ORAS OU First RMT ORAS, please show mercy on me D:

Hello, I've edited the topic that I started yesterday. Thanks for the advice ^^

As the title of the topic says, this is my first RMT of ORAS (2nd RMT in all my life). Hope to do it well, but any mistake done please notify me



While thinking of a core member of the team, I always think about a fast sweeper. First I thought about one of my favorites, Manectric

manectric-mega.gif


MegaMan (Manectric-Mega) (M) @ Manectite
Ability: Intimidate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Overheat

As said, one of my favorites, and a great Mega mon with base 135 SpA & Spe. Even being a frail sweeper has great coverage moves. HP Ice is used to kill threats like Garchomp & Salamence, mons that have a 4X weakness to ice. Thunderbolt and Volt Switch are its powerful stab moves, and the later being part of the VolTurn core. Overheat is used against mons like scizor, and other pokemons weak to fire (especially Defiant Bisharp), and the power drop doesn’t matter when it’s gonna be switching a lot with VS. 216 EVs with a timid nature is used to outspeed base 130 speed with a positive nature mons. Maxed SpA and the rest on HP to give it a bit of bulk.

clefable.gif


Clefable (Clefable) (f) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wish
- Protect
- Heal Bell
- Moonblast

I needed a cleric in my team, ‘cause status cripples my mons. At first I thought on Sylveon, but then I went to Unaware Clefable. Its ability Unaware with its typing and stats make it a great wall and a useful mon, even if it has less SpA than Sylveon. Wish+Heal Bell helps me to heal it and the rest of the team, while Moonblast is its Stab move and makes Clefable not worry about Taunt Users.

garchomp.gif


Gablias (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Rest

Thinking of a bulky pokemon, I came to Garchomp. I used to run a scarf set to hit as hard as possible, but the bulky set fits better in this team than the fast set. 76 SpD EV lets it survive hits from Gengar, Zard-Y with sun and Keldeo, and 16 speed to outspeed Bisharp. The rest are dumped in defense to increase its bulk. Stealth Rock & Dragon Tail are used to force the opponent some switching and break some set ups while making their pokemon suffer from SR. Rest is used to give Garchomp some recovery

metagross.gif


MetalMan (Metagross) @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Zen Headbutt

At first I thought about AV Tyranitar, cause I lack a pursuit trapper. But then I came to Metagross that resist fairy-type attacks, while TTar doesn't. It's a standard AV spread, with a max EV HP and 96 EV SpD let's it survive a Shadow Ball from either Gengar & Alakazam. Pursuit to trap mons like the Lati twins and others, Meteor Mash & Bullet Punch as its Stab moves, the later having priority, and Zen Headbutt as a coverage & Stab against some fighting & poison type threats (specially Gengar).

scizor.gif


Sektor (Scizor) (M) @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Roost
- Bug Bite
- Bullet Punch

The other member of the VolTurn core. At first I thought to use the Banded set, but I don’t like being locked in only a move. U-Turn, a Stab move, combined with MManectric’s Intimidate results in a great attack drop to my opponent mons. Bug Bite is used as another Stab move and gets the boost from Technician. Roost for recovery and Bullet Punch a priority+technician+Stab, and hit hard some fairies & rocks.

serperior.gif


Jormungand (Serperior) (F) @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Glare
- Taunt
- Leaf Storm
- Synthesis

THANKS TO GODS (Miyamoto & Tajiri) they release Serperior's HA! This set is a mixed utility attacker, as Glare lets me slow down almost any threat, and with its impressive speed stat and leaf storm increasing its SpA makes it a great threat. Miracle Seed > Life Orb is to increase Serperior longevity and maintain a good boost to SpA. As a fast pokemon, Taunt helps me to stop some set up mons and utility pokemons. Synthesis gives some recovery to Serp.


Well, anything to add? anything to remove?

All suggestions are welcome ^^
 
hi

I've got a few suggestions for your team. it's already pretty well built, but it has no real goal at all and loses to a lot of offensive threats such as mega charizard x, mega lopunny, and opposing mega manectric.

Ok so first off your team is an awkward mix of balance and offense by the addition of Clefable. On offensive teams clerics aren't neccesary as your main goal is to inflict a lot of damage in a short time or cripple the opposing team. So to alleviate your problem with not having a water resist and no salvageable switch-in to Keldeo or Weavile, Choice Band Azumarill > Clefable would be a great switch. As mentioned before Azumarill gives you a switch-in to Weavile, who's a very potent threat to your team as only Mega Manectric could thing of revenge killing it and nothing wants to switch in. It also gives you a potent wallbreaker to blast holes in the opposing team for Mega Manectric to clean. Your team would really appreciate a form of hazard removal as with VolTurn your pivots get worn down very easily, so I believe you should run Latios > Garchomp. Latios gives you a more consistent Keldeo switch-in that doesn't really care for burns as well as fast electric check, such as opposing Mega Manectric and Raikou. Finally to make up for losing your Stealth Rocker and not having a defensive backbone for threats like Mega Lopunny and Charizard X, Defensive Landorus-T > Scizor would be an appropriate change. Defensive Landorus-T gives a nice switch-in for the aformentioned threats while maintaining a U-Turn user which makes a nice dual Intimidate core with Mega Manectric to soften up physical attackers.

To avoid making too many changes I suggest you could run Talonflame > Serperior because Serperior really doesn't do much for your team at all aside from attack, but bulky waters and grounds aren't much trouble with Mega Manectric and Azumarill respectively. Talonflame gives you a lovely check to grass-types like Mega Venusaur who your team currently struggles against and offers a clear wincondition to support.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Roost
- Draco Meteor
- Defog

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-Turn
- Stealth Rock

Talonflame @ Sharp Beak
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Your suggestions are absolutely perfect to my team, but only 1 question: does Mandibuzz makes a better defoging work than Latios? I wanna use an ofensive spread with Landorus, and give Mandibuzz the rocky helmet, so it can defog while working as a defensive pokemon
 
no. mandibuzz has no real place on offensive team as it has little to no offensive prescene overall

If you want to use an offensive spread you should use 72 HP / 252 Atk / 184 Spe with a Jolly Nature, same moveset. It doesn't increase your tanking capability, but it still allows you to reliably check sand and do something against mega charizard.
and any other good defogers for ofense team?
 
Offensive Scizor and Zapdos (which is very team dependent and not good tbh cuz it's weak to SR anyway)

In terms of Hazard Removal Scarf Excadrill and LO Starmie offer Rapid Spin, but they really don't fit your team's composition like Latios does because it offers an invaluable fast Electric check which can pretty much run through your team and consistent Keldeo check besides Azumarill who hates burns. Scizor doesn't fit cause it's stack weaknesses and doesn't offer anything else but Defog

Scizor (M) @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Defog
- Swords Dance
- Bullet Punch
- U-turn
Something like this? maintaining U-Turn and switching between the 3 pokemon, 2 of them with intimidate. Bullet punch as priority and hard-hitting fairies. Defog for hazards & swords dance as setup.

and about Landorus-T, I may use the more ofensive spread you've suggested. What do you think?
 
Yo Vegetto this is a cool team, I like Manectric a lot in this meta right now especially with the prevalence of VenuTran balance because you can keep those teams constantly taking chip from Rocks while also pressuring out a main remover in Starmie. There are a few mons that look a tad problematic to deal with though so I'll get to those first, and then discuss some simple changes to help remedy them.

Threats:

  1. Excadrill is the biggest threat your team has, I think. Adamant Life Orb Drill 2HKO's literally everything under sand and there's no good countermeasure to it, Garchomp is the check but it can't come in on an Earthquake:
    252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 164+ Def Garchomp: 195-230 (46.4 - 54.7%) -- 98.4% chance to 2HKO after Stealth Rock, while also coming in fairly safely on Clefable. Your Scizor also can't OHKO it in return so the best hope is to wear it down with Life Orb and a few BPs while hoping it Iron Head's into Garchomp.
  2. Like KidMagic said above, Mega CharX and Mega Lop are quite dangerous but moreso CharX as Lop is pretty well handled by Unaware Clefable. CharX has no answer at +1 as Clefable is blown back by Flare Blitz even though it's unaware, and the rest of the team autoloses to it aside from Chomp being able to softcheck it unboosted, which is a serious threat.
  3. Opposing Mega Mane are also threatening, I suppose Garchomp and Serp can soft-check it at full / unevolved but that's really not a good gameplan.
  4. Kyurem-B also puts in a lot of work as your main check is a Life Orb Scizor that will likely be taking rocks in the process in addition to an LO Ice Beam and which is then forced to Roost to check it again, losing a lot of momentum. If it's HP Fire there is literally no switchin, Clefable needs a lot of SpDef to take it on:
    252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 248 HP / 8 SpD Clefable: 216-255 (54.9 - 64.8%) -- guaranteed 2HKO after Leftovers recovery
  5. Keldeo if it's a Specs variant does some damage as the counter is Serperior which can't really take Hydros and sweep too effectively at the same time. It also comes in pretty easily on Scizor and Garchomp which forces you to lose momentum and take hard hits with the Serp assuming you want to preserve your mons.
  6. Gengar also blows most of the team away because AV Gross is not a particularly good check and can't come in on gar so you're basically sacking to get it in and then maybe pursuit / bp which is dicey at best.
So that might be a lot of text to look at, but I think helping with those won't force too drastic of changes.

  1. I agree with KidMagic in the use of Defensive Landorus-Therian but I would use it over Garchomp instead because while RSkin + Helmet damage is really nice from Chomp, Defensive LandoT with Helmet is able to check the majority of physical attackers that Garchomp does bar Bisharp while still maintaining UTurn and beating Excadrill consistently. It's also a much better ZardX check so you don't get steamrolled by it in the late game.
  2. I think keeping Clefable is best to help with Electrics and Kyurem-B, but going with SpDef Calm Mind would be more optimal on this build. With 252 HP / 172 Def / 84 SpDef Calm, you take any two hits from KyuB barring Iron Head and can Soft-Boiled off the damage. It also helps with Specs Keldeo that don't Hydro as you can take any other two hits from it while providing a reliable wincon.
  3. Double Steel in Scizor + Metagross is a tad much and is redundant, use one or the other but not both. Your team doesn't also heavily benefit from Pursuit support with a Clefable to check Lati@s and the like, so given that keeping Gross is probably optimal as a more reliable Clefable check, I'd go either Scarf / Specs Keldeo > Scizor. Gives you a lot more speed control if Scarf while a good switch in to Heatran and a secondary +1ZardX check if it's been forced to Flare Blitz something, while Specs blows holes in opposing teams once say Latios has been Suit trapped by Metagross. Scarf keldeo can also trade with Gengar decently and can help with opposing keldeo decently.
  4. Finally, Serperior's set might be modified to help with being walled hard by Ferrothorn on this team. I recommend Taunt / Leech Seed / HP Fire / Storm to maintain your initial goals of longevity and stallbreaking but also still be able to beat some offense late game.
That's about all, gl dude

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 13 Spe
- Moonblast
- Calm Mind
- Thunder Wave
- Soft-Boiled

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
- Taunt
- Leech Seed
- Hidden Power [Fire]
- Leaf Storm

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Meteor Mash
- Pursuit
- Bullet Punch
- Zen Headbutt

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ice]

E: js but jolly lando t isn't a great sand check at all when you consider this:
-1 252+ Atk Life Orb Excadrill Iron Head vs. 72 HP / 0 Def Landorus-T: 142-168 (42.1 - 49.8%) -- 26.2% chance to 2HKO after Stealth Rock and Leftovers recovery
which means that after two rocks switchins you can't come in on drill, which is unfortunate
E2: I also prefer Flamethrower Mane so you're not forced to switch constantly but I guess Overheat is nice for the near OHKO on Metagross, ehh
 
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