Other Lower Tier Threats (ORAS Edition)

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Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 4 Atk / 200 Def / 56 Spe
Impish Nature
- Synthesis
- Foul Play/Substitute
- Will-O-Wisp
- Seed Bomb/Leech Seed
Gourgeist doesn't see much use in OU or most other tiers for that matter; it is a PU Pokemon after all. However, it has proven to be viable and have niches in OU. Gourgeist-Super and Small are the two formes that are viable, as they can be EV'd to match the stats of their middle forms for the most part. They all have great physical bulk at 122 Defense, Super especially thanks to its 85 HP. Foul Play and Synthesis are great additions to its movepool and allow it to reliably check or counter Mega Metagross, Mega Lopunny, Mega Gallade (check, not counter for it), Landorus-T, Terrakion and Mega Sceptile. Gourgeist can also use Will-o-Wisp and/or Leech Seed to wear down its opponents. Foul Play unfortunately is a bit weak without STAB, but it is one of the more consistent attacking moves that Gourgeist has. Substitute lets it avoid status temporarily and lets it set up on choiced Pokemon like Band Azumarill or Specs/Scarf Keldeo.

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Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 252 HP / 32 Def / 224 Spe
Timid/Jolly Nature
- Synthesis/Substitute
- Leech Seed
- Will-O-Wisp
- Seed Bomb/Foul Play/Protect
Unfortunately, Smallgeist has taken a hit in viability with ORAS. Offensive teams are too fast for it now with it only being able to take on Pokemon like non-Scarf Landorus-T, Excadrill and Azumarill. On top of this, in can do little against stall besides causing some annoyance with Leech Seeds and burns and Magic Bouncers in Mega Sableye and Mega Diancie are becoming popular. Still it could still be viable. Synthesis is less of a requirement on Smallgeist, as it prefers to annoy the opposing team with status quickly. Substitute is a bit more appropriate in this case.

As of now, Gourgeist-Super seems to have gotten better while Small is borderline unviable. Gourgeist-Super should find a nice niche in OU as a wall and burn spreader.

Role: Physically defensive wall / fast bulky support

Replays to come.
 
I'm going to do this on Alomomomomomola Alolomomoomolola Alomololmomla The annoying, bulky luvdisc-like fish thing.




Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA or 232 HP / 24 Def / 252 SpD with Calm or Sassy? if using knock off
Bold Nature
- Wish
- Protect
- Scald
- Toxic/Knock Off

Role: Wishpasser, Cleric, Physical Wall/ Mixed Wall

Alomomola (first try!) is an amazing wishpasser boasting a masssive base 165 HP for passing gigantic wishes to heal worn down teammates. Regenerator is a feather in her cap since when she switches out to pass a wish she also heals herself which is a masssive boon and is something every wishpasser wishes (pun intended) it had. Scald makes Alomomola much less passive than most other wish passers and makes her hard to switch into for physical attackers who fear the infamous scald burn (it happens way too much to be just a 30% chance). Alomomola is an excellent wishpasser in OU which anyone who has used her can vouch for. She may be in RU but she can certainly make a splash in OU.
 
I'm going to do this on Alomomomomomola Alolomomoomolola Alomololmomla The annoying, bulky luvdisc-like fish thing.




Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA or 232 HP / 24 Def / 252 SpD with Calm or Sassy? if using knock off
Bold Nature
- Wish
- Protect
- Scald
- Toxic/Knock Off

Role: Wishpasser, Cleric, Physical Wall/ Mixed Wall

Alomomola (first try!) is an amazing wishpasser boasting a masssive base 165 HP for passing gigantic wishes to heal worn down teammates. Regenerator is a feather in her cap since when she switches out to pass a wish she also heals herself which is a masssive boon and is something every wishpasser wishes (pun intended) it had. Scald makes Alomomola much less passive than most other wish passers and makes her hard to switch into for physical attackers who fear the infamous scald burn (it happens way too much to be just a 30% chance). Alomomola is an excellent wishpasser in OU which anyone who has used her can vouch for. She may be in RU but she can certainly make a splash in OU.
Sorry man, but take a look here. Someone already did alomomola. Take a look at previous posts before doing a pokemon, because someone may have already done it, and that would be a waste of your time. Also, don't depend on the archive in the OP, because sometimes Recreant is not online so she may not be able to update it 24/7.
 
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Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Toxic / Trick Room

Role: Hazard setter/Support

Bronzong's typing and ability give it two immunities and a whopping 9 resistances. This gives it many opportunities to switch in and set up hazards, or to check a few common threats like Mamoswine, physical M-Altaria, M-Sceptile, and M-Diancie. It is a good fit on stall teams due to the number of switch-ins it gets, and is an especially good fit on Trick Room teams. Bronzong's bulk allows it to set Trick Room reliably, often multiple times per game. Earthquake is there to deal with Mag and Heatran on the switch.
 
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Sorry man, but take a look here. Someone already did alomomola. Take a look at previous posts before doing a pokemon, because someone may have already done it, and that would be a waste of your time. Also, don't depend on the archive in the OP, because sometimes Recreant is not online so she may not be able to update it 24/7.
It appears when looking through the thread my computer glitched past a page which just happened to be the page alomomola was done on. sorry man ):
 
Since there don't appear to be any objections, I'm doing Amoonguss now.

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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Foul Play / Hidden Power Fire / Stun Spore

Role: Spore abuser, defensive pivot, annoying bastard in general

Due to having the only 100% accurate (barring other grass mons) sleep move, good defensive typing that includes Toxic immunity, solid 114 / 70 / 80 bulk, and Regenerator, Amoonguss is arguably the best defensive pivot in any tier it's legal in. The EV spread allows it to handle, among other things, Thundurus, Azumarill, and Keldeo with little trouble (plus having SE STAB against the latter two), while being able to heal itself by switching out in the event of a crit or a mispredict. While there's a good chance that you will only get to use Spore one time per battle, the mere threat of it is enough to force quite a bit out, which you can capitalize on with a double switch, while healing Amoonguss in the process. Giga Drain gives it some healing should switching be impractical or impossible. The other moves are up to preference and team need, and you can mix and match them as necessary.
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Sleep Talk
- Calm Mind

Role: Physical Wall/Late-Game Sweeper/Status
Absorber


While it may be annoying to some people, Suicune remains an extremely effective threat in the physical meta that is the OU tier. Thanks to its high HP stat and sheer bulk, Suicune is able to sponge up hits from physical heavy-hitters such as Mega Lopunny (taking ~35% from High Jump Kick), Mega Gallade (taking ~40% from Close Combat) and Mega Metagross (taking ~33% from Zen Headbutt and ~42% from Thunder Punch), it can cripple the opponent through burning them with Scald and set up on them, proceeding to plow through their entire team. Through doing this, it functions as an amazing physical wall, status absorber and potentially a late-game sweeper. Suicune also fares well against stall, as it can absorb Toxic and proceed to set up with Rest+Sleep Talk.

It really is a wonder why Suicune is hardly seen in the OU tier; nevertheless, this underrated threat continues to be just that...a threat.
 
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why people reserve things

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Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Role: Unaware Wall
For the most part, you could say that Quagsire is a bit forgotten. It posses the great ability in Unaware, which basically is the middle finger to all setup sweepers (namely Mega Altaria, which can't really do much to Quagsire because it's sorta weak without a boost). It's got a great defensive typing, leaving it weak to only Grass-types, and has reliable recovery in Recover. It spreads status around without a damn in the world, and it can be tedious to break through on the physical side. Given its respectable 95 / 85 physical bulk that isn't too bad when invested, reliable recovery, great ability, and good typing, Quagsire is really underrated, and it makes no sense why, because it will almost always serve as a good emergency check versus anything that tries to set up.
 
Meloetta
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Meloetta @ Life Orb
Ability: Serene Grace
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Relic Song
- Return
- Close Combat
- Knock Off

Meloetta is a very interesting pokemon. It is able to change between formes, by using the move relic song. This move has a 10% chance to put the opponent to sleep, and is doubled by serene grace to 20%. It can actually be clutch sometimes! Base Meloetta (the green one) has OK stats. It has very good special bulk and special attack, but it's speed and physical bulk is quite lacking. However, it's other form, the pirouette form (the reddish brownish one) is imo a LOT better. Base 128 speed is simply put, fantastic, and combined with 128 attack and a life orb, is pretty scary. Having two high powered STAB moves in the form of return and close combat is also very nice. Knock off is a great utility move, and has decent coverage with fighting. When using this set, try to get in meloetta safely by using a slow u-turn / volt switch, use relic song hope for the clutch sleep to change between formes, and then proceed to nuke everything.
Here are some calcs:
252 Atk Life Orb Meloetta-P Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 671-790 (104.5 - 123%) -- guaranteed OHKO
-1 252 Atk Life Orb Meloetta-P Return vs. 0 HP / 24 Def Landorus-T: 153-181 (47.9 - 56.7%) -- 84.4% chance to 2HKO
252 Atk Life Orb Meloetta-P Knock Off (97.5 BP) vs. 4 HP / 0 Def Latios: 328-387 (108.6 - 128.1%) -- guaranteed OHKO
252 Atk Life Orb Meloetta-P Close Combat vs. 252 HP / 88 Def Ferrothorn: 374-439 (106.2 - 124.7%) -- guaranteed OHKO
252 Atk Life Orb Meloetta-P Close Combat vs. 252 HP / 252+ Def Skarmory: 144-172 (43.1 - 51.4%) -- 58.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Meloetta-P Close Combat vs. 248 HP / 116 Def Mega Scizor: 173-204 (50.4 - 59.4%) -- guaranteed 2HKO
252 Atk Life Orb Meloetta-P Close Combat vs. 248 HP / 136+ Def Mandibuzz: 195-230 (46 - 54.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
small nitpick: 252 Speed isn't needed, as it doesn't outspeed anything noteworthy. You only need 236+ to speed tie with Jolly TFlame - you can put the remaining 20 EVs into SpAtk and replace Return with Hyper Voice so you aren't completely worthless when in Aria forme, freeing her up to act as a special tank, while nuking her physical switch-ins (2HKOs Landog + slowbro after rocks). Yes, you lose Fairy coverage when in Pirouette, but the extra flexibility is worth it. Also, replace the Jolly nature with Hasty, you aren't surviving any physical attack anyway.

calcs:
20 SpA Life Orb Meloetta Hyper Voice vs. 252 HP / 0 SpD Landorus-T: 191-226 (50 - 59.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
20 SpA Life Orb Meloetta Hyper Voice vs. 0 HP / 0 SpD Landorus-T: 191-226 (59.8 - 70.8%) -- guaranteed 2HKO after Stealth Rock
20 SpA Life Orb Meloetta Hyper Voice vs. 252 HP / 4 SpD Slowbro: 188-224 (47.7 - 56.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

And that's only her Mixed Relic set, which arguably got worse in ORAS; Melo can also run AV, Offensive CM, SubCM, and special tank. Unfortunately, her real claim to fame, the only relevant Psychic immune to Ghost, isn't prevalent in this Aegislash-less metagame (but still hard-counters Gengar harder than literally any other pokemon).
 
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Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power Fire

Role: Steel-Type trapper / revenge killer
Though OU does have a Steel-trapper in Magnezone, his previous form still has a niche in OU because of his higher speed stat. This allows Magneton to run a choice scarf more effectively than Magnezone, because he can outspeed Greninja and Talonflame (unlike scaf Magnezone). Flash Cannon and Thunderbolt are Magneton's main STABs. Hidden Power Fire is used so Magneton can put his ability Magnet Pull to good use. Volt Switch allows Magneton to act as somewhat as an offensive pivot and applies offensive pressure on your opponents and gains momentum. Magneton compliments Dragons such as Garchomp very well and can form a solid VoltTurn core with the likes of Greninja and Landorus. However, Magneton has stiff competition with Magnezone, because of his better overall bulk. Also, Magneton has much less versatility, as he can only effectively run a Scarf set and Magnezone has the luxury of also running Specs.
 
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Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power Fire

Role: Steel-Type trapper / revenge killer
Though OU does have a Steel-trapper in Magnezone, his previous form still has a niche in OU because of his higher speed stat. This allows Magneton to run a choice scarf more effectively than Magnezone. Flash Cannon and Thunderbolt are Magneton's main STABs. Hidden Power Fire is used so Magneton can put his ability Magnet Pull to good use. Volt Switch allows Magneton to act as somewhat as an offensive pivot and applies offensive pressure on your opponents and gains momentum. Magneton compliments Dragons such as Garchomp very well and can form a solid VoltTurn core with the likes of Greninja and Landorus. However, Magneton has stiff competition with Magnezone, because of his higher power. Also, Magneton has much less versatility, as he can only effectively run a Scarf set and Magnezone has the luxury of also running Specs.

I know this isn't anything formal, but you should make it clear that Scarf Magneton is relevant only because outspeeds Greninja and Talonflame.
 
Dugtrio has always been an interesting pokemon. It has been switching between UU and OU before it settled in RU and XY. Dugtrio has its usage to trap many annoying pokemon like Heatran, Bisharp and Tyranitar. Dugtrio has in my opinion two great sets

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Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Memento / Sucker Punch

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Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
IVs: 21 HP
Jolly Nature
- Earthquake
- Stone Edge
- Reversal
- Memento / Sucker Punch / Stealth Rocks

Role: Support (Trapper)

Dugtrio's stats doesn't really make it a OU worthy pokemon. 80 attack and 120 speed are his highest stats and he is as frail as Smeargle. He does have a very nice niche in Arena Trap, making him able to trap everything without Levitate, a flying typing or a ghost typing.
The first set focusses on hitting many pokemon for heavy damage. An Earthquake from Dugtrio does exact the same amount of damage as a Earthquake from a 252 Jolly Landorus-Therian, but Arena Trap makes sure opposing Heatrans, Magnezones and Tyranitars can't just leave and come back later. The second set focusses on hitting many pokemon for at least unresisted damage without relying on the weak Aerial Ace. 21 HP IVs gives Dugtrio 201 HP EVs, so 2 seismic tosses gets him at 1 HP where his Reversal is at max power. Dugtrio can do heavy damage when he has his max powered Reversal and along with its speed he is also a nice revenge killer.
Dugtrio has many possible partners in crime. Clefable, Non-EQ Zard-X and Talonflame all love it when Heatran is gone. Latios and Mega Scizor neither like Heatran and like Magnezone and Bisharp/Tyranitar gone so they can't be trapped themselves. The sash set likes defog support, especially when paired up with Zard or Talonflame. Because Dugtrio is frail, a slow volt turn or u-turn is nice, it does not only give it a free switch, but it also pops air balloons which prevents Dugtrio trapping opponents.
Some nice teammates: Scizor has a slow U-Turn, can give defog support and likes when Magnezone is out of the way. Lati@s gives Defog Support, likes pursuit trappers gone and can give Dugtrio a second chance with Healing Wish support. Celebi has Baton Pass for momentum, also doesn't like Pursuit trappers and it can take on pokemon where Dugtrio has problems with like Latios. Talonflame likes Heatran gone and can give it free switches with banded U-Turn.
 
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Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 SpD
IVs: 0 Spe
Sassy Nature
- Gyro Ball
- Toxic
- Pursuit / Shadow Sneak / Sacred Sword
- Rest

Role: Wall


Doublade has a unique and very good defensive typing, which lets it check a lot of offensive threats in the OU Metagame, it can counter Mega Gardevoir, Lati@s, Mega Pinsir without EQ, Mega Aerodactyl, Jirachi, Terrakion, Mega Heracross lacking EQ, Mega Medicham and Chansey and can check a lot of threats due to its solid typing and decent defenses after the Eviolite boost. Toxic is used to cripple it's switch ins, mainly Charizard, Landorus-I and Therian, Mega Manectric, Gyarados, Keldeo. Make sure you have something to cover most of these pokemon because they can easily take advantage of Doublade

Since Doublade has low HP / Sdef (59/49), it is very weak to Steel Trappers, it doesn't care about Gothitelle or Wobbuffet since the Ghost typing lets it bypass Shadow Tag
Since it is ghost type, it cannot be trapped at all, which is really good for it otherwise Magnezone/Magneton would just run over it every time
Sacred Sword is optional for hitting Bisharps on the switch in.

It is very weak to Knock Off users, so having something that can easily take Knock Offs and Strong special hits is advised. It also has no reliable recovery, so pairing it up with clerics isn't a bad idea, clerics include Chansey, Sylveon and Clefable. Chesnaught is also a good choice to pair with Doublade, since it deals with most Physical attackers, including Crawdaunt and Bisharp and can even wall Gengar lacking Sludge Wave.
 
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A note to people who post here, if you reserve something, PLEASE DON'T MAKE ANOTHER POST, OR AT LEAST DELETE YOUR OTHER POST. This clutters up the thread a lot, and I might take out reserves all together if people don't fix this. Thank you.

It's only been 2 days. I'll give him another day.
Can I do mega-scep since the guy who reserved it hasn't done it and he reserved it on Tuesday?
Don't double post, and or make useless posts like this one.
Dang it, I was about to do crocune too.....
 
A note to people who post here, if you reserve something, PLEASE DON'T MAKE ANOTHER POST, OR AT LEAST DELETE YOUR OTHER POST. This clutters up the thread a lot, and I might take out reserves all together if people don't fix this. Thank you.

It's only been 2 days. I'll give him another day.

Don't double post, and or make useless posts like this one.
sorry, my bad. I didn't even notice

Reserving Chesnaught then
 
See why most people don't want to host threads yet? :]

reserving Raikou, expect it saturday or sunday
EDIT: dropping Raikou, taking Cobalion instead
EDIT: Cobal's already taken ;_;, taking Wobbuffet

>thinks people read
1.) ctrl+f cobal enter
2.) next page
3.) repeat
(but srsly, reservations are kinda a pain to track, especially is you aren't used to posting in threads with them)
 
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See why most people don't want to host threads yet? :]

reserving Raikou, expect it saturday or sunday
Boltsandbombers beat you to it, but he only has one day left to write it.
And I don't care, I like running this :]
EDIT: Cobalion has also been taken. Read people oml
 
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