ORAS OU Hyper Offense: Built on a Whim

Hello everyone. I've been away from PS for a few months now, and only recently had the whim to return. I was kinda fiddling around, trying different things, browsing through the strategy dex, and pulled a whole bunch of random stuff together into a team. Seeing that it was so whimsically built, I really didn't expect it to perform very well. But after some play testing and a few tweaks, this team has really exceeded my expectations (went on like a 25-3 roll, where one of the losses came from a misclick) and I'd like to share it. Also there are quite a few undecided things that I'm still working on, and all suggestions are appreciated.

Team at a Glance

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Team Details

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Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

After discovering it on the strategy dex and putting it on a team, I've had so much fun with this little sweeper/cleaner. How it works is simple: set up Substitute when the chance arises. With the EVs in HP it will proc Sitrus Berry after two Subs, powering up Acrobatics as a reliable STAB and giving it 732 speed (the fastest relevant threat in the tier). Sneak in a SD somewhere and it's time to sweep, but an attack boost isn't absolutely necessary. The reason I chose Hawlucha over other birds like SD Talonflame (besides the fact that I really like Hawlucha):
  • It does not require hazard removal. In fact, it is the only offensive Flying type (that actually uses a Flying STAB) in the tier that is neutral to SR. I've played with offensive bird teams before, and SR was a huge pain, since RP/Defog is a big loss in momentum, and an HO team can't always afford this loss.
  • Unique Fighting/Flying STABs, both fantastic offensive types.
  • Ridiculously fast. It is faster than a Jolly Sand Rush Excadrill in Sand, to put it in perspective.
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Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Memento
- Encore / Moonblast / Giga Drain

Built on a whim... sicott. Geddit? XD Bad puns aside, Whimsicott does an excellent job of patching two of Hawlucha's worst flaws: 1) lack of power and difficulty in breaking defensive Pokemon; 2) frail and difficulty in finding set up opportunities. Whimsicott helps Hawlucha sweep by softening things up with chip damage: Prankster SubSeed is a huge pain in the you-know-where to deal with, and then add in Encore... you might as well call this the Rage Inducing Machine. Encore just has so much utility, from wrecking set up, to locking on a resisted move, or even locking on an SE move (like Fire, Flying and Poison) to give a free switch in. Prankster Memento, a utility unique to Whimsicott, is the final piece of the puzzle: it is the surest way of letting Hawlucha come in for free while creating a free turn for to set up (without having to worry about outspeeding, for the most part), since opponents caught with Memento will have to switch out, fail to do meaningful damage to prevent set up (sometimes even failing to break the Sub), or use status (which is blocked by Sub).

Moonblast and Giga Drain is slashed with Encore. Encore helps against defensive teams greatly, while running an attacking move makes it not complete Taunt bait (altho its attacks are so weak by OU standards, that it will have to switch out most of the times when Taunted anyway).

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Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Iron Head / Brave Bird
- Whirlwind / Taunt

Recognizing that Whimsicott forces a lot of switches and that Hawlucha really appreciates entry hazard support since it isn't very powerful and its Flying type checks (Talonflame, Mega Pinsir and Dragonite) all struggle with SR, I pulled out a set that I enjoyed a lot, the Custap Skarmory lead. It combines the ability to use both SR and Spikes, to beat one of the two common Magic Bouncers, and to stop set-up sweepers. SR and Spikes are no brainers -- it's what Skarmory is designed to do, lay Rocks and as many layer of Spikes as possible. Iron Head OHKOs Mega Diancie, while Custap + Brave Bird allows Skarm to move first and suicide itself at 1 HP, preventing the opponent from using Spin and Defog to the desired effect. Whirlwind is the safer option against set up, while Taunt can also stop opponents from laying their own hazards. However, Skarmory isn't always fast enough to use Taunt. Currently I'm using Iron Head and Whirlwind.

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Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Bisharp is a natural partner to a suicide lead, as it punishes Defog and efficiently eliminates the most common Defog users, the Eon twins. If my opponent Defogs for free, I'm sudden one mon short for free. Bisharp takes advantage of that and makes up for some of that loss by presenting a boosted threat from that Defog (and in the case of the Latis, eliminate them altogether). It also serves as a way to deter Intimidate users, since this team employs two physical attackers as main threats. On this team, Bisharp is sort of a glue mon, softening physical walls for our other two physical attackers, while synergizing with Gengar (resisting Dark, Ghost and Psychic), Whimsicott (resisting Steel, Poison and Flying) and Hawlucha (resisting Psychic, Flying) defensively, while all three can take a Ground and Fighting hit for Bisharp.

One thing I'm considering for Bisharp: Pursuit trapping the Latis is great, but it's not absolutely necessary for any member on this team. Perhaps running SD would be better?

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Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Sludge Wave
- Shadow Ball
- Dazzling Gleam

Gengar and Bisharp form a little core that's really splashable IMO on a lot of offensive teams, as they are both potent attackers, offer defensive synergy and protect hazards by punishing Defog and blocking Rapid Spin. This is a fairly standard offensive Gengar, with only one unusual choice: Dazzling Gleam. This is the hate move for Mega Sableye, since it is a very substantial threat to this team. Altho Shadow Ball can 2HKO, Dazzling Gleam does a little bit more damage to it, so that our follow up (Mega TTar) can KO it without boost (something Shadow Ball cannot do).

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Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch / Fire Punch

Now I look at the team, and I see three things still missing: 1) something to beat Talonflame, one of the biggest threats to offense; 2) a secondary sweeper; 3) a Mega evolution. This is where Mega Tyranitar fits perfectly. It checks Talonflame very nicely, but it's also a very potent and underestimated sweeper. TTar's pretty slow, but Mega TTar is possibly the bulkiest set up sweeper in this tier (100/150/120 with Sand boosting its Sp. Def). So unlike Hawlucha, TTar can find set up opportunities on its own very well. However, it's also perfectly capable of utilizing a Whimsicott Memento to set up, and when it does, it become very hard to revenge kill without a Fighting type (e.g. CB Azumarill and Scizor cannot OHKO with Aqua Jet or Bullet Punch). Crunch is picked over Superpower because Crunch hits as hard as Superpower when both are neutral but Superpower shortens our sweep. Ice Punch is the one I'm using right now, because Garchomp and Landorus-T are more common. Baiting and removing them makes Hawlucha's and Bisharp's lives a lot easier. These three together offers some good redundancy to pressure and break physically defensive backbones, like Hippowdon, Rotom-W, Garchomp, Gliscor, Lando-T, Clefable, Slowbro, Quagsire and Skarmory.

Threats to the Team
This team follows a pretty strict and consistent game plan: 1) set up hazards; 2) protect hazards, pressure opponent and force switches; 3) set up and sweep (can be very reliably done thanks to Prankster Memento); 4) set up and sweep again if the first sweeper didn't finish the job.

As such, Mega Sableye is the single biggest threat to this team. It can be beat, but the fact that it disrupts our game plan from the get go just by its sheer presence instantly puts us at a disadvantage, since Skarmory has very little use if not led with.

WoW Talonflame is another huge pain. Mega Tyranitar can still beat Talonflame when burned, but that's one of the team's win conditions nullified right there. If he manages to Defog/Spin it becomes even worse, as Talonflame can now outlast Tyranitar too.

Mega Pinsir, and DD Dragonite can potentially get out of hand when they manage to set up, since their powerful priorities outspeed Prankster Memento, but they shouldn't find any room to set up unless we really mess up.

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Memento
- Encore

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Whirlwind
- Iron Head

Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Sludge Wave
- Shadow Ball
- Dazzling Gleam

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch
 
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Hi there! I noticed that your team doesn’t have any T-Wave switch-ins which is really annoying especially considering your whole team hates paralysis.
You can try using Defiant Thundurus over Bisharp, since your team is weak to Mega Lopunny, Magnezone and Talonflame which Bisharp doesn’t really have answers for.
Thundurus can still come in on Defog for a +2 boost, while outspeeding the Latis, also to prevent T-Wave spam.
Superpower OHKOs Mega Lopunny and has a high chance to KO Magnezone. Thundurus also beats Talonflame, 2HKOs Mega Sableye and deals with Mega Pinsir and Dragonite (to a certain extent).
Lastly, HP Ice frees up a slot on Mega Tyranitar so you can use Fire Punch to deal with Ferrothorn and Scizor better.

Another option to consider over Bisharp is Sand Rush Excadrill, which is really useful since you get to keep hazards on the other side of the field and can abuse the sand while Tyranitar is alive.
Excadrill is also great against Klefki, who can otherwise cripple your entire team with T-Wave/Toxic while freely setting up Spikes.

tl;dr
Thundurus / Excadrill -> Bisharp
Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power Ice

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
 
Hi there! I noticed that your team doesn’t have any T-Wave switch-ins which is really annoying especially considering your whole team hates paralysis.
You can try using Defiant Thundurus over Bisharp, since your team is weak to Mega Lopunny, Magnezone and Talonflame which Bisharp doesn’t really have answers for.
Thundurus can still come in on Defog for a +2 boost, while outspeeding the Latis, also to prevent T-Wave spam.
Superpower OHKOs Mega Lopunny and has a high chance to KO Magnezone. Thundurus also beats Talonflame, 2HKOs Mega Sableye and deals with Mega Pinsir and Dragonite (to a certain extent).
Lastly, HP Ice frees up a slot on Mega Tyranitar so you can use Fire Punch to deal with Ferrothorn and Scizor better.

Another option to consider over Bisharp is Sand Rush Excadrill, which is really useful since you get to keep hazards on the other side of the field and can abuse the sand while Tyranitar is alive.
Excadrill is also great against Klefki, who can otherwise cripple your entire team with T-Wave/Toxic while freely setting up Spikes.

tl;dr
Thundurus / Excadrill -> Bisharp
Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power Ice

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

Hey thanks for the rate! I was wondering when Thundurus was gonna come up, because it was one of the things I considered. The reason I didn't run Thundy is because on a team with no hazard control, LO Thundy gets worn down way too quickly. In that sense, its defensive utility is greatly reduced.

From the games I've played so far, I haven't been too bothered by T-wave. Whimsicott may not look like it, but it is the status sponge on this team. It doesn't mind paralysis (except full paralysis hax), and doesn't mind burns and poisons that much either, since I've never played a single game where Whimsicott was alive and in play long enough that the reduced longevity really screwed things up.

About some of the other threats you mentioned: Magnezone isn't too big of a concern. Even with a Choice Scarf, it only hits 360 Speed. Hawlucha has 366 Speed even before procing Unburden. Mega Lopunny can be dealt with by Whimsicott -- Jolly Mega Lop's Return never 2HKOs after Leftovers w/out SR, and PuP just get Encored. Worst comes to worst Whimsicott can just Memento and Hawlucha can finish it. WoW Talonflame is a pain, but it shouldn't outlast TTar either if SR is up, which is doable.

Still, I will try out Thundurus see how it goes. As for Excadrill, I don't think he really fits in. If I have to Rapid Spin in a game, I've probably already lost. In any case, Excadrill is never going to outlast any bulkier setters, and since we cannot reapply hazards, we are never going to win a prolonged hazard war. As for utilizing Sand, Mega TTar isn't meant to come in repeatedly to set Sand, and it doesn't provide enough turns of Sand either, since it would stay in and atatck most of the times.
 
I actually went ahead and tried your team and I like it very much, for the most part. Couple of things:

You are not really weak to Mega Sableye per se, but the type of stall teams that Sableye usually finds itself on. Perhaps you can try out Mega Diancie instead of Mega Tyranitar. It counters Mega Sableye, and has an excellent match up vs stall with CM (since it will never be phazed). Or you can try Rock Polish as well.

This does leave you much weaker against fast Electric types like Thundurus and Mega Manectric, so it's up to you. A way to remedy this a little is running Assault Vest on Bisharp but it isn't ideal either.
 
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Hey, really nice team! I agree with Firebird Maniac, that Mega Diancie (with Rock Polish probably), seems like the best/easiest solution to your threats. It's faster than Mega Pinsir, so you won't have to worry about needing a Dragon Dance to set up to outspeed. It's got Magic Bounce to bounce back will o wisp and essentially shuts Will O Wisp Talonflame down. It's able to counter Mega Sableye as well, and running Rock Polish means you'll be able to outspeed threats like Thundurus.

I also noticed that even if you add Mega Diancie, your team really struggles with Mega Scizor. It's able to use most of your team as set up fodder, and then defeat them easily with Bullet Punch or Superpower (for Bisharp). Your team also doesn't appreciate burns and Heatran is another mon that looks a bit hard to switch into when you consider it having the ability to cripple anything on your team with a burn, or steel stab to quickly defeat Diancie. To help deal with Heatran, Scizor and even check electric types, I think running Heatran > Skarmory could work. Heatran's able to check and defeat the mentioned threats while being able to provide Stealth Rock at the same time. Also, Heatran's able to become a burn absorber, so you won't have to worry about burns as much, and it's a great switch in to Talonflame, so you can send Heatran on Talonflame in case Diancie hasn't mega evolved yet.

diancie-mega.gif

Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe (enough to outspeed Jolly Excadrill in sand) OR 32 Atk / 224 SpA / 252 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power
heatran.gif

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

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! I agree with Firebird Maniac, that Mega Diancie (with Rock Polish probably), seems like the best/easiest solution to your threats. It's faster than Mega Pinsir, so you won't have to worry about needing a Dragon Dance to set up to outspeed. It's got Magic Bounce to bounce back will o wisp and essentially shuts Will O Wisp Talonflame down. It's able to counter Mega Sableye as well, and running Rock Polish means you'll be able to outspeed threats like Thundurus.

I also noticed that even if you add Mega Diancie, your team really struggles with Mega Scizor. It's able to use most of your team as set up fodder, and then defeat them easily with Bullet Punch or Superpower (for Bisharp). Your team also doesn't appreciate burns and Heatran is another mon that looks a bit hard to switch into when you consider it having the ability to cripple anything on your team with a burn, or steel stab to quickly defeat Diancie. To help deal with Heatran, Scizor and even check electric types, I think running Heatran > Skarmory could work. Heatran's able to check and defeat the mentioned threats while being able to provide Stealth Rock at the same time. Also, Heatran's able to become a burn absorber, so you won't have to worry about burns as much, and it's a great switch in to Talonflame, so you can send Heatran on Talonflame in case Diancie hasn't mega evolved yet.

diancie-mega.gif

Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe (enough to outspeed Jolly Excadrill in sand) OR 32 Atk / 224 SpA / 252 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power
heatran.gif

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

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 ^_^

I will definitely try out Mega Diancie, this seems like a solid change and I have feeling this is a good change even before I try it out LOL.

Regarding Heatran though: I feel like Spikes support is important for this team, especially if RP Diancie is used, since it lacks that little bit of punch. Also Skarmory is designed to lead and then faint. Switching it to Heatran completely disrupts the game plan.

I've never lost to a (Mega) Scizor when I can keep one layer or more of Spikes. It's funny because on paper I'm pretty weak to it. I don't understand why, maybe it's all of my opponents seriously misplayed it, or it could be that it's under a lot of pressure from checking three or four attackers at the same time. If they managed the spin or Defog, well that's a different story.

In any case, Scizor is a weakness, and especially so if Mega Diancie stays. What do you think about Hidden Power Fire or Will-O-Wisp on Gengar? Against most variants of Scizor, Gengar can live a hit and cripple it / take it out.
 
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