ORAS OU “Electricity is really just organized lightning” Mega Mane and friends, peaked 1430

Introduction

I wanted to make a new team, so I looked into what mega I wanted to build around - essentially I wanted to make a decent balance team that worked, and what I've created has turned out to be my most effective team yet. In my eyes, a balance team has to have:

  • A physica wall/tank
  • A Special wall/tank
  • Utility/Annoyer
  • Mega Evolution
  • Special Sweeper
  • Physical sweeper
The team I've created has everything of those above, and what's more, has synergy with each other, with half of the team having Volt Turn combos. Let's go!

The team

manectric.gif
--->
manectric-mega.gif


Manectric @ Manectite
Ability: Lightning Rod ---> Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt

- Flamethrower
- Hidden Power [Ice]

The star of the team. I wanted to use Mega Mane as I've faced him before countless times and he can really pack a punch! He performs excellently as a revenge killer, speed tying with Mega Lopunny, and has fantastic outplay potential on the switch, for example using flamethrower because they predict a T-bolt and switch to Excadrill. The best thing about this guy is as long as the mon they switch in to isn't ground type I can just volt switch out. However, as it can only feasibly run one set, it is highly predictable, and the higher I move up in the ELO ladder the harder it's getting to outplay. Still, it's a fantastic late game sweeper and revenge killer thanks to it's huge mobility and special attack in mega form.

landorus-therian.gif


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

Next, I needed a partner who could soak Manectric's only weakness, and Lando fitted the bill not only by levitating, but also provides Stealth Rock support and completing the Volt Turn combo. Lando with rocky helmet provides huge defence against Talonflames, which unfortunately is a problem with this team. A very manageable problem, however. The recoil from Flare Blitz or Brave Bird coupled with Rocky Helmet is amazing, and Lando can sure take a physical beating. His attack, even un-invested, isn't bad either, and is my best answer against Mega Charizard-X; Intimidate, earthquake and rocky helmet against his contact moves.

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Thunderbolt
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Unfortunately, Ice and Water attacks are a problem for this team, as Lando is weak to special attacks and Mane isn't exactly tanky; Rotom-W helps to give me some breathing room against these attacks, as well as giving me a back-up check to T-flame/Char-Y, the ability to spread burns, a 3rd Volt Turn user, and a fire soak to keep Scizor healthy, as well as keeping water types off Infernape, and giving me an answer to Calm Mind Slowbro and CroCrune, two mons I had problems with in the testing phase of this team. A tried and tested tank, not much to say about him other than that.

scizor.gif


Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- Knock Off

The only mon I'm not 100% sure of here; essentially I needed a defogger to keep my team healthy, imperative since I have the option to Volt Turn so much, and Lati@s didn't really gel with my team, compounding my team's ice weakness and giving me a really frail mon instead of a tank. That left me, really, with Mandibuzz, Skarmory and Scizor. I discarded Skarmory immediately as I didn't need hazard support with Lando present. I trialed Mandibuzz and found she didn't really do much for the team. However, I'm fairly weak to ghost and dark types like Gengar, and found Knock off sort of patches this up, but perhaps Mandibuzz would be better for the foul play and psychic immunity. Thoughts on this one?

infernape.gif


Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Swords Dance
- Close Combat
- Fire Punch

With ice being a fairly big problem to this team, and my own hate for Blissey walls, as well as a weakness for Heatran and Mega Lopunny, I needed a speedy fighting mon, preferably one that could boost. I trialed Conkeldurr in Infernape's place but I found I really missed the speed control of Infernape, and after 1 swords dance, 614 attack really hurts, especially iron fist and life orb boosted. Couple this with strong attacks like close combat, and I've had games where Infernape has netted 2 or 3 kills in a row. He's only really weak to water and Talonflame, and my team can really handle these mons. While fairly rare in OU, it's my best answer to steel/grass mons, and can really punch through walls.

serperior.gif


Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse

Finally, but certainly not least, the most stupid poke'mon to grace OU. I actually use this as my lead almost all the team, as teams usually either predict the Landorus start or switch in their rock setter; usually Chomp or Hippo. If it doesn't resist grass and can't kill me, I stay in and open with leaf storm. Then I'm +2 and faster than the 110 speed tier, which is pretty huge. I've had games start with them switching Ferrothorn into me, dealing about 5% damage with leaf storm, and then killing it with +2 HP Fire. Rage quits everywhere. Jokes aside, it pairs up amazingly with Mega Mane as a late game revenge killer and sweeper, and gives me a bit more breathing room against water types.
Conclusion

So, there's the team. As I said, it peaked quite highly and is doing pretty well. In my testing phase, I didn't really find anything I couldn't handle: originally my team was really weak to water, but I've overcome that by subbing poke'mon out and changing the team around. Other than that, prediction and stealth rock hurts my team, but nothing has stood out as an out-and-out counter to this team, and nothing that can't be handled by proper thinking and strategy, and of course, healthy doses of luck.

I'd appreciate any help with this, or if it's as good as it's going to be, that's fine too; I'll just see how far I can take it. So, pitch in your $0.02 and tell me what you think!

PEACE.

manectric-mega.gif
landorus-therian.gif
rotom-wash.gif
scizor.gif
infernape.gif
serperior.gif
 
yo,
nice team, I think it's solid, but I would recommend you to change:
the threats that I have noticed more charizard Y, Rain abuser (Kabutops and Kingdra) and Special Mega Altaria, and I found a difficulty in beating mega venu for your team.
So I suggest using
talonflame.png
SpD Talonflame>infernape, it helps a lot against Mega altaria, Charizard Y, Clefable, also Is a great stallbreaker.
Help a lot against Mega venu,it can pressure it,and take free boost maybe useful for R.Killing.Also it has a good synergy with the team, because the Manectric takes out bulky waters,Talonflame instead helps against the bulky grass, as Venusaur and amoonguss, which rotom and Manectric hate.
Talonflame helps eliminate sweepers and frail wallbreakers as mega lopunny, Alakazam (
alakazam-mega.png
and
alakazam.png
),Gengar,Hoopa-U,Mega Pinsir.
As mentioned earlier the team suffers a lot the rain abusers and Keldeo, so I suggest you put
celebi.png
Celebi>serperior
,Celebi is a great teammate for lando + Manectric, check decently keld, has access has Thunder Wave, useful for the speed control, can use baton pass, so as to give momentum to the team combining with volturn combo.
I advise you to run this spread on celebi: 252 HP/ 84 Def / 156 SpD / 16 Spe Calm,allow celebi to have little chance of being 2HKO from stone edge of Kabutops, allows for 78% more likely to be 2HKO from ice beam of Specs Kingdra, if Life orb has a percentage of about 20% to be 2HKO, whereas then can celebi use Thunder wave and turn after recover is a very good thing.
252+ SpA Life Orb Kingdra Draco Meteor vs. 252 HP / 156+ SpD Celebi: 191-226 (47.2 - 55.9%) -- 21.5% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Kingdra Ice Beam vs. 252 HP / 156+ SpD Celebi: 204-240 (50.4 - 59.4%) -- 78.5% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Kingdra Draco Meteor vs. 252 HP / 156+ SpD Celebi: 220-259 (54.4 - 64.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Kabutops Stone Edge vs. 252 HP / 84 Def Celebi: 196-231 (48.5 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
0 SpA Celebi Giga Drain vs. 0 HP / 0 SpD Kabutops: 436-516 (167 - 197.7%) -- guaranteed OHKO
Now for the improvement of some spreads ev and some sets:
rotom-wash.png
Rotom-w = put on it Pain Spilt>t.bolt, it help you to recover life as well removing it to the opponent, why not use it? :)
landorus-therian.png
Landorus-Therian = you should use 8 evs in speed, allow it to be faster than rotom-w with 0 spe investments,remove these 8 points from the SpD, lando needs 8 SpD to hold an ice hp mega mane,Also i think leftovers>rocky helmet should be better , It makes it more usable, because it recovers life, the leftovers may be relevant to some rolls.
scizor.png
Scizor=you might try U-turn>knock off,It will give even more momentum to the team, or Pursuit>knock off, useful for trapping latios, Alakazam.

Changes is short:
talonflame.png
>
infernape.png

celebi.png
>
serperior.png

rotom-wash.png
pain spilt>t.bolt

landorus-therian.png
Leftovers>rocky Helmet ,248 Hp/244Def/8 spd/8 Spe> 248Hp/240def/20SpD
scizor.png
U-turn>knock off, or Pursuit>knock off

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Bulk Up
- Roost
- Brave Bird

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- Knock Off /u-turn/pursuit

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 84 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Recover
- Baton Pass
- Giga Drain
that's all, I hope I have helped you, good luck with the team :)



 
Hey, thanks both for the rates. I'm gonna break them down and work through them together.

drop that Rotom, and put a Latios in its place

You mentioned that Rotom was a wasted slot, and suggested Mega Mane is a bird counter, but that's a pretty horrible idea since T-flame outspeeds regular mane, and it can't survive a flare blitz, so Rotom was put in to be an effective wall. If I'm using Latias I'm losing that bird counter, having only Lando to sponge hits. However, I understand Latios is a far better defogger and has some good pressure.

Next, this team is pretty weak to Fairies like Mega Altaria and Clefable

It is, but Scizor's bullet punch had a handy way of removing said fairies out of it. If I was to remove Rotom for Latios, I'd want a bulky, preferrably steel mon in Scizor's place, so I can threaten them out. You mentioned Jirachi but if I wanted to recreate this team on ORAS I can't use that guy. Would you have any other recommendations for that? It could handle fairies easily if it had access to steel moves, as well as taunt Serperior, which sounds like a wonderful idea.

Nothing can 2HKO it besides a +2 Infernape

As long as I keep rocks off my side of the field, what say you to King Sun's idea of using Sp.Def T-flame? Gives me tank, win con, priority, revenge killer. It can also kill Mega Venu easily, shrugging off it's attacks completely. I did actually notice this weakness myself, as I'd lost to one a few games back.

Also i think leftovers>rocky helmetshould be better

If I'm getting rid of Rotom, my only bird counter is Lando-T, and I need that rocky helmet in order to deal insane damage to opposing birds.

TL,DR;

I like your suggestions, but I'm always considering making these teams on ORAS, which means no event mons. I know this makes them sub par, and I should have declared it. However, we're left with the following based on your suggestions:

  • Latios > Rotom-W to give me a more reliable defogger (but compound a x8 ice weakness, ouch)
  • With Scizor's job taken, a bulky steel mon to replace it that can pressure fairies for me, though T-flame can do this.
  • Sp.Def Talonflame > Infernape to better pressure Venusaur and to give me a better win-con and to ease the fairy pressure on the team
  • Small changes to sets, like taunt > giga drain on Serperior.
This still gives me 3 tanks (Lando, Talonflame and a steel tank, maybe something like assault vest Metagross would be nice here) and 3 sweeper mons, so pretty decent balance.

What do you guys think of the above proposed changes? Again, thanks for the rates, you both went in-depth which was helpful, and apologies for not declaring my want for recreating teams, meaning event mons are sadly banned :3
 
Bumping this new team idea with changes that were posted above:

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Swords Dance / U-Turn
- Rock Slide

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Swords Dance
- Pursuit

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Will-O-Wisp

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Taunt
- Hidden Power [Fire]
- Dragon Pulse

I now have a tanky set up T-flame to deal with mega venu and keep fairies off my team with will-o-wisp and a resistance to fire attacks. I opted to keep scizor in the bulky steel slot, with a swords dance set this time to keep fairies at bay and to provide trap support with pursuit. I might change EVs to 248 HP / 252 Atk if I'm using pursuit as I want it to hit as hard as possible. Changed Giga Drain to Taunt on Serperior to better shut down set-up mons, and replaced Rotom with Latios because he's a better defogger and has more offensive pressure (but the x8 to ice is horrible) and changed U-turn to swords dance on Lando-T, though I'm unsure about this one. In short, I get 3 tanks, 3 set-up mons and 3 sweepers, hazard control, utility and pretty hefty damage across the board.
 
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