ORAS OU AV Serperior bulky balance

Hey everyone! I have recently taken up battling again after a long time. This is the first team I made after the start of the ORAS OU. I apologise if it's not up to standard. Could you all please help improving it?

All the mons' weaknesses are covered other than mew's weakness to ghost by one another allowing me to safely switch into almost any type of attack. The only two types that I don't have a resist against are rock and as mentioned before, ghost.
serperior.gif


Serperior @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Giga Drain

This guy either starts of early and gives me an early lead with a KO or comes on late game to try and get a sweep. AV gives it enough bulk to take a few special hits. It also allows me to stay in for some moves I would normally switch out on and then proceed to do lot damage. It allows me to switch into grass moves aimed at Rotom W.

heatran.gif


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Earth Power
- Protect
He takes advantage of Serperior and Scizor's weakness to fire and switches in to get a flash fire boost and can also take ice type moves aimed at Serp. He can also tank grass type moves, which help Rotom W. He also covers Clefable's weakness to steel and poison. He is also my rock setter

rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

He helps by switching into ground and water type moves aimed at tran. He also counters Mamoswine, a threat to the previous two and takes care of Talonflame. Keeps the momentum up by Volt switching. He completes the FWG core.

mew.gif

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Defog
- Soft-Boiled
- Taunt
- Knock Off

I needed something that could get rid of entry hazards. I thought he would be the best choice as he can learn every move so I could put anything together to make it fit my team. I was thinking of adding heal bell instead of defog and turning it into a cleric. But that would mean that I would have to run defog on Scizor.

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

I have had great success with this guy. Comes in, takes a few hits, sets up, status does not bother him and then sweeps.

scizor-mega.gif

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

I initially had Mega Altaria but it wasn;t really doing much. I chose Scizor as the team lacked priority. Late game, after I have worn them down with Heatran, Rotom W and Clefable and potentially taken a few out with Serperior, Scozir comes in and sets up relatively easily and begins to pick the weakened mons off with Bullet Punch.
 
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Kay, so couple things:

First off, Serp is pretty weak until youve reached +2 or +4, especially without LO. AV could sound nice to help you get some momentum, but he's already pretty bulky as is.

You should try offensive Air Balloon Tran; I think it might work better, since your team is lacking in the momentum department.

Also, you have no hazards, which is definitely problematic. If you control the hazards, you control the battle. You are pretty weak to Zard Y, it can basically ohko your entire team, and doesn't care about any of their attacks except rotom, who it ohko's anyways. You really need rocks, or it will outspeed and destroy you. Zard X is a bit of a problem too.

Just a nitpick,, but rotoms hardly even a check to mamo anymore. Most run freeze dry just for rotom.

I'll add some more later!
 
Kay, so couple things:

First off, Serp is pretty weak until youve reached +2 or +4, especially without LO. AV could sound nice to help you get some momentum, but he's already pretty bulky as is.

You should try offensive Air Balloon Tran; I think it might work better, since your team is lacking in the momentum department.

Also, you have no hazards, which is definitely problematic. If you control the hazards, you control the battle. You are pretty weak to Zard Y, it can basically ohko your entire team, and doesn't care about any of their attacks except rotom, who it ohko's anyways. You really need rocks, or it will outspeed and destroy you. Zard X is a bit of a problem too.

Just a nitpick,, but rotoms hardly even a check to mamo anymore. Most run freeze dry just for rotom.

I'll add some more later!

Thanks! What set should I use for offensive air balloon tran? I've been out of battling for so long that I forgot their being a move called freeze dry :P Should I give mew hazards over taunt? Lastly, should I use any other mega other than scizor? Sorry for asking so many questions. Thanks for all the help!
 
Thanks! What set should I use for offensive air balloon tran? I've been out of battling for so long that I forgot their being a move called freeze dry :P Should I give mew hazards over taunt? Lastly, should I use any other mega other than scizor? Sorry for asking so many questions. Thanks for all the help!
I love Scizor, def leave it.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Fire Blast
- Taunt
- Toxic / Earth Power
- Stealth Rock

Here's the tran set I think you should run. It provides hazards, lays them faster than a lot of things, and provides offensive pressure as well
 
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