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ORAS OU Dragonite/Azumarill Sweep,

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- V-Create
- Zen Headbutt
- Bolt Strike
- U-Turn

Victini is first on the list because it's the one I'm least sure about - it does cover for the rest of my team a lot both offensively and defensively, however the obvious weakness to Stealth Rocks is prevalent. Victini was chosen for the team as a switch-in against Pokemon that can use both fire and grass moves, which none of my other tanks can do. Victini is also an answer to Mega Venusaur, who otherwise has a pretty easy time against my team. I went with all physical moves to let me put all EVs into health for survivability and attack for damage. V-Create hits pretty much everything hard alongside Bolt Strike, while Zen Headbutt and U-Turn add coverage. Assault Vest is to make Victini actually pretty good at taking damage, which was the initial reason for inclusion.


Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Fire Punch
- Roost
- Dragon Claw

Dragonite is the first of the two sweepers on the team, setting up more slowly but being able to do so with less risk involved. Dragon Dance is for setting up, Fire Punch gives coverage against ice and steel especially, Dragon Claw is used over Outrage because I prefer not to rely on the Lum Berry too much and because I can still sweep if my opponent has a Fairy up that isn't resistant to Fire Punch. Roost is to reset Multiscale, which is especially useful given the lack of hazard removal on the team. Lum Berry can let Dragonite continue sweeping when he otherwise wouldn't be able, or allows an extra turn to set up in some cases.


Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Azumarill is sweeper number two, typically the riskier play but much faster to set up and stronger afterward. Pretty simple plan, Belly Dance for the boost then Aqua Jet everything that isn't tanky enough to survive while Play Rough and Knock Off do a better job handling the rest. Sitrus Berry is to offset the Belly Dance cost, making it significantly safer to use.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Spikes
- Gyro Ball

Ferrothorn is the physical tank of the team, while also setting up Spikes whenever possible. Leech Seed is to stall if necessary, while Power Whip and Gyro Ball give good damage that go with his defensive coverage to make him an option to switch in almost all the time. Leftovers help with stalling, and offset entry hazards pretty easily.


Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic (but testing Ice Beam)

Contributing to Quagsire's place in OU, and glad to do it. Quagsire is also a reliable switch in, with less resistance to damage than Ferrothorn but being better at recovering from it. Scald is almost obligatory, good chance of a burn and solid damage. Recover is to stall or take advantage of any time I get to heal. Earthquake is first and foremost to deal with Heatran, while also providing coverage otherwise. I'm debating between Toxic and Ice Beam, Toxic being better for stalling


Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Heal Bell
- Diamond Storm
- Stealth Rock
- Moonblast

I like Diancie for the bulk and typing to be a safe switch-in, plus the Stealth Rock option while Diamond Storm and Moonblast feel nice to use. Heal Bell feels redundant though, what with Dragonite having a Lum Berry and Azumarill being pretty feast-or-famine. Hazard control would have been nicer, if available.


Overall, the strategy that's won me the most games has been to play with Ferrothorn/Quagsire/Diancie core until there's an opening for me to have a free turn to set up on Dragonite or Azumarill and from there it's often a sweep. Victini has an in-between role, typically being removal for a single problem Pokemon.

The core can pretty much always cover each other, Ferrothorn and Diancie can both be trap setters while Quagsire can stall and cause status. The sweepers don't really interact with the rest of the team other than letting the other sweeper take over in the case that the first one didn't get through the remaining team. In general I like the coverage the team has and its resistance to damage in general, though hazards are a larger issue to this team than most.

I think my main problems are those I've mentioned: A general weakness to hazards, the weirdness between Heal Bell and my sweepers, and the confused role of Victini. Any tips? Thanks!
 
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