That's right, I'm basing a team around fluff. Because who doesn't love Mega-Altaria... besides everyone who has to battle against it?
Disclaimer: I've been playing on showdown (and lurking/giving advice in competitive tutoring room) for years, but I've never really made a foray into smogon forums. I figure now was about the right time but I'm still pretty new, so I'll probably be making formatting edits as I learn more.
Team Line-up
In Depth
Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell
Overview: Bulky Dragon Dance Sweeper
Full Analysis: Mega-Altaria is included because it's what the team is based around... and its also manages to be amazing and fluffy and still good at beating fools senseless. It provides the main offensive presence on the team in the late game, but I'm not just using it as a win condition, because I figure that if I find something good to set up on half way through the battle there's not reason not to lose it in a good exchange. The set is very standard bulky offense, and I'm running Heal Bell over Earthquake because I value my attack and speed stats (burn/paralyse) more than extra coverage, and because it has worked WONDERS in a most of the battles I've played with the team so far.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Rash Nature
- Earth Power
- Iron Head
- Fusion Bolt
- Ice Beam
Overview: Special-based Mixed Wallbreaker
Full Analysis: I added Kyurem-Black next because I figured it worked well with Mega-Altaria, though I don't remember quite why. Kyurem-Black supplies my team with great wall-breaking ability, especially on with the sometimes unexpected power of its special moves. It clears though some issues to Mega-Altaria (such as Heatran/Rotom-Wash/Other bulky water and steel types). This set is also fairly standard, running iron head over a dragon move to give fairies a bit of a hard time.
Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Overview: Special Scarf
Full Analysis: Keldeo is currently S rank for a reason, and I included it to use its great speed and revenge killing ability. As such, it handles quite a few fast threats that I might otherwise have issues with, and helps me out a bit against those pesky steel types (especially Heatran). The set is also super standard (not sure if you're starting to see a pattern here). Icy Wind was chosen over Hidden Power Electric because I already have Kyurem-Black.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
Overview: Physical Attacker
Full Analysis: I included Bisharp as a powerful physical attacker because I already had 2 special attackers (which at this stage in team creation is highly unusual for me, at least in ORAS) and because I lacked priority. Bisharp proves a great attacking dark type, my only knock off user, and the most reliable fairy check on my team, as well as having the potential to be devastating if set up. I chose Swords Dance over Low Kick/Pursuit because I would prefer to have the potential to set up on good match-ups or predicted switches than to trap or add a small amount of coverage.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Psychic
- Hidden Power [Ice]
Overview: Special Attacker
Full Analysis: I chose Landorus because I had no ground types so far, and I value its great special movepool and power very highly. It provides consistently powerful special attacks against a range of threats, as well as cracking the 100 base speed tier (something my other unlocked special attacker, Kyurem-Black, fails to achieve). Ice has always been a great attacking type and Hidden Power Ice gives Landorus the ability to check the Dragon-, Flying-, and Ground- type pokemon that OU tends to contain. Sludge Wave is necessary to hit bulky Grass- and Fairy- type pokemon, something that my team tends to struggle with otherwise, and Psychic is my only move to deal with Mega Venusaur as well as various Fighting-types. This set does mean I lose out on Focus Blast, something I've used very consistently on Landorus in the past, but I think the other moves are much more necessary, and I have Keldeo to make up for it usually.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Protect
- Gyro Ball
Overview: Physcial Wall, Defensive Pivot, Azumarill counter (becasue otherwise I get wrecked by that monster)
Full Analysis: I chose Ferrothorn because I had no other pokemon that I wanted to have entry hazards on, and because my team was lacking defensive options. Ferrothorn is necessary for my team to have something to switch in to powerful physical attackers, such as Azumarill, as well as providing a much needed counter to aggressive fairies (such as Azumarill). This set is designed to make Ferrothorn as long lasting as possible with Leech Seed/Protect, to set up rocks, and chip away with gyro ball, which has the added bonus of coming in handy against Dragon Dance set up.
The General Team Idea
This team basically revolves around Mega-Altaria: the pokemon are either designed to take out its counters and let it set up in the late game, or to benefit and close the match out after Altaria has crippled the opponent's team. Every pokemon on the team is high quality and highly capable of doing its job, as evidenced by the fact that they're all in or above the A ranks on Smogon's OU viability ranking. My play style tends to lean towards a cross of bulky offense and hyper offense, and I think it shows with my pokemon and set choices.
Conclusion
This is the first team in ORAS that I've created that I'm actually happy with in battle. I've recently come back from a 3-4 month break from competitive battling because the issue of not liking the teams I was using was so frustrating, and while I appreciate what this one does (as well as somehow managing to put in as many S rank pokemon as physically possible without actually checking the rankings) it has some issues that I was hoping to fix/get help with.
For example, I'm sure many of you have noticed long before now that I don't have a Spinner/Defogger, and while this isn't too much of an issue for anything other than Kyurem-Black and Altaria before it Mega evolves, I still don't appreciate taking all that free damage. Furthermore, I often feel that my lack of innovation with sets/pokemon means that my sets are highly predictable, and though I think this is an issue for a lot of ~1400 players I'm not sure what to do about it.
Hopefully I'll get some useful feedback from the thread, and to any looking to use my team, enjoy!
All Sets are PS! compatible, full team is here:
http://pastebin.com/hmvjHa0c
Shout-outs:
basedscald - showed me where to get sprites
Edit: V1.1, added some formatting (mostly bold), made the post a bit easier to read.
Edit: V1.2, added sprites, added shout-outs section, changed some outdated information in the intro section
Disclaimer: I've been playing on showdown (and lurking/giving advice in competitive tutoring room) for years, but I've never really made a foray into smogon forums. I figure now was about the right time but I'm still pretty new, so I'll probably be making formatting edits as I learn more.
Team Line-up
In Depth
Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell
Overview: Bulky Dragon Dance Sweeper
Full Analysis: Mega-Altaria is included because it's what the team is based around... and its also manages to be amazing and fluffy and still good at beating fools senseless. It provides the main offensive presence on the team in the late game, but I'm not just using it as a win condition, because I figure that if I find something good to set up on half way through the battle there's not reason not to lose it in a good exchange. The set is very standard bulky offense, and I'm running Heal Bell over Earthquake because I value my attack and speed stats (burn/paralyse) more than extra coverage, and because it has worked WONDERS in a most of the battles I've played with the team so far.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Rash Nature
- Earth Power
- Iron Head
- Fusion Bolt
- Ice Beam
Overview: Special-based Mixed Wallbreaker
Full Analysis: I added Kyurem-Black next because I figured it worked well with Mega-Altaria, though I don't remember quite why. Kyurem-Black supplies my team with great wall-breaking ability, especially on with the sometimes unexpected power of its special moves. It clears though some issues to Mega-Altaria (such as Heatran/Rotom-Wash/Other bulky water and steel types). This set is also fairly standard, running iron head over a dragon move to give fairies a bit of a hard time.
Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Overview: Special Scarf
Full Analysis: Keldeo is currently S rank for a reason, and I included it to use its great speed and revenge killing ability. As such, it handles quite a few fast threats that I might otherwise have issues with, and helps me out a bit against those pesky steel types (especially Heatran). The set is also super standard (not sure if you're starting to see a pattern here). Icy Wind was chosen over Hidden Power Electric because I already have Kyurem-Black.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
Overview: Physical Attacker
Full Analysis: I included Bisharp as a powerful physical attacker because I already had 2 special attackers (which at this stage in team creation is highly unusual for me, at least in ORAS) and because I lacked priority. Bisharp proves a great attacking dark type, my only knock off user, and the most reliable fairy check on my team, as well as having the potential to be devastating if set up. I chose Swords Dance over Low Kick/Pursuit because I would prefer to have the potential to set up on good match-ups or predicted switches than to trap or add a small amount of coverage.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Psychic
- Hidden Power [Ice]
Overview: Special Attacker
Full Analysis: I chose Landorus because I had no ground types so far, and I value its great special movepool and power very highly. It provides consistently powerful special attacks against a range of threats, as well as cracking the 100 base speed tier (something my other unlocked special attacker, Kyurem-Black, fails to achieve). Ice has always been a great attacking type and Hidden Power Ice gives Landorus the ability to check the Dragon-, Flying-, and Ground- type pokemon that OU tends to contain. Sludge Wave is necessary to hit bulky Grass- and Fairy- type pokemon, something that my team tends to struggle with otherwise, and Psychic is my only move to deal with Mega Venusaur as well as various Fighting-types. This set does mean I lose out on Focus Blast, something I've used very consistently on Landorus in the past, but I think the other moves are much more necessary, and I have Keldeo to make up for it usually.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Protect
- Gyro Ball
Overview: Physcial Wall, Defensive Pivot, Azumarill counter (becasue otherwise I get wrecked by that monster)
Full Analysis: I chose Ferrothorn because I had no other pokemon that I wanted to have entry hazards on, and because my team was lacking defensive options. Ferrothorn is necessary for my team to have something to switch in to powerful physical attackers, such as Azumarill, as well as providing a much needed counter to aggressive fairies (such as Azumarill). This set is designed to make Ferrothorn as long lasting as possible with Leech Seed/Protect, to set up rocks, and chip away with gyro ball, which has the added bonus of coming in handy against Dragon Dance set up.
The General Team Idea
This team basically revolves around Mega-Altaria: the pokemon are either designed to take out its counters and let it set up in the late game, or to benefit and close the match out after Altaria has crippled the opponent's team. Every pokemon on the team is high quality and highly capable of doing its job, as evidenced by the fact that they're all in or above the A ranks on Smogon's OU viability ranking. My play style tends to lean towards a cross of bulky offense and hyper offense, and I think it shows with my pokemon and set choices.
Conclusion
This is the first team in ORAS that I've created that I'm actually happy with in battle. I've recently come back from a 3-4 month break from competitive battling because the issue of not liking the teams I was using was so frustrating, and while I appreciate what this one does (as well as somehow managing to put in as many S rank pokemon as physically possible without actually checking the rankings) it has some issues that I was hoping to fix/get help with.
For example, I'm sure many of you have noticed long before now that I don't have a Spinner/Defogger, and while this isn't too much of an issue for anything other than Kyurem-Black and Altaria before it Mega evolves, I still don't appreciate taking all that free damage. Furthermore, I often feel that my lack of innovation with sets/pokemon means that my sets are highly predictable, and though I think this is an issue for a lot of ~1400 players I'm not sure what to do about it.
Hopefully I'll get some useful feedback from the thread, and to any looking to use my team, enjoy!
All Sets are PS! compatible, full team is here:
http://pastebin.com/hmvjHa0c
Shout-outs:
basedscald - showed me where to get sprites
Edit: V1.1, added some formatting (mostly bold), made the post a bit easier to read.
Edit: V1.2, added sprites, added shout-outs section, changed some outdated information in the intro section
Last edited: