ORAS OU Hoopa-Unbound Bulky Offense? RMT

Hi guys, I'm pretty new to team building but I wanted to try my hand at building a team that can utilize Hoopa-Unbound since I think hes cool, lol. This team is far from perfect, as most teams are, but there are probably some flaws that I can fix so I need your help. So here's the team thus far.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic

Obviously, I start out with Hoopa-Unbound. Excellent Wall breaker but super slow and frail so I need ways to pressure offense and get him into the field without losing too much health since his defenses are garbage and his HP runs quick with life orb. Typical EVs since this is not banded rather a mixed set with dark pulse instead of hyperspace fury. Since I have no fire moves, I was considering going fire punch instead of psychic, but then I was like, psychic is probably more useful and I can probably get rid of those grass/bug steels with my lando rotom and lopunny somehow lol.

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom-Wash is an excellent component of the volt-turn core i decided to use. Volt-turn, especially slow ones, really help the glass cannons Hoopa and lopunny get onto the field. Rotom has amazing physical bulk to stop omnipresent threats like lando, talonflame, excadrill, garchomp, heatran, rain teams, etc. He just checks so many popular picks due to his typing and levitate. Not to mention he can cripple them with WOW and easily gain momentum due to how many switches he forces. He also has good offensive presence with STAB hydro pump. He, along with Ferrothorn, also help to tank those goddamn ice punches that I see all the time which helps when you carry latias and Lando. Meanwhile they help to tank the fighting moves. Just hope they dont predict and go ice punch.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

The other side of the volt-turn core, the amazing Lando-T which seems to be on every team nowadays which is not surprising for such a versatile pokemon that is just overall really good. I choose to run the super defensive lando-T since it can tank hits like a boss with rocky helmet to help with the likes of lopunny and it won't get one shot as much to help get rocks up, which is getting increasingly harder with the likes of rotom-w and other fighting types with ice punches running around. Either you get rocks up, or get crippled with Lando-T, so best to go defensive so even if you do get burned or ice punched, you can still live and maybe get some rocky helmet shenanigans off. Defensive Lando still has some decent offensive presence because his stats are just that good, and he can still destroy those flying fire/bug types like volc, tflame, pinsir,etc even when hes burned. Also, the slow U-turn is really good since lando obviously forces tons of switches.

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Thunder Wave

Ferrothorn is a very good defensive/specially defensive partner to guys like rotom and lando. He helps to tank dragon types and water types and cripples them with T-wave which is obviously really good since this team isn't very fast outside of Lopunny and Latias and is helpful for Hoopa. Also, he sets up spikes to put tons of pressure on teams with the Srock, spikes combo with Lando and to also help chip opponents to get cleaned by loppuny. I run Gyro ball since he can fck up fast and squishy fairy types like Mega garde, altaria, diancie to an extent since he can live any one hit from them at full health and totally destroy them with Gyro ball. Of course, this is pretty unreliable, but I need a steel move bruh. Power whip would usually be better since it does more damage and hurts those annoying water grounds.

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish

Latias is really good for checking those annoying fast special attacks such as keldeo and those fast electrics. Pretty typical other than that. Her healing wish is obviously very good for reviving someone like Hoopa or Lopunny to fck up their team. You may be wondering why I run defog and not like HP fire or something since I run so many hazards. Well sometimes you get rekt and can't get hazards up without either getting destroyed or losing momentum and they get their hazards up first. Since you will be doing tons of pivoting, this can destroy you especially if they have a hazards/magic bounce stall team. Sometimes hazards will hurt you more then them when you get them up you might notice. So in these situations you want to defog. Also when you are about to die you can defog or healing wish. I still have no fire moves, but I figured I can deal with guys that you need fire against pretty handily, maybe not, help me out here lol.

Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Mega Lop is broken. Completely wrecks offense, which is needed when all you have are a wall breaker and a bunch of support pokemon lol. Ice punch is nice since those ground/flyings and dragon/dragon flyings are everywhere. Lopunny can actually wreck Mega Sableye too with some good predicition. Fake out is a good priority to chip away at health, but watchout for those goddamn rocky helmet users. Ironically I use most of the things I complain about as well. Mega Loppuny is pretty much the cleaner after the opponent is low due to hoopa, spikes, stealth rock, rocky helmet, etc. Of course thats the plan, but games almost never go as planned. But they should go roughly as planned.

Very Annoying:
- Conkeldurr
This guy literally kills everyone on your team. You have to try to predict his ice punch to get past him.

Annoying:
- Mega Altaria,Gardevoir
Ferro can kill these guys but he can easily get killed first. Gardevoir can be somewhat handled by like Lopunny since she is super squish, however altaria is super annoying since it is tanky af. Well I think it'd we super annoying, haven't really seen Mega Altaria all that often tbh lol.
- Mega Sableye
You have to do quite a bit of predicting and baiting to somehow kill this guy with mega lop without getting burned.
 
Ehy :)
My advice is to replace Iron Head>Gyro Ball on
ferrothorn.png
because these two moves together are really useless because Thunder-Wave it decreases the speed of opponed pokemon. Other suggest is to replace Chople Berry>Leftovers because help you vs
gardevoir-mega.png
and
gengar.png
and
azumarill.png
that are problem for the team, and suggest Stealth Rock>Spikes. Power Whip is a good option instead of Thunder-Wave because the team is a very weak at bulky water, like
manaphy.png
. If you decide to use it Gyro Ball>Iron Head
Ferrothorn (F) @ chople berry
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth rock
- Leech Seed
- Iron Head/gyro balls
- Thunder Wave/Power whip

Roost>Healing Wish on
latias.png
for help you vs
keldeo-resolute.png
and
manectric-mega.png

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost

Other Advice is to replace
clefable.png
>
landorus-therian.png
for help you vs
kyurem-black.png
and
sableye.png
and
altaria.png
Leftovers increases Clefable's longevity and allows it to check many Pokemon much better. The given Special Defense and HP investment along with a Calm nature allow Clefable to, most of the time, avoid the 2HKO from Mild Life Orb
kyurem-black.png
and
thundurus.png
and
diancie.png
and
manectric-mega.png
. The given Defense and HP investment allow Clefable to avoid the 2HKO from
lopunny.png
,
latios.png
, and Jolly
gyarados-mega.png
as well as the OHKO from Choice Band
scizor.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Team Complete:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost

Ferrothorn (F) @ chople berry
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Iron Head/Gyro Ball
- Thunder Wave/Power Whip

Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
hope help you! :)
 
Last edited:
Ehy :)
My advice is to replace Iron Head>Gyro Ball on
ferrothorn.png
because these two moves together are really useless because Thunder-Wave it decreases the speed of opponed pokemon. Other suggest is to replace Chople Berry>Leftovers because help you vs
gardevoir-mega.png
and
gengar.png
and
azumarill.png
that are problem for the team, and suggest Stealth Rock>Spikes. Power Whip is a good option instead of Thunder-Wave because the team is a very weak at bulky water, like
manaphy.png
. If you decide to use it Gyro Ball>Iron Head
Ferrothorn (F) @ chople berry
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth rock
- Leech Seed
- Iron Head/gyro balls
- Thunder Wave/Power whip

Roost>Healing Wish on
latias.png
for help you vs
keldeo-resolute.png
and
manectric-mega.png

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost

Other Advice is to replace
clefable.png
>
landorus-therian.png
for help you vs
kyurem-black.png
and
sableye.png
and
altaria.png
Leftovers increases Clefable's longevity and allows it to check many Pokemon much better. The given Special Defense and HP investment along with a Calm nature allow Clefable to, most of the time, avoid the 2HKO from Mild Life Orb
kyurem-black.png
and
thundurus.png
and
diancie.png
and
manectric-mega.png
. The given Defense and HP investment allow Clefable to avoid the 2HKO from
lopunny.png
,
latios.png
, and Jolly
gyarados-mega.png
as well as the OHKO from Choice Band
scizor.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Team Complete:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost

Ferrothorn (F) @ chople berry
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Iron Head/Gyro Ball
- Thunder Wave/Power Whip

Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
hope help you! :)

should i have flame thrower on clefable for the steel types?
 
EzioAuditorium

Gyro Ball hits most offensive 'mons for its max BP of 150, so while Iron Head will hit paralyzed targets harder, the power of it gets so many KOs that Iron Head could not. Just because the two moves have negative synergy doesn't mean either has to be dropped:

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 72 HP / 0 Def Latias: 168-198 (52.6 - 62%) -- guaranteed 2HKO - This includes Latios, of course

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 16 HP / 8 Def Mega Gardevoir: 432-510 (153.7 - 181.4%) -- guaranteed OHKO - Not a big deal, until you see this:
0 Atk Ferrothorn Iron Head vs. 16 HP / 8 Def Mega Gardevoir: 230-272 (81.8 - 96.7%) -- guaranteed 2HKO (You want to not KO this thing when it's on the threatlist?)

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Alakazam: 217-256 (86.4 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 231-273 (89.1 - 105.4%) -- guaranteed OHKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 96 HP / 0 Def Tornadus-T: 186-219 (57.5 - 67.8%) -- guaranteed 2HKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Tyranitar: 282-332 (82.6 - 97.3%) -- guaranteed 2HKO - Iron Head can't 2HKO most of the time, this applies even moreso to Mega T-Tar

0 Atk Ferrothorn Gyro Ball (126 BP) vs. 248 HP / 136+ Def Mega Altaria: 192-228 (54.3 - 64.5%) -- guaranteed 2HKO (On the threatlist)
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Altaria: 282-332 (96.9 - 114%) -- 75% chance to OHKO (81.3% chance with no investment)

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Lopunny: 160-190 (59 - 70.1%) -- guaranteed 2HKO - You avoid the OHKO

I'm sure that these aren't it, but it definitely illustrates just how much of a power difference there is between the two - one that I don't believe is worth giving up, Ferrothorn is such a great Gyro Ball abuser (Even Conkeldurr gets hit harder by Gyro compared to Iron Head - marginally, but it shows my point).

As a side note, Clefable also deals with any Conkeldurr not carrying Poison Jab, so that's a definite plus-side to using it on the team. On the other hand, I find using Roost rather questionable - the main point of using Latias RN is Healing Wish support or its Mega. If you're going to run Roost, you might as well as just run Latios. Sure, it's doable and I don't think it's as bad of a choice as some make it out to be, but just take note of that.

Without Lando-T, I still think Exca is manageable, Sand Rush variants still can't break Rotom-W without some +2 LO flinch hax, and Mold Breaker variants can generally either be revenge killed or checked by Ferrothorn. Even if it's more of a threat, it's a small price to pay for an easier time with everything on the threatlist and more.
 
EzioAuditorium

Gyro Ball hits most offensive 'mons for its max BP of 150, so while Iron Head will hit paralyzed targets harder, the power of it gets so many KOs that Iron Head could not. Just because the two moves have negative synergy doesn't mean either has to be dropped:

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 72 HP / 0 Def Latias: 168-198 (52.6 - 62%) -- guaranteed 2HKO - This includes Latios, of course

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 16 HP / 8 Def Mega Gardevoir: 432-510 (153.7 - 181.4%) -- guaranteed OHKO - Not a big deal, until you see this:
0 Atk Ferrothorn Iron Head vs. 16 HP / 8 Def Mega Gardevoir: 230-272 (81.8 - 96.7%) -- guaranteed 2HKO (You want to not KO this thing when it's on the threatlist?)

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Alakazam: 217-256 (86.4 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 231-273 (89.1 - 105.4%) -- guaranteed OHKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 96 HP / 0 Def Tornadus-T: 186-219 (57.5 - 67.8%) -- guaranteed 2HKO after Stealth Rock

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Tyranitar: 282-332 (82.6 - 97.3%) -- guaranteed 2HKO - Iron Head can't 2HKO most of the time, this applies even moreso to Mega T-Tar

0 Atk Ferrothorn Gyro Ball (126 BP) vs. 248 HP / 136+ Def Mega Altaria: 192-228 (54.3 - 64.5%) -- guaranteed 2HKO (On the threatlist)
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Altaria: 282-332 (96.9 - 114%) -- 75% chance to OHKO (81.3% chance with no investment)

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega Lopunny: 160-190 (59 - 70.1%) -- guaranteed 2HKO - You avoid the OHKO

I'm sure that these aren't it, but it definitely illustrates just how much of a power difference there is between the two - one that I don't believe is worth giving up, Ferrothorn is such a great Gyro Ball abuser (Even Conkeldurr gets hit harder by Gyro compared to Iron Head - marginally, but it shows my point).

As a side note, Clefable also deals with any Conkeldurr not carrying Poison Jab, so that's a definite plus-side to using it on the team. On the other hand, I find using Roost rather questionable - the main point of using Latias RN is Healing Wish support or its Mega. If you're going to run Roost, you might as well as just run Latios. Sure, it's doable and I don't think it's as bad of a choice as some make it out to be, but just take note of that.

Without Lando-T, I still think Exca is manageable, Sand Rush variants still can't break Rotom-W without some +2 LO flinch hax, and Mold Breaker variants can generally either be revenge killed or checked by Ferrothorn. Even if it's more of a threat, it's a small price to pay for an easier time with everything on the threatlist and more.


Yes but these moves together do not make sense, T-Wave slows opponents and Gyro Ball It punishes the faster opponents.
if you read the post you will notice that I have advised well Power Whip>T-Wave and Gyro Ball>Iron Head, not to lose the power of Gyro Ball and hits Manaphy e co. :)
 
Yes but these moves together do not make sense, T-Wave slows opponents and Gyro Ball It punishes the faster opponents.
if you read the post you will notice that I have advised well Power Whip>T-Wave and Gyro Ball>Iron Head, not to lose the power of Gyro Ball and hits Manaphy e co. :)

Yes, I have noted that, but I disagree that the negative synergy means that you have to run Iron Head over Gyro Ball. How many offensive 'mons does Ferrothorn paralyze on average - in a game? How many of those 'mons could be dealt with by switching out or simply being hit by Gyro Ball? Even if you already paralyzed an offensive 'mon and neutered your STAB, how many times would you Gyro rather than just Leech Seeding? If negative synergy always meant that you shouldn't use two moves together, then CM + Volt Switch Raikou wouldn't exist.

On the other hand, dual attacks Ferrothorn is definitely plausible on his team, and I would second that.
 
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