ORAS OU Dusknoir's Revenge (1500s)

cityscapes

Take care of yourself.
is a Tiering Contributoris a Top Community Contributor Alumnusis a Metagame Resource Contributor Alumnus
OMPL Champion
Hi everyone. You know what makes me really mad about VGC 2016? There's barely any diversity! I've seen maybe 100 Pokémon used altogether!
Thankfully, this isn't VGC 2016, this is OU. Where you can use anything, no matter what tier it's in.
I mean, you won't be successful with all of them. Some Pokémon, like Ledian, just... don't. But there was one 'mon from PU that I decided to use one day in a tier of Dragons and Fairies, and it thoroughly surprised me. So I began building teams around it.
I'm still not that good of a teambuilder. Dusknoir on a VoltTurn team. Dusknoir on hyper offense. Dusknoir on stall. Needless to say, these didn't win most of the time, but when they did... when my unknowing, low-ladder opponents sent out their Bisharps and Tyranitars... it made me want to keep playing.
Anyway, sorry about that. I'll drop the dramatic act and just show you the team.
dusknoir.gif

Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Ice Punch
-Sucker Punch
-Focus Punch
-Substitute
Despite this thing showing up on all my teams, it doesn't have a nickname. Call it "One Punch Man" if you want to, lol. What I'm not sure about is how I went so far with it without realizing that it belonged on a bulky offense team. Anyway, on to the set.
This Pokémon tries to lure in Dark-types like Weavile, birds like Dragonite, Landorus-T and Garchomp (well it can fly...), and Gengar. It has a base 100 attack stat so it can get stuff like this done:
252+ Atk Dusknoir Sucker Punch vs. 0 HP / 0 Def Gengar: 242-286 (93.4 - 110.4%) -- 62.5% chance to OHKO
Unfortunately due to Intimidate it doesn't have as good a matchup with Landorus-T as I'd like it to, and it can't touch Fairies like Clefable and Azumarill, so it usually does better against hyper offensive teams. Although it lures Dark-types, it can't stay in on a Crunch or Knock Off (although the prevalence of Pursuit means that sometimes it can win anyway).
scizor-mega.gif

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
-Bullet Punch
-Pursuit
-U-Turn
-Roost
This is the main way I beat Clefable: with a Bullet Punch... that does about 60% as it Flamethrowers back. (No, seriously, I hate that thing.) Steel STAB is very good for my team, though, so I decided on Mega Scizor. I'm not sure if Pursuit and U-Turn work well together given that they're both centered around the opponent switching out. I decided on Roost for the fourth slot because my opponent usually has something like Ferrothorn or Rotom-W that's determined to wear it down.
celebi.gif

Celebi @
Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Spe
-Giga Drain
-Thunder Wave
-Nasty Plot
-Earth Power
I needed something that could take burns and +6 Aqua Jets, and nothing seemed better than Celebi. Thunder Wave improves the matchup against offense while the other moves are meant for stallbreaking. Using this Pokémon seems to work perfectly sometimes and fail horribly others - sometimes my opponent will have their Heatran switched in on a Thunder Wave, and other times Landorus-T will show up and ruin the fun. It also has a bad matchup against Skarmory, which can be a problem sometimes.
rotom-heat.gif

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Spe
-Overheat
-Volt Switch
-Will O' Wisp
-Trick
Along with Celebi, my fourth team member is great at breaking stall teams because of the immense power of Overheat. Threatening an OHKO on Skarmory is very helpful for Celebi and often pressures opponents to send in Chansey, which is ruined by Trick. Stall isn't all it's good against, though: It also makes for a great revenge killer. Will O' Wisp used to be Hidden Power Ice, but I replaced it after it did like 70% to Landorus-T. You know your lure is bad when it doesn't do any more than your STAB move.
starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
-Scald
-Grass Knot
-Rapid Spin
-Recover
Aside from a stall breaker and a revenge killer, Rotom-H is a pivot. When a pivot takes 25% from Stealth Rock, you need a hazard remover. I asked for a hazard remover that was good against balance (seeing as I had answers to stall and hyper offense) and the SQSA thread came up with this, which forms a nice FWG core with Celebi and Rotom-H. I'm honestly pretty impressed with it but I'm not sure whether to keep Grass Knot, or to replace it with HP Fire, Ice Beam, etc.
magcargo.gif

Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk, 30 Def
-Shell Smash
-Stealth Rock
-Earth Power
-Hidden Power [Ice]
Ok so you might ask "What kind of bad set is this?" to which I answer: It's a lead. Magcargo usually leads with a Shell Smash, then goes for Stealth Rock if it can't OHKO the opponent. The reason it doesn't have any STAB is because of the surprise factor. Is Ferrothorn going to stay in? How about Volcarona? Of course not. Landorus-T and Heatran, on the other hand, most definitely will, and although Scarf variants can cause problems, it can at least scout out their sets. Once I swept four Pokémon with Magcargo after I was fortunate enough to get two Shell Smashes, causing a forfeit; my opponent had a Tangrowth in the back that would have walled it. Why Magcargo? A few reasons: It gets Shell Smash to boost its attacks and speed to very high levels, outpacing Keldeo at a blistering 348 Speed. (This is why I didn't choose Torkoal, by the way.) Also, it has Flame Body, which is amazing when it activates (even if it's only against Chansey) and it's a lava snail. Where can you go wrong?
------------------------------------------------
Threatlist
------------------------------------------------
Clefable: The physically defensive variants are stupid and I hate them. I can give it a Scarf but not much else. Please stop using Clefable.
Dark Spam: If my opponent has something like a Weavile that managed to beat Scizor, the rest of my team is in trouble.
Mega Venusaur: I don't have any super effective moves to KO it fast, so it can be very annoying sometimes, especially when it's an HP Fire variant. Should I run Psychic on Starmie for it?
Landorus-T: I have several counters to it, but not much of my team likes to take a U-Turn.
-------------------------------------------------
Thanks for reading
-------------------------------------------------
Importable coming in a second!
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Sucker Punch
- Focus Punch
- Ice Punch

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Roost

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Scald
- Grass Knot

Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Hidden Power [Ice]
- Shell Smash
- Earth Power

Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Nasty Plot
- Earth Power
- Thunder Wave

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Trick
 
Last edited:
um.

The thing is, marcago just doesnt work in ou. Stabless hp ice and earth power hit pathetically, even at 2+

also, why mention out speeding keldeo when u cant even OHKO it with e power at 4+...

+4 252 SpA Magcargo Earth Power vs. 0 HP / 0 SpD Keldeo: 232-273 (71.8 - 84.5%) -- guaranteed 2HKO

your gengar calc is largely irrelevant, as it's a fast and frail mon, and your dusknoir is too dependent on getting a sub up..

considering ur scizor set, I would run a more defensive EV spread, the standard one is 248 HP/44 Atk/16 Def/200 SpD

which avoids the OHKO from clefs fireblast 100% of the time.

also, clefs flamethrower does quite a bit more than just 60% with ur spread..

0 SpA Clefable Flamethrower vs. 248 HP / 4 SpD Mega Scizor: 248-296 (72.3 - 86.2%) -- guaranteed 2HKO

your celebi spread is also quite slow, and with no recovery, it has difficulty setting up, also, azumaril can tank a giga drain even after a belly drum, and OHKO back with playrough or knockoff, making it a shaky check at best.

what are you trying to his with grass knot on starmie? T-bolt is better if u are trying to hit bulky waters.

that's it for now.
 
um.

The thing is, marcago just doesnt work in ou. Stabless hp ice and earth power hit pathetically, even at 2+

also, why mention out speeding keldeo when u cant even OHKO it with e power at 4+...

+4 252 SpA Magcargo Earth Power vs. 0 HP / 0 SpD Keldeo: 232-273 (71.8 - 84.5%) -- guaranteed 2HKO

your gengar calc is largely irrelevant, as it's a fast and frail mon, and your dusknoir is too dependent on getting a sub up..

considering ur scizor set, I would run a more defensive EV spread, the standard one is 248 HP/44 Atk/16 Def/200 SpD

which avoids the OHKO from clefs fireblast 100% of the time.

also, clefs flamethrower does quite a bit more than just 60% with ur spread..

0 SpA Clefable Flamethrower vs. 248 HP / 4 SpD Mega Scizor: 248-296 (72.3 - 86.2%) -- guaranteed 2HKO

your celebi spread is also quite slow, and with no recovery, it has difficulty setting up, also, azumaril can tank a giga drain even after a belly drum, and OHKO back with playrough or knockoff, making it a shaky check at best.

what are you trying to his with grass knot on starmie? T-bolt is better if u are trying to hit bulky waters.

that's it for now.
1. The moves are meant to hit leads that think they can EQ Magcargo or want to set up Stealth Rock. Example: +2 252 SpA Magcargo Hidden Power Ice vs. 252 HP / 8 SpD Landorus-T: 452-532 (118.3 - 139.2%) -- guaranteed OHKO
That's not really "pathetic" but more "Mega Manectric with HP Ice and Ground-type Flamethrower".
2. I mention outpacing Keldeo because as I said, if I can't OHKO the opponent, I set up Stealth Rock. It's meant to take things by surprise and set up rocks, not sweep.
3. Gengar would otherwise be a threat as it can deal a lot of damage. The set aims to take out the opponents that can hit the hardest (Weavile, Landorus-T, etc.) by luring them in; also, it has good enough bulk to set up a Substitute pretty reliably.
4. Thanks for the Scizor spread, that will be useful. Incidentally, what does the spread do?
5. I was referring to Clefable taking 60% from Bullet Punch. Very annoying mon.
6. Seeing as I have two other forms of priority in Bullet Punch and Sucker Punch, as well as Starmie, which can easily finish off a 5% Azumarill, I don't think this is much of a problem (but then again, I haven't run into the Belly Drum set yet).
7. Lol you're right about Starmie but I think I will go with Psychic instead. What was I hoping to accomplish with Grass Knot...
Anyway, thanks for the rate!
 
Call it "One Punch Man" if you want to, lol.

But it has 3 punches :p

anyway, really nice team, that dusknoir set is hilarious, I do have some suggestions though. I really don't like Macargo at all, if someone figures out what it does or taunts it with an anti-lead it probably won't get to do much. Also you have zero ground types, so Hippowdon might be a solid change. It can setup rocks more reliably but also help you out against Lando, in addition to pinning down dangerous electric types like Raikou and Manectric-Mega.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

I think your starmie set is fine as is, if you wanna keep it defensive. If you want it to do something to M-Venusaur you'll have to run Analitic with Psyshock. Like I said, its fine how it is as you have other things to counter venusaur unless it runs HP fire.
 
But it has 3 punches :p

anyway, really nice team, that dusknoir set is hilarious, I do have some suggestions though. I really don't like Macargo at all, if someone figures out what it does or taunts it with an anti-lead it probably won't get to do much. Also you have zero ground types, so Hippowdon might be a solid change. It can setup rocks more reliably but also help you out against Lando, in addition to pinning down dangerous electric types like Raikou and Manectric-Mega.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

I think your starmie set is fine as is, if you wanna keep it defensive. If you want it to do something to M-Venusaur you'll have to run Analitic with Psyshock. Like I said, its fine how it is as you have other things to counter venusaur unless it runs HP fire.
defensive starmie should keep nature cure to absorb status...
 
But it has 3 punches :p

anyway, really nice team, that dusknoir set is hilarious, I do have some suggestions though. I really don't like Macargo at all, if someone figures out what it does or taunts it with an anti-lead it probably won't get to do much. Also you have zero ground types, so Hippowdon might be a solid change. It can setup rocks more reliably but also help you out against Lando, in addition to pinning down dangerous electric types like Raikou and Manectric-Mega.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

I think your starmie set is fine as is, if you wanna keep it defensive. If you want it to do something to M-Venusaur you'll have to run Analitic with Psyshock. Like I said, its fine how it is as you have other things to counter venusaur unless it runs HP fire.
Ok, I guess Magcargo is best suited for Battle Spot Singles after all...
I made the Hippowdon change and it's been working pretty nicely so far. I'll update the OP and add this replay of one punch man (I guess that's his name now) confusing an opponent once I get home from vacation: http://replay.pokemonshowdown.com/ou-392528520
Roarring1 and StarBomber109 thanks for your help!
 
~Bump~
I've made some changes after testing out the team for a while; I'll share them here.
First of all, I thought that my Celebi set was bad because it relies too much on surprise, so I changed it to this:
celebi.gif

Celebi @ Leftovers
Ability: Natural Cure
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
-Giga Drain
-Thunder Wave
-Ancient Power (?)
-Hidden Power [Fire]
My new set is faster than the old one, meaning it can get off a Thunder Wave more easily on opponents like Heatran. I added Ancient Power to hit Talonflame, but I actually haven't seen any while laddering. Weird.
The removal of Nasty Plot meant that breaking stall was much more difficult for my team, and if Rotom gave its Scarf to the wrong opponent (or even worse, if Sableye switched in), then my team was in trouble. Due to the speed Celebi brought to my team, however, breaking stall was pretty much the only niche Rotom had left, so I replaced it with...
heatran.gif

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-Magma Storm
-Earth Power
-Toxic
-Taunt
Stallbreaker Heatran was what I decided to choose because my team really likes having Pokémon like Chansey out of the way. Should I run Modest instead, to always OHKO other Heatran with Earth Power (seeing as some of them will be paralyzed anyway)?
After I made this change, my team faced a real problem: I had no reliable, speedy Pokémon to come in against, say, Mega Lopunny. It was then that I read the Offense Teambuilding Guide, which specifically mentioned that Pokémon like Hippowdon were bad on offense, simply because they didn't exert any significant pressure, and they required the sacrifice of momentum. If I were to replace it, though, I'd need something with rocks that was also very fast. I ended up coming up with this:
mamoswine.gif

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Icicle Crash
-Stealth Rock
-Earthquake
-Knock Off
This thing is crazy. It can clean entire teams on its own, and it also checks most common leads (hi Landorus-T); the things used to counter-lead it can be handled by Celebi. Don't ask me why, but it works. Watch this replay:
http://replay.pokemonshowdown.com/ou-393704523
Offensive Ice typing in this meta as well as a base 120 Attack, a great secondary STAB in Earthquake, and the Speed of +1 Mega Altaria (assuming the Altaria is also max speed) allows for plenty of opportunities to set up Stealth Rock.
I also changed the Scizor set to this:
scizor-mega.gif

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 196 SpD / 4 Spe
Impish Nature
-Bullet Punch
-Superpower
-Roost
-Swords Dance
When I first decided to use Mega Scizor, I was expecting a monster with sky-high Attack that swept everything that wasn't able to get past its mediocre defenses. Now I see the real game Scizor plays: It relies on its defenses (which are pretty good by the way) to set up Swords Dances, then try to beat the opponent with Bullet Punch, using Superpower when necessary. This is why I like ORAS OU: All the Mega Pokémon play so differently. Also Mega Kangaskhan is banned which is good because I hate Mega Kangaskhan.
Oh and also I finally replaced Grass Knot on Starmie. I went with Psychic as opposed to Psyshock because of the fact that my three physical attackers (and Heatran) can easily 1v1 Chansey, while Mega Venusaur can prove to be more of a threat.
 
Back
Top