ORAS OU The Two Man Relay Team (and Fusion v Usain Bolt) D:

Hi, it's my first RMT so hopefully I can get some helpful tips! ^_^
I haven't actually made any changes to the team and i made it in around 5 mins so it is probably a little rough.

I wanted to build a team around Keldeo/Baton Pass Celebi as i felt that they had nice synergy (and i hadn't made a 6th gen team with keldo yet, odd right?).
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The two are really nice in the current meta, as celebi can baton pass out on the likes of bisharp, heatran, and ferrothorn- all pokemon that are common switch ins, and either switch directly out (via baton pass) to Keldo or pass on a nasty +2 bonus, pun not intended.
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I really wanted to round the core out with something solid that could sponge birdspam, firespam and threaten fairies. Specially defensive heatran looked to be really good, offering toxic for common switch ins such as landerous T, Garchomp, and Hippowdon, none of which like residual damage. It also lets me set up rocks, and lava plume can be useful against steel switch ins like mega metagross (which celebi can struggle with if it carries ice punch).
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While +2 keldo off a celebi switch is great, i felt that i needed another powerful attacker that could benefit from the momentum garnered by celebi. Mega Diance seemed rather appealing with it's mixed rock/fairy stab and magic bounce shenanigans. Honestly it's just nice to have a 110 base speed mon with 160 base attack stats and STAB moves for both the physical and Special side.
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I then wanted hazard control, while patching up the massive ground weakness as well as offering some extra bulk against pivoting electric types such as rotom (which as hydro for heatran) and zapdos (which has heatwave for celebi). I chose Latios over Latias just for that extra power in the draco, which is nice to have. It also gives me another way to beat opposing keldo/ lure in steels for heatran + keldo.
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Lastly I realized that i was lacking in pure speed and power. What better mon to fix this than Scarfed Kyurem-B. Ridiculous power and coverage, with enough speed to beat any non scarfed mon and enough bulk to tank other scarfed mons attacks.

Yes i know they are all legendary.

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Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

4 attacks life orb keldeo is what it is. A ridiculously powerful attacker that is a great check and counter to many of the most common mons floating around in OU. What a shame it doesn't out speed base 110's :(. It has fantastic synergy with celebi and heatran. Often times the opponent struggles to make a dent in the bulkier part of the core, and makes a predictable switch or attack allowing celebi to pass on +2 (and occasionally +3) to Keldeo which results in a very fast sweep. HP Electric > Hydro Pump as although Kyurem-B does carry the fusion bolt, gyrados is a very common switch in. Plus if it's the bounce kind then it can hit all 3 of my core mons with water/flying STAB. So catching it on the switch is really helpful. Rest of the moves and Ev's are just bread and butter.


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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Stealth Rock
- Taunt

Specially defensive Heatran works really nicely along with celebi and Keldeo in keeping up synergy through double switches and semi-lure's. As i said before, toxic is really nice for catching the likes of garchomp and hippowdon on the switch, or anyone who tries to set up predicting me to switch out, such as mega altaria. Rocks are rocks, you just have to put them in somewhere. Taunt is also useful for catching, well, anyone trying to do anything interesting. Cockblocks talon flame and Lati@s twins as well as halting Raikou, as shadow ball + Thunderbolt hurts celebi and keldeo. Thought about using an offensive variant but the bulk is just so welcome on the team.

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover

The final part to my core, Nasty plot celebi is so much better than i remember. It helps to beat Bulky waters that Keldeo at neutral still can struggle with such as slowbro and suicune. It provides tasty electric, ground and fighting resistances. Can sponge leech seed and spore- basically a big F U to Breloom which is also a threat otherwise. Speed Ev's allow it to baton pass and escape pursiut from bisharp. In fact baton pass is just a great move to capture momentum with, often letting me dent something with keldo or kyurem-b. Through natural cure and recover it can also sponge Twave (heatran has will-o down) and offers more staying power than the other two mons of the core, and the rest of my team really. Knock off is a pain, but keldeo is really the mon that takes those.

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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Moonblast
- Diamond Storm
- Earth Power/ Hidden Power [Fire]
- Protect

Mega Diance offers another outlet for nasty plot celebi, coming in on the likes of tankchomp, weavile, charizard Y (and X if it's not set up) offering punchy relevant STAB, good speed tier (which the core lacks) and the option of hitting excadrill/Heatran or Scizor/ Mega Scizor (on the switch) and Ferrorthorn. Keldeo largely removes the threat of heatran and excadrill however, so i am inclined to run HP fire. Magic bounce is also surprisingly nice as bouncing back a priority thunderwave from thunderous or priority will-o-wisp from mega sabeleye aimed at keldeo or kyurem-B is always funny. Diance was not really meant to be the star of the show, but it's a damn bright one none the less.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock/ Hidden Power [Fire]
- Defog
- Roost

As i said earlier, i needed a form of hazard control while still maintaining offensive pressure + giving me another out against ground as well as a good electric sponge. I considered Zapdos as this would have also given me the ability to Volt switch myself, and i am still open to changes in this slot. I think a tailor set to help deal with mega metagross which can be a huge threat to my team would be welcome, but losing the fast draco against garchomp/dragonite and gaining another stealth rock weakness... idk.

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Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Ice Beam
- Fusion Bolt
- Iron Head/ Earth Power

Scarfed Kyurem-B is an absolute legend. Seriously, ignoring dragonite multiscale for the OHKO, gengar/rotom levitate for the OHKO/2HKO, nuking Azumaril, tornadus, keldeo- blasts right through tank chomp guys who stay in early game with the final touch of being able to decimate teams as a 2-3 turn sweeper late game with outrage. 120bp STAB off 500 attack when there are no good steels or fairies left just feels like cheating. It's not all sunshine and rainbows though, he does require hazard control and plays such a pivitol role in securing revenge kills/wallbreaking that you can't really be too risky with him.


The overall goal of the team is to;
- Hit hard early with kyurem B

- Play around with the core, dealing some damage while minimizing the damage taken, scout out opponents tendencies and sets as per usual balanced offense.

- Set up a nasty plot with celebi through prediction and BP to Kedeo for a mid game sweep, tearing some holes in the opponents core. If this is not possible, use double switching to nab serious damage off keldeo and kyurem-b/ Diance.

- Late game either clean with Kyurem B or Mega Diance.


Any mons bolded are threats to the team that i have identified, usually with an explanation as to why. I have been doing pretty will with this team, netting me around 85-90% wins ATM and shooting me up 300ELO in like 2-3 hours. As i said i made this team rather quickly and haven't really tweaked anything so hopefully you guys can point out some weaknesses/ ways to better synergies the team.

Thanks for reading ^_^
 
Hello, and thanks for posting your team!

The only suggestion is to change your EV's on Kyrem-B to 252 Atk / 32 SpA / 224 Spe. You gain power on Ice Beam and Earth Power and you still outspeed the entire unboosted meta.
 
Hello, and thanks for posting your team!

The only suggestion is to change your EV's on Kyrem-B to 252 Atk / 32 SpA / 224 Spe. You gain power on Ice Beam and Earth Power and you still outspeed the entire unboosted meta.
Cool thanks for the tip (: I was wondering if there was a better EV spread to use.
 
Cheaters and their legends!!1! xddd
This isn't a nitpick at your team, as i find it to be very solid but Rock Polish could be considered over one of the expendable slots passing as passing a NP into a rp diancie = rip
And also a +Spe nature would allow your kyurem to outspeed scarf exca+ lando, copping a kill on lando would benefit you as your main ground resist takes big damage from uturn, but that's really just a preference of outspeeding/power.
Very appealing colorful balance legend squad :]
 
Cheaters and their legends!!1! xddd
This isn't a nitpick at your team, as i find it to be very solid but Rock Polish could be considered over one of the expendable slots passing as passing a NP into a rp diancie = rip
And also a +Spe nature would allow your kyurem to outspeed scarf exca+ lando, copping a kill on lando would benefit you as your main ground resist takes big damage from uturn, but that's really just a preference of outspeeding/power.
Very appealing colorful balance legend squad :]
Rock polish is a good option, but you lose out on the OHKO with Earth Power on Heatran, relying on Keldeo to take it out (Kyurem gets burned by plume + dies from 2HKO Flash Cannon from Balloon Variants.
 
Naughty is a +speed Nature. Rock polish is a good option, but you lose out on the OHKO with Earth Power on Heatran, relying on Keldeo to take it out (Kyurem gets burned by plume + dies from 2HKO Flash Cannon from Balloon Variants.
Naughty isn't + spe....lol and RP was merely an interesting option i wanted to mention, i was not saying it should/has to be on the main set
:]
 
Cheaters and their legends!!1! xddd
This isn't a nitpick at your team, as i find it to be very solid but Rock Polish could be considered over one of the expendable slots passing as passing a NP into a rp diancie = rip
And also a +Spe nature would allow your kyurem to outspeed scarf exca+ lando, copping a kill on lando would benefit you as your main ground resist takes big damage from uturn, but that's really just a preference of outspeeding/power.
Very appealing colorful balance legend squad :]
I like the idea of RP (:
Also, if i switch Kyurem to a +Spe nature and invest 32 spa ev's do i lose out on any OHKO/2HKO's from Outrage/ fusion bolt? Nice idea bringing it up though, the excadrill check is very relevant.
 
There is a power difference i can tell you that, but i don't think it's too severe as Outrage/Fusion bolt are still powerful moves
-1 220 Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 123-145 (32.1 - 37.9%) -- 1.4% chance to 3HKO after Leftovers recovery
-1 220+ Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 135-160 (35.3 - 41.8%) -- 87.9% chance to 3HKO after Leftovers recovery
that's just an example, things like azu have a very slim chance of dying at full hp anyways
220+ Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 348-410 (86.7 - 102.2%) -- 12.5% chance to OHKO
220 Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 316-372 (78.8 - 92.7%) -- guaranteed 2HKO
you would need more chip damage on certain mons, but over the course of the battle i'd say that's manageable and the benefits outweigh the negatives imo :]
 
There is a power difference i can tell you that, but i don't think it's too severe as Outrage/Fusion bolt are still powerful moves
-1 220 Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 123-145 (32.1 - 37.9%) -- 1.4% chance to 3HKO after Leftovers recovery
-1 220+ Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 135-160 (35.3 - 41.8%) -- 87.9% chance to 3HKO after Leftovers recovery
that's just an example, things like azu have a very slim chance of dying at full hp anyways
220+ Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 348-410 (86.7 - 102.2%) -- 12.5% chance to OHKO
220 Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 316-372 (78.8 - 92.7%) -- guaranteed 2HKO
you would need more chip damage on certain mons, but over the course of the battle i'd say that's manageable and the benefits outweigh the negatives imo :]
Yeah for sure, thanks for the change (:
 
This team gets wrecked by Mega Metagross, especially earthquake sets. Maybe replace Kyurem with Scarf Landorus
Kyu takes out land/chomp/hippowdown/drag clean from 100%, which are lured in by celebi and heatran. Also i tweaked it a little and mega gross can be double tapped by Latios/kyu.
 
Hidden Power Fire makes you slower than Metagross. It's not a reliable solution. If you don't want to change the team, maybe thunder wave on Celebi instead of recover to make it so Keldeo can take it out.
 
There is a power difference i can tell you that, but i don't think it's too severe as Outrage/Fusion bolt are still powerful moves
-1 220 Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 123-145 (32.1 - 37.9%) -- 1.4% chance to 3HKO after Leftovers recovery
-1 220+ Atk Teravolt Kyurem-B Outrage vs. 252 HP / 240+ Def Landorus-T: 135-160 (35.3 - 41.8%) -- 87.9% chance to 3HKO after Leftovers recovery
that's just an example, things like azu have a very slim chance of dying at full hp anyways
220+ Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 348-410 (86.7 - 102.2%) -- 12.5% chance to OHKO
220 Atk Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 316-372 (78.8 - 92.7%) -- guaranteed 2HKO
you would need more chip damage on certain mons, but over the course of the battle i'd say that's manageable and the benefits outweigh the negatives imo :]
Taking the Ev's from Speed and running 252 Atk / 32 SpA / 224 Spe allows you to hit better specially. Running a Mild Nature boost Sp.Attack, and you still outspeed the entire unboosted OU Metagame
 
Hey, really nice team, and there isn't much to address. The biggest threat I noticed to this team was Mega Metagross with Bullet Punch. Mega Scizor comes as a close second, but Keldeo is able to outspeed and handle Mega Scizor, but Mega Metagross outspeeds Keldeo and easily kills it with Zen Headbutt. Each member of the team has a nice unique role, so swapping out a member isn't easy, but I think Bulky Starmie > Latios could work. Starmie's typing allows it to check Metagross really well, and you'll also maintain your Keldeo check, as well as your hazard remover. Starmie also has the cool option to let you run Thunderbolt over Psyshock, so you'll be able to hit Gyarados before and after it mega evolves (if you nasty pass into Starmie, there's a chance your opponent would send in Mega Gyarados, expecting to wall you or force you out, but instead take a powerful Thunderbolt that easily 2HKO's). The downside to running Starmie over Latios, is that Zard Y will be a lot harder to check, since it forces you to rely on Heatran to take hits and avoid Focus Blast.
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
That's it for now, let me know if my suggestions helped or not, and in case of the latter, I'll try to come up with something else. Hope I helped ^_^
 
Hey, really nice team, and there isn't much to address. The biggest threat I noticed to this team was Mega Metagross with Bullet Punch. Mega Scizor comes as a close second, but Keldeo is able to outspeed and handle Mega Scizor, but Mega Metagross outspeeds Keldeo and easily kills it with Zen Headbutt. Each member of the team has a nice unique role, so swapping out a member isn't easy, but I think Bulky Starmie > Latios could work. Starmie's typing allows it to check Metagross really well, and you'll also maintain your Keldeo check, as well as your hazard remover. Starmie also has the cool option to let you run Thunderbolt over Psyshock, so you'll be able to hit Gyarados before and after it mega evolves (if you nasty pass into Starmie, there's a chance your opponent would send in Mega Gyarados, expecting to wall you or force you out, but instead take a powerful Thunderbolt that easily 2HKO's). The downside to running Starmie over Latios, is that Zard Y will be a lot harder to check, since it forces you to rely on Heatran to take hits and avoid Focus Blast.
starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
That's it for now, let me know if my suggestions helped or not, and in case of the latter, I'll try to come up with something else. Hope I helped ^_^
Hey thanks for the suggestion, it's really solid! (:
It's about a 50/50 atm vs teams that carry mega metagross (basically every other team is either an insta win if it's too meta, or at least fair game), and it comes down to if i can lure mega gross into taking 50% before i send out kyurem (it can live a BP) or hitting it with an icy wind to drop it's speed from Keldeo before it mega's, so that i out speed with the rest of the guys. Otherwise, yeah they sweep.
Nice touch with the Tbolt too, i am definitely trying it out (:
 
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