ORAS OU Balance is the key - RMT (No Mega/Legendaries)

Hi people from Smogon!
It's the first time i'm posting here, and i came to get some advices for this lil new project i've been thinking of: an ORAS OU Team without Mega or Legendaries (of any type). Why do i build a team like that? Simply because i don't like Mega Evos, i don't have fun playing with them honestly :/ About the legendaries, well it's kinda the same.
Anyway, onto the team!
AT A GLANCE

scizor.gif
hippowdon.gif
infernape.gif
togekiss.gif
rotom-wash.gif
hydreigon.gif

BREAKDOWN
scizor.gif


Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 31 in everything
- Knock Off
- Superpower
- Bug Bite
- Bullet Punch
When i think about teambuilding i can't avoid to think about Scizor. Standard All-Out attacker EV/Item spread with Techincian to bring out the best by Scizor's 2 main STABs, Bug Bite and Bullet Punch. Superpower is here to deal with annoying Steel Types, one of the few things that can stop it. Knock Off is mainly a last resource, is Scizor is against an opponents with an important item it came and resolve the situation magnificently.

hippowdon.gif


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Slack Off
- Stealth Rock
My main Physical Wall. This guy can tank whatever you throw at it and still be able to recover and use some potential dangerous moves. I use Hippo as Rock Setter, since in OU rocks help enormously, Slack Off is the obligatory move as it allows Hippowdon to live even longer than it would normally do. I went for Rock Slide instead of Stone Edge because of the accuracy, SE misses a lot more and Rock Slide has a slightly better one. Earthquake obligatory STAB to get rid of annoying opponents.

infernape.gif


Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Punch
- Close Combat
- Gunk Shot
- Mach Punch
Ape is here to provide offensive support with his raw strength. I chose a Physical one mainly for the Iron Fist + Life Orb combo, to get a quite good boost on basically every move. Fire Punch STAB, with the previously mentioned duo has great power and can deal quite some damage. Close Combat doesn't need to be discussed along with Mach Punch, just brute force and priority. Gunk Shot is here to be a Fairy killer, most enemies don't expect such a move on Ape.

togekiss.gif


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Dazzling Gleam
- Roost
Special Wall and Flinchax abuser. I love Togekiss because no matter what you decide to use, if TW strikes you're doomed. So TW and Air Slash are here to rip apart everything, and in case something goes wrong at least a paralysis will be dropped. Dazzling Gleam is used as a STAB Dark/Fighting types checks, Roost for recovery to allow Toge a better use of Flinchax. There isn't a lot to say about it.

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Volt Switch
Rotom is here to take some pressure off Hippo and Toge, aside the fact that is one of the 2 members of the Volt-Turn Core. Hydro Pump and Thunderbolt obligatory STABs that are able to deal quite some damage on the enemies. Volt Switch makes a perfect core with Hydreigon's U-Turn and can be useful to deal damage too. Will-O-Wisp cripples Physical attackers that, if Hippo goes down, may be dangerous for Rotom or for the team itself.

hydreigon.gif


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Heat Wave
My signature pokémon and favourite of all. Choice Scarf to use the Surprise-effect on frail mons that are naturally faster than it, this strategy demonstrated to be surprisingly quite efficent. Draco Meteor main Dragon STAB, it can destroy a lot of dangerous opponents, aside the fast-but-frail mons previously mentioned (I.E. opponents Apes). U-Turn makes a good core with Rotom, and Heat Wave is here to cripple Ice Types like Weavile (with the help of Choice Scarf).

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Superpower
- Knock Off

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Slack Off
- Stealth Rock

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Heat Wave

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Dazzling Gleam
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Volt Switch

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Punch
- Close Combat
- Gunk Shot
- Mach Punch
 
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