ORAS OU Buffy the Pokemon Slayer, and friends (Peak mid-high 1500's)

I'm still relatively new to Showdown, and before this team I was playing mostly with Bulky Offense. The lack of speed started to really annoy me. Thus, a speedy offensive team was born. This team has peaked around 1560 and I can't get it to go much higher.


1.
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Buffy (Manectric) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

M-Mane may not be very original, it may be super predictable, but it is still crazy effective in the metagame. I hated having to play one of these and so when I went to start a speedy offensive team of my own, it was an obvious starting point. I picked Overheat instead of Flamethrower due to its ability to OHKO Ferrothorn, Mega Metagross, and non-Scarfed Excadrill. M-Mane doesn't mind the drop in SpA because it can just Volt Switch out. Predicting potential Scarf-holders with EQ is important.

252 SpA Mega Manectric Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 308-346 (87.5 - 103.4%) -- 25% chance to OHKO
vs.
252 SpA Mega Manectric Overheat vs. 252 HP / 168 SpD Ferrothorn: 444-524 (126.1 - 148.8%) -- guaranteed OHKO

252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Mega Metagross: 186-220 (61.7 - 73%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Mega Metagross: 270-318 (89.7 - 105.6%) -- 37.5% chance to OHKO

252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Excadrill: 288 -340 (79.7 - 94.1%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Excadrill: 414-488 (114.6 - 135.1%) -- guaranteed OHKO


2.
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Angel (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Heat Wave
- U-turn

As a secondary special attacker, Torn-T can hit most things Mega-Manectric can't. This is the standard Assault Vest set with one substitution: Heat Wave over Knock Off. As we'll soon see, I have two Knock Off users elsewhere on this team, so I value the ability to hit Steels like Ferrothorn, Scizor, and Skarmory over the extra utility Knock Off would provide. Completes the infamous VoltTurn core, and compliments M-Mane's weaknesses fairly well. Torn-T hits a good speed tier, outspeeding almost everything outside of a few certain Megas, Weavile, and Scarf users.


3.
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Xander (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Try as I might, I can never manage to build a team without Azumarill. I needed a physical attacker who can hit bulky Rock and Ground types hard and Azu once against fit the bill. I like the Assault vets for its added bulk. I've tried using both the BD and the Band set, but I just didn't like either nearly as much. Play Rough, Waterfall, and Knock Off is good coverage and Aqua Tail provides an important priority move. Azu is a great check to the mons that threaten one or both of M-Mane and Torn-T; notably, Weavile, Mega Diance, and Mega Lopunny. A Dragon immunity is obviously great in this metagame.


4.
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Faith (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Yet another standard set... Is this getting boring? BTW one of the main things I'm hoping for from a Rater is to make this team a little more unpredictable, even if it is effective. Anyway, standard Swords Dance set. I like Black Glasses over Life Orb due to the lack of recoil and the fact that most things I'd choose to use Iron Head on instead of a Dark move are either going to be KO'd by a non-boosted Iron Head anyway, can't hit me back hard enough for me to care, or weren't going to be KO'd by a boosted Iron Head anyway. A +2 Sucker Punch Bisharp can be an absolute menace if used correctly. Azu pretty much covers the Ground, Fire, and Fighting types that Bish is weak to.


5.
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Willow (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Psychic
- Thunder Wave
- Defog
- Soft-Boiled

This bulky T-waving motherfucker has gotten me cursed out by many a Ladder-climber. While M-Manectric and Torn-T are both extremely fast on their own and Bisharp and Azumarill have priority moves, T-wave is invaluable as a form of speed control against both Zards, Mega-Metagross, Keldeo, and Pursuit-trappers like TTar, although Will-o-Wisp was definitely under consideration. The combo of T-wave, Psychic, and Soft-Boiled can take down a surprising number of threats. Mew can stomach pretty much any move that isn't Dark or Bug (particularly U-Turn is annoying). Even then, it can take a Pursuit from TTar, Paralyze it, heal up, and then exit much more easily. It can take Dracos from the Lati twins, Fire Blasts from Zard-Y in the sun, you name it. Psychic is a pretty solid move in general and is great for taking out those pesky Poison types that otherwise wreck my team, like Mega-Venasaur, and the Fighting types like Keldeo that would go after Bisharp. Although my team isn't overly weak to Stealth Rock, Defog is just an obvious choice. Lastly, Synchronize is an incredible ability which allows me to gobble up burns meant for Azu or Bisharp and turn them back on their fire-ers. It completely shuts down Mega-Diancie by using Magic Bounce against it. I love this fucker. It's a bulky special tank with utility, recovery, and decent offensive presence. I'd rather not remove Mew from my team unless it just makes too much sense.


6.
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Spike (Garchomp) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Yet another boring standard TankChomp, but incredibly useful regardless. Sets Rocks and Toxic's annoying bulky Grounds and Waters. Earthquake for general offense, Dragon Tail for phazing non-Fairies. Rough Skin + Rocky Helmet for chip damage, particularly to priority users late game. I usually don't mind taking Burns on this since it's not really used much offensively.



So that's my team. For a brief period I toyed with replacing Mew+TankChomp with Chansey+Defog Latias, since I really wanted a Cleric to get rid of the Burns that sometimes neuter Azu and Bisharp, but neither provided quite the utility I wanted, so I ended up going back to Chomp and Mew.


As for weaknesses: Scarf'd EQ from Lando-T/Exca/etc. can pretty much wreck my team after Chomp and Torn are done. The lack of a Fairy switch-in can be limiting. Anything that sets up Calm Mind after Azu and Bisharp are dead or burned is pretty much GG. I hate stall, but what else is new.

I do realize that this team is full of very standard sets. Therefore I invite anyone to change it up to give me a bit more of a surprise factor.

The purpose of this team is four hard-hitting attackers with speed or priority, and one each of a physical and special tank. I'd love to keep it that way.

Thanks guys!
 
Hey man. Nice team you got there. Let's try to alleviate some of the issues that you have.

The first thing that I noticed right off the bat was how much of a threat bisharp is to your team. With an intimidate user and a defogger, bisharp has the potential to get huge boosts. To take this threat on, I would put will-o-wisp on mew over thunder wave and change its spread to make it faster than max speed bisharp. You can choose to put the rest of the evs into def to take on lando and exca better. Taunt over psychic is also an option to deal with stall better, as Torn-T takes on keldeo and mega venu. You can also put all the spdef evs in garchomp into speed to better check bisharp.

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 Def/SpD / 108 Spe
Serious Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Defog
- Soft-Boiled

I'm on mobile atm, unfortanetly, so I'll come back to clarify some stuff up later. Hope I helped for now :]
 
Hey! I appreciate the reply. I'll definitely try it out in a couple of days when I have time (school stuff), but I actually haven't really had much of a problem with Bish. As I'm not really that weak to rocks, I honestly don't feel the need to Defog very often unless the other team takes negligible damage from my rocks. As for MManectric, it gets OHKO'd by an unboosted Sucker Punch anyway and therefore I never bring it in on Bisharp, so as long as they don't double switch me, I'm good, and I can just hard-switch in that case.
 
Nice team man :)
It's a nice offensive with Manectric but I think that are things to improve: other electric type are annoying, especially Raikou/Manectric are really annoying because mew is your only switch in for this pokenon but hasn't the powee to break. Rotom is another weakness for this team, because can spam wow/volt switch really easily mew is a switch in but don't really Break it because haven't Will-O-Wisp. Another problem is Kyurem: your only switch in in Ice Bean is Azumarill, but after some damage is break with Fusion Bolt. Another problem is your matchup against Stall: is bad, you haven't really stallbreaker or Wallbreaker. Also Charizard Y destroy this team, you haven't a switch in for it but can revegekill it with Manectric. Azumarill os in general annoying because you haven't a good switch in and Scizor is annoying for this build because can break Tornadus after Sword Dance: your only really control for it is Charizard but with Stealth Rock is annoying.

My first suggest is to try Choice Band Tyranitar > Bisharp: Manectric most of the time need a good pursuit support to be really efficient, Bisharp is a good pursuitter but tyranitar pressure defensive builds really well. Choice Band Tyranitar can also check Kyurem-B, a threat to your team, and hits Mega Sableye. In general, it seems to do a similar job to Bisharp but more effectively. Also helps you to break Chansey and Defensive Heatran that is ab great support for Manectric. Latios > Mew second my opinion is the best choice in this team: Latios gives you a good switch in for Rotom and Charizard Y, and helps to Break Chansey for Charizard, also this is an offensive: Latios gives you a good offensive presence that helps in many chances. Second my opinion Roost is a good option in this team because you don't really need a coverage move. An option is to use Thunderbolt over Roost to helps against BD azumarill that is annoying for this team. I think that Fire Blast over Toxic is a good option on Garchomp because helps against Scizor that is annoying for this build and helps to break Ferrothorn that stop Azumarill and Tyranitar, also need 92 Evs in Speed to outspeed Jolly Bisharp. Last advice is that second my opinion two Assault Vest are useless most of the time and makes a team more passive than it needs to be. My suggest is to try Life Orb + Taunt Tornadus that gives you a good Stallbreaker and helps you against Sablaye. Knock Off is another good choice for take off the eviolite to Chansey that helps Manectric. Also you can try Grass Knot to break Hippodown that is the main switch in for Manectric in some Balanced.

The team is solid but there are some problem: the first is Chsrizard X: you haven't switch in for it, but with Tyranitar and Manectric+Tornadus hasn't many chances to Setup. Another problem is Diancie but can play against it with Azumarill. Bisharp can be annoying but you can check it with Garchomp. Clefable is hard to kill, Tyranitar can break it but isn't a switch in. Tornadus can helps but isn't a good switch in (Thunder-Wave)

Set Complete:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

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

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt/ knock off/Gras Knot

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Have a good day and I hope i've help :3
 
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Hey! I appreciate the reply. I'll definitely try it out in a couple of days when I have time (school stuff), but I actually haven't really had much of a problem with Bish. As I'm not really that weak to rocks, I honestly don't feel the need to Defog very often unless the other team takes negligible damage from my rocks. As for MManectric, it gets OHKO'd by an unboosted Sucker Punch anyway and therefore I never bring it in on Bisharp, so as long as they don't double switch me, I'm good, and I can just hard-switch in that case.

Rocks just can get annoying, as you have a volturn core through mega mane and Torn. It's not really an issue, but just something to be aware of lol. And, ik mane isn't a sharp check, unless you know for sure that the sharp is going to SD or is scarfed. I was just saying the potential of how high sharp's attack can be raised lol.

Another thing that I reccomend is to change azu to the choice band set. With your volturn core, you can find opportunities to safely bring in azu and just hit really hard. Banded azu also helps deal with mega sab, which can be an issue, so you'd want to ensure that you ko it.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Feel free to run more speed if you want to outspeed other azus.

Hope I helped :]
 
Boh I think that Assault Vest is the best option because is the only good switch in on Diancie (that destroy this team)
 
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Hi nice team you got there. I have a few changes that can help you with achieving the overall aim of the team.

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My first change would be Latios over Mew. Electric-types like M-Manectric, NP Thundurus, and CM Raikou seem like a pain to handle. Latias seems like a very nice change here due to its natural bulk and is a tad better at taking on these aforementioned threats compared to Latios. Latias also provides a secondary check to the likes of Specs Keldeo, Manaphy, and Charizard-Y which seem to screw over the team big time atm and I feel like this change is very necessary to optimise the team.

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My second change would be Lure Jirachi over Bisharp. I noticed that you said you wanted something effective but creative when the team was being rated, here you go. Lure Jirachi is extremely effective on this team due to its ability to lure in a plethora of threats that trouble the likes of M-Manectric, Tornadus-T, Latias. HP Ground lures in the likes of Heatran which is fantastic for M-Manectric and Tornadus-T as a lot of archetypes rely on this pokemon as an answer to these threats. Icy Wind lures in the likes of Landorus-T, Garchomp, and Gliscor, while Grass Knot does a number vs Slowbro, Hippowdon, etc. I think this change is a very important one as going Jirachi also gives you an answer to the likes of M-Diancie and M-Gardevoir.

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Small nitpicks, but I think that two Assault Vest users are unnecessary. If you choose to go with AV Azumarill, then I'd think that going for LO Tornadus-T would be optimal. However, going for AV Tornadus-T would see me suggest Choice Band Azumarill instead. I prefer the latter.

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

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Mild Nature
- Iron Head
- Icy Wind
- Grass Knot
- Hidden Power Ground
 
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