ORAS OU Balanced Offensive (MScizor + Heatran core)

Hello everyone! Currently trying to build a team for a local tournament in my area for OU and I'd love to hear criticism and hopefully I'll be able to fine tune my team in the best possible way. I initially wanted to do a hyper offensive team core (as I'm used to playing that in Ubers) but eventually settled on a balanced offensive team. I'm running a ~70% win rate out of 30 games with this team on ladder around the 1200+ mark.

Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Calm Mind
- Moonblast
- Moonlight

My thoughts behind having Clefable on this team are due to mainly two reasons: Clefable as a support is second to none, and secondly, can be set up as a win condition without too much needing too much help. I wanted to go for a default, classic, support Clefable and not do anything too out of the box. I decided Unaware over Magic Guard simply due to having a spinner already and Heal Bell. On top of those things, Unaware alone has won me multiple games.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Stone Edge

Landorus-T has earned a place onto practically any OU team that wants it, and I went with scarf purely to lay down fast-paced damage while being able to maintain momentum with U-Turn. Lando is seldom my opening Pokemon, but has been able to put in major amounts of work with Knock Off and Stone Edge. The speed EVs may be a bit much, but I was really trying to spare no expense with my Lando-T as I've found him to be one of the best staples on my team.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Toxic
- Stealth Rock

My starting Pokemon, I'm running Heatran due to many reasons: Having massive amounts of synergy with my MScizor, the amount of usage he gets against fairy types, the ability to stop stall, and on top of it all, be able to be a reliable starting Pokemon through Air Balloon. I know that having Air Balloon despite already having Lando-T and Hydreigon as my ground counters seems like overkill, but it has done wonders in being able to reliably start, while also tricking people into thinking I'm running Offensive Heatran, and thus further assuming I'm running Utility Lando-T. It's a silly / troll choice, but I've found its worked out very well so far.

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 200 SpD / 16 Spe
Adamant Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

The main win condition on my team, works beautifully with Heatran. MScizor on this team finds himself being able to force multiple switch outs, while being able to maintain momentum with U-Turn. I decided to follow just simple Smogon MScizor and not try to do anything out of the box with this guy either. I've had games where he has done nothing, and some games where he was the entire reason why I managed to win.

Starmie @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Thunder Wave
- Rapid Spin

Starmie has struggled to really find a good place on my team, but beyond the obvious use as a spinner, has found AMAZING moments where the game was saved through Twave hacks. I prefer to use Scald over Surf or Hydro Pump simply due to those times when it may be better for a chance at burning rather than paralyzing. Nothing too unusual about this Starmie either, I'm open to suggestions for a better spinner / fogger, but this team I've found works best with Starmie.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Iron Tail
- Roost

This part is where I'm really struggling, initially I've used Bisharp, then I've tried Hydreigon. I'm deciding to use the latter due to how much anti-fairy my team already is, and I really didn't want to have my team be too steel-heavy. I'm hoping to go for a balanced Hydreigon with Draco and Pulse, Iron Tail is for predicting fairy switch ins and anti-Sylveon, Roost is for longevity. This pokemon is the one I find has the least amount of usage in my team and serves more as a check / fodder and a Psychic counter of course due to Dark typing.

What I've found this team REALLY struggles against:

Water-Based / Rain teams

Due to not having ANY offensive Electric or Grass attacks, this is kind of a "no shit" problem to have, but I'm having a hard time trying to brainstorm any ways to counter water.



I would love to hear any feedback and criticisms, I would love to hear any ideas for replacements for certain mons. If there are any specific EVs that I should invest in so as to make a better overall team, I'd love to know! Thank you all very much for looking over!
 
This is a pretty cool looking team and bulky Mega-Scizor is my favorite mega in this tier, so hopefully my rate can solve some the team's issues. My changes will be in bold and the sets will be at the end.

First off, your Clefable set is sub-optimal based on your team comp. The Unaware + Calm Mind set is generally used as a defensive primary wincon for a team. Since your team is Mega-Scizor based, you're looking to weaken the opposing team to allow Scizor to sweep, with Clefable as a back-up in case Scizor dies. Furthermore, you said that you decided on Unaware due to having a spinner and Heal Bell. However, having Unaware forces you to use Heal Bell to cure status. Therefore, Magic Guard > Unaware for several reasons. One, it frees up a moveslot since you don't need Heal Bell anymore. Secondly, it allows you to absorb poison and burns for your teammates. You won't take any damage from them due to Magic Guard, and then you won't be able to get paralyzed or put to sleep, since those are the only status conditions that actually hurt Clefable. Since you are now using Magic Guard, a spread of 252 HP / 172 Def / 84 SpD with a Calm nature is superior since it allows you to check numerous threats by avoiding key 2HKOs from all attackers. Thunder Wave > Heal Bell since it enables you to cripple some of Clefable's checks such as Heatran. Lastly, Soft-Boiled > Moonlight. Soft-Boiled isn't weather dependent so it's a guaranteed 50% heal, and now you're using Magic Guard, so you're not forced to use Moonlight.

This Air Balloon support Heatran "trick" might seem good on paper, but it doesn't work in practice. See, offensive Heatran runs max speed to outspeed many key threats. If any Pokemon you're supposed to outspeed with offensive Heatran actually outspeeds you, then the opponent will know you are defensive. Furthermore, offensive Heatrans don't run Lava Plume, so using that will immediately let the opponent know you're defensive. Slow Heatran should never run Air Balloon. Thus, Leftovers > Air Balloon because Heatran has no reliable recovery. Due to the fact that you're running max SpD, you would much rather prefer a defensive Heatran. I'm going to change the EVs to 252 HP / 188 SpD / 68 Spe. This allows you to outspeed uninvested base 80s and 252 neutral-natured base 50s while speed creeping, which will work as a better "trick" while still keeping the special bulk.

Those 16 Spe EVs are supposed to be in defense, but I'm changing the spread anyway. A spread of 248 HP / 56 Def / 200 SpD / 4 Spe with an Impish nature is much more effective. First off, an Impish nature is necessary on bulky M-Scizor. Next, those 44 Atk EVs that Smogon has is just leftover EVs that are dumped into attack, but it doesn't accomplish anything. Having 56 Def EVs allows you to avoid the 2HKO from Mega-Lopunny's HJK, so you can set up on it and then Roost off the damage. The 4 Spe EVs allow you to outspeed other bulky M-Scizor using the Smogon set, which allows you to Roost or revenge-kill it if it's really weakened. Btw, when you've "had games where he has done nothing", then you're playing the team wrong. You need to use Scizor as an early game pivot (since that's bulky Scizor's strength over offensive Scizor) before cleaning up late-game after your team has weakened checks.

I'm confused as to whether you want Starmie to be offensive or defensive. If you want Starmie to be offensive, which is what I'm assuming you want, then Analytic > Natural Cure and Life Orb > Leftovers. Since offensive Starmie forces a lot of switches, you can get an Analytic boosted attack off. You can keep Scald if you want. Furthermore, Thunderbolt > Thunder Wave as you seem to be having trouble with water-based teams and Starmie lures in bulky water types like Slowbro. If you wanted Starmie to be defensive, the set will be in the first hide tab as well.

If you want a special wallbreaker similar to Hydreigon, then swap it out for Latios. Latios is much more powerful and much faster than Hydreigon and helps you check threats to your team. What's more, it acts as a lure for supporting Scizor due to Thunderbolt + Surf, and since you don't need Defog, you can run an extra move on Latios.

In regards to your problem about rain teams, I might have something for you, but it's very situational. What you can do is change Landorus-T's set to a physical wall which will provide your team with more bulk. Then, you can change Heatran's set to an offensive trapper with Power Herb, Magma Storm and Solar Beam. This set traps bulky water types on the switch with Magma Storm and then eliminates them with Solar Beam. I use this set on my other Mega-Scizor team, and someone actually suggested it to me. I'm still trying it out myself, but it is pretty effective. But, don't make these changes until you test out the previous ones I made. This is just a last resort if you still feel that you can't handle water-based teams.

Otherwise, that's the end of my rate. If you want, I made my Mega-Scizor RMT recently and if you want to see it it's in my signature (but don't look at my Scizor's EV spread or my Latios, I changed them to the ones I just suggested to you). Sorry if it was a little long, as I try to explain things on every rate so people understand my changes. Hopefully I helped and good luck in that tournament!

TL;DR:
clefable icon.png
Unaware set -> Magic Guard set
heatran icon.png
Air Balloon -> Leftovers; changed EVs
scizor-mega icon.png
248 HP / 56 Def / 200 SpD / 4 Spe with an Impish nature
starmie icon.png
Natural Cure -> Analytic; Leftovers -> Life Orb; Thunder Wave -> Thunderbolt; defensive set in hide tab
hydreigon icon.png
->
latios icon.png

--------------------------
Still having trouble with water-based teams:

landorus-therian icon.png
Choice scarf -> physically defensive set
heatran icon.png
Defensive -> Offensive trapper

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature

IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Moonblast
- Soft-Boiled

heatran.gif

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Toxic
- Stealth Rock

scizor-mega.gif

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Impish Nature

- Swords Dance
- Roost
- Bullet Punch
- U-turn

starmie.gif

Starmie @ Life Orb
Ability: Analytic

EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Thunderbolt
- Rapid Spin

------------------------------------------
If you wanted a defensive Starmie

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 244 HP / 8 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Rapid Spin
- Recover

244 HP / 8 Def allows you to live a max attack adamant life orb Excadrill's earthquake, and 4 SpA EVs guarantees the OHKO on hex Gengar with Psyshock
latios.gif

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Draco Meteor
- Thunderbolt
- Surf
- Psyshock/Recover
landorus-therian.gif

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 20 Atk / 224 Def / 8 SpD / 8 Spe
Impish Nature
- Stone Edge
- Earthquake
- Stealth Rock
- U-turn

20 Atk EVs nets the OHKO on Thundurus with Stone Edge

heatran.gif

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Solar Beam
 
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