ORAS OU Just entered the Top 500 :)

445.gif
479-wash.gif
094.gif
462.gif
663.gif
428.gif

When playing with this team, I recommend taking your time on selecting your lead. You can’t afford making mistakes and incorrect predictions. This team will be a quick win or a fast loss. Running calcs, especially late game and planning two or three moves ahead will be necessary. Magnezone, Rotom-W, and Garchomp will likely be the first three to go down. The three combined usually do enough to clear the way for Lopunny, Gengar, and Talonflame to do the rest.


428-mega.png
I built this team around the offensive monstrosity that is Mega-Lopunny. In my opinion one of the best mega evolutions in OU. After fiddling around with a few options I decided to stick with Fake Out, Return, High Jump Kick and Ice Punch. I tried switching Ice Punch with Quick Attack or Power-up Punch, but Ice Punch proved too valuable against Lando-T. After intimidate, Ice Punch does just under 50% against defensive Lando, and nearly OHKO’s the scarfed variant.
Zilywabit (Lopunny-Mega) (F) @ Lopunnite
Ability: Scrappy
Shiny: Yes
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch​

462.png
I am very impressed with how well Magnezone counters so many of Lopunny’s threats, namely, Skarmory and Ferrothorn. Magnezone’s ability comes in particularly handy against nearly all OU steel types outside of Heatran, which is OHKO’ed 100% of the time by Mega-lopunny HJK anyway. Magnezone consistently proves to carry his weight on this team. Be warned Ferrothorn can switch out safetly with Shed Shell. luckly, Shed Shell only has about 5% usage. Also note that adamant banded Scizor OHKOs Magnezone 100% of the time. Lucky this scenario has fairly low usage as well, at about 18%, according to the SparkyBott data
H! Vltg3 (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
- Volt Switch​


479-wash.png
It is never very hard to find a spot for Rotom-W on a team. Max Defense and max HP are necessary as this is literally the only Pokemon on the team that is not offensive (besides Chomp). Some might question the Chesto Resto choice, but I found that it comes in far more useful than pain split/leftovers. Rest allows Rotom-W to tank a few more hits in scenarios where you mess up predictions or need to create a safe switch in. Rotom-W is the face of defensive pivots in OU, and a key member of this team
Mr. Clean (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch​

445.png
Garchomp is now officially the number one used Pokemon in OU, and for good reason. Tank Chomp always does work. This is a variant of the more common Tank Chomp set. You will be surprised to see that I do not have Earthquake nor Dragon Claw, in its place is Stone Edge. I made this switch because of coverage reasons and don’t regret it. Talonflame, Thundurus, Gyarados, Zapdos, Dragonite, Volcarona and Tornadus never appreciate the unexpected Stone Edge. Toxic is also a surprise move for this set, Toxic seems to do more damage in the long run rather than a 0 EV invested Dragon Claw or EQ, especially on Rotom-W. Normally Chomp is the go to lead on this team, but with its increase in usage, people are being fooled by it less-and-less. If you see Latios, Keldeo, Dragonite, Kyurem-B, Weavile, Azumarill or Diance on your opponent’s team, select Lopunny or Rotom as your lead instead. It’s not worth losing Garchomp turn 1.
HeartOfTheSwarm (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 Spe 252 HP / 164 Def / 92 Spe
Impish Nature
- Toxic
- Stealth Rock
- Dragon Tail
- Stone Edge Endure

663.png
Talonflame, as always, is a champion among champions. After seeing this moveset I’m sure you are thinking, “acrobatics, really?” The reason for replacing Brave Bird for Acro is simple. I don’t take damage when attacking. Also note that there is no spinner on this team. Rather than taking 50% damage from SR and killing one Pokemon with Brave Bird before dying himself, Talonflame becomes an incredible late game sweeper. If you put the 4 extra EV’s into Defense rather than HP, you will find that you can live 2 switches with SR on the field. I have won multiple games with a 1% Acro Talonflame. Also, I am aware that U-turn and SD are an unusual combo, but Volt-Turn is needed for this team to keep momentum on your side of the field. Talon plays the dual role of late game sweeper and pivot, depending on which you need for the circumstance.[/
Tony Hawk (Talonflame) (M)
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Flare Blitz
- Swords Dance
- U-turn​


094.png
Last, but surely not least is Gengar. You are probably thinking, “Choice Scarf, huh?” try it, and you will see why. Scarf Gengar outspeeds: Lati twins, Mega Alakazam, Weavile, Mega-Lopunny, Scarf Excadrill, +1 Mega-Altaria, Mega-Gardevoir, and OHKO's all if them. Gengar also does massive damage on Slyveon and Clefable. Trick shuts down any non-mega Pokemon who tries to set up on you.
PurplePeopleEater (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Sludge Wave
- Focus Blast​

Perhaps the biggest problem for this team is Calm Mind + Sub Raikou. Raikou is used on 7% of teams, and the Calm Mind set is only used about one fourth of the time. I can live with those odds. This team doesn't have any true defensive counter to the set, but if you can break the sub, Lopunny still destroys him.

Also if you think Zapdos could be a problem for this team, I wouldn't worry about it too much, Zapdos is UU now.

Replays

http://replay.pokemonshowdown.com/ou-296657303 This is why I use Chesto/Resto Rotom-W. #NotWeakToStall, PS this is a 114 turn battle.

H! Vltg3 (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
- Volt Switch

Zilywabit (Lopunny-Mega) (F) @ Lopunnite
Ability: Scrappy
Shiny: Yes
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Tony Hawk (Talonflame) (M)
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Flare Blitz
- Swords Dance
- U-turn

Mr. Clean (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch

HeartOfTheSwarm (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic
- Stealth Rock
- Dragon Tail
- Stone Edge

PurplePeopleEater (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Sludge Wave
- Focus Blast
 
Last edited:
Hey, nice team! I noticed that your team looks kinda weak to Swords Dance Bisharp, as Mega Lopunny is the only mon that resists Sucker Punch, but takes a lot of damage from a Sucker Punch after a Swords Dance. Your defensive core of Rotom-W + Garchomp get outsped and take massive damage from Knock Off, and not having them around makes games a lot harder. To help deal with Bisharp, I think running an EV spread of 252 HP / 164 Def / 92 Spe with an Impish nature will help out, as this allows Garchomp to outspeed Bisharp, and force it go for Sucker Punch, which while still strong, is less powerful than Knock Off.
These calcs below are with a Jolly Bisharp, which is what you now outspeed

+2 252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 164+ Def Garchomp: 324-382 (77.1 - 90.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 164+ Def Garchomp: 266-316 (63.3 - 75.2%) -- guaranteed 2HKO
garchomp.png
New EV Spread: 252 HP / 164 Def / 92 Spe

Your team also lacks a Choice Specs Keldeo switch in, and unfortunately, Rotom-Wash get's 2HKO'd by Secret Sword, so you'll want something to handle that. I also noticed that you lack hazard removal on your team, meaning Talonflame will most likely start any game off with 50%, and be forced to stay in a single time. To help remedy both problems, I think Starmie > Magnezone, and Roost > U-turn on Talonflame can work out. Starmie is a great Keldeo check and it gives you a hazard remover. Roost will help keep Talonflame healthy, and it's also a very good answer for steel types like Mega Scizor, so it'll be able to take over Magnezone's role in defeating steel types. Keeping Talonflame healthy, and giving it more chances to come in for a kill, should also make it easier to revenge kill Raikou, as Mega Lopunny won't be the only one that can handle it. Not sure if it was a mistake from teambuilder, but run Bold > Modest on Rotom-Wash to have max defense.

starmie.png
>
magnezone.png

talonflame.png
Roost > U-turn
rotom-wash.png
Bold > Modest

Finally, by removing Magnezone, you no longer have anything that resists Dragon type, meaning Latios and Latias can use Draco Meteor whenever they come in, and expect to earn themselves a free kill each time. After reading your explanations, I believe the main reason you use Gengar is to defeat fairy types, and I believe that Scizor > Gengar can fill the same role, while providing a reliable check to Latios and Latias. You'll get a powerful priority Bullet Punch, which deals more damage to some fairies as they tend to have more special defense like Mega Gardevoir, and Scizor's typing is really helpful as well, as it can check Mega Diancie, which is something your team would've struggled with, especially the Rock Polish variants. Scizor can be bulky enough to take a Thunderbolt/Volt Switch from Raikou, and KO with U-turn if they stay in, but it's still something to watch out for. Also, Scizor has access to Pursuit, meaning you'll be able to switch in on a Draco Meteor, take it, and then KO Latios/Latias as it attempts to switch out.

scizor.png
>
gengar.png

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

scizor.gif

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
That's it for now, let me know if my suggestions helped or not, and in case of the latter, I'll come up with something else. Hope I helped ^_^
 
Last edited:
Hi, i notice your team has no hazard control which is a big no no, especially if you want to use talonflame. As previously mentioned talonflame act's as the steel type deterrent and executioner, so magnezones role is largely fulfilled already. Starmie > Magnezone:
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Hope this helps a little (:
 
Hey, nice team! I noticed that your team looks kinda weak to Swords Dance Bisharp, as Mega Lopunny is the only mon that resists Sucker Punch, but takes a lot of damage from a Sucker Punch after a Swords Dance. Your defensive core of Rotom-W + Garchomp get outsped and take massive damage from Knock Off, and not having them around makes games a lot harder. To help deal with Bisharp, I think running an EV spread of 252 HP / 164 Def / 92 Spe with an Impish nature will help out, as this allows Garchomp to outspeed Bisharp, and force it go for Sucker Punch, which while still strong, is less powerful than Knock Off.
These calcs below are with a Jolly Bisharp, which is what you now outspeed

+2 252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 164+ Def Garchomp: 324-382 (77.1 - 90.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 164+ Def Garchomp: 266-316 (63.3 - 75.2%) -- guaranteed 2HKO
garchomp.png
New EV Spread: 252 HP / 164 Def / 92 Spe

Your team also lacks a Choice Specs Keldeo switch in, and unfortunately, Rotom-Wash get's 2HKO'd by Secret Sword, so you'll want something to handle that. I also noticed that you lack hazard removal on your team, meaning Talonflame will most likely start any game off with 50%, and be forced to stay in a single time. To help remedy both problems, I think Starmie > Magnezone, and Roost > U-turn on Talonflame can work out. Starmie is a great Keldeo check and it gives you a hazard remover. Roost will help keep Talonflame healthy, and it's also a very good answer for steel types like Mega Scizor, so it'll be able to take over Magnezone's role in defeating steel types. Keeping Talonflame healthy, and giving it more chances to come in for a kill, should also make it easier to revenge kill Raikou, as Mega Lopunny won't be the only one that can handle it. Not sure if it was a mistake from teambuilder, but run Bold > Modest on Rotom-Wash to have max defense.

starmie.png
>
magnezone.png

talonflame.png
Roost > U-turn
rotom-wash.png
Bold > Modest

Finally, by removing Magnezone, you no longer have anything that resists Dragon type, meaning Latios and Latias can use Draco Meteor whenever they come in, and expect to earn themselves a free kill each time. After reading your explanations, I believe the main reason you use Gengar is to defeat fairy types, and I believe that Scizor > Gengar can fill the same role, while providing a reliable check to Latios and Latias. You'll get a powerful priority Bullet Punch, which deals more damage to some fairies as they tend to have more special defense like Mega Gardevoir, and Scizor's typing is really helpful as well, as it can check Mega Diancie, which is something your team would've struggled with, especially the Rock Polish variants. Scizor can be bulky enough to take a Thunderbolt/Volt Switch from Raikou, and KO with U-turn if they stay in, but it's still something to watch out for. Also, Scizor has access to Pursuit, meaning you'll be able to switch in on a Draco Meteor, take it, and then KO Latios/Latias as it attempts to switch out.

scizor.png
>
gengar.png

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

scizor.gif

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
That's it for now, let me know if my suggestions helped or not, and in case of the latter, I'll come up with something else. Hope I helped ^_^

Thanks for the input! You are 100% right, Rotom's nature can be changed ASAP. I also didn't consider Garchomp outspeeding bisharp that is also an immediate change I can make. I am kind of hesitant to swap out Magnezone and Gengar, but you do bring up some excellent points. I will have to try those sets and see how things turn out. Thanks again
 
  • Like
Reactions: TPP
Hey, that's a cool team.
Lopunny + Gengar are great against offense and balance, but the team looks weak to stall.
094.png

I recommend to change Gengar to Life Orb > Choice Scarf, because you don't need the Scarfer. Talonflame is your way of cleaning late game. Talonflame can handle the things that Lopunny can't kill, because Pokemon that outspeed Lopunny are so frail that they die to an attack from Talonflame.
Taunt>Trick is very useful to prevent Pokemon from healing, spreading Status and also setting up hazards, if you get the prediction correctly.

707.png
>
magnezone.png

You don't need to trap Steel Types to win. Lopunny destroys Ferrothorn, Life Orb Gengar can deal with Skamory. Scizor can be handled by Talonflame and Garchomp, also Lopunny can pick it off at low enough health depending on the set Scizor runs. Klefki has very nice synergy with Garchomp, (Shoutouts to Analytic at this point) they form a Fairy/Steel/Dragon core on their own. Klefki can take Fairy, Dragon, Ice hits for Garchomp whereas Garchomp can take Fire attacks and can handle steel types. You need a Lati switchin and Klefki is perfect for that. Spikes works particularly well with Lopunny and Talonflame, because their checks are weakend with every switchin. Twave is also very useful, to slow down or cripple oppsing dangerous Pokemon, like Setup-Sweepers like Mega Gyarados, Mega Altaria and so on, which are all threats to offense. Dazzling Gleam allows you to hit Sableye and force it out. With 80 SpA investment you have a good chance to 2hko it.

145.png
>
479w.png

There still has to be a spinner/defogger if you want to use Talonflame.
You need one Pokemon to do that if you want to use Talonflame.
Zapdos just dropped to UU, but it gets the job done, while having access to Volt Switch and Defog. It has smiliar defensive capabilities like Rotom, while just being weak to Rock and Ice.

445.png

Earthquake>Stone Edge on Garchomp for a Stab attack. You should run Stone Edge>Toxic if you really want to run it, but usually Talonflame switches out or you should click Dragon Tail so that it has to switch on Rocks again, Thundurus kills you with HP Ice, Gyarados should be Dragon Tail'd to, so that it can't set up, same goes for Dragonite and Volcarona.

Final thoughts:

428-m.png
094.png
talonflame.png
145.png
707.png
garchomp.png

One thing I want to add to the Magnezone change is that you don't need to trap Steel Types to win. Lopunny destroys Ferrothorn, Life Orb Gengar can deal with Skamory. Scizor can be handled by Talonflame and Garchomp, also Lopunny can pick it off at low enough health depending on the set Scizor runs. Personally I would run Baton Pass>Ice Punch on Lopunny, because you will be removing Magnezone and U-turn from Talonflame if you make use of our changes. If you predict the switch to Landorus, you might aswell klick Baton Pass and switch into Zapdos/Rotom to scare it out, defog or kill it with HP Ice.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Volt Switch
- Roost
- Defog
- Hidden Power Ice

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Dazzling Gleam
- Thunder Wave

Gengar @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Tony Hawk (Talonflame) (M)
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Flare Blitz
- Swords Dance
- Roost

Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Baton Pass

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
 
Thanks for the input! You are 100% right, Rotom's nature can be changed ASAP. I also didn't consider Garchomp outspeeding bisharp that is also an immediate change I can make. I am kind of hesitant to swap out Magnezone and Gengar, but you do bring up some excellent points. I will have to try those sets and see how things turn out. Thanks again

I gave your input a shot, I think you have valid points, but here are some things to think about. This team is very offensive. I am not trying to create perfect defensive synergy or a counter for every single Pokemon in the meta. The goal is to kill all of the opponents Pokemon before they can kill all of yours. I tried switching out Starmie with Magnezone because, as you know, this team has no defogger/spinner. I found that the reason Magnezone is so valuable is because it guarantees the death of steel types. Relying solely on Talonflame is a mistake. The purpose of Talonflame on this team is just to do damage. Its priority attack, fast speed and high damage output are its niche, not countering steel types. The other advantage of Magnezone is that it does massive damage to anything. Choice Specs Flash Cannon does a surprising amount even when resisted.

Also, the addition of Scizor on the team worked well while pursuit trapping latios/latias, and if Bullet Punch connects on fairies, it is save to say, they will go down. The issue I found was, that the opponent knows that what is coming. They simply switch out into their wall, and preserve whatever Mon Scizor was trying to kill. In the style of play I implement with this team, I can't afford delays, switches or unnecessary damage. My goal is to win in under 20 moves. Taking away a key attacker like Magnezone to Starmie changes this team from an all out attacking team into a balanced team. I think If I were trying to build a balanced or a stall team, I would indubitably include a spinner and reliable recovery, but as I am not. Over all It seems counter productive.

I have however enjoyed the increase in speed that you suggested Team Pokepals. Not only does Garchomp outspeed Bisharp by 1, but it also outspeeds Breloom. Sashed Spore Breloom was causing me problems before. The speed buff allows me to do damage on Breloom before going to sleep, therefore breaking the sash. This was good advice for sure, and much appreciated.

In regards to the change of Rotom-W's nature. I think it prefer it with a special attacking nature. I know I mentioned having max defensive stats, but Modest seems to be more beneficial.

Check out this battle if you would like, my opponent is able to get up 3 layers of spikes and rocks on me. To me spikes seems like a waste against this team, because I have three Pokemon immune to them. Although the entry hazards deal damage, the impact is less significant when I am planning on having the game last relatively few turns anyway.

http://replay.pokemonshowdown.com/ou-290058951
My opponents and my ELO are some what low in this battle, so perhaps things would be different with a more advanced player.
 
Hey, really cool team dude, but I think that there are a few things that you need help with.

Threats in Blue
Change 1: Add More Spdef on Garchomp & Stone Edge ---> Earthquake

Since
electric types are a problem for your team (hp ice doing a ton to Garchomp) as well as many special mons in general, you should add additional special bulk to Garchomp, enough spdef to avoid the OHKO by Thundurus's HP ice should be invested into the set. This number should specifically be 76 special defense, and it even makes it impossible for Kingdra to OHKO it after Rocks. Also, you really need a ground STAB move on Garchomp for hitting electrics and stuff, so I recommend running eq on it.

Change 2: Rest ---> Thunder Wave on Rotom-W (and lefties since no rest)

Since you need some speed control on this team to check
Zardx, Latis (who mag is your only switch in to), and Kingdra (who can potentially 6-0 you by itself if rain is up), you should run thunder wave on Rotom-W so that you can cripple these sweepers and easily revenge kill them with the appropriate team member as well as providing some speed control for specs Magnezone to hit them hard. Also, Rest is recovery that you can only use once per match, and rotom-w can get worn down quite easily after you use up your rest.

Change 3:
462.png
--->
381.png
/
380.png


You don't really need magnezone on this team since you already have Talonflame, Garchomp, and Lopunny to kill steel types, and you are lacking hazard removal, so adding Defog Lati to the team can remove hazards from the field that would wear down your team, especially since you have a Talonflame who is 4x weak to stealth rocks. Additionally, Latios and Latias both aleviate your electric weakness a bit since they can safely switch into every since electric type in the game bar specs shadow ball raikou while also hitting garchomp super hard with STAB draco meteor. If you have concerns with steel types still, simply run Fire Blast on Garchomp.

Sets: Changes in Bold
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Also, Gengar being LO instead of scarf, but that's already been explained. That's all I can think of right now, but good luck with the team :]
 
Last edited:
  • Like
Reactions: TPP
Back
Top