ORAS OU Bulky Bruisers - The Offensive Hazard Team

Hey everyone, thanks for taking the time to look over my newest team. After working on a general purpose team over the course of Pokemon's lifespan, I decided to start fresh with a brand new team from scratch. My main team that isn't shown here is a very technical team, so I decided to go with a different theme altogether. The general theme of this team is to be general bulky, but still offer some utility with hazard support.Thus, it forgoes a bit of physical wall-breaking generally associated with hyper-offensive teams and relies on hazard synergy, keeping the team healthy, prolonging the fight just long enough for the hazards to mitigate that drawback, but not SO long that the team's super annoying to fight against. So in a nutshell, the primary theme of this team is offensive balance.

The first three Pokemon are the core set I started out with, and are pretty set in stone. I'm also pretty set with Garchomp simply because of how long it took me to breed him in my game. I've spent the better part of a month breeding and training this team on my actual 3DS ORAS cart, so I've put a lot of effort into it. But I'm just not happy with at least two of them. Starmie and Sylveon. So any switches you can think of would be helpful.

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Swampert @ Swampertite
Ability: Damp
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance

The main bruiser of the team. As a long time Starmie user, I wanted to try out a physical water type. He also happens to be immune to the electric types I've become accustomed to fearing, so it seems like a win-win. Swampert has amazing coverage, and He's thus far been a great reliable pivot. I realize Swift Swim Mega Swampert generally prefers rain teams where Politoed can set up rain in advance, but I try to be smart about creating an opening to set up rain dance.



Volcarona-1.png


Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 Sp. Def
Bold Nature
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Roost

I'll fully admit that ever since Volcarona was introduced, I've had a difficult time building teams with solid counters to it in mind. Every team I make seems to have trouble dealing with it, and this team is no exception. As an oldschool Gen 1 player, I tend to forget that rock types aren't terrible anymore, and thus they just never come to mind when I'm in the process of team-building. So I've decided to take that weakness and turn it into a strength. Aside from her 4x weakness to rock, I've found Volcarona to be much more bulky and durable than most of the fire types I've used over the years, and Quiver Dance + Roost only enhances that. I'm still often surprised at how bulky Volcarona actually is. I can't tell you guys how many times I've gotten a free Quiver Dance off thanks to a switch forced by Ferrothorn, and proceeded to sweep the rest of the game.


ferrothorn_by_cannibal_cartoonist-d49mc5z.jpg


Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes

The hazard setter and physical wall. Pure and simple. With the general bulkiness of my team, I'm often allowed the opportunity to switch in, lay Leech Seed or Spikes, and just watch as the opposing team wears itself down on all the hazards. With Garchomp as a faster lead and Stealth Rock setter, I was able to use spikes for the full hazards threat. I'll be frank, even though Ferrothorn isn't new by any means, I haven't used him until now in ORAS because he was never an issue for me personally since I always ran a strong fire type like Infernape on my other team. So I never saw how annoying Ferrothorn could be when used properly. But I must say... This guy has probably done more total overall damage than the rest of my team combined. Despite his 4x weakness to fire, (which, as an old Scizor user, I'm already used to) as of now, I'm a believer in Ferrothorn.

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Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 Sp.Atk / 252 Spe / 4 HP
Timid Nature
- Scald
- Psychic
- Ice Beam
- Rapid Spin

As I said above, Starmie is acting as a placeholder of sorts. He fills several gaps and covers a few weaknesses my team has otherwise. Without him, my team lacks a fast dragon, fighting, or flying counter. I wanted to put in a solid electric type, But there just aren't any that cover the weaknesses of the rest of the team. Since Volcarona, one of my sweepers, fears Stealth Rock so much, having a Rapid Spinner or Defogger is almost mandatory.


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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock

This was originally a Gengar as a fighting counter and spin blocker, but another Smogon user recommended I swap it out for Garchomp. This guy took for-freaking-ever to breed in my game despite having good IV parents. I just never got that Rough Skin ability on the good IV offspring. That alone made me want to make good use of her just so she was worth it. I'm proud to say I haven't been sorry. Despite having no real recovery, I've made great use out of her to punish physical opponents. Between Ferrothorn's hazards and any attacker losing 1/3rd of their HP to Rocky Helm/Rough Skin, few people dare attack Garchomp head on. Toxic was chosen to help get ri of bulky water types that would otherwise wall my team. A bulky defensive EV spread allows him to stay up as long as possible to ensure that passive punishment.

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Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 220 Def / 2 SpA / 36 SpD
Bold Nature
- Hyper Voice
- Protect
- Heal Bell
- Wish

This is the 2nd slot I'm just not happy with. I want to find a replacement But without Sylveon, I have a glaring weakness to fighting and dragon types, especially specially offensive Draco Meteor users. But again, I can't think of anything that better fills these gaps. Currently, Sylveon serves as my scout and team cleric. Sylveon has the monumental task of keeping the rest of the team healthy, and her fairy typing is amazing for absorbing the Dragon, Dark, Bug, and Fighting moves aimed at the rest of my team. Hyper Voice also packs a pretty big punch despite not having any EVs spent in it, and Wish + Protect goes a long way towards helping to rack up the passive damage from status and hazards I've already set up. It's even won me the game more than a few times.

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The team's most glaring weakness is a lack of strong counters to flying types like Talonflame. It also lacks much in the way of special defenses. There is an insane amount of passive physical deterrents with Rough Skin/Iron Barbs and Flame Body burns, but I don't have anything that would deter special attackers. It also lacks a priority move of any kind for revenge killing, and adding a fighting type like Lucario just adds to my flying and fire weaknesses. It seems like with the two slots filled by Starmie and Sylveon, I should be able to find replacements, but that opens up more problems than they solve.
 
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I looked at both of the slots that you wanted to get rid of and I would suggest using Choice Band Azumarill over Sylveon. I suggest this switch because Azu is a good wallbreaker and gives you a good way to keep dealing with Msab and gives you some priority, which is good because before you had none. Also, I believe you should replace Starmie with Life Orb Latios because it can still remove hazards and you keep psychic coverage for fighting types. It also has ground immunity which is nice for any team.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
 
Thanks! I'll try this. But getting a Timid Latios in the actual game is going to be pretty annoying... Plus, wouldn't that make my team that much more susceptible to dragon and fairy types? I don't exactly have a good counter to the dark types that'd go after it either.

Edit: Okay, so I played around for over an hour with the revised suggestions and I just don't like it as much as my current set up... I kept getting freeze and burn hax and into situations where I needed Heal Bell and didn't have it. So... I'll keep looking around, but this may be the best I can do.
 
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If you want a cleric, then use Clefable. It outclasses Sylveon. The unaware+calm mind set is pretty fun for a bit of setting up as well. Also, run it with wish to keep up being a cleric. If that doesn't appeal to you, then just use the unaware wall set. I'm on my phone so I can't post the sets this time.
 
Hi! Awesome team! I really like how it looks. As for your weaknesses, a pokemon that will perfectly fill in for this team would be Zapdos>Starmie. It covers all the things Starmie can't take, and more. It serves as a ridiculously good flying wall, shutting down the likes of Tornadus and Talonbird. This also gives you a way to remove hazards, and gives you a way better matchup against ground types such as Excadrill.

With Zapdos, defog + spikes stacking is kinda meh. I would recommend Protect>Spikes on Ferrothorn. I know this kind of ruins what you were aiming for, which is a lot of chip damage on the opponent, so you really don't have to go for it. It's just very detrimental. Also, the spread of Ferro is not the best, as you have so many physical walls, so the spread should be tweaked a little.

Last but not least, 100% Clefable>Sylveon. Clefable does everything Sylveon does and more. It's ridiculous plethora of sets makes opponents more wary of this monster, including CM Magic Guard, CM Unaware, Wall Unaware, and even Offensive Clef. As you already have a good setup sweeper, CM Magic Guard/Unaware is not that great. Offensive Clef is also pretty meh on this team, so I feel like TankFable is the best COA. It gives you a way better matchup vs Manaphy, which literally destroys your team once Ferro is weakened, and setup sweepers in general.


TL;DR

min zapdos.png >mini starmie.png
mini ferrothorn.png Set
mini clefable.png >mini sylveon.png

SETS:


SpDef.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Discharge
- Roost
- Hidden Power [Ice] / Heat Wave
- Defog

You really don't need the full Physical set, as Torn kinda destorys this team, and the amount of damage Chomp does to Talonflame (rough skin + rocky helmet) should be enough. Guaranteed to live +2 Return from MPinsir


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Protect
- Leech Seed
- Gyro Ball
- Power Whip

Guaranteed to live 2 +3 Ice Beams from Manaphy, as well as Hyper Voice+Focus Blast from Modest Garde

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
You can go spDef if you'd like, but this is a better answer to pkmon like Weavile
Hope I helped!

-Sinister Enigma
 
you should probably put an importable of the team at the end, so that people don't have to scroll through your gigantor images to see each set.

with that out of the way, let's get onto the rate. I don't really understand why you're using rain mega swampert without politoed, because it's honestly just not that good. Regardless, I'll focus on getting its checks and counters out of the way so it can hopefully pull off some sort of sweep. The first change I'm going to recommend is Latios > Starmie. This lets you deal with rotom-w a lot easier while also doing a lot better vs keldeo and charizard y.

Your volcarona set is also a little odd. Its main use is being a sweeper with quiver dance, but running a slow defensive set kind of negates the setup. That's why I'm going to recommend a set change to Offensive Quiver Dance > Defensive.

You're currently also kinda weak to LO Tornadus T, Mega Scizor, and setup sweepers like SD Balloon Excadrill. Because of these I'm going to recommend a few changes, the first being Fire Blast > Toxic on Garchomp. This lets you do better vs mega scizor and also opposing ferrothorn that could cause swampert trouble. I'm also gonna recommend Rotom-Wash > Sylveon. This gives you a response to opposing sand and tornadus also.

A couple of your EV spreads could use some tweaking, I'll post them in the finished importable below. Basically you need more mixed defenses on ferrothorn and swampert wants some speed.

Because of the team's overall middling speed right now, Mega Gardevoir (as well as mega alakazam) have cropped up as issues. To deal with these psychics, you should try Chople Berry > Leftovers on Ferrothorn.

I think that's all for now, I'll post a changed version of the team below. Have a nice rest of your week. Come to CT room sometime too c;

Swampert @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance

Volcarona @ Lum Berry
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Roost

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 168 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Will-O-Wisp
- Pain Split
- Volt Switch

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock
 
Wow! Thanks for all the feedback guys. Unfortunately it'll be hard to make a lot of these changes. As I said, this is for my real Omega Ruby cart so legendaries with the correct natures and 6 perfect IVs are almost impossible to come by. Believe it or not, I've done a fair amount of research on my own before even asking for help, and Zapdos was already on the shortlist. I'd already caught the Zapdos in my copy, thinking I'd never bother use a legendary competitively, and it's a horrible nature. Latios is similarly out of the question with a Jolly nature, which reduces it's Sp. Atk. Clefable shouldn't be a problem though. Looking at Clefable's stats, he seems objectively worse than Sylveon. Does Unaware really make that big of a difference?

Your volcarona set is also a little odd. Its main use is being a sweeper with quiver dance, but running a slow defensive set kind of negates the setup. That's why I'm going to recommend a set change to Offensive Quiver Dance > Defensive.

Whhoooops... I think that was incorrectly C/P'd from another pokemon or something. I've fixed it to represent the EV spread that I actually use. Basically I run it as a solid defensive so I can afford to take a hit while I set up, relying on QD for the offensive push. So far Volacrona has been one of the best pokemon on my team.

I still need to figure out a priority user....
 
It's kind of hard to rate a team when you put so many restrictions on it. In a real competitive setting, you're gonna encounter tons of legendaries. If you can't get them through soft resetting, you might be able to get better ones through other methods.
 
It's kind of hard to rate a team when you put so many restrictions on it.

I don't mean to be putting restrictions on it. It's just what I can logistically come by. If I can get a Zapdos, I'll use it. It's funny actually. The real irony here is that both Zapdos and Starmie were on my original competitive team I used way back in Gens 1 & 2. They were the staples that held my team together, and here I am going back to them 20 years later.
 
yo I see you picked Ferro, Starmie, Chomp, which is a nice hazard stacking core and I will try to help you on how to build a hazard stacking team

Ok first I feel like you should change sylveon to unaware clefable as clefable will still be a nice heal bell wish support cleric user like sylveon but clefable has the abilitiy unaware which will allow you to stop mons that wanna set up and sweep your team.

For starmie i would change it to max hp max speed over max spa and run recover over ice beam as your starmie is really counted on to get rid of hazards for volc and is also ur fighting resist for things like keldeo and it helps vs heatran which threathen ur volc so u want starmie to be healthy and alive so running max hp and recover will help it stay alive.

Now I know you build around Swampert-Mega but Swampert-Mega outside of a rain team isnt that good and there are better options for a hazard stacking team. Now I notice this team has nothing that is immune to ground so earthquake spam can trouble this team. This is why I recommend Latias-Mega over Swampert-Mega as latias-mega has the ability levitate to be immune to grounds. Latias-Mega is also a great check to Charizard-Mega-Y which ur team dosent really have an answer too. latias-mega can also be another fighting resist for things like keldeo.

Another thing I recommend is changing ferrothron's EVs to 168 spd 252 Hp and the Rest in Def. Max Defense is not needed but with this EV spread you can take a hyper voice + focous blast from gardevoir-mega and also not get 2koed by a +3 ice beam from manaphy while at the same time still able to let a +1 Earthquake from gyrados-mega not 2ko you.

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 168+ SpD Ferrothorn: 79-93 (22.4 - 26.4%) -- possible 5HKO after Leftovers recovery
252 SpA Mega Gardevoir Focus Blast vs. 252 HP / 168+ SpD Ferrothorn: 216-256 (61.3 - 72.7%) -- guaranteed 2HKO after Leftovers recovery
+3 252 SpA Manaphy Ice Beam vs. 252 HP / 168+ SpD Ferrothorn: 141-167 (40 - 47.4%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 88 Def Ferrothorn: 151-178 (42.8 - 50.5%) -- guaranteed 3HKO after Leftovers recovery

Another thing you could do is change the spread on volcarona. I recommend u run 72 HP/252 Spa/184 Spe over max defense to let your volcarona outspeed choice scarf landours-therian at +1. Max spa lets u hit as hard as possible and the rest is dumped into 72 HP.
Team after changes:
Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 52 Def / 204 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Wish
- Protect
Changes In Short:
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Clefable does what sylveon does but can also stop set up sweepers
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Max Hp > Max Spa and Recover > Ice Beam allows starmie to be more reliable for spinning and checking heatrans/keldeos
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latias-mega is a ground immunity and can check zard y while swampert-mega dosent really benefit a hazard stacking team
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168 Spd>Max def allows ferro to take a hyper voice + focous blast from gardevoir-mega while still not being 2koed by +1 gyrados-mega eq.
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184 Spe>Max Def allows u too outspeed scarf landours at +1 speed
 
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