Resource ORAS OU Simple Questions, Simple Answers MKII (Read the OP First!) (Now with 100% more Rules!!!)

What are some checks to rain that pair well with Mega Charizard X?
Grass types are good ones, Serperior can create a nice offensive core with Zard, Celebi can Support Charizard with Healing Wish and set up Spikes.

Some water types can pair well also, Manaphy is similar to Serperior, but it takes better advantage from rain, Azumarrill has a great synergy with Zard X, because they deals with each other checks.
 
Two part question here...

1) is there a discussion going on about mons moving from OU -> Ubers or vice versa? I hardly see it mentioned, like, ever and mentioning it seems to be discouraged.
2) ARE there any mons being considered to move back to OU from ubers or from OU to ubers?
 
Two part question here...

1) is there a discussion going on about mons moving from OU -> Ubers or vice versa? I hardly see it mentioned, like, ever and mentioning it seems to be discouraged.
2) ARE there any mons being considered to move back to OU from ubers or from OU to ubers?
Talk of tiering and potential bans aren't allowed in OU. That sort of discussion is typically done in Policy Review.
 
Why do people say Hippowdon's so passive when the thing has 112 Atk and can feasibly run two attacks? I know almost nobody actually invests, but it's not a complete paperweight either.
 
Why do people say Hippowdon's so passive when the thing has 112 Atk and can feasibly run two attacks? I know almost nobody actually invests, but it's not a complete paperweight either.
Well, it can get walled by most physical walls that aren't hurt by EQ or the occasional Stone Edge.
 
Why do people say Hippowdon's so passive when the thing has 112 Atk and can feasibly run two attacks? I know almost nobody actually invests, but it's not a complete paperweight either.
In Addition to what is said above, Hippo is often forced to use Slack Off wich can give a free switch in for Azu, Manaphy or Serperior, and, because of that most of Hippos run Toxic, wich makes it more passive, is a 4MSS case what made Hippo drop from A+ to A.
 
I'm building a team based around Mega Lop and Zoroark since he got sludge bomb a few days ago, and I'm wondering if anyone knows how I should allocate the EVs.

Zoroark @ Life Orb
Ability: Illusion
Hasty Nature
- Sucker Punch
- Night Daze
- Low Kick
- Sludge Bomb

I don't know of any relevant targets that certain moves 2HKO or OHKO, so I need some help with SpA and Atk, but I am only running 232 speed to outrun Garchomp. That leaves 272 left. More SpA is probably the way to go, since I'm trying to lure in Lop's counters.

Edit: Number 100 Baby!
 
Last edited:
The spread I run is 68 Atk / 188 SpA / 252 Spe w/ a Naive nature. You main STAB move is Night Daze and you want Sludge Bomb to hit as hard as possible as well, plus Low Kick OHKOs most targets anyway so it's more important to focus on SpA. The attack EVs enable you to OHKO Latios with Sucker Punch from full health+gives you 87.5% chance to OHKO Standard Latias from full (if you want to guarantee that you can run 84 attack). Max Speed lets you tie with Pinsir, but if you're not concerned about that you can drop down to 232 which outspeeds Garchomp, letting you invest 20 extra EVs in SpA.

btw I personally much prefer Dark Pulse to Night Daze, the flinch chance is well worth losing 5 BP and while that miss chance is low, it's still possible and when it happens, you'll feel it
 
Last edited:
The spread I run is 68 Atk / 188 SpA / 252 Spe w/ a Naive nature. You main STAB move is Night Daze and you want Sludge Bomb to hit as hard as possible as well, plus Low Kick OHKOs most targets anyway so it's more important to focus on SpA. The attack EVs enable you to OHKO Latios with Sucker Punch from full health+gives you 87.5% chance to OHKO Standard Latias from full (if you want to guarantee that you can run 84 attack). Max Speed lets you tie with Pinsir, but if you're not concerned about that you can drop down to 232 which outspeeds Garchomp, letting you invest 20 extra EVs in SpA.

btw I personally much prefer Dark Pulse to Night Daze, the flinch chance is well worth losing 5 BP and while that miss chance is low, it's still possible and when it happens, you'll feel it

Thanks for the help!
And lol the spread I was using was 80 Atk 196 SpA and 232 Spd, so I wasn't too far off, I'll try 84 Atk spread.
I think I'll try Dark Pulse too. The accuracy drop from Night Daze happens more often than I'd expected, but the opponent rarely misses after it. I forgot about Dark Pulse's flinch chance too, which is really dope.
 
Dark pulse also allows you to keep your illusion in tact if you're disguised as something else which can learn dark pulse; night daze is exclusive to Zoroark so once you've used it the opponent knows what's up.
 
Hippo is considered passive because, unlike Garchomp and Lando-T who have monstrous base 130 and base 145 attack stats, respectively, uninvested Hippo without a boosting item doesn't actually hit that hard. It only hits 260 attack, which isn't going to be doing that much to anything that takes neutral damage and has somewhat decent bulk - especially on STABless moves like Stone Edge and Ice Fang.
Dark pulse also allows you to keep your illusion in tact if you're disguised as something else which can learn dark pulse; night daze is exclusive to Zoroark so once you've used it the opponent knows what's up.
Your using Zoro to revenge kill or lure and switch out again anyway, so you want as much power as possible - making Daze the better option. Disguising as a Dark Pulse user isn't that good regardless as none of them have any offensive synergy and lure all the same things as un-disguised Zoro anyway.
 
I've decided to give Trick Room Reuniclus a try and paired it with Standard Mega Charizard X. I added LO Starmie, Klefki, and Defensive Lando-T to the duo to support them, but now I have no idea who to dedicate the last slot to. So could I get a little help?

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Trick Room
- Shadow Ball
- Psyshock
- Focus Blast

Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Roost
- Dragon Dance
- Dragon Claw

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Calm Nature
- Foul Play
- Thunder Wave
- Spikes
- Magnet Rise

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Earthquake
- U-Turn
- Stone Edge
- Stealth Rock
At first glance you seem a little weak to bulky psychics such as Slowbro which Reuniclus and CharX struggle to get past, dark and ghost types which threaten Starmie and Reuniclus, and you don't really have much for bulky grounds such as Hippowdon. Priority would be nice too. Weavile with low kick could help with all these. Here's the set:

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick
 
Last edited:
KidMagic Your team benefits hugely from speedy Colbur Wobb (takes out Bisharp for Reuni and weakens walls that trouble it w/ Tickle) and that pursuit Krookodile set I sent to u when I gave you help with one of your teams recently. It is able to eliminate a lot of the threats to Reuniclus and lessens the pressure placed onto your teammates, allowing for an easier time getting one of your wincons into a position where it is able to sweep.
 
Umm, why Low Kick exactly? Thanks for the input, still iffy :/
Low kick to deal with dark types such as Bisharp, Ttar and opposing Weavile which can threaten starmie and reuniclus (and Lando in Weavile's case). No worries if you don't like it though it was just the first thing that came to mind to cover all those threats

E: ninja'd
 
I'd like to create a team featuring Mega Lopunny and SubNP Hoopa-C (I know, I know, Unbound is better 99% of the times, but still!). What could be good partners for them?
 
Hoopa-C appreciates Duggy support because it traps eliminates T-tar and Bisharp, stopping them from Pursuit trapping it. It can also take out Weavile if its at full health when it faces it.
 
So some mons have certain roles that a mega also performs well (or usually better). How much does not taking up the mega slot help those particular mons? I mean, Raikou's the obvious example, but you have stuff like Mienshao that fires off rediculous HJKs but is not Medicham or Lopunny, or Dragonite that's a DDer not named Charizard-X or Altaria. Is keeping the mega slot free that strong of a plus?
 
So some mons have certain roles that a mega also performs well (or usually better). How much does not taking up the mega slot help those particular mons? I mean, Raikou's the obvious example, but you have stuff like Mienshao that fires off rediculous HJKs but is not Medicham or Lopunny, or Dragonite that's a DDer not named Charizard-X or Altaria. Is keeping the mega slot free that strong of a plus?
Medicham fires off ridiculous HJKs...

Lopunny's speed tier isn't arkward like Miens and it isn't foiled by Ghosts, making it better in 99% of situations.

Keeping your mega slot open can be valuable as it means that you may be able to fill a weakness that you couldn't fill with the mega slot taken. Slowbro, Latios/Latias and Garchomp are prime examples of things which usually prefers another mega alongside it due to their support for megas/high viability before their mega.
 
So some mons have certain roles that a mega also performs well (or usually better). How much does not taking up the mega slot help those particular mons? I mean, Raikou's the obvious example, but you have stuff like Mienshao that fires off rediculous HJKs but is not Medicham or Lopunny, or Dragonite that's a DDer not named Charizard-X or Altaria. Is keeping the mega slot free that strong of a plus?
It gives you more options

Example: You are building a stall team and need a Keldeo check, your options are M-Venu and Amoongus.

Venusaur: if you run this guy you have a solid mixed wall, but, this doesnt allow you to run M-Sableye or other Stall mega, and Venusaur cant run Lefties or Shed Shell to avoid getting trapped by Goth.

Amoongus: Not bulky as Venu but it has its own perks, it has better ability in regenerator, can hold an item, has spore to shut down a threat, clear smog to remove boosts and can make the famous regenerator core with bro.

Edit: ninja'd
 
Back
Top