ORAS OU Balance- Jolteon

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Deathzilla (Charizard-Mega-X) (M) @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Charizard is very safe and very strong. I like the bulky setup because once you eliminate hard hitting threats, you can usually get away with roosting back up your health so you can't get worn down. He is a very sturdy pokemon. EVs exist this way to outspeed Scarf Lando at +1, who without defensive investment dies to a +0 Flare Blitz. I built around using him as part of a strong offensive core.

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Armor (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 16 Atk / 240 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

My dedicated physical tank. Ferrothorn drinks physical hits, and I try not to feat special hits too much because normally they are going to be super effective hits anyway. I like Rocky Helmet damage coupled with iron barbs and leech seed more than I like running a Leftovers/Protect set. Makes a strong lead, but it's predictable.

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Hentaicruel (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Acid Spray
- Protect
- Rapid Spin

I know there are 'better' sets out there that give this thing some physical buff, but I'm not really worried about it. Scald burns aren't exactly consistent, but they do halve the damage I would be investing into a crappy DEF for. Instantly dies to Earthquake, so it's never really worth staying in on an enemy who typically runs it. Protect is there because I have no sustain other than Black Sludge. Acid Spray is so incredibly awesome and useful. Thanks to it and liquid ooze, I am almost universally a safe switch into Mega Venusaur. Serves as a dedicated Special tank who can also spin.

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Fairydust (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Focus Blast
- Calm Mind
- Soft-Boiled

This is my mixed tank and she is glorious. Again, nothing really special or different about how this set runs other than the fact that I can run Focus Blast and have better options than Flamethrower as far as dealing with switches. Focus Blast hitting (or at least threatening to hit) means I am pretty safe from Heatran who otherwise would force switches, Chansey who can't outlast me thanks to softboiled and calm mind, and it still has decent Ferrrothorn coverage. Why would you ever stay in on a Scizor just to die from SD+Bullet Punch? Overall I think the risk is worth keeping Focus Blast. My team also lacked fighting coverage for Normal Types and others.

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Calrizian (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

There is absolutely nothing special about Landorus-Therian. I guess for this paragraph I can talk about his nickname being a Star Wars reference? There's nothing really special about the investment either, it has enough speed to beat base speed 110's like Latios. Makes a nice +1 speed tier Volt-Turn core with Jolteon.

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The Flash (Jolteon) @ Toxic Orb
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
- Protect

I love Jolteon, I really do. I know they tell me that Raikou is better or something, but I really cannot say enough how much I love running this pokemon. His speed is high enough where I could go Modest and still be fine. Quick Feet makes it so Jolteon is faster than any normally ran Scarf pokemon, and toxic orb means you take less damage on the first turn than the flame orb, equal damage on the second, and by the third you take as much damage as you would have taken either way. For that, He doesn't usually stay in longer than that. He does a great job of cleaning up late game. Shadow Ball seems like meager coverage, but there are a surprising amount of psychic and ghost types out there that this is good against. He outspeeds and kills Gengar and Mega-Alakazam, and does well against others like Mega Slowbro, Mew, Jirachi, Lati@s, and others.

http://replay.pokemonshowdown.com/oususpecttest-297523721

Only one video for now.

I do not actually own on a cartridge any Landorus, but I haven't gone looking for them in OR yet. I also do not have a Tentacruel yet, but obtaining one will be very easy. Everything else I own.
 
Hi, really cool team you have! :D

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Protect is kinda redundant on Tentacruel, as it doesn't really do much besides give you the little amount of recovery. Toxic Spikes > Protect, I say, since your team seems to appreciate residual damage on the opponent and hazards help. You have a spinner instead of a defogger, so laying up more hazards is never a bad thing.

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On Clefable, I'd suggest you run the more classic EV spread of 252 HP / 172 Def / 84 SpD, as it does more for you than your current spread. And, as much as you back up your point, I think Flamethrower > Focus Blast is better for your Clefable. It has very unreliable accuracy, and why would you try to sweep with Clefable when there's a Heatran still alive anyways? Heatran pretty much walls you no matter what, and can threaten you out with a steel move. Focus Blast doesn't really fit on Clefable, in my opinion. Besides, you already have Lando and Tentacruel for Heatran and why would you stay in anyways.

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Another option to consider is Keldeo > Landorus, as your team really struggles to break past Chansey. Keldeo can also be scarfed, in case you still want to keep a scarfer on your team. Keldeo still beats Heatran easily, so no need to worry about that. Keldeo is already a really hard hitting attacker, and suits your team as good as Lando does, taking care of threats that Lando takes care of such as Bisharp.

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One last thing is Thunderbolt > Shadow Ball / Protect on Jolteon, since TBolt is pretty much mandatory on any fast electric. BoltBeam coverage is already pretty good, and TBolt hits way harder than Volt Switch if you want to stay in instead of switching out by Volt Switch. Protect is sorta redundant, but I can see why you would want to have it.

That is all I have to say for now, even if it isn't a lot, since I'm sorta multitasking atm, and I'm busy, sorry about that :[. Good luck on your team and have fun!

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Ripped straight from the Smogon analysis, although this is pretty much the best Keldeo set there is.
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Toxic Spikes > Protect
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252 HP / 172 Def / 84 SpD > 252 HP / 252 Def / 4 SpD; Flamethrower > Focus Blast

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>
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Set for Keldeo above
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Thunderbolt > Shadow Ball / Protect

Hope I helped!
 
The way that you seem like you wanna play your jolteon, I agree with Absollite in thunderbolt over protect. I can understand wanting that for sure toxic orb boost but it really seems you want to hit and run with it. Protect is good for scouting but I feel like Thunderbolt is the better move.

Calcs

252 SpA Jolteon Thunderbolt vs. 252 HP / 4 SpD Skarmory: 350-414 (104.7 - 123.9%) -- guaranteed OHKO
(350, 354, 360, 362, 366, 372, 374, 378, 384, 386, 392, 396, 398, 404, 408, 414)

252 SpA Jolteon Thunderbolt vs. 0 HP / 0 SpD Keldeo: 288-338 (89.1 - 104.6%) -- 31.3% chance to OHKO
(288, 290, 294, 296, 300, 302, 306, 308, 314, 318, 320, 324, 326, 330, 332, 338) (volt-switch just barely misses out on the OHKO in these calcs)

252 SpA Jolteon Thunderbolt vs. 224 HP / 0 SpD Tentacruel: 224-266 (62.7 - 74.5%) -- guaranteed 2HKO after Black Sludge recovery
(224, 228, 230, 234, 236, 240, 240, 242, 246, 248, 252, 254, 258, 260, 264, 266)(while volt switch has a chance to not 2HKO)

Aganist most of the slower walls you can punish, you may want that ability to stay in and zap them. In a few cases there's little difference between volt-switch and thunderbolt, like against slowbro and spdef talonflame, but in those cases volt-switch would never 2HKO anyways :p

The reason behind defensive tentacruel is more about dodging things it resists 2HKOing it on the physical side. Set was around way before scald, but your tentacruel seems to fit into your team pretty well. Your team might have an issue with mega-lop if it has ice punch. Keld can help with that if you decide to swap something out for it. Otherwise you have to rely on your clefable to take it on, and you have no solid way to revenge it as while jolteon outruns it, only after toxic orb, and none of jolteon's moves OHKO it
 
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I feel like I need to have at least one pokemon on my team that knows Protect.

Also I think your calcs are too low, as my Jolteon is 252+ SPA.

I like the Toxic Spikes idea, and I also like the Tunderbolt idea, but I think I can only get one.

Landorus has a lot more utility than Keldeo imo. Intimidate+Knock Off are two very important things in the meta. U-Turn is cake.

Does T-Bolt kill Mega Lop?
 
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