ORAS OU Attack of the Shark King - Life Orb Chomp Bulky Offense

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Shoutout Team Pokepals for the banner :]
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Introduction
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Yo, whats poppin', Skarmx2 bringing you another RMT this time ft Life Orb Chomp, who I believe is pretty underrated atm, considering TankChomp is the most popular set atm, you can really catch mons such as Clef, Hoopa and Mana off guard. With that said, let's jump straight into it.

So usually I just grab a core and throw three other mons and voila, got a squad. (Those teams never work for some reason zzz) However, I managed to somehow to put some effort into it this team and have moderate success with it.
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So I really like LO Chomp and wanted to build around it, as at +2 it can rip through slower teams and OHKO a ton of mons, namely Clef, Mana, Amoonguss and Azu.
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I wanted a Pursuit Trapper for threats such as Starmie, Gengar and the Lati twins, all whom outspeed and OHKO Chomp with Ice Beam, Icy Wind and Draco Meteor respectively. Meta also provided decent defensive synergy with Chomp and was part two of the Dragon-Steel-Fairy Core.
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Rounding out the Dragon-Steel-Fairy Core is Clefable, who acts as another win con through CM, offers speed control through TWave (best move btw) and as a pivot for Torn-T, Kyube lacking Iron Head and Mega Lopunny.
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Okey, next I noticed my water resists were non existent. So (after some not so careful consideration) I slapped on Mega Venu, who acts as our Azu, Keld and electric check. Nice glue who provides me with a solid answer to electrics.
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No ground immunity + 0 Talonflame checks made Lando-T catch my eye. Providing rocks and momentum through U-Turn as well as chip damage from Rocky Helmet solidified this mon onto my team.
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Lastly, my team was really slow, got 7-0ed by Bisharp and ZardX was threatening to overwhelm the team once Lando was gone. Therefore, Scarf Keld seemed appropriate in the final slot. It also helped me deal with offense a lot better.

In Depth Analysis
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think your fresh? (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
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Swords Dance
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Dragon Claw
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Earthquake
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Fire Fang
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My personal favourite, LO Chomp is the king of my team. At +2 it's capable of destroying fat teams with its near unresisted coverage. Dragon Claw can be swapped out for Outrage, however, given the fact that fairies are on almost every team and that Outrage locks you in, making you easier to revenge, I prefer Dragon Claw. Fire Fang is used for steel types such as Ferro and Skarm, paving a path for a possible Clef sweep.

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x marks da spot (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 152 Atk / 96 SpD / 8 Spe
Adamant Nature
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Meteor Mash
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Bullet Punch
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Pursuit
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Zen Headbutt
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AV Metagross is works nicely as a trapper on this team, as unlike Tyranitar it doesn't summon sand and hinder Mega Venu's Synthesis. It's low base speed unfortunately guarantees that it will always have to take a hit before attacking, making it easy to wear down. Set is standard, 252 HP and 96 SpD allow it to avoid the 2HKO from Mega Alakazam's Shadow Ball after rocks and 8 speed is used to outspeed standard Belly Drum Azu. Zen Headbutt is interchangeable with EQ but I personally found the former more useful on this team for hitting Mega Venu and Thundy for more.

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haha twave (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 8 Spe
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Calm Mind
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Soft-Boiled
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Moonblast
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Thunder Wave
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One of the OU's top tier threats, Clefable easily finds its way onto this team by offering speed control, a backup sweeper and all around great mon. Being able to switch pretty freely into Alakazam, Mega Lop and Kyube and cripple them with TWave allows Chomp to have an easier time sweeping. Set is standard with 8 speed IVs to minimize Ferrothorn's Gyro Ball damage and eventually stall it out while still remaining at a relevant speed tier.

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phat phuck (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 216 HP / 96 Def / 176 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
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Giga Drain
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Sludge Bomb
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Hidden Power [Fire]
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Synthesis
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Mega Venusaur is a pretty underrated Mega atm which is a shame considering it can beat/wall a majority of teams once their Venu check is weakened/dead. I opted for a more offensive spread which allows it to hit Ferro, Clef and Slowbro harder with a bit of physical bulk to take hits from Azu, Scizor and Bisharp slighty better. Mega Venusaur also provides a water resist and a Keldeo counter, something this team desperately needed.

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tp dont quit (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
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Stealth Rock
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Earthquake
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Stone Edge
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U-turn
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Lando-T give me rocks, ground immunity, momentum and a solid Talonflame check. What's not to love? Rocky Helmet is used over Leftovers to help me get residual chip damage on opposing Lando-T, TankChomp and other physical attackers. The 30 speed IVs let me underspeed (is that a word ?_?) 31 speed Lando-T's so I get off the slow U-Turn for momentum.

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specs sex (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
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Hydro Pump
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Scald
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Secret Sword
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Icy Wind
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Scarf Keldeo really patches up some key weaknesses to the team, helping with Bisharp, Tyranitar and Excadrill as well as another water resist. On top of that, it can deal with offensive teams a lot better and can pick off mons that have been weakened such as Mega Lopunny, Torn-T, Mega Manectric and ZardX and Mega Gyarados at +1 just to name a few.

Threatlist

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- Spikes are really annoying to this team due to no hazard removal and only two mons that are immune. Puts a lot of pressure on Mega Venusaur. I have to play very well to not get spikes up on my side.

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- Dark Spam is also really annoying as Keld is my only dark resist. Metagross can deal with Weavile to an extent however and Keld can revenge both Bisharp and Mega Gyarados.

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- X is still a huge threat, at +2 I can only click that x. Y has 0 switchins and is only forced out by Keldeo and Garchomp.

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- SpD Variants are really annoying to deal with, especially if they carry Swords Dance and Acrobatics. My only way to deal with it is to either CM with Clef and TBolt or Stone Edge crit with a burned Lando-T. Chomp can also deal with it if it hasn't boosted.

Feel free to get rid of the nicks, they are pretty dumb :p
think your fresh? (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Fang

x marks da spot (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 152 Atk / 96 SpD / 8 Spe
Adamant Nature
- Meteor Mash
- Bullet Punch
- Pursuit
- Zen Headbutt

haha twave (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 8 Spe
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunderbolt

phat phuck (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 216 HP / 96 Def / 176 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

tp dont quit (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

specs sex (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Quick shoutout to the OU room, great group of people and I hope to have many more great moments with you guys :D
Team Pokepals - wow we've come a long way from being room regs to this. I'm still amazed at what we've achieved together and sad to see you go. Had some fun times and thanks again for making the banner, this whole rmt wouldn't even be possible without ya :] btw #JamesIsALobster
AD Impish John - quite possibly one of the saltiest guys I know lol, your a good friend to talk to and hopefully you'll get that badge one day :D
Frozen Marc - good to see you got your name changed hehe, your one of my good friends and I love laddering with you b/c you're a hax magnet rofl. always remember GUAMa wassi.
Giagantic - e.e
bludz - coolest weedle i know, good to chat to and your a top ten ghoster for sure
AM - thanks for always helping me test out my (dogshit) teams, hopefully you like and approve of this post for once lolz
BlazeLatias - I can still aboose you hehe
Nedor - one of the best raters I know right now, really knowledgeable too, you actually amaze sometimes
NotFalse - fellow aussie, drop a rate and do a live com with Verlisify y/y [:?
Sonired - You're a cool dude haha, thanks for helping me test the team
Thanks for reading, leave some feedback and pce :B​
 
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Reserved for replays and updates, hopefully peak somewhere high

EDIT: Fixed the Metagross importable and currently testing AM's Thunderbolt>TWave on Clef and the Lando-T spread. Will update over the next few days. Also gave Soni a shoutout.

EDIT: Updated the threatlist, many thanks to FrozenCold.
 
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Congrats I liked one of your posts.

Hi Skarmx2 good team, but let me go ahead and tell you why it isn't good, jajajaja I'm so special - Just another rater.

I just want to prelude by saying I think the 30 IV rule people use on Defensive Lando-T is so dumb -.- cause 1. half the people do this so it ends up just being a speed tie. 2. You will always be forced out by your standard defensive Rotom-W which leaves you susceptible to a burn or Hydro Pump thus keeping momentum on the opposing players side.

I use a spread of 248 HP / 216 Def / 36 SpD / 8 Spe on Defensive Lando-T you only need 28 Evs in SpDef for Latios to miss the OHKO with Draco Meteor assuming you stayed at full with rocks out of the picture so it's something to consider the extra SpDef is kind of fluff / reassurance I suppose for my own sake. This team has a pretty prevalent weakness against the likes of Gengar as well and as you mentioned Spikers. Most spikers rely on their longevity through the use of their leftovers or secondary items such as Klefki who otherwise gets worn down through repeated pressure. Knock Off over U-Turn on Lando-T will help alleviate this weakness a bit while removing items on the likes of Keldeo switch ins, such as Specs variants which can put a number on your team, Rocky Helmets from Garchomp and other Lando-T switch ins that could annoy your own Garchomp performing a sweep, or any flyers trying to dodge an Earthquake which is a common scenario when an opp is going for a double. You do lose the momentum aspect of U-Turn but in all honestly the way Gengar clicks Shadow Ball when it comes in on Venusaur and shaves off half health minimum on something every time is hard to stomach for me. This also helps slowly pick away at stall teams as again their longevity is normally based on the use of their items.

Another relatively large weakness is your weakness to Wisp TFlame, which is common on the SpDef sets and has the potential to burn and cripple almost the entire team. While the luxury of Thunder Wave is nice I think the idea that the mons you implied are going to be staying in to catch a Thunder Wave is a misconception. Thunderbolt Clefable over Thunder Wave can help break down these Talonflame variants along with having some firepower against one of the premiere spikers in the tier and on your threatlist in the form of Skarmory.

Those were the big things I noticed so hope that helps. Cya around. Your import is also messed up on Metagross.
 
U should probably add Mega Charizard Y and Talonflame in the Threatlist since mega Zard Y can 2HKO or OHKO all ur mons with fire blast and gchomp isn't taking a fblast. Also its a 12.5% to 2HKO gchomp with rocks up with flamethrower. And Sp.def Talonflame can be annoying to the team with WoW shit.
 
Holy Crap Skarmx2 , this team is cool!

Yes, Zard Y is really annoying for this build and it's very hard to play around it. You outspeed only with chomper and Keldeo and opposing standard Zard Y team usually has no problems to switch into Keldeo, especially if it is the Scarf one.

I feel that hazard control is a must on a team like this where Keldeo and Mvenu are supposed to switch in and out multiple times. Mvenu is also annoyed very much from opposing Sand cause Synthesis is gay. I also feel that it's very hard for your team to prevent the opposition to get up spikes because Clef, Metagross and Lando doesn't do nothing to common spikers.

The team is cool anyway and it's really hard to see how you can improve it without losing much and tbh i don't really see any way to put hazard control on your team. Both Latios and Starmie are bad because of the huge dark weakness. Scarf driller is not good on your build and others hazard remover are non existent.

To sum it up: the team is cool and such, but the weaknesses you pointed out seem to be too much to be covered without changing the team too much.

EDIT: gonna test it more and gonna see if i find something creative to fix the above issues :P see ya on PS skarm :]
 
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Spdef Talonflame looks like a massive threat to your team Skarm. I might consider bolt beam clef. I will update this as more things come to mind. Also no hazard control + m-venusaur is a really bad idea :(
 
It's ya boi here back in the rating game.

As Iloveleague mentioned above, and as I always say, Talongod is a threat. It can burn your physical mons, Taunt those mons to prevent them from healing, and then swoop down and kill em. There's also the fact nothing on your team wants to handle Gengar, as it can 2HKO everything including Metagross. Gliscor > Lando-T could help deal with both of those, and if you go with Toxic on its set, you'll have a way to cripple Zard X and Mega Slowbro (which you can't really break once it gets a few Calm Minds Up, and Psyshock kills Clefable). Gliscor checks most of the same stuff as Lando-T, but watch out for stuff like Ice Punch Mega Lopunny, and Excadrill in sand, as Gliscor isn't as bulky on the defensive side as Lando is with its Intimidate. If you don't wanna swap out Lando-T (to keep my banner intact), then you could probably just run Toxic on Lando-T to deal with Mega Slowbro and hope Talonflame tries to burn you while you hit it with Toxic. Gliscor can handle Mega Venusaur as well, but only if it's got SD or Taunt, and you'll probably wanna run Stealth Rock > Calm Mind on Clefable to help fit in one of those moves. Both of those moves also make it better to handle Talonflame, so it's up to you.

Another cool option would be changing up your Garchomp set a little bit to either include a Lum Berry > Life Orb, or Substitute > Fire Fang. This allows Garchomp to either take 1 status move, or hide behind a sub to avoid status moves and use that chance to setup. This would help out with Talongod, Bisharp (helps with the Sucker Punch mind games), and makes Garchomp a bit harder to KO for Weavile, and Mega Gyarados, as they'll need to break that sub first, and risk taking damage or even being KO'd by Garchomp at that point.

Final Changes

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(or run Toxic on Lando-T if you don't wanna swap him out)
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Stealth Rock > Calm Mind (only if you don't wanna run Stealth Rock on Gliscor)

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(set)
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fire Fang
- Earthquake
- Dragon Claw
- Swords Dance

Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Substitute

Garchomp @ Life Orb / Earth Plate (Earth Plate still gets a guaranteed 1HKO on Clef with EQ)
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Dragon Claw
- Swords Dance
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock / Taunt (if you decide to move Stealth Rock over to Clefable or even Garchomp)
- Toxic
- Roost
- Knock Off

1st rate this year, so I hope you liked it and you know where to find me if you need other suggestions ;)
 
SO to team pokepals for stealing my suggestions. An interesting set you can use on gliscor, suggested to me by ban manaphy is to use stealth rock stone edge eq gliscor or sd stone edge eq gliscor. Either one (potentially phys def with other changes) could help you. It would need more testing though. Regardless, stone edge gliscor pretty effortlessly fixes the gengar and talonflame problems but opens a minor xzard weakness and (heh) ice punch lop weakness.
 
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