ORAS OU Bish-I mean Conkeldurr Balanced/VoltTurn

This team has gone through a lot of changes being that it started with Bisharp (the original mon I based the team around) - Venusaur - Latias - Landorus - Keldeo - Talonflame.
And I've already changed in and out Zapdos, Tentacruel, Clefable, and some other wall. So I'm pretty open to change. Here is the current team:

Bookworm (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Conkeldurr:
Originally Bisharp, Conkeldurr is the focus of this team. Sporting an Assault Vest and 236 EVs in SpD make Conk extremely specially bulky. 20 speed EVs outspeeds Hippowdown, while the rest maximizes damage output. Drain Punch gives me recovery as well as a good STAB move, and Mach Punch is strong STAB priority. Ice Punch for coverage as with Bisharp, Lando and Chomp ran pretty rampant. Knock Off takes off items + handles psychic types.


LukesMom (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom:
At this point I wanted to start building the defensive core and start covering the weaknesses of Conkeldurr. Conk's Flying wouldn't be the biggest problem if it wasn't for a certain firebird... Rotom is the special wall of this team, even though he's supposed to switch into Talonflame, he still does that well enough with a specially based spread, plus this way can take special hits better before it Volt Switches out. The EVs in HP + SpD maximize special bulk to take as much hits as possible. 8 EVs in Spe to fend off speed creepers. Lefties for residual recovery. Hydro Pump as the main STAB option, Volt Switch for STAB + gaining initiative, Pain Split is a semi reliable form of recovery and WillO cripples physical attackers and puts the opponent on a timer.

Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Forretress:
Needed: Hazard removal, hazard setting, something to take hits from Azumarill, good physical wall. Not many things fit that bill. After trying to make different things work such as Zapdos and Tentacruel, I went with Forretress. Max HP + max defense + relaxed nature max out physical bulk while strengthening Gyro Ball. Volt Switch for initative, Gyro Ball for STAB/punishing speedy Pokemon, rocks + spin for hazard removal/setting.

Toph (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn

Landorus:
I needed really good speed on this team so naturally I needed a choice scarfer, so why not go with one of the most overused Pokemon out there - Landorus-T. Earthquake is amazing coverage boosted by STAB and hurts anything not immune. Stone Edge gets Flying types that are immune to the STAB. U-Turn helps keep momentum going. Superpower over Knock Off to take down M-Lopunny, Ferrothorn, etc. Standard EV spread to maximize offensive pressure, with Jolly to outspeed base 90 scarfers.

Waifu (Gardevoir-Mega) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Gardevoir:
What I was looking for at this point wasn't something that hits specially pretty hard, I wanted something whom's attacks are pretty much a nuke to anything. Originally this was Choice Specs Keldeo but I realized I needed something better to handle Dragons, so after I switched Mega Venusaur for Forretress, my mega slot was open for the absolute monster that is Wallbreaker Mega Gardevoir. Standard EV spread for Wallbreaker Gardevoir, the defense EVs for LO Latios' Psyshock being a 3HKO, speed maxed out with a Timid nature, and the rest to hit as hard as possible. Hyper Voice is nuke STAB option that nothing really likes switching into. Psyshock hits the special walls harder, and Focus Miss hits Steel types. I bounced back and forth between a few things for the last one. An HP (probably ice/rock), Shadow Ball, Energy Ball, WillO, but eventually settled with Calm Mind since once the Gardevoir checks are gone, she sweeps.

FOB (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- U-turn

Talonflame:
Wanted more priority + way to deal with Scizor (aka fire type). Considered forgoing priority and going Volcorona/Victini but ultimately thought of Talonflame with the best priority move in the game. With a Choice Band, max attack, and an Adamant nature puts offensive capabilities as high as possible. The speed EVs still allow Talonflame to outspeed max base 110s if I was to go for something other than Brave Bird. Flare Blitz + Brave Bird for STAB, U-Turn for momentum, and Steel Wing for Fairy/Rock types (RIP Diancie).


There is a lot of VoltTurn action in this team which helps make my opponents think I'll go for VoltTurn and instead go for the obvious play and OHKO something. I get this team into 1400s no prob, kind of thinking of switching Gardevoir out, but not sure.
 
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The biggest problem with your team is a weakness to Keldeo which you simply have no good answers to (Gardevoir is easily 2HKOed by Specs Keldeo Hydro Pump while. Generally speaing, Wtaer types are a huge pain, since your only Water resist is Rotom-W who gets overwhelmed very fast. You've also got some other mild weaknesses such as Mega Metagross. There are a couple of options here. You could replace Mega Gardevoir for Mega Altaria, giving you a god Keloep check especially if you run a more defensive set (Altaria has a ton of versatility, on this team I don't think you need Fire Blast or EQ too much so you can probably afford to run a bulky monoattacking DD set. Feel free to try different sets though). Unfortunately, it still loses to Ice Beam Manaphy, another huge threat to your team. You can go even more defensive and run Mega Venusaur, which does actually beat most Manaphy, and also gives you a FWG core, so I personaly think that's a better choice. Both of them give you a more reliable answer o Electric-types than you have at the moment. However, both are worn down by Scald burns but that's not really something you can avoid.

But in both scenarios, you lose your primary wallbreaker, so you need another one. The best way I can think of to fit one is Manaphy over Rotom-W. Manaphy not only acts as a bulky Wtaer-type, much like Rotom-W, but it's also a very scary wallbreaker that can storm through bulkier teams with ease. The only thing you really lose by removing Rotom-W is a slow pivot, (which isn't too big a deal) and a reliable Talonflame counter, which can easily be remedied by running bulky Landorus-T or bulky Hippowdon over Scarf Landorus-T. The choice between these 2 Pokemon depends whether you prefer a Ground immunity and slow U-Turner, or a more reliable, consistent wall, which can provide a good Volt Switch absorber and secondary check to Bisharp in case Conkeldurr takes too much damage. Another good thing about these Pokemon, besides reliable handling Talonflame and Jolly XZard, is that they can also act as SR setters. I kinda feel like running Rapid Spin and Steath Rock on the same Pokemon puts too much pressure on it and can can easily lead it to get overwhelmed, and besides, by freeing up a moveslot on Foretress, you can easily run Spikes over Stealth Rocks anyway.

Other more minor suggestions : Speaking of Foretress, I would actually run a Specally Defensive spread on it. This may seem odd, but it enables it to more reliably handle Fairy-types, most of which are special attackers like Mega Diancie and Mega Gardevoir. It has enough natureal bulk to handle most of what it wants to handle on the physical side regardless. And while we're on the subject of better handling Fairies, you may want to run an SD set with Roost on Talonflame so that it can do that, without Roost it gets worn down extremely easily and cannot consisantly handle the likes of Clefable, Altaria, Scizor, YZard and Venusaur.

altaria-mega.gif

Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Substitute / Heal Bell
- Roost

venusaur-mega.gif

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

manaphy.gif

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam / Psychic (lures Venusaur for Altaria)

landorus-therian.gif

Toph (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

hippowdon.gif

Hippowdon @ Leftovers
Ability : Sand Stream / Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off

forretress.gif

Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 SpD
Sassy Nature
IVs: 0 Spe
- Spikes / Toxic
- Rapid Spin
- Volt Switch
- Gyro Ball

talonflame.gif

FOB (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
 
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