So I'm in love with Mega Latias. I decided to build a team featuring it and not only have I been pretty successful with it, but it's a lot of fun to play with. I won't bore you with the teambuilding process as it was an evening of theorymonning and what you see is the product of that - save some fiddling with movesets and EVs. Changes will be in bold and crossed out. On to the team!
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Pulse
- Stored Power
- Recover
Here she is, the star of the show. 252 Speed and Timid is mandatory to speed tie the host of base 110s running around in ORAS OU. Since I'm running a calm mind set, 252 HP is for as much bulk as possible instead of immediate offensive presence. The object of the set is to set up calm minds - plural if possible. at +2/+2 Stored Power does an insane amount to things and really increases M-Latias' bulk (Adaptability Specs Draco Meteor from Dragalge never OHKO's at +2). I'm running two attacks over substitute because as my main win condition it's important for nothing to be immune to damage - stopping this monster should cost my opponent, not be possible with an easy counter. If I were to run a single attack I'd be 100% shut down by either darks or fairies, and i'd rather take the occasional status than hand my opponent all the momentum like that.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
The main threats to M-Latias are of course dark types, more specifically pursuit users, even more specifically Bisharp and Tyranitar. Whilst I'm always hesitant to switch Landorus-T in on a defiant user, the versatility offered by Earthquake and Superpower are great ways to shut them down. Only three pokemon are immune to both attacks, and only Gengar is likely to appear in OU, so spamming whichever attack seems safest is an easy option. U-turn grabs momentum and the scarf is great for revenge kills. I'm considering Adamant for the chance to OHKO uninvested Mega Metagross but I'm concerned this would leave me open to getting outsped by important threats - any input on this would be appreciated.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
-Flash Cannon Stealth Rock
- Toxic
- Taunt
Heatran is my answer to stall and the pesky fairy and steel types that bother Latias. 68 speed allows me to outspeed M-venusaur, chansey, skarmory, clefable and M-scizor. Lava Plume andFlash Cannon are dual-stab that hit reasonably hard off of Heatran's base 130 SpAtk, spread burns and surprise fairy types. Stealth Rock combined with Ferrothorn's Spikes pressures the opponent to Defog, which Bisharp takes advantage of with Defiant. Not having Earth Power hurts my ability to kill other Heatran, but between Landorus and Keldeo I have other answers to it. Toxic is great for catching the Rotom-W switch in or whatever else wants to come in.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
-Stealth Rock Spikes
- Thunder Wave
Ferrothorn works wonderfully with Heatran despite sharing the fighting weakness, but Latias and Landorus cover that. EVs are standard for mixed bulk, I am open to suggestions for changing them. Power Whip for the likes of Rotom-W, Quagsire, M-Gyarados, Mamoswine, Gyro Ball for M-Sceptile and other speedy but frail threats. Carrying Stealth Rock lets Heatran utilise a more full moveset, and the team definitely appreciates hazards on the opposing side, if only to keep equal footing - this team lacks hazard control outside of the situational taunt. Spikes rack up switch-in damage and pressure a defog.Thunder wave is run instead of Leech Seed for some permanent speed control, which I feel this team benefits from more than forced switches - paralysis allows Keldeo to outspeed the base 110s, allows Latias to risk fewer speed ties, and allows Heatran to get off taunts on faster opponents.
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Keldeo is a much-needed Dark type resistance, though sometimes it becomes overworked in this role. His main role is wallbreaking/revenge killing however, as Specs make his moves hit like a truck. Hydro Pump is for power, Scald is for spamming burns, and secret sword is for chansey and other physically frail special sponges. Icy wind is the weak link, rarely used except for emergency speed control. If you can think of a better option, feel free to share. Originally I had considered Greninja in this role, but Keldeo's bulk convinced me that it was the more fitting member of the team, despite speed creep rendering Keldeo's once godly speed rather less useful.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Pursuit
- Iron Head
Weavile fulfills the role Weavile did, albeit a lot slower (but a lot bulkier). With Sucker Punch his speed isn't too much of an issue except against other priority, which is a pain but save for Mach Punch or 50/50 predictions vs. Talonflame it isn't too much of a problem. Knock off hits very hard and cripples switch-ins and slower, bulkier pokemon such as eviolite users. Pursuit does the trick against Lati@s and the other usual victims. Overall he is working out better than Weavile but his speed does leave a little to be desired...
Previous Members
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Low Kick
- Ice Shard
The final member of the team is an all-purpose revenge killer, trapper, and knock off abuser. By far the weakest member of the team, his overall utility makes him difficult to replace. Ice shard outspeeds Talonflame's Brave Bird and deals a minimum of 30% to 248 HP/0 Def Talonflame, Knock off is extremely useful for crippling eviolite and choice item users, pursuit traps opposing lati@s...Ideally I would like something with a little more bulk whilst retaining offensive presence to take pressure off of Keldeo, but I'm hard pressed to think of anything that could perform these useful roles as effectively as Weavile.
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Pulse
- Stored Power
- Recover
Here she is, the star of the show. 252 Speed and Timid is mandatory to speed tie the host of base 110s running around in ORAS OU. Since I'm running a calm mind set, 252 HP is for as much bulk as possible instead of immediate offensive presence. The object of the set is to set up calm minds - plural if possible. at +2/+2 Stored Power does an insane amount to things and really increases M-Latias' bulk (Adaptability Specs Draco Meteor from Dragalge never OHKO's at +2). I'm running two attacks over substitute because as my main win condition it's important for nothing to be immune to damage - stopping this monster should cost my opponent, not be possible with an easy counter. If I were to run a single attack I'd be 100% shut down by either darks or fairies, and i'd rather take the occasional status than hand my opponent all the momentum like that.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
The main threats to M-Latias are of course dark types, more specifically pursuit users, even more specifically Bisharp and Tyranitar. Whilst I'm always hesitant to switch Landorus-T in on a defiant user, the versatility offered by Earthquake and Superpower are great ways to shut them down. Only three pokemon are immune to both attacks, and only Gengar is likely to appear in OU, so spamming whichever attack seems safest is an easy option. U-turn grabs momentum and the scarf is great for revenge kills. I'm considering Adamant for the chance to OHKO uninvested Mega Metagross but I'm concerned this would leave me open to getting outsped by important threats - any input on this would be appreciated.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
-
- Toxic
- Taunt
Heatran is my answer to stall and the pesky fairy and steel types that bother Latias. 68 speed allows me to outspeed M-venusaur, chansey, skarmory, clefable and M-scizor. Lava Plume and
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
-
- Thunder Wave
Ferrothorn works wonderfully with Heatran despite sharing the fighting weakness, but Latias and Landorus cover that. EVs are standard for mixed bulk, I am open to suggestions for changing them. Power Whip for the likes of Rotom-W, Quagsire, M-Gyarados, Mamoswine, Gyro Ball for M-Sceptile and other speedy but frail threats. C
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Keldeo is a much-needed Dark type resistance, though sometimes it becomes overworked in this role. His main role is wallbreaking/revenge killing however, as Specs make his moves hit like a truck. Hydro Pump is for power, Scald is for spamming burns, and secret sword is for chansey and other physically frail special sponges. Icy wind is the weak link, rarely used except for emergency speed control. If you can think of a better option, feel free to share. Originally I had considered Greninja in this role, but Keldeo's bulk convinced me that it was the more fitting member of the team, despite speed creep rendering Keldeo's once godly speed rather less useful.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Pursuit
- Iron Head
Weavile fulfills the role Weavile did, albeit a lot slower (but a lot bulkier). With Sucker Punch his speed isn't too much of an issue except against other priority, which is a pain but save for Mach Punch or 50/50 predictions vs. Talonflame it isn't too much of a problem. Knock off hits very hard and cripples switch-ins and slower, bulkier pokemon such as eviolite users. Pursuit does the trick against Lati@s and the other usual victims. Overall he is working out better than Weavile but his speed does leave a little to be desired...
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Low Kick
- Ice Shard
The final member of the team is an all-purpose revenge killer, trapper, and knock off abuser. By far the weakest member of the team, his overall utility makes him difficult to replace. Ice shard outspeeds Talonflame's Brave Bird and deals a minimum of 30% to 248 HP/0 Def Talonflame, Knock off is extremely useful for crippling eviolite and choice item users, pursuit traps opposing lati@s...Ideally I would like something with a little more bulk whilst retaining offensive presence to take pressure off of Keldeo, but I'm hard pressed to think of anything that could perform these useful roles as effectively as Weavile.
ExportableLandorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Pulse
- Stored Power
- Recover
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Taunt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Thunder Wave
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
- Sucker Punch
- Knock Off
- Pursuit
- Iron Head
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Pulse
- Stored Power
- Recover
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Taunt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Thunder Wave
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
- Sucker Punch
- Knock Off
- Pursuit
- Iron Head
I welcome any suggestions you have on how to improve the team!
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