ORAS OU Everybody Dance!

Sobi

Banned deucer.
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^o^
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Hey guys. Sobi here, with my 3rd RMT, this time in a tier that isn't called Monotype. I built this team around Rock Tomb Mega-Medicham, a set introduced by Monkey Smurf in The Next Big Thing, which has often turned out to be really useful against Flying-types. My team is balanced, so try not to make any changes that would change the playstyle, please. When the team was made, I replaced a lot of Pokemon, but you will see more about that in the teambuilding process below. Anyway, without further ado, onto my team:
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(◡‿◡✿) Teambuilding Process (◡‿◡✿)

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Like I said earlier, my team is based around Mega Medicham. With its access to a priority move in Bullet Punch, and strong STAB moves in High Jump Kick and Zen Headbutt, Medicham is a monster to face 1 on 1.
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I needed a strong physical attacker; one that could leave a huge dent in physical walls. Mamoswine was able to do what Medicham couldn't - take out Flying-types easily. Although Medicham has Rock Tomb, that isn't enough to OHKO the likes of Staraptor and defensive Mega Altaria (CURSE YOU, STUPID 4HKO).

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With every physical attacker, comes a special attacker. Nasty Plot Thundurus-T seemed like a good choice for the team - its wide coverage alongside an amazing Special Attack stat really made Thundurus stand out from other special attackers.
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Stealth Rock is one of the most commonly used moves, appearing a whopping 97 times in the OU 1500 usage stats. Therefore, I opted for a good Stealth Rock setter. There were loads to choose from—bulky Lando-T, Garchomp, Ferrothorn—but I decided to opt for Heatran. Not only does it have a high Special Attack stat, its immunity to Poison and the Fire-type caught my eye.
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I needed a good cleric / support mon, as well as a pivot, and I think that Celebi was the man [or Pokemon.. whatever..] for t
he job, as its stats are amazing across the house, giving it little to no drawbacks, except for its typing.
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Last but not least, I decided to use Blastoise as my bulky spinner. Sure, I could've used Starmie, but it is ever so frail, even if you invest EVs in defenses, and that isn't what I was looking for.

✿◕ ‿ ◕✿ The Team ✿◕ ‿ ◕✿

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Nature (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 28 HP
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Knock Off

Mamoswine is one of the physical attackers of my team, and Life Orb, 252 EVs in Attack and an Adamant nature allow it to deal a lot of damage to physically defensive mons. 28 HP IVs minimise LO recoil, enabling it to make the most of the held item. The moveset is fairly standard. I opted for both Ice Shard and Icicle Crash for two reasons. I needed the former to get a quick kill on weakened Pokemon, and I needed the latter to hit slower Pokemon. Earthquake hits Bisharp and other Steel-types while Knock Off is handy against Pokemon that rely on their item, such as Belly Drum / Choice Band Azumarill. It also scores the OHKO on Gengar as well, which is nice.

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Confidence (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Grass Knot

Another Life Orb attacker, but this time, a special attacker, not a physical attacker. Thundurus works the same way as Mamoswine. The set is quite simple to use. Once Thundurus is confident all major threats are out of the way, it can use a quickened Nasty Plot, thanks to Prankster, to set up, and then sweep. The next three slots are solely for attacking purposes, with a slight exception with the last. Thunderbolt is Thundurus' main STAB move, and is sure to OHKO Pokemon that don't resist it after a Nasty Plot or two. Alternatively, Volt Switch could be used, and has been a bit useful for me, but if you consider running it, don't use Nasty Plot, as the stat boosts become useless. Thundurus also forms a VoltTurn core with Celebi, which is helpful. Hidden Power Ice helps against Lando-T, Garchomp and Gliscor, and Ground-types that carry Stone Edge. Grass Knot can be used to hit bulky Ground- and Rock-types.

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Strength (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Stealth Rock
- Flash Cannon
- Lava Plume
- Toxic

Heatran is my Stealth Rock setter, but is also another special attacker in a way. A Modest nature and hard hitting STAB moves means it isn't at all passive like other SR setters, and this works in tandem with Toxic, as Heatran can whittle the opposing Pokemon away with Toxic. Flash Cannon is for Fairy-types, and Lava Plume is often used when I'm against a Pokemon that doesn't resist it. I chose Air Balloon over Leftovers solely because the x4 Ground-type weakness was too glaring for me, so I had to do something about it, hence the Air Balloon on the current set.

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Rest (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Psychic
- Recover
- U-turn
- Heal Bell

Like I mentioned in the Teambuilding Process, Celebi is my cleric. It was originally my Baton Passer, but I wanted a Pokemon to support my team through status restoration. There were many options for this slot, but I needed a Pokemon that could also deal damage as well, which is why I chose Celebi. Psychic for STAB, and to primarily hit Gengar, a Pokemon that could potentially pose as a threat to this team. Recover increases Celebi's longevity, and 252 Speed EVs means it can outspeed all non-scarfed Pokemon with a Speed Base stat of 100 or less, such as opposing Heatran, Kyurem-B, and Dragonite. U-Turn helps Celebi form a VoltTurn core with Thundurus [if you decide to give Thundurus Volt Switch, that is], keeping up momentum for the team. Heal Bell frees the team of all status, something that cripples my sweepers.

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Nurture (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Tomb
- Bullet Punch
- High Jump Kick
- Zen Headbutt

Medicham is my late-game sweeper and revenge killer, finishing off the game by taking out any Pokemon left with 1 of its 4 coverage moves. Rock Tomb hits Flying- and Fire-types, Bullet Punch hits Fairy-types, High Jump Kick hits anything that doesn't resist it, and Zen Headbutt hits Gengar, and other Fighting-types. The EVs are pretty standard, maximising damage output, whilst allowing it to outspeed all <100 Base Speed stat Pokemon. An Adamant nature makes sure all of Medicham's attacks hit as hard as possible, but a Jolly nature could be used if you need the speed.

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Duty (Blastoise) @ Assault Vest
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Dark Pulse
- Ice Beam

Blastoise is my bulky spinner; not Tentacruel, not Excadrill, not Starmie. No. No. No
*pause*... Excuse me. Now, where was I? Oh yes, Blastoise. I chose Blastoise because I didn't want a spinner that died to Earthquake, Hydro Pump or Thunderbolt. Assault Vest Blastoise allows it to tank at least one special attack that would've otherwise taken it out. EVs in Special Attack allow it to deal damage, so that it has some use other than a spinner. Scald for the burn rate, Dark Pulse and Ice Beam solely for coverage.

≧◡≦ Final Words ≧◡≦
I spent a lot of time typing this up, like always, so any advice regarding my team is greatly appreciated. Shoutouts to Monkey Smurf for the Mega Medicham Rock Tomb idea. I hope you win TNBT this week [you'll probably win anyway ;p]! I hope you enjoyed my RMT!

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Hey there! i'm tight on time here so i'll be quick.

1. I would use baton pass on celabi, rather then the set you are currently using, due to your team having offensive tendencies.

2. I would run a more offensive set on heatran, because so far it's pretty offensive, and can't find much use in the defensive moves it has

3. I would personally run a focus sash mamoswine, because it's easy to get rocks up and doesn't need to tank hits but can return with high power.

4. I recommend you change blastoise to something a little different... I think you should run tentacruel! I don't see why not! It has solid stats, it gets rapid spin accses and toxic spikes, which can be very helpful for your team.

5. Fake out over rock tomb on mega metecham, as you can run rock attacks on many of your other pokemon.

Heres the finished team: http://pastebin.com/S4bBaBKN
I hope you find use out of my rate <3
 
Hey there! i'm tight on time here so i'll be quick.

1. I would use baton pass on celabi, rather then the set you are currently using, due to your team having offensive tendencies.

2. I would run a more offensive set on heatran, because so far it's pretty offensive, and can't find much use in the defensive moves it has

3. I would personally run a focus sash mamoswine, because it's easy to get rocks up and doesn't need to tank hits but can return with high power.

4. I recommend you change blastoise to something a little different... I think you should run tentacruel! I don't see why not! It has solid stats, it gets rapid spin accses and toxic spikes, which can be very helpful for your team.

5. Fake out over rock tomb on mega metecham, as you can run rock attacks on many of your other pokemon.

Heres the finished team: http://pastebin.com/S4bBaBKN
I hope you find use out of my rate <3

Hey there. Thank you for the rates! I'm going to reply to each point you made.

  1. I could run Baton Pass, but the reason I'm running my current set is because my team needs a Pokemon that is able to relieve the attackers from status. I mean, I could opt for Baton Pass > U-turn, but I want to deal damage as well as pivot. Without Heal Bell, my attackers are susceptible to statuses, namely speaking burn, which greatly limit their attacking capabilities.
  2. I suppose I could make it offensive.
  3. Okay.
  4. I said why I didn't want Tentacruel in the RMT. Whilst access to Toxic Spikes and Rapid Spin is useful, I needed a spinner that was slightly defensive and offensive. Tentacruel doesn't do that much to most Pokemon, whereas Blastoise has access to a wide plethora of moves, giving it some offensive use.
  5. Rock Tomb Medicham is the whole point of this team, so I won't be changing that move, sorry!
Yeah, you suggested some nice changes, so thank you. There were a few that I didn't want to make, but I hope you understand ^-^
 
Hey there. Thank you for the rates! I'm going to reply to each point you made.

  1. I could run Baton Pass, but the reason I'm running my current set is because my team needs a Pokemon that is able to relieve the attackers from status. I mean, I could opt for Baton Pass > U-turn, but I want to deal damage as well as pivot. Without Heal Bell, my attackers are susceptible to statuses, namely speaking burn, which greatly limit their attacking capabilities.
  2. I suppose I could make it offensive.
  3. Okay.
  4. I said why I didn't want Tentacruel in the RMT. Whilst access to Toxic Spikes and Rapid Spin is useful, I needed a spinner that was slightly defensive and offensive. Tentacruel doesn't do that much to most Pokemon, whereas Blastoise has access to a wide plethora of moves, giving it some offensive use.
  5. Rock Tomb Medicham is the whole point of this team, so I won't be changing that move, sorry!
Yeah, you suggested some nice changes, so thank you. There were a few that I didn't want to make, but I hope you understand ^-^
You don't need the extra damage, its celabi! Theres a reason they call it that! It's because its weak as celeri! But no seriously, passing on stats is more useful then healing status as it is kind of a more offensive team. And why is rock tomb medicham the point of the team? When I make a team that tries to be original I usually build around something REALLY crazy like shedinja! (Which I did just today!)
 
You don't need the extra damage, its celabi! Theres a reason they call it that! It's because its weak as celeri! But no seriously, passing on stats is more useful then healing status as it is kind of a more offensive team. And why is rock tomb medicham the point of the team? When I make a team that tries to be original I usually build around something REALLY crazy like shedinja! (Which I did just today!)

I will consider Baton Pass on Celebi, then. As for Rock Tomb Medicham, it was a set posted by a user in the OU TNBT project thread, and it turned out to be very popular, which is why I tested it out.
 
I saw the Rock Tomb Mega Medicham and is by far my favourite, I hope it wins!!

Also, AV Blastoise, that sounds cool!! I like it

Anyways, I'm not going to rate here, but rather give you this

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(I noticed that your Thundurus sprite wasn't dancing, so take this :P )​
 
I hope nobody minds, but I'm gonna bump this, seeing as I didn't receive as much rates as I hoped :]
 
I suggest using Timit nature on Celebi instead of Naive. Its U-Turns are weak and a loss in 10% damage won't change much, while it will appreciate the added special bulk more.

Something tangentially related that piqued my curiosity from a previous comment: What's the difference between U-Turn and Baton Pass for Celebi in this set? You're not using any stat boosts, so doesn't U-Turn do the job better? Or is it to avoid the Iron Barbs/Rough Skin + Rocky Helmet residual damage from opposing Ferrothorn/Tankchomp?
 
I suggest using Timit nature on Celebi instead of Naive. Its U-Turns are weak and a loss in 10% damage won't change much, while it will appreciate the added special bulk more.

Something tangentially related that piqued my curiosity from a previous comment: What's the difference between U-Turn and Baton Pass for Celebi in this set? You're not using any stat boosts, so doesn't U-Turn do the job better? Or is it to avoid the Iron Barbs/Rough Skin + Rocky Helmet residual damage from opposing Ferrothorn/Tankchomp?
Hey! Thanks for the quick rate [:
If I'm going to be honest, I think Baton Pass works well if Celebi is running a Nasty Plot offensive set, but since it is not, U-turn is better, as you can deal damage, as well as pivot out. I'll think about using a Timid nature as well. Thanks for the rate again!
 
I'll give it a second shot! Hmm... it seems that you could use thunder wave on thundurus, seeing as you only need celabi's grass coverage to really check water types. Speaking of, baton pass celabi is much better then the set you are currently using.
 
I'll give it a second shot! Hmm... it seems that you could use thunder wave on thundurus, seeing as you only need celabi's grass coverage to really check water types. Speaking of, baton pass celabi is much better then the set you are currently using.
I originally had Thunder Wave + Volt Switch, but I changed it to Nasty Plot + Thunderbolt because prioritised Nasty Plot meant I could set up easily, and this gave me a really solid win-con for my team, and also lets Thundurus be a great late-game cleaner. Heatran is there as my Toxic / Burn absorber, and is there to inflict status upon the opposing team with Toxic, so I don't want there to really be more. Scald on Blastoise also has the chance to burn, so there's that. Baton Pass Celebi usually works on a more offensive set, but my set is slightly defensive oriented as Celebi is my team cleric, status absorber and pivot. I appreciate the response n_n
 
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