ORAS OU Azumarill HO

An overview:
Azumarill
Mega Pinsir
Landorus-T
Magnezone
Latias
Conkeldurr

Azumarill @ Sitrus Berry
Ability: Huge Power
Nature: Adamant
EV Spread: 92 Health 252 Attack 164 Speed
Moves:
Aqua Jet
Belly Drum
Play Rough
Knock Off

I chose Azumarill to be on my team because of the power and priority that comes with the combination of Aqua Jet and Belly Drum. Huge Power is the ability of choice (of course) to double Azumarill's otherwise terrible Attack. A Sitrus Berry is used for immediate recovery after Belly Drum. An Adamant nature along with max Attack EVs are used so that Azumarill can hit as hard as possible. 164 Speed EVs are used to outspeed Skarmory (without speed investment) and the rest went into Health which grants Azumarill an even Health stat so that the Sitrus Berry Activates after Belly Drum. The moveset is simple. Aqua Jet is used for water STAB and priority. Belly Drum is used to set up. Play Rough is Azumarill's fairy STAB and can get KO's Aqua Jet couldn't (Dragonite, Clefable, Gyarados etc.) Knock Off is used to KO bulky grass-types that resist fairy not named Mega Venusaur.

Pinsir @ Pinsirite
Ability: Hyper Cutter
Nature: Jolly
EV Spread: 252 Attack 4 Defense 252 Speed
Moves:
Return
Swords Dance
Close Combat
Quick Attack

I chose Mega Pinsir to be on my team because of its ability to break bulky grass types and sweep if necessary. Hyper Cutter is the ability of choice because it allows me to take an Intimidate without lowering Pinsir's attack. Pinsirite is used so that Pinsir can Mega Evolve into the powerhouse that is Mega Pinsir. A jolly nature with max Speed EVs are used with max Attack so that Pinsir can hit as fast as possible. The four EVs in defense make Pinsir's health odd so that it can switch into Stealth Rock twice. The moveset is straight forward. Return is used for powerful flying STAB to hit bulky grass types. Swords Dance is used to raise Pinsir's Attack to sweep or wallbreak more effectively. Close Combat is used to hits steel types harder than Earthquake. Quick Attack is used for priority, which is useful against faster attackers.

Landorus-T @ Leftovers
Ability: Intimidate
Nature: Impish
EV Spread: 252 Health 240 Defense 8 Special Defense 8 Speed
Moves:
Earthquake
Stone Edge
U-turn
Stealth Rock

I chose to use Landorus-T because I need a Stealth Rock setter. An impish nature is used to make Lando physically bulky. 252 Health EVs and 8 Special Defense EVs make sure that Lando will survive a Hidden Power Ice from Mega Manetric. 8 Speed EVs are used to outspeed modest Magnezone. The rest goes into Defense so that he take deal with physical attackers. Earthquake is Lando's strongest STAB move. Stone Edge is used to hit flying types like Mega Pinsir and Talonflame. U-turn allows me switch Pokémon without the cost of vital momentum. Stealth Rock is used to break sashes and to slowly wear down my opponent's team.

Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Timid
EV Spread: 252 Special Attack 4 Special Defense 252 Speed
Moves:
Thunderbolt
Flash Cannon
Hidden Power Fire
Volt Switch

I chose Magnezone to be on my team because of its ability to trap steel types and is my one fairy resist. Magnet Pull is used so that Magnezone can trap steal types, mainly Skarmory who would not allow either Azumarill or Pinsir to sweep. A timid nature and max speed are used so that Magnezone can outspeed base 108s like Keldeo. 252 EVs in Special Attack are used to hit as hard as possible. Thunderbolt is Magnezone's most reliable STAB move. Flash Cannon hits fairies. Volt Switch lets it finish off an opponent and switch out before a ground type can take advantage of Magnezone. Hidden Power Fire lets me hit steel types like Ferrothorn.

Latias @ Life Orb
Ability: Levitate
Nature: Timid
EVs: 72 Health 184 Special Attack 252 Speed
Moves:
Draco Meteor
Psyshock
Defog
Healing Wish

I chose Latias to be on my team because with a Volt-Turn and Mega Pinsir, hazard removal is a must. I settled on using Latias because of the usefulness Healing Wish's ability to heal a sweeper and giving them a second chance at sweeping. Life Orb is the item of choice because it gives Latias more power on her damaging moves. A timid nature is used with max speed to make her as fast as possible. 72 EVs in health give her extra bulk and let her reach a Life Orb number. The rest is in Special Attack to hit let her hit harder. Draco Meteor and Psyshock are used for STAB. Defog clears away hazards. Healing Wish gives a teammate a second chance in the battle.

Conkeldurr @ Assault Vest
Ability: Guts
Nature: Adamant
EV Spread: 252 Attack 236 Special Defense 20 Speed
Moves:
Drain Punch
Knock Off
Poison Jab
Mach Punch

When I was building my team I realized that it was weak to ice types and Rotom-Wash. I chose to use Conkeldurr on my team because it can handle ice types and Rotom-Wash. Guts is used to allow Conk to switch in on status inflicting moves like Thunder Wave from Thundurus-I and Will-o-Wisp from the aforementioned Rotom-Wash. An adamant nature and max Attack EVs are used so that Conk hits as hard as possible. 20 EVs in Speed are used so that Conk can outspeed Hippowdon. The rest goes into Special Defense so that Conk can take on special attackers. Drain Punch is a reliable STAB move that also provides Conk with some recovery. Knock Off is useful for removing items and hitting Gengar and other ghosts. bar Sableye. Poison Jab hits fairies on the switch. Mach Punch bypasses Conk's low speed and allows Conk to finish off weakened opponents.
 
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