ORAS OU Trying my hand at offense.

Since I started playing I've always leaned more toward balance/stall teams for the most part. I love being able to outright shut down enemy tactics on the fly. However, recently I've been thinking a bit more about offense, so I've put together a team and it's been working out fairly well in-game, so I figured that I'd post it here and see if you guys can figure out a better way to make it work.

Lopunny (F) @ Lopunnite
428-m.png

Nature: Jolly
Ability: Limber>Scrappy
EVs: 252 ATK, 252 SPE, 4 DEF
- Fake Out
- Return
- High Jump Kick
- Substitute

Main Rolls: Sweeper, Cleaner, Revenge killer
I have a tenancy to open up with Lopunny and get her mega evolved ASAP. Most teams that I've fought are unprepared to meet it so early on and tend to get bulldozed due to this thing's raw power. As is obvious, I tend to opt for Fake Out early on, but I've caused more than a few headaches by going for a Substitute when I predict a switch or am facing something slow that relies on status.
Current Considerations:
As you'll see soon, I don't really have many good options for taking down Landorus-T, so I'm thinking about switching Substitute out for Ice Punch.
Team Synergy

Latios:
Lopunny covers Bug/Dark/Ghost
Lopunny is covered against Psychic/Fighting
Mutually weak to Fairy (covered by Clefable/Gengar)

Heatran:
Lopunny doesn't cover any weakness
Lopunny is covered against Psychic/Flying/Fairy
Mutually weak to Fighting (covered by Clefable/Gengar/Latios)

Clefable:
Lopunny covers steel offensively
Lopunny is covered against Fighting/Fairy
Mutually weak to nothing.

Gengar:
Lopunny covers Ghost/Dark
Lopunny is covered against Fighting/Fairy
Mutually weak to Psychic (covered by Latios/Heatran)

Garchomp:
Lopunny covers: Ice offensively
Lopunny is covered against nothing
Mutually weak to: Fairy (covered by Clefable/Gengar)



Latios @ Choice Scarf
381.png

Nature: Hasty
Ability: Levatate
EVs: 252 SP.ATK, 252 SPE, 4 ATK
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Main Rolls: Revenge Killer
You guys probably see this build 10x/day or more. Power and utility with the ability to take on Heatran in a pinch and remove entry hazards. It gives me the speed that I need to take care of what Lopunny can't, and it has solid team-synergy all around.
Current Considerations
Thinking about flipping Defog for Trick, as it would let me handle stall a bit better.
Team Synergy

Lopunny
Latios covers Psychic/Fighting
Latios is covered against Bug/Dark/Ghost
Mutually weak to Fairy (covered by Clefable/Gengar)

Heatran
Latios covers Fighting/Ground/Water
Latios is covered against Bug/Ice/Dragon/Fairy
Mutually weak to nothing.

Clefable
Latios can cover Steel and Poison offensively with Earthquake/Psychock
Latios is covered against Fairy/Dragon/Dark/Bug
Mutually weak to nothing

Gengar
Latios covers Psychic
Latios is covered against Fairy/Bug
Mutually weak to Ghost/Dark

Garchomp
Latios covers nothing
Latios is covered against nothing
Mutually weak to Dragon/Ice/Fairy


Heatran (M) @ Power Herb
485.png

Nature: Timid
Ability: Flash Fire
EVs: 252 SP.ATK/252 SPE/4 SP.DEF
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Main Rolls: Wall Breaker, Cleaner, Stall Breaker, Trapper
Trap'n'kill! This guy breaks down walls with ease and has some great team-synergy. I opted to go with Solar Beam/Power Herb for the sake of scoring a surprise KO on some water-types, and so far it's served me very well. This guy also has the advantage of obliterating Talonflame, which Lopunny fears badly.
Current Considerations
Taking down Solar Beam and running Flash Cannon on an Air Balloon. I don't feel very strongly about that, though...
Team Synergy

Lopunny
Heatran covers Psychic/Flying/Fairy
Heatran isn't covered against anything
Mutually weak to Fighting
Latios
Heatran covers Bug/Ice/Dragon/Fairy
Heatran is covered against Fighting/Ground/Water
Mutually weak to nothing

Clefable
Heatran covers Steel/Poison
Heatran is covered against Fighting
Mutually weak to nothing

Gengar
Heatran covers Psychic
Heatran is covered against Ground/Fighting
Mutually weak to nothing

Garchomp
Heatran covers Ice/Fairy/Dragon
Heatran is covered against nothing
Mutually weak to nothing



Clefable (F) @ Leftovers
036.png

Nature: Calm
Ability: Magic Guard
EVs: 252 HP/172 DEF/84 SP.DEF
- Moonblast
- Fireblast
- Softboiled
- Calm Mind

Main Roles: Boosting Tank, Burn/Poison Absorber
Clefable has great typing synergy with this team, and is able to shine like it seems to always do. While most of my team is more speed-oriented, Clefable can come in and set its heels to become a very stubborn and powerful tank. It has solid coverage, and is extremely reliable once its checks are gone, which Heatran tends to help with a bit.
Current Considerations
I honestly haven't used Clefable much, so I don't have much of a feel for just how well this incarnation fits yet. Might tweak the set around once I have a better idea. Thinking about a Cleric role....
Team Synergy

Lopunny
Clefable covers Fighting/Fairy
Clefable is covered against Steel offensively
Mutually weak to nothing

Latios
Clefable covers Fairy/Dragon/Dark/Bug
Clefable is covered against Steel/Poison offensively
Mutually weak to nothing

Heatran
Clefable covers Fighting
Clefable is covered against Steel/Poison
Mutually weak to nothing

Gengar
Clefable covers Dark
Clefable is covered against Poison
Mutually weak to nothing

Garchomp
Clefable covers Dragon/Fairy
Clefable is covered against Poison/Steel offensively
Mutually weak to nothing



Gengar (M) @ Black Sludge
094.png

Nature: Timid
Ability: Levitate
EVs: 8 HP/248 SP.ATK/252 SPE
- Shadow Ball
- Sludge Wave
- Wil-O-Wisp
- Substitute

Main Roles: Cleaner, Special Attacker, Status Inducer
Gotta' love event moves. The only shiny on my team, and I'm quite happy with him. A sudden burn can really turn the tide of the match, and this guy has the speed and power needed to run it. He can often pave the way for one of his team-mates to begin a sweep, and deals massive dents with his own impressive power.
Current Considerations
Just noticed that the recommended moveset was changed from Shadow Ball to Hex, so I'm thinking about that... though I'll probably just stick with Shadow Ball.
Team Synergy

Lopunny
Gengar covers Fighting/Fairy
Gengar is covered against Dark/Ghost
Mutually weak to nothing

Latios
Gengar covers Fairy/Bug
Gengar is covered against Psychic
Mutually weak to Dark/Ghost

Heatran
Gengar covers Ground/Fighting
Gengar is covered against Psychic
Mutually weak to nothing

Clefable
Gengar covers Poison
Gengar is covered against Dark
Mutually weak to nothing

Garchomp
Gengar covers Fairy
Gengar is covered against nothing
Mutually weak to nothing



Garchomp @ Rocky Helmet
445.png

Nature: Jolly
Ability: Rough Skin
EVs: 252 ATK/252 SPE/4 DEF
- Outrage
- Earthquake
- Iron Head
- Stealth Rock

Main Roles: Physical Attacker, Cleaner, Entry Hazard Setter
Typing-wise, Garchomp has the least synergy on this entire team. However, it brings such all-around solid capabilities that it just plainly works well. Outrage and Earthquake hit like a ton of bricks, Iron Head can put a massive dent in Fairy/Ice types, Stealth Rock can help the entire team, and idk how many times I've offered it up as a sacrifice to score Rough Skin/Rocky Helmet KOs. It's just so amazingly well-rounded!
Current Considerations
Due to its generally not-so-great typing synergy, I'm considering dropping Garchomp for the sake of something that could better tackle a few top-tier threats such as Landorus T a bit better. Not 100% sure yet.
Team Synergy

Lopunny
Garchomp covers nothing
Garchomp is covered against Ice offensively
Mutually weak to Fairy

Latios
Garchomp covers nothing
Garchomp is covered against nothing
Mutually weak to Dragon/Ice/Fairy

Heatran
Garchomp covers nothing
Garchomp is covered Ice/Fairy/Dragon
Mutually weak to nothing

Clefable
Garchomp covers Poison/Steel offensively

Garchomp is covered against Dragon/Fairy
Mutually weak to nothing

Gengar
Garchomp covers nothing
Garchomp is covered against Fairy
Mutually weak to nothing




....well, that took a lot longer to get together than expected. Thanks for looking this over, any/all help is greatly appreciated!
 
Last edited:
Ehy :)
Change the set on Garchomp in TankChomp because help you vs more threat, like Offensive Scizor and bisharp/metagross that are really annoying for the team. Fire Blast because help you vs Scizor and Ferrothorn.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Flamethrower>Fire Blast on Clefable for major accuracy. Thunder Wave is a other good option because help you vs Tornadus-T and lopunny.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
The sand team are really problem for your team, specifically Excadrill destroy this team really easily. Rotom-W >gengar is a good option for this team, because help you vs This problem and give you a good support vs bird spam, such a Talonflame and Tornadus-T that is annoying for the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
You don't really need to Earthquake on Latios. I think that Roost>Earthquake help you vs Keldeo, charizard and Electric Spam that are annoying for the team. I don't think that you need to Scarf Latios in this team and Defog+Scarf is useless. Life Orb>Choice Scarf for the team .
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Lopunny don't need to Substitute in this team, I think that Power Up Punch>Substitute is a good option, because give you a second win con and help in lategame sweep.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch
Summary of the changes:
rotom.gif
>
gengar.gif

  • Change the set on Clefable
  • Change the set on Lopunny
  • Change the set on Garchomp
Team Complete:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

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

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

Heatran @ Power Herb
Nature: Timid
Ability: Flash Fire
EVs: 252 SP.ATK/252 SPE/4 SP.DEF
- Magma Storm
- Earth Power
- Solar Beam
- Taunt
Hope help you and gl with the team :)
 
Last edited:
Ehy :)
Change the set on Garchomp in TankChomp because help you vs more threat, like Offensive Scizor and bisharp/metagross that are really annoying for the team. Fire Blast because help you vs Scizor and Ferrothorn.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Flamethrower>Fire Blast on Clefable for major accuracy. Thunder Wave is a other good option because help you vs Tornadus-T and lopunny.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
The sand team are really problem for your team, specifically Excadrill destroy this team really easily. Rotom-W >gengar is a good option for this team, because help you vs This problem and give you a good support vs bird spam, such a Talonflame and Tornadus-T that is annoying for the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
You don't really need to Earthquake on Latios. I think that Roost>Earthquake help you vs Keldeo, charizard and Electric Spam that are annoying for the team. I don't think that you need to Scarf Latios in this team and Defog+Scarf is useless. Life Orb>Choice Scarf for the team .
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Lopunny don't need to Substitute in this team, I think that Power Up Punch>Substitute is a good option, because give you a second win con and help in lategame sweep.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch
Summary of the changes:
rotom.gif
>
gengar.gif

  • Change the set on Clefable
  • Change the set on Lopunny
  • Change the set on Garchomp
Team Complete:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

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

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

Heatran @ Power Herb
Nature: Timid
Ability: Flash Fire
EVs: 252 SP.ATK/252 SPE/4 SP.DEF
- Magma Storm
- Earth Power
- Solar Beam
- Taunt
Hope help you and gl with the team :)

Hey _Astral_, is it true that his team has no reliable switch-ins to Mega Gardevoir too? If so, would it be fine, considering that this team is based on hyper offense?
 
Hmm, a number of changes to make... thanks much for the advice, I'll try it out ^_^d

And yeah, I'm going more for bulky offense. Not quite comfortable enough with playing more offensively to go all the way off that deep end. Also; I believe that Mega Lopunny can take care of Mega Gardevoir if it can get in safely, right?
 
I agree with most of the changes _Astral_ suggested, particularly changing Latios and Garchomp's sets and adding Rotom-W, which not only helps your team against Sand Rush Excadrill, but also against Azumarill, which you are extremely weak to. I'd also like to say that Iron Head is bad on Garchomp since SE Iron Head is barely stronger than Earthquake anyway, and that you don't need Defog on this team period, since you seem pretty resistant to Stealth Rocks in general, I would actually run HP Fire instead since that's great coverage for Latios, although Earthquake really helps if you struggle against Heatran (which seems plausible if you follow the rest of my suggestions) and Calm Mind seems neat too since you're able to fit it.

You seem to have a pretty big weakness to Fairy-types in general, while Gengar and Heatran can handle some, other Fairies like Diancie, DD Altaria and MGardevoir cause you problems, especially if you go for the bulky Garchomp set. You also have a ton of trouble vs Mega Alakazam. There's actually a couple of ways you could go about fixing this.

The easiest way to handle this weakness would be to run Scarf Jirachi over Heatran as your offensive Steel-type, since it handles all of these very nicely. The downside to this is the you become very weak to Mega Charizard X. You could keep the Scarf on Latios as a way to revenge kill it, but I feel like having 2 Scarfers isn't a great idea. You could also do the obvious move of running Landorus-T over Garchomp, since that gives you a VoltTurn core and really secures your ability to take on Excadrill. This does make you kinda weak to Bisharp though, with Lopunny being the only thing that can really take it on, so be careful. Lastly, you could just use Thunder Wave on Rotom-W. It's a pretty useful move on it which lets it permanently cripple Mega Charizard X, and lets the rest of the team handle it. You could also run Thunder Wave on Clefable just to be on the safe side, however, 2 TWave users is maybe a bit too much.

Speaking of TWave users, Klefki works pretty well as a Fairy check. It has a couple of advantages over Jirachi, namely the ability to set up Spikes (which especially works if you get rid of Defog) and cripple Charizard-X. Unfortunately, it can't really handle Clefable, so you probably need to keep Gengar or Heatran in order to handle it, at which point you have a hard time fitting Rotom-W on your team. If you change Garchomp for Lando-T here too, you don't need Rotom-W as much, but Azumarill is still a problem.

You could also use Skarmory, which also sets up spikes and, while it can't paralyze things, it can phaze them out with Whirlwind. However, it also can't handle Clefable, so it also needs to be paired with a check to it. Its main appeal over Klefki here would be its ability to take on Sand Rush Excadrill, removing the need for Rotom-W or Landorus-T, which does make it easier to fit, but it's also a lot easier to take advantage of and can often be a liability, especially on more offensively-inclined teams like this. It's also not a great Alakazam check, and even struggles to handle Gardevoir. It can kinda sorta deal with Azumarill okay I suppose, but I wouldn't really rely on it to beat it or anything.

So there you go, 3 ways to deal with your Fairy weakness without making your team too weak to other stuff. I woudl favor the Jirachi route over the two others, but I suggets you try all 3 of them and see which you prefer.

latios.gif

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

jirachi.gif

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch / Fire Punch
- Healing Wish

landorus-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- Knock Off / Stone Edge
- U-turn
- Stealth Rock

rotom-wash.gif

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

klefki.gif

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Flash Cannon
- Spikes
- Thunder Wave
- Toxic (cripples bulky Grounds and Waters for Lopunny) / Magnet Rise

skarmory.gif

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Spikes
- Whirlwind
 
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