ORAS OU Creative Criticism welcome for my first attempted team. Please?

This is the first time I've ever tried building a competitive team. I know I don't really have a wall, and I'm sure some of my decisions will be rightfully ripped apart, but that's why I'm posting this. Just be gentle with me. :-D Also, as you will notice, I don't know any of the usual checks for any given 'mon, so that's why I don't call out any usual foes by name -- I just don't know them.
Forretress – Custap Berry (if ever allowed in Gen 6) but realistically, Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpD, 0 Speed IV
Nature: Relaxed
1. Spikes
2. Rapid Spin
3. Gravity
4. Gyro Ball

I really didn't want to put a spike layer or spinner on a team, but it seems it's the thing to do. I chose Spikes and Gravity over Stealth Rock so you can layer it, and gravity so flying 'mon could be affected for 5 turns, if that's how it works. With a Sturdy nature and 0 Speed IVs, the Custap Berry would REALLY be nice for Gyro Ball, but it appears that's a pipe dream. So Leftovers, and I'm rethinking the 0 IVs for Speed. Maybe then replace Gyro Ball with Volt Switch to bring him back later to spin again?

Zoroark – Focus Sash or Wide Lense (for Focus Blast)
Ability: Illusion
EVs: 252 SpA / 252 Speed / 4 SpD
Nature: Timid
1. Flamethrower
2. Grass Knot
3. Dark Pulse
4. Focus Blast / U-Turn

I know he's frail, but I'm hoping for Psychic type switch in when Zoroark appears as Machamp. If that fails as a lure, then having Greninja in the last slot will just play even further mind games. Hoping Zoroark might pull off a Grass Knot, then U-Turn for someone else, my 'ninja's moveset will be thought to be halfway figured out, while only U-Turn is a shared move of the two. If Focus Blast should be kept, is Wide Lense smart?

Salamence - Salamencite
Ability: Intimidate
EVs: 252 Att, 252 Speed, 4 Def
Nature: Naive
1. Earthquake
2. Return
3. Dragon Claw
4. Dragon Dance

I didn't want to use a slot for DD, but it again appears to be almost necessary. I'd prefer him to pack a fire move... Any and all help from this point is pretty much awesome.

Gardevoir – Ring Target (for Trick)
Ability: Trace (will go for Telepathy if I do double or triple battles)
EVs: 116 HP/52 Def/ 144 SpA/4 SpD/ 192 Speed
Nature: Modest
1. Psychic / Future Sight (?)
2. Shadow Ball
3. Wish / Misty Terrain(?) / Trick
4. Moonblast

I had a Gardevoir set up as a healer and such, but looking back on my team, I thought I needed some fairy attack at least. So I bred this one. I like Ring Target with Trick, but not sure if Trick fits this set. I like the combo of Future Sight with Wish, but is doing no damage for 2 turns really going to be wise? I also like the thought of Misty Terrain in tandem with Forretress' Gravity. But just feedback whether any of this is wise is what I'm after. I took the EV allocation from a Smogon recommendation for a Choice Sp.Attacker.

ONE OF THESE TO IN THE LAST SLOT
Machamp – Sticky Barb (for use with Knock Off)
Ability: No Guard
EVs: 252 Att, 200 HP, 56 Speed
Nature: Adamant
1. Dynamic Punch
2. Knock Off
3. Stone Edge
4. Poison Jab/Dual Chop (?)

He's here to lure out some psychic for Zoroark while still in his illusion. I put sticky barb on him to take effect after Knock Off. I guess it'll take 2 rounds for that to occur, right? Wide Lense for Dynamic Punch? Though while taking him in the Battle Maison, he has hit every time. I had Bullet Punch in the 4th slot, but I like the thought of Poison Jab or Dual Chop. Thoughts?

Greninja – ???
Ability: Protean
EVs: 252 SpA, 252 Speed, 4 Def
Nature: Timid
1. Extrasensory
2. Ice Beam
3. Hydro Pump
4. U-Turn

Never played him before. Had a Protean in my Y boxes, so I brought it over and he is just a hoot to play with. I had him originally with Spikes in the 4th slot, but nixed that after I put up Forretress. Adding U-Turn keeps the act with Zoroark going longer, as each can switch out of dangerous scenarios, hopefully w/o getting hit first.


Thanks!!! If I have anything formatted wrong, sorry mods -- today's my first day here.
 
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There are a lot of things wrong with this team that I can see off the bat. Firstly, Mega mence and greninja are both banned, so even if this is your ingame team, you can't put it in ORAS OU because it doesn't follow that criteria. Sticky barb on machamp would be really bad because it requires a poke to be hit with knock off, and make physical contact, while you might make contact again and take it back. Wide lens is also a very bad item and shouldn't ever be used, especially on machamp, who has NO GUARD, which makes all moves 100% accuracy. Gravity on forretress just isn't worth it and it would be better to have stealth rocks instead. For gardevoir, if you want to run trick, run trick+choice scarf please. Also, future sight is completely outclassed by psychic or psyshock as both have a better damage output, and future sight can be easily played around. Misty terrain is a very bad move and shouldn't be included on the set. Now enough with the criticism and on to suggestions.

First, skarmory might fit your team better than forretress as it adds a wall while keeping the ability to remove hazards and set them up. I'll put sets below. Zoroark is fine. Seeing as that salamence mega was banned, you can't use it. Therefore, if you want to keep a DD sweeper, You could choose between mega charizard x and dragonite as they are the best in the tier. Next, for gardevoir, clefable is a better offensive option most of the time, and if you choose to run dragonite, you could run mega gardevoir. For your last 2 slots, it would be nice to have an offensive pivot so I suggest you run landorus-t with a choice scarf. With those pokes, you have a pretty big mamoswine weakness, so it would be good to add a check such as azumarill, keldeo, or rotom wash. I think rotom would fit the team best to form sort of a volt-turn core with lando-t and covers a few of your weaknesses.
Here are the sets:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Defog
- Stealth Rock
- Roost
- Brave Bird

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Fire Punch

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Flare Blitz
- Dragon Claw

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
 
Thank you so much, oryxslayer for your input!
I've tried keeping up to date with what's legal and what's not, so sorry for that... (I'm new to all this, so please bear with me).

2 questions now:
1. I thought that each 'mon had to have a different item. If so, given your recommendations: if I choose to go with Skarmory w/ leftovers, I can't do Clefable leaving me with Gardevoir and her 'ite, making me choose Dragonite over Charizard X. But then that leaves me with Rotom-W that I'd need something else to fill the leftoveres. Or is that only for official Pokemon tournaments for the 1 item thing?
2. Synchronize doesn't work on Landorous, right? So I just keep soft resetting until I capture a jolly guy? I know his EVs matter, but what about IVs? I don't hack pokemon, so should I keep capturing a jolly guy and IV calculate for anything in particular? Or are IVs not as important when it comes to the legendary? I'm going to probably have to reset BW to catch him proper.


Thanks again!
 
Thank you so much, oryxslayer for your input!
I've tried keeping up to date with what's legal and what's not, so sorry for that... (I'm new to all this, so please bear with me).

2 questions now:
1. I thought that each 'mon had to have a different item. If so, given your recommendations: if I choose to go with Skarmory w/ leftovers, I can't do Clefable leaving me with Gardevoir and her 'ite, making me choose Dragonite over Charizard X. But then that leaves me with Rotom-W that I'd need something else to fill the leftoveres. Or is that only for official Pokemon tournaments for the 1 item thing?
2. Synchronize doesn't work on Landorous, right? So I just keep soft resetting until I capture a jolly guy? I know his EVs matter, but what about IVs? I don't hack pokemon, so should I keep capturing a jolly guy and IV calculate for anything in particular? Or are IVs not as important when it comes to the legendary? I'm going to probably have to reset BW to catch him proper.


Thanks again!
The thing is, this rmt forum is for teams following ORAS OU rules. With smogon rules, multiple pokemon can have the same items. Also, this thread is for competitive teams and you can't use ingame restrictions to make decisions such as for lando-t. If you can't get lando-t ingame, then that isn't really my problem, because I was making suggestions for showdown.
 
The thing is, this rmt forum is for teams following ORAS OU rules. With smogon rules, multiple pokemon can have the same items. Also, this thread is for competitive teams and you can't use ingame restrictions to make decisions such as for lando-t. If you can't get lando-t ingame, then that isn't really my problem, because I was making suggestions for showdown.

Thank you again for clearing up my confusion... it makes it a lot easier. So I'm really sorry if I came across ungrateful -- I didn't mean for that all, quite the opposite actually. I'll test this out before I spend an eternity hunting ingame for a decent lando. :-) I really appreciate the time you spent replying.
 
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