ORAS OU It's Happening! Hoopa Unbound team with Volt-Turn core

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Basically, this team is built on the idea of there being two Special Sweepers, 1 Physical Sweeper, and 1 Mixed Sweeper.
Why so much special?
Simple: Physical attackers have it rough. Rocky Helmet, Rough Skin, Iron Barbs, the best Spikes setters being Physically Defensive, lack of an attack akin to Psyshock, Burns, and more. However, there's still Special Tanks every so often, so I don't want to be too vulnerable. Anyways:

Zimzam (Manectric) @ Manectite
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Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
A pretty standard set. Manectric tends to be my lead, as it counters some of the more popular ones or can hit them hard as they switch in (Ferrothorn, Hippowdon). Unlike most people though, if I notice an electric type on their team, I tend not to mega evolve on the first turn, so that I can get a SpA boost with lightningrod. Most of the time, this not only stops their momentum (Such as when a Rotom-W tries to volt switch) but allows me to two-hit their switch in. I'm considering switching Overheat for Flamethrower because of the miss chance and SpA cut, but I feel flamethrower might not be enough to sink Ferrothorn or a bulky Mega-Scizor in one hit.
I chose Manectric simply because I always prefer to start out with a fast Voltturner to take advantage of an opportunity. He's one of the two special mons on the team.

Into the Trash (Scizor) @ Choice Band
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Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower
An absolute madman. Witch choice band, most threats taking SE damage will be taken down in one or two hits.
  • 252+ Atk Choice Band Technician Scizor Bullet Punch vs. 64 HP / 0 Def Mega Altaria: 300-354 (97.7 - 115.3%) -- 81.3% chance to OHKO
  • 252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 160 Def Clefable: 344-408 (87.3 - 103.5%) -- 18.8% chance to OHKO
  • 252+ Atk Choice Band Scizor U-turn vs. 252 HP / 252+ Def Mega Slowbro: 176-210 (44.6 - 53.2%) -- 28.1% chance to 2HKO
Even non-SE Bullet Punch tends to destroy non-bulky sweepers. The only thing that can ruin his day is a burn-- But Celebi's got that covered. Unfortunately, choice band means I have to be spot-on with predictions if I don't just want to spam U-turn to rack up damage, but a correct prediction typically means one knockout.
Obviously, he's the physical attacker. Since Hoopa is so weak to fairies, I decided to go with the best fairy counter available.

Happy Merchant (Slowbro) @ Leftovers
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Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock
While walled by quite a few pokemon, few can touch Slowbro so long as Celebi lives. With a combination of Scald and Thunderwave, I can spook a Heatran or Physical attacker and cripple his specially-based teammate with Thunderwave to allow for a switch to one of my four attackers. Even if it's difficult to switch in to Celebi, if I'm poisoned, I can buy myself a bit ofextra time with Regenerator-- Which also allows me to deal with hazards.
I chose him as a physical wall simply because of Regenerator, although Scald helps quite a bit. I've played a lot with Regenerator (Meinfoo in LC and Tornadus-T) and I consider it to be one of the best abilities in game.

Doompaul (Togekiss) @ Leftovers
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Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost
Everyone's favourite Hax machine. Oftentimes, I switch into it when Lati@s is sent against Manectric for a Draco Meteor, which allows for either a free Nasty Plot or a Thunderwaved, doomed foe. Otherwise, I tend to use Togekiss as a late-game sweeper when the major threats are gone, so that I can thunderwave a foe and Nasty Plot up until they have no chance. Togekiss is also fantasically bulky, and can deal with Ice Punch and other super-effective attacks by roosting often enough.
Chosen as the second special attacker because Hax is annoying. I'll often see people ragequitting if I knock out 1 or 2 of their pokemon through Hax, even if they're winning-- a silly reason, but one that's proven to work fine.

Ben Garrison (Hoopa-U) @ Choice Scarf
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Ability: Magician
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Drain Punch
- Psyshock
- Dark Pulse
- Trick
I find it surprising that you don't see Scarf Hoopa much, but it can be ridiculously powerful. With a scarf, Hoopa can destroy almost anything, one-shotting things like Charizard before they can Mega-Evolve, and can Trick the scarf onto bulky switchins to make sure I can destroy them without fear of them recovering. However, he's still weak to priority attackers and bulky sweepers, which are better dealth with by Manectric or Scizor.
Ever since I last used him, I always use him. Seriously, love the guy.

UNSTUMPABLE (Celebi) @ Leftovers
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Ability: Natural Cure
EVs: 252 HP / 84 Def / 156 SpD / 16 Spe
Calm Nature
- Recover
- Heal Bell
- Leech Seed
- Stealth Rock
The support of my team, obviously. In particular, he keeps Slowbro and Scizor healthy so that they can do their job. However, I'm considering switching him for Chansey or Blissey, as they can do everything but Leech Seed without being crippled by bad defensive typing, which causes it to be difficult to find a good time to switch to Celebi.
I don't particularly like Celebi, but again, I realized two key team members were weak to him.

Thanks for reading, hoping to hear plenty of constructive criticism.
 
This team lacks any kind of hazard control. Which can be an issue, considering the volt turn core, and the two choice locked mons.

You could put Defog on Togekiss, though its current set is pretty nice.
I guess Starmie over Slowbro could work, since you'd still have access to Scald and Twave, but obviously at the cost of significant bulk, and Regenerator.


The team also struggles a bit against Mega Beedrill. It outspeeds everything and its STABs hit pretty hard against this team. Scizor can ohko with BP, but Beedrills can use Protect to scout, so that can cause an issue.


Apart from that, this team is pretty fun to use, good job man.
 
Thanks for the rate!
I've had no problems with Mega Beedrill so far, because Manectric can take 2 drill runs with intimidate and then KO it with Overheat (or probably even Thunderbolt) when they don't expect it.
I see what you mean about hazards though, those have been a problem.
Do you think replacing celebi with this set would work?:

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Heal Bell
- Stealth Rocks

It sheds some of the weaknesses of Celebi while getting acess to Defog, since I really need some sort of atatus healing move.
 
I find that you are slightly weak to stall as you have no hazard control with a voltturn core and no cleric for status. I suggest going Heal Bell > Thunder Wave on togekiss. This allows you to break stall very very effectively, as scarf hoopa isn't very good against stall. I also like thunder wave defensive starmie > slowbro since you can get rapid spin support which is very needed. Specifically, a boldmie set will work better than the standard max speed and hp set so you have bulk that can mimic slowbro's better (hazard control is really crucial for your team, and you have hoopa to punish ghost types which is great!). I would run enough speed to outspeed jolly gyarados so you can t-wave it before it tries to substitute and set up on you (i'll give you all the new sets)

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 128 HP / 196 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 180 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Recover
- Rapid Spin

On hoopa I prefer a more physically oriented set with Hyperspace Fury for the greater power and so that you can also revenge kill pokemon with a substitute, and the defense drop rarely matters. In this case I would also use Psychic > Psyshock so you can hit physically bulky stuff hard and being stronger in general. Since you're now more physically oriented i would switch your EVs around accordingly.

Finally, in the last slot you need a stealth rocker that isn't weak to any sand related mons like Hippowdown, Tyranitar, or Excadrill as all three can put a huge dent into your team or just sweep / wall most of it. I like SR Toxic Lando-T as you can cripple hippowdon, have a secondary ground immunity that isn't weak to rock coverage so you can beat exca + non-ice-beam T-Tar while also adding to your voltturn core.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- U-turn

Finally, I fixed some hp numbers and spreads while also giving all your special attackers 0 Atk IVs to minimize damage from foul play and confusion. Your team is still a little dark weak, specifically to Bisharp which you only have togekiss to stop if it gets a boost and you can't even switch into it directly (you just have to flinch with air slash), so lando-t is likely the most replaceable member on this team. Have fun and let me know how the changes work out! :D
 
Gastrodom and Sableye-Mega are a good combination against your team, see sableye can taunt,burn or bounce back your T-Waves and rocks at you,and Gastrodom is inmune and can stall your Manectric and 2HKO with 0 spa investment Earth Power, also your core team members both are 4x weak to bug type so any fast bug with decent offensive can crush both Celebi and Hoopa,Manectric Intimidate can be overcomed by using Bug Type Special Attacks like bug buzz. i suggest you to give Togekiss a fairy type attack to deal with Sableye.
 
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If you have status recovery with Heal Bell and Nasty Plot then you don't need to worry about sableye, the only way you will lose to stall is if you're really unlucky with flinches or if you waste your heal bells.
 
I find that you are slightly weak to stall as you have no hazard control with a voltturn core and no cleric for status. I suggest going Heal Bell > Thunder Wave on togekiss.
I don't understand. I already have heal bell. I stated I also am adding defog, however, which I agree is a large problem.

Gastrodom and Sableye-Mega are a good combination against your team, see sableye can taunt,burn or bounce back your T-Waves and rocks at you,and Gastrodom is inmune and can stall your Manectric and 2HKO with 0 spa investment Earth Power, also your core team members both are 4x weak to bug type so any fast bug with decent offensive can crush both Celebi and Hoopa,Manectric Intimidate can be overcomed by using Bug Type Special Attacks like bug buzz. i suggest you to give Togekiss a fairy type attack to deal with Sableye.
I'll try out replacing Togekiss's T-Wave with Moonblast, since dark types can be annoying.
 
Its because your stealth rocker with heal bell and recovery etc. is really ineffective. Togekiss needs to be use heal bell while its inside to break stall better, and i also replaced your psychic SR setter (Mew or Celebi) as it only magnifies your weaknesses. I really just suggest trying my changes and seeing how it goes, I don't see any glaring weaknesses bar bisharp while the other suggestions leave some inefficiencies. One thing i want to note is that Defog + Voltturn is not preferred as you want to rack up damage on your opponents with hazards and not lose to your opponents hazards as you switch around, so rapid spin is optimal.
 
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