ORAS OU Doom Desire Core

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Before I begin, I would like to thank FlamingVictini for taking notice of my attempts to bring attention to this amazing move. I'll start this RMT with a similar introduction as I previously did. As I was scrolling through Jirachi's moveset to determine how I wanted to build it when Nintendo gives one out this year, I came across its signature move Doom Desire. 140 base power, 100 acc, and hits two turns after you use it. Why wouldn't you use this move? Quite frankly, I saw no reason not to. I created a team utilizing this move and future sight as many times as possible to make the team terrible with the sole goal of drawing attention to it. Thanks to FlamingVictini I have been able to develop this new team.

The first problem was to figure out exactly how to use Doom Desire. Victini suggested that I run specs on Jirachi, and use it to force the opponent to think before they switch in. I decided to go with this approach. To see an example of this in action, watch the beginning of this replay. This, however, meant that I would be forced to make switching an integral part of my strategy, and that I would have to consider every member as support for the other members. This meant my team needed bulk, as they would often be switching into new moves. I would need a solid core for this team. Personally, I've always found Jirachi-Togekiss to be a very solid core, but it was missing coverage for ghosts, water types, fire types, and electric types. This would, of course, need to be fixed before I could do anything. This is what led, after much testing and reworking, to the team you see below.

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Illumirachi (Jirachi) @ Choice Specs
Ability: Serene Grace
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Doom Desire
- Flash Cannon
- Moonblast
- Hidden Power [Fire]

He's the leader of the pack. You know him well. He's finally- no? Ok. This tiny legendary is the heart of this team. So why this EV spread? This is why: 252 SpA Choice Specs Jirachi Doom Desire vs. 248 HP / 8 SpD Clefable: 618-728 (157.2 - 185.2%) -- guaranteed OHKO. If the opponent can't switch in their precious Clefable, always present in OU, then that's one more inhibitor you've put on their team. HP Fire allows Jirachi to 2HKO Ferrothorn sets and gives it a chance to OHKO common Scizor builds. Flash Cannon lets it get off some damage right away if it needs to, and Moonblast gives it some hope against Pokemon such as Mandibuzz and Conk. It had to be shiny, that wasn't my choice.

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NightmareFuel (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Ancient Power
- Air Slash
- Thunder Wave
- Roost

Ahh ParaFlinch. The bane of many a player's existence. Hence the name NightmareFuel. This is a fairly standard set, with Ancient Power to deal with MegaZard Y and the Smogonbird, T-wave for paralysis, Roos for reliable recovery, and Air Slash for that beautiful 60% flinch chance. The EV spread allows Togekiss to take a hit, and it doesn't need speed because it's going to paralyze everything anyway. So why is Togekiss such a perfect match for Jirachi? Isn't it obvious? It's immune to ground, keeping me from needing a balloon, and it resists dark, which is always a helpful resist to have. Jirachi, in turn, covers Togekiss's weaknesses to Poison and Steel.

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Bring the Heat (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Earth Power
- Flash Cannon
- Lava Plume
- Dragon Pulse

I said before that I had no counter for fire types, and because of this I brought along Heatran. Without Heatran, my team is stopped in its tracks by Chandelure. This is a fairly standard set, with an Air Balloon to avoid Heatran's biggest weakness, Earth Power to deal with other Heatran, Lava Plume and Flash Cannon for STAB purposes, and Dragon Pulse for coverage. There isn't much to say about this set, so let's move on.

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Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Recover
- Earth Power
- Clear Smog

Heatran is, of course, hampered greatly by water type attacks. Gastrodon is here to switch into any Scald or Hydro Pump you might hope to get off against Heatran. In addition, Gastrodon's typing gives me a much needed immunity to electric, switching into Thunder Wave and the like. Recover allows Gastrodon to stay in longer, Scald lets it cripple physical attackers, Earth Power is a decent STAB, and Clear Smog keeps setup sweepers in their place.

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Land Sharpedo (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

Standard TankChomp. Rough Skin and a Rocky Helmet cripple anyone dumb enough to try and land a physical attack, Stealth Rocks cripple any switch ins and help Doom Desire take the opponent out, Toxic allows steady damage, and D Claw and EQ are just standard. The best part about running Garchomp is that it drags out Fairy types, which then get taken out by a super effective specs Doom Desire. All in all Garchomp is just a great addition to this team, though I also considered Assault Vest Goodra.

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Awww Chessss (Bisharp) (M) @ Lum Berry
Ability: Defiant
EVs: 160 HP / 252 Atk / 8 SpD / 88 Spe
Adamant Nature
- Sucker Punch
- Brick Break
- Swords Dance
- Knock Off

Lastly, we have Bisharp. After all of this building, I still had a weakness to ghost, dark was hardly covered, and I had no way to keep Pokemon that rely on their items down. A Lum Berry protects Bisharp from status problems and let it get up a free swords dance against walls that rely on moves such as Wisp. Brick Break deals with other Bisharp and steel pokemon, Sucker Punch lets Bisharp sweep, and an Adamant nature lets Bisharp hit as hard as possible.



So that's that. I look forward to your feedback on this team!​
 
Hi! Your concept is cool, but I think there are some things that could be improved about it. Firstly, about Doom Desire, I think that Victini's suggestion of specs is mistaken - what makes it threatening is the ability to threaten the opponent with two moves at the same time, on both sides of the spectrum, on the turn the Doom Desire hits. This makes it very effective when used by mixed Jirachi, as the opponent has to juggle getting hit by a strong special attack, and a strong physical attack at the same time. Alternatively, you could use it to gain momentum by using U-Turn to get a strong physical attacker in to do the same thing. However, Choice Specs hinders Jirachi from doing this.

In light of this, I would recommend a change in set for your Jirachi. You could try this set:

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Doom Desire
- Icy Wind
- Heart Stamp
- Stealth Rock

I am suggesting Stealth Rock on this, as I feel like Heatran and Garchomp are not pulling their weight, and will suggest replacements for you to try. Next, I will suggest some replacements for your team. First off, it has nothing for water types such as Azumarill, and Mega Gyarados, CB Azumarill 2HKOing Gastrodon with Play Rough, and you basically do nothing to Mega Gyarados except fish for a burn, which is not the most reliable strategy. Hence, I suggest that you replace Heatran with SD Breloom. This gives you a potent stallbreaker, as well as strong priority, which helps against sand teams, etc. It also gives you a check to Choice Banded Azumarill, as you can beat BD variants with Gastrodon.

Next, I would replace Garchomp with a Mega Pokemon. I do not know why you are lacking one when it has such amazing utility, and Mega Altaria fits very well on this team, being able to check both Charizard forms, as well as the fire types that you were worried about and tried to check with Heatran, bar Talonflame.

Now, your Bisharp has a weird EV spread that I do not understand at all, and you should just replace it. Perhaps there is some kind of defensive benchmark that you are hitting, but I think that for most intents and purposes just going max Atk and Spe would work well enough for you here. Brick Break could also be replaced with Iron Head, which is STAB, and comes in very useful against Fairy types like Clefable, which can dodge your two-turn-to-activate Jirachi.

Gastrodon also tends not to run Clear Smog, and generally prefers Toxic in its place, which helps you check bulky water types which can stall out Clear Smog, as you can't do much back to them anyway. They also tend to run a physically defensive spread, which lets it check Talonflame, Tyranitar, and Terrakion, as well as take Secret Sword from Keldeo better. Earthquake also lets it take on CM Keldeo variants better, so you could try that over Earth Power.

You could also try Nasty Plot for Togekiss, which gives it a much better stallbreaking set, as well as let it threaten slower teams, and allows you to utilize the free turns from Doom Desire to set up. An EV spread of 252 HP / 76 Def / 4 SpD / 176 Spe Timid, which lets it outspeed and revenge kill Jolly Bisharp. 76 Defense EVs and Leftovers allow Togekiss to survive two Psyshocks from Latios as well as two Returns from Lopunny, according to the Smogon analysis. An alternative is Defog, as you do not have hazard control, so try both!

Now, your team is fairly slow, so I would also replace Swords Dance Bisharp with a Choice Scarf variant. This is an uncommon choice, but Choice Scarf + Pursuit + Doom Desire is a very potent combination that allows you to put many Pokemon in checkmate. Stone Edge also lets it act as a sick lure to Talonflame as well as the Charizard forms.

An importable of the sets are below:
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Doom Desire
- Icy Wind
- Heart Stamp
- Stealth Rock

Togekiss (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Head
- Stone Edge

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore

Altaria-Mega @ Altarianite
Ability: Pixilate
Happiness: 0
EVs: 104 HP / 184 Atk / 220 Spe
Jolly Nature
- Dragon Dance
- Frustration
- Heal Bell
- Roost

Hope this rate helps your team out a bit, have fun!
 
So here's what I've come up with:

Illumirachi (Jirachi) @ Expert Belt
Ability: Serene Grace
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Doom Desire
- Heart Stamp
- Icy Wind
- Stealth Rock

NightmareFuel (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Calm Nature
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost

Awww Chessss (Bisharp) (M) @ Choice Scarf
Ability: Defiant
EVs: 160 HP / 252 Atk / 8 SpD / 88 Spe
Adamant Nature
- Stone Edge
- Iron Head
- Pursuit
- Knock Off

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Recover
- Earth Power
- Toxic

Breloom @ Lum Berry
Ability: Technician
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance

Altaria-Mega @ Altarianite
Ability: Cloud Nine
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Return
- Dragon Claw


I decided to keep Togekiss the way it was, because in most of my battles Ancient Power has helped it out a lot. The Altaria set is my personal most common one, but I may change it more towards what you recommended if I turn out to need it. I may even run cotton guard. Thanks for the help!
 
Hey Rakem,
Firstly as a response to yuruu's suggestion, I suggested specs jirachi because it bumps up the power of its attack significantly, and the idea of utilizing doom desire is to attack with a different pokemon with a different typing on the turn it hits. The only benefit of not running a choice move on Jirachi is so that you can lure the opponent with some coverage move, after clicking doom desire, or so that you can get a slow uturn out into a heavy hitter, which can then attack on the turn doom desire lands (or so you can utilize healing wish even).

Secondly, I find that your team is lacking quite a bit of raw power that is necessary to really push through the opponents team in tandem with doom desire. Breloom is a nice idea, but I would reccomend an extremely strong fighting type like Specs Keldeo or Mega Heracross instead. The other main problem i find is with your choices in mons that aren't really known to be extremely offensive. I'm not saying that doom desire teams have to be hard offense, but when you're using stuff like gastrodon, tank chomp (which should run dtail > dclaw btw), and togekiss (which is known to be very threatening with some turns of set-up, but not immediately), you really can't punish the opponent as well as you'd like.

I decided to just quickly build a team to illustrate the idea I had in mind; it is by no means perfect but it might give u some ideas on how to try to improve your own team, since I feel I might end up changing too much on yours if i rate it directly. Have fun with the concept! This new team you built is certainly much better the last, but I think it can be even better, so keep working on it!

Jirachi @ Shuca Berry
Ability: Serene Grace
EVs: 240 HP / 240 SpA / 28 Spe
Modest Nature
- Doom Desire
- Hidden Power [Fire]
- U-turn
- Flash Cannon

Hoopa-Unbound @ Choice Band // I wanted hoopa to abuse this since it hates stuff like lando-t and fairies coming in on its banded hyperspace fury.
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt

Keldeo @ Choice Scarf //Patches up a lot of defensive issues and is a hard hitter and revenge killer that can abuse doom desire quite well
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 152 Def / 104 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Hidden Power [Fire]
 
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