Hey guys and gals, I've been trying to get back into the ORAS OU tier after taking a long break from Pokemon and this is a team I put together after playing around for the last week or so. I'm still learning the optimal sets and I'm not gonna lie most of it is just copy/pasted from Smogon so if anyone can really help me out on tweaking things there or if there's threats that just absolutely destroy this team then I'd really love to hear feedback on it and what I can do better in terms of team-building.
Changes from the original team are denoted with strike-throughs and the updated version is in red text.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Since I'm getting back in, I wanted to synergize the team around a mon I've never really used before in Weavile. With a nice priority move in Ice Shard, a solid utility move in Knock off and immense speed, Weavile is just nice to do a whole lot of damage before it gets knocked out thanks to its low defenses and weakness to hazards. I ultimately chose to go LK over Poison Jab or Pursuit after finalizing the team since I've got a couple decent checks to Fairies and the lati@s twins already and I was a bit weak to opposing Heatran without it.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Energy Ball Defog
- Defog
With Weaville's weakness to hazards, hazard removal was really necessary and Latios also does a great job of dealing with Keldeo who pretty much walls Weavile along with a few other fighting mons similar to that.Energy Ball is on there specifically to deal with Water/Ground type mons who can otherwise pretty much wreak havoc on this team as I don't really have many counters other than that but otherwise it's a pretty standard set. Switched out Energy Ball for Defog for added longevity on Latios both to help with continued hazard removal and keep up pressure for as long as possible.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
-Taunt Roar
- Stealth Rock
SpDef Heatran is one of my favorite pokemon in the game and just works really well on most teams and the balloon makes sure that I can get up rocks, after that Toxic can wear down the opposition andTaunt is there to shut down an opportunity to either set-up or start throwing out hazards. Switched out Taunt for Roar to help phaze out potential set-up mons which can become an issue. The 120 Speed EV's are there specifically to outrun Rotom-W and min speed Azu and hit them with either Toxic or Taunt depending on the situation.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
- Volt Switch
After looking at the rest of the team, bulky waters were already looking to be a problem with Energy Ball from Latios being my only way to wear them down. The set is basically the standard M!Manectric set and this mon works really well with the one below as Manectric can't really afford to take hits from the numerous physical attackers using Earthquake along with forming a solid Volt-Turn core that lets me keep up momentum.
Scizor @ Leftovers
Ability: Technician
EVs:248 HP / 8 Atk / 252 Def 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
I went with a physically defensive set as without it, this team would be really weak to physical attackers along with giving this team another priority user besides the somewhat frail Weavile. Scizor also works pretty nicely late-game in my few trial runs as well since it can SD up, hit with BP and Roost to gain back health if the opponent lacks a solid attacker. As mentioned above, it also keeps solid momentum as a slow U-Turner that lets teammates like Manectric and Weavile come in without being touched.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Switched out DD T-Tar for Belly Drum Azu at a suggestion from Sobi and having Azu in the back as a late game sweeper has been huge in the few games I've played after the changes. At +6, even resisted Aqua Jets do a whole lot of damage and since the other team has usually been fairly weakened by that point it can almost always OHKO whatever's on the other side thanks to them being worn down.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Ice Punch
- Dragon Dance
Not gonna lie, I've messed around with a lot of different mons in this last spot and while the rest of the team works pretty well, this last one has been a struggle. I've used T-Tar a lot as a scarfer in the past but with Weavile to deal with the Lati twins, I kinda wanted to try a DD set instead of my usual go-to. If you guys could suggest a better choice for this last one I am all ears as this is the one I'm most willing to switch up for some alternate choice.
So there's the team, thanks again for taking the time to look at this and (hopefully) dropping a bit of knowledge to help someone get back into learning the current meta!
Changes from the original team are denoted with strike-throughs and the updated version is in red text.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Since I'm getting back in, I wanted to synergize the team around a mon I've never really used before in Weavile. With a nice priority move in Ice Shard, a solid utility move in Knock off and immense speed, Weavile is just nice to do a whole lot of damage before it gets knocked out thanks to its low defenses and weakness to hazards. I ultimately chose to go LK over Poison Jab or Pursuit after finalizing the team since I've got a couple decent checks to Fairies and the lati@s twins already and I was a bit weak to opposing Heatran without it.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
With Weaville's weakness to hazards, hazard removal was really necessary and Latios also does a great job of dealing with Keldeo who pretty much walls Weavile along with a few other fighting mons similar to that.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
-
- Stealth Rock
SpDef Heatran is one of my favorite pokemon in the game and just works really well on most teams and the balloon makes sure that I can get up rocks, after that Toxic can wear down the opposition and
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
- Volt Switch
After looking at the rest of the team, bulky waters were already looking to be a problem with Energy Ball from Latios being my only way to wear them down. The set is basically the standard M!Manectric set and this mon works really well with the one below as Manectric can't really afford to take hits from the numerous physical attackers using Earthquake along with forming a solid Volt-Turn core that lets me keep up momentum.
Scizor @ Leftovers
Ability: Technician
EVs:
Impish Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
I went with a physically defensive set as without it, this team would be really weak to physical attackers along with giving this team another priority user besides the somewhat frail Weavile. Scizor also works pretty nicely late-game in my few trial runs as well since it can SD up, hit with BP and Roost to gain back health if the opponent lacks a solid attacker. As mentioned above, it also keeps solid momentum as a slow U-Turner that lets teammates like Manectric and Weavile come in without being touched.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Switched out DD T-Tar for Belly Drum Azu at a suggestion from Sobi and having Azu in the back as a late game sweeper has been huge in the few games I've played after the changes. At +6, even resisted Aqua Jets do a whole lot of damage and since the other team has usually been fairly weakened by that point it can almost always OHKO whatever's on the other side thanks to them being worn down.
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Ice Punch
- Dragon Dance
Not gonna lie, I've messed around with a lot of different mons in this last spot and while the rest of the team works pretty well, this last one has been a struggle. I've used T-Tar a lot as a scarfer in the past but with Weavile to deal with the Lati twins, I kinda wanted to try a DD set instead of my usual go-to. If you guys could suggest a better choice for this last one I am all ears as this is the one I'm most willing to switch up for some alternate choice.
So there's the team, thanks again for taking the time to look at this and (hopefully) dropping a bit of knowledge to help someone get back into learning the current meta!
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