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

Ive been seeing clefable a lot and this made me wonder,
What makes it so good? Is unaware really that useful? Because there are a lot of pokemon that have immediate power and clefable doesnt have a lot of bulk

Also, what kind of teams could clefable fit on?
Thanks
Clefable unmatched support capabilities, sheer versality on its moveset so it can be fit to whatever the team needs meaning it can fit moves like ice beam, flamethrower, thunderbolt, focus blast and even psychic to get past its own checks and counters or even thunder wave to cheese through many of them. Lack of "impressive" overall bulk (it is actually not that bad, just the power creep make it seem bad) is patched through having 2 fantastic and coveted abilities on magic guard and unaware meaning it puts work on almost every situation.

Even lure sets are really effective (max speed LO) and seeing how difficult is to stop a clefable when it gets going means it is absolutely a top tier threat in this tier.

Clefable fits on most balance, bulky offense (using magic guard) and stall to semi-stall buids (unaware, either standard cleric or even calm mind). Doubt it fits on HO but it does learn healing wish so there is a slight possibility, albeit not recommended.
 
So, I'd like to start a tournament in this forum, but I've never done so. Can someone give me a basic guide?
 
So, I'd like to start a tournament in this forum, but I've never done so. Can someone give me a basic guide?
http://www.smogon.com/forums/threads/tournament-rules-and-general-guidelines.3538684/

Scroll down to the 'Hosting' subheading. They have a lot of guidelines for this kind of thing in there. Make sure to get it approved by either the OU mods or the tournaments mods (there is a submissions forum for the latter), depending on where you want to host it, before you post.
 
Here's an interesting one. Mega Latias' most common/best-known set is Thunder Wave/Bolt Beam/CM. I recognize that as originally a tournament set, but what makes this combination so desirable in general as opposed to, say, a STAB move?
 
Here's an interesting one. Mega Latias' most common/best-known set is Thunder Wave/Bolt Beam/CM. I recognize that as originally a tournament set, but what makes this combination so desirable in general as opposed to, say, a STAB move?
BoltBeam is much less punishable than Dragon/Psychic for a defensively-oriented Pokemon due to having no immunities barring ground, which is beaten out by the other attack anyway. The set is Roost+BoltBeam+T-Wave/CM as far as I'm aware though so that it doesn't get worn down in five seconds.
 
Oh, okay. Also, do you think that, on a Water Monotype Team, Rotom-Wash should be used instead of Lanturn?
This kinda depends on whether you're already using a Ground/Water type in order to check Electrics. If not, then you definitely want Lanturn's ability to handle those; if so, then Rotom may be better since it's just a superior Pokemon overall thanks to its access to Will-O-Wisp and Ground immunity, though I suppose multiple Electric checks on one mono-Water team can't hurt (especially if you bump into GK Thundurus or an HP Grass electric-type).
Unlike Lanturn, Rotom-W doesn't beat anything other Water-types can't, so knowing nothing about the team I'm inclined to say Lanturn.
 
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Oh, okay. Also, do you think that, on a Water Monotype Team, Rotom-Wash should be used instead of Lanturn?
I've built a handful of mono water squads in the past to make the trek up low ladder either on a new alt or after a period of decay a little enjoyable, and I've found that when building for mono water Lanturn is a very important Pokemon to have on balance builds for its ability to more consistently stop electrics. You can usually follow a formula for rainless mono builds that allows for maximum efficiency for balance. The build I usually run is Lanturn+Water/Ground+grass neutrality+wincon 1+wincon 2+filler, sometimes with a second grass neutrality for good measure. While It's important to cover water's weaknesses, if you focus too heavily on them you will become too weak to certain Pokemon. Ultimately the main thing that monotype has going for it is typespam.

If you want to take a more offensive approach, however, then Lanturn won't be that good an option. Being able to overload common water checks is a thing that you should consider too as it allows for offense to be a viable option (rain does this very well with stuff like Kingdra+Ludicolo and Kabutops+Kingdra, although rainless builds are also very capable of doing this), and make the most of luring moves to deal a chunk to common answers to waters. DD Gyara+DD Gatr is a nice way to fill the wincon slots, for example, due to them being checked by basically the same stuff and being able to overload their checks to the point where once one dies the other is still able to finish the job.
 
I took a look at the team, and there's Swampert, which is a good Electric-Type counter. Should I still use Lanturn, or is there no point in including it?
Having a backup stop to electrics is an important asset, and if you don't it will usually lead to you being stomped on by GK Thundurus if using balance, which Lanturn is able to consistently take on due to taking measly GK damage. If you are going with an offensive build then don't carry lanturn, as you'd be better off overloading stops than trying to answer them defensively
 
Not quite good enough to make a nom in viability but here's a question: Is Mega Altaria good enough to be A?

- Offensive DD has horrible coverage
- Defensive DD lacks power AND speed AND coverage
- Mixed attacker lacks everything ... coverage, bulk, power, and speed
- The support set makes you have to Roost every turn to barely avoid the KO. And when you're not Roosting, you don't have any status or whatsoever to actually give long term support. Heal Bell is a horrible choice. You won't get to click it anytime due having to click Roost.
 
Absolutely. While it definitely has gotten worse in terms of viability (hence why it dropped to A in the first place) it is still a fairly threatening mon that is capable to downright sweep teams if overlooked. Offensive DD doesnt have horrible coverage at all, fairy and ground coverage is really good all things considered and since it pair really well with magnezone and a lots that beat or weaken steel types for it isnt so difficult to pull off a sweep with it.

Defensive DD have always been a mediocre set imo, but the bulk investment let it setup really easily against a lot of prominent mons like keldeo, zard-X and electrics. Can be really hard to stop. Mixed attacker is fine since it just need fire blast for steels. Unfamiliar with the support set.

All things considered, it is still a solid A rank mon. Really unique typing and sufficient coverage (and being just much better than anything in A- besides, idk, regular zam) means you are focusing too much on the negatives. Full special altaria is the best set nowadays btw, in my opinion.
 
LO or specs on omastar on a rain squad?
Most builds use specs but I think an ice beam on a grass prediction is valuable.
There is a very noticeable power drop when not using Specs, and in the rain a resisted Hydro Pump is going to deal almost as much damage anyway (165 BP after STAB+rain+resistance as opposed to 180 BP after super effectiveness), so I wouldn't get too hung up on the ability to switch moves for the sake of hitting them a little harder - not to mention that a specs hydro is either more or as powerful as an LO Ice Beam iirc.
 
LO or specs on omastar on a rain squad?
Most builds use specs but I think an ice beam on a grass prediction is valuable.
252+ SpA Choice Specs Omastar Hydro Pump vs. 252 HP / 168 SpD Ferrothorn in Rain: 155-183 (44 - 51.9%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Choice Specs Omastar Ice Beam vs. 252 HP / 168 SpD Ferrothorn: 113-133 (32.1 - 37.7%) -- 0.2% chance to 3HKO after Leftovers recovery

I think your good with Specs. LO Ice Beam also doesn't get the OHKO on Lati@s and Serperior, two of the most prominent water resists in OU.
 
How does Mega Diancie fair in the meta now?
It's very good with its amazing coverage options and power, and it can beat many offensive teams with only a couple mons eliminated. I personally love using it rn.
LO or specs on omastar on a rain squad?
Most builds use specs but I think an ice beam on a grass prediction is valuable.
Specs is really nice for OHKOing certain water resists with ice beam.
 
Forgive me if this is in the wrong forum, but I've been out of competitive battling since near the beginning of ORAS and am looking to get back into it. I've been watching some battle videos and checking out the tier list for info. Some of the changes are a little upsetting, but I've managed to get my core team figured out. My core is as follows:

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-Turn
- Superpower
- Pursuit

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Ice Beam
- Roar

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Ice Beam
- Hidden Power (fire)
- Draco Meteor

I opted not to use Mega Scizor, as it is generally not that impressive. Same goes for Mega Latios. I've used Scizor since GSC and I've used this build since DPP, which I feel is a little better than Life Orb. Suicune is my counter to fire moves on Scizor, and even though he dropped to UU in Gen V he still worked extremely well for me. Latios is my scarf user as well as my switch in to electric attacks on Suicune, whereas Scizor can 4x resist any incoming grass moves. I think I want to use Life Orb Gengar for pesky Fairy types, but I don't know how well Gengar and Latios work together, as I used to play them on separate teams.

Do you guys have advice on other Pokemon to use, or more importantly which Mega? Any help is greatly appreciated.
 
I wanna build with Doom Desire Jirachi for the sake of it and 'cause f*ck offense, but I don't know what direction to go in for the set. Anyone got any suggestions?
 
I wanna build with Doom Desire Jirachi for the sake of it and 'cause f*ck offense, but I don't know what direction to go in for the set. Anyone got any suggestions?
There's the obvious tip of things that like Jirachi switch-ins, but it's even bigger in this case since you want to put them in a lose-lose from switching into Doom Desire, such that if they stay the chosen Mon gives momentum to what you brought it, or switching to check the new mon will get them hit hard by Doom Desire. Ground types to deal with Fire or Steel types that can eat Doom Desire are ideal
 
I wanna build with Doom Desire Jirachi for the sake of it and 'cause f*ck offense, but I don't know what direction to go in for the set. Anyone got any suggestions?
Specs if real

Jirachi @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Doom Desire
- Thunderbolt
- Psychic/Psyshock
- Icy Wind/Hidden Power Fire/Hidden Power Ground
 
For a defensive-oriented Pokemon, why is it that the leftover 4 EVs is placed in the remaining defensive stat? For example, the analysis page for Skarmory has it using 4 SpD for the physically Def set while the SpD set uses 4 Def. Since the 4 EVs wouldn't really make a difference in whether a hit will KO or not, wouldn't it be better to just put it in Spe where the difference of 1 point might allow you to Roost or Taunt opposing mons who run 0 Spe?

(Offensive mons normally place it in HP / Def / SpD as it really doesn't matter unless it's a mixed attacker)
 
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