ORAS OU A Draconian Choice

A Draconian Choice

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Introduction
After playing exclusively Hyper Offense teams for the majority of my competitive career (with the exception of my terrible, terrible Chansey obsession when I first began... *shudder*), I decided now would be a good time to take a gander back into the realms of bulky offense/balance. I really liked the idea of Choice Scarf Garchomp, so I decided to start there. From there, I wanted to add a really strong wallbreaker, to soften up the opposing team, which is where my second dragon came in. I gave Kyurem-B a Choice Band, and off I went with my two awesome pet dragons with fabulous accessories.

Teambuilding Process

The team started off with just an idea- use Scarfchomp, an interesting lure and strong late-game cleaner- on a balance or bulky offense team.
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Once I had my first pokemon established, I decided to use a wallbreaker to soften up the opposing team. Kyurem-B happens to be a very strong wallbreaker who happens to have coverage to handle Fairy types (Iron Head) that often plague Garchomp.
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Once I had these two strong Dragon-types, I needed something to cover their weaknesses. Bulky Defog M-Scizor can switch in on Dragon, Ice, Fairy, and Steel type moves, fearing only Fire types, which can be handled by Garchomp. Scizor provides excellent support for Kyurem-B as well, since it can Defog away hazards before providing a slow U-turn to give Kyurem-B a free switch in.
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Since I had stacked a weakness to Dragon, and still had an unresisted Fighting weakness and no Dark resistance, it seemed like a Fairy type would be a strong addition to the team. In addition to completing the Dragon-Fairy-Steel core, Clefable provided a switch-in to status, especially Will-o-wisp, which gave my team fits so far. Between Heal Bell and Flamethrower to help against Steel types, Clefable provided invaluable support to my team.
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At this point, my team had a fairly strong offensive presence and defensive backbone, but it still lacked a true check for the fire types that challenge Scizor, and a check to Sand offense (which is a thing that it really, really needs). Thus, I looked to one of my favorite mons to use, Rotom-W. With the ability to cripple physical attackers through Will-o-Wisp, keep up momentum with Volt Switch, and threaten Ground types with Levitate and Hydro Pump, Rotom-W is a phenomenal glue mon that I really enjoy using.
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Looking at my team so far, I wasn't quite comfortable with its complete lack of threatening special attackers. It had Clefable and Rotom-W, but nothing that could truly pressure opposing mons. Thus, I tried out Gengar, but I didn't really like it's lack of synergy with the rest of the squad.
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Presented with a 'complete' squad, I realized I was painfully weak to Keldeo, and special attackers in general. I decided to try something out, and it's probably gimmicky and not good, but it's worked for me. Enter AV Amoonguss. It provides a nice pivot and general check to special attackers, at the very least.
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The Team

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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpDef / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Stone Edge

The team all begins here. Garchomp provides the majority of my physical offensive power on the team. Dual Dragon STAB provides flexibility so that Garchomp can be useful throughout the game. Depending on the opponent's team, it can use Dragon Claw in order to preserve its ability to switch out, or go for a riskier kill with Outrage. Earthquake provides a STAB to hit Steel and Fairy types that wall its Dragon STAB, while Stone Edge hits flying types that would wall Chomp otherwise.

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Kyurem-B @ Choice Specs
Ability: Teravolt
EVs: 252 SpAtk / 4 SpDef / 252 Spe
Timid Nature
- Draco Meteor
- Ice Beam
- Earth Power
- Hidden Power Fire

Whoa, whoa. What is this??? I'm a big fat liar! I said in the introduction that Kyurem-B had a Choice Band, and here it is sporting Specs with a fully special moveset! What?? I found that a special set allowed Kyurem to handle Dragon checks a little bit better, because the physical set couldn't quite handle the Garchomp checks it was supposed to handle. Additionally, the team struggled with Ferrothorn, Skarmory, and Scizor, and Kyurem's HP Fire provides a somewhat reasonable check to those. Draco Meteor nukes stuff really really hard, Ice Beam provides more consistent coverage, and Earth Power hits Steel types and lets Kyurem-B check Electrics.

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Scizor @ Scizorite
Ability: Light Metal (Technician)
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- U-Turn
- Bullet Punch
- Roost
- Defog

Now, at this point my team needed some nice checks to some stuff (as most teams do when they only have 2 mons) and Scizor was the perfect mon to do it. With its wonderful typing and maximum physical investment, Scizor can check threats like Azumarill (CB Waterfall can't 2HKO) and Weavile (especially with Light Metal pre-mega to switch in on Low Kicks). U-Turn provides a slow switch into whatever I want, Bullet Punch can sort of check faster offensive pokemon (although it hits like a wet noodle), Roost helps Scizor continue to rein in the things it's supposed to check, instead of getting worn down. Defog is my only hazard removal, and it helps the rest of my team avoid getting worn down (especially Rotom-W and Kyurem-B, both of whom lack recovery). Scizor provides consistent and effective support for my team, as long as I watch out for random HP Fires and Flamethrowers.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpAtk / 252 SpDef
Calm Nature
- Moonblast
- Flamethrower
- Wish
- Heal Bell

And speaking of random Flamethrowers, here's one right now! Clefable is the team's cleric, and completes the Dragon-Fairy-Steel (or Dragon-Dragon-Fairy-Steel) core. Clefable provides my primary switch-in to status moves, as Magic Guard makes it immune to passive damage. If any pesky burns or poisons sneak onto my other pokemon, though, I've got a sneaky solution in Heal Bell to keep them healthy. Wish is necessary to heal all of my team, rather than just Clefable, but there have been times when Clef didn't quite have the bulk to wait a turn for healing, and I wished I had Soft-boiled instead. However, the Wish support is invaluable for allowing Rotom-W and Kyurem-B to continually switch in. Flamethrower provides a way to deal with pesky Steel types like Skarmory, Ferrothorn, and Scizor, which my team struggles with. Clefable isn't ridiculously amazing, but it gets the job done.

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Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-o-Wisp
- Pain Split

Ah, Rotom-Wash. I don't know why, but I had a strange aversion to using you for the longest time. I never put Rotom-W on a team until I needed a sand check on a Hoopa-U team a few weeks ago (rip Hoopa-U) an d it worked wonders. Here, I had a similar situation- I needed a sand check and had a strong wall-breaker to pivot into. Rotom-W strikes again! Rotom is unique among Electric types in its ability to handle Ground types with Levitate and Hydro Pump, allowing it to click Volt Switch freely without fearing a loss in momentum. Will-o-Wisp scares out physical attackers, leaving me free to invest more in SpDef, but between Amoonguss and Clefable, I'm not sure that SpDef is the way to go. Pain Split is the only form of recovery Rotom-W has, so I guess it's what I'm stuck with.

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Amoonguss @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpDef / 4 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Clear Smog
- Foul Play

After Gengar left the team, I needed a Keldeo check with actual real defensive synergy. Enter the shroom! AV Amoonguss may seem strange, and it is, since one of Amoonguss's main niches is Spore, but it functions surprisingly well on my team. AV with maximum investment allows Amoonguss to take even super effective special hits without a problem, and Foul Play punishes the physical attackers that try to get a free switch. Giga Drain and Sludge Bomb are obligatory STABs, since Amoonguss doesn't have many options offensively, and Clear Smog has saved my butt against many a set-up sweeper (a ton of CM Clefable, and even a few greedy Zard-Xs).


Threats
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My team consists of 2 physical attackers, one of which is an uninvested M-Scizor. Garchomp alone can't put enough pressure on either of these to reliably remove it from the game, especially with Outrage's limited consistency. When paired with any physically bulky steel type, such as Skarmory, the blobs become impossible for me to break.

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- Even though I have a Garchomp and an Earth Power Kyurem-B, Heatran always seems to give me problems. It gets an absolutely free switch-in against Clefable, Scizor, and Amoonguss, and threatens all three of them out. From there, it can get up rocks, Toxic something, Burn something, or do pretty much anything it wants before switching out again.

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- It doesn't matter which form it is, Charizard is a huge threat to my team. Zard-Y isn't as common, but if Garchomp misses it's Stone Edge and Rotom-W is remotely weakened, this thing completely destroys my team. I don't have any sort of counterplay except for trying to revenge-kill it with Chomp. Zard-X is the same way. Once it gets to +1, I have to sac something to get Garchomp in, and if Garchomp has fainted or lost its scarf, I need to hope Zard kills itself with recoil or I should just click X.

I'm sure there are more but I can't think of them right now.


Conclusion


I really had a tough time getting back out of the Hyper Offensive mentality, and I'm not sure if I strayed too far away from my comfort zone. It's definitely a totally different experience. I'm open to changing pokemon out completely if you think that's what's best for the team, but if possible I'd like to preserve the idea of having two dragons (they don't even have to be the same ones).
Right now, I'm thinking about making Rotom physically defensive instead of specially, and trying out AV Tangrowth in the place of Amoonguss, just so I can have Knock Off on the team, but both of those came to me as I wrote this so I haven't tested them yet.
The team is actually pretty fun to play with, and I'm really excited to see what a better builder can do with it!
Thanks in advance!​
 
This looks like a pretty decent team overall, I would change a couple of sets though. Clefable really shouldn't be running Wish without Protect, since it's simply not going to able able to switch into things and recover in time, and I don't see your team making good use of Wish in the first place. So I would definitely run Softboiled on it. If you insist on Wish, run Protect over Heal Bell, though I think that's a bad idea and will explain why later. Also, as you said, Rotom-W really needs physical defense investment if it wants to check Sand Rush Excadrill, the special defense doesn't really help against anything.

I also notice that this team lacks a SR setter, which you absolutely need if you want to break down more defensive teams, and the best way to fit them I can think of is over Heal Bell on Clefable, I don't see you benefiting from Heal Bell too much either, especially since Clefable also acts as a status absorber anyway

You mention a big Chansey weakness, and that definitely looks like a problem, given that nothing on your team actually beats it. You could run Banded Kyu-B but I don't think you want to do that. However, one thing you could do in run SD on Scizor, letting you set up Chansey easily. You do lose Defog, however, you can easily run Latios over Amoonguss as your Keldoe check, which also helps vs YZard and Heatran, since you can easily fit EQ on it. You do stack a Fairy weakness with those 3 Dragons, but I don't think it's too big a problem since Mega Scizor is such a reliable check to Fairies anyway, besides Azumarill which is already checked by Rotom-W.

If you'd still prefer a Grass-type in that slot, as well as a check to Azumarill and Mega Diancie, you can just run SD+BP Celebi, which can easily set up on Chansey before passing to Scizor. However, Heatran and Zards are still problems if you do this

A final option would be to run Scarf Landorus-T over Scarf Garchomp, which frees up space for Keldeo to be ran over Rotom-W, since you're no longer weak to Sand if you do that. This gives you a good check to Chansey, a better check to Heatran, something that can revenge kill YZard, and a secondary wallbreaker. I would even recommend Defensive Landorus-T since it can carry Stealth Rocks, thus freeing up a moveslot for Clefable to keep Heal Bell (or carry Thunder Wave, which is extremely useful for dealing with XZard and paralysing stuff for Kyu-B in general). If you do this, you may as well gives Keldeo a Choice Scarf.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpAtk / 252 SpDef
Calm Nature
- Moonblast
- Flamethrower
- Softboiled
- Stealth Rock / Thunder Wave

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Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-o-Wisp
- Pain Split

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

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Seed Bomb
- Recover
- Swords Dance
- Baton Pass

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
 
Yo Monkey Smurf, this is an interesting team. I noticed from the get go that while you mentioned your weakness to stall, Heatran, and Charizard, you're weak to some other threats and lack Stealth Rock entirely on your team, making it hard to pressure opposing teams. Additionally, some of your sets are suboptimal and the team seems to have a bit of an identity crisis: you don't really have a designated way to win games. Let's hop right into the threats.

Threats:
  • Gengar kind of blows by your entire team with Life Orb Shadow Ball, nothing comes in at all on it and it can click Focus Blast for Kyurem-B. I know it's Focus Miss but that's not good enough in the building stage
  • Manaphy also looks pretty threatening because while you do tank a +3 Ice Beam quite nicely w/ AV Amoonguss, it should beat you long term as you have to take roughly 50-60 w/ potential Rocks, so it's hardly a switchin at +3. You can Clear Smog it but it'll chip you for about 30% after Regen each time, which means that you'll be in range by the second switchin and will be forced to pick a sack. +3 252 SpA Manaphy Ice Beam vs. 252 HP / 252+ SpD Assault Vest Amoonguss: 226-268 (52.3 - 62%) -- guaranteed 2HKO
  • Jolly BD Azumarill is also kind of a threat given that Garchomp and Kyurem-B give it free set-up with Outrage and Draco. Rotom-W unfortunately isn't faster, so your counterplay against it after BD is sacking a mon to it to bring Mega Scizor in to get the necessary chip damage off for Kyurem-B to finish it w/ Earth Power.
  • Mega Gardevoir with HP Fire can also put in work against your squad because Mega Scizor will be OHKO'd after Stealth Rock w/o SpDef investment. It also gets switches from your Choice-locked Dragons.
  • Also pretty hard to break any sort of stall build in general because the core of Chansey + Skarmory + Amoonguss + Sableye walls your team w/ little counterplay against them. In particular, Quagsire seems impossible to break past on full stall builds.
So w/ that in mind, let's look at some options to improve these MU's.

  • I think your first change is running Expert Belt Lure w/ Fusion Bolt Kyurem-B > Choice Specs. Unlike Life Orb, Expert Belt gives no recoil but allows you to change moves, potentially nabbing Metagross pre-evo, Mega Scizor, Ferrothorn, Heatran, Keldeo, and Skarmory that think you're Scarf-locked into Ice Beam / Earth Power. Fusion Bolt also whacks both Manaphy and Azumarill effectively for your team. Charizard X that think you're locked into Earth Power / Fusion Bolt will potentially also try to Dragon Dance on Kyurem, which you can whack w/ the appropriate move
  • Mega Scizor would benefit from having SD > Defog, this gives the team a potential win condition against fatter builds that slowly lose their ability to kill it. 200 Special Defense would also be ideal to make sure that you survive Mega Gardevoir's HP Fire after rocks most of the time and can Roost stall Gengar's Shadow Ball
  • Latios > Amoonguss like Albacore mentioned above helps to check Charizard-Y much more effectively once and Earthquake lures in Heatran for Mega Scizor to win. It's a one time check but it's certainly better than the matchup as it stands.
  • Again, like Alba mentioned above Clefable really should have Stealth Rock > Heal Bell, your team isn't that bothered by status w/ Clefable to eat up Burn and Poison via Magic Guard and Rotom-W is immune to Thunder Wave. Stealth Rock is hugely important for any team to pressure Charizards, Talonflame, and other threats like opposing Kyurem. Also consider Thunder Wave > Flamethrower to help the team w/ speed control and make it easier for Kyurem-B to punch holes.
  • Finally, Rotom-W should have 44 Speed EV's to outspeed Jolly BD Azu just in case.
That's about all, gl broski

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Stone Edge

Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Swords Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Stealth Rock
- Soft-Boiled
- Flamethrower

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
 
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Thank you so much! I made some of the changes you suggested, and I ended up with pretty much exactly what Hector suggested. It works really well now! I never thought I would run 3 dragon types on the same team and make it work, but it's working so far.

The one problem I'm having with it after a few test games is that there tends to be a lot of pressure on Latios to check things, since things like Keldeo and especially Mega Charizard-Y can always just switch out after they hit Latios on the switch, and comes out unharmed while their biggest check gets worn down really quickly. I find that it can't consistently stop what it needs to, but I can't give it Roost without dropping important coverage. What would you recommend? Am I just playing Latios wrong, or is it a team problem?
 
Thank you so much! I made some of the changes you suggested, and I ended up with pretty much exactly what Hector suggested. It works really well now! I never thought I would run 3 dragon types on the same team and make it work, but it's working so far.

The one problem I'm having with it after a few test games is that there tends to be a lot of pressure on Latios to check things, since things like Keldeo and especially Mega Charizard-Y can always just switch out after they hit Latios on the switch, and comes out unharmed while their biggest check gets worn down really quickly. I find that it can't consistently stop what it needs to, but I can't give it Roost without dropping important coverage. What would you recommend? Am I just playing Latios wrong, or is it a team problem?

You can try running Roost > Earthquake if you want Latios to be more reliable in checking Keldeo and Char-Y, it just means you'll have to be way more proactive about preventing Heatran from coming in because now your answers to it consist of Rotom which can be Toxic'd easily and KyuB / Chomp. It's a playing preference more than anything else, but Roost is probably way more consistent
 
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