DOOMSTARKS
What's up guys, this is Central Heating doing what I do best: bringing the heat. Because I'm really bad at building teams myself, I was looking around the ORAS OU Teambuilding Workshop (Link!) and I found this really interesting team by Fleggumfl: a squad based around Mega Banette. I started playing with the team, but it felt like it was lacking something, so I made a few minor adjustments. With this new version of the team, I climbed the ladder with ease, and I currently rest at around 1750 points. Still, I feel that a few improvements could be made to the team, so that's why I'm posting this RMT. Hope you guys enjoy!
TEAM_DEVELOPMENT
This is what the original team looked like. Again, big shoutout to Fleggumfl for coming up with the idea of using Mega Banette, a very underrated threat in the OU metagame. This team had some flaws which I've tried to iron out though.
This is the version I started using. It has had a great run so far, despite the changes I made being minor. I do find that the team still struggles with certain threats, which will be revealed below. Now, on to the individual mons.
DETAILED_ANALYSIS
DOOM (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch
- Overview:
A wise man once said: "Scarf Hoopa is the only Hoopa for offense". This team once again proves that saying to be true. On paper, its job is to revenge kill, but due to its gargantuan offensive stats, it also functions as a wallbreaker. This thing easily gets two kills a game.
- In-depth
- Alternative options
Ghostface (Banette) @ Banettite
Ability: Frisk
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Will-O-Wisp
- Destiny Bond
- overview:
Ah, the star of the show, the phantom of the opera: Mega Banette. A lot of teams are unprepared for this thing, and so it spreads out burns, revenge kills, spinblocks and takes powerful attackers down into the grave every game. It might be a huge gimmick, but I couldn't think of a better Mega for this team.
_ - in-depth analysis:
I'll just let the calcs speak:
252+ Atk Mega Banette Gunk Shot vs. 0 HP / 0 Def Serperior: 360-424 (123.7 - 145.7%) -- guaranteed OHKO
252+ Atk Mega Banette Gunk Shot vs. 240 HP / 0 Def Azumarill: 414-488 (103.2 - 121.6%) -- guaranteed OHKO
252+ Atk Mega Banette Shadow Sneak vs. 4 HP / 0 Def Starmie: 198-234 (75.5 - 89.3%) -- guaranteed 2HKO
252+ Atk Mega Banette Shadow Sneak vs. 0 HP / 4 Def Mega Alakazam: 242-288 (96.4 - 114.7%) -- 81.3% chance to OHKO
Exactly. The speed ev's are there to outspeed even max speed Azumarill after Mega evolving. This thing is still difficult to use, so you need to get a feeling for when to click Will-o, when to Destiny Bond and when to save this thing in order to have a backup check to a threatening sweeper.
- alternative options:
You could run Knock off over Gunk shot for more utility and better coverage, but once again: fairys will become huge threats to this team. Shadow Claw is an option over Sneak, in order to gain more power, but I feel like this thing needs Shadow Sneak in order to Mega safely against weakened Pokemon. Taunt, Thunder wave and Toxic are options over Will-O-Wisp, but weakening physical attackers is a huge benefit.
Metal Fingers (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Dazzling Gleam
- Thunder Wave
- overview:
- in-depth analysis:
The 80 SpA ev's are there to ensure that a fully physically invested Sableye can't stay in and recover on you. The rest is dumped into SpDef so that Keldeo cant just click Scald and win. Magnet Rise is there to check scarf Landorus and Earth power Mega Diancie (like that exists...). Spikes and Thunder wave are self explanatory, top-tier moves in this meta.
_ - alternative options:
Some options to consider are: Flash cannon (I hate Mega Diancie), Foul Play (I hate Set-up sweepers), Toxic (I hate stall).
Winston Bisharp (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
- overview:
Every smogon user has been swept by a Bisharp at least once in their lives. There's no shame in that, its just a testament to how good this pokemon is. Although Lum berry is considered to be a bad item on Winnie the Bish, it has worked like a charm for me. Thundurus users always go for Thunder Wave first, so you Knock them off and kill them. This is also my answer to Mega Sableye and stall in general. As if that wasn't enough, it completes my hazard-blocking core together with Mega Banette because of Defiant, and it has great synergy with the rest of the team as well. This thing is probably the MVP of the team.
_ - in-depth analysis:
Come on, you know what Bisharp does. A detailed analysis won't be necessary.
_ - alternative options:
You shouldn't run any other variant of Bisharp on this team, seriously. Every move is essential, Adamant is required for wallbreaking, Lum is really useful versus stall. The extra power of a Life orb or Black glasses could be nice sometimes, but they really limit Longevity and opportunities to set up.
Spirit (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
- overview:
Here we are, the best pokemon in OU. This thing is S rank for a reason. Every team only has one or two answers to this thing (or none, like this team), and the rest of this team beats those answers with ease. This thing breaks walls, cleans up and wins games. I probably don't need to tell you more about Keldeo, because everyone and their mother knows its power.
_ - in-depth analysis:
Scald is the best move in the game, it is. Nothing switches in safely, especially not when its power is boosted by a pair of Choice Specs. Usage tips: click this move and win. Hydro Pump is there for even more power, but its shady accuracy always frightens me, so I only click it in case of real emergency's. Secret Sword is another great stab attack, destroying Ferrothorn and Chansey. Icy wind is there so Latias and Latios aren't checks anymore, but beware of opposing Bisharps!
_ - alternative options:
This thing was originally scarfed, but I really missed the power and the wallbreaking potential of this set, so with Hoopa taking up the role of revenge killer, I switched the items. Hidden Power bug and electric are options to hit bulky pyschic and water types, but the lackluster coverage is unprefered.
Sylvester Stallone (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
- overview:
Here we are, the last pokemon of the team. Like the previous two mons, this is a cookie-cutter set, standard beyond belief. It's here to get up rocks and ensure that I won't get swept by Excadrill, Talonflame and opposing Landorus. The rocky helmet is really useful for weakening opposing physical attackers, since this is still hyper offense and the goal of the team is just to bring down every opposing mons health to zero.
_ - in-depth analysis:
Earthquake is a great stab move, and despite the lack of investment, still hits really hard. Stone edge is absolutely crucial for killing Charizard and Talonflame. Stealth Rock is another top-tier move and should really be on every team, and U-turn is great to grab momentum against things like Slowbro and opposing Landorus-T's.
_ - alternative options:
Toxic is an option in order to weaken threats like Mega Bro, Mandibuzz and Bulk up Talonflame (an otherwise huge threat!), but I really don't enjoy losing to Zard's and SD Talonflame's.
Threatlist:
- Water Types: My water resist is Keldeo. Opposing Keldeo's are really hard to deal with, and usually involve sacking Klefki. Mega Bro is a threat due to it's insane bulk, although Hoopa has a chance to 2hko. Azumarill also takes a life everytime it comes in, but it can only really come in on Klefki or a locked Hoopa or Keldeo.
- Charizard Y: Dealing with this also involves sacking a mon turn 1. Unfortunate.
- Mega Venusaur + Mandibuzz (Crystalised): I hate playing this combination. Hoopa is the only thing that damages Mega Venu, and Mandibuzz stops it dead in its tracks. Mandibuzz is already hard to kill on its own as well.
- Mega Manectric: a well played MegaMan tears this team apart. I ususally just sacrifice Lando in order to kill it.
IMPORTABLE
DOOM (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch
Ghostface (Banette) @ Banettite
Ability: Frisk
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Will-O-Wisp
- Destiny Bond
Metal Fingers (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Dazzling Gleam
- Thunder Wave
Winston Bisharp (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Spirit (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Sylvester Stallone (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch
Ghostface (Banette) @ Banettite
Ability: Frisk
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Will-O-Wisp
- Destiny Bond
Metal Fingers (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Dazzling Gleam
- Thunder Wave
Winston Bisharp (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Spirit (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Sylvester Stallone (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
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