OU ORAS OU Discussion Thread

How do you feel about ORAS OU?

  • Its Really Good and Fun!

  • Its Good

  • Its Ok

  • Its Bad

  • Needs some big changes


Results are only viewable after voting.
There's no real reason to free dry pass or whatever lol let's discuss stuff that's actually interesting instead

Weavile owns. CB is by far my favorite set as it makes progress in pretty much every matchup, and pursuit is a very potent tool to enable teammates to work.

Another topic I'd like to bring up is Mega Pinsir. This mon feels like it has so much potential as it hits like a Fucking Truck, the damage calcs are actually nuts...but how do you approach building for it? I've yet to see a team that brings the most out of it. Being 4x weak to rocks and a breaker is kinda counterintuitive to me, as you want to get into the field as much as possible in order to break through walls, but this means removal support is a must, which is very restrictive considering the few viable removal options of the tier.
Overall, do you find mega pinsir worth it? I've tried to make it work but so far haven't found a nice 6 for it (closest thing is old bird spam)
Pinsir to me feels like another unfortunate case of mane - great promise but will only ever truly shine in tour games when you're making a very strong call that isn't general play, but I'd love to be disproven due to pinsir's many talents that poise it for success in the ou metagame.

Weavile is the broken one, and FINALLY, someone good giving their input on weavile after i failed miserably, the fact this mon unironically does not care about its health barring taking random priority hits only goes to show how ballsy this thing can afford to be, not to mention it can vary its set w/ the support that is very easy to accomodate for.
 
Wait, people feel weavile is broken?
It's a bit restrictive for sure, but it's still a frail mon weak to all hazards... I don't really feel it's broken but rather a really good, potent mon.
 
broken, yes
banworthy, no

it's a fantastic punisher but sometimes it feels a little overbearing in that all of it's checks are very bearable with the push of potential flinch or the lack of recovery due to knock removal or simply not running leftovers like bisharp for example
 
Wait, people feel weavile is broken?
It's a bit restrictive for sure, but it's still a frail mon weak to all hazards... I don't really feel it's broken but rather a really good, potent mon.
this was my b, i don't think its like broken, but its made itself known as a top-tier threat in the metagame in all the right ways
 
Another mon that's super interesting to me is Mega altaria.
The potential is obviously there. Super good defensive typing (for the most part), strong stab with pixilate, plenty of options to run between offensive or defensive DD plus mixed sets also being good... then why is this not used more?
I feel like again this is a case of a mon without good builds. Altaria shines the most with no hazards around, and the recent cofagrious/tspikes popularity doesn't help. It's mostly seen in screens HO but I do feel like it could do better in some good bulky offense or balance teams.
Has anyone given it a try lately? How do you feel you get the most out of this mon?
 
I feel like again this is a case of a mon without good builds.
i like how you put it like this. altaria really is a mon without good builds. i think to resolve the hazards issue you can easily run zap + exca along with this mon since zap releases pressure from serp while exca is exca. weavile kinda owns it though unless you ev to be faster after a dance king ddd gets picked off pretty easily by a crash

weavile wins again.
 
When I look at some recent Mega-Altaria teams by others (as well as a few of my own attempts), I believe the metagame is particularly unkind to it; it feels so constricting to build a team with it as a sweeper when you need to fit all of its support. I had some thoughts on one of the common partners I see:

Noob-Trap(per): Magnezone
The temptation to run Magnezone alongside MAlt can be overwhelming at first glance, but this exacerbates the hazard issue even more (another layer of Spikes goes up when you trap the Skarm / Ferro). If we try to lazily slap on an Excadrill for hazard setting / control, we have our first 3 decided:
:altaria-mega::magnezone::excadrill:

The main issue that is already apparent is that these 3 aren't too fast. Scarf Magnezone is decent but being locked into Volt Switch is going to be horrible more often than not (unlike Rotom-W's Hydro Pump, Flash Cannon isn't too threatening to most Ground-types). This is food for any reasonably offensive team, and MAlt doesn't cover as nicely for Zone/Excadrill's shared weaknesses as one might think. We can start to patch holes by adding defensive Pokemon to spread out roles and give MAlt or Excadrill more breathing room, e.g. Hippowdon or Ferrothorn, but at the end of the day some weaknesses are still being stacked and our team's passivity monotonically increases. On the other hand, adding offensive Pokemon will give more opportunities to get initiative, but it's very difficult to salvage our initial core's proclivity for sinking momentum.

This is not to say running MAlt + Zone is always bad or that you can't build a good team with it; there are a fair few MUs where you can comfortably auto-win with it when your opponent only has a Steel-type as the counter. I just think that building with the core will usually require more thought to get a good team in the end.

Another cool (literally) approach: https://replay.pokemonshowdown.com/smogtours-gen6ou-802525
I liked this team that Paprikaflow brought for R1 in the ORAS OU III Invitational Play-Ins (A RufflesPro team?). Instead of going for something boring with Zone or trying to cover every threat in vain, the team feels pretty opinionated: Use the icy combo of Beat-Up Weavile + LO Kyurem-B to blast through the opponents team and put pressure on their common Steel-types for MAlt + Dragonite to eventually win. Having Hippowdon + Excadrill for speed / hazard control takes on some common problem Pokemon like Mega-Lopunny or Excadrill. I think MAlt probably thrives on this kind of team as a DDDer because its teammates are meant to organically remove its checks / counters over the course of a game, as opposed to one-and-done trapping with Magnezone; the teammates are just more flexible.

This kind of team doesn't try to cover stuff like Weavile via defensive pivots (maybe Kyurem-B could live 2 Icicle Crash with the correct EVs?), instead probably relying on trading with the team's own Weavile or picking it off with +1 DNite ESpeed + SR + Sand chip. Furthermore, while I don't know the sets I am certain that Kyurem-B is HP Fire because the team would otherwise heavily struggle with Ferrothorn and would get horribly 6-0ed by SD Mega-Scizor (it still gets 6-0ed, but at least it's something).

This type of team is what I'm interested in seeing more of with MAlt; I think more experimentation is needed before we find some builds that really demonstrate its potential in this hostile metagame. After all, at one point a long time ago it was the undisputed S Rank...
 
When I look at some recent Mega-Altaria teams by others (as well as a few of my own attempts), I believe the metagame is particularly unkind to it; it feels so constricting to build a team with it as a sweeper when you need to fit all of its support. I had some thoughts on one of the common partners I see:

Noob-Trap(per): Magnezone
The temptation to run Magnezone alongside MAlt can be overwhelming at first glance, but this exacerbates the hazard issue even more (another layer of Spikes goes up when you trap the Skarm / Ferro). If we try to lazily slap on an Excadrill for hazard setting / control, we have our first 3 decided:
:altaria-mega::magnezone::excadrill:

The main issue that is already apparent is that these 3 aren't too fast. Scarf Magnezone is decent but being locked into Volt Switch is going to be horrible more often than not (unlike Rotom-W's Hydro Pump, Flash Cannon isn't too threatening to most Ground-types). This is food for any reasonably offensive team, and MAlt doesn't cover as nicely for Zone/Excadrill's shared weaknesses as one might think. We can start to patch holes by adding defensive Pokemon to spread out roles and give MAlt or Excadrill more breathing room, e.g. Hippowdon or Ferrothorn, but at the end of the day some weaknesses are still being stacked and our team's passivity monotonically increases. On the other hand, adding offensive Pokemon will give more opportunities to get initiative, but it's very difficult to salvage our initial core's proclivity for sinking momentum.

This is not to say running MAlt + Zone is always bad or that you can't build a good team with it; there are a fair few MUs where you can comfortably auto-win with it when your opponent only has a Steel-type as the counter. I just think that building with the core will usually require more thought to get a good team in the end.

Another cool (literally) approach: https://replay.pokemonshowdown.com/smogtours-gen6ou-802525
I liked this team that Paprikaflow brought for R1 in the ORAS OU III Invitational Play-Ins (A RufflesPro team?). Instead of going for something boring with Zone or trying to cover every threat in vain, the team feels pretty opinionated: Use the icy combo of Beat-Up Weavile + LO Kyurem-B to blast through the opponents team and put pressure on their common Steel-types for MAlt + Dragonite to eventually win. Having Hippowdon + Excadrill for speed / hazard control takes on some common problem Pokemon like Mega-Lopunny or Excadrill. I think MAlt probably thrives on this kind of team as a DDDer because its teammates are meant to organically remove its checks / counters over the course of a game, as opposed to one-and-done trapping with Magnezone; the teammates are just more flexible.

This kind of team doesn't try to cover stuff like Weavile via defensive pivots (maybe Kyurem-B could live 2 Icicle Crash with the correct EVs?), instead probably relying on trading with the team's own Weavile or picking it off with +1 DNite ESpeed + SR + Sand chip. Furthermore, while I don't know the sets I am certain that Kyurem-B is HP Fire because the team would otherwise heavily struggle with Ferrothorn and would get horribly 6-0ed by SD Mega-Scizor (it still gets 6-0ed, but at least it's something).

This type of team is what I'm interested in seeing more of with MAlt; I think more experimentation is needed before we find some builds that really demonstrate its potential in this hostile metagame. After all, at one point a long time ago it was the undisputed S Rank...

There is an added synergy with heal bell MAltaria keeping the team status-free for beat up to have max damage throughout the entire game if the mons are alive

For reference, 99% of teams Noname, Paprika, Kingofking, Nor, Typical_bastard use in tours are mine. Also c0mp uses my teams sometimes. Just cuz lots of people been reaching out to them for teams only for it come back to me :blobthumbsup:

Anyways yeah I really like that team. It's a cook
 
Why is Landorus-T ranked 34th in viability when it is consistently among the top 3 in ladder usage and around the top 10 in tournament usage?
Me when I read this post:

1735264874144.png
 
Items are one of the most underexplored aspects of Competitive Pokemon, and I have spent countless hours in the builder trying to find unique use cases to tie a team together. I wanted to give some insight into some unusual item choices that can allow top threats to threaten teams in a way that they usually do not.

:volcarona:
Volcarona @ Chesto Berry
Ability: Flame Body
- Quiver Dance
- Flamethrower / Fiery Dance / Fire Blast
- Bug Buzz / Giga Drain / HP Ground / HP Ice
- Rest

With Prankster Thundurus picking up steam, players have been brainstorming ways to punish teams that rely on it to check boosting sweepers. The advantage over Lum Berry is the fact that you can choose when to heal status as well as healing back to full HP. The ability to set up on Clefable without fear of TWave (though the rare encore can still cook you) is also very nice, as you can just heal up and KO it once you're ready instead of having to burn the Lum immediately and get para'd the turn after. There is a psychological element to this set where people tend to discount the threat of a paralyzed Volcarona compared to a healthy one and can incorrectly allow it to get out of control.

:manaphy:
Manaphy @ Red Card
Ability: Hydration
- Tail Glow
- Surf
- Ice Beam
- Energy Ball

This hellspawn is one of the most game breaking threats if you get even remotely lucky and can flip matchups that would otherwise appear to be unwinnable. Generally speaking, nothing can OHKO a bulky Manaphy, so this set will force a Red Card proc outside of getting knocked or tricked. This set isn't built to sweep through teams (though it still can somtimes), but instead to punch unexpected holes. For example, a Thundurus could come in on +3 Manaphy and volt out, only to get phased to Heatran and lose their Volcarona answer. There is obviously a luck element to this set, but teams are often contingent on their "initial" answer to manaphy as their main check, so the odds of getting a good Red Card pull are surprisingly high.
 
For a tier with such less removal, it surprises me that ORAS doesn't see more hazard stack in usage. Any reason I've mainly been seeing vanilla offense on ladder? Invitationals and other tournaments sometimes show really cool teams, with funny techs (like that one sharpedo bring by niko i believe) but most teams out of those are offense. Some of the fat/balance teams I see just seem like cteams to me tbh. Maybe I'm observing this wrong, but its just what I've seen. Of course, I do NOT advocate for a meta full of fat, as it would be extremely boring. This is merely an observation, that I would like an explanation for haha :)
 
For a tier with such less removal, it surprises me that ORAS doesn't see more hazard stack in usage. Any reason I've mainly been seeing vanilla offense on ladder? Invitationals and other tournaments sometimes show really cool teams, with funny techs (like that one sharpedo bring by niko i believe) but most teams out of those are offense. Some of the fat/balance teams I see just seem like cteams to me tbh. Maybe I'm observing this wrong, but its just what I've seen. Of course, I do NOT advocate for a meta full of fat, as it would be extremely boring. This is merely an observation, that I would like an explanation for haha :)
Hazard stacking fat is extremely powerful in this tier, people just tend to anchor towards Excadrill offense because of the powerful threats that it enables. Both ways are more than viable in this tier, I'd just say that the current playerbase skews towards offense.
 
For a tier with such less removal, it surprises me that ORAS doesn't see more hazard stack in usage.
lead scolipede is the lead samurott-h of oras

on a serious note, hazard stack is great in oras. despite the fact that exca is literally everywhere, the spikers still thrive and are incredibly good at stacking. one pokemon i think is extremely underrated right now in this field is ferrothorn however i think that'll change during spl since the meta looks primed for it to make a "comeback" what with all the hp fire-less diancies running around. chople ferro on offense is great into offense and fat alike since ferro can spike spam and knock spam as well as bait and remove zam and lop with gyro which opens up teammates like keld or weavile (off the top of my head) who are constantly chased out by these two.
 
Last edited:
So uh, tell me you guys also didn't know Sand Veil was legal in the gen where Sand is a top tier playstyle? Cause Sand Veil SD Chomp has a win in SPL now. Abuse that while you can cause no way does this pass without a PR thread being made :totodiLUL:
 
So uh, tell me you guys also didn't know Sand Veil was legal in the gen where Sand is a top tier playstyle? Cause Sand Veil SD Chomp has a win in SPL now. Abuse that while you can cause no way does this pass without a PR thread being made :totodiLUL:
We knew (or most of us did). Its fine, and viable but certainly not AS broken as a certain fire type here. Its probably not going to be banned or smth
 
So uh, tell me you guys also didn't know Sand Veil was legal in the gen where Sand is a top tier playstyle? Cause Sand Veil SD Chomp has a win in SPL now. Abuse that while you can cause no way does this pass without a PR thread being made :totodiLUL:

this was brought up 3 months ago oomfie
 

this was brought up 3 months ago oomfie
My fault, although it seems nothing came up of it (many such cases with old gens tiering)
 
Hey everyone! I was feeling inspired by some recent metagame ruminations by the community and wanted to share some of my favorite ways to utilize a number of mons in the metagame.

:excadrill:
Excadrill @ Leftovers
Jolly Nature
Ability: Mold Breaker
EVs: 32 HP / 56 Def / 168 SpD / 252 Spe
- Rapid Spin
- Earthquake
- Iron Head
- Toxic

Toxic is Excadrill's best filler move and frankly it's not close. Outside of skarmory it can bypass virtually every Excadrill check out there. Not only that but it pairs very well with a number of physical overload cores. For example, you can Toxic a Slowbro so that it's extremely pressured by something like Lopunny + Rocks + Toxic. Toxic also allows comes in handy in some niche scenarios. Obviously this set has 0 attack EVs, so the damage output against Chansey can be surprisingly depressing. By having Toxic on the moveset, you can force damage to rack up in combination with your STAB attacks and force switches in scenarios that you otherwise couldn't. I highly recommend using more of this set if you use a ton of rocks drill and you'll really notice the difference.

:clefable:
Clefable @ Leftovers
Calm Nature
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
- Moonblast
- Knock Off
- Thunder Wave
- Soft-Boiled

Typical you will see Clefable opt for a physically defensive EV spread to check strong attackers like Weavile and Mega Lopunny, but it's not the only option. Running a specially defensive spread with Thunder Wave allows it to become a better Rotom sponge as well as dealing with the ever broken Mega Alakazam. One thing that I do have to stress is the importance of running Thunder Wave if you choose to opt for this moveset. Even with this spread, you still can get over pressured by Zam pretty easily, so having a move to instantly cripple it in Thunder Wave makes you check it much more consistently.

:alakazam-mega:
Alakazam-Mega @ Alakazite
Timid Nature
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
- Psychic
- Shadow Ball
- Focus Blast
- Taunt

If you've talked with me at length, you'll know that I regularly say that Taunt is one of the best moves in the game. It comes in handy in a bevy of ways and all of them are devastating when complemented by zam's insane damage output. The obvious example that comes to mind is that a lot of defensive checks like the aforementioned Clefable and Chansey are prevented from healing up by it, which allows Zam to bypass Pokemon that are normally supposed to beat it, but there are a ton of other applications. It also can be used to prevent hazards from something like a Stealth Rock Clefable or prevent screens from Serperior. Taunt is one of the most versatile and dangerous offensive tools in the game and Mega Alakazam is one of the best users of it in Pokemon history.

:keldeo:
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind

- Secret Sword
- Scald

Keldeo uses a ton of high octaine sets, ranging from Mystic Water Calm Mind Hydro Pump to Choice Specs, that make use of its high powered moves and high special attacking stat. This set opts for a slower pace in exchange for muscling past Pokemon that normally check it. Any Slowbro that doesn't have Psyshock gets put in a pack by this set, Amoonguss Giga Drain stops breaking your Substitutes after a couple CMs, and it absolutely ravages the electrics with Volt Switch as their only STAB move. Substitute is one of the most busted moves in Pokemon history, making you immune to a number of status moves and providing a buffer against potentially scary powerful attacks from Pokemon that check you, but can't switch directly in like Mega Alakazam for example. I really like pairing this set with something like Toxic Heatran to force status on stuff like Gastrodon and Slowbro so that you can sub down and beat them even when they have a set that might 1v1 this.

Thank you so much for reading my post and I'm hoping that some of you will also share some of your favorite sets!
 
Last edited:
Cool idea MANNAT, let me drop some stuff here

:Zapdos:
Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 224 Def / 20 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Toxic
- Heat Wave
- Volt Switch

Toxic on Zapdos hits the annoying bulky ground-types that otherwise wall HP Ice. Hippowdon, Gastrodon, Seismitoad, Quagsire, and so on. At the same time, it Toxic's Garchom and Landorus-T and beats them long term instead of immediate damage like HP Ice. On top of it, it also hits bulky electrics like Rotom and Zapdos. Basically, it allows Zapdos to get through most of its checks. It does leave you walled by Gliscor which can be annoyin gthough.

:alakazam-mega:
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Shadow Ball
- Focus Blast
- Psychic

Been liking Sub on MZam quite a bit recently. Takes advantage of the switches MZam forces, but mainly if you sub on a switch it allows 2 chances to hit Focus Blast. Also stuff like Tornadus has to U-turn out because it cannot take 2 after rocks. Also Sucker Punch mind games.

:serperior:
Serperior @ Rocky Helmet
Ability: Contrary
EVs: 208 HP / 48 SpA / 252 Spe
Timid Nature
- Glare
- Taunt
- HP Rock / Knock Off / HP Fire
- Leaf Storm

This broken set makes Serperior able to get past some of its checks and brings insane utility especially on Offense. Basically you Taunt on Chansey and its forced to Stoss into rocky helmet. You can also do it to Skarmory and Ferrothorn forcing themselves to be chipped which can help the team a ton. Because it can get past many of the steels, I like to go HP Rock. But HP Fire is still good, especially for grasses like Amoonguss. However, Knock Off is great because it provides even further utiltiy and also allows you to otuspeed opposing 30 Spe IVs Serperiors and taunt them before they glare you. 208 HP allows Serperior to eat 3 Stosses after rocks.

:keldeo-resolute: (please use resolute form its heater)
Keldeo @ Mystic Water / Black Belt
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hydro Pump / Focus Blast

- Secret Sword
- Scald

Keldeo is just really insane at the meta right now and many times I feel like Specs holds it back although its still good. With so many Volcanions it feels really hard to click water move w/ Specs. But with a black belt you can send that shit to the netherworld with Focus Blast. Mystic Water I slightly prefer because scald is just OP and you can get past most of its checks with spamming scald and then clicking Taunt in a timely fashion.


With ORAS being really trade heavy nowadays, it feels like Taunt is really good. Hit -> drop them low -> taunt and suicide -> bring in next breaker and now their defensive mon is low.

Thanks for reading :blobthumbsup:
 
Following the path that MANNAT and RufflesPro paved open here, i'd like to share one or two things that i found to be quite useful in the tier to help expand building options a bit. (just to break the monotony i'll be posting AFD sprites so that i can be annoying)


raikou.png

Raikou @ Shuca Berry
Ability: Pressure
Shiny: Yes
EVs: 40 Def / 216 SpA / 252 Spe
Rash Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Aura Sphere

Boomers for sure know but newer players might not know about the raikou event back in the day and it's for sure something that was not utilized in ORAS at any point in time but it just happens that this meta is actually not bad for its tool-kit.

Shuca berry and calm mind pressures the hell out of ground types and mons like tyranitar, spdef tran and ferrothorn which are really annoying for the common electric types in a vacuum and can honestly open up a big hole in the early game for a cleaner like excadrill in sand while also ripping opposing sand offense a new one in return.
You "easily" trade with every ground in the tier and since you're +Spa u get to score a lot of 2hko's and ohkos at +1 and it also happens to sit in a great speed tier which is just above timid zard(s), manaphy etc so it's a great tool to have vs offense and it can punish BO very reliably.
Granted it's a bit tough to build with it, give it a go and i hope you won't be disappointed!
40 defense ev's lets you live weavile knock from full.
(And yes, shiny raikou sucks but you need it here sadly..)

thundurus.png


Thundurus (M) @ Leftovers / Rocky Helmet / Magnet
Ability: Prankster
EVs: 96 HP / 156 Def / 4 SpA / 252 Spe / EVs: 64 HP / 4 Def / 100 SpA / 88 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
Timid Nature
- Thunder Wave
- Volt Switch / Thunderbolt
- Hidden Power [Ice]
- U-turn

This one might be controversial, focus blast sucks ass and sometimes u want to be able to consistently make progress vs grounds and have your funny button available to pull off at any time.
Enter one U-turn thundurus!
Bulky thundy is one thing that started to pop off first in vgc and many many years later here we are, this old man has infested his way into the modern oras ou metagame and is arguably one of the best pivots for offense without needing to go for nasty plot sweeps as it was expected when the tier first came into existence.

U-turn is a great way to pivot in mons like cb weavile, Kyurem-Black, Mega Medicham/Heracross, keldeo and the list goes on, anything that might abuse the common volt absorbers fits the bill here and i find it crucial so that u can keep momentum up on teams that can't afford to let rocks up early on(commonly found on mons that thundurus usually attracts like hippo, drill which is ev'd for focus blast now etc).
As for the spreads:
The first one is preferred to be used with leftovers imo and it lets u take a cb weavile ice shard after rocks and retaliate with a much needed twave back and the hp also lets u survive a mystic water boosted scald from keldeo after rocks and burn always(hence why u want leftovers) while also letting u take anything lopunny wants to throw at you(even adamant lopunny's return has a 12.5% chance to ko after rocks) at the cost of all of your spa evs.
The second spread on the other hand instead of weavile's shard lets u take mega alakazam's psychic and serperior's +2 hp rock(even if it's max spa)after rocks and also allows u to take adamant lopunny's fake out + quick attack combo after rocks(a very real scenario since lop would like to avoid getting thunder waved if it can help it).
Magnet is there as an option in case u need an extra boost vs stuff like weakened manaphy/keldeo as well as stuff that u need to reliably be able to chip down the line like clef or mega metagross since u can't afford to have max spa here.


Hope this helps someone down the line and i hope other people can chime in with their own sets and ideas here so that oras can evolve more and more!
 
Back
Top