ORAS OU First attempt at OU

Hey everyone! Thanks for taking the time to look at my hyper offense OU team! This is my first rmt, but I've been lurking around on smogon for about a year now. Also please note I have no idea on how to insert the sprites. Alright, enough talk.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off

This was my first mon that i chose, as he can really handle a lot of threats such as Heatran. He also carries Knock Off to handle the very common Chansey, and U-Turn to handle common grass and psychic types such as Alakazam and Serperior. Choice Scarf lets him out-speed most in this tier, but doesn't allow him to use rocks, which brings us to the next entry:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance

Garchomp is an amzing setter for Stealth Rock, and he has a great ability in Rough Skin. Use it with rocky helmet and the damage really starts to add up on mons such as Dragonite. Garchomp really hits like a truck after a SD also. Dragon Claw and EQ are simply there for coverage and STAB.

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

What can I say? Everyone seems to use Azumarill at one point or another. This is a pretty standard Pikablu set, Belly Drum to boost attack, Sitrus to heal back up, Aqua Jet for priority, Play Rough for STAB, and Knock Off. Aqua Jet kills everything that doesn't resist it after a Belly Drum, and it heavily dents things that do.

Breloom @ Expert Belt
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Focus Punch

This thing is amazing. With access to Technician and Poison Heal, it was tough, but i decided on Technician. Bullet Seed and Mach Punch are very useful with this 50% boost. Spore and Focus punch work very nicely together, and can put large threats to sleep. At this point, i realized i should pick up a spinner or defogger, enter Starmie.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

This mon is very fast, hits crazy hard, and has access to Rapid Spin. It kills all the Grass type that come out on it, however the electric types are countered by Garchomp and Lando. Life Orb does take away a bit of health, but with that power boost it's more than worth it! It kills everything (almost!)

Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Return
- Quick Attack
- Superpower

This was my mega choice, as after one SD it will literally kill everything. I have not found a mon that can live one hit from a quick attack/return/superpower. Superpower is obviously there to handle rock types, and quick attack gives the needed priority when I can't out-speed. This mon really requires the rocks to be gone to be able to come out and sweep.




Again, thanks for reading! I have lots of practice with this team, but havent peaked the ladder yet. That's what i need YOUR help with!
Also somebody kindly tell me how to do the boxes you can open/close :P
 
Hey,nice team bro however i noticed some flaws but i'll try to fix them.

M-Pinsir have huge problem with Talonflame and anything in your team can handle him very well,i'd recommend to use a Defensive Garchomp with Stone Edge which will allow you to handle very well Talonflame,it can also be helpfull against Scarf Landorus-T/Jirachi which can fear your M-Pinsir and than u-turn out. Rocky Helmet + Rough Skin punish them for this. Defensive spread allow you to have a better time with M-Lopunny/Gross and Bisharp(even if Landorus-T can check M-Lopunny,Gross). Heatran can also be used as stealth rocker AND Talonflame check/counter so its ok.

Starmie should be used with a Timid nature which will allow him to outspeed Keldeo/Terrakion which is very important.

I'm not seeing the utility of Superpower on your M-Pinsir,just use Close Combat which is a better option. Also,change 4 Ev HP to Def (assuming you will play level 100 on Pokemon Showdown!) to have a stealth rock number. Jolly nature is better because it allow you to outspeed 100 BS Speed like Manaphy,Zard-Y/X and Gardevoir ect ...

Superpower on Landorus-T is used to revenge kill M-Gyarados and to hit Air Balloon Heatran but i'm not seeing why this move is usefull because you have Azumarill for M-Gyarados and Air Balloon Heatran isn't really threating. Stone Edge is a better option because it allow you to revenge kill Zard-Y and Thundurus which is pretty big deal.

I'm not a pretty big fan of this Azumarill set in this team, Choice Band look like better because it will allow to have a very very strong priority and to have a decent Clefable killer.

I'd suggest to use Sword Dance over Focus Punch on Breloom, it will allow you to have be even more threating for stall team.

pinsir-mega.gif


Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat

starmie.gif


Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

breloom.gif


Breloom @ Expert Belt / Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance

azumarill.gif


Azumarill @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower

Outspeed Clefable and speed creep other Azumarill.

garchomp.gif


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Stone Edge

Outspeeding Jolly Bisharp.

OR

heatran.gif


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Stone Edge

landorus-therian.gif


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Outspeeding Scarf Excadrill.

127-m.png
Pinsir (Mega) (Set)

121.png
Starmie (Set)

485.png
Heatran
(Better i guess since its a secondary Lati@s check) or
445.png
Garchomp (Set)

645-s.png
Landorus-T (Set)

286.png
Breloom (Set)

184.png
Azumarill (Set)


Good luck with your team !
 
Thank you so much! As for the changes, I love everything except the change to banded azumarill, but I will give it a try and see what seems to work better. As for Garchomp, I will have to check and see if he out-speeds Latias. However, I don't understand the switch from dragon claw to dragon tail as I would need at to combat threats such as the eon twins and Dragonite. Is there a purpose to changing that?
 
You see, it becomes a problem when you need larger damage on a dragon type, but you're better than me :P I would still like to have d-claw, so maybe I should run rocks on someone else? In that case I could use a defensive lando, but of course if you don't think I need dragon claw I won't.

EDIT: After some consideration, maybe I don't really need earthquake. No mon weak to earthquake would ever switch in so there's really no need to have it.
Maybe Dragon Claw > Earthquake?
 
Last edited:
Hey roguellama, this is a really cool team, but your sets are just a bit off.

For one, you should run Jolly > Adamant on M-Pinsir due to the increase in usage of Hoopa-U, which outspeeds you before you mega if you're Adamant, and Jolly Base 100s such as M-Medicham, M-Gardevoir, and both Zard-formes. On top of that, with bulkier Talonflame being very common, Jolly Nature allows you to outspeed it and OHKO it with +2 Quick Attack if rocks are up. You also should run Close Combat > Superpower since they're the same Base Power, but Close Combat doesn't drop your attack stat.

Next, since your team is very weak to electric types such as Thundurus, M-Manectric, Zapdos, and Raikou, you should run Latios > Starmie as your hazard remover. With HP Fire it can hit defensive Scizor and Skarmory that annoy your Azumarill and M-Pinsir respectively. This also gives you a Rotom-W and Zard Y switch-in and still acts as a water resist and Keldeo check.

The next issue I see is that your Lati switch-in is currently Azumarill, which isn't very good for you seeing as though that's one of your win conditions. So to help with this, and further pressure defensive Garchomp, Skarmory, Hippowdon, Zapdos, and Rotom-W for M-Pinsir, you should run Swords Dance Bisharp > Breloom. This also helps weaken Keldeo to try to put it in range of +6 Azumarill's Aqua Jet.

You should always run Rock coverage on Landorus-T, since otherwise you won't be able to check to opposing M-Pinsir, Dragonite, and Talonflame. So you should run Stone Edge > Knock Off on Landorus-T. Superpower is nice for hitting Balloon Excadrill in Sand, Kyurem-B, and M-Gyarados, as well as the rare M-Tyranitar which takes an EQ from full.

Lastly, there are two options I see for your Garchomp. You can either run mixed with Yache Berry to massively support M-Pinsir by luring defensive Garchomp, Landorus-T, Rotom-W, and Skarmory, while also being able to eat HP Ice from M-Manectric, Thundurus, and Raikou and be able to retaliate with Earthquake (or Draco in Thundurus' case), or you can run defensive Rocky Helmet Garchomp which allows you to check stuff like Bisharp, Talonflame, and M-Scizor better, all of which can be annoying to play around. You can try out both and see which one you prefer.

In short:

127-mega.png
Jolly Close Combat M-Pinsir > Adamant Superpower M-Pinsir
381.png
HP Fire Latios > Starmie
625.png
Swords Dance Bisharp > Breloom
645-therian.png
Stone Edge Landorus-T > Knock Off Landorus-T
445.png
Either Mixed or defensive Rocky Helmet Garchomp > offensive Rocky Helmet Garchomp

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Close Combat
- Swords Dance
- Quick Attack

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Swords Dance
- Sucker Punch

Garchomp @ Yache Berry
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Draco Meteor
- Stealth Rock
- Earthquake

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Fire Blast
- Stealth Rock
- Earthquake
- Dragon Tail

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Hope i was able to help!
 
Thanks so much for another great reply! I like everything except for the bisharp, because all the things you mentioned it countered I do not encounter at all. No hippowdon, zapdos, etc. I would like to keep breloom if you think that's good? There have been games where it really matters that I had breloom, it really handles rotom w. Also I'm going to take this opportunity to ask a few questions: I have heard the terms "win condition" and "keeping momentum". Could somebody please explain these? Also how do I change my profile picture?
 
Win Condition : it can be your win condition like you still have a Raikou to handle this M-Pinsir or something like that or just an LGS which can clean the game or just have a setup move like DD Altaria,Charizard (or Belly Drum Azu,SD Breloom here)

Keeping momentum : keeping the 'tempo' of the team which mean double switch-in,using U-turn/Volt Turn or Baton Pass to gain the momentum.
 
Ok, i tired out all of those sets and here is my team now:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Garchomp @ Yache Berry
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Draco Meteor
- Stealth Rock
- Earthquake

Azumarill @ Choice Band
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Aqua Jet
- Play Rough
- Knock Off

Breloom @ Expert Belt
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Focus Punch

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Close Combat
- Swords Dance
- Quick Attack

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


Think it looks good?
 
Ok, i know nobody will read this BUT if anybody does please help me. My team just got swept by a cloyster and i realized how horribly weak to Ice my team is: only one Mon isn't.
Need a good Ice switch in.
 
Ok, i know nobody will read this BUT if anybody does please help me. My team just got swept by a cloyster and i realized how horribly weak to Ice my team is: only one Mon isn't.
Need a good Ice switch in.

you should run Swords Dance Bisharp > Breloom.
625.png


Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Swords Dance
- Sucker Punch
 
Problem: breloom is my way of dealing with all the water types like rotom w and azumarill. Can't trash him. Who should I get rid of to use bisharp?
 
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