Resource ORAS OU Teambuilding

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I'll do scarf latios and calm mind latios since im doing the c&c rn this is gonna be easy

e: you mind if i c/p stuff?
 
13. Custap Skarmory? I thought firehusky did this but I can't find it o.o

He reserved it on the previous page (post 587), on March 25th, but he has yet to do it. If he's still gonna do it, that's fine. If he's not, however, I'll call dibs on it. Anyone watching the viability thread for the past week or so knows that I'd been going on about it (a bit too much now that I think about it) for a couple days.
 
I'll do scarf latios and calm mind latios since im doing the c&c rn this is gonna be easy

e: you mind if i c/p stuff?
Not especially since you're doing the write ups. Just make sure to reformat it so it matches the usual format of the thread if need be.

Edit: As Darth Darkrai said, if someone reserves something and doesn't finish in 48 hours or report any progress on it, you can consider that reservation dropped.
 
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Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Flamethrower / Ice Beam
- Toxic / Thunder Wave
- Seismic Toss

Role: Support, Special Wall

What It Does: Blissey is pretty similar to Chansey. However, there are some key differences. First of all, Blissey can hold leftovers, so it has passive recovery, allowing it to mitigate damage from entry hazards and residual damage such as sandstorm. Blissey is also a much better answer to Knock Off Landorus-I and Gengar. Knock Off Landorus-I can defeat Chansey with some prior damage as Knock Off removes the eviolite, which Chansey is reliant on. Gengar with taunt can easily shut down chansey, but Blissey has usable special attack, allowing it to defeat gengar with flamethrower or ice beam. Flamethrower can be nice to hit scizor on the switch, as well as beating skarmory and ferrothorn. Ice beam allows Blissey to hit pokemon such as both landorus-formes, and garchomp on the switch. Blissey can also pass huge wishes and spread status with either toxic or thunder wave. It's a great answer to many special attackers such as mega sceptile and volcarona.

What Counters It: Many pokemon can defeat Blissey. Unlike chansey, blissey cannot utilize eviolite, so it has very poor physical bulk. Pretty much every decently strong physical attacker can 2HKO blissey. Special attackers such as keldeo that have moves such as secret sword that can hit on the physical spectrum are also able to defeat blissey due to its poor physical defense. Pokemon with taunt such as Talonflame or Mega Gyarados can also shut down blissey and slowly wear it down or set up on it.

Any Additional Info:
Blissey is very similar to chansey and should be used when your team has a weakness to knock off landorus-I or gengar, as it handles those two threats much better than chansey can.
 
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Finished Mega Blastoise. I've bolded the names of some Pokemon because I am aware that I tend to ramble a bit in these descriptions.

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Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Hydro Pump / Scald / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam

Role: Hazard Remover, Tank

What it does: Mega Blastoise's main role is to spin away hazards. Initially it seems that there are lots of better options, but Blastoise is not outclassed by any of them because it has the niche of being able to beat every common Spinblocker in the game one-on-one, thanks to Dark Pulse in particular. The second moveslot depends on what you want to get out Blastoise: Hydro Pump is your strongest option (despite Water Pulse getting the Mega Launcher boost), Scald is a good move to fish for burns and compliments Blastoise's titanic defence, and Water Pulse is a reasonably powerful move with a nice chance of Confusion. The last slot is up to whatever you need. If Pursuit trappers / Dark or Steel types generally are giving you hell, Aura Sphere is the way to go. Conversely, Ice Beam nails Garchomp and gives you a line of defence against irritating Grass types such as Breloom.
Mega Blastoise is also a very underrated tank - it can check most of OU surprisingly well. Notable examples are Lando-I and Mega Metagross, regardless of what moves they're running, which should give you a good idea of the bulk this monster has. Bear in mind that with no method of self-recovery at all, Blastoise should not be used as a catch-all check and you should not overly rely on it, but if you use it cleverly and with the right support it will pay dividends.

Good teammates: Blastoise excels on bulky-offence and offence generally, covering two very important roles for the archetypes very well. (keep in mind hyper offence gets more mileage with faster Megas such as Lopunny and Manectric) I will also make the point of emphasising clerics. They're pretty much mandatory with Blastoise, who is dead weight without them. Clefable stands out due to it's sheer usefulness and great defensive synergy, though a defensive Togekiss is surprisingly effective in my experience, even if Cleric is a little unorthodox. Grass Types compliment Blastoise greatly, and likewise. Three notable examples are Breloom, Celebi and Tangrowth. Breloom and Blastoise are great for pounding at each others checks (and gives Blastoise an excellent reason to use Ice Beam over Aura Sphere if you wish); NastyPass Celebi is especially effective with Aura Sphere Blastoise as it can pass Nasty Plots to Blastoise to raise it's already huge firepower even further, whilst also leaving Pursuit trappers to Blastoise; Tangrowth is a nice defensive partner, who can pivot into Blastoise and vice versa with reasonable ease and sponge hits from each others checks reasonably well. If you're using this core, Ice Beam is what you want to use in the last slot unless you're really Bisharp weak.

What counters it: that's a good question to be honest. Most of Blastoise's "counters" have to tread very carefully in order to come in safely, most likely on a predicted Rapid Spin, and are dependant on what you run in the last slot. Some Pokemon to watch out for are Charizard Y, who outspeeds and 2HKOs with Solar Beam (even Scald can 2HKO in Sun, but unfortunately Blastoise is outsped), Raikou (any set; Specs gets special mention as it illustrates that Blastoise can only 2HKO with Hydro Pump whilst Thunderbolt OHKOs), Mega Manectric, Mega Altaria (if not using Ice Beam), Zapdos and Thundurus. Bear in mind that there are some powerful hitters that Blastoise can only switch in on if you're lucky or get a good predict, such as Gengar, but remember that they can't switch in either. Also beware of Pokemon that are faster than you generally.

Any additional info: Blastoise, due to having no recovery and often coming in on hazards, is very easy to wear down and that's really it's ultimate shortcoming. So you want to play it carefully, keep it as healthy as possible and, I can't stress this enough, don't be tempted to rely on it excessively. Have backup checks to mon you struggle against and try and focus on only using Blastoise to check certain Pokemon. Always be aware that you're going to be sending it in on hazards most of the time and it will rack up damage therein.
 
Choice Scarf Gengar

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Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Trick / Icy Wind

Role: Revenge Killer/Spinblocker

What it Does: Gengar has tons of options to chose from in terms of movepool and potential sets, and this is another display of his abilities. Choice Scarf Gengar hits 525 Speed, enough to outspeed the entire unboosted OU metagame. Gengar's Ghost typing also lets it spinblock Excadrill and Starmie. Shadow Ball is the primary STAB, hitting most things for at least neutral damage. Focus Blast hits the Normal and Steel types that are immune/resist Shadow Ball, such as Chansey, and nails Pursuit-trappers like Bisharp and Tyranitar on the switch. Sludge Wave is the secondary STAB and nabs Fairy types such as Clefable, Azumarill and Mega Gardevoir. Trick is used in the last slot to cripple stall mons, but Icy Wind can also be used to hit the Landorus-Therian switch, cleanly KOing Scarf variants, while dealing 75-89% to defensive variants.

Good Teammates: Choice Scarf Gengar is a good fit on hyper-offense teams, as it can spinblock while still pressuring the opponent. It's spinblocking capabilities are also right at home on bulky spike-stacking teams that rely on Gengar's speed. Gengar is pretty self-sufficient, but is prone to being pursuit-trapped, so having answers to Bisharp and Tyranitar is a must. Gengar also struggles to break through Chansey, so strong Fighting types such as Conkeldurr and Knock Off users are also good bets. While ironically Gengar's worst enemy, Bisharp appreciates Gengar's ability to remove Keldeo, and the two form a formidable anti-hazard removal core with Bisharp blocking Defog.

What Counters It: Due to Gengar's outstanding coverage, this list is pretty slim. Chansey hard-counters Gengar if running Dazzling Gleam, but is crippled by Trick. Bisharp and Tyranitar can switch in on a predicted Shadow Ball or Sludge Wave, but both fall to Focus Blast. Landorus can take any attack and set up Rock Polish, and Specially Defensive Talonflame can take any hit as well. Priority users such as Scizor, Talonflame, and Azumarill cause Gengar a headache as well.

Any Additional Info: Scarf Gengar is extremely prone to begin Pursuit-trapped, so a way with dealing with this is vital. Scarf Gengar is also very-prediction reliant, be aware of this.
 
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unslash Dazzling Gleam, its not that good tbh. Trick/Icy Wind is 100x better than beating sableye, besides sableye usage is decreasing and there are other viable ways to beat it such as spdef gliscor and clefable.

e: latios is coming, dw, just need to finish up scarf latios
 
What To Use:
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Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 164 Def / 36 SpA / 56 SpD
Calm Nature
- Scald
- Psyshock
- Fire Blast
- Dragon Tail / Ice Beam

Role: Pivot, Special Tank

What It Does: Slowking holding an Assault Vest is a tremendous special tank that can stand up to Modest Landorus-I’s Earth Power without much trouble and is even a solid switch-in to Latios’ Draco Meteor. Slowking acts a great check to a variety of special attackers and some physical attackers such as Mega Metagross and Mega Lopunny as well. STAB moves are obvious, while Fire Blast hits Ferrothorn, Skarmory and Mega Metagross. Dragon Tail is very useful for phasing things like Manaphy (Slowking tanks a +3 Energy Ball), but Ice Beam is an option to better threaten Landorus, Gliscor and hit dragon types harder. Use Slowking as a pivot switch into powerful special attacks and then retaliate or double switch to get a better matchup.

Good Teammates: Hippowdon is a great partner to Slowking because it can check the electric and dark types that threaten Slowking and Slowking can switch into strong special attacks that Hippowdon doesn’t want to stomach. Mega Altaria has great type synergy with Slowking, resisting all of its weaknesses bar Ghost and Slowking resists Ice and Steel while also checking Mega Metagross which is a big threat to Altaria. Heatran and SpDef Talonflame both check Grass types for Slowking and counter Clefable which is basically a free switch-in to Slowking, and Slowking can take water type attacks for these two.

What Counters It: Magic Guard Clefable sets up on Slowking not fearing burns and can’t be phased out by Dragon Tail. Celebi doesn’t mind burns thanks to Natural Cure and has more than enough bulk to survive 2 Fire Blasts while being able to weaken Slowking with Giga Drain. Other status absorbers like Chansey, Suicune and Rest Politoed can simply status Slowking without fearing Scald burns. NP Togekiss can set up Nasty Plots since it can’t be phased and usually carries Heal Bell and Roost as well. While Slowking has decent coverage, water types in general fear nothing more than Scald burns. Also Slowking does not have the defenses of his brother, so needs to fear Pursuit trappers like Tyranitar a lot more. Also pretty much any physical attacker with a STAB super effective move is a serious threat to Slowking.

Any Additional Info: The EV spread is designed to always survive a 2HKO from Modest Landorus’ Earth Power with Sandstorm + Stealth Rocks, while also surviving a 2HKO from Timid Zard Y’s Solar Beam without SR on the field. 36 SpA EVs ensure Fire Blast always 2HKOs Mega Metagross and the rest is poured into Defense to give it a better chance to stand up to Mega Lopunny. There are alternate EV spreads out there depending on what your team needs. Power Gem is another option to hit Charizard Y more effectively.
 
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"jet fuel can't melt steel beams"
252 SpA Life Orb Latios Hidden Power Fire vs. 248 HP / 176 SpD Mega Scizor: 291-343 (84.8 - 100%) -- 81.3% chance to OHKO after Stealth Rock
GET REKT imo

Lol on a serious note I got CM Latios and Scarf Latios here.

"CALM MIND"

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

Role: Set up sweeper, Balance breaker, Wallbreaker

What it does: This set functions as a great balance-breaker. With Calm Mind, Latios both hits hard and takes special attacks more easily, improving its match-up against stall and balance playstyles, its usual checks such as Skarmory and Clefable will be worn down really easily until the point they become liabilities due to this. Draco Meteor is Latios's most powerful attack, and while it may seem counterproductive to gain Special Attack just to lose it, the raw power of the move is what makes this set so difficult to wall.
Psyshock is there to win Calm Mind wars with opposing Pokemon such as Clefable and Suicune, and hits specially defensive Pokemon such as Chansey harder than Psychic. Roost improves Latios's longevity, and replenishes health lost from entry hazards, status, weather, or direct damage sustained to ease setting up.

252 Special Attack and Speed EVs maximizes Latios's sweeping potential. A Timid nature is used to speed tie with opposing base 110s, such as Gengar, Mega Diancie, and Latias, as well as slower Pokemon such as Garchomp, Manaphy, and Keldeo, and a Life Orb is used to improve the damage output of Latios's attacks. Lastly, 29 HP IVs and 4 Defensive EVs minimizes Life Orb recoil taken.
Good teammates: As Latios despises Dark-, Fairy-, and Steel-types, Pokemon that can effectively check these are prime partners; Fighting-types such as Keldeo and Terrakion check Dark- and Steel-types such as Tyranitar, Bisharp, and Heatran, and Terrakion also has a STAB Stone Edge to hit Fairies with; Fairy-types such as Clefable, Azumarill and Sylveon also deal with Dark-types such as Tyranitar and Weavile, and can weaken Steel-types and opposing Fairy-types for Latios; in Sylveon's case it can lure in and KO Ferrothorn and Skarmory with Hidden Power Fire; lastly Mega Scizor pairs great with Latios as well, boasting the ability to counter Mega Metagross and Ferrothorn, and check most Fairies, whilst in return Latios checks Keldeo.

Wallbreakers such as Mega Charizard X and Mega Gallade aids Latios in breaking down some of its common checks and counters; they both deal with Steel-types such as Ferrothorn and Empoleon through their respective STAB moves, and the former checks Fairy-types such as Clefable whilst the latter deals with Dark-types such as Tyranitar. Lastly, Pivots such as Landorus-T, Tornadus-T and Rotom-W provide free, safe switches for Latios so it can set up Calm Mind more easily, and the repeated pivoting can chip away at some Latios checks.

What checks/counters it:
Steel-types such as Mega Scizor, Ferrothorn and Heatran are prime checks to this set, as they resist of both Latios's STAB moves, and in the former two's case can use Latios as setup fodder for Swords Dance and entry hazards, respectively. However repeated switch-ins to boosted Draco Meteors will slowly chip them away. Aside from Steel-types, fast Dark-types such as Choice Scarf Tyranitar and Weavile are great at taking on Latios, as the former has enough bulk to stomach even two consecutive unboosted Draco Meteors, OHKOes with Crunch or traps Latios with Pursuit, while the latter can switch safely into Psyshock and OHKO Latios with Knock Off. Faster Pokemon such as Talonflame and Tornadus-T can also pick off weakened Latios, or take advantage of Latios's lowered Special Attack to set up, in the case of Talonflame.

Any additional info: Because Latios naturally forces a lot of switches, it gets ample opportunities to set up with Calm Mind. Pokemon such as Keldeo, non-Knock Off Landorus, Slowbro are prime examples, as they cannot do much to Latios. With Calm Mind, Latios becomes increasingly hard to check with Pokemon such as Clefable and Heatran because they get worn down by repeated force switches into Latios's boosted attacks. This set functions great as a wallbreaker and balance breaker, because after multiple boosts it is extremely difficult to switch into Latios. However, remember to keep Latios at decently high health with Roost, to ease setting up, as well as preventing Latios from being worn down by status or damage sustained in the heat of battle. Don't be afraid to nuke Steel-type switch-ins that pose little to no threat to Latios such as Heatran and Skarmory with a boosted Draco Meteor.

"CHOICE SCARF"

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog / Hidden Power Fire
- Trick

Role: Revenge killer

What it does: Equipped with a Choice Scarf, Latios becomes a great revenge killer, capable of outspeeding Pokemon such as Mega Lopunny and Mega Aerodactyl and pick them off when weakened.

Draco Meteor is the key to this set's success, as it is incredibly strong even without a boost and thus is Latios's main move for revenge killing. Psyshock allows Latios to slip past specially defensive Pokemon such as Chansey and Assault Vest users such as Raikou which can otherwise stomach a Draco Meteor comfortably. Next, the choice between Defog and Hidden Power Fire really boils down to necessity and practicality; Defog removes entry hazards from the field in a pinch, and can be used more reliably after Tricking something Latios's Choice Scarf, providing invaluable support to teammates that despise being worn down by entry hazards, while Hidden Power Fire deals with Ferrothorn and (Mega) Scizor, as well as bulky Grass-types such as Celebi without resorting to Draco Meteor. Lastly, Trick allows Latios to cripple defensive Pokemon such as Chansey, Celebi and Clefable by locking them into only one move.
Roost is an alternate to Defog if Defog support is not needed, and increases Latios's longevity and helps Latios check Pokemon such as Keldeo and Celebi more easily.

Good teammates: Especially for this set, wallbreakers such as Mega Gallade, Mega Charizard X and Crawdaunt are great teammates for Choice Scarf Latios to wear down the opposing team so that Latios can pick them off late-game using its high Speed. Mega Scizor pairs great with Latios as well, boasting the ability to counter Mega Metagross and Ferrothorn, wear down the opposing team with a combination of Swords Dance and Bullet Punch, and check most Fairies, whilst in return Latios checks Keldeo.
Similarly, Keldeo is a great partner too, as it checks Dark- and Steel-types such as Bisharp, Tyranitar, Weavile and Heatran for Latios, and the burns it induces on the opposing team wear them down for Latios to pick them off late game. Pivots, both defensive and offensive alike, such as Rotom-W and Tornadus-T, are great at giving Latios free switch-in opportunities.
What checks/counters it: Dark-types such as Tyranitar and Bisharp are great at taking on Latios, as the former has enough bulk to stomach even two consecutive Draco Meteors, OHKOes with Crunch or traps Latios with Pursuit, while the latter can play mind games with Latios through Sucker Punch or Pursuit, and bulkier sets utilizing Assault Vest also avoid the 2HKO from Draco Meteor. Fairy-types such as Clefable, Mega Gardevoir, and Mega Altaria all boast an immunity to Draco Meteor, and have the bulk or typing to take a Psyshock, and can retaliate with a STAB Fairy move. Clefable and Mega Altaria can use Latios as setup fodder with Calm Mind and Dragon Dance, respectively, while Mega Gardevoir downright OHKOes with Hyper Voice. Similarly, Psychic-types such as Celebi, Jirachi, and Cresselia can avoid a 2HKO from any attack because of their good bulk and typing, and proceed to PP and Life Orb stall Latios with recovery or cripple it with paralysis which Latios despises.

This set is incredibly prone to being locked into an undesirable such as Psyshock on Dark-types and thus being Pursuit trapped by the likes of Scizor and Tyranitar.

Any additional info: As this set lacks reliable recovery most of time, it is easily worn down by repeated switch-ins to Pokemon such as Keldeo, so Latios should be preserved as best as possible and practical. This set is capable of crippling any wall that can avoid a 2HKO from Latios, so you should prioritize saving Trick for them, though you can also use this strategy on a setup sweeper or a Pokemon that won't outrun much even with a Choice Scarf.

e: HOLY SHIT THAT WAS 1500 WORDS
 
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"CHOICE SCARF"

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog / Hidden Power Fire
- Trick

Role: Revenge killer

What it does: Equipped with a Choice Scarf, Latios becomes a great revenge killer, capable of outspeeding Pokemon such as Mega Lopunny and Mega Aerodactyl and pick them off when weakened.

Draco Meteor is the key to this set's success, as it is incredibly strong even without a boost and thus is Latios's main move for revenge killing. Psyshock allows Latios to slip past specially defensive Pokemon such as Chansey and Assault Vest users such as Raikou which can otherwise stomach a Draco Meteor comfortably. Next, the choice between Defog and Hidden Power Fire really boils down to necessity and practicality; Defog removes entry hazards from the field in a pinch, and can be used more reliably after Tricking something Latios's Choice Scarf, providing invaluable support to teammates that despise being worn down by entry hazards, while Hidden Power Fire deals with Ferrothorn and (Mega) Scizor, as well as bulky Grass-types such as Celebi without resorting to Draco Meteor. Lastly, Trick allows Latios to cripple defensive Pokemon such as Chansey, Celebi and Clefable by locking them into only one move.
Roost is an alternate to Defog if Defog support is not needed, and increases Latios's longevity and helps Latios check Pokemon such as Keldeo and Celebi more easily.

Good teammates: Especially for this set, wallbreakers such as Mega Gallade, Mega Charizard X and Crawdaunt are great teammates for Choice Scarf Latios to wear down the opposing team so that Latios can pick them off late-game using its high Speed. Mega Scizor pairs great with Latios as well, boasting the ability to counter Mega Metagross and Ferrothorn, wear down the opposing team with a combination of Swords Dance and Bullet Punch, and check most Fairies, whilst in return Latios checks Keldeo.
Similarly, Keldeo is a great partner too, as it checks Dark- and Steel-types such as Bisharp, Tyranitar, Weavile and Heatran for Latios, and the burns it induces on the opposing team wear them down for Latios to pick them off late game. Pivots, both defensive and offensive alike, such as Rotom-W and Tornadus-T, are great at giving Latios free switch-in opportunities.
What checks/counters it: Dark-types such as Tyranitar and Bisharp are great at taking on Latios, as the former has enough bulk to stomach even two consecutive Draco Meteors, OHKOes with Crunch or traps Latios with Pursuit, while the latter can play mind games with Latios through Sucker Punch or Pursuit, and bulkier sets utilizing Assault Vest also avoid the 2HKO from Draco Meteor. Fairy-types such as Clefable, Mega Gardevoir, and Mega Altaria all boast an immunity to Draco Meteor, and have the bulk or typing to take a Psyshock, and can retaliate with a STAB Fairy move. Clefable and Mega Altaria can use Latios as setup fodder with Calm Mind and Dragon Dance, respectively, while Mega Gardevoir downright OHKOes with Hyper Voice. Similarly, Psychic-types such as Celebi, Jirachi, and Cresselia can avoid a 2HKO from any attack because of their good bulk and typing, and proceed to PP and Life Orb stall Latios with recovery or cripple it with paralysis which Latios despises.

This set is incredibly prone to being locked into an undesirable such as Psyshock on Dark-types and thus being Pursuit trapped by the likes of Scizor and Tyranitar.

Any additional info: As this set lacks reliable recovery most of time, it is easily worn down by repeated switch-ins to Pokemon such as Keldeo, so Latios should be preserved as best as possible and practical. This set is capable of crippling any wall that can avoid a 2HKO from Latios, so you should prioritize saving Trick for them, though you can also use this strategy on a setup sweeper or a Pokemon that won't outrun much even with a Choice Scarf.
I'd slash Earthquake with HP Fire or Trick as it allows you to get past Tran, and possibly Tbolt too, allows you to get past Azumarill and Skarm easier.

0- Atk Latios Earthquake vs. 248 HP / 0 Def Heatran: 224-268 (58.1 - 69.6%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Latios Thunderbolt vs. 88 HP / 0 SpD Azumarill: 238-280 (65.5 - 77.1%) -- guaranteed 2HKO

Also don't really see the point of having Defog on Scarf, TrickScarfing just for Defog wastes turns and you're better off using an alternate hazard remover. Getting rid of Defog also allows Latios to revenge more things, mainly Scizor and Azumarill.
 
Yeah, Earthquake on Scarf Latios is almost necessary for very similar reasons to why LO Latios currently runs it (basically being able to tear into nearly every Steel type, and particularly Heatran, better than HP Fire can with the exception of Scizor and Ferrothorn). With Heatran being one of the most popular Pokemon in the tier right now, and with him being able to almost completely wall any Latios lacking Earthquake, even the variants of Heatran that don't invest in defensive stats, Earthquake is really important for Latios to have. And I'm not even sure why you mentioned Defog on the scarf set anyway, since you're usually locked into it after using it. The only way to avoid being locked into it is to trick the Choice Scarf onto something else, at which point you're just left with a weaker version of LO Latios that doesn't even have a third coverage move. So, I'd definitely put Earthquake in as the first move mentioned for the third slot, mentioning HP Fire and Thunderbolt as alternate choices. I'm not sure you even need to change the EVs, since it seems to be a 2HKO on Heatran regardless of how much you put in (unless there's another problem Steel type whose ability to be killed by Earthquake could be improved that I'm not aware of). Probably just make it Hasty to make sure it does a decent chunk of damage to any other Steel types that might switch in.

On a completely unrelated topic, I should have Custap Skarm ready pretty soon.
 
Yeah Earthquake isn't great on Scarf Latios. You can't OHKO Heatran with it and the lack of LO recoil is going to tip your opponent off that something is up so they'll switch into a Ground resist/immunity. Just Trick it the Scarf or carry teammate that can kill Heatran.

Also Defog on it is fine. You're going to have to switch out of stuff anyway and if you've Tricked something already you'll have more freedom to use it. Plus fast Defogs can be clutch.
 
Rain Wallbreaker Omastar

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Omastar @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Scald
- Hidden Power [Electric]/Knock Off


Role: Wallbreaker, Late-Game Cleaner

What It Does: Omastar is one of the best Rain Wallbreakers(if not the best)in the current Metagame, good portion of the Metagame is OKO'd'/2KO'd by Stab Hydro Pump under Rain, including Pokemon that resists it, like Rotom-w, Keldeo, Offensive Starmie, (Mega) Slowbro, Some variantions of Altaria, Breloom, Kyurem-B, and Azumarill Without AV. Ice Beam is used for Hitting Grass type in general,Toxicroak and sometimes the x4 weak. Scald is used for Sweep in Late-Game, or to Hit when the Kill is assured, in the last slot: HP(eletric) can be used to Hit Gyarados and Mega Gyarados, also is more safe then Hydro Pump to hit some Water Types, While Knock Off is used to remove some items in Switchs(like chansey Eviolite and Azumarill AV).
use Omastar only in rain, always use it when someone die. and try to not make it recive a lot of damage, but omastar is also a good check to Talonflame and Birdspam in general, omastar is also good against Sandteams, because can OKO Hippodown and Tyranitar, and the SP.def Buff make omastar live to some special attacks and hit back harder. Apart from this exception, always be sure to have rain when omastar is in battlefield.

Good Teammates: Rain setters, principally Politoed, Mega Swampert make a good core with Omastar, because it can recive priority T-Waves, also can destroy Chansey Who likes to Wall Omastar, Omastar in favor can destroy Physicall Walls like Skarmory, and Take WoW from Sableye. Latias is also good, because can Defog Entry Hazzards away, resists Eletric/Grass/Fighting and have Levitate, also can use healling Wish. Someone that can take Ferrothorn is always wellcome. And Entry Hazzerds Setters is really good with Omastar, because help with the Wallbreaking Process.

What Counters It: Chansey, AV Azumarill, Suicune, Char-Y, Mega Venusaur, and Manaphy can Check Him, Mega Slowbro after some CM, Offensive Breloom, Scarfers Like Landorus-t, Keldeo and excadrill, and priority T-Wave can counter the Lord Helix. Kingdra Can Check and Counter the lovely Omastar, and Av Conkledurr resists a Hydro Pump and Hit Back with Drain Punch(or revenge kill with Mach Punch).

Any Additional Info: The EV Spread, is used to Hit the hardest possible, and with the 252 in Spe, can outspeed Jolly Mega Lop in rain.


Edited by Eckleburg: Kingdra is a good partner cause share the sames Checks and one can remove them slowly, while the other Sweep after this, also Knock Off is more viable then HP(eletric). Cause gyarados can be burned by scald. (If you pretent to use hp, be sure that somenone in your team can check Ground types/Mega zard x./anything that can set up on a hp eletric locked.
 
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Getting to this like two weeks late lol

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Togekiss @ Leftovers / Lum Berry
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Roost
- Aura Sphere / Heal Bell

Role: Stallbreaker

What It Does: Togekiss, by way of its good typing and natural bulk, is able to stallbreak defensive teams pretty easily. Roost provides sustainability and keeps it healthy. Air Slash is a very spammable STAB move that also carries a nice flinch chance as a bonus. Aura Sphere is a good option in the last slot, as it has very good neutral coverage with Flying coverage. Heal Bell can also be used in the last slot to provide team support through status removal, as well as helping Togekiss continue its sweep even through the occasional Toxic. Togekiss operates by boosting up with Nasty Plot and then applying pressure with whatever coverage it happens to have. Heal Bell and Roost keep Togekiss healthy enough to continue to do its job, as the cores Togekiss excels at breaking don't deal out enough damage to get it past Roost range. Once at +2 or +4, Togekiss becomes very hard to switch into and can even luck past some of its checks with a timely Air Slash flinch here or there.

Good Teammates: Those who are appreciate the removal of Mega Sableye are ideal teammates, as that is a particularly hard to deal with threat in a general sense. Togekiss removes Sableye fairly easily. Terrakion, (Mega) Scizor, Mega Alakazam, bulky Starmie, and Mega Gallade. A Defogger is helpful, because even with Roost Togekiss would still rather avoid Stealth Rock damage. A strong switch in to Steels is helpful, because they tend to give Togekiss issues even with Fighting coverage (there's a decent handful of Steels that are Fighting neutral but still resist Flying). Faster teammates that have trouble with bulky teams (think Mega Manectric or Mega Beedrill) pair well with Togekiss, as its less than great speed tier is its biggest letdown.

What Counters It: Zapdos is a strong counter to Togekiss that carry Flying / Fighting coverage. In a similar vein, Thundurus is a strong offensive check to Togekiss, although it gets worn down quicker than Zapdos. Togekiss has a lot of offensive checks, including Manectric, Raikou, Mega Aerodactyl, and Metagross. All can switch in on either the Nasty Plot or an unresisted coverage move, and threaten back with super effective STAB attacks. Tgoekiss doesn't have much in the way of true counters, however its checks are abundant due to somewhat low initial power unboosted and a lacking speed tier.

Any Additional Info: While most Togekiss opt for a combination of Air Slash and Aura Sphere, Dazzling Gleam and Fire Blast can be used to hit more specific targets (Dragons for Dazzling Gleam, Ferrothorn for Fire Blast). Any combination of STAB and [Aura Sphere or Fire Blast] provides decent enough overall coverage to be effective.
 
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skarmory.gif

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Brave Bird / Iron Head / Taunt
- Brave Bird / Iron Head / Taunt


Role: Hazard Setter

What It Does: Custap Skarm is an excellent hazard setter for teams (especially Hyper Offense, or really aggressive Bulky Offense) that rely on hazard stacking, due to access to both Stealth Rock and Spikes, as well as an excellent ability in Sturdy, which makes it one of the few Pokemon with that role that don't need to run Focus Sash to be effective at it. Custap Berry allows Skarmory to use one move at the front of its priority bracket once it gets down to 25% HP or less. This gives it a very good chance, though not an absolute guarantee, of getting a minimum of two hazards up (at least three if your opponent has to switch into something to better handle Skarm that doesn't have a priority move), giving many teams a serious edge if played properly. Other than the two hazard moves, the remaining two slots can be filled with any combination of Brave Bird, Iron Head, and Taunt, depending on the needs of the team. Brave Bird is a powerful Flying STAB that has the side effect of damaging Skarmory in the process. Unlike many Pokemon using recoil moves like BB, this can actually work in Skarmory's favor, especially if it is within range of dying from the recoil, as this will prevent the opponent from removing the hazards on that turn, allowing you to switch in something to counter the hazard remover. Iron Head is a useful Steel type STAB. It's primary purpose is to take out Mega Diancie, who would otherwise cause serious problems for Skarmory due to Magic Bounce. Taunt is fairly self-explanatory. It can be used on slower leads to prevent your opponent from setting up hazards, or with Custap's boost to screw over anything attempting to Defog. Any two of those three moves will work effectively. It comes down to what exactly you think you'll have the most problems with. Speed is maximized and given a positive nature for obvious reasons. Attack is maximized to ensure that Skarmory can do at least a moderate amount of damage with its attacking move(s). If Brave Bird is being used in order to commit suicide, then this also has the benefit of increasing the recoil Skarmory will take, making it easier for Skarm to accomplish this, as well as making it easier to get to Custap range. While not listed in the set since there are situations where you may want Skarm to be able to last a bit longer, it is often a good idea to zero out the IVs for Skarm's defensive stats, in order to help ensure that you actually reach Custap range, rather than having an attack deal 70% damage, thus screwing you over big time.

Good Teammates: Given this set's intended purpose is for providing hazards to pressure the opponent for very aggressive teams, pretty much anything common on such teams that can take advantage of this can make a pretty good teammate. Teammates that can prevent or deter hazard removal, such as Gengar and Bisharp, make excellent teammates for Skarmory, since you don't want your opponent removing your hazards. Offensive sweepers and wallbreakers who like having hazards up to ensure kills and to pressure the opponent, such as Mega Lopunny, Mega Metagross, Mega Gallade, Mega Gardevoir, Charizard X & Y, Lando, Keldeo, and countless other offensive team mainstays, will make great use of Skarmory's ability to get several layers of hazards up fairly reliably. If your team requires a hazard remover to be present, then a Rapid Spinner such as Starmie is preferable, since, again, you don't want your own hazards being removed. Something to handle priority users like Talonflame and Azumarill could be useful, as Skarm's a fairly predictable lead, so your opponent might lead with them to screw up Skarm's ability to stack hazards. Something that can take on Mega Sableye is important too, since it's the main relevant Magic Bouncer aside from Mega Diancie, and Skarmory can't do much of anything to it. Other than these considerations, Skarmory doesn't need a lot of support, since it is itself a support mon, and it is capable of supporting a fair amount of offensive teams.

What Counters It: Anything with priority moves will screw up Skarmory, since Custap does not increase the priority of its moves, it simply makes the move resolve before anything else in the same priority bracket. Talonflame is particularly dangerous, since it can use Flare Blitz to reduce Skarmory's HP to near zero, then use Brave Bird with priority the next turn when Custap activates, finishing it off. Hazard removers that can outspeed Skarmory (which is most of them) can be a real problem if you've already used up Custap Berry, as you won't be able to Taunt them. Anything with Magic Bounce is a big problem. While Skarmory can deal with Mega Diancie effectively as long as it's running Iron Head, Mega Sableye is a different story entirely. If your opponent leads with Mega Sableye, you're in trouble. Also, counterintuitive as it may sound, Pokemon using relatively weaker attacks can actually be the most effective against Skarmory, since (as mentioned above), Skarmory needs to hit Custap range in order to get the maximum benefit out of its set. Anything capable of dealing more than 50% but less than 75% with a single attack is a fairly effective counter to Skarmory. Also, any faster Pokemon with Taunt can easily set back the momentum of Skarm's controller.

Any Additional Info: One other possibility for this set is to run Salac Berry over Custap Berry. This can easily surprise your opponent since they'd most likely expect a Custap Berry set. This raises Skarm's speed for all moves by one stage for as long as it is out, which can actually give it freedom to set up even more hazards than it normally could in certain situations, or to turn the tables on something expecting to kill Skarm, including pretty much every relevant hazard remover. However, this idea is not without problems of its own. With a boost from Salac Berry, Skarmory hits a speed of 393, which is excellent, but still leaves it vulnerable to priority users, most scarfers, and a few high speed unboosted Pokemon such as MegaMan. Also, since Skarm will still have a very low HP by that point, its ability to carry the Salac Boost across several turns (which is the main point of the set) is unreliable at best. However, Salac Berry is still a viable alternative over Custap.
 
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Rain Wallbreaker Omastar

Omastar___Caramelldansen_by_ChakramStrike.gif


Omastar @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Scald
- Hidden Power [Electric]/Knock Off


Role: Wallbreaker, Late-Game Cleaner

What It Does: Omastar is one of the best Rain Wallbreakers(if not the best)in the current Metagame, good portion of the Metagame is OKO'd'/2KO'd by Stab Hydro Pump under Rain, including Pokemon that resists it, like Rotom-w, Keldeo, Offensive Starmie, (Mega) Slowbro, Some variantions of Altaria, Breloom, Kyurem-B, and Azumarill Without AV. Ice Beam is used for Hitting Grass type in general,Toxicroak and sometimes the x4 weak. Scald is used for Sweep in Late-Game, or to Hit when the Kill is assured, in the last slot: HP(eletric) can be used to Hit Gyarados and Mega Gyarados, also is more safe then Hydro Pump to hit some Water Types, While Knock Off is used to remove some items in Switchs(like chansey Eviolite and Azumarill AV).
use Omastar only in rain, always use it when someone die. and try to not make it recive a lot of damage, but omastar is also a good check to Talonflame and Birdspam in general, omastar is also good against Sandteams, because can OKO Hippodown and Tyranitar, and the SP.def Buff make omastar live to some special attacks and hit back harder. Apart from this exception, always be sure to have rain when omastar is in battlefield.

Good Teammates: Rain setters, principally Politoed, Mega Swampert make a good core with Omastar, because it can recive priority T-Waves, also can destroy Chansey Who likes to Wall Omastar, Omastar in favor can destroy Physicall Walls like Skarmory, and Take WoW from Sableye. Latias is also good, because can Defog Entry Hazzards away, resists Eletric/Grass/Fighting and have Levitate, also can use healling Wish. Someone that can take Ferrothorn is always wellcome. And Entry Hazzerds Setters is really good with Omastar, because help with the Wallbreaking Process.

What Counters It: Chansey, AV Azumarill, Suicune, Char-Y, Mega Venusaur, and Manaphy can Check Him, Mega Slowbro after some CM, Offensive Breloom, Scarfers Like Landorus-t, Keldeo and excadrill, and priority T-Wave can counter the Lord Helix. Kingdra Can Check and Counter the lovely Omastar, and Av Conkledurr resists a Hydro Pump and Hit Back with Drain Punch(or revenge kill with Mach Punch).

Any Additional Info: The EV Spread, is used to Hit the hardest possible, and with the 252 in Spe, can outspeed Jolly Mega Lop in rain.

I would mention Kingdra as a teammate. They are excellent together. I'll quote the Good Core-Thread: "Kingdra and Omastar both have similar checks and counters so they make for a lethal combo as one breaks down the others stops early game so the other can just clean up the remnants of the opposition later."

Also, while HP Electric sounds fine on a LO Omastar, i wouldn't use it on Specs Omastar. The opponent will know after your first attack if you're Specs or LO, because as a rain wallbreaker Omastar, you usually don't have other sets (except for the uncommon Shell Smash Set maybe). If you're attacking let's say Gyarados with HP Electric it will be KO'd, sure, but afterwards, they'll know you're locked into HP Electric and can turn the momentum around, which really isn't great on a rain team. And nowadays, there're a lot of threatening Ground-types, for example.

EDIT:
Also, Gyarados don't like Scaldburns, so Scaldspam isn't a safe switch-in for Gyarados either.
 
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KO>HP electric on Omastar imo. (KO=Knock Off)
Agreeing with above, Omastar+Kingdra is gr8 (eh AM told me but w/e) as Omastar lures in and cripples Chansey and wears down C&C.
 
I edited it ;)
I would mention Kingdra as teammate. They are excellent together. I'll quote the Good Core-Thread: "Kingdra and Omastar both have similar checks and counters so they make for a lethal combo as one breaks down the others stops early game so the other can just clean up the remnants of the opposition later."

Also, while HP Electric sounds fine on a LO Omastar, i wouldn't use it on Specs Omastar. The opponent will know after your first attack if you're Specs or LO, because as a rain wallbreaker Omastar, you usually don't have other sets (except for the uncommon Shell Smash Set maybe). If you're attacking let's say Gyarados with HP Electric it will be KO'd, sure, but afterwards, they'll know you're locked into HP Electric and can turn the momentum around, which really isn't great on a rain team. And nowadays, there're a lot of threatening Ground-types, for example.

Edit:
Also, Gyarados don't like Scaldburns, so Scaldspam isn't a safe switch-in for Gyarados either.
 
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