ORAS OU A Tale of Two Fairies (Currently at 1500 and rising)

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I built this team off of an idea I had to built a team around two fairy type pokemon, one physical one special, that with a little support killing steels and poisons, could obliterate the opponent. Well this ended up working out pretty well, and here is the team!


The Team:
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Team Building Process:
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So first I knew that I wanted a dual fairy core, that combined would be able to break through any wall the meta could throw at me without using my mega slot,while still having some bulk to them, and that is where I got these two. Azumarill is an amazing physical wall breaker and revenge killer, and specs Sylveon leaves nothing but destruction in its wake.
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So obviously being dual fairy core I needed something to clear out them pesky steels and poisons, and with its magnet pull, Magnezone does a fantastic job at that.
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I then realized that my core is slow, and pretty weak to status, so I chose Mega Lopunny. High Jump kick and Heal Bell both kill steel types and keep me status free. My fast speed also lets me get the jump on a lot of pokes.
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I then needed something to kill Mega Venusaur, one of the main poison types that came to my mind. I also needed some way to get rid of hazards, and so Latios was an obvious choice. Being a dragon type, Latios also helps form a Fairy/Steel/Dragon pseudo-core thing with his team mates.
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For my last team member, I wanted something that could take physical hits, as my team was very specially bulky. I also needed something to set um hazards, so I chose Landorus-T. Not only can lando set up rocks and soak up hits, he can also destroy steels with earthquake, and can provide a buffer to mega metagross.
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Team Members: (Changes in Bold)

Azumarill @ Assault Vest
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Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
So I chose to use AV Azumarill, because I really like to have my pokemon somewhat bulky as opposed to frail full on attackers. Anyway, Azumarill can still deal out big damage despite not having an offensive item with its main stab moves, Waterfall and Play Rough. The move I use is highly dependant on the situation at hand. Aqua Jet is so that Azumarill can come in on a weakened opponent and pick them off. Knock off is a great utility move to ease prediction and to cripple an opponent's pokemon at the same time.

Sylveon @ Choice Specs
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Ability: Pixilate
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Psyshock
- Hidden Power [Ground]

Before anybody says anything about how Clefable is so much better than Sylveon, take a look at these calcs:
252+ SpA Choice Specs Sylveon Shadow Ball vs. 0 HP / 0 SpD Mega Metagross: 236-278 (78.4 - 92.3%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 252 HP / 4 SpD Skarmory: 186-219 (55.6 - 65.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Sylveon Psyshock vs. 252 HP / 240+ Def Mega Venusaur: 160-190 (43.9 - 52.1%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Sylveon Hidden Power Ground vs. 248 HP / 220+ SpD Heatran: 272-324 (70.6 - 84.1%) -- guaranteed 2HKO after Leftovers recovery

As you can see, specs Sylveon can blow through OU like dynamite. With its high special attack, pixilate, and wide variety of coverage options, Sylveon alone can give me victory in some of my matches, with a little bit of prediction skills. One of the best things about sylveon is that even if your opponent switches in something that isn't named heatran to face one of my hyper voices, it will still do a hefty chunk of damage to them and allow me to break them with the thing I switch in. Edit: I ended up giving it hidden power ground in order to be able to hit heatran hard, as long as the air balloon is popped first (assuming it has one).

Magnezone @ Choice Scarf
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Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone the best steel trapper/killer in the game (Magneton pls go), and for good reason. HP fire can do work on several opposing steel types, especially Ferrothorn and Mega Scizor, being able to 2hko them both, and Thunderbolt can do a number on several things as well, especially Skarmory. Flash Cannon is to wreck fairy types who stand in my way, and Volt Switch is fantastic at providing offensive pressure and keeping my momentum up at the same time, as well as providing fantastic synergy with Lando.

Lopunny @ Lopunnite
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Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Heal Bell
- Fake Out
The three best things about Mega Lopunny are its versatility, its speed, and its coverage. With two high powered STAB moves being able able to hit the whole metagame for neutral coverage, Mega Lopunny has a lot of room for Customisation. For my two tertiary moves, I chose Heal Bell, in order to keep Lopunny and its teammates healthy, and Fake out in order to get free damage on my opponent, break sashes, and sometimes revenge kill the opponent. Overall Mega Lopunny's role is to be a utility poke that can hit hard and outspeed the opponent.

Latios (M) @ Life Orb
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Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 29 Hp
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Ground]
- Defog
The first two slots in Latio's moveset are pretty self explanatory. Draco meteor is to just nuke the opponent, and Psyshock is to hit special walls, poison types, and fairies. The third slot is where things get weird though. I chose hidden power ground because I was tired about Latios being able to do absolutely nothing about common threats like bisharp, heatran, and Mega Metagross, and I didn't want to have to sacrifice bulk or Special attack power for earthquake. Hidden power ground does a good amount of damage against these threats. Defog is to get rid of the hazards that the rest of my team hates so much.

252 SpA Life Orb Latios Hidden Power Ground vs. 0 HP / 0 SpD Mega Metagross: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO
252 SpA Life Orb Latios Hidden Power Ground vs. 4 HP / 0 SpD Bisharp: 229-270 (84.1 - 99.2%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Latios Hidden Power Ground vs. 248 HP / 220+ SpD Heatran: 244-291 (63.3 - 75.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Latios Hidden Power Ground vs. 0 HP / 4 SpD Heatran: 322-385 (99.6 - 119.1%) -- guaranteed OHKO after Stealth Rock

Landorus-Therian (M) @ Leftovers
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Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Last but not least we got good old Landorus-T. There isn't much to say here, except that Landorus is very good at handling physical moves with that bulk and that intimidate, is able to set up rocks for me, can do decent amounts of damage, using earthquake to hit steels and poisons, and Stone Edge to destroy flying types, which makes it easier for for my Lopunny to run wild. U-turn is great for keeping up momentum, and has great synergy with magnezone. He really hates burns though, but that is ok because Lopunny can heal those right up.
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So there you have it! Thank you for reading this all the way through, and it would be awesome if you could leave some comments to help me make this team even better!
 
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Nice job. I really like the concept of your team. I would just suggest some minor changes:

First of all I would run a spread of 240 HP / 252 Atk / 16 SpD on Azumarill. This spread is basically standard on AV Azumarill, as it allows you to take physical hits better while also providing decent special bulk.

In addition to that I would consider using HP Ground over HP Fire on Sylveon. You don't really need fire coverage because Magnezone traps and kills almost every steele type apart from Heatran. Therefore it would be nice to catch your opponent on the switch and smack Heatran with HP Ground.

I like the idea having a support move on Lopunny, even tough I would change Heal Bell to Healing Wish. This allows you to heal up one of your powerhouses and free him from status in order to deal a ton of damage for a second time.

On top of that change HP Ground to Earthquake on Latios. EQ is generally the preferred option because it allows Latios to OHKO Heatran and 2HKO Ttar after Stealth Rock damage, which HP Ground could not do. Therefore a Hasty nature is advised.
Since you have trouble with Mega Venusaur, Roost would be another option to increase your longevity. But I will leave this up to you.

In the end just a minor detail: Set the Attack IVs on your special attackers to 0 to decrease the damage of foul play.

So as I said, you have a really nice and creative team. I hope my suggestion could help you to improve it.
 
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A lot of things that I would like to say have already been said lol, but I would suggest a spread of 252 HP / 240 Def / 8 SpD / 8 Spe on Landorus-t as it enables you to survive Mega Manectric's HP Ice as well as outspeeding standard 44 spe Rotom-w. Something else you could consider for Landorus is Smack Down, which a more reliable move to hit Talonflame and Skarmory with, before 'quaking them to death. Another minor nitpick is to give Latios 29 HP IVs so Life Orb does less recoil. Hope I helped, and gl with laddering!
 
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Thanks for your input, guys! I have put any changes in bold. For now, I'm gonna keep Hidden power ground on Latios, just because it still 2hko's specially defensive heatran on the switch in, and it 2hko's mega metagross. Im also gonna keep heal bell on lopunny and stone edge on landorus, just until I test those moves out
 
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