ORAS OU Runnin Thru The 6 By Myself.

On a scale of 1-Yeezus, how godly is this team?


  • Total voters
    31
  • Poll closed .
Before I start, here's some music to bump to while reading and shit.


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iiigghhhh Wassup, it's ya boy Yeezus or [TR]Kawaiiii or Aids on FLEEK but none of that shit even matters. But basically, I'm outcheaa today to showcase this team of mine which is probably one of my best and yeh. More about me doe, I'm a PO player and I just got into PS recently after my boy Lord Outrage decided to move the whole TR clan and shit to PS so now I'm here. Plus PO is fucking ded now. Anywaayssss, back to the topic, had to post up this shit cuz I felt like being 'generous' (bored) and just wanted more input. It's pretty easy to use as it is a balanced team, so yeh. Also, I'd like to mention before I start that it doesn't totally lose to Garde/Kyurem/Manaphy so I guess that's a good thing about this balanced beauty of aids :]. I also happened to hit #4 on the PO ladder with it and won a few tours before I got bored and stopped playing like I used to. No screenshot cuz I play on android and never bothered but I guess you'll just have to trust me or ask anyone from PO or PS that knows me if it's tru I guess.

Team Preview
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I like hazards.
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They don't like fairies(Altaria)
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I like fairies.
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Team isn't legit unless I lose to fairies.
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Hazards fuck me and I happened to be watching Spongebob.
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S/O to TheEnder for making a suggestion to Slowbro. made a yun nigga realize the real lord of OU, Slowking. Fits perfectly on to the team. i miss the hazard spinning but either we both gonna stack hazards and kill ourselves or you're gonna defog them away like a pussy everytime while i bop ya ass.

The purpose of the team is to stack residual damage onto the opp and slowly whittle them down and it fares well against all playstyles if played right. Stall is a bit annoying tho but it's manageable.

Now onto the in-depth shit.

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Sephiroth (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast Stone Edge

First member in the based shquaad. Chomp is one half of the hazard stacking core with Skarm and everyone prolly knows by now how fat it actually is. It also can phase shit out with Skar to rack up even more residual damage and can help when some mons try to setup. It can reliably set up rocks 90% of the time and with rough skin + rocky helmet, you'll be taking residual damage for daaaayss (29%). Ez switch in to half the phys attackers in the tier such as Lop on Fake Out, Talon, Bisharp, Scizor, etc. All y'all and ya moms probably already know how this nigga works.

This is something I've been debating for a while, using fast bulky chomp with Edge to deal with the mons that fuck me, which are basically fire mons that are 4x weak to rocks. Helmet + Rough Skin + Full HP let's me bluff the bulky chomp and it's still pretty fat without the defense EV's. Stone Edge and max speed is not usual and most Zard-X will DD in regular form so they can't get EQ'd and Zard-Y mega without fear, ez bop to them bitch niggas. Same goes for Volca and Talon. ezezezplays.

Moves
Stealth Rock - Hazards are fun. Sashes are stupid. Birds are annoying. Rocks are stronf.
Dragon Tail - Phase shit out nigguh
Earthquake - Hitting Heatran is fun I guess.
Fire Blast - Ferro and Scizor can smd.
Stone Edge - Ferro and Scizor gave some good ass head but I think it's time to move on to bigger threats to suck dis dick.

EV Explanation: Max HP for bulk, speed to outspeed jolly Shroom and Ironman, rest of the EV's thrown into defensive bulk to make it a fat fuck. I explained them up there nigga go back and read mf.

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Penguin (Skarmory) @ Rocky Helmet Leftovers
Ability: Sturdy
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Iron Head
- Spikes
- Whirlwind
- Roost

Second member of the hazard stacking shquaad. This yun nigga is just as fat as chomp and the reason I don't lose to Garde right away. Already has a monster physical defense and I needed a better check/counter to fairies like Diancie, Garde, Altaria, Clef, Sylv, etc so I threw this mon on. Although mixed Altaria fucks me in the mouf. I threw a helmet on this mon too cuz I'm a real nigga and recovery is for little boys. If you want you can throw a shed shell or leftovers, but that'll make you a basic bitch. After all, this team is all about stacking indirect damage and shit, so I'd keep it. I guess I gotta be a basic bitch since y'all PS niggas are savages and be fucking my lil bird up erry timeit comes in. I'd keep the real nigga set but Chomp isn't as fat no more so rip me. #prayers.

Moves
Iron Head - Fairies can SUCK MA DWICK.
Spikes - Limit them switchin's bwooiiiiii
Whirlwind - I wanna run thruu and change them hoes like A, B, C, 1, 2, 3. Looking at the same mon is boring.
Roost - I'm runnin helmet soooo I need ma health back too, and it can help keep sturdy and shit in tact. Roost stalling mons is fun ig.

EV Explanation: Nothing to explain, just HP and SpDef to do it's job of checking faires and Kyurem to an extent and doing it's job and making it fairly bulky on both spectrums. Rip run-on sentence.

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(Rip Mega Stone)
Call me Chansey (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Now this mon... ever since it's been released, it's been one of the fattest fucks in the game. With technically being weak to mainly flying and psychic, resisting fairies, super bulk, being able to run an offensive spread, etc, I just had to use it. It helps patch up the Altaria problem I have while also providing a water/electric resist to the team, which kinda bops the hazard core. Checks a shit ton of the meta, bulky as a mf, hits decent, just this mon is sex, except for the fact that it looks like a damn dino.

Moves
Giga Drain - Best stab grass move it can use and it replenishes, which is always good.
Sludge Bomb - only running it for the poison chance, else I'd use something like Outrage or Block(not really)
HP Fire - Dicks on Scizor and Ferro not giving them a safe switch for the rest of the game. Also does a decent chunk to Magnezone if it decides to try and flash cannon me to death.
Synthesis - A nigga gotta replenish their soul no matter how fat and bulky you may be

EV Explanation: Tbh I saw the spread and stole it cuz it seemed like a more real nigga spread. Anyways, max SpAtk Modest to give it the maximum damage output it can possibly have. 112 HP to outspeed Rotom-W cuz they usually try to volt switch out and hitting em with the giga won't give them a safe switch in for the rest of the game, esp with rocks up. Rest of the Ev's dumped into HP for bulk. 2Atk Iv's so I can have max power HP fire without changing the HP typing. Atleast I think.

252 SpA Mega Diancie Psyshock vs. 144 HP / 0 Def Mega Venusaur: 170-202 (50.4 - 59.9%) -- guaranteed 2HKO
252 SpA Mega Diancie Psyshock vs. 144 HP / 0 Def Mega Venusaur: 170-202 (50.4 - 59.9%) -- guaranteed 2HKO
252 SpA Mega Diancie Psyshock vs. 144 HP / 0 Def Mega Venusaur: 170-202 (50.4 - 59.9%) -- guaranteed 2HKO

BEWARE OF NIGGAS WHO INNOVATE.

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Gengar (Clefable) @ Leftovers
Ability: Unaware Magic Guard
EVs: 248 HP / 164 Def / 96 SpD EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish Moonlight Calm Mind
- Protect Thunder Wave
- Heal Bell Soft-Boiled

This derpy ass looking fuck is beautiful and amazing and it's no wonder why it makes it's way onto so many damn teams. Clef completes my FDS core and gives me a cleric and and answer to near all setup mons with Unaware. Not much to say about this mon. Changing this to MG gave me a much needed win con. team isn't as passive anymore. hazards dont' fuck me anymore. tru based mexi set.

Moves
Moonblast - Tauntbaitlol
Thunder Wave - see the way my team is set up, some mons be fucking me up and this just had to get put on. I debated it but now it's here.
Soft-Boiled - i like eggs.
Calm Mind - i can win games now

Wish - With 2 LO users and a mon with a helmet and no recovery, I'd figured i'd use a Wish-Tect set, instead of CM + Moonlight to give me a wincon.
Protect - Free wishes, can scout too.

Moonlight - real niggas don't need to wish pass, real niggas heal themselves with fairy shit

Heal Bell - Status fucks me up fam.

EV Explanation: Even tho you've probably seen this spread a bunch of times, I'll explain it again. It can live 2 Latios Psyshocks + LO Thundy's Tbolt all the time. Also, it just barely survives a 2hko from Manaphy's scald under the rain, but burns are annoying. Venu should be in against that, just scout for psychic doe. Same shit as before but idk what even changed with the new spread or what i'm avoiding.

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I don't have pursuit (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Icicle Crash
- Ice Shard
- Low Kick / Swords Dance
- Knock Off

Tbh I have no idea why people are just taking notice in this thing. I've always used it before because of it's amazing speed, hits hard with LO, offensive typing wise, Ice + Dark is amazing AF and it's just such a good mon. Keep the nick imo cuz you'll end up playing games with ya Opp when they try to figure out if you got pursuit or not lol. Anyways tho, this thing is a monster and I needed a fast mon since my team looking slow af right now and this one just happened to take care of Torn-T, which is prolly the reason this thing got popular. Anyways, Torn beats my team, but I can deal with it cuz of this thing right here so #nogifts.

Moves
Icicle Crash - Real niggas don't give a fuhhhhhhh about accuracy. But fr tho, Crash just hit's harder than Ice Punch and it has a chance to flinch, and I don't think it touches the opp, so you can sorta get through things like chomp without taking damage and who doesn't like chances to hax :]
Ice Shard - Priority is nice to have.
Low Kick - Dropkick them fat niggas for days, TTar, Tran, Sharp, other Weaviles, Ferro, etc need to watch out for this shit. The nick sorta helps with this cuz they'll prolly think you got pursuit lmao. I changed my mind, idk which to use. After playing a bunch of games Low Kick is more useful, esp against Bisharp, so ima just slash it first. If you feel as if you need SD as a win con, go ahead and use it. Just personal preference
Swords Dance - This nigga is deadly sex with a +2. You'll have ya opp saying "nuuuuuiwasntrdyyy"

Knock Off - Knockin off items is fun, hit's hard being it's premier stab option when you're not sure what to click.

EV Explanation - I wanna be Usain Bolt and Vin Diesel all in one. 29 Attack IV's for LO number.

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Lord (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Dragon Tail / Power Gem / Thunder Wave
- Psyshock / Power Gem / Thunder Wave
- Slack Off


This based ass derp lord just made shquaaaaaaaaaaaad the squad. Nuff said. but fr, the extra moves that this gets made me pick it over Slowbro. with slack off + lefties + regenerator, it's not too hard to keep this at 100%. really can't believe i didn't see this before.

Moves
Scald - Nigga gotta spread burns. helps with the truu aim of the team, which is wearing them other niggas down via residual damage.
Dragon Tail - This is the real reason I picked Slowking over Slowbro. It has more moves to play with, and Dragon Tail is one of them. Zard-X straight sweeps me so I need an answer to it. This is my switchin after rocks cuz a Adamant +0 D-Claw has a 2% chance to 2hko. Then I slack off. They either D-Claw again hoping for a roll/crit or they DD. If they DD, I just phase them out with D-Tail like bop. ez plays. i slashed power gem too if you ever just wanna get them fire niggas on the switch, but it's up to you (another move this gets that slowbro doesn't.) twave was slashed too cuz you can be spamming para's like a mexy ass nigga if you want, but that's up to you also. i felt it redundant to have 2 para inducers when i'm tryna wear niggas down with residual damage, meaning scald and sludge bomb hax is a little more helpful. oh and it helps phase niggas with hazards too, which is good.
Psyshock - Clef can usually bop geng on the switch with twave. just another stab. you don't have to use it if you don't want. just needed a filler.
Slack Off - even a lord gotta replenish his soul sometimes.

EV Explanation - Max HP and Def just to take them hits from Zard-X. had to use Bold too otherwise it 2hko's after rocks. SpDef is really good without investment too so I just left it. more so cuz i needed phys bulk.


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MYNAMEISPATRICK (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe EVs: 252 SpA / 12 SpD / 244 Spe
IVs: 2 Atk / 30 SpA / 30 Spe

Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Thunderbolt Hidden Power [Fire]
- Rapid Spin

Last star of the shquuuaaaaaaaaaaaaad. I'm hazard stacking and defog would just be redundant so I needed a spinner. I didn't want Drill cuz I hate using more than one ground type. I didn't want Tentacruel even tho it prolly woulda worked with more hazard stacking, but it'd make the team too passive and it would create bigger gaps. So I went with one of my BW favorites, Starmie. I would've used a bulky set but like I said, I needed a bit more of an offensive presence, and I like losing to Zard-Y. Starmie be forcing switches too and an Analytic boosted move hurts like a mf. Not even them Smeargle wanna take an Analytic boosted Rapid Spin, trust me, I'm a doctor.

Moves
Hydro Pump - 2stronf4u
Psyshock - Chansey needs to die
Thunderbolt - Gyara be getting greedy
Hidden Power Fire - Like I said, this was something else I debated but unlike Clef/Chomp I've used it before lol. Since no more FB on Chomp and no more Low Kick on Weavile, I have to use HP fire on this now. 2hko's max hp/max spdef ferro without analytic boost but who tf even runs that spread outside ubers.
Rapid Spin - Didn't you just read above and common sense tbh

EV Explanation - Gimme dat speed tier and powah. No Life Orb HP IV's cuz this thing will prolly take hazard damage anyway so no point. Same thing basically except with HP fire, I don't hit 361 speed anymore and i'm yet to see an HP fire starmie tbh but what am I gonna do with a speed tie. can't even tbolt it, so I just put enough speed for Serp which I guess is the next relevant threat, max spatk and rest in spdef to help hard switch into zard-y if it ever becomes necessary.

Conclusion
If ya read all the way through and left feedback or liked the team or hated it or clicked the thread or whatever you did, ima say thanks for checking it out. I think it's a pretty good team overall and it's def one of my better ones, but then again, I think I suck. Esp with explaining shit; my descriptions were prolly ass but oh well. S/O again to my boy Lord Outrage for letting me into TR and shit, and S/O to all my TR boys and girls who been with me fam.

Before I go tho, there are a few other sets you can try, so if you want, just check them out real quick.
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Sephiroth (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast / Toxic / Endure

You can throw Toxic onto Chomp to wear down fatter mons which you can't really touch, like bulky grounds or Rotom or what not. Endure if you feel like it's necessary. Up to you.

OR

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Sephiroth (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw

A bulky offensive Chomp is also an option. It gives you a wincon with SD and you can bluff a bulky version sometimes. Jolly nature to outspeed base 100's and D-Claw > D-Tail or Outrage cuz I don't wanna be locked into Outrage when I'll probably need to use Chomp to switch in and out and pivot and what not. But it's person preference, if you want, you can use Outrage or D-Tail. Max HP too rather than Attack to give it some bulk and bluff fat Chomp.

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Gengar (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 164 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Calm Mind
- Heal Bell

Again, another option. If you don't care enough about wish passing or any of that, just use Moonlight and CM and it gives you another wincon. I'd use this set if you keep the original team and want a wincon. Up to you tho, pretty standard set.

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Low Kick ---> Pursuit

I mean I see it's merits but personally I prefer Low Kick.

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MYNAMEISPATRICK (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- (Thunderbolt / HP Fire / Ice Beam / Recover)
- Rapid Spin

The third slot of Starmie can change depending on your choice of preference. I personally use Tbolt because Mega Gyarados get's greedy and tries to setup on me, and tbolt let's it get one boost max. Chomp or Skar can then come in and phaze it out. Weavile can outspeed some versions after a boost and Low Kick it. Clef's unaware get's negated by mold breaker so don't even try. Venu can also take a hit and giga tf outta it. HP Fire is for Ferrothorn because idk if it's just me or what but Ferro is annoying to me and this team. But then again, I might just find it annoying. Ice beam can be used if you wanna be standard. Recover if you wanna regain health and if you use CM Clef, you can just recover up.

OR

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MYNAMEISPATRICK (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 20 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock / Reflect Type / Thunderbolt / HP Fire / Ice Beam
- Recover
- Rapid Spin

Like I said before, Zard-Y kinda fucks me and my couch sideways and over the counter. Bulky Starmie sorta alleviates it by providing a check to it but it can't really switch in to a Boost Fire Blast. Reflect Type helps a bit but ehh. No team can be perfect.

Sephiroth (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Stone Edge

Penguin (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Iron Head
- Spikes
- Whirlwind
- Roost

Call me Chansey (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Gengar (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Thunder Wave
- Heal Bell

I don't have pursuit (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Low Kick
- Ice Shard
- Knock Off
- Icicle Crash

Lord (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Dragon Tail
- Psyshock
- Slack Off

Talon/Both the Zard niggas/Volcarona. These fire fuckers are the bane to this team. I'll get to a full list soon.

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Full Out Attacker -
Iron Head w/ Skar
Shard can RKill after rocks(Unless roll)
Starmie can live a hit and OHKO
Clef can kill

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Full out attacker -
Gotta get a twave off with Clef
Chomp can live a hit and get major damage, Shard cleans


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Agility -
This is a threat?

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Lead - Just hope he doesn't use Explosion/Fire Blast instead of setting rocks on Weavile
Clef can just twave/moonlight after an explosion
Dual Screens - Bop a nigga with any mon of your choice

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Belly Drum - Clef/Venu
Choice Band - Venu
Assault Vest - Venu/Skar/Clef

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Swords Dance - Chomp/Venu/Skar can phase out
Pursuit - Chomp/Venu

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Offensive Rapid Spin - Venu

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Physical Attacker - Venu/Clef if no spore
Lead -Venu/Clef if no spore
Swords Dance- Venu/Clef if no spore

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Dragon Dance - Hope to bop with Chomp/Twave with Clef and kill with Chomp/Weavile if played right
Bulky Will-O-Wisp - Glhf fam
Swords Dance + Tailwind - Thank god this isn't common. Idek how to deal with it in those few TW turns. Just try to get a para off with Clef

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Full Out Attacker - HAD TO RUN STONE EDGE CHOMP FOR THIS LIL BITCH NIGGA. Weavile also kills after rocks. Psyshock > Hydro under sun does more damage. Starmie kills after rocks.

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Assault Vest - Clef if no Poison Jab/Venu Hard Walls/Starmie needs some prior damage
Bulk Up - Clef if no Poison Jab/Venu hard walls and can try to poison with Sludge Bomb/Starmie needs some prior damage to kill

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Swords Dance - Venu outspeeds adamant larry fam. If jolly and venu is weak gg.
Choice Band - Body niggas all day with Venu

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Choice Scarf - Better predict right nigga
Choice Band - This is a set?
Swords Dance - Gotta phase a nigga out with Skar/Get some prior damage to RKill with Weavile
Focus Sash - Skar be bodying niggas all day too.

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Choice Scarf - Lil pussy shouldn't even be on my threatlist smh, but if you run SD Weavile be careful.

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Dragon Dance - Clef fucks it up/Skar can phase/Weavile outspeeds before a DD so best of luck fam.
Choice Band - Gotta predict fam
Bulky Roost - Weavile/Skarm/My Little Fairy

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Trapper - Nothing really is threatened by it except Starmie I guess if it has sucker punch.

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Full Out Attacker - Fire types are by far the biggest threats to me. Hard switch and hard body with Chomp and hope for the best to not get burned.

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Choice Scarf - Skarmory can hard body/Venu can take a hit or 2 and giga/hp fire.
Sand Rush - Skarmory gotta put the pants on erry time.

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Swords Dance - Based Clef/Weavile can outspeed + kill/Skar hard body
Choice Band - Based Skar/Clef is 2hko'd by EQ so careful to not switch into one.
Choice Scarf - Clef/Skar/Weavile can RKill with a little prior damage.
Stealth Rock - Based Weavile/Based Clef

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Full out attacker - Just hope there's no sand + it doesn't got a sub. Otherwise it's a lil bitch nigga.

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Choice Scarf - Skar bwoi/Predict the trick or moonblast and Venu fucking something up fam

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Offensive Calm Mind - Better hope for focus miss and Iron Head or phase out with Skar/Weavile can kill with prior damage.
Attacker - Same as above

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Taunt + Will-O-Wisp - Weavile outspeeds and kills, just don't get burned/Starmie also outspeeds and kills, just don't overpredict
Full Out Attacker - Same as above

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All Out Attacker - Foh with ubers mons
Spikes - Seriously was this threat list even updated for ORAS OU.

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Substitute Dragon Dance - Clef tbh/Skar can phase
Offensive Dragon Dance - ^

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Dragon Dance - ^ except Clef get's fucked if it gets flinched + Chomp can phase + Low Kick Weavile does a good amount + Venu is solid

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Choice Scarf - Starmie/Chomp/Weavile Knock Off + Low Kick
Air Balloon - Starmie/Break Balloon then Chomp

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Swords Dance - Need's prior damage for Starmie to kill/+2 Weavile Crash kills/Venu does a decent amount with HP fire but is not the prime answer/ Clef
Full Out Attacker - Same as above

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Nasty Plot - Did I mention fire types fuck me? You're fucked fam.
Mixed attacker - If it's fire gg no re

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Choice Band - I swear where do these shit sets come from. Chomp / Venu can handle it.
Swords Dance - Venu if real

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Choice Specs - Starmie/Venu
Calm Mind - Starmie/Clef/Venu
Choice Scarf - ^

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Rain Dance - Eh depends on the move. Skar + Venu can generally handle it. Clef can body a hit and TWave and/or moonblast.
Choice Specs - Same as above ig.

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Substitute - U fucked. But fr tho, don't let it setup. If it does, Weavile can break the sub, Skar can iron head, Clef is the general answer to the sub set as it can't really hurt Clef.
Mixed - Perdikt correctly
Choice Scarf - Bring Skar in and then pivot accordingly yo

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Special Attacker - BRING ME BACK TO OU PLS
Rock Polish - ^^^^
Choice Scarf - ^^^^^^^^^^^^^^^^^

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Double Dancer - Eh gotta play around it. Weavile can RKill without an attack drop.
Choice Scarf - Skar + Chomp + Clef + Venu + Weavile. lololol S-Class
Pivot - Weavile + Venu + Clef + Starmie. They handle it, but getting up rocks is annoying so you already know what to do.

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Life Orb Tank - Weavile outspeeds + Kills/Clef/ Skar if no HP Fire.

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Life Orb - Same as above
Choice Scarf - ^

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Swords Dance - Chomp/Venu. GG No Re if it has CC + Iron Tail + Espeed.

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Rain Dance Sweeper - Fuck outta my threat list.

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Choice Specs - S/O to all the real niggas who use specs. This shit is troublesome, you gotta predict carefully.
Substitute - S/O to all the bitch niggas who use this. I hope you die fam. Venu takes a shit ton from flash cannon but can break subs. Starmie dies but can break the sub. Weavile dies but breaks the sub. Based Chomp the only one who can break the sub and live to kill it.
Choice Scarf - S/O to all the basic niggas who use this. Just play carefully around this, esp if it's paired with Weavile. Same goes for specs.

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Full Out Attacker - ur fuckd fam. Let Venu mega and giga. Starmie can hydro also. Skar can iron head. gotta be careful doe.
Lead - Same as above .Rocks are annoying af. try to not miss the hydro cuz ik you can control that and just spin the rocks away after.

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Tail Glow - based clef. based venu.
Calm Mind + Rain Dance - Based clef. based venu.
Tail Glow + Rain Dance - BaSeD cLeF. bAsEd VeNu.

310-m.png
Offensive Pivot - Venu for the most part.

308-m.png
Full Out Attacker - why does this shit hit so hard. gotta play around it, idk what to tell you. it's all on you fam.
Substitute - click x.

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Choice Specs - FOH
Choice Scarf - GTFOH
Life Orb - GTFOH LIL BITCH ASS NIGGA

127-m.png
Swords Dance - rip if +2. try to pressure with rocks. Skar can live at full and phase. Clef can twave/moonblast for damage. need prior damage to kill with shard. chomp can dent it with recoil. hazards are key for flying/fire types. they fuck me up.
Subtitute + Flail- try your best not to click x. otherwise click x.

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Rain Support - Venu fuckin rain teams in the ass since it became a fat piece of shit.

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Pivot - Venu fam. a little bit of prior damage and a +2 weavile can kill i think.

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Dragon Dance - Based Weavile. Clef. Skar. (if iron tail, no clef obv)
Mixed - Based weavile.
Choice Scarf - same as dd.

I'll add more tomorrow or some shit.

And to all the fat people out there, don't feel offended because you will never ever ever be as fat as a Venu.

weavile.gif
venusaur-mega.gif
garchomp.gif
skarmory.gif
slowking.gif
clefable.gif
 
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yeezy nice team. A few suggestions:

-First, I'd change Rocky Helmet to Leftovers on Skarmory. SpD Skarmory doesn't really need Rocky Helmet at all, and that Leftovers recovery is soo nice.

-Next, I'd run Swords Dance > Low Kick on Weavile. IMO this team needs a possible win condition... otherwise it's borderline semi-stall. SD Weavile has a lot of potential to sweep and clean, and you don't really need Low Kick too much on this team. Although it's nice to have that on Weavile, you have stuff that can hit the threats Low Kick hits for the most part.

-On Starmie, run HP Fire > Thunderbolt, and on Garchomp, run Toxic > Fire Blast. HP Fire on Starmie is gonna be hitting a lot of the stuff that Low Kick (on Weavile), and Fire Blast (on Garchomp) would be hitting, and you don't really need Thunderbolt. At first I was worried that without TBolt Gyara would become a big problem, but both Skarmory and Garchomp can phaze it out, and Weavile can easily OHKO after an SD. Toxic on Garchomp can be really nice to wear down opposing walls, breakers, etc. before you phaze them out. Toxic + SR + Spikes will be really nice to wear down the opposing team, thus allowing Weavile to sweep with more ease.

-Minor nitpick: take out 4 HP EVs on Garchomp and throw them into Speed to creep a bit.

-Finally, I second KidMagic's suggestion to change the Clefable set a TWave + CM one. He had more than enough explanation for this above n_n

Hopefully these suggestions could help! I usually don't like balance, but this team looks pretty fun :]
 
This is a very fun RMT

Major Problems
  • Mega Charizard X doesn't fear much from this team if Garchomp is already gone. For this I suggest Yellow Magic Clefable. With Thunder Wave Clefable can effectively cripple Dragon Dancers while still Walling setup sweepers. I also see you lack a Wincondition which I've added to a Clefable set below.
  • You have a bit of a Talonflame weakness but it seems you deal with it quite nicely by running Thunderbolt Starmie. Alternatively instead of Fire Blast on Garchomp you could run Stone Edge on Garchomp if Volcarona or Talonflame are a problem.
Small Changes
  • Clefable Spread = 248 HP / 172 Def / 88 SpD This allows you to take on a larger variety of threats and the current spread you've used is outdated.
  • If accuracy is a problem on Weavile you could run Ice Punch over Icicle Crash but there is a slight power drop.
Gengar (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Moonlight
- Calm Mind

Non-wincon set

Gengar (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Thunder Wave
- Heal Bell

Thanks KidMagic for the rate.
First off, with the small changes, I'd rather keep Crash over Punch cuz damage and flinch. Accuracy doesn't bother me much. And for the spread change, I've seen it but never saw the difference so I never changed it lol, but i'll be sure to change it. Secondly doe, Fire types fuck me up bad, which is actually a bad thing. Volca/Zard-X/Y is I think the biggest weaknesses to the team tbh, and Edge on Garchomp was something I considered and I think I might actually put it on. I think I might make the Chomp a Speedy Bulky Chomp, but I guess I'll test to see how that works out. As for the Clef, I also considered that and will try it out too :], although I'd rather keep the heal bell because status is a problem sometimes and esp against stall n_n

yeezy nice team. A few suggestions:

-First, I'd change Rocky Helmet to Leftovers on Skarmory. SpD Skarmory doesn't really need Rocky Helmet at all, and that Leftovers recovery is soo nice.

-Next, I'd run Swords Dance > Low Kick on Weavile. IMO this team needs a possible win condition... otherwise it's borderline semi-stall. SD Weavile has a lot of potential to sweep and clean, and you don't really need Low Kick too much on this team. Although it's nice to have that on Weavile, you have stuff that can hit the threats Low Kick hits for the most part.

-On Starmie, run HP Fire > Thunderbolt, and on Garchomp, run Toxic > Fire Blast. HP Fire on Starmie is gonna be hitting a lot of the stuff that Low Kick (on Weavile), and Fire Blast (on Garchomp) would be hitting, and you don't really need Thunderbolt. At first I was worried that without TBolt Gyara would become a big problem, but both Skarmory and Garchomp can phaze it out, and Weavile can easily OHKO after an SD. Toxic on Garchomp can be really nice to wear down opposing walls, breakers, etc. before you phaze them out. Toxic + SR + Spikes will be really nice to wear down the opposing team, thus allowing Weavile to sweep with more ease.

-Minor nitpick: take out 4 HP EVs on Garchomp and throw them into Speed to creep a bit.

-Finally, I second KidMagic's suggestion to change the Clefable set a TWave + CM one. He had more than enough explanation for this above n_n

Hopefully these suggestions could help! I usually don't like balance, but this team looks pretty fun :]

Thanks to you too m00ns for the time to rate.

First off with the Skarmory thing, I tried leftovers and ehh, it's nice and but I never seen the use for it. Then again, I peaked on PO and not PS and I'm gonna start extensively trying to ladder with this tomorrow to attempt a peak so I'll try lefties out and see if it benefits. I've also thought about SD Weavile and i'll try it out too. As for the Starmie/Chomp changes, I've switched between HP Fire and Tbolt on Starmie and can't really decide between the 2 so I guess if I change Chomp's fourth move, I could run HP Fire. I'll try out Toxic/Edge on Chomp to see which one helps more cuz like I said to KidMagic, fire types with the 4x weakness rip me a new asshole. I'll try to implement all these changes and see how it works out.
 
iight fam made some changes to the team to sorta deal with the only threats I think I have. try the new version out imo and lmk how it works. changes in red
 
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Hey there Yeezus., I really dig the nature and looks of your team, and the use of cool sets such as Fast Rocky Helmet Garchomp with Stone Edge. The team is really solid, but I have a couple of suggestions I think can improve it. As it stands, 5 out of 6 members of the team is capable of maintaining offensive pressure, through good offensive presence or phazing moves. The one Pokemon that kills the team's momentum, though, is Clefable. Unaware Clefable with Moonlight is one of the more passive 'mons you will ever find yourself using, as most of yhe time you're forced to heal, switch, then rince and repeat. This, coupled with the fact that Life Orb Starmie is the team's hazard remover, means that threats like Alakazam and Thundurus will eventually overcome Clefable. For these reasons, I urge you to try Magic Guard over Unaware on Clefable. With Magic Guard you can spread Thunder Wave's much more easily, and even threaten to sweep with Calm Mind's, depending on what set you choose to use. The only real drawback of making this change is the fact that Mega Charizard X outright sweeps if it gets up a Dragon Dance. Otherwise you have most set-up sweepers covered, as Manaphy, Keldeo, and Thundurus are handled by Mega Venusaur, while Talonflame (and other physical attackers) are handled by Garchomp. My preference on set is Thunder Wave + Calm Mind, as it disallows sweeps in addition to sweeping itself. This choice is entierly up to you, though.

As I mentioned, making this chance makes the team even more prone to Mega Charizard X, but patching up this weakness without changing the nature of the team is very hard. An option, though, is running Slowbro over Starmie. While it might seem downright stupid to give up hazard control on a Bulky Offensive team like this, hear me out: If you decide to use Magic Guard on Clefable, the team isn't as reliant on having hazards removed at all times, and you only have one SR weak Pokemon and two immunities to Spikes. Additionally, Slowbro doesn't mind entry hazards too much, seeing as how it has Regenerator. Running Slowbro allows the team to actually handle Mega Charizard X, but also other physical attackers such as Will-O-Wisp Talonflame, Mega Lopunny, and offensive Landorus-T. It also acts as a sturdier secondary Keldeo check, and can help Clefable is spreading Thunder Wave's. If you don't like this change, though, you have the option to run a bulkier Starmie with Thunder Wave over Psyshock. This somewhat alleviates the issue, as Charizard has one less Pokemon to set up on, but if it gets up a Dragon Dance versus something like Skarmory, the team crumbles. That was all I had, hope I gave you some ideas to work with :)

Summary:
clefable.png
| Magic Guard > Unaware
starmie.png
slowbro.png

i ior
starmie.png
| Bulky EV spread + Thunder Wave > Psyshock
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
- Soft-Boiled
- Moonblast
- Thunder Wave
- Calm Mind

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

Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Thunder Wave
- Recover
 
Hey there Yeezus., I really dig the nature and looks of your team, and the use of cool sets such as Fast Rocky Helmet Garchomp with Stone Edge. The team is really solid, but I have a couple of suggestions I think can improve it. As it stands, 5 out of 6 members of the team is capable of maintaining offensive pressure, through good offensive presence or phazing moves. The one Pokemon that kills the team's momentum, though, is Clefable. Unaware Clefable with Moonlight is one of the more passive 'mons you will ever find yourself using, as most of yhe time you're forced to heal, switch, then rince and repeat. This, coupled with the fact that Life Orb Starmie is the team's hazard remover, means that threats like Alakazam and Thundurus will eventually overcome Clefable. For these reasons, I urge you to try Magic Guard over Unaware on Clefable. With Magic Guard you can spread Thunder Wave's much more easily, and even threaten to sweep with Calm Mind's, depending on what set you choose to use. The only real drawback of making this change is the fact that Mega Charizard X outright sweeps if it gets up a Dragon Dance. Otherwise you have most set-up sweepers covered, as Manaphy, Keldeo, and Thundurus are handled by Mega Venusaur, while Talonflame (and other physical attackers) are handled by Garchomp. My preference on set is Thunder Wave + Calm Mind, as it disallows sweeps in addition to sweeping itself. This choice is entierly up to you, though.

As I mentioned, making this chance makes the team even more prone to Mega Charizard X, but patching up this weakness without changing the nature of the team is very hard. An option, though, is running Slowbro over Starmie. While it might seem downright stupid to give up hazard control on a Bulky Offensive team like this, hear me out: If you decide to use Magic Guard on Clefable, the team isn't as reliant on having hazards removed at all times, and you only have one SR weak Pokemon and two immunities to Spikes. Additionally, Slowbro doesn't mind entry hazards too much, seeing as how it has Regenerator. Running Slowbro allows the team to actually handle Mega Charizard X, but also other physical attackers such as Will-O-Wisp Talonflame, Mega Lopunny, and offensive Landorus-T. It also acts as a sturdier secondary Keldeo check, and can help Clefable is spreading Thunder Wave's. If you don't like this change, though, you have the option to run a bulkier Starmie with Thunder Wave over Psyshock. This somewhat alleviates the issue, as Charizard has one less Pokemon to set up on, but if it gets up a Dragon Dance versus something like Skarmory, the team crumbles. That was all I had, hope I gave you some ideas to work with :)

Summary:
clefable.png
| Magic Guard > Unaware
starmie.png
slowbro.png

i ior
starmie.png
| Bulky EV spread + Thunder Wave > Psyshock
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
- Soft-Boiled
- Moonblast
- Thunder Wave
- Calm Mind

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

Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Thunder Wave
- Recover

Thanks for the rate TheEnder and Slowbro actually sounds pretty good as a change over Starmie. It gives me a little more breathing space as far as mons like Zard-X/Talon/Entei which really fuck me over. Volca and Zard-Y become a little scarier and Skar can stack spikes but I guess it can be mitigated by using Fire Blast > Psyshock on Slowbro. I feel like Slowking with physically biased bulk with DTail would make a decent fit also as it can phase Zard-X out even at +1 if I'm at full. It gets Power Gem too and it can tank a Zard-Y Solarbeam and kill after rocks iirc. But I feel like I'll have 4MSS with it lol. I'll test both Bro and King and see how I feel about it, but I was wondering if you can drop your opinion about that too. As for Clef, with the addition of Slowbro/King I feel like I can afford to run MG + CM cuz I been really needing a win con. Again I just wanna know what you think but should I run double TWave on Bro/King + Clef or can I afford to run Flamethrower on Clef? I'll find out after testing I guess but just wanted some more input. Thanks again for the rate.
 
Just a minor nitpick, the base of Hidden Power is consistently 60 regardless, so putting 2 IV in Atk is useless. Better of choosing 0 Atk :3
 
Made my last and final change to the team fam. couldn't believe my eyes weren't able to see such a beautiful change, this is now a truuu real nigga squad. S/O to TheEnder again for showing me the light leading me to find Slowking. with this ima retire this and i don't think ima make any more changes. unless you can make it even more based than it is. i'm working on that showdown peak for y'all btw fam. heads up for that soon
 
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