Hey Smogon!
I´m 10th Squad Toshiro/Captain/Taichou and here to post my 4th rmt in ORAS OU.
Proof of Elo:
Proof of Elo:
Team Preview:
Yes, this is balance. Classic, oh so lovely balance.
I have a formula when building a backbone for a balanced team:
SpD Steel + Def Ground + somthing-for-Keldeo = win
In particular this trio of Starmie, Ferrothorn and Hippowdon has wonderful Hazard Control helping Talonflame, Diancie and Kyurem-Black to get necesarry KO´s / not getting worn down. Magic Bounce also helps in that regard.
In generall Fire/Water/Grass cores are really consistant and I like building around them. I also happen to have a steel/fairy/dragon core although I dont think it is that consistant as the fire water grass core that I mentioned.
The Team has a lot of diversity in form of mixed attackers, walls, hazard stacking, status, sand, priority, phazing and setup sweeper so there will be a lot of decisions you have to make while playing this team!
Team Member:
John Cena (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Toxic/Knock Off
- Spikes
Ferrothorn is an important supporive mon of the Team and a very much needed water and fairy resist.
It´s primary role on the Team is to check the likes of Gengar/Alakazam/Gardevoir/Kyurem-Black, however it also serves as an important switch-in to Azumaril and Gyarados (can break its sub with gyro).
It is furthermore crucial against the rare but dangerous rain matchup.
Spikes is an obvious choice as it has the time and oppertunities to set them up repetetively.
Gyro Ball is the main attacking move packing a huge base power with Ferrothorn´s bad speed.
Toxic is a great move for Ferrothorn. While Knock Off is a move I absolutely love on this particular Team as it lures in SpD Heatran and helps Talonflame sweep tremendously, Toxic doesnt allow setup and beats bulky waters, a huge problem to this team previously.
Leech Seed is Ferrothorn´s main and only recovery move besides Rest. This move is allowing Ferrothorn to 1v1 a lot of stuff it otherwise wouldnt be able to. With the Hoopa-Unbound ban, the meta slowing down a bit, this move is now undoubtable a must-have on Ferrothorn.
Le Diancie (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 8 Atk / 248 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect / Sharpen / Magnet Rise
Yes, this is balance. Classic, oh so lovely balance.
I have a formula when building a backbone for a balanced team:
SpD Steel + Def Ground + somthing-for-Keldeo = win
In particular this trio of Starmie, Ferrothorn and Hippowdon has wonderful Hazard Control helping Talonflame, Diancie and Kyurem-Black to get necesarry KO´s / not getting worn down. Magic Bounce also helps in that regard.
In generall Fire/Water/Grass cores are really consistant and I like building around them. I also happen to have a steel/fairy/dragon core although I dont think it is that consistant as the fire water grass core that I mentioned.
The Team has a lot of diversity in form of mixed attackers, walls, hazard stacking, status, sand, priority, phazing and setup sweeper so there will be a lot of decisions you have to make while playing this team!
Team Member:
John Cena (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Toxic/Knock Off
- Spikes
Ferrothorn is an important supporive mon of the Team and a very much needed water and fairy resist.
It´s primary role on the Team is to check the likes of Gengar/Alakazam/Gardevoir/Kyurem-Black, however it also serves as an important switch-in to Azumaril and Gyarados (can break its sub with gyro).
It is furthermore crucial against the rare but dangerous rain matchup.
Spikes is an obvious choice as it has the time and oppertunities to set them up repetetively.
Gyro Ball is the main attacking move packing a huge base power with Ferrothorn´s bad speed.
Toxic is a great move for Ferrothorn. While Knock Off is a move I absolutely love on this particular Team as it lures in SpD Heatran and helps Talonflame sweep tremendously, Toxic doesnt allow setup and beats bulky waters, a huge problem to this team previously.
Leech Seed is Ferrothorn´s main and only recovery move besides Rest. This move is allowing Ferrothorn to 1v1 a lot of stuff it otherwise wouldnt be able to. With the Hoopa-Unbound ban, the meta slowing down a bit, this move is now undoubtable a must-have on Ferrothorn.
Le Diancie (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 8 Atk / 248 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect / Sharpen / Magnet Rise
Diancie is part of our offensive core (Diancie + Talonflame). It´s unique typing, amazing offensive staats + decent bulk and mixed attacks make diancie a very hard mon to switch into.
Its main job on the team is to deal with flying types in the likes of Talonflame and Tornadus-Therian as well as Sableye wich is a monster in this Meta.
It also breaks Garchomp/Slowbro for Talonflame and can check Manaphy if it runs Scald>Surf and doesnt burn you as scald doesnt OHKO while Moonblast 2HKO´s. A -Def nature is chosen over a -SpD nature due to the fact that I have sand on the team and am able to boost diancie´s SpD to insane levels.
Moonblast is your "auto attack" in the terms of Moba, I see no reason to further explain this.
Diamond Storm, a 100 base power 95% accurate Stone move with the chance to boost your defense. This move is obviously amazing. It is not as much of a must-have as Moonblast as you could techincally run Moonblast/Earth Power/HP fire/Supportive Move but it is absolutely needed on this team, mainly for Talonflame and Tornadus-Therian.
Hidden Power [Fire] is a lower base power Earth Power that makes you slower for hitting steels.. so why run it? Well, our Talonflame runs WoW so having a way to hit Ferrothorn/Scizor stronger is really helpful. I guess moving this to Kyu-B and putting Earth Power on Diancie is an option but we lose the benefit of Teravolt Earth Power for mainly Rotom-W so I think it is not worth it.
Protect is my last move of choice because it gives a free mega evolution (even more free combined with magic bounce) and a nice move to scout for sets / annoy choiced mons (CB Scizor as well as CS Jirachi are worth a special mention here). However this is by no means necesarry and can be replaced with any of the options above.
The Flame (Talonflame) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 152 HP / 252 Atk / 104 SpD
Adamant Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
Talonflame is the win condition of the team. Its Sword Dance Brave Bird sweep is deadly and I think we all know that. It also has a lot of fun against offense due to its priority Brave Bird.
Since we dont run Flare Blitz for electric types there is little reason to invest in speed since we already outspeed the stuff that we counter (scizor, clefable, venusaur, altaria) and we even outspeed Gyarados by 1 speed point so after I maximized the attack staat the rest went into bulk to be able to take recoil as well as venusaur sludge bomb and charizard y attacks better.
Leftovers was chosen over Sharp Beak since we run bulk and its worth goes up. It also helps sweeping without killing yourself a lot.
Brave Bird .. its Talonflame. (Acro is not worth it on the SD set imo)
Swords Dance is the primary way to win games with this team.
Will-O-Wisp is an amazing move to cripple your counters and u dont even have to touch Garchomp.
Roost is reliable priority recovery, its really standart on non-banded Talonflame.
What song name (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Whirlwind/Toxic/Stone Edge
- Stealth Rock
- Slack Off
Its main job on the team is to deal with flying types in the likes of Talonflame and Tornadus-Therian as well as Sableye wich is a monster in this Meta.
It also breaks Garchomp/Slowbro for Talonflame and can check Manaphy if it runs Scald>Surf and doesnt burn you as scald doesnt OHKO while Moonblast 2HKO´s. A -Def nature is chosen over a -SpD nature due to the fact that I have sand on the team and am able to boost diancie´s SpD to insane levels.
Moonblast is your "auto attack" in the terms of Moba, I see no reason to further explain this.
Diamond Storm, a 100 base power 95% accurate Stone move with the chance to boost your defense. This move is obviously amazing. It is not as much of a must-have as Moonblast as you could techincally run Moonblast/Earth Power/HP fire/Supportive Move but it is absolutely needed on this team, mainly for Talonflame and Tornadus-Therian.
Hidden Power [Fire] is a lower base power Earth Power that makes you slower for hitting steels.. so why run it? Well, our Talonflame runs WoW so having a way to hit Ferrothorn/Scizor stronger is really helpful. I guess moving this to Kyu-B and putting Earth Power on Diancie is an option but we lose the benefit of Teravolt Earth Power for mainly Rotom-W so I think it is not worth it.
Protect is my last move of choice because it gives a free mega evolution (even more free combined with magic bounce) and a nice move to scout for sets / annoy choiced mons (CB Scizor as well as CS Jirachi are worth a special mention here). However this is by no means necesarry and can be replaced with any of the options above.
The Flame (Talonflame) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 152 HP / 252 Atk / 104 SpD
Adamant Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
Talonflame is the win condition of the team. Its Sword Dance Brave Bird sweep is deadly and I think we all know that. It also has a lot of fun against offense due to its priority Brave Bird.
Since we dont run Flare Blitz for electric types there is little reason to invest in speed since we already outspeed the stuff that we counter (scizor, clefable, venusaur, altaria) and we even outspeed Gyarados by 1 speed point so after I maximized the attack staat the rest went into bulk to be able to take recoil as well as venusaur sludge bomb and charizard y attacks better.
Leftovers was chosen over Sharp Beak since we run bulk and its worth goes up. It also helps sweeping without killing yourself a lot.
Brave Bird .. its Talonflame. (Acro is not worth it on the SD set imo)
Swords Dance is the primary way to win games with this team.
Will-O-Wisp is an amazing move to cripple your counters and u dont even have to touch Garchomp.
Roost is reliable priority recovery, its really standart on non-banded Talonflame.
What song name (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Whirlwind/Toxic/Stone Edge
- Stealth Rock
- Slack Off
Hippowdon is the secondary mixed Wall that serves as a counter to a lot of problematic mons and part of the teams backbone.
Some examples are Metagross, Manectric, Raikou, Lopunny...
Its other role is to set up Stealth Rock.
Earthquake is your only stab attack and needed for obvious reasons.
Whirlwind is a useful option that adds diversity to the team being able to phaze opposing mons. Other options are useable but keep in mind that your only counter to sd scizor will be talonflame if you dont keep whirlwind.
Stealth Rock ... haha :´)
Slack Off is probably one of the main advantages Hippo has over other defensive grounds (besides not being 4x weak to ice).. acces to reliable recovery.
Starmey (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 16 SpD / 240 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
Starmie has a very amazing niche in OU. Rapid spin. It does its job and it does it better than anybody else. Besides that it can counter Keldeo (wich is crucial for this team) and has a very good speed tier to spin reliably and pick up weakened pokemon.
Scald is the prefered choice over another water stab since this starmie is defensive and the chance to burn is really strong on bulky waters. It is the best one-attack-"coverage" one can possibly ask for.
Rapid Spin is Starmie´s niche and will always be. There is little reason to run a bulky starmie without Rapid Spin.
Recover gives Starmie a form of reliable recovery making it a very reliable spinner.
Thunderbolt might seem like a strange choice on a bulky Starmie however it is a really solid answer to a lot of problems. Some of the advantages include: breaking Keldeo Substitute, 2hko´ing Volcanion, weakening Manaphy as well as Azumaril if they try to set up and beating opposing Starmies.
Breaking Bones (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 240 SpA / 252 Spe
Mild Nature
- Roost/Fusion Bolt
- Earth Power
- Outrage
- Ice Beam
Kyurem-Black is the hard-hitter of the team. Being able to somewhat handle sableye as well as chansey and breaking balance like no other while also having a really decent matchup against offense is impressive.
The Dragon typing gives Kyu-B some switch-ins despite it having the absolutely horrible defensive ice typing.
It has great support in Starmie and Diancie so its able to unleash its power nicely.
Kyu-B also is our solution to "counter" manaphy (worst case scenario it goes for tail glow where you basically weaken it with outrage as you take the first +3 ice beam enableing Diancie Talonflame and Starmie to revenge kill)
Roost is my prefered choice here due to the amount of pressure Kyu-B can put on some teams and roost increases its longetivity. Also Outrage does about as much damage as a super effective Fusion Bolt so Roost was the prefered choice.
Earth Power .. amazing move, being able to completely blow Rotom-W and Heatran back, two mons Diancie and Talonflame struggle against.
Outrage is my main way to deal with some bulky waters however some prior damage / knock off is needed for slowbro and crocune which by the way are the opponents best shot of beating this team (bulky setup waters)
Ice Beam lets Kyu-B hit a lot of mons it otherwise couldnt and is really powerful boosted with stab.
Threatlist:
Some examples are Metagross, Manectric, Raikou, Lopunny...
Its other role is to set up Stealth Rock.
Earthquake is your only stab attack and needed for obvious reasons.
Whirlwind is a useful option that adds diversity to the team being able to phaze opposing mons. Other options are useable but keep in mind that your only counter to sd scizor will be talonflame if you dont keep whirlwind.
Stealth Rock ... haha :´)
Slack Off is probably one of the main advantages Hippo has over other defensive grounds (besides not being 4x weak to ice).. acces to reliable recovery.
Starmey (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 16 SpD / 240 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
Starmie has a very amazing niche in OU. Rapid spin. It does its job and it does it better than anybody else. Besides that it can counter Keldeo (wich is crucial for this team) and has a very good speed tier to spin reliably and pick up weakened pokemon.
Scald is the prefered choice over another water stab since this starmie is defensive and the chance to burn is really strong on bulky waters. It is the best one-attack-"coverage" one can possibly ask for.
Rapid Spin is Starmie´s niche and will always be. There is little reason to run a bulky starmie without Rapid Spin.
Recover gives Starmie a form of reliable recovery making it a very reliable spinner.
Thunderbolt might seem like a strange choice on a bulky Starmie however it is a really solid answer to a lot of problems. Some of the advantages include: breaking Keldeo Substitute, 2hko´ing Volcanion, weakening Manaphy as well as Azumaril if they try to set up and beating opposing Starmies.
Breaking Bones (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 240 SpA / 252 Spe
Mild Nature
- Roost/Fusion Bolt
- Earth Power
- Outrage
- Ice Beam
Kyurem-Black is the hard-hitter of the team. Being able to somewhat handle sableye as well as chansey and breaking balance like no other while also having a really decent matchup against offense is impressive.
The Dragon typing gives Kyu-B some switch-ins despite it having the absolutely horrible defensive ice typing.
It has great support in Starmie and Diancie so its able to unleash its power nicely.
Kyu-B also is our solution to "counter" manaphy (worst case scenario it goes for tail glow where you basically weaken it with outrage as you take the first +3 ice beam enableing Diancie Talonflame and Starmie to revenge kill)
Roost is my prefered choice here due to the amount of pressure Kyu-B can put on some teams and roost increases its longetivity. Also Outrage does about as much damage as a super effective Fusion Bolt so Roost was the prefered choice.
Earth Power .. amazing move, being able to completely blow Rotom-W and Heatran back, two mons Diancie and Talonflame struggle against.
Outrage is my main way to deal with some bulky waters however some prior damage / knock off is needed for slowbro and crocune which by the way are the opponents best shot of beating this team (bulky setup waters)
Ice Beam lets Kyu-B hit a lot of mons it otherwise couldnt and is really powerful boosted with stab.
Threatlist:
Threat level: S+
Threat level: S
Threat level: S
Threat level: A+
Threat level: A+
Threat level: A+
Threat leve: A-
John Cena (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Knock Off
- Spikes
Le Diancie (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 8 Atk / 248 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
The Flame (Talonflame) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 152 HP / 252 Atk / 104 SpD
Adamant Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
What song name (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Starmey (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 16 SpD / 240 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
Breaking Bones (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 240 SpA / 252 Spe
Mild Nature
- Roost
- Earth Power
- Outrage
- Ice Beam
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Knock Off
- Spikes
Le Diancie (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 8 Atk / 248 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
The Flame (Talonflame) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 152 HP / 252 Atk / 104 SpD
Adamant Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
What song name (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Starmey (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 16 SpD / 240 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt
Breaking Bones (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 240 SpA / 252 Spe
Mild Nature
- Roost
- Earth Power
- Outrage
- Ice Beam
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