as offering speed control & a way of dealing with M-Scizor. It provides pivot utility & can heal a member of the team back to full with healing wish which can prove useful versus stall or tough offense matchups. Iron head backed with a choice scarf and serene grace can often be a win condition in itself in some circumstances.
7 Seas (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Tail Glow
- Rain Dance
Manaphy was added to the team as a semi-bulky water type that breaks down stall. Stall in general has trouble with rain dance Manaphy. Scald 2HKO's Quagsire under the rain & has a high chance of 2hkoing unaware Clefable (if not the spdef version). With rain dance it can also threaten Chansey. Tail glow is to boost its special attack & wallbreak. Ice beam is for dragons / grass types. It serves as a soft check to Keldeo.
Sa'ar (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 52 HP / 252 SpA / 204 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Roost
- Substitute
Kyurem-Black was added to check electrics & wallbreak. Substitute with the give HP ev's ensures its substitute cannot be broken by seismic toss. Substitute allows it to dodge status & get off hits versus common switch ins. Life orb ensures it hits as hard as possible. Ice Beam / Fusion bolt gives it perfect neutral coverage versus anything that isn't called Mamoswine or Rotom-heat.
Threats
BISHARP
This team relies on Terrakion to revenge Bisharp. Bisharp can easily switch out & set up at a later stage causing problems for the team. One way to deal with Bisharp can be to keep Kyurem's set a secret & bluff scarf - thereby allowing you to sub on the sucker punch and get a nice amount of damage in with fusion bolt or ice beam.
KELDEO
This team does not have a Keldeo check. We can handle it offensively with Alakazam, however the scarf variant can give this team a world of trouble if the other player is competent.
MEGA-ALAKAZAM
If a ditto copies Mega-Alakzam with +1 & locks itself into shadow ball it has a good chance of winning. If an opposing Mega-Alakazam wins a speed tie or Jirachi goes down early you lose.
MEGA-DIANCIE
The earth power variant is not as common as it used to be - which is good because this team does not have a reliable switch in to Diancie's excellent coverage. Diancie can easily be revenged however.
SUBSTITUTE 3-ATTACK GENGAR
This wins with rocks up.
Thanks for taking the time to read my RMT. Any suggestions on how to improve my matchup versus the threats mentioned or anything regarding team synergy is greatly appreciated.
Thank you!