ORAS OU [ORAS OU]Smoking Gunz Peaked #1 2047 Elo

SMOKING GUNZ

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What's cracking guys Lifeisaroll here bringing you the rmt of the team that I used to peak 1 with 2047 Elo. This team is designed to be able to do well against every kind of match up including stall which is often the predominant gamestyle of high rated players. So without any further ado let's jump into this like a Mega Medicham on a Chansey.

THE TEAM

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BUILDING PHASE

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I have chosen this offensive core because it is incredibly powerfull and fully capable of destroying walls.

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This is the defensive volt-turn core that will gain the momentum we need and bring in safely our strong attackers.

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Finally we have what in my opinion are the best two mons for dealing with hazards in offense oriented teams.

IN DEPTH ANALYSIS

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Something To Fear (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Bullet Punch

The name says it all. With a fearsome 656 attack stat and a decent speed after mega evolving, this monster can take a kill everytime it gets into the field leaving smoking holes in the enemy team. An adamant nature is chosen to maximaze its power.

Fake out is a very usefull +4 Priority to mega evolve this boss and also acquire precious informations about the enemy mons. You can tell the enemy set you are facing judging on the Fake Out damage e.g. defensive Landorus-t or scarfed, Tank Chomp or offensive lead etc. It can also be used to revenge kill faster mons in conjunction with Bullet punch.
High Jump Kick is simply brutal, most of the time something is gonna die.
Ice Punch is the coverage move of choice to ohko walls like Tank Chomp, Gliscor and even Landorous-T after one Fake Out or Stealth Rock damage.
Bullet Punch is the second priority move avialable at all times which makes Mega Medicham even a stronger lead as it can ohko Diancie from full and Weavile after Fake Out.

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Too Far Gone (Hoopa-Unbound) @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Trick

The few things that can wall Medicham's assault like Slowbro, Mew and Reuniclus will get ohko by Hoopa-U. It is basically the second nuker of the team with its ridicolous 658,5 special attack stat. It also has a remarkable special defense bulk that allows it to take a +3 Manaphy Scald and a Charizard-Y Fire Blast under the sun.

Dark Pulse is the main stab that hits very hard, it 2hkos specially defensive Heatran after Stealth Rock damage.
Psyshock is the second stabbed preferred option to Psychic since it takes down Chansey that otherwhise walls the set.
Focus Blast is the mandatory coverage for mons like Tyranitar and Ferrothorn that can strike back and kill Hoopa-U.
Trick can be used when the Choice Specs item is not needed to cripple annoying walls.

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Thank You (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off


This fast bird can gain momentum and hit hard. The Assault Vest allows it to switch into powerfull special attackers like Keldeo or the Lati twins, forcing the switch and creating opportunities to Hurricane or Knock Off some items.

Hurricane is the powerfull stab move that isn't accurate but it's compensated by the fact that Torn-t will usually have many chances to fire some of them off thanks to his speed.
Heat Wave is the coverage move chosen for the likes of Skarmory, Ferrothorn, Scizor, Klefky, Jirachi, Bisharp, Metagross and Magnezone.
U-Turn is essential to create the Volt-Turn core.
Knock Off takes this monster to the next level since having the possibility to remove items is huge.

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Always Accountable (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Rotom-W completes the Volt-Turn core and checks the bird spam. It can also be a situational switch-in to Keldeo or Starmie if the pressure on Torn-T is too high. 44 points in speed are invested to always outspeed Azumarill that can be very dangerous due to the access to Belly Drum.

Volt-Switch is to gain momentum and complete the core.
Hydro Pump can do cheap damage taking down offensive mons like Talonflame and Diggersby or other walls such as Gliscor, Landorus-T, Hippodown and Heatran.
Thunder Wave is used to stop mons like Mega Charizard-X, Mega Alakazam or Kingdra allowing other members of the team to kill them easily.
Pains Split is to gain health back.

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No Sanctuary (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 168 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Garchomp is probably the best defensive setter choice for offense oriented teams, making contact with it will cause the enemy to suffer a lot of damage by the combination of Rough Skin and Rocky Helmet. It doens't end here, with Stealth Rock and Dragon tail it can act as a stallbreaker or drag in mons that will take significant damage from rocks. 100 speed is to outspeed opposing Tank Chomps that are very common while manteining it's bulk.

Earthquake is the main stab that even uninvested is able to do some decent damage to offensive mons.
Dragon Tail is the main move of the set, it offers the possibility to force in the field mons that don't want to take Stealth Rock damage.
Fire Blast is the coverage move used to kill a potential Scizor that tries to set-up on us or to finish off weakened walls like Ferrothorn or Skarmory.
Stealth Rock is there because hazards are key to success in the game.

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No Way Out (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Excadrill is the spinner and a solid win condition after that the flying types are removed, possibly with a Medicham's Ice Punch. It is also a good offensive pivot since it can easily switch in electric types like Raikou. Finally thanks to Mold breaker it can hit with earthquake mons with levitate like Rotom-Wash, the Lati twins, Hydreigon or Shedinja that otherwise would result immune. A jolly nature is chosen to outspeed threats such as Mega Altaria at +1, Adamant Mega Charizard-X at +1, Feraligatr and Gyarados at +1, Mega Alakazam, Mega Manectric, Mega Lopunny, Mega Aerodactyl, Mega Beedrill, Choice Scarf Hoopa-U and Choice Scarf Heatran.

Earthquake is a very strong stab that can sweep once flying types are removed and walls weakened.
Iron Head will make faries cry and pop like balloons.
Rock Slide can revenge kill Threats like Mega Charizard-Y, Mega Pinsir or Thundurus.
Rapid Spin is to remove hazards.


All the threats listed can be very well handled if the match is played correctly.
Also note that a lot of them can be revenge killed by Excadrill and the biggest one has low usage in the tier.

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The number one threat of the team, thankfully with a low usage. Tank Chomp is the best way to deal with it, setting up rocks early in the game and hopefully dragon tailing it out. Try to never let it Quiver Dance.

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This thing is very annoying to deal with, when the opponent chose it as leader, I usually let Rotom-W take the burn and Volt Switch to Hoopa-U that has a good chance to kill it with a Dark Pulse at that point. Generally the idea is to force it to recover the way you can bring in Hoopa-U safely.

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His usage is almost non existent in OU but you'd better do not understimate this one. Like with Volcarona the goal is to never let it Dragon Dance or you will be in troubles becouse Mold Breaker ignores Rotom-W's Levitate and Tank Chomp gets smacked by the dragon stab.

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Even with Thunder Wave on Rotom-W, this dragon is still very threatening for his incredible power. If you face one of those, keep Rotom-W healthy for an unexpected Thunderwave and use Garchomp the best you can (unboosted Dragon Claw is never gonna ohko from full barring the crit).

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To beat this flying moster set rocks as soon as possible and try to dragon tail it out.

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This one has generally speaking very few switches in so it is important to always keep the offensive presence with Mega Medicham on the field in order to prevent it from doing serious damages. The same goes with other powerfull hitting mons like Mega Diancie, Mega Gardevoir, Kyurem, Kyurem-B and Weavile.

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Our answer to it is Garchomp. If Mega Lopunny hits Chomp it will be now in range of Mega Medicham priorities. Best is to bring the tank on the Fake Out.

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The combination of Glare and the ability of Contrary is broken, it can easily paralize our best switch in: Torn-t.

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It can go for the stabbed Earthquake or Return so you have to make the right prediction and go either Rotom-W or Garchomp. It should never be able to Sword Dance.

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It needs to be predicted accurately, specially the mixed version. The best scenario is to go Excadrill on the electric type move, but you risk the Knock Off or the Focus Blast / Superpower so be careful.


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Even tho we can interrupt his Volt Switch, it must be predicted right. Flamethrower / Overheat and Hidden Power Ice can punish our Excadrill and Garchomp switches in, so you have to play around it.

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Always try to predict his switch in and anticipate it with Torn-T.

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It will probably put one of us to sleep, in that case chose the less usefull mon for the game.

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Something To Fear (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Bullet Punch

Too Far Gone (Hoopa-Unbound) @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Trick

Thank You (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Always Accountable (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

No Sanctuary (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 168 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

No Way Out (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
-Shoutouts to Sunding (http://www.smogon.com/forums/members/sunding.268987/) who helped me with the graphic-
 
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Ehy Man :)
Solid team, but i think that there are things to improve. This Team is really weak to Charizard X that destroy your team really easily because you have only Rotom that can helps against it with Thunder Wave. My suggest is to try Landorus-T>Garchomp Landorus helps you against this problem in addition to check Lopunny.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
now that you have Landorus-T that helps against Sand Team, my suggest is to try Assault Vest Raikou>Rotom Raikou helps your team against more problems, first of all check Manectric/other Raikou that are really annoyng for your team, because you have only Excadrill that however can't swich-in. In addition check Charizard Y that destroy your team ah and check Manaphy that is annoyng.
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Shadow Ball
The team is also weak to Bisharp, a good option is to try Substitute on Medicham that helps you against this problem.
Something To Fear (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Substitute
Summary of the Changes:
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>
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>
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  • Substitute on Medicham
Team Complete
No Way Out (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin


Thank You (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Shadow Ball

Something To Fear (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Substitute


Too Far Gone (Hoopa-Unbound) @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Trick
Hope help you and good evening! :)
 
Hey guy, nice team and grats for your peak on the ladder :]

I just noticed that u were a bit weak to Diancie-Mega, which can just Earth Power Drill once and then spam Moonblast, so i suggest a spread of 252 HP / 164 Def / 76 SpD / 16 Spe on Garchomp, which allowed you to have more chances to tank at least one hit if u have the roll...

252 SpA Mega Diancie Moonblast vs. 252 HP / 76 SpD Garchomp: 380-450 (90.4 - 107.1%) -- 43.8% chance to OHKO

...and click Earthquake to destroy him.

0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Mega Diancie: 252-296 (104.5 - 122.8%) -- guaranteed OHKO

This spread also give you a Zardy check, which can be difficult to handle otherwise.

Hope i helped :]

EDIT: _Astral_ suggestions are also great :)
 
Hey guy, nice team and grats for your peak on the ladder :]

I just noticed that u were a bit weak to Diancie-Mega, which can just Earth Power Drill once and then spam Moonblast, so i suggest a spread of 252 HP / 164 Def / 76 SpD / 16 Spe on Garchomp, which allowed you to have more chances to tank at least one hit if u have the roll...

252 SpA Mega Diancie Moonblast vs. 252 HP / 76 SpD Garchomp: 380-450 (90.4 - 107.1%) -- 43.8% chance to OHKO

...and click Earthquake to destroy him.

0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Mega Diancie: 252-296 (104.5 - 122.8%) -- guaranteed OHKO

This spread also give you a Zardy check, which can be difficult to handle otherwise.

Hope i helped :]

EDIT: _Astral_ suggestions are also great :)
Hi Teclis thanks for your suggestions. Mega Diancie is not really a problem since we have Bullet Punch for it. When you face one keep Mega Medicham in the field to maintain the offensive presence at all times preventing it from using Moonblast that as you showed can easily ohko the Garchomp version you suggested. As far as Mega Charizard-Y is concerned rocks are key to take it down and the full physical Tank Chomp variant I use can still take a hit from it so I would still stick to that. Keep in mind that offensive teams like this one never really have an answer to every possible threat (actually neither stall does) so I think we are good :)
 
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Ur team is weak af to zardY if he wins the speed tie against medicham, tehn avoids rockslide from excadrill and after crits hoopa, while tornadus T misses hurricane.
You should know better than anyone that life is a roll!!!!
Grats man, I don't see any flaw, maybe HO can pressure ur slow strong attackers, but with torny and scarf exca it's ez. Great team, u beat my hail team with it so it is strong, cuz you know by now nobody beats my hail teams without skill ( what? if I'm kidding you? What the hell do you mea...) :]]
 
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