ORAS OU Sands of pain

Hey Rmters! So after (finally) deciding on my OU team, and liking it a lot, I decided to try a team idea that I've wanted to try for a long time, since I started really trying my hand in competitive battling about 4 months ago. It revolves around the beastly weather con, sand. I'm gonna launch into the team right away!

tyranitar.gif


Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch

T-tar. Obviously. Possibly the best sand setter in OU right now, with a really cool typing and huge defences to boot, this guy can reliably set the sand time and time again. Smooth rock to really get the most of the weather con. The EVs are a little odd, and I made them myself, so I'll give a quick explanation on them: The 252 Def is there to tank those physical leads, and is great for T-tar. His Sp. Def gets doubled in a sandstorm, so he gets 354 Sp. Def to go with his 319 Defence, and his attack EVs throw his large attack stat up to 378, while still having enough HP investment for a total of 365. His 4 main (and only relevant) stats are all in the 300 range, and he acts as a mixed wall-rock setter-sand setter-physical attack behemoth of doom. Standard moveset, pursuit because trapping is fun, and wipes out Lati@s and Mews (dealing about 53% of a bulky Latios' health, while receiving around 45% if D-meteor hits) and about 70% of Latias.' Rock slide > Stone edge for accuracy and flinch chance at the cost of 5 damage. Ice Punch for annoying Gliscors and Landorus', and SR for the chance to set if he can.

garchomp-2.gif


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance

Also obviously, G-chomp. I'm toying with the mega for this one, since my team lacks one unless I make S-bro my mega, but the speed drop is really going to cripple me. It won't outspeed Lati@s unless I scarf it, but I have T-tar for that, and apart from that it's the fastest dragon anyway with 92 speed, only being slower to Salamence, which is rare. So, I'm torn about whether or not to mega it. I think the base 130 attack stat is fine, and it gives me a Huge recoil chance with it's items and ability in standard form. Speed and Jolly nature to make is fast as possible, to outspeed Jolly Mence. I had a 4 move syndrome here and really picked S-dance as a filler, as the others are great and powerful coverage moves, although S-Dance does make his attacks pretty terrifying. Thoughts?

hippowdon.gif


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect

I needed a secondary sand setter, and was delighted when a second sand setter entered OU after suspect tests. Hippo was really overlooked, as it's base stats were pretty cray-cray, being a really great mixed wall. I'm running this Hippo set as a sand setter-annoyer-tank, opting to invest largely in Sp Def as I already have a Defensive tank, but am open to mixing up the EVs on this one. I went for a really annoying move set, slack off for heal, EQ for a stab coverage move, toxic and protect to be able to poison them, hit them with sand, and alternate between protect and slack off, allowing me to scout their moves out if I survive long enough to take a hit. And with so many offensive mons on this team already, a good annoyer tank was pretty essential I felt.

magnezone.gif


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

By this point, every team running a water mon will be sending it in, hoping for a quick clean up. Enter: Magnezone. Choice scarf was so common on this mon, and it wasn't until I saw it's base stats that I realised why. It's crazy to get 360 speed off someone with a base stat of 60, but it allows Magne to pull off some crazy fast KOs. Really standard moveset, really. HP fire to troll steel types trapped (though I'm not sure to do with a heatran - switch out probably). V-switch for mobility and T-bolt for the power, and flash cannon as a secondary fairy counter next to my E-Drill's iron head.

excadrill.gif


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head

E-Drill. Perhaps my favourite mon of this gen, it's appeared on every one of my OU team trials, and has ended up on the final edit. In the sand though, this mon becomes a whole new beast. Boasting a speed stat of 550, and an adamant 405 life orb boosted attack stat, it's no slouch. Because of it's frailty and the LO, I'm getting 2 KOs max out of this thing; it's not going to survive very long, so I made it a sort of suicide bomber, but one that I'll keep alive as long as I can due to the rapid spin. Standard moveset really, Iron head is really useful for Diancie, without worrying about the Sp. Def increase in sand because of E-Drill's physical nature. Brick break for the ice types that are going to be all over this team, notably weaville, whom I resist and can OHKO (unless it has Focus sash).

slowbro-2.gif


Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave

Finally, Slowbro. I needed someone who could switch into a water attack/fire attack/fighting attack, and S-bro fit the bill perfectly. Not only does it resist this team's major weaknesses, but with the ability Regen, it's a fantastic defensive pivot, able to heal off any damage it receives. It also gives me a win-con against Mega Lopunny and Chansey's due to scald and psyshock. T-wave is there for annoyance really, but I'm willing to swap that out for slack off to form the regen-slack core. EVs went into HP/Spa as it's defences are pretty average, and investing into HP makes it tankier, and Spa because I needed it to hit hard, to secure those OHKOS on gliscor and Landorus, with scald as a backup check for those two.

That's the team! The only mon that doesn't resist sandstorm is S-bro, but it has leftovers.

The most notable weaknesses to this team are grass types, especially Mega Venusaur, and my only chance against those is to send out Garchomp and either EQ/Fire fang them, or send out S-bro because to get the damage out Venu will giga drain, but it's much faster than S-bro and won't heal anything at full health, leaving me free to hit it with psyshock. The other weakness is Sableye, as I don't have a fairy move on the team, but I can just muddle through that and use Sp. Atk sweepers on it to limit the impact of Will-O-wisp. I think this team should be really fun to use, and also knocks off a large section of the OU threats. I haven't had time to test this team yet as it's freshly designed and I'm about to sleep off a heavy session of drink from the night before, but I'll leave it open to you guys in the hope you can see the good points of this team, and also which mon I should mega! (Chomp or Bro). I'll input the import code, but don't know how to put it into those yellow boxes that you click to open, so I'll pop it under this and edit that one when I find out how to do it (I'm a noob, sorry).

Peace out!
- MaChew94

Importable:

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave
 
Hey there. Very cool team. Have you thought about trying out mega ttar? It's bulkier than chomp and is arguably a better wincon. Sd chomp is scary but unfortunately for the speed creep, a lot of things can outspeed it and hit it hard. Basically, I am suggesting that you could try reversing the roles of the two. Use tankchomp as your rocker. True, you do lose a slightly longer period of sand but the thing is that only excadrill utilises sand to its full potential and the rest of your team is not that dependant on it. Lastly, you should run stone edge or rock slide om excadrill over brick break as it still hits ice types, hits talon and it think has better coverage when combined with earthquake. Hope I could help :)
 
That's a really interesting suggestion actually. With a dragon dance, mega T-tar hits 640 attack and 397 speed lol, which is mad. I can ohko lati@s, anything weak to rock, ice and dark. But, is there a lot of things that T-tar can KO and hurt over chomp? I kinda see tar as just a rock setter, because of his weaknesses and speed I guess; can he perform as a sweeper? I actually have a tank chomp rock setter on my ORAS, so that's cool, and between chomp and tar, the opponent will predict the standard tar lead, so that's cool. Tar has so many weaknesses though, I think chomp is more flexible and versatile? Maybe I haven't properly used a tar yet. As for the Excadrill move, I need a fighting move to break the ice types switching in, and since E-drill resists ice, and has a mental attack stat, it seemed perfect to run brick break on. Also, my tar has a rock move.

As for your comment about how only E drill uses the sand, is that a problem? Should I have picked mons that really use the sand? I'm hoping it's enough that the sand damages their team.

Lastly, I've been thinking about your suggestion to tank chomp, how about an offensive chomp rocker? I have tank mons anyway, and SR is a secondary win con that I slapped on Tar because it works well. But, an offensive sweeper chomp with SR? Since it's a secondary win con in this team, I don't have to make a mom surrounding getting it out, rather I can just add it to someone's move set. Though, with the removal of tar's tank and turning that into a 252 at/ 252 speed sweeper, I do need a tank, unless I keep mega tar as slightly bulky?

Sorry if this is all over the place, I'm on my mobile haha, but thanks for your comment! :) I'll try and get some plays done today.
 
Hey MaChew94, your team look very cool and powerful, but I have some suggestions you might want to hear out:
I notice some of your mons' roles kinda overlap. Let me explain, Rocky Helmet Garchomp, Hippowdon and Slowbro all (kinda) share the same role in the OU metagame, which is taking physical hits and setting rocks / spreading status / passive damage, ecc. A specially defensive Hippowdon isn't really needed on this team, as Tyranitar already does a great job in setting the sand and is bulky enough to maintain himself alive during the battle. So I suggest you replacing Hippowdon with something that deals with almost everything it deals with now, but in a better way based on your team necessity: Clefable.
Clefable deals with Rotom-W, something your team is very weak to, and represents a great win condition against more defensive teams. Using a specially defensive spread you can mindlessly switch into those threats that were first walled by Hippowdon. I'm talking about electric mons like Raikou, Manectric, Thundurus, ecc. Clefable can also help against Keldeo, a huge threat to your team as of now. With the spread you can find at the end of my rate, you will never be 2HKO by Life Orb Thunderbolt from Thundurus, while Latios has little to no chance to 2HKO you with Life Orb Psyshock. Heal Bell can also immensely help you against status spreading teams, which severely hurt Excadrill and Garchomp.
I also identified a few new chances that might be able to help your team. The special attack investment on Slowbro isn't really necessary; the fact that you need a Lopunny switchin that doesn't lose to the Power-Up-Punch set means that you need a Slowbro with physically defensive investment. That's why I suggest you using a Bold Slowbro, with Scald, Psyshock, Thunder Wave and Slack Off. The chance to slow down the opposing team and counter Lopunny and Keldeo is really something you can't pass out. Also, Tyranitar right now have a physically defensive spread. Have you ever tried a Specially Defensive spread? This way you can switch into the Lati@s twins without fear, trap them, and make everything easier for your Garchomp (which doesn't fear the Lati twins revenge kill anymore). If you have the need to you can also live Mega Gardevoir's Hyper Voice and kill her with Stone Edge after rocks and sand damage. I also suggest you swapping Ice Punch for Ice Beam, using a Sassy Nature. Using a physical attack against opposing Rocky Helmet Chomp (it might switch in seeing the opportunity to set free rocks) will only hurt you more and more, while a special attack will usually deal more damage and avoid the annoying passive damage. Brick Break Excadrill is cool to break opposing screens, but seeing how rare they are, I'd probably use Rock Slide instead. This way you hit Dragonite for supereffective damage, while KOing Charizard Y or Thundurus. Last but not least, you also lack a mega in your team. Why not trying a SD version of Mega Garchomp? In the sand that mon is incredibly powerful and doesn't really have many switchins outside of Skarmory, which is already trapped by your magnezone. With a Substitute SD Dual Stab set you can easily tear apart defensive teams with little to no effort. You don't really need the Fire Fang, seeing how Magnezone beats Ferrothorn and Scizor (which doesn't beat Mega Chomp anyway), and the Substitute helps you against status spreaders (Rotom, Alomomola, Chansey, ...) or leech seed from Grass type mons.
Here's a reminder with every suggestions I made! Let me know what you think about them!
036.png
over
450.png
;
080.png
(defensive set);
248.png
(specially defensive with ice beam);
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(Rock Slide > Brick Break);
445-m.png
>
445.png
(sub SD set)
You can find every sets I suggested down here
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 160 HP / 96 Atk / 252 SpD
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Garchomp (Garchomp-Mega) (M) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Substitute

Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Heal Bell
- Soft-Boiled

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Slowbro (M) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 228 Def / 24 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Thunder Wave
 
Cool team machew, typing from my cell so I'll be short. I like that u have magnezone to counter water types but what about swampert or quagsire. None of ur Pokémon can touch quagsire so grass coverage on something can be useful. Lo magic guard alakazam maybe but I'm not sure.
 
I switched out slowbro for a dry skin swords dance toxicroack, giving me a second win-con to fairies, and that's worked well so far, but at the cost of t-wave. It's worked well so far, but would you switch it back to a slowbro?

but what about swampert or quagsire

To be honest, this hits home, as I lost to a Mega Swamp rain team. I think I can just about cover it, and with the addition of Clef as suggested by Metmaver, I might be able to wall them, but they do really rip through my team, as most of it is weak to water/ground. Since that is the case, is there anything I can run to reliably KO swamps? They're not too common, but can cause me no end of trouble.

Clefable.

Your Clef idea is interesting, and gives me a back-up flamethrower, a win con to azu and keld, and a sableye counter. So, yes, I'd like to trial that, but it makes me lose a second sandstorm, so I'd need to keep T-tar alive.

I also suggest you swapping Ice Punch for Ice Beam

The thing is, I'm toying with a mega T-tar, and the attack stat on that thing is ridiculous, so the ice punch makes much more sense. However, I'm really unsure about this mega, as I lose speed at the cost of bulk, and can't outspeed a mega swampert. I'll try it, though.

Brick Break Excadrill is cool to break opposing screens, but seeing how rare they are, I'd probably use Rock Slide instead.

As I said, I'm not using it to break screens, I'm using it to break ice mons that can freely set up on a lot of my team, that would get OHKO'd by a sand rush E-drill Brick break.

Why not trying a SD version of Mega Garchomp

To be honest, I'm considering a mega chomp now, but it's slow. However, the removal of Hippo means I need as much sand as possible, so really I'd need to run smooth rock T-tar. Also, the standard form lets me get those lati@s checks anyway. M-Chomp is slow, though: Flygon, Mence and Lati@s all outspeed it, unless it can learn D-dance. I have a Lati@s counter, but not the others. What do you think about mega chomp or mega T-tar? I like the idea of a Sub/SD mega Chomp, but the speed really lets it down.

Thanks, dude. You put a lot of time into that rate, and I rate your rate! (the English language is wonderful, no?) I like the things you've raised, but need a few things cleared up:

TL,DR; Toxi > Slowbro. Clef > Hippo. T-tar @ Smooth rock > T-tar Mega stone, Chomp @ Mega stone > Chomp @ rocky helmet. Brick break E-Drill for ice coverage (though i might not need this with a calm mind flamethrower Clef set). Toying with a Focus sash > LO E-drill for a double EQ (550 speed lets me get that double hit off, or to proc other Sashes) ?

Again, thanks! With those things cleared up I think this team can reach new heights! Currently on a 2/3 WR; Lost by 30% Of a mega Swampert rain team vs my 45% health Mega T-tar.
 
MaChew94
First of all, with a defensive Slowbro you gain a counter for all those threats you listed (Mega Swampert, Salamence and Flygon, even though those two last mons are outclassed and never seen in the ou metagame). Also, on Excadrill, you don't need Brick Break for Ice types, as you already have stab Iron Head to hit them supereffectively. And Focus Sash Excadrill is a non sense, as you will probably switch into rocks or spikes to spin them off, so you better stick with the life orb. Tyranitar needs the smooth rock to give you a lot of sand turns, but you don't have to sack it right when you switch it in. You have to save it in order to set the sand again in the mid / late game. That's why Hippo didn't really make too much sense, you don't need a different sand setter to summon a 2nd sandstorm. Toxicroak means more offensive pressure, but it will open your team to too many threats, which is why I think Slowbro is a more efficient mon slot. SD M-Garchomp and Life Orb Excadrill plus Magnezone support already pressure your opponent immensely.
 
My hippo was just for a backup sand, but if i play tar correctly I may not need it: 2 sandstorms is 16 turns with a smooth rock. I liked Croak, but it gave me another ground weakness, and i think my original slowbro was decent, especially running your defensive set :). I completely forgot steel hits ice well (duh!) So I guess on M Chomp, It's just base 100s that outspeed me, but it gives me a win-con to mega gross, and a reliable win con on heatran, plus slower drags (I can reliably KO lati@s with T-tar; It's basically a guaranteed KO. The Clef set lets me deal with Sableye stalls and anything that sets up on it and keeps my team healthy.

SO: Clef > Hippo, Slowbro > Toxi, Mega Chomp/Smooth stone T-tar > Mega T-tar/Rocky helmet Chomp, Rock slide E-Drill > Brick break.

I think that's the lot! I'll get some plays in over the next few days and record my results. Feel free to trial the team if you have time, and get some other conclusions. Thanks for your help and fast reply! :)
 
That's a really interesting suggestion actually. With a dragon dance, mega T-tar hits 640 attack and 397 speed lol, which is mad. I can ohko lati@s, anything weak to rock, ice and dark. But, is there a lot of things that T-tar can KO and hurt over chomp? I kinda see tar as just a rock setter, because of his weaknesses and speed I guess; can he perform as a sweeper? I actually have a tank chomp rock setter on my ORAS, so that's cool, and between chomp and tar, the opponent will predict the standard tar lead, so that's cool. Tar has so many weaknesses though, I think chomp is more flexible and versatile? Maybe I haven't properly used a tar yet. As for the Excadrill move, I need a fighting move to break the ice types switching in, and since E-drill resists ice, and has a mental attack stat, it seemed perfect to run brick break on. Also, my tar has a rock move.

As for your comment about how only E drill uses the sand, is that a problem? Should I have picked mons that really use the sand? I'm hoping it's enough that the sand damages their team.

Lastly, I've been thinking about your suggestion to tank chomp, how about an offensive chomp rocker? I have tank mons anyway, and SR is a secondary win con that I slapped on Tar because it works well. But, an offensive sweeper chomp with SR? Since it's a secondary win con in this team, I don't have to make a mom surrounding getting it out, rather I can just add it to someone's move set. Though, with the removal of tar's tank and turning that into a 252 at/ 252 speed sweeper, I do need a tank, unless I keep mega tar as slightly bulky?

Sorry if this is all over the place, I'm on my mobile haha, but thanks for your comment! :) I'll try and get some plays done today.
I'm really sorry for the late reply, I've been so busy with my A levels :( It looks like you've already adjusted your team really well thanks to the others. I meant no offense when I said that Exca is the only only one that particularly needs the sand. It's not a bad thing and exca is enough. Since you are trying mega chomp you could try a hone claws, dragon rush, eq and stone edge set. Again, sorry for the late reply and hope I could help.
 
No problem dude, I hadn't checked this in ages! I need a decent mega chomp set though, and since I have R-slide E-drill and T-tar, I don't need stone edge for chomp. Swords dance, EQ, D Claw and Substitute? Though I don't really like sapping 1/4 of Chomp's health straight off, it usually lets me use a swords dance as they are switching/setting up. It's a cool team to try though, and I think sand can out-class rain and sun despite getting no real benefits from it like those two weather cons.
 
No problem dude, I hadn't checked this in ages! I need a decent mega chomp set though, and since I have R-slide E-drill and T-tar, I don't need stone edge for chomp. Swords dance, EQ, D Claw and Substitute? Though I don't really like sapping 1/4 of Chomp's health straight off, it usually lets me use a swords dance as they are switching/setting up. It's a cool team to try though, and I think sand can out-class rain and sun despite getting no real benefits from it like those two weather cons.
Haha fair. The set you mentioned could work but personally I wouldn't really run sub on it because mega chomp will need to switch in and out a lot due to its lack of speed. You could run fire blast instead of sub as that destroys skarmory, ferro and scizor, which might give you some trouble if magnezone's gone. Or you could run poison jab/ iron head. Poison jab is arguably a better option as Serperior otherwise outspeeds everything bar exca in sand and after a few eaf storms you'll be in a lot off trouble. There is a thread I saw recently, the guy ran Fire Blast, Dragon Claw, Earthquake and iron head, you could run poison jab instead. But basically you could us e Chomp as a really hard hitting all out attacker instead of a set up sweeper. You could even add Draco Meteor as your last option if you want to hit stuff with a stab move on the special side. Hope I could help :)
 
Poison jab sounds cool actually! The question is whether or not I'd survive an attack off Serperior before I could jab it. Poison jab only deals around 70% of it's health, too, if I have a jolly Chomp, and not much more if it's adamant. So, I can't reliably OHKO Serp still. Still, it's a cool idea for secondary fairy control, and for the option to chunk a serp before it sets up. I don't want to use F-blast because it's uninvested, but fire fang can still work in that slot.
 
Poison jab sounds cool actually! The question is whether or not I'd survive an attack off Serperior before I could jab it. Poison jab only deals around 70% of it's health, too, if I have a jolly Chomp, and not much more if it's adamant. So, I can't reliably OHKO Serp still. Still, it's a cool idea for secondary fairy control, and for the option to chunk a serp before it sets up. I don't want to use F-blast because it's uninvested, but fire fang can still work in that slot.
Damn :( That thing is weirdly bulky. You say that about fire blast but here are some calcs:
0- SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 224-264 (67 - 79%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mega Garchomp Fire Fang vs. 252 HP / 172+ Def Skarmory: 114-136 (34.1 - 40.7%) -- 54.1% chance to 3HKO after Leftovers recovery

0- SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 252-300 (71.5 - 85.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mega Garchomp Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 256-304 (72.7 - 86.3%) -- guaranteed 2HKO after Leftovers recovery

0- SpA Mega Garchomp Fire Blast vs. 248 HP / 176 SpD Mega Scizor: 280-332 (81.6 - 96.7%) -- guaranteed 2HKO
252+ Atk Mega Garchomp Fire Fang vs. 248 HP / 0+ Def Mega Scizor: 260-308 (75.8 - 89.7%) -- guaranteed 2HKO

These calc sare all made with an adamant nature. You'll most likely be running Jolly so the damage output would be even less.

EDIT : Wait, It actually does a lot more than 70% :P
252+ Atk Mega Garchomp Poison Jab vs. 0 HP / 0 Def Serperior: 246-290 (84.5 - 99.6%) -- guaranteed 2HKO



If I have to edit your post myself again, imma simply infract instead.
 
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I think when I did the serp calcs, I inputted a mixed bulky serp and didn't realise: it had 252 hp! I think I prefer the accuracy of Fire Fang, but the recoil damage off ferro's iron barbs is a downside. I'll keep magne alive for ferro, as it can OHKO that as well as Skarmory (base 140 defence hurts), and can keep fire fang as a backup fire attack, but poison jab sounds like a cool addition. If i predict switches I can even use it on the switch to a fairy type to chunk them unexpectedly!

I've been toying with this team, and it's doing OK actually (I just beat a fellow sandstorm team by OHKOing his T-tar and refusing to set the sand up for him haha!) but i'm unsure of the clefable set that was suggested. It doesn't seem to be doing anything, really, but I suppose heal bell is nice when I can get it off. This other guy just used a Heatran, which is a cool idea, so possibly I can run that, shutting down sableye (the reason for my Clef) with a taunt, and also giving me reliable fire stab, letting me run something else on my Chomp, too. I lose heal bell, but I think I gain more coverage and damage. Even if I run a 252 HP / 252 Spatk set? Or spatk/speed. Thoughts?
 
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I think when I did the serp calcs, I inputted a mixed bulky serp and didn't realise: it had 252 hp! I think I prefer the accuracy of Fire Fang, but the recoil damage off ferro's iron barbs is a downside. I'll keep magne alive for ferro, as it can OHKO that as well as Skarmory (base 140 defence hurts), and can keep fire fang as a backup fire attack, but poison jab sounds like a cool addition. If i predict switches I can even use it on the switch to a fairy type to chunk them unexpectedly!

I've been toying with this team, and it's doing OK actually (I just beat a fellow sandstorm team by OHKOing his T-tar and refusing to set the sand up for him haha!) but i'm unsure of the clefable set that was suggested. It doesn't seem to be doing anything, really, but I suppose heal bell is nice when I can get it off. This other guy just used a Heatran, which is a cool idea, so possibly I can run that, shutting down sableye (the reason for my Clef) with a taunt, and also giving me reliable fire stab, letting me run something else on my Chomp, too. I lose heal bell, but I think I gain more coverage and damage. Even if I run a 252 HP / 252 Spatk set? Or spatk/speed. Thoughts?
Haha yeah, the NU set always comes up. Fire Fang sounds like a solid choice. Good job on beating the Sand Team!

Heatran as such is versatile but it might not be the best choice. This is because if you include, half your team is weak to ground type attacks and you have no ground resists or immunities. Furthermore, taunt doesn't work on Mega Sableye as it just bounces off due to Magic Bounce. If you still want fire coverage then you could try a bulky Talonflame as that does relatively well against Mega Sableye and is a good stall breaker. Also, it gives you an immunity to ground and a priority, which the team lacks. Here is the set:

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics/ Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp/ Taunt

If you are using Brave Bird then i suggest you use leftovers or sharp beak as an ability. It gives you another wincon as well. However, for now you could try and change heal bell on clef to flamethrower as that combined with moonblast allows clef to sweep teams once it sets up. You could potentially try Rotom-H but I don't really advise it. Hope I could help and good luck :)
 
I really like the idea of a tanky set up talon flame! With leftovers I negate the sand damage, and between that and exca drill am immune to the big status cons! I see what you mean about save lye, being immune to WoW and having chance to almost indefinitely set up bulk up and roost the pitiful damage off. I'll try it with brave bird, I love the priority too much to turn it down. I'll need to keep really on top of spinning rocks though with that fella around, but I think it gives me some important win cons, being able to touch grass and fighting types that otherwise elude me. My biggest problem is one that the first poster put, which is ground/water types like swampert. I have nothing for that, except a quick (in the sand) EQ off E-drill. I suppose with a few bulk ups and priority I might whittle it down, but I was wondering what you'd do in that situ? Or would I just have to accept that counter? I mean, swampert isn't the most common mon in OU I suppose? Thanks for your help thus far :)
 
I'm glad you like it! Swampert shouldn't be that big of a problem if you change you slowbro's set into a more defensive one. 252 in hp and defense with four wherever and a bold nature means that swampert's earthquake 3HKOes you, waterfall 7HKoes/ 5HKOes under rain and ice punch is the worst move ever under that circumstance (it actually says that on the calculator). Furthermore, Swampert would not want to stay in on a potential scald. You could run scald, psyshock/ twave, calm mind (if you want another set up sweeper)/ toxic and slack off/ toxic. This really allows you to stop Pert dead on its tracks thanks to regenerator. My pleasure dude, I enjoy rating teams.
 
I promise I'm not sat here refreshing the page lol, I just happened to sign into the forums and saw you'd posted :p I like the idea of a set up slowbro, I'd lose Psyshock though If I went slack off/t-wave/scald/calm mind, but i cover the things psychic's good for anyway with my other mons. It's an interesting idea; I'll try it with calm mind, but if not I can just use it as an annoyer with slack off/t-wave/scald/psychock or something?
 
Haha sure sure, I believe you. Yeah exactly, it should work. If you are going to use it as an annoyer then your last move could be either toxic or slack off. Yawn is also pretty useful as it will cause a lot of switches getting you a lot off chip damage from stealth rock. You could run safe guard but the other options, I think are much better. If you wanted to try something new you could try running disable to throw your opponent off or even whirlpool to trap something as nobody will expect it. For instance, if you trap something like politoed, you can kill it off and rain won't be that big off a problem. Also, you can trap stuff that allows talon to set up easily. But realistically, the first three: toxic, slack off and yawn are your best option.
 
Yeah, I played one earlier and won :) somehow my mega chomp outsped his meta gross, which was dumb, neither of us knew what was up haha, but he threw it anyway but locking brave bird t-flame instead of flare blitz, letting me clean up with a magnezone :) I also predicted his sylveon switch and ohko'd with poison jab, definitely keeping that :) the t-flame set you gave me looks interesting, but I was wondering at the sp. def investment. Wouldn't HP/Attack be better? Regardless ive gone 8 attack, 60 speed, 252 hp, and 184 sp. def, the investment is to out speed and Ohko a jolly E-drill with flare blitz. Would you keep the sp. def or go HP/attack?

I guess the last thing to do is to offer a challenge? :) I still need to learn a lot haha, but I should put up a decent fight!
 
Congratulations :) That is really weird. Unless it mega evolved while facing your garchomp as the speed increases in the second turn and not in the turn of mega evolution. Haha yes! Poison Jab! The reason for it being so specially defensive is beacuse that way you get a really bulky set up sweeper. Plus it allows you to set up on the likes of Charizard Y, Mega Altaria (Specially Offensive) and it can switch in on Landorus and Gengar. The special defence also comes in handy when facing a calm mind mega sableye. However, if you feel that it doesn't matter too much and the offensive set helps you pull of wins in a much easier fashion ,then you should go with the set you were talking about. The speed evs works fine.

Haha I'd love to have a match against you. I'm sure you'll put up much more than just a decent fight! I've actually been having a really poor run of games recently :P What time do you think will suit you best?
 
No, it had megad before, it had around 40% health left, but my chomp got an EQ off before it could move. It was damn weird, we couldn't figure it out.

Yeah, I'm gonna keep the adamant nature and EV's to KO the E-drill, but you make a lot of sense, too, and coupled with bulk up i get a defence/sp defence/attack wallbreaker :p I'm gonna leave calm mind on Slowbro I think, it can safely set up if i switch right, but the one mon I'm so hyped to use and am so pleased it's worked well is Magnezone. I never thought it would be so viable, but 360 speed off a 60 base speed mon, with enough spatk to OHKO the likes of T-flame is mad. It also has more speed that an adamant T-flame, so if it locks in flare blitz I get the OHKO. It also beats Char-Y for speed, providing it gets hit by sand/entry hazards, I can deal 88% with a T-bolt, but only 68 with V-switch. Still, in that situ, I'd V-switch and pivot into T-tar probably (who is the biggest counter rn to Char-Y I think, as the mega ability activates after Charizards (because of speed) and completely shuts it down). So I think I'm gonna keep the Sp. Def T-flame, it's really interesting and I'd never have thought you could use it in a bulk-up set up capacity (252at/252spe choice band ftw)!

Well, I'm going to be busy popping into work between 5 and 5:30-6ish (England GMT, almost forgot this isn't an English page lol), but should be around from 6-7ish tonight, and I can drop you a message a little later on? As ever, thanks for your help with this, you've cleared a lot up for me :)
 
That's really strange :/ Haha I'm glad you like the Talonflame set. Yeah Mag's great in OU! I tried using him in Ubers once but it never worked out :( It lost to a Ferrothorn one on one. 6-7ish in England is in an hour or two, right? Please do drop a message as that will make things easier :) My absolute pleasure.
 
It's currently 5:45, my training finished earlier than expected, but yeah, it's that sort of time-frame. I'm good for whenever until about 6:15ish haha, so I'd need to go soon ish if you're cool with that! Btw, how did the ferro beat your magne one on one? Surely it should rip through it with HP Fire? Did it protect/leech you out? That's a horrible combo. The one mon I think is truly dumb is a poison heal, sub, protect gliscor. How do you beat something that sets up protect one round, sub the other, and heals while poisoning you? Unless you pack a taunt, I suppose. I'll have to pack one of those in my next team idea, looking at creating a hyper offence :P So, yeah, I'm free now if that's any good for you buddy. I'm at a disadvantage though as you know my team, the mons and the moveset haha! But will be good to have a friendly battle or two :)
 
They use a specially defensive feero in Ubers which just doesn't get KOed by hp fire and yeah the leech protect combo :P Do you want to come on Showdown now? Meet you in the Lobby. My alt is Afrojack14. Yeah, gliscor is a pain :P I used to run infiltrator specs noivern at one point to deal with it :P
 
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