ORAS OU First ORAS team, looking for help with balance/semi-stall

So, after waiting for the greninja ban to come into effect, I've finally managed to put together a team in ORAS. Up until now, I've been playing at a fairly low rate, but I'm already beginning to notice some pretty serious flaws that are holding the team back, and I'd like some input on how to work around it.

I've tried to put together a balanced team that sits closer towards the defensive side, but on one hand, while this team actually has a pretty decent time dealing with the two mega-gods of OU, Metagross and Sableye, its reliance on mono-attacking pokemon (4!) has really put me into a corner at times, and can make it all too easy to lose control of a match's momentum. I feel this severe lack of offensive versatility causes a lot of pressure to actually finish anything to be thrown upon Gyarados, who just can't keep up with everything I need him to do when the shit hits his portion of the fan.

On a whole, I feel that this team is caught in a bit of a liminal phase between balance and stall where it has a bit of trouble getting things done either way. I feel poor offensive versatility to pressure opponents and move in for the win, while also being open to giving my opponents opportunities for plenty of free offensive momentum due to a general lack of threat. I feel that, at times, I can get out-stalled and out-muscled because of this. Especially since I lack hazard remove, what with having my team spread somewhat thin as it is.

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Heatbro (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Roar
- Toxic
- Lava Plume

Pretty straightforward for a defensive heatran. Sets hazards, pisses off fairies. Air balloon is taken over leftovers to help make getting early game hazards out easier. While everybody and their dog gears up to deal with Heatran, they do it for good reason. His combination of typing and utility bring a lot to the table, allowing him to spread a lot of toxic and hazard damage around like it was nobody's business. His lack of recovery does make him more disposable than I'd like him to be, especially since once worn down, his absence can leave a fairly big hole in my defenses, allowing talonflame and most fairies to do quite a number on me.


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Cabbage Head (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Spiky Shield
- Leech Seed
- Drain Punch

I've come to take quite a liking to Chesnaught lately. While his combination of weaknesses are very easily exploitable, his combination of raw physical durability and annoyance factor through spiky shield and leech seed can end up forcing a lot of switches, and the negatives of his typing is offset quite a bit by how well it meshes with that of Heatran and Suicune. While he lacks in offensive prowess, his myriad of protection and healing tools keep him incredibly resilient, and his resistance to rocks means he's happy to switch in and out all the time.
Drain punch is taken over synthesis to avoid becoming complete taunt bait (that said, it's not like it'll actually do much), and to deal with Ferrothorn and Bisharp, who can otherwise be troublesome for this team.
Deals with Keldeo variants without Icy Wind quite cleanly, and can make solid work out of M-/Gyarados (excluding sub normal Gyarados, who laughs at drain punch) and M-Lopunny, and does solid work against most physical attackers in the tier that don't hit it super-effectively. And for those that do, spiky shield still allows a bit of scouting. Being immune to spore/powder moves certainly helps, although chesnaught tends to lose against the users that carry poison coverage.


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Cune Ass Boss (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk

Good old CroCune has been a favourite of mine since gen 3, and he's exceptional as ever here as he was anywhere else, and completes a solid defensive FWG core with Heatran and Chesnaught.
Pretty straightforward, really. Once he's out in good shape, he's certainly difficult to deal with. Eats M-Sableye alive, and thanks to scald, can even give non-grass knot variants of M-Metagross a run for their money. After one CM, most special sweepers without super-effective coverage have difficulty putting a meaningful dent in this thing, and even some with super effective coverage don't have the easiest time. And while Sleep Talk ends up disappointing me more times than it should (his persistence in attempting to rest while resting is something to be admired, at the very least), once in the zone, CroCune can take as much time as it needs to get going.
That said, it feels a little harder to get the guy in in ORAS than it was in XY, and harder to keep him in as well. Whether it be new offensive and defensive threats, or just a more prepared meta overall, it's something I've certainly noticed. I've considered replacing him with M-Slowbro, especially since critical hits are the bane of my existence, but I'm very weary of that dark/ghost/bug(to a lesser extent) weakness. Additionally, one should never underestimate the application of pressure.


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Moon Prism Power (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Calm Mind
- Moonlight

I love clefable, and I love unaware. Heal bell keeps nasty burns from Landorus and Gyarados and wakes Suicune the hell up, and unaware/calm mind allows it to easily come in on many setup sweepers and nullify their gains. Taking heal bell does have its costs, however, since it's easier than ever for steel types to switch in on Clefable once they find out that it doesn't have flamethrower. This, of course, leaves Clefable with one hell of a case of 4MSS.


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

The obligatory Lando-T, his mere presence adds so much utility, with Intimidate alone helping to get so many pokemon in safely, and U-turn makes it even better. Knock off adds further utility, as well as threatening Lati@s. Stone miss (sometimes) deals with the birdies, charizard, and other fiery delights. EQ is pretty obvious.
Being choice locked can be annoying at times, however, and can lead to some unsavoury switches. Running a build that isn't choice locked is somewhat tempting, but doing so removes my only serviceable answer to both Charizard mega forms.


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Love Train (Gyarados) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Dragon Dance
- Taunt

Gyarados... poor guy. I love him, I really do, but sometimes, I feel too much is put on his shoulders at times. Intimidate pre-mega allows him to shuffle with Lando-T for some nice offensive neutering, which helps immensely against a lot of wallbreakers, even if it is janky as all hell. Taunt throws a wrench in the works of many stall pokemon, although half the time I'd kill for some EQ coverage, especially whenever Rotom rears its ugly little face.
Waterfall and crunch are great and all, but I feel that he just lacks in a lot of power, which is damning considering all the weight he has to pull as a late game cleaner, due to my generally weak offensive presence. And as much as I like Gyarados, I feel that he's probably the most wholly replaceable pokemon on this team.


Threat List:
Azumarill - All that raw power can leave a hefty dent in just about everything on this team. Determining the set makes it easier to deal with, but still requires a solid amount of work to play around.

Charizard (both forms) - Landorus-T is the only real defense I have against this guy and his split personalities, although coming in on Y is especially dangerous, and typically involves sacrificing at least one pokemon to get the job done. Not to mention jolly versions of Charizard X, which can cause an especially large amount of trouble.

Landorus-I - Plenty of raw power and solid moveset makes it easier than I'd like for him to muscle through this team. Suicune can deal with him with some careful play, but has difficulty switching in on its own.

Rotom-W - It's Rotom. The combination of burn, water, and electric coverage can be difficult to handle for this team, and actually wearing down this ugly little fucker is a pain in the ass.

Kyurem-B - Scarf sets have the potential to run me pretty ragged. Beatable, but requires some solid, consistent pressure.
 
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First off, I would like to suggest a few changes to your Clefable and Heatran sets;

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Moon Prism Power (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Unaware Clef is such a great check to set up mons in general, but I think putting wish over moonlight is overall more useful for the team as it lets other mons get free recovery after switching in.


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Heatbro (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 60 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Ancient Power
- Toxic
- Lava Plume

With the rest of the changes I made to the team, it was left weak to talonflame and bisharp, the ev's always outspeed jolly sharp while also giving you respectable bulk. Ancient power is hit opposing talonflame and char Y since you can live any one attack it goes for.

The last two things I would recommend is changing Chesnaught and Suicune to Latias and Manaphy respectively. Latias gives you a reliable defogger while still having decent offensive power, and trading Suicune for Manaphy gives a much better match up vs. stall and weather teams, here are the two sets i would use, both are pretty standard so not much to say about them.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog


Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Rain Dance
- Rest


One last thing to mention is the changes lets you run EQ on mega gyra if you prefer, as manaphy can give opposing defensive mons enough of a hassle with its own set. Nice team overall, but the adjustments made should help make that threat list a little smaller, try it out and let me know what you think :]
 
^dont remcomend these changes simply because they dont help your team synergy at all just random defog pokemon and random stallbreak pokemon

on my sight i recoment you two changes:
skamory and specially defencive gliscore over suicune and landorus-t. before you were weak to:
- monoatacking talonflame (sd roost taunt brave bird) - your only talonflame counter is heatran. the taunt variants can shout it down completly. monoathacking cant do anything skarmory
- EQ mega altaria can wreak your team since heatran is your only answer. its walled by skarmory while the fire blast set gets walled by heatran. you have to scout for it early game
- azumarill as you mentioned yourself. skarmory is a perfect counter
- you have no switches to sludge wave gengar since chestaught cant block it. specially defencive gliscor is a great answer to it.
- your team really does need a stallbreaker and gliscor is one of the best anwers to stall. the sd set would fit really nice on the semistall team
- skarmory can defog
gl with the team :)
edit:
if you want you can change you gyarados to a defenfive setteam resttalk set. that could help againt chrizard x a lot.
 
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^Ew Skarmory? You called Latias a random Defog pokemon but suggested Defog Skarmory over Chesnaught... ChesTran is a good core already.

Fafnir You could replace Suicune with Starmie or Manaphy.
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Starmie @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Hydro Pump
- Recover
- Rapid Spin

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Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam / Rain Dance
- Energy Ball / Ice Beam
 
^Ew Skarmory? You called Latias a random Defog pokemon but suggested Defog Skarmory over Chesnaught... ChesTran is a good core already.
yes i called latias random, because it didnt help with the team synergy. ChesTran might be a very cool core but i looses to stuff like EQ Mega Altaria or Azumarill while the rest of the cant eathier, then you have to make a change
 
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Skarm is way too passive imo only good on full stall. Starmie could work as a hazard remover tho.
 
yes i called latias random, because it didnt help with the team synergy. ChesTran might be a very cool core but i looses to stuff like EQ Mega Altaria or Azumarill while the rest of the cant eathier, then you have to make a change
He has Unawere Clefable for Azumarill and Altaria, aswell as Scarf Lando and Air Balloon Heatran. I know you don't like to rely on checks for some reason but don't forget that he is playing Pokemon, you can't have a reliable answer to everything.
 
He has Unawere Clefable for Azumarill and Altaria, aswell as Scarf Lando and Air Balloon Heatran. I know you don't like to rely on checks for some reason but don't forget that he is playing Pokemon, you can't have a reliable answer to everything.
"counter" 252+ Atk Pixilate Mega Altaria Return vs. 252 HP / 252 Def Clefable: 204-241 (51.7 - 61.1%) -- 96.1% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252 Def Clefable: 258-304 (65.4 - 77.1%) -- guaranteed 2HKO after Leftovers recovery
haha the fact that you counter everything doesnt mean you should try lol
*your brainproces* ok im 6-0 'd by EQ mega altaria. i can change chestnaught to skarmory to change that, hmmm. no lets keep chestnaught because i cant counter everything. *the end*
dude we are trying to perfect a team. we are trying to be competitive. if you dont want to im not sure if thatsa a right place for you
 
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whats the name of that fire type move mega altaria like to run on most if not all of its sets hmm cant quite seem to put my finger on it,,,
 
"counter" 252+ Atk Pixilate Mega Altaria Return vs. 252 HP / 252 Def Clefable: 204-241 (51.7 - 61.1%) -- 96.1% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252 Def Clefable: 258-304 (65.4 - 77.1%) -- guaranteed 2HKO after Leftovers recovery
haha the fact that you counter everything doesnt mean you should try lol
*your brainproces* ok im 6-0 'd by EQ mega altaria. i can change chestnaught to skarmory to change that, hmmm. no lets keep chestnaught because i cant counter everything. *the end*
dude we are trying to perfect a team. we are trying to be competitive. if you dont want to im not sure if thatsa a right place for you
First of all I don't think you should act this childish, show your 24 years of age dude.

This is the right calc btw - 252+ Atk Pixilate Mega Altaria Return vs. 252 HP / 252+ Def Clefable: 186-220 (47.2 - 55.8%) -- 23.8% chance to 2HKO after Leftovers recovery
I clearly said that he has scarf Lando and Balloon Heatran too to check Altaria, he is playing balance/semi stall.
 
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Well, the sets:

Moon Prism Power (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 164 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Heatbro (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Flash Cannon
- Lava Plume

Okay, the SpD investment lets Clefable take Serperior, Manapy , and Gardevoir better, but Belly-Drum Azumarill less. The only Reason to have speed on Heatran is to taunt over roar, you can keep roar but no speed.
 
hey, can you tell me what do you loose from that change? fine you can have your checks but how is skarmory change worse? it only imporves your match up a little bit againts a few things not loosing much back.
 
hey, can you tell me what do you loose from that change? fine you can have your checks but how is skarmory change worse? it only imporves your match up a little bit againts a few things not loosing much back.
Were you addressing me? Skarm is pure stall, and this team does better without it. Bulky Starmie can be hazard removal though.

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Starmie @ Leftovers
Ability: Analytic
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Reflect Type
- Recover
- Rapid Spin
 
Thanks for the responses so far, lots of things to consider. I'm quite fond of roar on Heatran, so I'll probably just invest fully in defenses. Likewise, I'll probably try running with wish support Clefable. Unaware CM clef has gotten me out of some tough situations, but with wish support, I could probably do well to avoid getting in those in the first place.
I don't think Skarmory would be a good fit for this team, as momentum is one of the things it struggles with to begin with, and Skarmory does little to help that.

One change that I've definitely been considering has been replacing Landorus-T with some variant of Gliscor. It adds a lot of utility, and it's a fun pokemon to use, but that ends up leaving with a more massive window for the 'zards to crush me than ever before.

As much as I love Suicune, I wouldn't be above replacing it for the better of the team. That said, I don't know if Starmie would be the right answer. As I noted above, I'm still deathly scared of the weaknesses that psychic typing adds on. And while I'm currently lacking in hazard removal so far, much of the team doesn't really mind.

Any suggestions I could get pertaining specifically to Gyarados? As I've pointed out, I believe he's having the most problem pulling his weight right now, and I'm not entirely sure how to address that.
 
Maybe you can run scarf tran over your current tran set. Scarf Heatran does better against both zard x(before boost) but mostly does better against zard y. Even though heatran loses to focus blast it can switch into to both fire blast and solarbeam. This allows you to switch in your check easier and revenge it with stone edge.

Another thing you could do is change suicune to slowbro with toxic/thunder wave to defeat zardx and azumarill(two main threats to your team), and then run spdef gliscor(with taunt or sd) over lando-t to take on lando-i(who is a huge problem to your team) and stall. This change also leads to my next change of taking taunt off of gyarados and running quake for rotom-w. Then you could add stealth rocks over calm mind on clefable.

sets
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

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Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Psyshock
- Thunder Wave / Toxic
- Slack Off

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Taunt / Swords Dance
- Roost
- Knock Off / Facade
- Earthquake
both taunt and swords dance stallbreak well, but i find the sd cooler.


With these changes I pretty much took care of every problem on your team besides Kyurem-black. However I hoped I did enough to help.
 
My god, that's beautiful.

Granted, I still fear the hell out of that secondary psychic typing, but that loadout definitely seems worth a shot.
 
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Well the biggest threats see for this team is mega gardevoir. It 2HKOs heatran with focus blast and there's nothing much you can do to stop it except maybe phaze it away. The discussion above doesn't deal with this threat at all.
232 SpA Mega Gardevoir Focus Blast vs. 252 HP / 4 SpD Skarmory -- guaranteed 2HKO
and if you switch into garde you are dead.
Well since you said that Gyarados is unable to pull his weight around, why not try bulky scizor? It cleanly OHKOs Mega Gardevoir with bullet punch and has its only weakness (fire types) taken care of by heatran.

Scizor @ Scizorite
Ability : Technician
EVs : 248 HP / 44 Atk / 116 Def / 100 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower / Knock Off
- Roost

This set is that of the standard bulky attacker and it OHKOs garde with bp easily. If you want you could go for the all out attacking set without roost and maxing out the attack EVs. But this doesn't address you megazard weakness. Your team isnt weak to rocks so rather than Starmie, I would recommend Manaphy instead. Once it gets a tail glow of, it destroys alot of things and nothing ever switches into it easily.

Hope I helped
 
the biggest issues that your team has rn are:
- EQ altaria
- Azumarill
- mega charizard x
id would be good to focus the disscuision on beating these mons
also you need defog/rapid spin support
My first thougts are changing gyarados to a defencive setset (will help woth chariazrd) and adding amoongus over suicune (covers eq altaria and azumarill)
 
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oh i just did damage calcs and cresselia seems pretty cool.
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Cresselia: 114-135 (25.6 - 30.4%) -- 1.2% chance to 4HKO after Leftovers recovery

252+ Atk Pixilate Mega Altaria Return vs. 252 HP / 252+ Def Cresselia: 135-160 (30.4 - 36%) -- guaranteed 4HKO after Leftovers recovery

252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Cresselia: 183-216 (41.2 - 48.6%) -- guaranteed 3HKO after Leftovers recovery
 
The problem is that Cresselia can't actually switch into any of those.

+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Cresselia: 453-534 (102 - 120.2%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cresselia: 246-290 (55.4 - 65.3%) -- guaranteed 2HKO after Leftovers recovery

+1 252+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Cresselia: 202-238 (45.4 - 53.6%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Cresselia: 273-322 (61.4 - 72.5%) -- guaranteed 2HKO after Leftovers recovery

I'm also not a fan of the idea of Amoongus over Suicune. Plant typing is already vulnerable enough, having two on the team is just asking to get crushed, as that's already 3 pokemon with a weakness to ice.
I also wouldn't rule hazard removal as being absolutely necessary for this team, so far as my experiences with it have been concerned. Hazard damage has never really amounted to anything meaningful against it, what with many members having potent healing tools available, and the only one weak to rocks is meant to function almost entirely as a late game sweeper anyway. That's not to say that hazard removal isn't worth having, but I don't think it's worth simply throwing in for the sake of arbitrarily having one. Doubly so since, with spikes and rocks at my disposal, defog would tend to do more harm than good.
 
you know that a pokemon can either set up or atk. if charizard sets up a dd then hits ypu for 70% that fine because you just have to tank a hit and twave back. same with altaria
bd brum azumarill might win against cress it looses agains clefable
choice band azumarill doesnt win against cresselia becuase without the item knock off in unable to get the KO
 
Bit of a brainfart there on my part. That said, Cresselia summers similarly to Skarmory in that it's so very passive.

Replacing Suicune with Slowbro can cover both Charizard X and Altaria. Azumarill can still be a bit problematic, depending on the build, but Slowbro offers a lot more to the team than Cresselia does.
 
how cresselia is more passive than slowbro? btw not a bad pick if you change for exaple your mega to sth that can deal with azumarill that would be great
 
how cresselia is more passive than slowbro? btw not a bad pick if you change for exaple your mega to sth that can deal with azumarill that would be great
Regenerator keeps momentum and scalds can cripple things, and it can hit things on the other spectrum with psyshock. The Cro set can sweep also.
 
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