OU ORAS OU Discussion Thread

How do you feel about ORAS OU?

  • Its Really Good and Fun!

  • Its Good

  • Its Ok

  • Its Bad

  • Needs some big changes


Results are only viewable after voting.
thundurus.png


Thundurus (M) @ Leftovers / Rocky Helmet / Magnet
Ability: Prankster
EVs: 96 HP / 156 Def / 4 SpA / 252 Spe / EVs: 64 HP / 4 Def / 100 SpA / 88 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
Timid Nature
- Thunder Wave
- Volt Switch / Thunderbolt
- Hidden Power [Ice]
- U-turn
Volt Switch U-turn Thundy...

To add to the discussion, a set that I've found surprisingly strong in this metagame is substitute SpD Mega Heracross.

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 240 HP / 104 Atk / 92 SpD / 72 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

The EVs are probably suboptimal since this is a tweak I made to a team that originally had SD over Pin Missile, but you get the idea. Hera is able to come in on a lot of slower mons, set a sub, and break or kill atleast one mon, oftentimes two. Hera has really underrated bulk (for instance volt switch from uninvested wash doesn't break sub here), and can survive a lot longer than you'd imagine. I don't like SD as much as sub on it, because you just don't want to give your opponent the opportunity to possibly get a kill with a faster mon on a pivot, but you could probably run that too.
 
Thundurus (M) @ Expert Belt
Ability: Defiant
EVs: 64 HP / 4 Atk / 100 SpA / 88 SpD / 252 Spe
Hasty Nature
- Volt Switch
- Hidden Power [Ice]
- Superpower
- Grass Knot

This isn't my original set but to keep the Thundurus discussion going, Thundurus may not have high attack but it is the fastest defiant user in I believe the entire game. This gives Thundurus a more reliable answer into Excadrill (especially with hazard support) and other steel types as well as Tyranitar. Also now that it has room for it now it can use grass knot to hit opposing ground way harder than it ever could with hp ice.

Edit: Also this set was created by BluBirD.
 
Last edited:
Nice post by MANNAT , I figured this is one of the best opportunities for me to drop some of my favorite teams of the past year or two that I still consider to be viable in the current metagame, despite none of them being made in 2025.

It’s kind of a retirement post for me as well as I haven’t played tournaments in over 6 months and don’t plan on doing so in the future because I haven’t really cared about mons since the end of SPL last year.

I’ll write down some weaknesses for the teams that are a bit more matchup dependent than others so you know when to use them and when not to, and maybe it will motivate someone to patch the weakness up while taking inspiration from the structure.


Team 1: Medicham Victini bulky offense
:Clefable: :Medicham-Mega: :Victini: :Seismitoad: :Excadrill: :Tornadus-Therian:

This is one of the more recent ones I’ll be covering and it’s one I’ve enjoyed playing a lot. Medicham in the current metagame is only really dealt with via offensive pressure, Clefable, Slowbro and the niche Reuniclus. Aside from that, not many Pokemon can really deal with it, which makes scarf Victini a surprisingly strong partner. It has a fantastic offense matchup, as most threats on offense don’t want to switch into a V-Create, and you also outspeed the unboosted metagame, giving it strong revenge killing potential. Trick is one of the ways this team cripples Clefable, Slowbro, Reuni etc., making it impossible for them to check Medicham. Seismitoad is there for Rotom and Zapdos, which can be troublesome for Medi Torn and Victini at times and it’s a reliable rocker in the format. Torn has to be AV here for Zam and Serp as you can’t trust Victini alone to beat them, especially if you can’t keep hazards off. Sub Exca should enable you to at least keep off Toxic Spikes, which are otherwise quite dangerous for the Medi Vic core. Clefable is a neat wincon for the team which can catch a wisp or toxic (or thunder wave if you cant avoid it) and then set up on the aforementioned Medi answers. Ice Punch on Medicham is required here to have a better way of threatening Gliscor.

Threat List: Mega Metagross (duh)

Team 2: Stallbreaker Stall
:Gengar: :Clefable: :Skarmory: :Latias-Mega: :Gliscor: :Chansey:

This is a team I had made for ORAS Invitational but I don’t remember if I used it or not. It’s a simple concept of a stall team that also destroys the stall mirror with extreme ease, due to having Taunt Gliscor and Taunt Gengar, which can practically solo a large chunk of stall builds without the other four mons even being needed. Skill Swap and Toxic on Chansey is kind of mandatory to not get blown out by Rain Dance Manaphy, Calm Mind Clefable, Calm Mind Reuniclus and other comparable set up sweepers that aren’t really scared of this kind of structure. The biggest flaw of this team is a lack of hazard removal, which, while it only really affects Chansey, makes it susceptible to stuff like Band Tar + Special Sweeper, as you can’t hard your Chansey into a Volcarona after it took a Banded Pursuit and comes in on a full set of Spikes. However, you have double Taunt so you can prevent the layers from going up. I found the team to be very consistent and if I played the game more I’d probably have used it in tournaments.

Threat List: CB Tyranitar, Taunt Mega Gardevoir, Taunt, Spikes + Pursuit + Volcarona/Manaphy, Bisharp

Team 3: Alakazam Balance
:Alakazam-Mega: :Heatran: :Gastrodon: :Skarmory: :Blissey: :Clefable:

This one is a team that came to life during last year’s SPL when ABR and I were trying out a good amount of Blissey structures. It didn’t get used but I’ve since tried it on several occasions and it works nicely. Naturally it is very similar to other Zam Spike structures so it’s unsurprising that this works, but Blissey gives you a much better time vs Tornadus-Therian and other Knock Off users, while being able to scout move choices of Pokemon like Weavile using Protect and reacting accordingly. It also makes it harder to click High Jump Kick vs you. Like most of these type of teams it has a somewhat hard time vs Bisharp and Rain Dance Manaphy, both of which are at least soft checked by Encore Alakazam which can use this as a set up opportunity as well.

Threat List: CB Tyranitar, Rain Dance Manaphy, Bisharp

Team 4: SD Garchomp + Lopunny BO
:Lopunny-Mega: :Garchomp: :Rotom-Wash: :Tornadus-Therian: :Excadrill: :Clefable:

This team is a little older, it was made in 2023. However (!), I still think it holds up, and a Pokemon like SD Garchomp actually performs significantly better now than it did two years ago. Scarfed Rotom-Wash is also very well positioned currently and it hast he tools to deal with the threats of the current metagame. Its biggest weakness is Mega Alakazam, which can force you into awkward sequences but the double priority access from adamant Lopunny is no joke and should be your main way of breaking past Zam. SD Garchomp does a great job at forcing unplanned damage on Clefable and Slowbro, enabling Lopunny to clean the opposing team with ease. The best time to bring this would be in an offense matchup, but I’ve had success with it in pretty much any matchup.

Threat List: Mega Alakazam, Mega Metagross (duh, keep Rotom health and use Torn to chip with Helmet+U-Turn)

Team 5: Latias Gliscor Balance v.1-3
:Gliscor: :Latias-Mega: :Alomomola: :Ferrothorn: :Clefable: :Chansey: OR :Heatran:

This is more of a concept than a completed team, as it is in a similar position to the stallbreaker stall build from earlier. It lacks removal entirely, which is generally unproblematic, however it can make it impossible for you to deal with Banded Tar + Spikes + Volcarona, which this team unfortunately faced the one time I used it in tournament, but that’s just how it goes sometimes. I never settled on one version that I found to be the best, so I just linked all three. I believe this structure is very powerful, but the lack of removal makes you very vulnerable to Spikes + Suit, so if someone manages to solve that issue this is very potent.

Threat List: Pursuit+Spikes+Special Sweeper

Team 6: PuP Metagross HO
:Metagross-Mega: :Latias: :Volcarona: :Landorus-Therian: :Cloyster: :Thundurus:

This is a team that was made by ABR and me for SPL, and I used it in week 6 where I executed a playable matchup quite poorly, however the team has since seen a bit of usage and success so it’s still worth posting. It’s also one of the earlier PuP Meta adaptations, which is now pretty much standard. Sub on this team gave it the unique ability to sub on Dia turn 1 and proceed to sweep entire teams with just Metagross. It also makes sucker mind games vs Bisharp irrelevant and takes advantage of all the switches it forces. Thunder Punch isnt needed here, as the goal is to toxic Slowbro with Toxic Spikes from Cloyster, at which point you’re no longer scared of it. Toxic Spikes also unlock crazy sweeping potential on this particular Volcarona set; Flamethrower + HP Ground is only really handled by Latias and Water types, like Slowbro or Manaphy, but once they are poisoned you can beat them easily. Rotom-Wash is an obvious exception, but you don’t really want to be giving up your Rotom HP when there’s a Metagross and a Cloyster in the back.

Threat List: Lopunny-Mega, Volcarona

Team 7: CM Keldeo Sand
:Latios-Mega: :Tyranitar: :Excadrill: :Thundurus: :Clefable: :Keldeo:

Another team made for and used in SPL last year. This one probably would’ve won its game if I land Focus Blast turn 1 but instead that miss ended up costing me like three mons lol. It’s a more offensive sand build with the frequently mentioned banded Tyranitar, as well as strong offensive tools like CM Keldeo, Nasty Plot Thundurus and the nuke button Mega Latios. All three of these, as well as Clefable AND Tyranitar actively threaten Rotom-Wash and Zapdos, paving the way for Excadrill to come in and win the game after some chip damage.

Threat List: Focus Blast accuracy

Team 8: Zard X Sand
:Tyranitar: :Excadrill: :Clefable: :Charizard-Mega-X: :Zapdos: :Slowbro:

Yet again, a team made for and used in last year’s SPL, this one actually won its game haha. It has since been used in side tours and there have been some adjustments made, like a bulky SD Zard set over the DD one used here, and Zapdos has been replaced with Tornadus at times too. The idea is just Zard X breaking down all the walls for the sand core to win or vice versa, it’s unique in the sense that it features a scarf Tar in 2025 (2024), and also bluffing Zard Y sand can help you decimate things sent out to deal with a Zard Y, only for you to boost and/or straight up KO it. Scarf Tar lets you net unexpected KO’s in todays metagame as it’s almost never seen, and getting last ditch rocks with it is also way more feasible than it is for slow Tars. It is also one of the easiest ways for you to pick off unsuspecting Bisharp. Clefable is calm here to better take on Zam, Slowbro is Leftovers + Protect as opposed to Colbur to ease prediction vs Weavile in the long run, offset sand damage, and scout vs threats other than Weavile.

Threat List: Serperior

Other interesting sets and ideas:

Belt :Roserade:
Roserade @ Expert Belt
Timid Nature
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Leaf Storm
- Spikes
- Hidden Power Fire

I used this set in SPL week 5 two years ago and while it didn’t do exactly what I wanted it to, it still chipped the Tyranitar hard enough for Heatran to break the opposing team with ease. The idea here is that Roserade with Technician essentially has Flamethrower in its movepool, which not only 2hkos Amoonguss and Excadrill, you also outspeed both of them. Access to a fast Spiker that threatens Drill is appealing. The offensive coverage can be compared to Knock M-Venu, with the only exception being Heatran. In return, you have more speed, no mega stone, and Spikes with less durability. Always! is a Roserade believer as well, he’s using Natural Cure and Sleep Powder over Hidden Power, which is another valid way to play this interesting and underexplored Pokemon (with 100% winrate in SPL!).

AV :Excadrill:
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 4 HP / 132 Atk / 120 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

This set is one that was created during last years SPL, but it wasn’t used in the tournament. It has a surprising amount of bulk, allowing it to take hits from unboosted Volcarona even (as long as it’s not Modest Orb):

252 SpA Volcarona Fire Blast vs. 4 HP / 120 SpD Assault Vest Excadrill: 296-350 (81.7 - 96.6%) -- guaranteed 2HKO

Mega Zam: 252 SpA Alakazam-Mega Focus Blast vs. 4 HP / 120 SpD Assault Vest Excadrill: 262-310 (72.3 - 85.6%) -- guaranteed 2HKO

Even bad Thundurus sets: 252 SpA Life Orb Thundurus Focus Blast vs. 4 HP / 120 SpD Assault Vest Excadrill: 265-315 (73.2 - 87%) -- guaranteed 2HKO

You can take two Leaf Storms from MOST Serperior (as long as they aren’t too heavily invested, 200+ SpA EVs will still 2hko you most of the time)

+2 Life Orb Clefable: +2 72+ SpA Life Orb Clefable Flamethrower vs. 4 HP / 120 SpD Assault Vest Excadrill: 307-361 (84.8 - 99.7%) -- guaranteed 2HKO

And the strongest M-Gardevoir you can imagine: 252+ SpA Gardevoir-Mega Focus Blast vs. 4 HP / 120 SpD Assault Vest Excadrill: 276-326 (76.2 - 90%) -- guaranteed 2HKO

Avoiding 2hkos from Heat Waves from Zapdos and Tornadus.

And several other applications. Easily the most common one for me in practice has been staying in on a Volcarona and just eating the hit (if they even go for it) and revenge killing it. Suprisingly underused set with a lot of potential in my opinion.

Quick shoutouts to my favorite people in ORAS BluBirD Metallica126 devin Always! looking forward to seeing more from all of you in the future. Sorry for posting Mega Latias teams Metallica, forgive me.

Edit: Also don’t mind the 7/8 Clefable…actually, have some more: :Clefable: :Clefable: :Clefable: :Clefable:
 
Love seeing the discussion everyone's been partaking in!

To continue this train, I want to go over some of my favorite sets from the new updated Sample Teams. This will help catch up everyone with the current meta that the top players are operating around.

:volcarona:
Volcarona @ Life Orb
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Life Orb Modest Volcarona is a straight menace that gets past the usual checks of Heatran and Volcanion. On the flip side, dropping Bug Buzz will make it weaker against dragons and Tyraniar. I think the biggest reason this set does well is Life Orb + Giga Drain combination. It does so much damage that Volcarona can heal up chip it has gotten from setting up or from Fake Out.

:landorus-therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 28 Def / 232 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Imprison
- U-turn

Lead Landorus on HO traditionally runs Explosion with max attack. However, U-Turn with bulk is the better set imo, as it lets Landorus not only provide momentum, but also support later in the game to switch into threats such as Lopunny and other priority users, helping the team mitigate anti-offense tools.

:manaphy:
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Tail Glow
- Energy Ball / Psychic
- Surf

Used twice in the samples, this set is basically an Anti-Stall set. Although Rain Dance can do the same, it is often unable to progress past certain Pokemon. For example, if lacking Ice Beam, Mega Latias can wall you. If lacking Psychic, Mega Venusaur or Amoonguss can wall you. If lacking Energy Ball, Gastrodon walls you. With Substitute, you can buy an extra turn which is often enough to 2HKO these threats that otherwise give you trouble without a substitute.

:charizard-mega-x:
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 176 HP / 148 Atk / 184 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Dragon Claw
- Earthquake

This set by Niko is really cool. It's basically a double dance set but with an attack. +2 Xard is very strong even with just Flame Charge, and with Xard's bulk it can be doable to live 2 hits. Xard has the unique ablity of being a Dragon Dance user immune to burn, which is very useful in this meta. The speed is to outspeed Scarf Lando at +1.

:diggersby:
Diggersby @ Assault Vest
Ability: Huge Power
Happiness: 0
EVs: 136 HP / 248 Atk / 92 SpD / 32 Spe
Adamant Nature
- Frustration
- Earthquake
- Quick Attack
- Fire Punch

Courtesy of BluBirD I believe, this set is an interesting pivot that walls Zapdos for days even if it has HP Ice. It can also take a Focus Blast from Thundurus and a Leaf Storm from Serperior, making it a very effective trade bot.

:heatran:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 56 SpA / 4 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Will-O-Wisp

This set by Garay oak is one that I've liked since cg ORAS: Fast wisp Heatran. It's really nice to see it resurge and Garay using it in SPL. Air Balloon is a great combination to keep this Heatran on Ground-types safely and guarantee the burn. The set set is really cool for things like Bisharp and Mega Scizor, stopping them in their tracks.

:bisharp:
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Sucker Punch
- Iron Head
- Knock Off

A set me and Xray made is the offensive Bisharp but with Pursuit over Swords Dance. This way, with the many switches Bisharp forces, you can guarantee chip multiple times a game instead of going for a one time win. At the same time, yuo use it over Assault Vest to guarantee more damage on things like Mega Latias.

Recent new sets that are common by now:
:diancie-mega:
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Good time to point out that Timid nature is the current preferred nature on MDiancie, as both of its bulks are essential. Hasty leaves you more vulnerable to Talonflame, Bisharp, Mega Lopunny, and Weavile. Naive leaves you more vulnerable to Cresselia, Cofagrigus, and Clefable. Although Timid decreases the power of Daimond Storm, it is still strong enough to do its job, including forcing a recovery on Chansey/Mega Venusaur after rocks.

:amoonguss:
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 212 Def / 56 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Sludge Bomb
- Giga Drain
- Stun Spore

Although Clear Smog and HP Fire are still viable options, Sludge Bomb and Stun Spore make Amoonguss much more uncomfortable to switch around if the opponent does not have a Ferrothorn. Sludge Bomb poisons are quite annoying and the extra damage is noticeable and nice.

:lopunny-mega:
Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Return
- Quick Attack

An Adamant nature with QA makes Mega Lopunny quite the tough mon to switch into. With Adamant, it can nab many near 2HKOs that Jolly can never come close to. And with QA, especially with Adamant, it makes it a very strong anti-offense tool. This does come with major drawbacks however, mainly underspeeding Weavile, Tornadus, and regular Zam before mega.

:tornadus-therian:
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 100 HP / 156 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off / Heat Wave
- U-turn
- Hidden Power [Ice]

I think AV Torn is falling a little bit out of favor as it gets overwhelmed easier with modern threats. However, the offensive variants, especially with HP Ice, are pretty good. This makes Tornadus a pseudo-check for Gliscor, allowing the team more leeway against it. At the same time, it makes Thundurus not a free switchin, and Zapdos is forced to recover after rocks+hp ice. Meanwhile, it also makes its Hurricanes hit harder, which is always nice on foes like Clefable and Slowbro.
 
:tornadus-therian:
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 100 HP / 156 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off / Heat Wave
- U-turn
- Hidden Power [Ice]

I think AV Torn is falling a little bit out of favor as it gets overwhelmed easier with modern threats. However, the offensive variants, especially with HP Ice, are pretty good. This makes Tornadus a pseudo-check for Gliscor, allowing the team more leeway against it. At the same time, it makes Thundurus not a free switchin, and Zapdos is forced to recover after rocks+hp ice. Meanwhile, it also makes its Hurricanes hit harder, which is always nice on foes like Clefable and Slowbro.
Guess I was ahead of the curve :Smogjynx:
 
Hello everyone!

In the spirit of keeping the discussion alive, me and other mod teams are going to post topics to keep it going!

Topics:
  1. World Cup Qualifiers: talk about any cool replay you saw or a cool set/play
  2. Recently updated VR
Something I've been meaning to talk about:

12. :Garchomp: Garchomp (+10)

Garchomp aka the secret goat.

It is of no surprise to me that this thing has shot up to #12 in the ranking. +10 in the top 20's is no joke. First of all, this thing is versatile af. I mean just look at the viable sets it has in the dex. I'll save you some time and tell you it's SEVEN.

It is cannot be understated how Stealth Rock is OP in ORAS, as it is so hard to remove and racks up damage quickly in this trade-heavy and switch-heavy tier. What are the most common removal options of the tier? Excadrill, Zapdos, Skarmory, Latias. While Garchomp cannot keep rocks on Latias, Latias is usually easy to chip and chomp will get rocks eventually. Excadrill is by far the most common and feels extremely useless into TankChomp. Toxic for Zapdos or Fire Blast for Skarmory ensures Garchomp can get them up on them. It is not a good idea to have both Toxic and Fire Blast, as you need Dragon Tail or Rock Tomb, so you kinda have to pick which one you want to keep rocks on.

However, there is another way to keep rocks on both. For less utility, you can go offensive with Stealth Rock + Swords Dance, a set that can keep rocks on both Skarmory and Zapdos for the team (Skarmory is forced to WW on rocks after seeing SD). Which brings me to the second point, 102 Speed tie is VERY good in ORAS and offensive Garchomp feels like a good cleaner / hole-puncher thanks to its bulk and instant threat level with one swords dance. It is hard to revenge kill bar Weavile and can often find itself good opportunities to set up.

GOATchomp
 
While Garchomp cannot keep rocks on Latias,

0 SpA Latias Psychic vs. 0 HP / 0 SpD Garchomp: 120-142 (33.6 - 39.7%) -- guaranteed 3HKO
0 SpA Latias Ice Beam vs. 0 HP / 0 SpD Yache Berry Garchomp: 160-190 (44.8 - 53.2%) -- 30.5% chance to 2HKO

252 Atk Garchomp Dragon Claw vs. 252 HP / 4 Def Latias: 288-338 (79.1 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock
252 Atk Garchomp Outrage vs. 252 HP / 4 Def Latias: 426-504 (117 - 138.4%) -- guaranteed OHKO
 
what do we think of terrakion in this meta? i feel in a metagame like oras where rocks are so defining, having a rocker that can prevent them from going off is kinda broken
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Close Combat
- Stone Edge

+2 252+ Atk Life Orb Terrakion Stone Edge vs. 252 HP / 176+ Def Slowbro: 331-391 (84 - 99.2%) -- 75% chance to OHKO after Stealth Rock

Fire
 
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Close Combat
- Stone Edge

+2 252+ Atk Life Orb Terrakion Stone Edge vs. 252 HP / 176+ Def Slowbro: 331-391 (84 - 99.2%) -- 75% chance to OHKO after Stealth Rock

Fire
although that is INDEED fire, i meant a set with rocks. perhaps sd sr cc edge
 
Hello everyone!

In the spirit of keeping the discussion alive, me and other mod teams are going to post topics to keep it going!

Topics:
  1. World Cup Qualifiers: talk about any cool replay you saw or a cool set/play
  2. Recently updated VR
Something I've been meaning to talk about:

12. :Garchomp: Garchomp (+10)

Garchomp aka the secret goat.

It is of no surprise to me that this thing has shot up to #12 in the ranking. +10 in the top 20's is no joke. First of all, this thing is versatile af. I mean just look at the viable sets it has in the dex. I'll save you some time and tell you it's SEVEN.

It is cannot be understated how Stealth Rock is OP in ORAS, as it is so hard to remove and racks up damage quickly in this trade-heavy and switch-heavy tier. What are the most common removal options of the tier? Excadrill, Zapdos, Skarmory, Latias. While Garchomp cannot keep rocks on Latias, Latias is usually easy to chip and chomp will get rocks eventually. Excadrill is by far the most common and feels extremely useless into TankChomp. Toxic for Zapdos or Fire Blast for Skarmory ensures Garchomp can get them up on them. It is not a good idea to have both Toxic and Fire Blast, as you need Dragon Tail or Rock Tomb, so you kinda have to pick which one you want to keep rocks on.

However, there is another way to keep rocks on both. For less utility, you can go offensive with Stealth Rock + Swords Dance, a set that can keep rocks on both Skarmory and Zapdos for the team (Skarmory is forced to WW on rocks after seeing SD). Which brings me to the second point, 102 Speed tie is VERY good in ORAS and offensive Garchomp feels like a good cleaner / hole-puncher thanks to its bulk and instant threat level with one swords dance. It is hard to revenge kill bar Weavile and can often find itself good opportunities to set up.

GOATchomp

Hey all, I wanna take a moment to share my favourite Garchomp set. I really do think Garchomp is far and away the best rocker in the tier. It's utility is peerless in how it can rock on literally everything while still posing a threat with its incredible STAB in Earthquake. Here's the set;

:xy/garchomp:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 112 Def / 148 SpD / 8 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Tail / Roar / Swords Dance
- Rock Tomb / Toxic / Fire Blast / Rock Slide / Swords Dance

This is a spread I took from CBB's set dump that I use on 99% of my Garchomp teams. I won't explain the EVs much since CBB already did that, I'll only go over the Special Defense investment since thats the highlight here.

252 SpA Diancie-Mega Moonblast vs. 240 HP / 148 SpD Garchomp: 354-416 (84.8 - 99.7%) -- guaranteed 2HKO

Remember how I said Garchomp can rock on everything? Yeah.

As Ruffles said;
GOATchomp.
 
Hey all, I wanna take a moment to share my favourite Garchomp set. I really do think Garchomp is far and away the best rocker in the tier. It's utility is peerless in how it can rock on literally everything while still posing a threat with its incredible STAB in Earthquake. Here's the set;

:xy/garchomp:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 112 Def / 148 SpD / 8 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Tail / Roar / Swords Dance
- Rock Tomb / Toxic / Fire Blast / Rock Slide / Swords Dance

This is a spread I took from CBB's set dump that I use on 99% of my Garchomp teams. I won't explain the EVs much since CBB already did that, I'll only go over the Special Defense investment since thats the highlight here.

252 SpA Diancie-Mega Moonblast vs. 240 HP / 148 SpD Garchomp: 354-416 (84.8 - 99.7%) -- guaranteed 2HKO

Remember how I said Garchomp can rock on everything? Yeah.

As Ruffles said;
GOATchomp.
Wanted to touch upon the particular assets Chomp has over fellow ground Landorus-Therian for a brief moment. In every gen since the latter was introduced, the two compete as the OU tier's premier ground. As it relates to ORAS, I definitely agree with the sentiment that Garchomp beats it out.

For starters, with it having Rough Skin as a built in ability, Garchomp accumulates an incredible amount of chip on physical attackers. While something like Lopunny might hit it harder relative to Lando, the damage that it sustains in the process puts it into range of the many priority moves seen in the tier. This aspect is especially important given the prominence of attackers like Bisharp, Weavile, and Metagross. This even saw Garchomp make its way into more balanced teams with mons like Mega-Latias, as the recoil damage between its ability + helmet helps accentuate Latias' playstyle, especially in tandem with Spikes.

Aside from that, Garchomp also comes with an excellent Speed tier of 102, giving it flexibility as to how much it wants to commit. For example, high investment alongside a Jolly nature allows it to move first versus a large portion of the tier, allowing it to force rocks or secure critical damage in a greater number of scenarios. I'll only be talking about Tank Chomp as a follow up to mixnite, but know that this applies to an offensive variant as well.

As for an added bonus, its dragon typing gives plenty of useful neutralities, especially into Water and Fire. The likes of Volcanion and Keldeo are incredible threats to many offenses, and so Garchomp's ability to avoid the OHKO from them helps alleviate pressure in that respect. Alternatively, its Fire resistance allows it to more readily check Volcarona, a quality that many offenses value, as well as helping to dance around Volcanion / Charizard-Y. By contrast, Lando-T, cleanly KOed by the waters and a boosted Volcarona, will require strong partners to help with those, as well as other threats to it like Bisharp. This isn't to say that Lando isn't viable and that Garchomp has no glaring flaws in the builder, but the resistances afforded to Chomp happen to be especially desired for a great many teams.
 
To spark some discussion and make this thread a bit more active, I want to bring attention to a moveslot decision that often goes unquestioned: why Roost is usually a wasted fourth move on Charizard-Y, and what stronger alternatives you should be considering instead.


Will-O-Wisp is a phenomenal utility option that punishes many of Charizard-Y’s common switch-ins, including Hippowdon, Mega Latias, Garchomp, and Tyranitar. Beyond just softening physical attackers, burn is flat-out broken—it cuts Attack in half, racks up chip damage, and forces defensive pivots to play far more cautiously. Against teams that rely on physical tanks to absorb Charizard-Y’s hits, Will-O-Wisp can completely flip the dynamic of the match.


Hidden Power Ice is another excellent choice, targeting Dragon-types like Garchomp and Dragonite who often try to pivot in safely. This added coverage can dismantle their ability to check Charizard-Y and generate momentum in your favor with a well-timed prediction.


Substitute offers incredible tactical flexibility. It protects Charizard-Y from status inflicted by Clefable or Heatran, and it allows it to safely scout and play around priority moves like Bisharp’s Sucker Punch. When timed right, Substitute can create free turns that lead to devastating outcomes.


Hidden Power Ground is a high-value alternative for those who don’t want to rely on the shaky accuracy of Focus Blast to break through Heatran. It provides consistent coverage while still threatening key Steel-types that try to wall Charizard-Y.


Finally, Defog is an unconventional but highly underrated tech. It gives Charizard-Y the ability to function as a backup hazard remover, which can be critical against Spikes-stacking teams looking to wear it down through chip damage. While it won’t replace your primary Defogger, having that emergency option can be clutch in certain matchups.


In a meta that revolves around pressure, tempo, and punishing passivity, Roost simply doesn’t cut it. Charizard-Y isn't here to sustain—it’s here to devastate. The fourth moveslot should be used to enhance matchup control and offensive versatility, not to recover HP in a game where momentum is everything.
 
I want to specifically mention how good Defog is on Zard Y, as many many teams are going for the Stealth Rock + Rapid Spin Excadrill, which is completely shut down by Defog Zard Y.

The other insanely good move that is not mentioned here is Overheat. We have started to see it and even in SPL. Overheat allows Zard Y nab OHKOs it doesn't usually get, such as on Zapdos. When Zard Y is already on the field for 1-2 turns max, Overheat feels really good.
 
what do we think of terrakion in this meta? i feel in a metagame like oras where rocks are so defining, having a rocker that can prevent them from going off is kinda broken
honestly, I've always considered this mon good, it just feels incredibly awkward to fit. The abundance of great fighters in oras also doesn't really help either. Keldeo / Mega Medicham are my go to fighting type wallbreakers. I've also messed around with scarf a bit but generally I would just use lop over that. Then again maybe I just need to try building around terrakion more, everytime I've used it, it has performed incredibly well. I really like band terrakion since it feels weirdly versatile since it really just needs stone edge and cc lol. Iron head gives a more consistent hit aganist clef, rock slide is a slightly safer rock stab, quick attack is priority and priority is always good to have. However, by far my favorite tech on cb terrakion is toxic lmao, you can catch a slowbro coming in with it making it easier to break later.
 
What do people think of hydreigon rn? I was suprised to see he wasn't brought a single time this spl because I feel like he has a lot of potential.

The main set I've been trying a lot is a lo roost 3 attacks set as shown here:
Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Superpower
- Dark Pulse
- Flash Cannon
- Roost

Pretty simple set, dark pulse is incredibly spammable when paired with flash cannon to deter fairies looking to soak it up and superpower threatens chansey while also letting it check bisharp fairly effectively (This is also why I choose a -spdef nature). You only need 232 speed evs since the speed tier is awkward and theres no reason to investment further after covering base 95s.

If you don't need it to instantly threaten chansey (after all, with that spikes immunity and roost this guy can go the distance) a similar set with full special also is great

Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Draco Meteor / Taunt
- Dark Pulse
- Flash Cannon
- Roost

Draco meteor is strong neutral coverage, but taunt is another decent option to mess with dark neutral special walls that can't threaten hydregion back like spdef tran, gastro, spdef hippo etc.
 
What do people think of hydreigon rn? I was suprised to see he wasn't brought a single time this spl because I feel like he has a lot of potential.

The main set I've been trying a lot is a lo roost 3 attacks set as shown here:
Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Superpower
- Dark Pulse
- Flash Cannon
- Roost

Pretty simple set, dark pulse is incredibly spammable when paired with flash cannon to deter fairies looking to soak it up and superpower threatens chansey while also letting it check bisharp fairly effectively (This is also why I choose a -spdef nature). You only need 232 speed evs since the speed tier is awkward and theres no reason to investment further after covering base 95s.

If you don't need it to instantly threaten chansey (after all, with that spikes immunity and roost this guy can go the distance) a similar set with full special also is great

Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Draco Meteor / Taunt
- Dark Pulse
- Flash Cannon
- Roost

Draco meteor is strong neutral coverage, but taunt is another decent option to mess with dark neutral special walls that can't threaten hydregion back like spdef tran, gastro, spdef hippo etc.
I feel like LO Superpower is pretty underexplored and honestly fulfills a lot of what you want Hydreigon to do as a stallbreaker. It's probably more difficult in practice when you're facing those Clef + Chansey fat teams where you are basically required to get the turn they switch in right or forfeit the momentum you've gained. Still, you can also use those turns to Roost and offset LO recoil so it could be a decent choice with the correct support. Being able to smack opposing TTar / MTTar is pretty awesome as well, who weirdly wall most Hydreigon without U-Turn (it seems so unnatural...). Somebody should build a team with it and post it in the Bazaar thread alongside their experience playing with it.

On a tangent that is somewhat related to both the previous Zard-Y topic and also options for Hydreigon, does anyone have any thoughts on the use of Tailwind in the metagame? I've seen a few pastes with it as a last utility move on some Pokemon like Latias, and am curious if anybody thinks that it could be a viable component of some team archetype / strategy.
 
On a tangent that is somewhat related to both the previous Zard-Y topic and also options for Hydreigon, does anyone have any thoughts on the use of Tailwind in the metagame? I've seen a few pastes with it as a last utility move on some Pokemon like Latias, and am curious if anybody thinks that it could be a viable component of some team archetype / ststrategy.
I feel like it's too few turns for it to be more valuable over other support options on mons most. With latias often you pick between all of ice beam psychic defog screens twave trick(if scarf) roost healing wish and probs more I'm forgetting.
If it is to be used I feel it's best on mons that abuse it themselves. I ran it once on zardy, but even then I often ended up thinking "I wish I had more coverage or roost/defog" instead.
Overall it can work on zardy/hydreigon but really hard to justify when there's so many potent options for most mons that run it.
 
I do agree Hydreigon is slept on especially with its decent bulk and the meta being slower, but you do not need superpower. Taunt is simply the best stallbreaker option, and even u-turn with rocks up can make progress.

The main problem with Hydreigon is 4MSS - you want taunt, roost, dark pulse, draco meteor, flamethrower, earth power, flash cannon, u-turn, and even twave is kinda cool and surf can 2hko gliscor while hitting some steels. In this meta I think you probably want Draco, as it hits like a nuke and in this trade meta its valuable. You also really want Dark Pulse. However, double stabs is walled by fairies and if you run Flash Cannon then weird stuff like AV Bisharp wall you. Then you kind of want Roost but then you miss out on Uturn/Taunt.

The other problem is that its a dark resist that doesn't check dark types (Weavile/Bisarhp/Tyranitar all go past it) and a dragon type that doesn't check Volcarona.

I wish it got Knock Off or Defog this gen, would have made it much better. If you're gonna use it, unironically use specs w/ u-turn or LO w/ draco.
 
Offensive Water in ORAS OU — Keldeo and Manaphy

It’s been a long, slow day at work, and out of boredom, I started thinking about something that’s honestly pretty fascinating: the role of offensive Water-types in ORAS OU. It’s easy to take them for granted because they’re so common, but when you break it down, they’re absolutely central to how the tier functions. Water is an exceptional typing in this meta—resisting Steel, Ice, Fire, and Water itself—which means these Pokémon can pivot into a ton of high-value moves and keep the pressure up on both sides of the field. That combination of offensive presence and defensive utility is rare, and Water-types happen to pull it off really well.

Keldeo, in particular, is just one of those Pokémon that seems tailor-made for ORAS OU. It has an ideal Speed tier at base 108, letting it outrun key threats like Kyurem-B, Kyurem, Excadrill, and every base 100 Mega from Charizard Y to Medicham. It also covers a ton of ground defensively—it checks or pressures things like Bisharp, Weavile, Tyranitar, and even other Keldeo depending on the set. The utility from Scald can’t be overstated either; burning physical attackers while still threatening with strong STAB damage makes Keldeo incredibly hard to switch into comfortably. And then there's the versatility: Choice Specs for raw firepower, Substitute + Calm Mind for sustained pressure, or Taunt + Calm Mind to disrupt stall and balance builds.

Manaphy operates differently, but it’s just as potent—and arguably even more terrifying to prep for. Its unpredictability is what sets it apart. You often don’t know what kind of threat you're dealing with until it’s already too late. The standard Tail Glow set with Surf, Energy Ball, and Ice Beam is brutally efficient: it boosts to +3 in one turn, then immediately threatens the entire team. It punishes bulky Waters with Energy Ball, nails Grasses and Dragons with Ice Beam, and just bulldozes neutral targets with Surf. Then there's the stall-breaking Tail Glow + Rain Dance + Psychic variant—Hydration makes it immune to status under rain, and Psychic hits common roadblocks like Mega Venusaur and Amoonguss. Give it Healing Wish or Lunar Dance support from Latias or Cresselia and suddenly you’ve got a win condition that can sweep twice in the same game. On top of that, Manaphy has access to a ridiculous amount of tech. Hidden Power Fire lets it break through Ferrothorn, Substitute can shield it from status or ease prediction against bulk, and its item pool ranges from Lum Berry to Red Card to Quick Claw (which, believe it or not, has won games in serious tournament play). The fact that you also have room to customize spreads—whether it's max Speed and Special Attack, or something more EV-optimized for bulk—just makes it all the more difficult to pin down.

What really ties both of these Pokémon together, though, is how much they benefit from Pursuit support. So many of their toughest answers—Mega Latias, Chansey, Serperior, Mega Venusaur—can be chipped or outright removed with a well-timed Pursuit. Trappers like Weavile, Bisharp, Tyranitar, and Mega Tyranitar open up huge holes for Keldeo and Manaphy to exploit, and often turn them from strong offensive pieces into full-on win conditions.

It’s easy to overlook these things when you’re just playing game after game, but when you step back and actually think about how these Water-types function in the metagame, the depth is really impressive. They're not just good—they're fundamental.
 
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What do people think of hydreigon rn? I was suprised to see he wasn't brought a single time this spl because I feel like he has a lot of potential.

The main set I've been trying a lot is a lo roost 3 attacks set as shown here:
Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Superpower
- Dark Pulse
- Flash Cannon
- Roost

Pretty simple set, dark pulse is incredibly spammable when paired with flash cannon to deter fairies looking to soak it up and superpower threatens chansey while also letting it check bisharp fairly effectively (This is also why I choose a -spdef nature). You only need 232 speed evs since the speed tier is awkward and theres no reason to investment further after covering base 95s.

If you don't need it to instantly threaten chansey (after all, with that spikes immunity and roost this guy can go the distance) a similar set with full special also is great

Hydreigon @ Life Orb
Ability: Levitate
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Draco Meteor / Taunt
- Dark Pulse
- Flash Cannon
- Roost

Draco meteor is strong neutral coverage, but taunt is another decent option to mess with dark neutral special walls that can't threaten hydregion back like spdef tran, gastro, spdef hippo etc.
The problem with hydreigon is its awkward speed tier, serp, moth and fat cores which it can struggle vs. You don't really need superpower, if you really wanted to tech dreigon, give it headsmash for demons like moth that may try and qd vs you. Another problem is the fact its a hydreigon, if you're not using it to nuke people off the face of the earth, what's the point?

I do really like hydreigon, but I feel the lack of options like nasty plot, defog really make it as a much more niche pick than it ought to be. Otherwise you could justify hydreigon on slower structures
 
I've been working on it but haven't been able to get something to click yet. Do you have any ideas for potential partners?
While I'm not fully convinced by this particular Hydreigon set, I’ve been thinking about what partners could bring out its strengths—and a few options stand out as especially compelling.

Mega Alakazam synergizes extremely well here. It heavily appreciates support against common special walls like Clefable, Chansey, and Tyranitar—targets this Hydreigon set can pressure effectively. More importantly, Hydreigon checks Bisharp, which is extremely valuable for Alakazam, as Bisharp can otherwise trap and threaten it with ease. In return, Alakazam helps Hydreigon by revenge killing some of its most troublesome checks, such as Keldeo and Mega Lopunny. The offensive synergy between them is clean and punishes unprepared defensive cores.

Manaphy is another interesting option. While both are special attackers and naturally draw similar checks, Manaphy’s resistance to Ice provides helpful defensive value, especially against threats that pressure Hydreigon. On the flip side, Hydreigon checks Grass-types like Serperior and also handles Bisharp, giving the pair strong complementary coverage. Together, they offer pressure against balance while covering for each other’s weaknesses.

Even if I’m not fully sold on the set itself, the right partners can elevate it and unlock creative routes that wouldn’t be available otherwise. Hope this helps!
 
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The Genius of Cresselia in ORAS OU Offense​

In a metagame dominated by blistering offensive tempo and relentless momentum, Cresselia stands as a paradox — a Pokémon traditionally viewed as too passive for fast-paced teams, yet one that subtly redefines how offense sustains itself over time. At first glance, she seems misaligned with a tier that punishes inertia. But a closer examination reveals a Pokémon that, when wielded with precision, becomes the fulcrum of calculated aggression. Cresselia doesn’t merely survive in offense — she elevates it.

Lunar Dance: The Hidden Engine of Offense​

The cornerstone of Cresselia’s offensive viability lies in one of the most potent support moves in the game: Lunar Dance. By sacrificing herself, Cresselia fully restores a teammate’s HP, PP, and cures all status — a total revival. This is more than a simple reset. For offensive teams that hinge on one or two key win conditions, it’s a second life. A Bisharp dulled from trading with Zapdos, or a status-hindered Manaphy, reemerge as revitalized threats. Executed at the opportune moment, Lunar Dance can fracture the endgame. It reintroduces a once-checked win condition into a field that’s already spent its answers.

Defensive Utility Without Dragging Tempo​

Cresselia’s brilliance lies not only in Lunar Dance, but in the rare commodity she brings to offense: time. With a base stat spread of 120/120/130, she is among the few Pokémon in ORAS OU that can reliably stomach hits from top-tier physical attackers like Mega Lopunny, Mega Medicham, and Mega Metagross. Her role is not that of a mere pivot — she is an anchor. With Rocky Helmet, she punishes contact moves, inflicting persistent chip damage that her teammates can exploit. Unlike traditional walls, her value lies not in prolonging battles, but in priming them for swift resolution. Moreover, Thunder Wave adds essential tactical depth, crippling sweepers like Volcarona, Dragonite, and Mega Charizard X. This speed control enables offensive partners to outspeed and overwhelm threats they might otherwise falter against. And with coverage options like Ice Beam for Garchomp, Landorus-T, and Gliscor, or Psychic to handle Keldeo, Cresselia is never a passive presence.

Mitigating Passivity: Smart Team Design​

Cresselia’s primary liability is her passivity against Steel-types — particularly Excadrill, who resists her STAB and common coverage, and can use her as setup fodder. This isn’t a fatal flaw; it’s a challenge in design. The solution lies in crafting synergistic cores that address this blind spot while preserving offensive integrity.

Ideal partners include:
  • Dragonite — immune to Earthquake and capable of snowballing via setup, especially with Cresselia’s support.
  • Thundurus — applies pressure to Excadrill through potent special attacks and widespread Thunder Wave.
  • Serperior — leverages Hidden Power Fire to dismantle Steel-types, while benefiting immensely from Lunar Dance.
When using Excadrill on such builds — a common scenario — avoid assigning it passive Stealth Rock duty. Offense cannot afford tempo sinks. Instead, deploy aggressive rocker like Garchomp, freeing Excadrill to focus on spinning and offensive pressure.
Excadrill’s EV spread should reflect specific roles:
  • Physically defensive — checks Bisharp and Mega Tyranitar.
  • Specially defensive — absorbs hits from Mega Gardevoir.
  • Fast utility — preserves momentum and provides emergency speed control.
If pairing Sand Rush Excadrill with Mega Tyranitar, Choice Scarf Cresselia becomes crucial. It offsets Moonlight’s unreliability in sand and lets her act as an unexpected, yet highly effective, pivot — sustaining momentum in an environment where turns are precious.

Covering Ice Weakness: Essential Teambuilding​

Cresselia’s Psychic typing and frequent use of Thunder Wave naturally attract Ice-type attacks — a structural vulnerability that demands compensation elsewhere. Reliable Ice resists become non-negotiable, ideally ones that also apply offensive pressure.
Examples include:
  • Keldeo and Manaphy — both resist Ice and leverage Lunar Dance to break defensive cores with renewed vigor.
  • Bisharp — not only resists Ice, but thrives with Swords Dance and threatens key special attackers like Mega Alakazam and Serperior

Volcarona and Serperior: Must-Respect Threats​

Serperior represents one of the most dangerous momentum engines in the tier. A single Leaf Storm can catalyze a sweep. Countermeasures must be embedded in team structure, including:
  • Talonflame — checks Serperior with priority Brave Bird.
  • Weavile — outspeeds and eliminates with Ice STAB.
  • Dragonite — effectively walls and punishes.
  • Mega Lopunny — outspeeds and pressures.
  • Mega Venusaur — hard counters.
  • Kyurem(-Black) — resists Grass and threatens with Ice.
Volcarona, on the other hand, becomes a significant threat if allowed to set up on Cresselia. Effective answers include:
  • Garchomp — sets rocks and exerts offensive pressure.
  • Dragonite, Talonflame, Mega Lopunny, Mega Gyarados, Sand Rush Excadrill — all capable of revenge killing Volcarona in context-specific scenarios.

How to Win Against Stall: Build with Intent​

Cresselia can become dead weight against stall unless the rest of the team compensates with pressure. The key is intentional teambuilding: Cresselia must be integrated into a proactive core.
Essential stallbreakers include:
  • Rain Dance + Psychic Manaphy — tears through conventional stall structures.
  • Mega Gardevoir — Taunt + Hyper Voice punishes passive teams.
  • Mega Garchomp — brute force or mixed sets can shred even the sturdiest walls.
  • Multiple Taunt users — to deny recovery and hazard setup.

Conclusion: Intelligence Over Brute Force​

Cresselia’s brilliance lies not in overwhelming power, but in exactitude. She doesn’t bludgeon her way through opposition. She manipulates pace, creates temporal advantages, and engineers comebacks. She paralyzes sweepers, punishes contact, and, at the perfect moment, sacrifices herself to restore a vital win condition. In a metagame that rewards brute strength, Cresselia offers something subtler: control. For those willing to construct thoughtfully and play with foresight, she becomes a keystone of offensive architecture. To wield Cresselia is to think beyond the immediate turn — to plan for inevitability — and to secure victory not by force, but by flawless orchestration.

S/O Chatgpt
 
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