Resource ORAS OU Teambuilding

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Just as a general FYI, if you do reserve a mon, try and finish the write-up within a couple of days. It doesn't have to be perfect, but it should cover most of the basics. If you reserve a mon and something comes up preventing you from finishing it within the rough time limit, just leave a post saying that you're cancelling a reservation.

With that said, ForumBeta are you almost done with the Rotom-W analysis?

EDIT: Added reservation guidelines to OP to try and make the reservation system (if you can call it a system) clearer. Nothing new really, just the usual "Try and get it done within a couple days, make sure it's not already done, check if others have reserved it, etc".
 
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Just as a general FYI, if you do reserve a mon, try and finish the write-up within a couple of days. It doesn't have to be perfect, but it should cover most of the basics. If you reserve a mon and something comes up preventing you from finishing it within the rough time limit, just leave a post saying that you're cancelling a reservation.

With that said, ForumBeta are you almost done with the Rotom-W analysis?

EDIT: Added reservation guidelines to OP to try and make the reservation system (if you can call it a system) clearer. Nothing new really, just the usual "Try and get it done within a couple days, make sure it's not already done, check if others have reserved it, etc".
I was planning to write it up tonight
 
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Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Swords Dance / Rapid Spin
- Aqua Jet / Low Kick

Role: Reaper of Souls Physical Sweeper

What It Does: Kabutops, thanks to Swift Swim, is one of the most dangerous rain sweepers in the game. Waterfall is the main STAB move on the set, as it is boosted by rain and STAB to a massive 180 power and has 100% accuracy. It should be your move of choice in the majority of situations. The second move, Stone Edge, is there to hit targets that resist Waterfall such as Lati@s, Azumarill, Mega Altaria, Dragonite and Mega Sceptile. The third move can either be Swords Dance or Rapid Spin, the former allowing Kabutops to boost its Attack to 722 (meaning that in rain after a boost, it'll have 722/518 offenses), the latter provides hazard control for the team. The final slot is a toss up between Aqua Jet and Low Kick. Aqua Jet allows Kabutops to out prioritise other priority users, and allows it to dodge Thundurus-I's Thunder Wave if Thundurus is weakened. Low Kick allows Kabutops to 2HKO one of its biggest switchins, Ferrothorn.

Good Teammates: As with all rain abusers, Politoed is mandatory, as auto-rain is too good to pass up. Other rain abusers such as Mega Swampert, Kingdra, Tornadus and Thundurus form good offensive cores with Kabutops, and Tornadus-I/Thundurus-I can act as secondary rain setters thanks to Prankster and access to Rain Dance. Hazard setters are extremely beneficial in aiding Kabutops sweep, as chip damage can be required for turning 2HKOes into OHKOes. Latias can offer a switchin to Keldeo, and can provide Healing Wish support for Kabutops, in case it gets worn down by Life Orb recoil, or it gets paralysed or burnt.

What Counters It: Countering Kabutops in the rain is incredibly hard to do, but it is possible. Tangrowth, defensive Mega Venusaur, Chesnaught, Suicune, Gastrodon, Seismitoad and Mega Aggron are all viable counters to Kabutops. Outside of rain, thanks to its lacklustre speed Kabutops is a lot easier to check, as many common OU threats can outspeed and OHKO it.

done. any input welcome. should i name checks? i don't think it's be necessary seeing as it's pretty obvious what checks it outside of rain

"it's be", man i'm so dumb
In the Additonal Info section which you can add now mention that a set of Waterfall, Stone Edge, Aqua Jet, Low Kick is perfectly viable as a cleaner in rain. This allows it to bypass the issues it had from choosing one or the other and accomplish everything you mentioned in terms of the trade off between the two. Slash Low Kick before Aqua Jet as it's important that you aren't walled by Ferrothorn more so than the priority when you're already outpacing plenty of scarf users anyways.
 
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Infernape @ Focus Sash
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Overheat
- Close Combat / Taunt
- Endeavor

Role: Wallbreaker, Hazard User

What It Does: Despite a harsh OU metagame, Infernape is capable of being a strong lead Pokemon for offensive teams. Stealth Rock provides amazing utility for any team and offensive teams greatly appreciate Infernape's ability to lay down Stealth Rock. Overheat is a powerful Fire-type STAB that becomes potent when Blaze is activated. Overheat is useful for KOing bulky Steel-type Pokemon and can dent defensive Landorus-Therian. Close Combat is another powerful STAB move that is useful for KOing Tyranitar, Heatran and Greninja who all resist Overheat. Taunt is a great alternative as it prevents slower hazard users from getting up their layers of hazards. Taunt also prevents Pokemon from Defogging away Infernape's Stealth Rock. The last moveslot is dedicated to Endeavor which can put a serious dent into defensive Pokemon once Infernape is weakened sufficiently (ideally, down to its Focus Sash). Common defensive switch ins such as Rotom Wash and Mega Slowbro become crippled almost immediately after Endeavor is used.

Good Teammates: Azumarill is a good partner because it resists Infernape's weaknesses, appreciates Stealth Rock support and has fantastic offensive synergy with Infernape. Defog and Rapid Spin users can preserve Infernape well past the early stages of the match and therefore also make good partners.

What Counters It: Hippowdon is a good answer because it can tank Overheat and Close Combat and proceed to Slack Off the damage. Also thanks to Sandstream, Infernape's Focus Sash will be broken and Hippowdon is free to KO with Earthquake without having to worry about Endeavor shenanigans. Mega Slowbro is also a great counter because it resists both of Infernape's STAB moves and can use Scald on Infernape. Mega Slowbro has to worry about Endeavor however especially if Focus Sash is still intact for Infernape. Azumarill is another counter for similar reasons. Being able to resist both STABs and not having to worry about Sash+Endeavor combos (thanks to Azumarill's priority Aqua Jet) makes Azumarill a great answer for Lead Infernape.

Any Additional Info: Focus Sash Infernape can also act as a great offensive check to Pokemon it normally would not be able to beat one on one.
 
Reserving Klefki and Suicune

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Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Play Rough
- Magnet Rise / Optional Support

Role: Support, Hazard Setter

What It Does: With Spike stacking utility, Thunder Wave, Magnet Rise, along with various support moves complemented by Prankster. Spikes provides play-styles such as Hyper Offense, Balanced, and Semi-Stall additional leverage against opposing teams to procure hazard damage. Thunder Wave provides a check to offense and threatening non Electric and Ground Pokemon with high speed tiers such as Greninja, Weavile, and M-Aerodactyl. Play Rough is used to have some fighting power against the Latis and to not be Taunt bait. Magnet Rise allows Klefki to set up Spikes on such as Landorus-T, Hippowdon, and Garchomp with ease as the move grants Klefki a temporary immunity to Ground attacks. Optional support will be elaborated on in Additional Info.

Good Teammates: Stealth Rock setters such as Azelf, Garchomp, Landorus-T to provide added hazard support. An answer to relevant Fire Types in the tier as Klefki is generally fodder for them. Partners such as Terrakion, the previously mentioned Ground types, and Keldeo are some examples to help with these. Late game sweepers and cleaners that can take advantage of Klefki's Spikes so partners such as Weavile, Bisharp, Thundurus, M-Manectric, M-Alakazam, M-Sceptile, Greninja, M-Metagross and Scarf users such as Kyurem-B as well.

What Counters It: This variation alone still has issues with strong wall-breakers on heavy offense and susceptible to play-styles that utilize strong defensive cores. Lando-I, Bisharp, Thundurus, M-Venusaur and offensive Pokemon that aren't concerned with Paralysis or are immune to it can pose problems for Klefki. Defensive cores that utilize M-Sableye such as M-Sableye, Tentacruel, and Chansey can break down Klefki slowly by taking advantage of its Spike usage and lack of longevity.

Any Additional Info: Other support moves that can be used depending on the team are Toxic, Heal Block, Magic Coat, Fairy Lock, and Safeguard. Klefki also has the ability to run a dual screens set with Light Clay as its item for offensive team builds.
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Sleep Talk
- Calm Mind

Role: Mixed Wall, Stall-Breaker

What It Does: Suicune in regards to its most popular set particularly this one is designed to be a wall and set up sweeper for Stall and Balanced builds. Scald is the main STAB with the benefit of a 30% chance of burn. Rest is for recovery and healing status effects. Sleep Talk is for Suicune to continue setting up or attacking under sleep. Calm Mind is the set up move to improve its Special Defense and Special Attack.

Good Teammates: Fire type partners such as Charizard-Y, Heatran, Talonflame, and Charizard-X to break Grass types that would threaten Suicune. Bulky ground types such as Gliscor and Hippowdon to absorb Electric attacks aimed at Suicune. Grass types such as M-Venusaur, Chesnaught, and Breloom to bring down opposing Water Types. Opponents who can break stall-breakers like Mew, Clefable, Life Orb Tornadus-T, and M-Gardevoir more efficiently such as Lum Berry Bisharp, Heatran, Weavile, and Jirachi respectively.

What Counters It: Gastrodon and Toxicroak are two notable counters as their ability, Storm Drain and Dry Skin, grants water immunity and puts a full stop to Suicune. Unaware CM Clefable can set up on Suicune while ignoring the boosts Suicune has gained. Strong attackers that pinpoint Suicunes typing such as Thundurus, Choice Specs Raikou, M-Venusaur, Poison Heal Attacker Breloom, Wood Hammer Chesnaught are some general checks to it. Stallbreakers such as Mew and offense that can maintain consistent pressure through the use of Hazards can deter Suicune's defensive capabilities.

Any Additional Info: Watch the PP on your moves. You really shouldn't be wasting too much unless you've basically secured a win or are positive you will net a number of KOs from your set up.
^ Done ^

TaBuu I'd put a mention of Icy Wind on Froslass in additional info. It's really good for providing teammates some added support on offense when you consider Froslass and its role.
 
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Sorry it took so long, I was busy testing. But I love and believe in this Pokemon, so here she is.

Azumarill (F) @ Sitrus Berry
Ability: Huge Power
Nature: Adamant
EVs: 92 HP/ 252 Atk / 164 Spd
-Belly Drum
-Aqua Jet
-Play Rough
-Waterfall/ Superpower

Role: Physical Sweeper/ Late Game Cleaner

What it Does: This Azumarill has one thing in it's mind when it comes out- Complete destruction. Once it gets a chance to set up a Belly Drum, it can rip though a large portion of the metagame with Aqua Jet alone. Aqua Jet is the main move in this set, in order to deal with all the faster pokemon and slower opposing Priority users like Scizor, as well as finish off weakened opponents. Play Rough is also mandatory, used to smash through opposing walls like Chansey, and Slowbro who crumple under a +6 Play Rough,as well as simply being a stronger STAB. The preferred last move is Waterfall, allowing for a more accurate STAB, as well as options for physical walls like Hippowdon. Superpower is an option for smashing through Ferrothorn, but the stat drops, particularly the defense drops, hurt Azumarill's longevity. Sitrus Berry is the most common item, both activating immediatly after both allowing Azumarill a sweep at 75%, and giving Azumarill a second chance at drumming after damage.

Set Details: Maximized Attack for obvious reasons. The Speed EVs are for outspeeding uninvested base 70 Spd, like Tyranitar, and the rest gets dumped into HP for increasing Azumarill's general bulk.

Good Partners: Ferrothorn partners very well with Azumarill, as it not only resists Grass and Water and it is immune to Poison, it also provides important chip damage through Iron Barbs and Entry Hazards, ensuring Aqua Jet KOs. Azumarill, in return, can come in on both of Ferrothorn's weaknesses. Fire and Fighting and immediately threaten them with STAB Super Effective Moves. Azumarill also appreciates Hazard removal to increase it's own longevity, and Cleric Support, as it is vulnerable to most kinds of status. Chansey is the preferred support, as the two Pokemon lack a common weakness.

What walls it: Even at +6, Azumarill cannot do much to Mega Venusaur, who can retalitae easily with both STABs. Azumarill also dislike Rotom-W who outspeeds, resists Aqua Jet, ccam tak a single Play Rough on a switch, and can then either go for a KO on a weakened Azumarill, or cripple it with a burn. And although at +6 Waterfall 2HKO's Ferrothorn, the amount of chip damage it causes with Iron Barbs, as well as the potential to do large amounts of damage in between turns with Power Whip is a problem . In general, Azumaril does not like facing Grass types, as they resist Aqua Jet and can threaten to take Azumarill out. Counters should if at all possible be dealt with before Azumarill comes out to drum and sweep.

Additional Info: Timing the Belly Drum is key to victory, as Azumarill has at most two shots at it under normal circumstances. However, an undrummed Azumarill can still use its priority to Revenge Kill, and facing Pokemon it has Super-effective moves against, so, if your Azumarill is knocked out of it's Belly Drum Range, it can still have some utility, although at a much lower level.
 
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Oh sorry, didn't see that. I just looked in the hazard removal category, and it wasn't there, so I just assumed nobody had done it.
Yeah sometimes they have multiple roles like I wrote the Life Orb one and classified it as a wallbreaker first and hazard remover after since it doesn't always have to run Defog and generally it breaks walls. I usually skim what I think would be relevant for them to see if they're there.
 
sylveon.gif

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 216 Def / 36 SpD / 4 Spe
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell

Role: Mixed Wall, Support

What It Does: Sylveon does not have much reason to be used now in ORAS because Greninja has recieved Gunk Shot via Move Tutors. However it still has a niche in OU. Sylveon is a bit more specially bulky than Clefable so it can deal with mons like Mega Sceptile, and it has Hyper Voice which can hit through subs (this is especially useful because it forces out Kyurem-B and Mega Heracross behind a sub). Other than that, Sylveon does not have a whole lot of reason to be used over Clefable, although with the given EV spread Sylveon can take a lot of hits that you wouldn't think it would be able to take. Besides the previously mentioned Kyurem-B and Mega Heracross, Sylveon can counter/check a plethora of mons, including Terrakion, Landorus-T, Mega Medicham, Mega Gallade, Mega Sceptile, Tyranitar, Conkeldurr, Dragonite, Garchomp, Breloom, Keldeo, Lati@s, and more.

Good Teammates: Anything that appreciates the Cleric support that Sylveon provides. Sylveon also performs well in Dragon / Fairy / Steel cores. Mons such as Heatran, Latios, Skarmory, Latias, Landorus-T, and Rotom-W are all great partners for Sylveon

What Counters It: Sylveon is walled by pretty much every steel type and so it's a big mometum killer that way, because it allows your opponent to get up rocks as you switch out. Some examples of this are Heatran, Ferrothorn, and Skarmory. Other mons that counter Sylveon are Magnezone, Gengar (which can be a huge problem because it has limited switch ins), Talonflame (it can set up very easily on Sylveon), Excadrill, the Zards, and Scizor.

Additional Info: If you don't need the extra specially defensive bulk that Sylveon has, then I just recommend running Unaware Cleric Clefable.
 
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Froslass @ Focus Sash
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Spikes
- Destiny Bond
- Ice Beam

Role: Hazard User

What It Does: It can lay down layer(s) of Spikes, prevent opposing hazards and bring down one Pokemon as Froslass faints. Frankly put, Froslass is a quirky little bag of tricks. Focus Sash allows Froslass to live any one hit from full HP, which usually guarantees one layer of Spikes. Cursed Body can potentially disable the opponent's move which can completely shut down Choiced Pokemon or Pokemon that lack coverage moves to hit Froslass. Destiny Bond, when used correctly, can successfully bring down one Pokemon from the opposing team. This can be incredibly useful if done correctly as Froslass has the potential to remove huge threats from the game in one turn. Ice Beam is STAB and has fantastic offensive coverage against popular OU threats.

Good Teammates: Defiant users such as Bisharp and Thundurus-I discourage the opposition from Defogging away Froslass's hazards. In a similar vein, Gengar can spinblock and ensure that Froslass's Spikes stay on the field. Strong offensive Pokemon (as vague as that sounds) really do make great partners as they can fully abuse the hazards that Froslass lays down on the field.

What Counters It: Magic Bounce users such as Mega Sableye, Mega Absol and Espeon really give Froslass a difficult time, doing what it needs to do. Faster Pokemon that do not take massive damage from Ice Beam can counter Froslass if it fails to use Destiny Bond correctly. Ultimately, counters are hard to come by due to Destiny Bond. It just takes smart playing to take it down without losing a teammate.

Any Additional Info: Destiny Bond is really what differentiates Froslass from other OU leads. That being said, make sure you play smart and take full advantage of her capabilities!
 
Here is the Physically-Defensive Rotom set, criticism is appreciated. Sorry for the delay.

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

Role: Pivot

What It Does: Physically defensive Rotom-W is a great asset to nearly every team needing a Birdspam check and a physical tank. Due to it's great Electric/Water typing in conjunction with Levitate, Rotom-Wash can take on nearly any physical threat including but not limited to: Talonflame, Scarf Lando-T, Garchomp, Scizor/Mega Scizor, Excadrill, and Mamoswine. It can spread burns via Will-o-Wisp, and give frail teammates a relatively safe switchin with a slow Volt Switch. Hydro Pump hits the Ground-types that are immune to Volt Switch, and is Rotom's strongest STAB move. Pain Split offers fairly reliable recovery, and works well with Rotom's low 50 base HP. However, as Rotom can be worn down fairly quickly, Rest can be used instead. Rest allows Rotom to act as a status absorber, further aiding it's team. 44 Speed EVs allow Rotom to outspeed Belly Drum Azumarrill.

Good Teammates: Anything frail that enjoys a safe switchin form a solid partnership with Rotom, so Pokemon such as Bisharp, Greninja, and Gengar can be good bets. Setup sweepers such as Mega Pinsir and Mega Charizard X also appreciate the ability to setup on a burned opponent, and also enjoy the Flying resistance and Ground immunity respectively. Rotom enjoys having something that can take strong special attacks and something that can defeat Fire-Types, so Pokemon such as Chansey and Heatran are appreciated. Rotom can also form a nice Volturn Core with Scizor or Lando-T, and synergizes nicely with both of them.

What Counters It: Nearly every relevant Grass-Type with the exception of Breloom (Fears Burn) doesn't care about Rotom. Mega Sceptile is a complete counter due to Lightning Rod and it's quad resistance to Water. Celebi also doesn't worry about Rotom due to Natural Cure and can set up Stealth Rock, Leech Seed, or NastyPass. Calm Mind Clefable doesn't care about burn due to Magic Guard, and can set up multiple Calm Minds and plow through your team. Any strong special attacker can break through this set with relative ease, so Lati@s and Mega Charizard Y must be avoided.

Any Additional Info: Rotom can opt to speed creep certain thing in order to outspeed and burn them if needed.
Changed to reflect TaBuu and AM 's recommendations. Thanks for all the help!
 
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Here is the Physically-Defensive Rotom set, criticism is appreciated. Sorry for the delay.

View attachment 31182
Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest

Role: Pivot

What It Does: Physically defensive Rotom-W is a great asset to nearly every team needing a Birdspam check and a physical tank. Due to it's great Electric/Water typing in conjunction with Levitate, Rotom-Wash can take on nearly any physical threat including but not limited to: Talonflame, Scarf Lando-T, Garchomp, Scizor/Mega Scizor, Excadrill, and Mamoswine. It can spread burns via Will-o-Wisp, and give frail teammates a relatively safe switchin with a slow Volt Switch. Hydro Pump hits the Ground-types that are immune to Volt Switch, and is Rotom's strongest STAB move. Pain Split offers fairly reliable recovery, and works well with Rotom's low 50 base HP. However, as Rotom can be worn down fairly quickly, Rest can be used instead. Rest allows Rotom to act as a status absorber, further aiding it's team.

Good Teammates: Anything frail that enjoys a safe switchin form a solid partnership with Rotom, so Pokemon such as Bisharp, Greninja, and Gengar can be good bets. Setup sweepers such as Mega Pinsir and Mega Charizard X also appreciate the ability to setup on a burned opponent, and also enjoy the Flying resistance and Ground immunity respectively. Rotom enjoys having something that can take strong special attacks and something that can defeat Fire-Types, so Pokemon such as Chansey and Heatran are appreciated.

What Counters It: Nearly every relevant Grass-Type with the exception of Breloom (Fears Burn) doesn't care about Rotom. Mega Sceptile is a complete counter due to Lightning Rod and it's quad resistance to Water. Celebi also doesn't worry about Rotom due to Natural Cure and can set up Stealth Rock, Leech Seed, or NastyPass. Gastrodon completely stops Rotom with Storm Drain, but dislikes burn. Any strong special attacker can break through this set with relative ease, so Lati@s and Mega Charizard Y must be avoided.

Any Additional Info: Rotom can opt to speed creep certain thing in order to outspeed and burn them if needed.

I don't know if the metagame has changed that much but I know Rotom-Wash back in the XY meta, would run 44 Speed EVs so that it could outspeed Jolly Belly Drum Azumarill. I still think that Belly Drum Azumarill is a relevant OU threat so 44 Speed EVs would really be useful on Rotom-Wash.
 
Here is the Physically-Defensive Rotom set, criticism is appreciated. Sorry for the delay.

View attachment 31182
Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest

Role: Pivot

What It Does: Physically defensive Rotom-W is a great asset to nearly every team needing a Birdspam check and a physical tank. Due to it's great Electric/Water typing in conjunction with Levitate, Rotom-Wash can take on nearly any physical threat including but not limited to: Talonflame, Scarf Lando-T, Garchomp, Scizor/Mega Scizor, Excadrill, and Mamoswine. It can spread burns via Will-o-Wisp, and give frail teammates a relatively safe switchin with a slow Volt Switch. Hydro Pump hits the Ground-types that are immune to Volt Switch, and is Rotom's strongest STAB move. Pain Split offers fairly reliable recovery, and works well with Rotom's low 50 base HP. However, as Rotom can be worn down fairly quickly, Rest can be used instead. Rest allows Rotom to act as a status absorber, further aiding it's team.

Good Teammates: Anything frail that enjoys a safe switchin form a solid partnership with Rotom, so Pokemon such as Bisharp, Greninja, and Gengar can be good bets. Setup sweepers such as Mega Pinsir and Mega Charizard X also appreciate the ability to setup on a burned opponent, and also enjoy the Flying resistance and Ground immunity respectively. Rotom enjoys having something that can take strong special attacks and something that can defeat Fire-Types, so Pokemon such as Chansey and Heatran are appreciated.

What Counters It: Nearly every relevant Grass-Type with the exception of Breloom (Fears Burn) doesn't care about Rotom. Mega Sceptile is a complete counter due to Lightning Rod and it's quad resistance to Water. Celebi also doesn't worry about Rotom due to Natural Cure and can set up Stealth Rock, Leech Seed, or NastyPass. Gastrodon completely stops Rotom with Storm Drain, but dislikes burn. Any strong special attacker can break through this set with relative ease, so Lati@s and Mega Charizard Y must be avoided.

Any Additional Info: Rotom can opt to speed creep certain thing in order to outspeed and burn them if needed.
Seeing as how it will pivot a lot for momentum it'll be more beneficial to run 248 HP for SR number and passive damage. Also what Tabuu said so 248 HP / 216 Def/ 44 Speed.
 
Here is the Physically-Defensive Rotom set, criticism is appreciated. Sorry for the delay.

View attachment 31182
Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest

Role: Pivot

What It Does: Physically defensive Rotom-W is a great asset to nearly every team needing a Birdspam check and a physical tank. Due to it's great Electric/Water typing in conjunction with Levitate, Rotom-Wash can take on nearly any physical threat including but not limited to: Talonflame, Scarf Lando-T, Garchomp, Scizor/Mega Scizor, Excadrill, and Mamoswine. It can spread burns via Will-o-Wisp, and give frail teammates a relatively safe switchin with a slow Volt Switch. Hydro Pump hits the Ground-types that are immune to Volt Switch, and is Rotom's strongest STAB move. Pain Split offers fairly reliable recovery, and works well with Rotom's low 50 base HP. However, as Rotom can be worn down fairly quickly, Rest can be used instead. Rest allows Rotom to act as a status absorber, further aiding it's team.

Good Teammates: Anything frail that enjoys a safe switchin form a solid partnership with Rotom, so Pokemon such as Bisharp, Greninja, and Gengar can be good bets. Setup sweepers such as Mega Pinsir and Mega Charizard X also appreciate the ability to setup on a burned opponent, and also enjoy the Flying resistance and Ground immunity respectively. Rotom enjoys having something that can take strong special attacks and something that can defeat Fire-Types, so Pokemon such as Chansey and Heatran are appreciated.

What Counters It: Nearly every relevant Grass-Type with the exception of Breloom (Fears Burn) doesn't care about Rotom. Mega Sceptile is a complete counter due to Lightning Rod and it's quad resistance to Water. Celebi also doesn't worry about Rotom due to Natural Cure and can set up Stealth Rock, Leech Seed, or NastyPass. Gastrodon completely stops Rotom with Storm Drain, but dislikes burn. Any strong special attacker can break through this set with relative ease, so Lati@s and Mega Charizard Y must be avoided.

Any Additional Info: Rotom can opt to speed creep certain thing in order to outspeed and burn them if needed.
Changed to reflect TaBuu and AM 's recommendations. Thanks for all the help!

I swear I'm not trying to pick on you right now hahaha
But you should mention some "more relevant" counters! No one runs ubers-worthy Gastrodon anymore and while Mega Charizard Y is still OU relevant it has definitely seen a massive decline in usage. Why not mention Chansey and Calm Mind Clefable, for example?
Also for the good teammates section, mention Landorus-T and Scizor! They make a fantastic VoltTurn core!

Seeing as how it will pivot a lot for momentum it'll be more beneficial to run 248 HP for SR number and passive damage. Also what Tabuu said so 248 HP / 216 Def/ 44 Speed.
It's a capital B. I can't even anymore. Quitting Smogon now.
joke. joke.
 
I was gonna do RP Mega Metagross and SD Pinsir Friday but if thats too late then someone else can take them I guess.
 
Finished Crawdaunt, gonna work on Bulky Landorus-T next. Is STAB the plural form of STAB or is it STABs?

crawdaunt.gif

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance / Crunch

Role: Wall breaker

What it Does: Crawdaunt is a devastating Wall breaker, capable of 2HKOing the likes of Skarmory and Mega Slowbro thanks to Adaptability. Crabhammer and Knock Off are Crawdaunt's two main STABs, hitting almost everything for at least neutral damage and in Knock Off's case, having the added benefit of removing the opponent's item. Aqua Jet becomes an 80 BP move thanks to Adaptability and helps to patch up Crawdaunt's lackluster speed somewhat. Aqua Jet can also be used to pick off weakened Sweepers and serves as a useful stop to Sand Rush Excadrill. Swords Dance makes Crawdaunt's job of Wall breaking even easier and allows it to potentially sweep defensive teams. Crunch is also an option in the last slot, providing Crawdaunt with a secondary dark STAB to use after its knocked off the opponent's item and to hit Mega Pokemon harder. A Jolly nature can be used over Adamant allowing Crawdaunt to outspeed 44 speed Rotom-Wash and Bulky Landorus-T, however you can miss out on 2HKOing Skarmory if Stealth Rocks aren't up, and can potentially miss out on 2HKOing Ferrothorn, Defensive Mega Venusaur and Azumarill after Stealth Rock damage.

Good Teammates: Crawdaunt has trouble switching in due to it's frailty, because of this, Volt-turn users like Landorus-T, Mega Manectric, Scizor and Rotom-Wash make excellent partners. Pokemon that can take out Chesnaught and Keldeo, like Talonflame and the Lati twins also make good partners.

What Counters it: Chesnaught is probably the best answers to Crawdaunt, resisting both of Crawdaunt's STABs and able to hit it back for super effective damage. Keldeo, while it is 2HKOed by Crawdaunt's STAB, outspeeds Crawdaunt and can OHKO it with Secret Sword. While nothing really wants to switch in on Crawdaunt, it can be checked by just about any offensive Pokemon that resists one of it's STABs and isn't KOed by Aqua Jet.

Any Additional Info: Don't run Dragon Dance. Crawdaunt is slow even at +1, getting outsped by positive positive Nature base 100s if it's Adamant and positive Nature base 108s if it's Jolly. So you're gonna end up clicking Aqua Jet anyway against offensive teams and Crawdaunt doesn't need the extra speed against defensive teams. A Choice Band set with Waterfall / Knock Off / Aqua Jet / and either Crunch or Aerial Ace is another option, Aerial Ace being notable for allowing Crawdaunt to 2HKO Chesnaught on the switch in.

Edited to include Karxrida, AM, and -Clone-'s suggestions.
 
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Somebody else can take CM Mega Latias and Mega Latios cause I got lazy, here's the tiny skeleton I wrote for them

381-mega.gif

Latios @ Latiosite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Role:
Special Sweeper / Wall Breaker

What it Does:
-Luxury Mega
-Life Orb Latios hits just as hard
-Can utilize a mixed set much better
-Much better Dragon Dancer than regular Latios
-Hits like a nuke without taking Life Orb recoil
-Much more bulky

Good Teammates:

What Counters it:


Any Additional Info:



The bae is here
380-mega.gif

Latias @ Latiasite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Roost
- Stored Power

Role:
Special Sweeper

What it Does:
-Extremely bulky
-Stored Power does a lot after a few boosts
-Not Knock Off weak
-Is horrible against status
-Completely walled by Dark types

Good Teammates:

What Counters it:

-Dark Types

Any Additional Info:
 
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Finished Crawdaunt, gonna work on Bulky Landorus-T next. Is STAB the plural form of STAB or is it STABs?

crawdaunt.gif

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance / Crunch

Role: Wall breaker

What it Does: Crawdaunt is a devastating Wall breaker, capable of 2HKOing the likes of Skarmory and Mega Slowbro thanks to Adaptability. Crabhammer and Knock Off are Crawdaunt's two main STABs, hitting almost everything for at least neutral damage and in Knock Off's case, having the added benefit of removing the opponent's item. Aqua Jet becomes an 80 BP move thanks to Adaptability and helps to patch up Crawdaunt's lackluster speed somewhat. Aqua Jet can also be used to pick off weakened Sweepers and serves as a useful stop to Sand Rush Excadrill. Swords Dance makes Crawdaunt's job of Wall breaking even easier and allows it to potentially sweep defensive teams. Crunch is also an option in the last slot, providing Crawdaunt with a secondary dark STAB to use after it's knocked off the opponent's item.

Good Teammates: Crawdaunt has trouble switching in due to it's frailty, because of this, Volt-turn users like Landorus-T, Mega Manectric, Scizor and Rotom-Wash make excellent partners. Pokemon that can take out Chesnaught and Keldeo, like Talonflame and the Lati twins also make good partners.

What Counters it: Chesnaught is probably the best answer to Crawdaunt, resisting both of Crawdaunt's STABs and able to hit it back for super effective damage. Keldeo, while it is 2HKOed by Crawdaunt's STAB, outspeeds Crawdaunt and can OHKO it with Secret Sword. While nothing really wants to switch in on Crawdaunt, it can be checked by just about any offensive Pokemon that resists one of it's STABs and isn't KOed by Aqua Jet.

Any Additional Info: Don't run Dragon Dance. Crawdaunt is slow even at +1, getting outsped by positive positive Nature base 100s if it's Adamant and positive Nature base 108s if it's Jolly. So you're gonna end up clicking Aqua Jet anyway against offensive teams and Crawdaunt doesn't need the extra speed against defensive teams.
Crunch should probably be slashed before Swords Dance since you're not going to be able to setup very often and it lets you hit Megas harder as they switch in. You should also note what running Jolly lets you outspeeds and the kills you lose out on.
 
Crunch should probably be slashed before Swords Dance since you're not going to be able to setup very often and it lets you hit Megas harder as they switch in. You should also note what running Jolly lets you outspeeds and the kills you lose out on.
Id still keep swords dance slashed first because of the stupid amount of power it will gain from SD and its designed to function as a wallbreaker anyways. What I would do however is mention choice band somewhere with a 4 attack set of waterfall, knock off, aqua jet,and crunch.
 
Id still keep swords dance slashed first because of the stupid amount of power it will gain from SD and its designed to function as a wallbreaker anyways. What I would do however is mention choice band somewhere with a 4 attack set of waterfall, knock off, aqua jet,and crunch.
Aerial ace > crunch on choice band deserves a mention for being able to hit Chesnaught. With the right investment and prediction, Chesnaught is 2Hkoed on the switch.
 
Good news everyone! The links are all finally in the OP and the lists have been condensed to one post. If I get some time I may go fishing for sprites to put next to the links, but that's a project for another day. In the meantime, if anyone needs a project, we still have plenty of mons that don't have a set on any of the lists. Going down the viability list, I noticed that we can still use write-ups for Hippowdon, non-Mega Gyarados, Skarmory, and Starmie to name just a few.
 
I'll take bulky SubDD non-Mega Gyara, and I'm going to do Azelf later today as well. I kinda got slammed with school work this week :/
 
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