ORAS OU Swamp Blues (Gatr HO)

Hi guys stripes here with an RMT. This team was built to feature sheer force gatr because I thought it was a cool mon and never got around to using it. So far this team has been pretty successful getting to around
1650 on ladder so far, but I feel it could be better so I brought it here to get suggestions. Anyways let's get into the team!

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In Depth

Feraligatr:

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I wanted to use feraligatr because sheer force seemed like a really cool ability for this thing because it makes it insanely strong. I chose to pair it with mega Scizor because I saw a core on the good cores thread with these two, and it seemed like a really solid core to form an HO around due to the two having the dynamic of setting up on each others answers. This is able to set up on the fire types that give scizor problems which is really cool. As far as the move set, I chose DD over SD because I wanted it to have more sweeping ability opposed to wall breaking so yeah. Waterfall and Ice punch are both pretty standard to get pretty nice coverage. Aqua jet is there because this team like most HO gets run through by drill in sand and spamming priority is the only real answer if chomp isn't healthy or I just don't want it to get weakened, and lets be real chomp doesn't switch in to LO Drill very well. Overall this is a really cool mon that get's a lot of sweeps due to it being so damn powerful.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Aqua Jet

Scizor:

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This is by far the best pokemon on the team mostly due to how unprepared most teams are for fast 3 attack scizor. The majority of heatrans and rotoms run at around 210 speed and this thing just blows them away. At +2 it has a good chance to OHKO fully defensive rotom-w after rocks and superpower just annihilates heatran. Most people expect it to be bulky roost, but with it's investment in speed and attack it's able to beat most of the counters people run for it because they prepare for the slower, weaker sets. Overall this thing is amazing because it sets up on Ferro, Venusaur without hp fire, and most things that counter gatr, while also providing crucial Priority in a very strong bullet punch to revenge kill threats to HO like zam and lopunny and slay opposing HO.

Scizor @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite

Latios:

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Looking at my core I noticed that I got blown away by keldeo and had no real way to break solid physical walls so latios seemed like a good way to fix this. It's one of the few things that can switch into keldeo, while keeping up a ton of offensive pressure. It's also really good at pressuring opposing chomp by doubling in and preventing rocks or just getting off huge hits on the other team. I chose to go 3 attacks because my team doesn't really suffer from hazards and on top of that this thing can single handedly break balance apart with it due to steel types not being safe. Roost is there to help with longevity and I think this is a very important mon to this team because it provides a ground immunity and can switch into a lot of things on fatter teams. Not only that, but this is the only real answer I have to breaking down M-Sable and common stall in general (The Match up is pretty rough).

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

Garchomp:

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Standard garchomp set incoming. This thing is just such a solid backbone for HO because you shouldn't need it to switch in many times, it almost guarantees rocks which are really nice for this team with the volt-turn core, and it just racks up a lot of damage on annoying pokemon like loppunny putting them into priority range and such. Endure is there because I feel I have plenty of checks to steel types so fire blast is kind of a waste and the extra damage is always, plus sometimes you can cheese out wins with it, so yeah. It's just a standard fat chomp so yeah.

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

Raikou:

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Raikou is one of my favorite pokemon in ORAS due to it's versatility. This team still had some trouble with dealing with talonflame because Garchomp can't quite do everything along with azumarril being extra annoying as I had no real way to hit it. Raikou being so fat also allows it to deal with two of the biggest problems to HO in Mega man and thundurus so it seemed like a really solid pokemon as it gave me some speed, a cruicial flying/electric resist and a pivot. Ebelt is because I'm not a fan of specs raikou as the 50/50s you play with it lose too much momentum for my taste and Ebelt still hits really hard.

Raikou @ Expert Belt
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

Jirachi:
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Scarf Rachi is one of my favorite pokemon because of how solid of a pivot it is, and it has access to a really fast Healing Wish which I think is really good because giving Scizor or Gatr second chance is often what wins the game. Jirachi serves a lot of purposes, but the real reason I chose it is because before since my scizor doesn't have roost it could be worn down and then clefable just straight up 6-0ed me so that's the main reason I used this as opposed to a more conventional scarf user. It's very good because it can get dumb game changing flinches, but also It's a pretty fast scarf user so it is able to provide a lot of speed control as well as even sometimes sweep but most importantly check fairies.

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

That's all! I hope to see suggestions on how to make it better, so please leave comments!

Threats
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- Has to be constantly pressured because at +1 it's gg

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- Stall is annoying to this team, but especially this fucker because I don't have a super effective move for it. The best way to deal with it is to force the mega, set up on something else or to kill it with draco.

Hoopa- I have to sack something if it's the special scarf set.

Basically any dragon that can set up a DD will be somewhat of a problem.

Importable:

Scizor @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Aqua Jet

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

Raikou @ Expert Belt
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
 
Hello :)

Raikou is not a stop to the offensive Talonflame set. As such, I think you may need a better stop to this thing. You could try Stone Edge Garchomp over Endure. Most people do not expect Stone Edge, as Fire Blast / Toxic are the more popular options on TankChomp. Personally, I think between Roost Latios, Garchomp, and Mega Scizor, you can handle fast Elecs as well as Azumarill, and so Raikou's slot feels a little deadweight to me. You might try Keldeo in this slot. This allows you to check Mega Sableye and Charizard-X. Having another water type also synergizes well with Feraligatr in weakening its checks.

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Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power Electric
 
You've already mentioned that you're pretty weak to Sand and that's defenitely true. You're also very weak to Mega Charizard X which can easily set up on both Scizor and Jirachi. I have a feeling Landorus-T can be a pretty good pick for this team, although it is a little hard to fit. Running a Phys Def set over Garchomp makes you much weaker to Bisharp, MGyara and Ice Punch Lopunny, and although running Scarf Landorus-T it over Jirachi kinda makes sense, Flamethrower Clefable becomes a huge pain, and your team end up very Ice-weak in general. Ultimately, I would run Scarf Landorus over Raikou if anything, since it also acts as a check to Electric types. You do end up with 2 scarfers which may seem redundnant, but they have very different roles and check completely different Pokemon, and both can keep momentum going via U-Turn so I don't think it's too big a deal.

Now, this makes you a bit weaker to Keldeo, hence my next suggetion : run Superpower over Aqua Jet on Feraligatr. This not only gives it the ability to severely weaken Keldeo for Scizor (deals around 75% to it at +1, easily putting it in KO range from +2 Scizor's Bullet Punch. As an added bonus, it enables you to hit MGyarados and Ferrothorn, the former of which looks like a big threat to your team. Another thing you could do is run Zen Headbutt over Healing Wish on Scarf Jirachi, not sure that's too necessary though.

Oh, and another thing : I have a feeling you may struggle against more defensive teams, especially if you follow my changes which mean you end up with 2 scarfers. One way to remedy this would be replacing Jirachi for Magma Storm Heatran, an even more reliable Clefable check which can trap certain annoying Pokemon, handles HP Fire Latios and also weakens Keldeo. This also makes you more resistant to Charizard-X and, if you give it an Air Baloon, Sand Rush Excadrill, so you don't need Landorus-T quite as much. However, this makes you weaker to Weavile, since Heatran cannot properly check it.
Tail Glow Manaphy
is another wallbreaking option which easily handles non-Unaware Clefable, can severely weaken a lot of Feraligatr's checks thanks to Scald's burn chance and his expansive coverage. It can even run Rain Dance in order to support itself, Feraligatr and Scizor all at once. Most importantly, it beats Sableye which looks like a massive threat to your team. That being said, it's also not a great Weavile check (athough it can take a couple of hits from it, it needs to rely on a Scald burn to beat it), renders you weaker to Latios, and it's very difficult to fit all it needs in one set. It's also unable to break past Unaware Clefable (although Rain Dance defenitely helps), which seems like an even bigger threat to your team than the Magic Guard variant.
You may also want to try Banded Azumarill which puts a significant dent into bulier teams and 2HKos Clefable, checks Latis and Keldeo, and, much like Manaphy, helps weaken Feraligatr checks, and helps a lot against both XZard and Sand, once again making Lando-T less of a necessity.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off / Superpower

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Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Superpower

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Zen Headbutt

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Heatran @ Air Baloon / Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic

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Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Rain Dance
- Energy Ball / Ice Beam / Psychic

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower
 
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