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Resource A General Guide to the ORAS Metagame: Piloting and Teambuilding

Ruffles

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Hello everyone, I've been working this for just about a year now, writing a bit here and there whenever I get inspiration. The plan was to release this after SPL, but today my interview got delayed after me setting time for it, so I had extra time and I got inspiration to finish this up and post it.

In the past 2-3 years, I've helped literally more than a dozen people either in elevating their ORAS game or picking up ORAS entirely. Doing so has made me realize that there are plenty of players, both top and casual, that are this close to picking up ORAS but have simple barriers. With some help, which hopefully this thread will do, I believe many players will join our community to help it grow even further.

This is to serve as a general but subjective guideline to ORAS. I don't claim any of this to be a fact like set in stone.

Table of Contents
  1. Disclaimer
  2. Understanding the ORAS Meta
    1. General Mechanics
    2. Speed Tiers
    3. Hazards & Hazard Control
    4. Longevity
    5. Momentum
  3. Teambuilding in ORAS
    1. ORAS Archetypes
    2. General Guidelines
  4. Known Viable Structures in ORAS
    1. Of Hyper Offense
    2. Of Offense
    3. Of Bulky Offense
    4. Of Balance
    5. Of Semi-stall & Stall
I. Disclaimer
A metagame is, definitionally, whatever is popular / used at the time. While popularity does have a correlation with viability, it is not necessarily the same. Metagames also have trends and countertrends that can either stay or die off.

Basically, this disclaimer is just to point out that most of this here is neither objective or permanent.

II. Understanding the ORAS Meta

General Mechanics

Quick recap for those new to ORAS:
  • Mega Speed - On the turn they mega, Megas have their base speed. For example, Mega Alakazam on the turn it megas is base speed 120, not 150.
  • Non-dynamic speed calculation - The turn a Pokemon gains speed doesn’t apply until the next turn. This is generally for doubles format (e.g. Tailwind doesn’t apply until next turn), but it is applicable in singles in the case of Mega Swampert (Mega turn does not factor in Swift Swim if rain is up)
  • Crit chances - 1/16 (6.25%)
  • Burn - 12% health, ½ the physical attack
  • Paralysis - lowers speed to 25% of original. Thunder Wave is also 100% accurate.
  • Electric Types - immune to paralysis
  • Ghost Types - immune to being ability-trapped (e.g. Magnet Pull)
  • Grass Types - immune to spore moves
  • Dark Types - NOT immune to prankster moves (gen 7 and onwards)
  • Sound-based moves - go through substitute (e.g. Bug Buzz, Hyper Voice)
  • Pixilate and co. - are x1.3 power, not x1.2 (gen 7 and onwards)
  • Gale Wings - flying moves have +1 priority, at any health
  • Weather - 5 turns, 8 with extender items
  • Hidden Power - 60 BP, IVs affected
  • Knock Off - 65 BP, up to 97.5 BP if user has an item (exception: if holding mega stones)
  • Fire Blast, Hydro Pump, Thunder - all 110 BP
  • Draco Meteor, Overheat - 130 BP
  • Sucker Punch - 80 BP
  • Destiny Bond - can be spammed in a row
  • Defog - removes hazards and screens
    • Incompatible with most hidden abilities (ex: Zapdos, Gliscor, Dragonite, Moltres all cannot run their HAs, making them less viable)
  • Aromatherapy/Heal Bell - incompatible with some hidden abilities (ex: contrary + aromatherapy Serperior)
  • New Item - Assault Vest (x1.5 SpD, can’t use non-attacking move)
  • Notable bans - Baton Pass, Sand Veil, King’s Rock, Arena Trap, Shadow Tag
Speed tiers

Check out the speed tiers here. But a speed tier list doesn't give everything, here are the most important benchmark speed tiers:
  • 438 - Mega Alakazam
  • 405 - Mega Lopunny, Mega Manectric
  • 383 - Weavile
  • 350 - Mega Metagross, Mega Diancie, Mega Gallade, Mega Latias. Close: Keldeo
  • 328 - Mega Charizard Y/X, Mega Gardevoir, Manaphy, Volcarona. Close: Kyurem-Black
  • 302 - Excadrill
  • 299 - Adamant Mega Medicham, Modest Volcarona. Close: 293 and above outspeeds Mega Alakazam at +1
  • 275 - Adamant Excadrill. Close: 271 and above out speeds Mega Lopunny at +1
  • 265 - Mega Tyranitar
  • 262 - Metagross, Bisharp, Volcanion, Cloyster, Tank Chomp. Close: Adamant Mega Gyarados and Adamant Dragonite
  • 249 - Adamant Mega Scizor, Adamant Mega Heracross
  • 243 - Jolly Tyranitar
  • 240 - Adamant Bisharp, Adamant Cloyster. Close: Defensive base 100s (Zapdos, Mew)
  • 209 - Adamant Crawdaunt. Close: 0 speed Rotom-W, Cresselia, and Suicune
  • 190 - Defensive Heatran. Close: Defensive Mega Scizor
  • 176 - Skarmory, AV Bisharp, and defensive Volcanion
  • 160 - Clefable, Jellicent. Close: Bulky Tyranitar
Common Scarfers: Volcanion (394), Rotom-W (447), Excadrill (453), Magnezone (358)
Viable Scarfers: Landorus-T (463), Kyurem-Black (475), Victini (492)
Niche Scarfers: Jirachi (492), Keldeo (519), Garchomp (499), Tyranitar (364), Terrakion (519), Ditto (?)

The ORAS meta is centralized around Excadrill, at 302 speed. This is why some things like Adamant Garchomp or Modest Keldeo pop up more often, because they can greed the damage while still outspeeding at least 3-4 members vs. Excadrill-based teams.

Note: This is why Thundurus and Serperior are incredible in this meta. There are very limited viable Pokemon that outspeed them reliably. Weavile, Tornadus-T, Mega Alakazam, Mega Lopunny, and a couple of scarfers. Add to that the fact that they both spread paralysis and it makes them especially tough to outpace them. Weavile is the fastest non-mega non-scarfer viable Pokemon in the tier, aside from regular (lead) Aerodactyl, making it extremely powerful speed control.

Hazard Control

Hazard Setters
Tyranitar (Mega) = meaning both Tyranitar and its Mega. If only Mega, it will be Mega Tyranitar
S = Spikes. TS = Toxic Spikes
If no (), it is here for Stealth Rock


Common Setters: Excadrill, Garchomp, Heatran, Hippowdon, Tyranitar (Mega), Ferrothorn (Stealth Rock + S), Skarmory (Stealth Rock + S), Clefable, Cofagrigus (TS)
Viable Setters: Landorus-T, Mega Metagross, Mew, Aerodactyl, Mega Diancie, Gliscor, Chansey
Niche Setters: Shuckle (Stealth Rock + Webs), Jirachi, Terrakion, Azelf, Seismitoad, Chesnaught (S), Scolipede (S+TS), Klefki (S), Cloyster (TS), Dragalge (TS), Tentacruel (TS), Roserade (S+TS)

Hazard Control Options

Common Hazard Control: Excadrill, Zapdos, Latias (Mega), Mega Diancie, Skarmory
Viable Hazard Control: Mega Scizor, Latios, Mew
Niche Hazard Control: Mega Charizard Y, Starmie, Closyter, Tentacruel, Forretress, Empoleon
Viable Grounded Poisons: Mega Venusaur, Amoonguss, Scolipede

This is the big picture of hazards & their denial in ORAS. Looking at this, it is important to note the stark difference in viability and splashability of hazard setters vs. removal. Basically, you have very limited options for removal. Our best options are Excadrill and Defog Pressure Zapdos. When compared to future gens, Tornadus-T, Landorus-T, and Rotom-W learn Defog, there is Tapu Fini, and there is the option of Static+Defog Zapdos or Defog+Poison Heal Gliscor. Other removers such as Latias (Mega) and Skarmory are not nearly as consistent.

Pulling up with no hazard removal has been a legitimate strategy just because it is incredibly difficult to incorporate hazard removal sometimes. It’s not just Gliscor+Clefable but you can probably get away with having 1-2 mons affected by spikes/tspikes like a Tornadus, Rotom-W, or Landorus-T, build with no drill and get away with it if the team is offensive enough.

I illustrate this so I can get across the inescapable realization that any person who attempted to build more than 2 teams in oras comes to: the biggest limiting factor in the builder is your choice of removal. Just like any other tier, you still approach the builder around a singular idea (ex: Mega Gallade), then the 2nd idea is usually “What are some good partners for this idea,” and then almost immediately “How do I want to remove rocks.” Is it Excadrill or Zapdos? Or maybe Latias/Latios? This is, almost always, the first limiting factor that presents itself in the builder. Choosing Latias, Excadrill, or Zapdos results in vastly different outcomes.

Choosing Excadrill means choosing your ground-type and your steel-type, which either opens you up to weaknesses or limits the building in general. Choosing Zapdos means choosing your flying type, which can lead to a rocks-weak team if you choose another flying type. Choosing the Latis meaning you have to accept you will only be able to defog once or twice, and that you must have Bisharp answers.

In conclusion, part of understanding ORAS is understanding how important the decision of removal is in team building, and how relevant it is.

Longevity in ORAS
In ORAS, I would say it is a low-longevity tier. Hazards are hard to get off, so they stack up damage very quickly and meaningfully. Pokemon that are immune to spikes through Levitate are punished by being weak to ground moves from Mold Breaker Pokemon (Mainly Excadrill but also Mega Gyarados and Kyurem-Black). Not too many viable Regenator mons, as there is no Toxapex or Slowking-Galar. Pursuit is extremely common if you combine Weavile, Tyranitar, Pursuit Mega Metagross, and AV Bisharp usage. Burn is 12% so wisp and scald are common and they rack on damage quickly.

Viable Heal Bell and Aromatherapy users are also scarce, and with status being so good in ORAS, it effectively lowers longevity.

Momentum in ORAS
With the average game not having too many turns, and with hazards being almost perpetually up, momentum becomes stronger than ever. Pokemon that can effectively U-turn and Volt Switch while forcing out switches are extremely viable. The main abuser for this is Thundurus, Rotom-W, and Zapdos. Tornadus-T, although a great pivot, doesn't force many switches.

This is why guessing the lead correctly, double switching, or maneuvering around Volt Switch tends to be lucrative gambles in ORAS.

III. Teambuilding

ORAS Archetypes
  • Hazards (Switch fee) & their removal - Probably the most effective and consistent way to make progress is keeping rocks up as they are so hard to remove and with how much switching is necessary in game.
  • Immediate Damage (Nukes) - Ex. Mega Alakazam, Mega Medicham, Mega Charizard Y, Kyurem-Black, Mega Gardevoir, Mega Pinsir, Mega Heracross, Crawdaunt
  • One Turn Setups (Assassins) - Ex. Volcarona, Serperior, Gyarados, Dragonite, Mega Tyranitar
  • Traders (Skirmishers) - Ex. Manaphy, Mega Gallade, Mega Diancie
  • Multiple Turn Setups (Juggernauts) - Ex. Clefable, Suicune, Slowbro, Reuniclus, Mega Venusaur
  • Disrupters (Thieves & Jesters) - Ex. Knock Off, Trick, Encore, Taunt, Thunder Wave, Glare, Stun Spore, Reflect, Light Screen Final Gambit, Roar/Whirlwind, Dragon Tail, Spore, Sleep Powder
  • Status (Ticks) - Ex. Will-o-Wisp, Scald, Steam Eruption, Lava Plume, Toxic, Sludge Bomb, Toxic Spikes
  • Low Consistent damage (Tanks) - Ex, Chansey, Heatran, Mega Latias, Tank Chomp, Cresselia
  • Other (more niche)
    • PP Stalling (Stallers) - Ex. Zapdos, Kyurem, Suicune
    • Future Sight (Artillery) - Ex. Slowbro
I like to give this archetypes / roles an RPG-like role to give a different view of how to build.

General Guidelines
Check out resources in the ORAS forums such as VR, Checks & Counters, EV Spread Compendium, and so on

A good team is consistent and not overly fishy. It should be decent into a majority of the meta, dropping only a few bad matchups. There is a limit to how fishy a team can be, but generally probably 20%? That way you still beat 80% of the meta on average. That is still quite fishy, and I have come to accept more fish in general. Before, I would try to make my teams be good into +95% of matchups, but I think lowering that number to 85% or even 80% gives room for more creativity.

To have a consistent team, you must have hazards, hazard mitigation, resistance to the most common/strong types, win conditions, and counters to common mega threats, and more. Below is MY cheat sheet, I'm sure people may have other boxes or less boxes, but this is what I generally go by:

Must haves or near must-haves that I abide by:
  • Mega - A Mega is necessary, it is a huge difference maker.
  • Stealth Rock - Necessary for passive game progression and switch punishing.
  • Hazard mitigation - Necessary to counteract hazards.
    • Complete control - Defog or Rapid Spin
    • Partial control - Magic bounce (Mega Diancie), one or more Taunt users, grounded poison types, and/or Taunt or Imprison on HO lead
    • Complete acceptance - running teams that have no hazard control, but have general immunity or resistance to hazards. This includes Pokemon with abilities such as Magic Guard, Levitate, Poison Heal, or Regenerator. Can also include Pokemon that resist Stealth Rock such as bulky Ground/Steel/Fighting types with Leftovers. These teams also have full hazards of their own to compete.
  • Speed control- Usually need a combination of the following:
    • Fast Pokemon - Mega Lopunny/Manectric, Mega Alakazam, Weavile, Tornadus-T, or at least a Serperior or Thundurus
    • Scarfers - Common ones listed above. ORAS is an interesting metagame, as Scarfers are not necessary or even common
    • Paralysis spreaders - With Glare, Thunder Wave, Stun Spore, Body Slam etc.
    • Strong Priority - Especially ones that are effective against fast threats.
  • Ground-immunity - Flying-type or Levitate + Ground-resistance - Levitate alone is not enough. But levitate + Tangrowth or a bulky Serperior can be passable.
  • Electric-immunity - Not 100% necessary, as there are HOs and even fats with no immunity but with a strong resistance. Ground-types are generally necessary otherwise, the only volt absorb viable Pokemon is Thundurus-T
  • Water, Fighting, Dark, Fire, Grass, Ice, Fairy, Steel, Flying resists- All of these are essential or near-essential and teams lacking any one of these will generally lose to meta threats. Water resist is necessary for Keldeo, Manaphy, Volcanion, and Mega Gyarados. Fighting for Mega Lopunny, Mega Medicham, and Mega Gallade. Dark for Weavile, Tyranitar, and Bisharp. Fire for Volcarona, Mega Charizard Y/X, and Heatran. Grass for Serperior and Mega Venusaur. Ice for Weavile. Fairy for Clefable, Mega Diancie, and Mega Gardevoir. Steel for Mega Metagross, Excadrill, and Mega Scizor. Flying for Talonflame, Tornadus-T, and Mega Pinsir.
    • Other important but not necessary resists: Rock, Dragon, Psychic - These are pretty important in ORAS, as CB Tyranitar ,CB (or DD+Outrage) Dragonite, or Mega Alakazam can demolish unprepared teams.
  • Secondary counterplay vs. Water-types - I find this necessary as 1 water resist is not enough most of the time. Another water resist is usually necessary, or at least offensive electric type, Clefable, Chansey, or AV Torn are decent alternatives. This category I find necessary as you want 1) scald switch-in, 2) additional way to punish water types, and 3) Manaphy.
  • Steel-type - A Steel type is almost 100% necessary. I have seen almost 0 teams that are viable and lacking steel types. Why? Steel types resist Fairy, Flying, Grass, Ice, and Steel, 5 of the mandatory resists, in addition to all 3 of the "recommended" resists in Rock, Dragon, and Psychic. Clefable is of particular importance as well. Of note, Excadrill, the most common Steel type, doesn’t resist Grass or Ice, so you need to find other ways to resist them.
  • Water-type - A Water-type is like 95% necessary in ORAS. Although there are viable teams that can do without a Water type, it is generally very rare. Water types resist Water, Fire, Ice, and Steel, 4 of the mandatory resists.
    • There are ways to go around the above two, but generally having a steel type + a water type is a quick cheat code to team building.
  • Win condition - Passive teams basically just give the opponent extra time to outplay or hax you. Even when I run a stall, I try to have a win condition.
  • Counterplay* vs. Assassins & Skirmishers - Mainly Volcarona and other sweepers. This is a necessary extra step because having speed control + resist to the sweeper does not always mean enough counterplay.
  • Volcarona - I won’t touch other sweepers, but for Volcarona specifically, here is a list of adequate yet viable checks (without mentioning anything twice):
    • Bulky Water Types that can neutralize - Volcanion, Gyarados, Azumarill
    • Bulky Fire Types - Talonflame, Victini, Heatran, Mega Charizard X
    • Bulky Dragon Types - Tank Chomp, Dragonite, Zygarde, AV Kyurem-B
    • SpD Walls - Chansey, SpD Hippowdon, Bulky Tyranitar (Mega)
    • Faster & Neutralize- Sand Rush Excadrill, Scarf Latias, Scarf Latios, Scarf Garchomp, Scarf Terrakion, Scarf Ditto
    • Strong Priority - Crawdaunt
    • Other (Unique Resists) - Mega Aerodactyl, Mega Altaria, Dragalge, Tentacruel
    • Other (Rock type in Sand) - Mega Diancie, Terrakion
    • Soft checking - A combination of Rocks, Momentum, Taunt, Priority, Decent Bulk/Resist - Examples include Double Priority Mega Lopunny, Black Glasses / LO Bisharp, AV Torn, Prankster Thunder Wave, Keldeo
  • Counterplay vs. Juggernauts - mainly for CM Clefable. This is done with bulky steel types such as Excadrill, Talonflame, Gliscor, Growth Mega Venusaur, and Trick/Taunt/Encore users.
  • Counterplay vs. Status - usually a status absorber such as Pokemon with Natural Cure or Magic Guard. Pokemon with Regenerator are acceptable. Or at least one Pokemon immune to para and another to poison. Or at least a non-physical attacker that is resistant to Scald & Lava Plume
  • Counterplay vs. Tanks (Fat/Stall) - Nukes, good rockers (that keep them up), or utility mons (taunt, encore, knock off, trick, hella status etc.) all help.
  • RNG positivity - RNG negative means you have to hit focus blasts, leaf storms, hydro pumps, hurricanes, will-o-wisps, and stone edges. Of course, some of this is unavoidable. But generally, I try to tip the balances in my favor as much as possible. Flinch moves, accurate moves, paralysis spreaders, moves with secondary effects. This gives the team more outs, and can turn bad matchups into winnable ones with a little bit of hax - which the team tries to give you as many chances to get lucky as possible.
* Counterplay = when I say counterplay, I used to think hard or at least decent and direct counterplay. As I get better at teambuilding, I realize that sometimes simply having an out built into the team, and with good and aware piloting, can be enough. This makes teambuilding a little more loose and creative.

IV. Known Viable Structures in ORAS
This is NOT comprehensive, but general builds that have been used consistently and are standard. There are obviously more, but most teams are generally very similar to one of these structures or archetypes. This is meant to provide a general idea / snapshot of the tier.

Note: NO TEAMS INCLUDED lol, that would take way too much time. Some of these are in samples.

Known Viable Structures of Hyper Offense
  • Traditional HO - Lead + Threats + Backup Spinner/Removal
    • :landorus-therian::alakazam-mega::serperior::volcarona::bisharp::cloyster:
    • :aerodactyl::weavile::volcarona::scizor-mega::cloyster::thundurus-therian:
  • Bird Spam
    • :azelf::pinsir-mega::dragonite::talonflame::excadrill::manaphy:
    • :mew::gyarados-mega::talonflame::thundurus::volcarona::excadrill:
  • Screens - Lead + Screens Setter + Threats
    • :mew::gyarados-mega::serperior::cloyster::volcarona::thundurus-therian:
  • Weavile HO - Beat Up Weavile + High Attack Base Stat mons
    • :metagross-mega::weavile::volcanion::kyurem-black::excadrill::landorus-therian:
  • Webs HO
    • :shuckle::scizor-mega::manaphy::gengar::bisharp::thundurus-therian:
Known Viable Structures of Offense
  • VoltTurn
    • Hard VoltTurn (3+ Turners) - :lopunny-mega::weavile::rotom-wash::excadrill::landorus-therian::tornadus-therian:
    • Soft VoltTurn (2+ Turners) - :alakazam-mega::bisharp::rotom-wash::excadrill::garchomp::tornadus-therian:
  • Zapdos Offense (Excadrill + static zapdos)
    • :alakazam-mega::weavile::kyurem-black::volcanion::excadrill::zapdos:
  • Landorus-T Offense (lando + defogger like latias or zapdos)
    • :metagross-mega::weavile::serperior::rotom-wash::landorus-therian::latias:
    • :metagross-mega::weavile::serperior::volcanion::landorus-therian::zapdos:
  • Trade Offense (Teams that have very high momentum and offense with decent bulk)
    • Blue Offense - :metagross-mega::keldeo::bisharp::garchomp::thundurus::latias:
    • Weavile+Manaphy - :gallade-mega::weavile::manaphy::serperior::excadrill::thundurus:
  • Sand Offense/HO
    • :tyranitar-mega::serperior::manaphy::volcarona::excadrill::thundurus:
    • :metagross-mega::tyranitar::serperior::volcanion::excadrill::zapdos:
  • Cresselia Offense/HO
    • :charizard-mega-x::weavile::keldeo::cresselia::excadrill::diggersby:
  • Ferrothorn Offense
    • :manectric-mega::keldeo::heatran::ferrothorn::landorus-therian::latios:
  • Mega Diancie Offense
    • :diancie-mega::serperior::bisharp::garchomp::talonflame::thundurus:
  • Defog MScizor Offense
    • :scizor-mega::weavile::rotom-wash::clefable::garchomp::talonflame:
    • :scizor-mega::garchomp::excadrill::amoonguss::hippowdon::zapdos:
  • Sun Offense
    • :charizard-mega-y::tyranitar::serperior::slowbro::excadrill::zapdos:
Known Viable Structures of Bulky Offense
  • Zapdos BO
    • :lopunny-mega::weavile::serperior::volcanion::excadrill::zapdos:
  • Slowbro BO
    • :scizor-mega::weavile::serperior::slowbro::excadrill::talonflame:
  • Clefable BO
    • :metagross-mega::serperior::volcanion::clefable::excadrill::zapdos:
  • Sand BO
    • :lopunny-mega::tyranitar::slowbro::clefable::excadrill::tornadus-therian:
  • Cofagrigus BO
    • :lopunny-mega::weavile::volcanion::cofagrigus::excadrill::tornadus-therian:
Known Viable Structures of Balanced
  • Slowbro Balance
    • :lopunny-mega::serperior::clefable::slowbro::excadrill::talonflame:
  • Cresselia Balance
    • :lopunny-mega::kyurem::volcanion::cresselia::excadrill::zapdos:
  • Ferrothorn Spikes Balance
    • :alakazam-mega::rotom-wash::heatran::clefable::ferrothorn::gliscor:
    • :latias-mega::clefable::slowbro::ferrothorn::hippowdon::tornadus-therian:
Known Viable Structures of Semi-stall & Stall
  • Cofagrigus Semistall
    • :lopunny-mega::heatran::clefable::cofagrigus::gastrodon::skarmory:
  • Skarmory Spikes
    • :lopunny-mega::slowbro::chansey::clefable::skarmory::gliscor:
  • Mega Venusaur Semistall
    • :venusaur-mega::weavile::manaphy::chansey::excadrill::zapdos:
  • Magnezone Stall
    • :altaria-mega::mew::magnezone::chansey::quagsire::zapdos:
  • Hard Stall
    • :scizor-mega::clefable::slowbro::chansey::gastrodon::zapdos:
And that is the end of it. Like I said this is not gonna include all the viable archetypes and definitely not any variations, as that would take way too much time.

------------------------------------------

Anyways, ORAS is more popular than ever and its filled with talented people. That becomes clear when we look at these viable team structures, finding a couple of them being completely new and popped up in the past 2-3 years. This is also clear when ORAS this SPL is the (or one of the) most stacked pool. This makes me happy though, I welcome more competition, and I'm excited every year with more stacked tournaments.

This may not look like anything crazy. It's not like I'm dropping meta-changing teams, but I've worked on this for a while despite my busy schedule and I'm very proud to do it. Hope this helps many many people to come.

Time for some sappiness. I want to give a couple of shoutouts as I think no man is an island. I didn't get here on my own.

xray - the person who started it all. Love you man

NoName6293 - the homie and my fellow testing junkie

Paprikaflow c0mp Typical_bastard thajester kingofking - friends I've picked up in the past 2 years that I appreciate having around and are very fun

BluBirD pj Santu Metallica126 lighthouses Always! - my competition in building or play. All friendly and nice and I love exchanging ideas in dms

Proftreez Zaza DIYUSI Skypenguin - friends & great builders (even though in other tiers) that I learnt from and got inspired by

Attribute ima craing ;_; shiloh Fusien Vert emforbes Meru vivalospride Frito PZZ Kustavan TJ sire clod tko blarghlfarghl - my friends from west who are extremely fun to team with and very much excited to team up again

CrashinBoomBang blunder - not currently active in ORAS but once GOATs that I've learned so much from

rush of my blood London Beats - other people that are not super active in ORAS but have a rich history in it that I've gleaned from

Slowpoke Fan fortunate sun Ox the Fox HAVOCKNIGHT TWiTT mixnite Ithi Fdmw
goldmason Setsu - other friends fun to talk to

I'll be sticky-ing this thread to act as a general resource for the ORAS community.
Feel free to post things you would add, general feedback, or your own guide!
 
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