ORAS OU Fashion Trends

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Hello. I'm not very experienced and I lose focus easily. I know these weaknesses and am trying to improve as a player. Despite that, I peaked at #34 with the team. The team is a twist on the usual "double dragon" paradigm. Each pokemon, barring Forretress, seeks to simplify the gamestate through sheer force. This allows other members of the offensive core to clean up. Forretress is is a defensive pivot that ensures we don't get swept by weavile.


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Critical (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Feint
- Return
- Close Combat

The Flagship of the Double Dragon Core, Pinsir. I built this team around SD Pinsir because I felt the mon was way too powerful to be seeing such low usage. The set is standard the only change being Feint > Quick Attack in order to out prioritize T-FLame. Pinsir's game plan translates into setting up, wearing something down, or straight up winning. Despite his drop in usage from XY, Pinsir is still a monster that hits like a truck. Pinsir's bulk is surprisingly decent. The trooper can take Clefable's flamethrower and even Entei's CB Extremespeed.




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Loathing (Diggersby) @ Focus Sash
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Return
- Quick Attack
- Swords Dance

Diggersby is another member of the offensive core. He is an excellent wallbreaker and his ground typing allows him gives him an immunity to the numerous thunder waves that come Pinsir's way. The set is standard, but is difficult to handle. Diggersby creates 50/50s with his mere presence. Don't sleep on this bunny. Diggersby is often the first member of the core to set up.


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Savage (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head

Scarfed Excadrill removes levitating threats that prevent the aforementioned pokemon from sweeping. Excadrill softens up most checks and simply annhilates others. Even when hard counters switch in you can force them into recovery and switch into your Tornadus. Rapid spin keeps sashes intact. Excadrill is a cleaner with enough utility to facilliate the continous offensive pressure.

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Infuriated (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance

Garchomp has two primary roles, set up rocks and weaken walls. With the prevalence of the rocky helmet chomp, sashed chomp often takes opponents by surprise luring in opponent's win conditions and smacking them with stab. When opponents attempt to trade rocks, garchomp can take advatantage and SD up. "Swords Dance turns Garchomp into a powerful early-game wallbreaker that can immediately pressure the opponent and weaken the opposing team, opening up holes for a teammate to sweep."
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Provacative (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Heat Wave
- Hurricane
- U-turn
- Hidden Power [Ice]

Skarmory [DOA]
Landorous [DOA]
Ferrothorn [DOA]
Garchomp [DOA]
The team struggles with a lot of the conventional leads in the current metagame. Tornadus serves as an effective lure preventing stealth rocks from going up. This coupled with its primary stab, hurricane, turns Tornadus into a nuke. With rocks up, Tornadus has very few switch ins, however the Mons that can hard counter Tornadus barring manetric and raikou are all easy set up fodder for the offensive core.

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Defensive (Forretress) @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 30 Atk / 30 SpA
- Rapid Spin
- Volt Switch
- Earthquake
- Toxic Spikes

Forretress acts as the team's sponge. Fortress is the only member on the team that can safely switch into Weavile and Metagross and forces them out with eq. Even if he doesn't ko, he provide enough damage to the point where priority can clean up. Earthquake also smacks Magnezone for 80%.Volt Switch turns Forretress into a defensive pivot by retaining momentum against switch-ins. With a team so fragile to steath rocks it was quientessetial I had double spinners. Custap berry allows Forretress to get another layer up or provide anemergency rapid spin.

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  • +1 252 Atk Huge Power Diggersby Return vs. 252 HP / 252+ Def Landorus-T: 226-267 (59.1 - 69.8%) -- guaranteed 2HKO after Leftovers recovery
  • 252 SpA Life Orb Tornadus-T Hidden Power Ice vs. 252 HP / 0 SpD Landorus-T: 369-437 (96.5 - 114.3%) -- 75% chance to OHKO
  • +2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Landorus-T: 382-450 (100 - 117.8%) -- guaranteed OHKO
  • +1 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Landorus-T: 286-337 (74.8 - 88.2%) -- guaranteed 2HKO after Leftovers recovery
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  • +2 252 Atk Mega Pinsir Close Combat vs. 252 HP / 88+ Def Ferrothorn: 400-472 (113.6 - 134%) -- guaranteed OHKO
  • +2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 88+ Def Ferrothorn: 331-391 (94 - 111%) -- 62.5% chance to OHKO
  • +2 252+ Atk Huge Power Diggersby Earthquake vs. 252 HP / 88+ Def Ferrothorn: 283-334 (80.3 - 94.8%) -- guaranteed 2HKO after Leftovers recovery
  • +2 252 Atk Garchomp Earthquake vs. 252 HP / 88+ Def Ferrothorn: 220-259 (62.5 - 73.5%) -- guaranteed 2HKO after Leftovers recovery
  • 252 SpA Life Orb Tornadus-T Heat Wave vs. 252 HP / 168 SpD Ferrothorn: 369-437 (104.8 - 124.1%) -- guaranteed OHKO
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  • +2 252 Atk Mega Pinsir Close Combat vs. 248 HP / 216+ Def Rotom-W: 210-248 (69.3 - 81.8%) -- guaranteed 2HKO after Leftovers recovery
  • +2 252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 216+ Def Rotom-W: 174-206 (57.4 - 67.9%) -- guaranteed 2HKO after Leftovers recovery
  • +2 252+ Atk Huge Power Diggersby Return vs. 248 HP / 216+ Def Rotom-W: 306-360 (100.9 - 118.8%) -- guaranteed OHKO
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  • +2 252+ Atk Huge Power Diggersby Return vs. 252 HP / 252+ Def Skarmory: 123-144 (36.8 - 43.1%) -- 99.1% chance to 3HKO after Leftovers recovery
  • +2 252 Atk Mega Pinsir Close Combat vs. 252 HP / 252+ Def Skarmory: 170-200 (50.8 - 59.8%) -- 89.1% chance to 2HKO after Leftovers recovery
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  • +2 252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 0+ Def Mega Scizor: 337-397 (98.2 - 115.7%) -- 87.5% chance to OHKO
  • +2 252+ Atk Huge Power Diggersby Earthquake vs. 248 HP / 0+ Def Mega Scizor: 288-339 (83.9 - 98.8%) -- guaranteed 2HKO
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  • +2 252+ Atk Huge Power Diggersby Earthquake vs. 252 HP / 252+ Def Mega Sableye: 261-307 (85.8 - 100.9%) -- 6.3% chance to OHKO
  • +2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Sableye: 306-360 (100.6 - 118.4%) -- guaranteed OHKO
Other Calcs:
  • +2 252 Atk Aerilate Mega Pinsir Feint vs. 0 HP / 4 Def Talonflame: 192-226 (64.6 - 76%) -- guaranteed 2HKO
Critical (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Feint
- Return
- Close Combat

Loathing (Diggersby) @ Focus Sash
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Return
- Quick Attack
- Swords Dance

Savage (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head

Infuriated (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance

Defensive (Forretress) @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 30 Atk / 30 SpA
- Rapid Spin
- Volt Switch
- Earthquake
- Toxic Spikes

Provacative (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Heat Wave
- Hurricane
- U-turn
- Hidden Power [Ice]

holy shit the descriptions are too short editing
 
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Hi, nice RMT! A few suggestions:

-On Mega Pinsir, run Quick Attack > Feint. Feint really doesn't have much of a place in OU (especially compared to VGC where Protect is MUCH more plentiful), and the priority provided by Quick Attack is EXTREMELY useful.

-I like the full specially-offensive set on Torn-T, but IMO, you should test out the standard mixed set (provided below) just to survey your options. There isn't too much of a reason here TBH, but IMO it's always worth it to test your options (+ I can't see it adding any MAJOR weaknesses to your team). Other than that, run Icy Wind > HP Ice; the added utility of a speed drop is definitely worth the -5 power and the -5 accuracy.

-On Forretress, run Spikes > Earthquake. You really don't need EQ at all when you have a Garchomp, an Excadrill, and a Diggersby (possibly), and you can really use those extra hazards.

-Finally, I don't like how much this team relies on Forry to handle Weavile. Also, I really dont like the lack of a proper water resist. If your opponent gets up Stealth Rock and gets rid of Forretress, your team loses to Weavile. Also, it struggles with stuff like Keldeo, and most stuff that carries Ice/Water type coverage tbh...
I suggest changing Diggersby to Azumarill here. Diggersby doesn't really bring much to the table, you already have enough offensive Grounds on this team, you need Garchomp more than Diggersby, and you need Excadrill's Rapid Spin support. Azumarill provides a nice water resist (albeit annoyed by Scald burns), a great check to Weavile and Keldeo, and it fits rather nicely with the team. I suggest the Choice Band set (provided below) because you already have 2 set up sweepers in Sash Chomp and Mega Pinsir. The EVs on this set are enough to outspeed non-invested Mega Scizor + some speed creep.

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt/Icy Wind
Azumarill @ Choice Band
Ability: Huge Power
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Waterfall
- Play Rough
- Knock Off
- Aqua Jet
*note: you can run the SmogDex spread on Azumarill if you want more bulk

Hopefully this could help :] I'll look over this a bit tomorrow cause its 1 AM and I wasn't tired when I started this rate, but now I am hehe :p
 
-On Mega Pinsir, run Quick Attack > Feint. Feint really doesn't have much of a place in OU (especially compared to VGC where Protect is MUCH more plentiful), and the priority provided by Quick Attack is EXTREMELY useful.

I would respectfully disagree. At the cost of 10 base power Feint out prioritizes Talonflame's Bravebird, Weavile's Ice Shard and Scizor's BP. Not something to be taken lightly. Unlike quick attack, Feint is +2 priority, the aforementioned being only +1.

-I like the full specially-offensive set on Torn-T, but IMO, you should test out the standard mixed set (provided below) just to survey your options. There isn't too much of a reason here TBH, but IMO it's always worth it to test your options (+ I can't see it adding any MAJOR weaknesses to your team). Other than that, run Icy Wind > HP Ice; the added utility of a speed drop is definitely worth the -5 power and the -5 accuracy.

I definitely missed out on Icy Wind and have changed it accordingly. I dont think the standard mixed set would work out with a team composition like this. The only thing I see superpower hitting would be heatran, which isn't an issue in the slightest. I feel that heat wave deals with problems like ferrothorn and unboosted scizor more effectively.

-On Forretress, run Spikes > Earthquake. You really don't need EQ at all when you have a Garchomp, an Excadrill, and a Diggersby (possibly), and you can really use those extra hazards.

EQ was placed to punish Weavile who stayed in, however with the change from Diggersby to Azu, I will definitely drop it.

-Finally, I don't like how much this team relies on Forry to handle Weavile. Also, I really dont like the lack of a proper water resist. If your opponent gets up Stealth Rock and gets rid of Forretress, your team loses to Weavile. Also, it struggles with stuff like Keldeo, and most stuff that carries Ice/Water type coverage tbh...
I suggest changing Diggersby to Azumarill here. Diggersby doesn't really bring much to the table, you already have enough offensive Grounds on this team, you need Garchomp more than Diggersby, and you need Excadrill's Rapid Spin support. Azumarill provides a nice water resist (albeit annoyed by Scald burns), a great check to Weavile and Keldeo, and it fits rather nicely with the team. I suggest the Choice Band set (provided below) because you already have 2 set up sweepers in Sash Chomp and Mega Pinsir. The EVs on this set are enough to outspeed non-invested Mega Scizor + some speed creep.

This sounds amazing. I'll hit the labs right away.


Hopefully this could help :] I'll look over this a bit tomorrow cause its 1 AM and I wasn't tired when I started this rate, but now I am hehe :p

Thank you for the rate. I appreciate it. I really do think Azu rounds the team out and fixes the weaknesses it was having before. Thanks again.
 
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