ORAS OU 0 Switch Ins (peaked 1600)

Id like to welcome you guys to my rmt. This is a pretty sick team i came up with based around the ever so classic tyranitar+keldeo core. These two work really good together due to how tyranitar helps remove latis for deo to cause havoc. Shout outs go too Dr Ciel and marct25 for helping me with the team and laddering with me while testing the team. Also huge thanks to AM and Halcyon. as well as boltsandbombers !

The team at a glance:
tyranitar.gif
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excadrill.gif
metagross-mega.gif
celebi.gif
tornadus-therian.gif



The team building process:

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First i started with the basic tar+deo core these two together work great due to how tar removes stuff such as the latis allowing specs keldeo to freely spam his stabs.
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Next i added drill as a fairy resist and due to how he loves the sand. Drill serves as the late game cleaner as well as a win condition. Drills power and speed in the sand was needed so i could help remove pesky fairies as well as helped balance the team out.
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Next i added gross simply because he fits pretty well on the sand archtype and i needed another fairy switchin. Gross also helps break hyper offence for this team which can give my team trouble and is pretty good for cleaning late game.
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Celebi was then added as i needed a keldeo answer and a ground resist due to how weak my team was to earthquake and ground coverage overall. and i needed somthing to beat rotom-w so i chose celebi for this role as she can wall the latter and set up on them.
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finally i added on Torn-t Who is the glue for this team. I needed a lead as well as revenge killer and a second ground res. Torn t also helps the matchup vs stall.

The Team up close:

tyranitar.gif

Tyranitar @ Leftovers Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit

Tyranitar is pretty much the teams hazard setter. His main goal is to come out set up sand and get rocks up or lure in landorus and garchomp and hit them with a ice beam. Tyranitar was chosen alongside keldeo due to how he can remove the latis for keldeo allowing him to spam scalds. Set wise i chose stone edge over rock slide for the power over accuracy and rock slide is for whimps. Ice beam as i said above is for lureing in landorus and garchomp which is always nice. Naturally rocks are for the chip damage and i have rapid spin so my hazards will be here to stay unless its defogged. Finally pursuit allows tar to trap the latis removing the opps hazard remvoal which is always nice to turn talonflame and the zards worthless and limit what they can do. Spread was changed to make tar more bulky in able to take special hits better.

keldeo-resolute.gif

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
- Icy Wind Hydro pump

Next up on the core is keldeo. Keldeo is my main answer to bisharp that beats tar as well as my answer to heatran. Keldeo makes sure to bops something every time he comes in something gets hit hard. Choice specs was chosen over sub cm so i hit harder quicker then the sub cm. Also scald has a 101% chance to burn so that always nice. Anyways keldeos main job is to help break teams down and get the occasional burn. The set Might look weird as im missing hydro but i prefer hp electric for slowbro over hydro pump and scald does more then enough anyways. Secret sword allows me to hit stuff like the pink blob chansey. Icy wind allows me to hit the latis on the switch as well as hit stuff like garchomp harder. The speed drop from icy wind is really nice allowing me to force something out as nothing wants its speed dropped if it needs its high speed.

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Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Next up i wanted something that can abuse sand so naturally drill fit this description Due to how he can clean up the game as well as spin hazards. These traits made drill a prefect fit. He also helps remove fairies and under the sand is one of the fastest mons in the ou tier. Also he loves the removal of rotom something that cele can take care of. Earthquake is a really powerful move on drill with lo hitting everything very hard while iron head is the second stab of choice allowing drill to take care of pesky fairies which this team has trouble with otherwise. Naturally rapid spin is my way of removing hazards which helps torn-t be as healthy as possible and due to the nature of my team switches are constantly being forced so not having my hazards removed is really nice. Swords dance was chosen over rock slide because it allows drill to hit even harder allowing him to break past landos and ferrothorn better. Ive debated on using return over swords dance but i prefer sd.

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Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt

Next up we got the monster of ou himself the one who destroys ho. Gross is so good on the sand archetype being able to literally smash everything that comes in on him. That and i couldn't rely on drill to take a hyper voice or moon blast as he gets whittled pretty fast unlike gross who pretty much cant be ohko'd. His speed tier is also really nice allowing to to break down walls for drill and keldeo. Meteor mash is a pretty awesome stab move with a good chance to boost grosses already crazy power to even more levels while zen headbutt hits stuff like talonflame and rotom-w hard. Hammer arm allows gross to break past heatran and ferrothorn. Grass knot is a really great 4th move choice on gross as it allows me to beat slowbro which is pretty huge as he normally walls gross otherwise Seriously people stop using ice punch. On top of this grass knot allows me to break past hippo a annoying fat mon that can shrug grosses moves off and heal up.

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot

Next we got cele. When choosing what to use for cele i first debated on using nasty pass so i can pass boosts for torn and keldeo but i hated how i got hard walled by zards and talon giving them a free chance to set up and nuke something on my team. With that in mind i went for a lure celebi. This takes care of the aforementioned problems and beats them. Also that 10% chance to get the boost is freaking funny. Right? Oh yeah cele is also my main answer for rotom-w and keldeo so thats important as other wise that can be quite trouble some. The spread is honestly pretty weird but thats mostly as i wanted to use cele as a mixed wall so that i can check and set up mega lop and set up on deo while the speed evs allows me to creep a few things. Giga drain is simply celes stab that allows her to recover up some hp while nasty plot allows cele to boost her sp.a allowing this otherwise passive mon too be a scary bulky threat. Recover was chosen so that im not reliant on giga drain and allows me to keep cele healthy and check deo and lop and rotom better. Last is the lure itself that allows cele to lure in zards and like which is really nice as removing a mega zard before it can set up or mega in the first place. Also natural cure allows cele to absorb burns which is sweet. Set changed up thanks too boltsandbombers

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Tornadus-Therian @ Life Orb / Assault Vest
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off
- Taunt /Heat Wave / Knock off

Last up torn-t served as the teams glue. Torn is also a great lead and pivot for the team and his amazing speed tier is great due to how not many non megas/ non scarf mons can out speed him otherwise. Im slashing av on torn as its really dependent on what the user of the team wants. Av makes torn probably the only answer too landorus-i who has next to 0 switch ins at this point. On top of this torn t is great right now as he himself has 0 switch ins. Hitting everything really hard. Regen allows torn to keep healthy for the match which means lo wont wear it down much. Hurricane is is a really hard hitting stab boping everything in sight. Honestly you dont even need to worry about sand with hurricane as ive never used torn when sand was up anyways and if i did i didnt need to use hurricane anyways. U turn allows me to keep the momentum up while knock off improves my matchup vs stall as its really important to knock off lefties on mons that rely on its passive healing. Heat wave is used over focus blast as i dont really have much of a issue with what blast hits anyways and id rather hit the likes of ferrothorn instead. Also heat wave bops opposing gross and can possibly burn a physical attacker attempting to switch in on torn proving he has 0 good switch ins. Sashed move on set Courtesy of DKFirelord Changed up spread as well.



Overall this is a pretty fantastic team that litteraly has 0 switch ins hence the name. Replays will be added overtime so be sure to check back once in a while. This is pretty much the best sand offence team ive bult ever as well and its really fun to use as a whole. Bellow is a paste bin as well as replays. Threats will be added overtime.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 28 Atk / 136 Def / 32 SpA / 60 SpD
Sassy Nature
- Stone Edge
- Ice Beam
- Stealth Rock
- Pursuit

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Electric]
- Hydro Pump

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Grass Knot
- Zen Headbutt

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Recover
- Nasty Plot

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- Heat Wave


Sorry for the chat. i tend to go crazy when laddering with frens lol.

Coming soon
 
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Seems cool. I know you gave reasons for taking out Hydro Pump on Keldeo but it's really clutch to have your most powerful move on a Choice Specs set. I'd suggest taking off Icy Wind for it as you can always double into Ttar on predicted Lati switch-ins. Hydro Pump also smashes Garchomp really hard anyway. Also HP Electric seems okay but HP Bug still hits Slowbro / Latis / Celebi although you lose some coverage on water types.

Also what is the reasoning for your Ttar's EV spread? Just curious.

Charizard Y looks like a massive threat that pretty much fucks up your day as Focus Blast can take out Ttar, Solar Beam Keldeo and Fire Blast for everything else. No hazard control either which is pretty problematic against hazard stacking teams, so I'd really recommend something for that. Maybe Latios over Torn-T although you lose the utility of Knock Off / U-Turn and your best answer to grass types.
 
hmm might be reading this wrong but i have rapid spin on driller. i think torn needs to stay. Lati would be nice but torns utility far outweighs that. i could change it to a av torn possibly.
Tars spread could be changed but im not sure what it should be changed TO.
 
Oh der my bad bro I just saw SD and assumed you didn't have it <.< my fault. I tend to skim Exca sets for the last moveslot a bit
 
oh thats fine. Like you said zard y is a huge threat so im thinking of possible answers other then lati (i was considering latios>cele)
 
The Ev Spreaf on Torn is used for AV you should try out this set

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt/Heat Wave / Knock off
 
Cool team, few thoughts.

I really suggest swapping smooth rock over lefties on ttar, as having the extra 3 turns of sand can be crucial for Excadrill.

Next, I'd change either rapid spin or swords dance on excadrill for rock slide, as the coverage provided by it to hit the likes of talonflame and zapdos is pretty important. You only have one sr weak mon in tornadus-t and that isn't bothered too much by rocks because of regenerator. Having spin and sd is like putting too much on your plate to do, excadrill can't do everything at once; it should either be supporting with spin or punching holes with sd. The choice is up to you, but I think SD is your best bet here.

Next, your Celebi's EV spread looks like it got hit by a truck lol. Could you explain what it does? I'd honestly just go with the standard 252 hp / 148 def / 108 Spe spread (outspeeds jolly Bish yada yada)

Ancientpower seems kinda out of place, as its really just for talonflame and Zard y, you basically have to hit them on the switch which is pretty unreliable. Your team doesn't struggle with Talon much, although wisp sets can be annoying for ttar.

I suggest changing Celebi's moveset to sub / giga / recover / baton pass, as it can be very helpful to provide a safety net for Keldeo / metagross and such.

Hope this helped.
 
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Rate that you asked for on PS.
Smooth Rock for Tyranitar is better because you're relying on longevity of sand to clean with SD Excadrill. I don't get your Ttar spread at all either so would you care to elaborate on that?

M-Metagross doesn't need a Naive nature to net the necessary KOs it's suppose to get with Grass Knot after rocks. You're better off using Jolly Nature M-Metagross.

I'd use Scarf Keldeo with the current set you have in tandem with Nasty Plot Celebi. Nasty Plot Celebi will alleviate the current Mega Slowbro weakness you have along with its ability to pass to Scarf Keldeo for cleaning aspects along with a stronger Hurricane on Torn-T's end. This helps the issue you have with having a revenge killer for the Gyarados twins along with some based 110s you're force to either speed tie with on M-Gross to beat them such as Gengar and M-Gallade. Helps with the Scarf Lando-T weakness you currently have as well.

Definitely use max speed on Torn-T. You're playing a gamble right now against opposing Mega Alakazams before it mega evolves and this team is actually cleaned up by it with some prior damage. With max speed you allow yourself from relief from non Protect M-Alakazams to actually pressure it, to a lesser extent Mega Sceptiles before evolving as well. A spread of 20 Atk / 236 SpA / 252 Spe is all you need in the attack investment to handle Scarf Tars. I believe that Heat Wave is more beneficial to the team in order to pressure Mega Scizor instead of relying on a shaky aspect of Keldeo + Excadrill to beat it, which doesn't do well against hazard setting M-Scizor teams. Pressuring your opponent through the offensive behemoths on this team already pressures defensive builds already and Taunt will see very limited use on a build such as this.

I understand the logic of using U-Turn to gain momentum but I would consider running Knock Off + Heat Wave as well. Gives you a better match-up against Gengar which you pretty much have 0 switch ins for. There you go and good luck.
 
hey nice team

the team in terms of actual Pokemon is already really solid. So the only thing I can really advise is changing up the sets a little bit. The first thing I notice is that you chose to go with SR Ttar instead of the standard Choice Scarf variant. That's totally fine, but it does make your team weak to Charizard Y right off the bat. There are two possible changes you could make to combat this: you can either change ttar's item to Chople Berry, which actually makes it a decent lure to stuff like Zard Y and opposing Torn-T. You could also change Ttar to a Choice Scarf set, which also makes dealing with Mega Pinsir and Wisp Talonflame easier, and then just switch out Substitute and Baton Pass on Celebi for something like Stealth Rock and Thunder Wave or Earth Power. Either one is fine, and it's completely up to you. Next, I would make Excadrill Jolly. This should help somewhat with the Kyurem-B weakness, meaning that it can only actually Attack when it comes in on Celebi since every other member beats it 1v1. It also helps you beat opposing SR Excadrill, which at the moment look extremely troublesome. Finally, if you want extra insurance against landorus-i (and let's be serious, we could all use some help with that thing), I would just change Tornadus's LO to Assault Vest. It gives you more survivability, which is always important. However, I understand Taunt is extremely important for wearing down stall teams, so ultimately it's up to you.

Anyway other than that, the team looks great. Good luck, and I hope I was able to help!
 
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