ORAS OU Rate My Team

I have been having trouble in OU recently, and I think my team needs work. I just don't know what to add or take out from my team. Trust me, I have tried already, and this is the best tam that I have.
Thank You :)


These Hands (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Mega Lopunny is my mega pokemon. It carries scrappy and 405 speed after it mega evolves. Plus, it gets fake out to chip away at the opposing pokemon. I give it ice punch, because I need dragon coverage in case my Weavile is taken out. It is also very flexible on this team, coming in at any time to turn the tables. It also helps that it has limber, so thunder wave pokemon like ferrothorn can't paralyze me on switch-in.

Dexter (Gengar) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Dexter, the Gengar, is another sweeper on my team. He carries sludge wave for Mega Venusaur, which 2-shots it in case you didn't know, and has taunt to take care of hazard setters, making it a target on many hazard setting teams. That being said, most hazard setters are ground types, rock types, or steel types, which are all taken care of by Mega Lopunny. Also, I have Focus Blast on it to get rid of dark and steel type pokemon like ferrothorn, a hazard setter.

Noble Steed (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

My Keldeo is my team's water type. I personally feel like most teams require a water pokemon because there are many types of water pokemon that serve various roles. Keldeo is yet another hard-hitting pokemon that utilizes its special attack to destroy any pokemon. I have scald for burns, secret sword for STAB, hydro pump for STAB, and icy wind for revenge-kills. Its role is very basic, but this horse helps my team by providing type coverage and hard hits against bulky pokemon.

T-Time (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

It's T-Time with Lando T. This pokemon is not a hazard setter, because my team does not utilize most hazards well. I have very little need for them because the pokemon that have weakness to rocks or spikes have pokemon to deal with them. Lano T deals with some of these pokemon like talonflame and charizard, two overused pokemon in the pokemon OU metagame. It survives one brave bird from talonflame with choice band, and the scarf lets it outspeed other pokemon. It catches many people off guard. Knock off is to rid the world of chansey and U-turn is for switch-ins to bulky pokemon on my team or for one of my sweepers.

Soapy Opera (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom-Wash is a bulk master. It has good defenses and I have pain split to heal itself with Leftovers. Its great for physical attacking pokemon, stalling them out with Will-O-Wisp. I use this 'mon mostly for absorbing hits and pivoting, because it can pivot really well into a hard hit.

Frostbite (Weavile) (F) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick

Frostbite is my Weavile. She has knock off for chansey and other stall pokemon, and she uses Icicle crash for maximum damage. It destroys dragon and ground pokemon like Lando-T or Dragonite with Ice Shard. Low kick is for tyranitar and other heavy pokemon. I rarely use low kick, but it helps to have it just in case.

So yeah, that's my team. Test it out for yourself if you like, but I would love some suggestions of new sets or 'mons on my team. Thanks Again! :)
 
I'm fond of how the build pressures the majority defensive builds with powerful Wallbreakers + pivots, also having Taunt on Gengar means you gain a way to deter hazards and removal. Due to the fact that this team breaks defensive backbones commonly found on Offense such as TankChomp + Klefki or Landorus-T + Rotom-W, Mega Lopunny should have an excellent match-up against said builds 9/10 times. While this build is good, it does have a few issues that can be resolved fairly easily while keeping, if not improving its goal. First and foremost, this team doesn't have any form of Hazards, especially as this is Offense, Stealth Rock is mandatory as they provide more pressure on builds and ensure a few 2HKO's from your wallbreakers. Your only check to Physical attackers is an offensive Landorus-T which gets pressured by rocks and overwhelmed fairly easily, especially with the rise of TankChomp.

Rotom-Wash is crippled easily because of it's situational recovery in Pain Spit, while also pivoting into resisted hits such as Scald or Lava Plume throughout the match; Chip damage from U-Turn or Passive damage in the form of status such as Toxic or Burns cripple it and additionally it's frequently pressured by Boosting mons like Bisharp, Weavile, Landorus-Therian, Mega Scizor and Garchomp. Lastly, due to the lack of a decent defensive backbone and the nature of your team, Rotom-W switches in a fair amount of the time leaving it to be heavily crippled and therefore broken through the majority of the time. To amend this issue, I recommend Defensive Landorus-T > Scarfed Landorus-T.

You maintain your VoltTurn core which allows you to keep up momentum, a slow U-Turn which means your frailer mons essentially get free switch ins, but you also gain Stealth Rock and a better check to the threats mentioned above. Although you would lose a late game cleaner and a revenge killer, the build keeps up a lot of offensive pressure anyways, and you still have Mega Lopunny which dismantles common HO teams. As I feel Ice Punch isn't really needed on M-Lop, I'd recommend running Power-Up Punch > Ice Punch to put a lot of pressure on common checks.

Offensive Dragons like Lati@s, LO Garchomp, or even Mega Zard X essentially get a kill every single time they get a free switch in as you lack a consistent switch-in. While you do have M-Lopunny and Gengar to potentially speed tie with Lati@s, it still remains a major threat. I'd recommend running Ferrothorn > Weavile as I feel it is not needed on this build. This provides your team a more consistent Fairy / Dragon resist, a check to DD M-Alt and Azumarill which were major threats, and Spikes support to break down bulkier teams. Unlike other passive options, Ferrothorn wouldn't sap too much momentum on this build, and hazard stack + a way of threatening hazard removal mons in Taunt Gengar would allow you to pressure slower and more passive builds more easily. At this point, Offensive Electrics, namely Mega Manectric just run through your team with prior damage on a few of the mons. A large change to the build would result in a lot more weaknesses / threats, but I would recommend Scarf Keldeo > Specs Keldeo. Although you lose a wallbreaker, PuP M-Lop remedies the loss of this as its capable of weakening its checks and counters. Furthermore, this provides you a revenge killer and late game cleaner when your breakers have weakened the opposing team, and helping slightly with offensive Electrics.

Even with the changes recommended above, it's still fairly weak to offensive Electrics so playing around those carefully by pressuring them with Hazards, Fake Out from M-Lopunny, and putting them in range of Scarf Keldeo's Hydro Pump is mandatory. This build is a solid example of Offense and the proper thought process behind it, I hope I was able to give you more insight on your own thought process while team building! Have a great day and good luck!
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«+» PuP helps M-Lop break past its checks such as Skarmory, Hippowdon, Slowbro and Mega Venusaur, pressuring bulkier builds well in general, and it also patches up the lack of wallbreaking power with the change of Scarf Keldeo > Specs.

«-» Without Ice Punch, you lose the chance of getting off damage on the initial switch-in, rather than getting the boost and then hitting which loses a bit of momentum. For example, on a switch-in, Scarf Landorus-T would outspeed and take less damage if its PuP or Return, and take more damage if its Ice Punch which benefits the team. TankChomp would also take more damage and get easily whittled. (Ice Punch helps more against Offense, PuP helps against fatter teams.)

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«+» Scarf Keldeo allows you to revenge kill or weaken threatening set-up sweepers such as DD Zard-X which may put it in Fake Out or Earthquake range. It also helps deal with offensive Electrics slightly better as they previously 6-0'ed your team with relative ease.

«-» With Scarf > Specs, you lose an Wallbreaker which pressures bulkier archetypes such as variants of Balance or Stall, especially with the presence of pivots and hazard stack.

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«+» As I mentioned above, Defensive Landorus-T provides you a Stealth Rocker which is mandatory, a slow U-Turn which brings in your powerful wallbreakers without taking any damage, as well as being able to consistently check threatening Physical attackers.

«-» Even with defensive Landorus-T, the build still gets pressured by common physical attackers as it doesn't have reliable recovery, it pivots into many hits throughout the game allowing it to get pressured and overwhelmed. Now that it is not Scarfed, you would lose a more efficient way of dealing with Offensive Electrics as with the proper predictions you can come in on a Thunderbolt and keep up momentum for the team.

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«+» Ferrothorn provides you a lot of role compression which is really appreciated on this build. You get a Fairy / Dragon check, a way of dealing with common DD mons with the exception of DD Zard X, and Spikes support. Aside from the fact it may sap a bit of momentum from your team, it is extremely beneficial over Weavile.

«-» Ferrothorn provides certain threats to take advantage over you and essentially get free set-up such as SD Bisharp or opposing spike stackers which can potentially get annoying but you have multiple ways of pressuring said threats in general.
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Landorus-Therian @ Leftovers | Intimidate
Impish Nature | 248 HP / 252 Def / 8 SpD
• Earthquake
• Stone Edge / Rock Tomb
• Stealth Rock
• U-Turn

Defensive Landorus-T was chosen to patch up many weaknesses to the original build, provides free switch-ins to your frail breakers. Since this build is very versatile and you can change around the sets, this losing its offensive capabilities weren't a large cutback. Rock Tomb is also an option as it would prevent speed boosting sweepers from setting up, it also lowers the speed of a threat like Offensive SD Mega Scizor and allows you to get a burn on it before it can weaken Rotom-W.

598_Ferrothorn.png

Ferrothorn @ Leftovers / Shed Shell | Iron Barbs
Sassy Nature | 252 HP / 88 Def / 168 SpD
• Spikes
• Leech Seed
• Power Whip
• Gyro Ball

This is your standard Ferrothorn set. It was chosen over Weavile as I felt like it wasn't doing a whole lot for your team, Ferrothorn granted you a Fairy / Dragon resist, better check to DD M-Gyara, and Spikes support which the overall build appreciates. Shed Shell is also an option as Magnezone + DD M-Alt / DD M-Gyara / M-Diancie can get problematic.

428_Lopunny.png

Lopunny @ Lopunnite | Limber
Jolly Nature | 252 Atk / 4 Def / 252 Spe
• High Jump Kick
• Return
• Fake Out
• Power-Up-Punch

Self explanatory set, PuP M-Lop was chosen to remedy losing Keldeo as a powerful wallbreaker, while still having access to Fake Out to help improve matchup against Offense and newly added hazard stacking support to have a better time breaking down teams.

647-1_Keldeo_Ordinary_Forme.png

Keldeo @ Choice Scarf | Justified
Timid Nature | 252 SpA / 252 Spe / 4 Def
• Scald
• Hydro Pump
• Secret Sword
• Icy Wind / HP Electric

Due to the fact that you lost Scarf Landorus-T as a revenge killer / cleaner, Scarf Keldeo was opted for to improve your match-up against problematic set-up sweepers and offensive Electric types, also, your team could make up for the roles by modifying a few of the sets.
 
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