ORAS OU Another Mega Latias Offense (1825 Peak)

Sup Smogon,
This is yet another Mega Latias bulky offense team which have become quite popular as of lately. The main inspiration to build this team was a post that Bludz made in the good cores thread and I thought it'd be interesting to build around it. Without further ado, here's the team:

(Don't know how to do that thing that pops up so the peak is as an attachment)

Teambuilding Process

latias-mega.png
gliscor.png

I started out with a Mega Latias + Gliscor core. Mega Latias is a great mon against offense and balance builds, being able to tank a lot of hits and function as a great check to a lot of mons. Gliscor, on the other hand, helps Mega Latias out with stall with its SpDef SD set. It also counters things like Clef, Heatran, Mega Diancie, and Bisharp, all of which annoy Mega Latias. Mons that beat Gliscor, such as Keldeo and Manaphy, are easy (besides burn) setup opportunities for Latias, while Gliscor is a great status absorber.

ferrothorn.png

I added Ferrothorn because the core gets destroyed by Weavile, Kyurem-B, Mega Scizor, MegaGross (to an extent), and Ferrothorn is a great defensive mon for a lot of the tier in general. Hazards (whether Spikes or SR) are also [broken] important on any build, and having another fairy switch in is always nice for stuff like Azu.

clefable.png

There's no better splashable mon than Clef, and it rounds out my dragon + steel + fairy defensive core nicely. Clef helps with things like Thundy, Mega Lop, Diancie (again), and also offers the team another wincon. Honestly Clef is just godlike and I don't think it needs much of an explanation here as it's just a nice glue for the team and the previous three mons just help wittle away at things that annoy Clef. Having a Mega Sab counter is always nice too for the occasional annoying stall.

keldeo-resolute.png

The team was lacking offensive presence and a hard-hitting water type, so Keldeo was added to fill the void. Keldeo is also another great backup check for things like Bisharp, Weavile, Ferro, and Mega Scizor, which the team struggles with. As steels get more popular, Specs Keld is a great mon to put a huge dent in something as not a lot can switch in to this monster. Also helps with bulky grounds.

tyranitar.png

Perhaps the hardest mon to find to finish up the team. I noticed a weakness to Zard-X, Zard-Y (as they're usually paired with Ttar + Keld), and the team didn't really put a lot of physical pressure, so Ttar seemed to fit this role. It's great for trapping the Latis, which switch in to Keldeo 90% of the team. Its band set is very good atm and it also pressures stall a bit more, as banded stone edge does a million and rock typing is valuable in the current meta. It also lives a +1 EQ from stuff like Zard-X (unless ada+ but who runs that now) in emergency cases.

The Team

latias-mega.png

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Calm Mind
- Thunderbolt
- Psyshock

Mega Latias is crazy, being able to check and force out a big amount of the meta. I decided to try out the CM set because I always used the Reflect Type set. CM Latias is able to set up on a lot of things, such as Keldeo, Clef without twave, and so on. The moveset is a bit tricky and I'm still messing around with it. Amoongus and Mega Venusaur are annoying for the team, and having Psyshock is always good to beat other CM users. I opted for Thunderbolt > Dragon Pulse or Ice Beam because the team can struggle with things like Skarm and bulky waters, and it also hits things like Bisharp on the switch.

gliscor.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Facade / Knock Off
- Roost

I'm not sure why I haven't seen Gliscor that much. It's an underrated mon which is able to handle a lot of common threats like Mega Diancie, Latis (to an extent), Clef, and be an amazing stallbreaker. It has great synergy with Mega Latias, handling its checks and counters. It also helps out with playstyles that Mega Latias struggles with. I changed Knock Off for Facade thanks to FV's rate, but I slashed Knock Off for anyone who wants to try it as it still hits Gengar.

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 18 Spe
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled

The based pink god. Clef is the best glue possible and helps the team with things that might overpower the core, such as Kyurem-B, Weavile, Lop, Ferro, and so on. The IVs are necessary to avoid the 2ohko from Gyro Ball all the time. I opted for Flamethrower here to have an easier time beating Skarm and catching things like Excadrill on the switch. I might try running twave for speed control, as it's needed sometimes, but I've found flamethrower to be more valuable.

ferrothorn.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock

My SR setter and backup check to things like Thundy, rain, fairies, sand, and the like. Ferro is a great utility mon which can set up rocks on a lot of switches and forms a nice defensive dragon + fairy + steel backbone. The moveset is obvious enough, and I feel like this team appreciates SR > Spikes because things like Talon, Dnite, Thundy, etc. are more threatening in general.
keldeo-resolution.gif


Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Keldeo provides offensive presence and also helps remedy pressure off of the defensive backbone being a dark switch in. It also helps with Tran and bulky grounds such as Lando, Hippo, and Gliscor, as well as beating Mega Scizor. I opted for HP Electric to hit Azu as it is a major threat after a BD or just in general. It also helps with the rare Jellicent and other bulky waters on the switch.

tyranitar.gif


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

Standard band Ttar to help with the Lati twins and other bulky things. This thing's power is monstrous and it dents a hole in a lot of Keldeo counters, namely bulky Slowbro, Starmie, Tangrowth, and the Latis. The EVs are so it outspeeds standard Skarm and has enough bulk to live most spreads of Zard-X's +1 EQ at full. Also rounds out the team with good rock and dark coverage.

Threatlist

Too lazy to explain these, but here they are:
serperior.png

thundurus.png

azumarill.png

keldeo-resolute.png

charizard-mega-y.png

charizard-mega-x.png

gardevoir-mega.png

excadrill.png


Replays

http://replay.pokemonshowdown.com/ou-387541620 - Beating Shedinja + Duggy stall

http://replay.pokemonshowdown.com/ou-387992843 - Clef coming through at the end

http://replay.pokemonshowdown.com/ou-388156077 - Short battle but I hit peak

http://replay.pokemonshowdown.com/ou-388656069 - Close battle where I fail to close it out at the end

I've played many more, just forgot to save them lol

Conclusion

Overall, this team has proved to be very solid in the current meta and handles a lot of threats and builds. More than happy to listen to suggestions!

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gliscor.png
ferrothorn.png
keldeo-resolute.gif
clefable.png
tyranitar.png
 

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Hey man,

This is a neat team, and I think it can be improved in a few small ways. Firstly, by far the biggest thing that stood out to me is that you're 6-0'd by serperior, and it didn't even get a mention in the threatlist. Noticing this threat I did play with restructuring your team a bit, although I feel for the purpose of this rate, it isn't really worth making those changes. The reason being is that your team does a lot of things well, and I don't think its worthwhile to make a lot of changes (not necessarily bad ones though) and change the majority of the team just for one mon. I'd rather instead focus on improving your team in small but impactful ways. Anyway, lets get onto the rate!

472.png

Noticing your weakness to excadrill (especially SD variants), it may be helpful to have more physical bulk on gliscor. A spread of 244 HP / 16 Def / 192 SpD / 56 Spe with an Impish Nature should do the trick. Furthermore, while Knock Off is really good utility to have, I like Facade in this moveslot as you're kind of weak to opposing gliscor (keld gets worn down throughout the game and has no recovery, and it can beat everything else), and Talon is also frustrating to deal with if your TTar gets burned. In general, its a much stronger move you can use to immediately pressure ground resist/immune pokemon. This might leave you a bit weaker to stuff like LO Torn, but I feel its worth trying out.

036.png

Your clefable set is extremely conflicted right now. On one hand you have reduced speed whose only purpose is to beat ferrothorn through pp stall, but you're also carrying flamethrower, which makes no sense. Personally, Scizor is a big enough threat to your team (threatening to the point where I would consider RestTalk Keld) that I would use Flamethrower Clef (it also immediately pressures Skarm and Ferro, which lay up spikes that you cannot remove). You're also a bit weak to Alakazam (LO and Mega, especially CM) and Thundurus, so I would go for a spread of 248 HP / 164 Def / 96 SpD or 248 HP / 172 Def / 88 SpD with a Calm Nature (the former avoids the 2hko from LO zam psychic, and the latter forgoes a little sdef to get better rolls on the physdef side), and make your Speed IVs 31 so you can at least tie with other clefable and outrun slower variants of azu, etc.

248.png
&
598.png

Building off the Zam / Torn issue as well as your lack of spikes despite having a ferrothorn, my suggestion is to use Chople Rocks TTar > Band Tar and Spikes Ferrothorn. I get that Banded TTar is a premier wallbreaker and hitting hard is extremely nice, especially with specs keld, but your team is conflicted in this regard as you have 3 defensive sweepers that aim to slowly break down the opponents team together, which makes it important that you don't get swept yourself first. Chople TTar is just extremely solid, and you can run a max hp max atk set if you miss the firepower of banded (not the same, but still pretty strong). My personal preference, however, is to go with a regular bulky set like the one on the analysis, but one that carries Twave > Crunch and Rock Slide > Stone Edge (paraflinch and accuracy), since TWave is just phenomenal support for set-up sweepers and its good to have it somewhere on the squad. Most psychic types in this meta are offensive anyway so crunch isn't sorely missed, and defensive ones like reuni are much better handled with twave + one of lati/glis/clef.

I think that's pretty much it. Other than the clef change, all my adjustments make you stronger in some areas and weaker in others, so its really up to the users preference to what they want to do with the team (I just presented ideas and what I prefer). GL with the team! n_n
 
Hey man,

This is a neat team, and I think it can be improved in a few small ways. Firstly, by far the biggest thing that stood out to me is that you're 6-0'd by serperior, and it didn't even get a mention in the threatlist. Noticing this threat I did play with restructuring your team a bit, although I feel for the purpose of this rate, it isn't really worth making those changes. The reason being is that your team does a lot of things well, and I don't think its worthwhile to make a lot of changes (not necessarily bad ones though) and change the majority of the team just for one mon. I'd rather instead focus on improving your team in small but impactful ways. Anyway, lets get onto the rate!

472.png

Noticing your weakness to excadrill (especially SD variants), it may be helpful to have more physical bulk on gliscor. A spread of 244 HP / 16 Def / 192 SpD / 56 Spe with an Impish Nature should do the trick. Furthermore, while Knock Off is really good utility to have, I like Facade in this moveslot as you're kind of weak to opposing gliscor (keld gets worn down throughout the game and has no recovery, and it can beat everything else), and Talon is also frustrating to deal with if your TTar gets burned. In general, its a much stronger move you can use to immediately pressure ground resist/immune pokemon. This might leave you a bit weaker to stuff like LO Torn, but I feel its worth trying out.

036.png

Your clefable set is extremely conflicted right now. On one hand you have reduced speed whose only purpose is to beat ferrothorn through pp stall, but you're also carrying flamethrower, which makes no sense. Personally, Scizor is a big enough threat to your team (threatening to the point where I would consider RestTalk Keld) that I would use Flamethrower Clef (it also immediately pressures Skarm and Ferro, which lay up spikes that you cannot remove). You're also a bit weak to Alakazam (LO and Mega, especially CM) and Thundurus, so I would go for a spread of 248 HP / 164 Def / 96 SpD or 248 HP / 172 Def / 88 SpD with a Calm Nature (the former avoids the 2hko from LO zam psychic, and the latter forgoes a little sdef to get better rolls on the physdef side), and make your Speed IVs 31 so you can at least tie with other clefable and outrun slower variants of azu, etc.

248.png
&
598.png

Building off the Zam / Torn issue as well as your lack of spikes despite having a ferrothorn, my suggestion is to use Chople Rocks TTar > Band Tar and Spikes Ferrothorn. I get that Banded TTar is a premier wallbreaker and hitting hard is extremely nice, especially with specs keld, but your team is conflicted in this regard as you have 3 defensive sweepers that aim to slowly break down the opponents team together, which makes it important that you don't get swept yourself first. Chople TTar is just extremely solid, and you can run a max hp max atk set if you miss the firepower of banded (not the same, but still pretty strong). My personal preference, however, is to go with a regular bulky set like the one on the analysis, but one that carries Twave > Crunch and Rock Slide > Stone Edge (paraflinch and accuracy), since TWave is just phenomenal support for set-up sweepers and its good to have it somewhere on the squad. Most psychic types in this meta are offensive anyway so crunch isn't sorely missed, and defensive ones like reuni are much better handled with twave + one of lati/glis/clef.

I think that's pretty much it. Other than the clef change, all my adjustments make you stronger in some areas and weaker in others, so its really up to the users preference to what they want to do with the team (I just presented ideas and what I prefer). GL with the team! n_n
Hey FV, thanks for the in-depth rate! :]

I didn't even play against Serp which is why I forgot to include it, but it does go to town on my team so I'll update that. I also gotta thank you on keeping the team as is, as I don't think changing it purely for one mon is beneficial.

1) I'll try out Chople Tar, as I've noticed that I usually rely on FB misses for mons like Mega Garde and Gengar. It might also help me with Superpower Torn-T. I'll miss the raw power CB Tar had, but I'll def try it out as you had stellar points on that. Also helps to have double hazards.

2) I did notice that my team was weak to Excadrill, primarily SD. Thankfully I don't run into that often. I will definitely try and probably keep Facade > Knock Off, as even tho Knock Off is a great utility move, I am very weak to Tflame and actually lost to one today while testing. I'm not sure how I feel about the nature change tho. Mega Diancie is a huge threat and with Impish > Careful, I get 2ohkoed by Moonblast. I also don't live a Draco from Latios after rocks, which has saved my ass at times before. I might be wrong, but I thought SD Drill was primarily Jolly to not speed tie with regular ada lo Drill. Even with Careful, I can live a +2 Jolly Iron Head from full. I guess it's more of a risk worth taking but I feel like Diancie/Latios (especially HP Fire) can be more annoying so I'd have to test this first. Losing Knock Off does make me weaker to Gengar, but I guess it's not too common and I have chople Tar now regardless.

3) I tried running some calcs on LO/Mega Zam as well as Thundy and the damage output between your sets and the standard set were practically the same - I still avoid the 2ohko from any of their moves. The thing with Speed IVs is, I don't really see why they're helpful. Azu runs enough speed for Clef regardless (even with 31 IVs), and I'm not outrunning anything relevant with max speed. Most Clef pack twave so it seems like speed tying them is a lost cause in the first place, and I have Gliscor for that. A lot of people make their Clef counter either twave or Ferro, and it seems like setting up on Ferro is something I benefit off of. I'll try out your spreads, but I'm a bit iffy on running 31 IVs.

I also did try RestTalk Keld, but it usually seemed more matchup oriented than anything and I felt like Specs was better after a while of testing for power.

All in all, thanks for the great rate again. I'd be more than happy to talk about any points I might've not been right about. :]
 
Hey mate, ngl this team is mon for mon similar to WECAMEASROMANS 's mega latias team bar heatran > keldeo. Not gonna do the whole rate thing but I will give a couple of suggestions. The first thing, I would say is that heatran > keldeo is probably better for you. It fixes the zor issue (mostly), deals with serp, and helps against other fat teams but more importantly, it lets you deal with bulky grass types that are a big issue rn. Also you can go spikes ferro this way too which is nice for pressuring teams. Try the standard set with max hp max speed and taunt rocks lava plume and toxic. If you do go with this, scartar >bandtar works best and then you can incorporate all of flamingvictinis changes. Also a personal nitpick: for a team like this where the only keldeo counter is mega latias, you should probably go boltbeam reflect type or you will get pursuit trapped way too early.

Finally, I would refer to this as balance or bulky offense at best rather than mega latias offense.
 
Hey mate, ngl this team is mon for mon similar to WECAMEASROMANS 's mega latias team bar heatran > keldeo. Not gonna do the whole rate thing but I will give a couple of suggestions. The first thing, I would say is that heatran > keldeo is probably better for you. It fixes the zor issue (mostly), deals with serp, and helps against other fat teams but more importantly, it lets you deal with bulky grass types that are a big issue rn. Also you can go spikes ferro this way too which is nice for pressuring teams. Try the standard set with max hp max speed and taunt rocks lava plume and toxic. If you do go with this, scartar >bandtar works best and then you can incorporate all of flamingvictinis changes. Also a personal nitpick: for a team like this where the only keldeo counter is mega latias, you should probably go boltbeam reflect type or you will get pursuit trapped way too early.

Finally, I would refer to this as balance or bulky offense at best rather than mega latias offense.

Hey man, thanks for the rate! The first part of the rate actually states it's bulky offense, just didn't wanna make the title too long :]

I've never seen WECAMEASROMANS's team, but I'd have to try out Tran > Keldeo. I'm a bit hesitant because on paper, I'm not sure how much it actually helps. Keldeo handles Mega Zor nicely, and although it helps with fat teams, Keldeo already does a good job applying pressure. On paper, this also makes me incredibly weak to common threats such as Bisharp (who sweeps at +2), Weavile, Band Ttar (yeah darks are a problem), and Heatran. Although not a good switch in at all, Keldeo can also beat other Keldeo (speed tie but w/e). I'm also much weaker to grounds, but I guess if I use boltbeam Lati I do remedy this a bit.
I will obviously try it out, I just think that I'd prefer a better matchup vs the aforementioned mons instead of just getting a better matchup vs Serp, who you see less anyways. Fat grass types are annoying but tbh there's like 3 relevant ones which MLati beats anyways. If I do run Tran, I'll def do ScarfTar > Band.

I will definitely try boltbeam Latias. I haven't had problems with Pursuit yet but I've missed boltbeam at times, just felt like I wanted to try out CM MLati.
 
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Hey man, thanks for the rate! The first part of the rate actually states it's bulky offense, just didn't wanna make the title too long :]

I've never seen WECAMEASROMANS's team, but I'd have to try out Tran > Keldeo. I'm a bit hesitant because on paper, I'm not sure how much it actually helps. Keldeo handles Mega Zor nicely, and although it helps with fat teams, Keldeo already does a good job applying pressure. On paper, this also makes me incredibly weak to common threats such as Bisharp (who sweeps at +2), Weavile, Band Ttar (yeah darks are a problem), and Heatran. Although not a good switch in at all, Keldeo can also beat other Keldeo (speed tie but w/e). I'm also much weaker to grounds, but I guess if I use boltbeam Lati I do remedy this a bit.
I will obviously try it out, I just think that I'd prefer a better matchup vs the aforementioned mons instead of just getting a better matchup vs Serp, who you see less anyways. Fat grass types are annoying but tbh there's like 3 relevant ones which MLati beats anyways. If I do run Tran, I'll def do ScarfTar > Band.

I will definitely try boltbeam Latias. I haven't had problems with Pursuit yet but I've missed boltbeam at times, just felt like I wanted to try out CM MLati.
You aren't really threatend by bisharp at all if you use scarf tar > bandtar + tran. Rn you have an odd mix of offense with fat balance. I would honestly take this all the way and just go with the fat team because, with experience using wecameasromans's team in tour, its quite good. As for latias as an answer for fat grass, i wouldn't say that's enough: amoonguss and tangrowth really fuck you over rn and heatran is a nice answer. As for keldeo vs mega zor, because you have no hazard control, and keldeo gets worn down much easier than heatran with leftovers. Also the dual hazards really is an improvement. Anyway its up to you but that's my 2 cents.
 
You aren't really threatend by bisharp at all if you use scarf tar > bandtar + tran. Rn you have an odd mix of offense with fat balance. I would honestly take this all the way and just go with the fat team because, with experience using wecameasromans's team in tour, its quite good. As for latias as an answer for fat grass, i wouldn't say that's enough: amoonguss and tangrowth really fuck you over rn and heatran is a nice answer. As for keldeo vs mega zor, because you have no hazard control, and keldeo gets worn down much easier than heatran with leftovers. Also the dual hazards really is an improvement. Anyway its up to you but that's my 2 cents.
Like I said, I'm definitely trying it out bc experience speaks for itself. I know this would prob work, but I do become much weaker to Sand. MLati's psyshock also does more to Gus than Tran's plume, and it sets up on Tangrowth. You're also right on the Zor part. I'm definitely going to try out Tran as well tho!
 
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Dude keldeo isnt a good sand answer :/ you have a gliscor and a ferrothorn, you will be fine. Also you get 6-0d by pinsir without scarftar and amoonguss are defensive so psyshock will do pitiful damage, you will be spored. Also i strongly advise you to use reflect type latias, it helps vs tran, excadrill (sand which you are so afraid of), tyranitar, and weavile
 
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