ORAS OU (+1600) Balanced Offensive HP Elec Heatran & Manectric/Landorus-T

Overview:
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Introduction
Hello Everyone my name is Admin Umbra of Rocket HQ. Rocket HQ is a Pokecentric YouTube channel dedicated to providing progressive and high quality Pokémon content. The team posted below represents my first post here on RMT. I've been studying your posts diligently for some time now and I am thoroughly excited at the thought of taking my first step to join this wonderful community. Finally before getting started I'd just like to thank you all for your time. I hope the effort I put into this RMT can help both you and I improve as players.
Teambuilding
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From the beginning I knew I wanted to use these two. The volt-turn double intimidate core formed by M-Manectric and Choice Scarfed Landors-T is nothing new and its success in OU is well documented. Not only do they provide excellent initiative, they also cover some of each other's weaknesses.
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One obvious weakness of this offensive core is that with double intimidate volt-turn, there is a very real possibility that these two might provide an opponent's
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with Defiant attack boosts. Consequently I knew I needed a 'mon to deal with it. Since constructing this team I have see other raters recommend
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for this role thanks to its resistance to both of Bisharp's STABs and its ability Justified. For this team however I chose Skarmory and in extensive testing I have yet to regret this decision. Skarmory is my answer to set up 'mons with Sturdy Whirlwinds and it is an amazing physical wall. It also serves as my Defog-er. And can't be touched by Bisharp.
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I want to give a shout to the RMT foreversevenfold. Here the poster used Celebi and Heatran in conjuction with the three 'mons I had already selected. I took Celebi because its typing allows it to sponge hits from the pokes like
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and
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while its typing lets it handle 'mons like
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. Furthermore by using a Baton Pass set meant to escape Bisharp, I gained an additional poke with the ability to provide momentum. I selected Heatran because its typing balances Celebi's weaknesses and it is protected from Earthquakes by Skarmory, Landorus and Celebi. I also picked Heatran because I wanted a Stealth rock-er and I had enormous success with a unique Heatran set I used on previous teams, a set I knew would benefit from the volt-turn-pass nature of this build. foreversevenfold's RMT can be found here.

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Finally I needed a wincon, and given the lack of Water coverage on the team I knew I wanted a Water type. It is important to note that I was also missing a Fairy type, and that the only strong physical presence on the team was Landorus. These are the factors which motivated me to select Belly Drum Azumarill. Azumarill's slot is also the one that I am most open to changing. I also considered Calm Mind Keldeo, Mixed
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,
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,
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, and DD
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. I initially selected Azumarill because it's Fairy typing and Sitrus Berry allow it to be useful defensively as well, but I am excited to hear your thoughts on the matter.


The Team:
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Manectric @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat
ABILITY: I chose Lightning Rod over Static because I am more likely to switch into an Electric attack to get a boost than I am to try switch into a physical hit. Playing experienced players means that you will rarely actually get a Lightning Rod boost so Static is an option, regardless I rarely stay "baby" Manectric for long.
EVs: In the interest of fostering discussion I am putting forward the custom EV spread above, but the standard spread with 252 Spe can always be used instead. I created the above spread because with 216 Spe "baby" Mane can still outspeed
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which is something I needed it to do. Upon mega this spread still outspeeds up to base 77s with +1 e.g. Heatran,
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,
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.This spread does not outspeed base 80s with +1 but neither do spreads with 252 Spe. The only deficit to running 216 Spe is that we no longer speed-tie with
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and other M-Manectric. I should point out, however, that this is not inherently bad as I have Choice Scarfed Landorus for these pokes. This M-Mane is not meant to take on these two pokes, and while the lack of speed will likely result in a loss 1-on-1 against these two 'mons, this spread does allow me to get off a slow Volt Switch against them. I placed the remaining EVs in HP although they could also be placed in SpD. While the damage reduction from this investment may seem minimal every EV counts and you can surprise opponents by having Bisharp after Defiant having only a 12% chance to OHKO you instead of 31% while you OHKO with Overheat/Flamethrower.
NATURE: Timid is mandatory because even with max Spe Modest "baby" Mane does not outspeed M-Charizard Y and other unboosted base 100s.
ATKs: Thunderbolt is reliable and powerful STAB when I want to say in. Volt Switch is a powerful attack which also feeds into the momentum of this team. I chose HP Ice because I HAVE NO OTHER ICE TYPE ATTACK on the team and "bolt-beam" coverage is extremely effective in OU. I used Flamethrower in testing, but while drafting this RMT calc'd that Overheat gets KOs on
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and Ferrothorn that Flamethrower misses while also doing much more to
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. In running Overheat however, overpredicition can become problematic as you will suffer a SpA lower after clicking it.
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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Superpower/Fly/Stone Edge
EVs: This set is nothing new: 232 Evs in speed lets you outspeed base 80s with +1 and Adamant
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with one Dragon Dance up. 252 is put into Atk to maximize damage output and the remainder is dumped in Def as we expect to take significantly more physical hits than special.
NATURE: Jolly is a must because running Adamant, even with 252 Spe, guarantees that we will not outspeed base 80s and above with +1.
ATKs: Earthquake is our powerful STAB, U-turn is to complete the volt-turn core with M-Mane, Knock Off is to cripple 'mons that we force in e.g.
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, and to kill the Latis and other Psychic types. The final slot has changed as I've continued to improve the team: Before I had a Water type I ran Stone Edge as a secondary check to
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and M-Charizard Y. After adding Azu I noticed the team had no Fighting type moves so Superpower was used to hit common leads like
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and Air Balloon users. If Azu is used, however, the team has the potential to struggle with
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so Fly is an option for powerful STAB.
COMMENTS: Because Landorus is choiced I often find myself unwilling to click Earthquake until later in the game when my opponents pokes who are immune to it have been eliminated. Until then Landorus mainly uses U-turn for momentum or Knock Off to kill or cripple 'mons.
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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Defog Spikes (We are not weak to rocks and Spikes provides excellent pressure)
- Roost
- Whirlwind
- Brave Bird
ITEM: I choose Rocky Helmet specifically to increase Skarmory's damage dealing potential. The team's answer to Bisharp,
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, and M-Lopunny, the helmet helps me rack up damage on physically attacking mons. This does limit your recovery, especially when paired with Brave Bird, but in extensive testing I've found that Skarmory's bulk allows me to Roost effectively on most physical attackers.
EVs: 248HP is standard to get max HP + 1 more Stealth Rock entry, which is huge considering this is our Defog-er. I put 12 in Spe to speed creep on other Skarmory that have their 8 leftover EVs dumped in Spe. We do this because we want to be able to go for Whirlwind first if we are facing a mirrormatch. The remainder is dumped in Def to maximize physical bulk.
ATKs: Defog, capitalizing on the fact that Skarmory can handle the Bisharp that threatens-Mane and Landorus, by running Defog we are also able to get hazard removal out of the deal (I do not recommend Defog-ing on a Bisharp however). Roost is for reliable recovery to allow Skarmory to take hits and continue to rack up damage with either its held item or Whirlwind shenanigans. The aforementioned Whirlwind is a lifesaver in that if I am surprised by a set up mon I can force it out, it also pairs excellently with Stealth Rocks. Brave Bird was chosen over Drill Peck and Iron Head because it does significantly more damage and I have often been able to use Skarmory to kill weakened 'mons (don't forget this thing as 70 base Spe!). While this does cause recoil to break Sturdy I have found that the bird is reliably able to Roost the damage off, as mentioned above.
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rocks
- Recover/Psychic/Psyshock/Hidden Power Fire Thunder Wave (Helps cripple threats)
- Baton Pass
First off I have to say that this team made me fall in love with Celebi, the Marty McFly-I mean time travel Pokémon.
ITEM: Leftovers, this 'mon is here to serve as a SpD wall and lefties make this role much easier as Celebi repeatedly switches into attacks throughout the game.
EVs: The 108 Spe is nothing new, but it is part of what makes this set so effective. With this investment Celebi will outspeed Bisharp and get off a safe Baton Pass to escape the Pursuit. The 248 in HP is to maximize bulk, same as Skarmory, and the 152 in SpD allows this thing to TANK hits from pokes like Keldeo and Latios before Baton Passing out into Landorus or M-Mane to get a kill.
ATKs: Giga Drain does damage to threats like Keldeo and Rotom-w while also providing additional health regen. I run Stealth Rock on Celebi over Heatran as there is not room on my Heatran set (more on that below) and Celebi is often able to switch in and set rocks up early game even though I rarely lead with it. Recover I am currently suspect testing if you will, I selected it for longevity as keeping Celebi alive is often extremely helpful, but I am considering another attack like Psychic for M-Venusaur, Breloom, and
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. I've also thought about Hidden Power Fire for Ferrothorn and Scizor but given our Heatran and M-Mane builds, Psychic coverage seems more useful. Regardless I am very interested in hearing your thoughts on whether or not Recover should be swapped for one of these moves. Finally, Baton Pass, the bread and butter of this set: while our investment allows us to escape Bisharp we can also use Baton Pass as a pivot to switch in on a special attacker, sponge the hit, then slow pass out into one of the sweepers. This is even more exciting when one realizes that this team has thwo other pokes besides Celebi who are capable of U-turn-ing or Volt Switch-ing out.
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Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power Electric
- Flamethrower
- Flash Cannon
- Earth Power
ITEM: Behold the glory that is Choice Specs Heatran. With a whopping 130 SpA stat and valuable Fire Steel STABS, Specs Heatran can get off surprisingly large chunks of damage and net KOs that your opponent may not have been expecting given the frequency of less offensive builds.
EVs: 200 Spe lets you outspeed other Baton Pass Celebi, Spe nature Metagross, Breloom, Adamant Dragon Dance and Bulky
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, tank
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, Bisharp, and defensive Landorus-t-'mons that are ALL AT LEAST 2HKOed by Flamethrower or Flash Cannon. 252 is dumped into SpA to make this possible, and the remaining 56 can be invested in HP or SpD.
NATURE: Timid is used because even 252 Spe Modest cannot outsped Spe natured base 70s, cough cough Metagross, Breloom.
ATKs: Hidden Power Electric, here's why: opponents often predict rocks and switch into Keldeo,
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or Rotom-w. In theses cases I often found myself going for Flamethrower as it can still do up to 47% to Keldeo and has a burn chance. Theses switches are so common that I decided to run HP Electric. With Choice Specs and HP Electric Heatran hits the following pokes: up to 50% on AV Azumarill, OHKOs bulk DD Gyarados, and up to 85% on Keldeo. It is also worth mentioning that HP Electric gives me a way to hit Talonflame and M-Charizard Y for more damage (baring roost]). I chose Flamethrower and Flash Cannon for powerful relibable STAB and to take care of the threats listed under "EVs". Finaly I picked Earth Power as a means to beat other Heatran.
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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
NOTE: Azumarill is my wincon but it is also the 'mon I am most open to changing. For coverage I do feel that a physical Water type wincon is ideal for this team. I outlined some potential pokes I would consider using instead under the "Teambuilding" section. I am, however, open to all your suggestions.
ITEM: As mentioned previously Sitrus Berry not only allows Azu to Belly Drum effectively to serve as a wincon, but it also allows me to use Azumarill defensively should the need arise.
EVs: This set is currently listed on Smogon under "Belly Drum". The Spe investment ensures that Azu will outspeed Base 70s who are univested, the rest of the EVs are used to max out Atk and then remainder are dumped into HP for bulk.
NATURE: Since Adamant can still outspeed base 70s who are uninvested the added damage dealing potential of Adamant is preferable.
ATKs: Aqua Jet is the only Water STAB we need at +6 and the priority makes sweeping easier. Play Rough is strong Fairy STAB as is useful even without a Belly Drum. Knock Off is used to allow Azu to continue a sweep through mons that would otherwise stop your sweep like Ferrorthorn and
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.
Threatlist:
Feel free to suggest other 'mons you feel belong on this list, but after testing and looking at the mons in the tier, these are some of the pokes I think have an increased chance to threaten the team:
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- Depending on investment it can outspeed my entire team after 1 DD. It also has the capacity to Burn two of my checks to it (Lando and Azu), and its typing means that Skarmory will not be able to wall it very well making Whirlwind-ing it out a challenge after it sets up.
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-Life orb variants poop on Celebi (my special wall) and threaten Azu as well, meaning I'll often have to fodder or take serious damage on something. Scarfed variants outspeed my entire team and have the potential to run coverage for all six pokes. NOTE: Running Psychic coverage on Celebi does allow us to kill Gengar as we will take 94% max from Sludge Wave.
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- Has the potential to carry a super effective move for every 'mon on the team making scouting/prediction extremely important.
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- Problematic because it carries super effective STAB for both of our walls although Skarm can often weaken or deal with it at the cost of going down itself.
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- mixed Thundurs is extremely dangerous as it can threaten every single 'mon on the team. Celebi can tank at least one hit and allow us to pivot into a sweeper. Given its typing and megastone reduction to Knock Off, M-Mane is often our best answer.
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- Pending Fly on Lando or Psychic on Celebi we have ZERO super effective hits on M-Venu after it megas and its Poison coverage allows it to kill Celebi and stop an Azu sweep.
Importable:
Manectric @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Whirlwind
- Defog
- Brave Bird
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Baton Pass

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
- Hidden Power [Electric]
- Flamethrower
- Flash Cannon
- Earth Power

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

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 90 HP / 252 Atk / 2 SpD / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Replays:

NOTE: Thank you again for taking time to RMT. As I mentioned in the "Introduction" I run a Pokecentric YouTube Channel called Rocket HQ. If you are interested in seeing an in-depth team building video featuring this team you can find it here:

In conclusion thank you all again and happy rating!
 
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Hey there, that's an interesting team, i really like how manectric is breaking offense at the moment, i don't really have huge changes for your team, but i can give you some tips to improve your team.
  • Your team is really annoyed by Kyurem-B, as you said in your Threat List it can find a way to come in pretty easily and kill one pokemon everytime which is really unfortunate, your only one answer is Landorus-T but since he can not come on Ice Beam that's pretty dangerous. That's why i'd suggest to put Stealth Rock instead of Defog on Skarmory and then Thunder Wave over Stealth Rock on Celebi, this is not what you can call an amazing check but that's the best i can do without making the team worst, indeed celebi will be able to limit Charizard / Venusaur / Kyurem-B / Gengar / Talonflame by pressuring them with Thunder Wave, it allows you to be safer against those threats and keep momentum as well. Plus you don't really need Defog since any of your pokemons are Stealth Rock weak anyway.
  • Then your team is really weak against Bisharp, especially because Skarmory can not really beat it here, Bisharp can pressure skarmory pretty easily by using Swords Dance then spam knock off since you will be forced to Whirlwind which means you won't be able to tank it anymore, i'd suggest to swap Whirlwind with Counter on Skarmory, Counter make you safer against Bisharp since you will be able to tank knock off then kill him but also against Azumarill / Altaria DD and Feraligatr. Whirlwind is not important because you can now handle physical setup with counter.
I hope i Helped and good luck with your team.
 
Hi there, the team looks really good with a very a cool volt-turn core from Landorus and Manectric. However as mentioned by Leftiez, there are some changes I'll like to recommend to help improve the team.
  • Firstly, you may want to try replacing Azumarill with Keldeo so as to help you have a check for Kyurem-B through Secret Sword. Not only does it help to check Kyurem-B, it provides your team with a relatively safe check/counter for Bisharp. With the Substitute-Calm Mind variant it provides your team with a set-up pokemon too although not as strong as a Belly Drum Azumarill.
  • Secondly, instead of defog on Skarmory since your team is not Stealth Rock-weak, you might also want to consider having Spikes so as to pressure your opponent more along with the offensive volt-turn core.
  • Lastly, if you are using a Keldeo instead of Azumarill, you can replace Stealth Rock on Celebi for Thunder Wave and have it on Skarmory over Whirlwind instead. However that might also mean you need to be able to deal with opposing set up sweepers better instead of just simply phasing them out.
:]
 
I wanted to thank you both for taking the time to rate and for providing your feedback! I was previously on the fence about the use of Recover on Celebi and I got rid of it for Thunder Wave as was suggested. I have found far more use out of Thunder Wave as it can make sweeping and cleaning easier for both Azu and 'Tran respectively. I personally have yet to try removing Stealth Rocks from Celebi, I think having rocks on this 'mon suits the way I play the team extremely well and I am hesitant to change this. I feel the same way about losing Whirlwind or Defog on Skarm because while Counter would be useful I use them both frequently. I may try replacing Defog with Counter tho. That being said, I personally feel like making those changes would make the team stronger against certain matchups but weaker overall. I feel the same way about swapping Azu for Keldeo.
 
Hey there!

I actually just saw the video since it was related to another video and when I heard that you'd post the team here, I figured I'd give a little input. So, as you said in the video, the Manectric + Landorus-T core absolutely needs a Bisharp check, and while Skarmory can switch into it, I wouldn't really classify Skarmory as a check. Skarmory is far too passive to reliably check Bisharp -- the only thing you can do is Whirlwind it out, which of course, usually ends up with Skarmory taking a hit before it Whirlwinds it out. Roosting is usually a no-go since a Swords Dance (after going +1 from Intimidate) boosted Knock Off can actually OHKO Skarm after Stealth Rock assuming Adamant Life Orb and Skarmory has an item:
+3 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 248 HP / 248+ Def Skarmory: 312-368 (93.6 - 110.5%) -- guaranteed OHKO after Stealth Rock.

Jolly Black Glasses variants still do immense amounts of damage:
+3 252 Atk Black Glasses Bisharp Knock Off (97.5 BP) vs. 248 HP / 248+ Def Skarmory: 264-312 (79.2 - 93.6%) -- 43.8% chance to OHKO after Stealth Rock

The Adamant Life Orb variant can still 2HKO after Skarmory loses its item:
+1 252+ Atk Life Orb Bisharp Sucker Punch vs. 248 HP / 248+ Def Skarmory: 153-183 (45.9 - 54.9%) -- guaranteed 2HKO after Stealth Rock

And Skarmory is pretty helpless when it comes to knocking Bisharp out. My first instinct was to suggest Counter, as someone already did before, but even that isn't the greatest option when +1 Bisharp always 2HKOs Skarmory if Skarmory switches in on a Knock Off.

So here are some suggestions to alleviate the Bisharp problem:
  • Replace Azumarill with SubCM Keldeo
    • Suggested by Alkov as well. As you said, Azumarill is a major win condition for this team, but you're most open to replace it. SubCM Keldeo is also a great win condition, but also has the added bonus of wearing down its own checks with Scald burns. Everything that Azumarill brings to the table defensively is also covered by Keldeo (mainly fire type spam). Azumarill is a great check to Keldeo, but Celebi already covers that. As of now, I don't see any downsides to this replacement, but I could be missing something. Let me know if I am.
  • Make Celebi a Bisharp lure with HP Fighting/Earth Power
    • Pretty much every Celebi is absolutely walled by Bisharp and people feel extremely comfortable switching their Bisharp into Celebi. This makes Celebi a prime candidate to be a Bisharp lure using either HP Fighting or Earth Power. With HP Fighting, you only need 92 SAtk EVs to OHKO Bisharp after SR: 92 SpA Celebi Hidden Power Fighting vs. 4 HP / 0 SpD Bisharp: 256-304 (94.1 - 111.7%) -- guaranteed OHKO after Stealth Rock. Since you already outspeed Bisharp, you needn't worry about Knock Off and Bisharp will pretty much never use Sucker Punch vs Celebi anyway. You'd have to obviously not reveal HP Fighting until Bisharp comes out, but that's easy enough. Earth Power, on the other hand, has the added bonus hitting Heatran and other Steel or Fire types. If using Earth Power, I would definitely suggest changing Celebi to a Leftovers Nasty Pass set to enhance its sweeping capabilities, maintain momentum with Baton Pass, as well as pass +2 SAtk to Manectric to pretty much solidify wins vs Offense. If you do that, I'd simply replace Spikes with Stealth Rock on Skarmory. With a Modest nature and 96 Satk, Bisahrp is always 2HKO'd by the combination of Giga Drain and Earth Power. I'll post ideal sets at the end.
With the Bisharp problem out of the way, I'd like to address Manectric's EV spread. In the video, you said that it was a bad idea to follow Smogon's sets blindly and not understand what the sets are actually doing. While I agree, I'd like to mention that Smogon's sets are always optimized for best success in the metagame. I used to run the exact same EV spread on my Manectric as you, but if you weigh the pros and cons between 252/252 EVs and the one you have listed here, you'll see why we list the set as such.

Firstly and most importantly, your current spread cannot outspeed Jolly Garchomp or Timid Landorus before Mega Evolving. That's huge. One of the easiest ways to Mega Evolve with Manectric is threatening out or knocking out slightly weakened Garchomps with HP Ice. Outspeeding Landorus is huge for your team, since a set with HP Ice / Focus Blast / Sludge Wave / Earth Power can OHKO almost every single member of your team while Azu's Aqua Jet and Landorus-T's Knock Off simply don't do enough. Second, once you increase your speed enough to outspeed Jolly Garchomp, you'll gain such a small amount of bulk that it basically has no impact.

252 Atk Sharp Beak Talonflame Brave Bird vs. 4 HP / 0 Def Mega Manectric: 103-122 (36.5 - 43.2%) -- guaranteed 3HKO after Stealth Rock
252 Atk Sharp Beak Talonflame Brave Bird vs. 20 HP / 0 Def Mega Manectric: 103-122 (36 - 42.6%) -- guaranteed 3HKO after Stealth Rock

A max of 0.6% difference in damage as opposed to a 50% chance to outspeeding and heavily damaging the increasingly popular Mega-Lopunny isn't even debatable. For this reason, I suggest just going ahead and using a 252/252+ spread.

Sorry about the long post. I got excited when I saw a team based around Mega Manectric.

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@ Leftovers
Ability: Natural Cure
EVs: 248 HP / 96 SpA / 56 SpD / 108 Spe
Calm Nature
- Stealth Rock
- Hidden Power [Fighting]
- Giga Drain
- Baton Pass

OR

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@ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Earth Power
- Giga Drain
- Baton Pass

OR

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@ Leftovers
Ability: Justified
EVs: 84 Def / 172 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword
**EVs prevent Bisharp's Sucker Punch and CB Scizor's Bullet Punch from breaking its Substitute
 
Hey there!

I actually just saw the video since it was related to another video and when I heard that you'd post the team here, I figured I'd give a little input. So, as you said in the video, the Manectric + Landorus-T core absolutely needs a Bisharp check, and while Skarmory can switch into it, I wouldn't really classify Skarmory as a check. Skarmory is far too passive to reliably check Bisharp -- the only thing you can do is Whirlwind it out, which of course, usually ends up with Skarmory taking a hit before it Whirlwinds it out. Roosting is usually a no-go since a Swords Dance (after going +1 from Intimidate) boosted Knock Off can actually OHKO Skarm after Stealth Rock assuming Adamant Life Orb and Skarmory has an item:
+3 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 248 HP / 248+ Def Skarmory: 312-368 (93.6 - 110.5%) -- guaranteed OHKO after Stealth Rock.

Jolly Black Glasses variants still do immense amounts of damage:
+3 252 Atk Black Glasses Bisharp Knock Off (97.5 BP) vs. 248 HP / 248+ Def Skarmory: 264-312 (79.2 - 93.6%) -- 43.8% chance to OHKO after Stealth Rock

The Adamant Life Orb variant can still 2HKO after Skarmory loses its item:
+1 252+ Atk Life Orb Bisharp Sucker Punch vs. 248 HP / 248+ Def Skarmory: 153-183 (45.9 - 54.9%) -- guaranteed 2HKO after Stealth Rock

And Skarmory is pretty helpless when it comes to knocking Bisharp out. My first instinct was to suggest Counter, as someone already did before, but even that isn't the greatest option when +1 Bisharp always 2HKOs Skarmory if Skarmory switches in on a Knock Off.

So here are some suggestions to alleviate the Bisharp problem:
  • Replace Azumarill with SubCM Keldeo
    • Suggested by Alkov as well. As you said, Azumarill is a major win condition for this team, but you're most open to replace it. SubCM Keldeo is also a great win condition, but also has the added bonus of wearing down its own checks with Scald burns. Everything that Azumarill brings to the table defensively is also covered by Keldeo (mainly fire type spam). Azumarill is a great check to Keldeo, but Celebi already covers that. As of now, I don't see any downsides to this replacement, but I could be missing something. Let me know if I am.
  • Make Celebi a Bisharp lure with HP Fighting/Earth Power
    • Pretty much every Celebi is absolutely walled by Bisharp and people feel extremely comfortable switching their Bisharp into Celebi. This makes Celebi a prime candidate to be a Bisharp lure using either HP Fighting or Earth Power. With HP Fighting, you only need 92 SAtk EVs to OHKO Bisharp after SR: 92 SpA Celebi Hidden Power Fighting vs. 4 HP / 0 SpD Bisharp: 256-304 (94.1 - 111.7%) -- guaranteed OHKO after Stealth Rock. Since you already outspeed Bisharp, you needn't worry about Knock Off and Bisharp will pretty much never use Sucker Punch vs Celebi anyway. You'd have to obviously not reveal HP Fighting until Bisharp comes out, but that's easy enough. Earth Power, on the other hand, has the added bonus hitting Heatran and other Steel or Fire types. If using Earth Power, I would definitely suggest changing Celebi to a Leftovers Nasty Pass set to enhance its sweeping capabilities, maintain momentum with Baton Pass, as well as pass +2 SAtk to Manectric to pretty much solidify wins vs Offense. If you do that, I'd simply replace Spikes with Stealth Rock on Skarmory. With a Modest nature and 96 Satk, Bisahrp is always 2HKO'd by the combination of Giga Drain and Earth Power. I'll post ideal sets at the end.
With the Bisharp problem out of the way, I'd like to address Manectric's EV spread. In the video, you said that it was a bad idea to follow Smogon's sets blindly and not understand what the sets are actually doing. While I agree, I'd like to mention that Smogon's sets are always optimized for best success in the metagame. I used to run the exact same EV spread on my Manectric as you, but if you weigh the pros and cons between 252/252 EVs and the one you have listed here, you'll see why we list the set as such.

Firstly and most importantly, your current spread cannot outspeed Jolly Garchomp or Timid Landorus before Mega Evolving. That's huge. One of the easiest ways to Mega Evolve with Manectric is threatening out or knocking out slightly weakened Garchomps with HP Ice. Outspeeding Landorus is huge for your team, since a set with HP Ice / Focus Blast / Sludge Wave / Earth Power can OHKO almost every single member of your team while Azu's Aqua Jet and Landorus-T's Knock Off simply don't do enough. Second, once you increase your speed enough to outspeed Jolly Garchomp, you'll gain such a small amount of bulk that it basically has no impact.

252 Atk Sharp Beak Talonflame Brave Bird vs. 4 HP / 0 Def Mega Manectric: 103-122 (36.5 - 43.2%) -- guaranteed 3HKO after Stealth Rock
252 Atk Sharp Beak Talonflame Brave Bird vs. 20 HP / 0 Def Mega Manectric: 103-122 (36 - 42.6%) -- guaranteed 3HKO after Stealth Rock

A max of 0.6% difference in damage as opposed to a 50% chance to outspeeding and heavily damaging the increasingly popular Mega-Lopunny isn't even debatable. For this reason, I suggest just going ahead and using a 252/252+ spread.

Sorry about the long post. I got excited when I saw a team based around Mega Manectric.

celebi.png
@ Leftovers
Ability: Natural Cure
EVs: 248 HP / 96 SpA / 56 SpD / 108 Spe
Calm Nature
- Stealth Rock
- Hidden Power [Fighting]
- Giga Drain
- Baton Pass

OR

celebi.png
@ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Earth Power
- Giga Drain
- Baton Pass

OR

keldeo-resolute.png
@ Leftovers
Ability: Justified
EVs: 84 Def / 172 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword
**EVs prevent Bisharp's Sucker Punch and CB Scizor's Bullet Punch from breaking its Substitute
Thank you so much for your post! I actually really appreciate that its long and all the time and effort that went into constructing it. I wanted to thank you for your support on the video as well. I really appreciate the way in which your feedback makes minimal changes to the team while still addressing some major concerns. In regards to Mane thank you for illustrating the importance of running max speed, I am always interested in trying to develop new spreads but I think your points about +Spe 'Chomp and Lano demonstrate the necessity of running max speed. I am surprised I didn't notice this in testing. In regards to your feedback on Celebi I think you make an excellent point that running your proposed sets not only allows us to deal with Bisharp, but also creates another wincon in passing to M-Mane or Keldeo. Speaking of Keldeo, I think you officially wore me down, I will be trying Sub Keldeo as I think it synergizes excellently with the Celebi you suggested and checks Bisharp and Kyurem-B.
Thank you so much for your time and efforts to make this team as good as possible!
 
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