ORAS OU Mega Slowbro + Volcanion Bulky Offense (Peaked 1500s, 86 GXE, 33-3)

Introduction

Hey guys, so I've been playing pokemon showdown for awhile but I am kind of new to team building. I've only built around 3-4 teams successful competitive teams on the upper ladder since I'm pretty lazy. I made this team a day after the Volcanion release honestly not expecting many wins. I also never used Mega Slowbro previous to this team I was really experimenting both Mega Slowbro and Volcanion.



The Team

volcanion.png

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Wave
- Earth Power

I decided to go with the specs so I can come in or lead and apply heavy pressure to any swicth-ins. The massive damage allows my sweepers to clean up late game. Steam Eruption for it's main go-to stab move and the chance to burn is a great bonus. Went with flamethrower over blast because I don't like missing and with specs + it's special attack stat it still does a ton of damage. Sludge Wave to hit bulky fairy types like Clefable, Azumarill and Togekiss. Earth Power to hit other Volcanions because it can cause some trouble for my team especially if Slowbro gets weakened or burned.

slowbro-mega.png

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Next up is Mega Slowbro, I wanted a physical wall to deal with Volcanion checks like Mega Lopunny, fast Landorus-T, Keldeo and other hard hitting threats. Calm Mind enables Slowbro to deal with special attackers late game and with it's boosted 130 special attack + bulk gives me a win-con. Scald the best move in the game allowing me to burn pre-mega and get some chip damage. Psyshock for coverage letting me damage both special tanks such as Clefable, Suicune and to hit Water/Grass types like Venusaur, Azumarill. Slack Off is necessary just to keep Slowbro healthy throughout and easing the sweep barring status.

clefable.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock

Obviously with Mega Slowbro I really need a status absorber which is why I chose Clefable. It's also my main special wall that helps me with mons that threaten both Volcanion and Slowbro such as Mega Manectric and Rotom-W. First off I went with Calm Mind over T-wave to better support the team with electric types and it also gives me another win-con. Moonblast is pretty much it's obligatory stab move. Soft-Boiled is crucial, it's really important to keep Clefable healthy as it walls a lot of the threats to this team. Stealth Rock is just a great anti-lead option for things like lead defensive chomp and Mega Sableye but can set up mid-game as well.

excadrill.png

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance

Needed a spinner for Volcanion + having an electric immunity for this team is much appreciated. Rapid Spin for hazard control. Earthquake cleans up with sand after weakening the team and is it's strongest attacking move. Iron head to hit Fairy-types and mons immune to ground usually the Lati twins and Landorus-T. Swords Dance over Rock Slide to break walls and help sweep.

tyranitar.png

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower

Chose Tyranitar for sand support but also gives me a really nice revenge killer/trapper. Gengar, Bisharp, Talonflame, Charizard-Y and Starmie are big threats to my team which is why I went with the choice scarf set. Stone Edge for it's main Stab move and to hit flying-types that threaten my team as mentioned above. Pursuit to trap the other threats and prevents my opponent from getting a free switch out. Crunch is a reliable secondary stab move that helps me with mons that resist stone edge and bulky psychic types that predict the Pursuit. Superpower for Bisharp and Magnezone which is probably the most glaring problem for my team.

thundurus.png

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

I was really struggling on deciding what the last slot should be when I made this team. Decided to go Life Orb Thundurus to take out bulky water types and also giving me speed control with T-wave. So T-wave with Prankster which I can use as an emergency on fast threatening mons enabling the rest of my team to sweep. Thunderbolt is it's main attacking move and hits really hard paired with Life Orb. HP Ice provides fantastic coverage that can 1HKO Garchomp after chip damage, Landorus-T and Gliscor. I went Grass Knot over Focus Blast to 1HKO Hippowdon, Quagsire and Mega Swampert which sweeps my team in the rain if I lose the weather war. Also thought of maybe going with psychic for Mega Venusaur since I only have Excadrill and Volcanion to deal with it.

Conclusion

That's pretty much it, I'm really looking for any advice and open to any solid changes. I want this team to be as optimal as possible but don't really know where to go from here. Someone suggested I change Mega Slowbro to Zard X but that made me really weak to hazards, offensive grounds and physical attackers in general. Anyway, feel free to share your thoughts.
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Wave
- Earth Power

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

 

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I would recommend replacing t-tar with hippo to help against electric types like mega manectric also Hippo goes very well with clefable and it also provides a better counter to zard x and it also mean you can put t-wave on clefable because you can run rocks on hippo

Hope this helps :)
 
Hi there, thanks for the suggestion! I actually thought about hippowdon instead of tyranitar while building and almost made the switch. The issue I have with it is that although it definitely helps with those threats a lot better it also creates other problems and I feel I lose offensive momentum with it as well. Mainly my only answer to Charizard Y would be revenge killing with Thundurus-T or Excadrill. Same kind of thing with gengar, offensive t-bolt starmie and bisharp if hippo gets weakened. The way I play the team is pretty aggressive and usually like keep up the pressure as much as possible and I think hippowdon would slow that down a bit. Even though Mega Manectric can cause some issues I feel like I can deal with it somewhat with sand and clefable. That said I'll certainly test it out to maybe get a better comparison, thank you :)
 
well if you keep t-tar then you could change thunderus to latios because it helps deal with manectric a bit it by no means a counter but it helps a lot it also helps deal with zard y since to inst counter thanks to focus blast it also mean you dont have to relie on drill to spin
 
I would recommend replacing t-tar with hippo to help against electric types like mega manectric also Hippo goes very well with clefable and it also provides a better counter to zard x and it also mean you can put t-wave on clefable because you can run rocks on hippo

Hope this helps :)
I'm not sure he's at all weak to electrics. Manectric doesnt like ttar drill or clef, thundurus is checked by clef and ttar and raikou is checked by all three. I might consider sword dance over rockslide on drill. You aren't weak to talonflame thundurus or zapdos.
 
hi cool team :D

Looks really solid except that it's a bit weak to stall since ttar isn't band so chansey isn't as threatened by it. I looked it over and between the bro+clef core and sand t-wave on thundy doesn't seem to be for anything apart from a safety new (which isn't a bad thing) but I suggest changing t-wave on thundy to knock off and hp ice to hp flying. Knock off allows you to remove chansey's eviolite so it can be pursuited/dealt with easier and hp flying breaks venu since that mon can be annoying as you have said. Missing hp ice shouldn't be that big of a deal since lando+chomp don't really do too much to your team and both of them will never be able to stay healthy over the course of a match to outlast drill unless they play very well. If you don't care about venu you can use superpower or hp ice depending on what you value breaking through more.

I agree with sd>rock slide on drill for the reasons above. Also, zard y dies to +2 iron head with rocks anyways. Last thing I'd recommend is jolly>ada on drill but that's just a personal preference. The speed is nice to outpace tran, neutral speed kube, altaria, and more importantly other exca outside of sand (and in the sand in the case of other drills).

Solid team bro hope I helped :] my changes will be in the tab below good luck with the team!

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Grass Knot
- Knock Off
- Hidden Power [Flying]

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
 
I'm not sure he's at all weak to electrics. Manectric doesnt like ttar drill or clef, thundurus is checked by clef and ttar and raikou is checked by all three. I might consider sword dance over rockslide on drill. You aren't weak to talonflame thundurus or zapdos.
+2 252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 84+ SpD Clefable: 337-398 (85.5 - 101%) -- 6.3% chance to OHKO pretty much every thunderus runs nasty plot
252 SpA Life Orb Thundurus Focus Blast vs. 0 HP / 0 SpD Tyranitar in Sand: 442-525 (129.6 - 153.9%) -- guaranteed OHKO
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 84+ SpD Clefable: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery
with megnectric it mot that he is weak to manectric but is that he has nothing that can prevent volt switch from happening so wall breaker plus manectric can be verry hard to deal with thanks to the free switches
 
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+2 252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 84+ SpD Clefable: 337-398 (85.5 - 101%) -- 6.3% chance to OHKO pretty much every thunderus runs nasty plot
252 SpA Life Orb Thundurus Focus Blast vs. 0 HP / 0 SpD Tyranitar in Sand: 442-525 (129.6 - 153.9%) -- guaranteed OHKO
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 84+ SpD Clefable: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery
with megnectric it mot that he is weak to manectric but is that he has nothing that can prevent volt switch from happening so wall breaker plus manectric can be verry hard to deal with thanks to the free switches
Tyranitar @ Choice Scarf
 
I'm not sure he's at all weak to electrics. Manectric doesnt like ttar drill or clef, thundurus is checked by clef and ttar and raikou is checked by all three. I might consider sword dance over rockslide on drill. You aren't weak to talonflame thundurus or zapdos.

Hi there, appreciate the reply. SD over rock slide was a change I was really contemplating for the reasons you mentioned the only reason I didn't go with it was unfamiliarity but for sure I'll switch it and see how it goes. I think it could allow me to play more aggressive which definitely suits my style so thank you!

well if you keep t-tar then you could change thunderus to latios because it helps deal with manectric a bit it by no means a counter but it helps a lot it also helps deal with zard y since to inst counter thanks to focus blast it also mean you dont have to relie on drill to spin

Latios over thundurus seems like an interesting choice and would work in some situations but I don't feel like it would fit as much since it doesn't add much new offensively to the team. It certainly would help me somewhat vs electric types but would break up some of the team's synergy imo. That said I'll test it out a bit as well and see.

hi cool team :D

Looks really solid except that it's a bit weak to stall since ttar isn't band so chansey isn't as threatened by it. I looked it over and between the bro+clef core and sand t-wave on thundy doesn't seem to be for anything apart from a safety new (which isn't a bad thing) but I suggest changing t-wave on thundy to knock off and hp ice to hp flying. Knock off allows you to remove chansey's eviolite so it can be pursuited/dealt with easier and hp flying breaks venu since that mon can be annoying as you have said. Missing hp ice shouldn't be that big of a deal since lando+chomp don't really do too much to your team and both of them will never be able to stay healthy over the course of a match to outlast drill unless they play very well. If you don't care about venu you can use superpower or hp ice depending on what you value breaking through more.

I agree with sd>rock slide on drill for the reasons above. Also, zard y dies to +2 iron head with rocks anyways. Last thing I'd recommend is jolly>ada on drill but that's just a personal preference. The speed is nice to outpace tran, neutral speed kube, altaria, and more importantly other exca outside of sand (and in the sand in the case of other drills).

Solid team bro hope I helped :] my changes will be in the tab below good luck with the team!

Thank you very much for the detailed rate, like I said to league SD over Rock Slide looks like a real solid switch. As for the changes on thundurus, they do make a lot of sense as well. Thankfully I haven't faced any good stall players with this team but I can tell it's an issue by how those battles went especially since I only have 2 physical attackers and slowbro being checked after toxic (another reason why I wanted to give drill SD) and admittedly I usually struggle against good stall players unless I use a completely stallbreaker team. The only gripe I have against it is losing T-wave however you're right it's really just a safety net I like to rely on as a win-con in some end-game situations. So yes will for sure try both moves on thundurus. Lastly, jolly excadrill is an interesting choice and with swords dance it might not be too bad for me. Again admittedly it's just my personal preference to have a really offensive excadrill and without life orb I just felt like I had to go adamant. Though I will run some calcs and check it out. Thanks again for the help, really appreciate it!
 
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