ORAS OU XY is the new ORAS - An RMT

Hello! I'm a relatively new battler who is not confident in his teambuilding skills. I don't make teams often enough imo and when I do the sets are generally standard (which isn't necessarily a bad thing), and I can never tell when a team I've made is a good one or not. For a couple of months I played HO or Spikestack HO almost exclusively. I liked my games to be over quick. But I recently made an ORAS team to ladder with and decided it'd be best to just start off with some balance. So here is my attempt at an ORAS balance team, using the XY-derived Mega Scizor. Also I have this weird thing where I like my teams to look good, aesthetically as well, so I tried to balance a good team with a good looking team. So let's just get to the squad:

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latias.gif


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Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot

Greninja acts as a standard special cleaner/sweeper. The type coverage I gave him for this team is relatively standard. Hydro and Ice Beam are a given, Gunk Shot helps me deal with Azu and Clef better, and Dark Pulse is actually my favorite move on the set, allowing Greninja to get neutral damage on many of his common switch-ins. The flinch chance can come in handy every now and then as well. I didn't feel as though I needed fire coverage on him, and I decided to forgo grass coverage on this team. Extrasensory was a no-go for me because it has an immunity and the main target of ES, Venusaur, can be played around on my team.

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Scizor @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

Mega Scizor here is the focus of the team. The goal is generally to end up cleaning up with him, but win conditions change game to game. This is an SD 3 attack set because he can sweep with one SD easier with more coverage, generally. One issue I see in my team (besides Scizor having my only fighting coverage on the team), is that Scizor is important as a switch-in due to its typing, but lacking roost means I have to play very carefully with him, especially before Mevo. My original idea for the team had Clef as a Cleric (heal bell and wish would come in handy), but I couldn't manage that. Max attack for power, and 240 speed to outspeed certain threats like standard defensive Rotom, TTar, and others (as well as speed creep with other offensive mega scizors). This Scizor set is tried and true, and it cleans up games like nothing when the right mons are eliminated or have received enough damage.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom-W is my glue. This team would be much worse without him. This team was originally based around Talonflame as revenge killer for Ninja and an easy way to stop certain ORAS threats like Lopunny, Gallade, etc. I ended up replacing Talonflame with Rotom-W because he fit the team well. He stops me from being 6-0'd by Banded Talonflame lol. He also acts as a way to deal with any pesky Heatran set. Scarf Lando gave me a bit of trouble too. Bisharp is easier handled as well by Rotom. There's also Sand Rush drill which could easily sweep my team without Rotom. Obviously he poses a major problem, but Rotom is usually my best answer to 'Ninja. Rotom is pretty much my glue because he's the best way I can handle pretty much every single one of my original threats when I first made this team. He kind of has to be on this team, I think.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast

Clef is my rocker because I don't use Clef as a rocker enough, and most importantly, it beats a threatening lead in (Mega) Sableye, as well as Ferrothorn, Terrak among others. It also gets up rocks in front of the common lead Landorous-T. Its typing is also relatively important to my team but I'll get to that later. Clef's set, like others, is pretty standard but it works. Softboiled for recovery, Moonblast for damage and Fire Blast for coverage, allowing Clef to hit many threats. Obviously one common lead that is bad news for Clef is 'Tran. But I also have 'Chomp who is a common lead, and I could very well lead with him when predicting a 'Tran lead (or get up rocks anyway cause that's what they'll likely do as well). So yeah, Stealth Rocker/switch-in right here.

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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast

I haven't used ScarfChomp in a very long time and I just loved his coverage. I needed to use him. With a Scarf, Garchomp can outspeed nearly the entire meta, including threats like Lopunny, and deal hefty damage. If I can successfully deal significant damage to fast threats, Garchomp can also clean up easily with his coverage, speed, and power. As a ground type, he's also relatively important typing wise, giving me an immunity to t-wave and electric which hits most of my team neutrally. He's also the only way I can OHKO certain threats, like 'Tran.

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Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Latias is love. Latias is life. (For real though, I use this monster on almost every team). Latias is obvious. Offensive presence combined with defog capabilities, great typing, and the ability to support my team. This time around I went for a leftovers set because Latias' terrible 4mss wouldn't allow for roost/recover on this set, so I wanted her to have as much passive recovery as possible, as I want her switching in a lot. I thought about going for a more defensive set but I love the offensive presence that Latias applies, and not having Life Orb is bad enough for my damage output, I don't want to sacrifice EVs as well. So yeah, Lati is my defogger, and a last-ditch effort to sweep with one of my pokes, if they're weakened, statused, etc.

Type Synergy

I don't generally consider greninja's typing because I don't use him as a switch in very often unless I'm confident on what move they'll go for, how much damage it will do, etc. Scizor's only weakness is resisted by Greninja, Rotom, Garchomp, and Latias. Mold break EQ for Rotom will hit my entire team unfortunately but it's neutral on most of them. If anyone is packing grass coverage I have switch-ins in Scizor, Garchomp, and Lati. Clef's fear of steel and poison are both dealt with by Scizor, with steel also being dealt with by Rotom and Ninja kinda. Poison type unfortunately hits my team pretty neutrally, so HP fire Venusaur can be hard to switch into sometimes. Garchomp and Lati are both very scurred of ice, dragon, and fairy moves. I have plenty of ice switch-ins in Rotom, Greninja, and Scizor. My primary dragon type switch-in is obviously Clef but I do have Scizor as well. And fairy typing also hits my team unfortunately neutrally, with Scizor being my only switch-in. Clef acts as a great switch-in to dark moves which is much needed. Clef as well as Scizor also allow me to not get savaged by U-turners.

Importable:


Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot

Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast

Garchomp (M) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

So yeah that's my team, I'd provide much more info but I don't yet have a comprehensive list of threats (though I have an idea as to who to watch out for). Halp me improve my team frens. :]]]]]]
 
Hi! This is a nicely constructed team and RMT.

Onto the rate.
This team is rather good, but it could definitely get used to some changes.
First of all. Make sure to run an EV Spread of 252 Spe / 40 Atk / 216 Sp Atk with a Naive Nature on Greninja to be able to OHKO Azumarill with Gunk Shot.
Next is Mega Scizor, and I would run Technician as his premega Ability since the ability doesn't kick in the first turn of Mega Evolving. This will let you get the Proper Technician damage for Scizor.
Instead of Leftovers on Latias, run Life Orb so you can get some damage off.

Other than that, the team looks good.

Hope it helps.
 
Hi! This is a nicely constructed team and RMT.

Onto the rate.
This team is rather good, but it could definitely get used to some changes.
First of all. Make sure to run an EV Spread of 252 Spe / 40 Atk / 216 Sp Atk with a Naive Nature on Greninja to be able to OHKO Azumarill with Gunk Shot.
Next is Mega Scizor, and I would run Technician as his premega Ability since the ability doesn't kick in the first turn of Mega Evolving. This will let you get the Proper Technician damage for Scizor.
Instead of Leftovers on Latias, run Life Orb so you can get some damage off.

Other than that, the team looks good.

Hope it helps.

thanks for the rate, i truly appreciate it! before i make changes, though, i should address these, because a few of these i already know about.

i suppose i could guarantee an ohko on azu, it would be helpful. but gunk shot does crazy damage anyway to him, and i think there's more utility in getting more damage out of hydro/ice beam/dark pulse on switches personally. i just think getting more damage on more threats is better overall than ohkoing azu the times my opponent has him.

i know that speed tiers are decided before mega evo (this is why a sandrush exca will beat a non-mega zard-y, even though the sandstorm goes away and the sun replaces it, because the speed tier was already decided before the sun even came out), but i'm pretty sure abilities automatically change. zard-x gets tough claws boost after mega evo, zard-y's sun comes out immediately, sableye/diance magic bounce immediately, etc etc. there are examples like banette with prankster, but that goes back to speed tiers. so i'm pretty sure light metal will still be better for me. he should get technician boost right away, and i'll never click an attack move without mega evo, so i think light metal has (barely) more utility.

Yeah i've been having trouble with life orb or leftovers. the thing is i played ho exclusively for so long that i think i prefer leftovers on this team just for longevity. i know how important that damage is and can be, but the whole point of switching back for me was to get back into that almost comfortable feeling that a good balance team has. being able to switch more freely feels nice.
 
I like your team, but I have a quick change that I want to make. I believe that running scarf landorus-t is better than scarf chomp. Scarf Lando-t is the best scarfer in the tier, and would fit better on your team because it helps checks a few of things that give your team problems like strong fighting types. Lando-t + rotom-w gives you a pretty solid volturn core, and benefits the team more overall. Explosion also helps with threats that scizor has trouble with.

You might also want to try low kick over hydro pump on greninja, because most greninja these days run low kick over hydro. Low Kick also helps with steels and makes sweeping with scizor easier.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- U-Turn
- Earthquake
- Stone Edge
- Explosion

I hope I helped.
 
i'm strongly considering lando-t, and actually have been since i first made the team. he's always been an option. i mostly chose chomp because i haven't made a team without lando-t in like 2 or 3 months, i'm getting bored of him.

as for low kick, i can see where and when it could help...but not having hydro on greninja just doesn't feel right. i also feel like ninja functions better as a specialized mixed sweeper, if he's going to be mixed at all. i'm not sure about having 2 SpAtks and 2 Atks. i'd have to change up the evs to make it function well more than likely, and choosing between dark pulse and hydro at that point is really tough because they're both really good neutral coverage types. maybe low kick over gunk shot? i still have scizor and rotom for most of the relevant fairy types in the tier.
 
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