ORAS OU First RMT: Terrakion + Mega Manectric Team

Introduction: I've always wanted to build a team around Terrakion as I feel that the dual STAB that it has is so good that it seems a waste to not utilise it. Then, I slap a Choice Band on it because Terrakion isn't setting up soon with that poor defensive typing and it can be easily revenge killed anyway. I initially added Gengar here to blow defensive switch-ins to Terrakion out of the water but the team becomes very weak to Talonflame and Scizor so I replaced it with Mega Manectric instead. The idea of this team is to spam Choice Banded STAB with Terrakion and clean up with Mega Manectric.


terrakion.gif
manectric-mega.gif
manaphy.gif
landorus-therian.gif
tornadus-therian.gif
jirachi.gif




1)
terrakion.gif

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Quick Attack

This Pokemon is the first one I slap on the team. With a Choice Band equipped, Terrakion can freely spam the appropriate STAB move to 2HKO almost the entire meta. One of the underrated wallbreakers which is unprepared for in the current metagame. For reference, it can 2HKO premier physical walls like Slowbro, Hippowdon, Garchomp and Skarmory with Stealth Rock up. Iron Head allows Terrakion to hit Fairy-types without the chance of missing while Quick Attack is there in case you want to pick off weakened sweepers such as Latios and Weavile.

2)
manectric-mega.gif

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

Manectric is a nice partner for Terrakion because it forces out Water-types, Scizor and Talonflame which attempts to revenge kill Terrakion. It also forces out defensive threats such as Landorus-T, Gliscor, Slowbro and Skarmory while giving you momentum with Volt Switch, which Terrakion can take advantage of to punch holes.

3)
manaphy.gif

Manaphy @ Leftovers Wacan Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball Ice Beam
- Psychic

Manaphy is added to complement the core by helping to lure Amoongus and Mega Venusaur with Psychic. Energy Ball is used in this slot as a secondary method to defeat Water-types such as Suicune, Azumarill and Slowbro. Ice Beam is used to hit Thundurus, Lati@s and Celebi hard. This is also my go-to mon to pressure Mega Sableye.

4)
landorus-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Toxic
- Stone Edge
- Stealth Rock

With Intimidate, Landorus-T helps to stomach the physical blows to the team while also providing the ever so important Stealth Rock. Toxic allows you to put Hippowdon, Slowbro and other bulky Pokemon on a timer. Stone Edge allows you to hit Talonflame. The reason this is used over Garchomp is because it takes on Excadrill and Mega Charizard-X better.


5)
clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 184 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind


Clefable is added to the team to serve as a check to Mega Lopunny, Thundurus, Lati@s and Weavile, who can all punch a hole in the team when given free turns. The standard Magic Guard set also makes for a great Mega Sableye check and decent late-game win condition. Thunder Wave allows you to slow down threats since the team is not very fast apart from Mega Manectric.
tornadus-therian.gif

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Hasty Nature
- Knock Off
- U-turn
- Hurricane
- Superpower

Torn-T acts as a nice sponge for Special Attackers and can help me with Gengar, Celebi, Amoongus and Venusaur as well as some Speed besides Mega Manectric. It can also help to check Lati@s, Alakazam and Volcarona.



6)
jirachi.gif

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

Jirachi helps to patch some holes in the team by giving the team some Speed to revenge kill Mega Alakazam, Mega Diancie and Mega Lopunny. As a Steel-type, it is also my go-to mon against threats like Lati@s, Mega Gardevoir and Mega Altaria. U-turn allows me to grab some momentum, which Mega Manectric can join in on the fun. Healing Wish allows me to bring back a weakened Mega Manectric, Terrakion or Manaphy back if I desired it.

Sand Rush Excadrill: This thing rips the entire team apart from Landorus-T.

Azumarill: This thing rips the team apart as only Mega Manectric beats it 1 v 1. I have no switch-ins against this.

Bisharp: Bisharp is a very big threat because the 2 Intimidate users give it free boosts to be immediately threatening against the team. The only Pokemon that comfortably beats it 1 v 1 is Terrakion.

Mega Diancie: Same with Azumarill, nothing switches into this thing. Jirachi is the safest switch-in but it can get nailed by Earth Power.

Unaware Clefable: Nothing in the team breaks through this if Terrakion is down. It can easily set-up against Mega Manectric.

Mega Gyarados: Can set-up against Terrakion, Jirachi and Manaphy and then proceed to 6-0 the team.

Gengar : Nothing in the team can stomach a hit from this and it is faster than everything except Mega Manectric and Scarf Jirachi.

Mega Venusaur: A well-played Mega Venusaur is almost impossible for the team to break through. It can only be defeated by a lured Psychic or 2 flinches in a row with Heart Stamp.



Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Quick Attack

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

Manaphy @ Leftovers Wacan Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Psychic

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 184 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind


Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Hasty Nature
- Knock Off
- U-turn
- Hurricane
- Superpower


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

http://replay.pokemonshowdown.com/ou-317336873 : I was experimenting with TankChomp over Lando here. You can see Wacan Berry allows Manaphy to sponge the Bolt Strike and sweep.
http://replay.pokemonshowdown.com/ou-317341067 : Tbf I was planning to use Healing Wish and spam Close Combat when I switched Lando-T in to sac it (expecting a Flare Blitz). Since I survived, I just go with the flow.
http://replay.pokemonshowdown.com/ou-317717379 : Healing Wish gives Manaphy the chance to heal up and weaken Celebi and take out Talonflame so that Terrakion can sweep.

Well, this is a shoutout section to those who have made my stay in Smogon more enjoyable.

Aragorn the King bludz : I really learned a lot and had fun with the threads (VotW and Core Analysis Workshop) which I refer to quite often. Nice job!!!

AM Celticpride : Being moderators of a big site isn't easy. You guys are doing great.

Creator of Chaos Anduril Phione Salemance Dark Nostalgia : Thanks for inviting me to the Smogon Game project. Also, hoping that DN is doing well

Tressed KidMagic : Wow, nice job with both your compendiums. Very handy to refer to.

NotFalse : Nice job taking over from Dark Nostalgia. I had fun there too.

Toon Linked GnralLao Recreant Albacore littlelucario : Fellow posters who also post in the threads which I post in. Good post and I certainly learn something.

Team Pokepals AD impish john : I enjoyed your threads! Type Cores and later Threat Cores! Now, running OU Good Cores. Very convenient to refer to.

Analytic Halcyon. -Snow : I think you're all good team builders!!!

And many others. I'm sorry if I forgot to tag you.

Erm, I think that's all for now. Hope I can get feedbacks since the team can use improvements.
 
Last edited:
Hi! I have a suggestion for you! You can try replacing Manaphy with Dragalge. This is not a very common option that I would normally suggest, but on this team I think it can work very well, giving your team a check to Azumarill, Gengar, Clefable, and Mega Charizard Y. It also handles Heatran, which Manaphy stops. Toxic Spikes support also help annoy stallish builds for your team, and takes advantage of the volt-turn momentum that your team has. As Toxic Landorus-T acts as an amazing lure to bulky water types, I think it is not that necessary to lure them. Dragalge also acts as a hard wall to Mega Venusaur, and acts as your best chance of switching into Keldeo.

It's a short suggestion, but you can try it! Another option with Toxic Spikes support would be to replace Toxic on Lando-T with U-Turn, as bulky water types cannot easily check your team with Toxic Spikes up. :)
 
Hi! I have a suggestion for you! You can try replacing Manaphy with Dragalge. This is not a very common option that I would normally suggest, but on this team I think it can work very well, giving your team a check to Azumarill, Gengar, Clefable, and Mega Charizard Y. It also handles Heatran, which Manaphy stops. Toxic Spikes support also help annoy stallish builds for your team, and takes advantage of the volt-turn momentum that your team has. As Toxic Landorus-T acts as an amazing lure to bulky water types, I think it is not that necessary to lure them. Dragalge also acts as a hard wall to Mega Venusaur, and acts as your best chance of switching into Keldeo.

It's a short suggestion, but you can try it! Another option with Toxic Spikes support would be to replace Toxic on Lando-T with U-Turn, as bulky water types cannot easily check your team with Toxic Spikes up. :)

Hey, thanks for the comments. Tbh I'm not a big fan of Dragalge because of that incredibly low Speed but I'll give it a try and see how it goes. On paper, I dislike how it makes 2/3 of the team weak to Earthquake spam, weaker to fast Azumarill and make Zard-X a bigger threat to the team.
 
Hey! Cool team :D

I have some suggestions - I'm not sure how you'll feel about them, but I'll mention them anyhow:

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This helps you with some of your problems mons, ie; Sand rush Exca, Bisharp, Mega Gyara (Lacking EQ) and Azumarill (mostly). Hydro pump also hits M-Diancie decently hard on the switch. Serves as a counter to most t-flames and can will-o Scizor to render it (mostly) useless.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


latest
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Defensive Scizor allows you to switch somewhat safely into Azumarill's attacks and provides you with priority (so no need for scarf). Also fufills a similar role as M-Manectric in a late game cleaner and helps you handle Lati twins better so that Terrakion can clean up better.

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 154 Def / 102 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance

Ev's get the 3hko on Azu choice band Waterfall (is a 2hko if rocks are up), placed the rest in spdef to take draco's, hyper voice spam etc better)

20130724113710
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SpDef Talonflame counters M-venu and fulfills manaphy's role to a point by taking care of Amoonguss, Venusaur and pressure's M-Sabeleye (since it can't do much back). Taunt helps your stall matchup by allowing you to set up versus most of their mons (except quag). It also provides you with another backup win con, albeit it does mean you handle waters a little worse.

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Taunt
- Bulk Up
- Roost

latest
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choicescarf.png

Choice scarf helps ease the late game sweep / clean up and means you can actually bring Terra in to revenge Gengar. On that note maybe Zen Headbutt could work over Iron head? It does mean you have to rely on Stone edge to hit fairies accurately - but it helps to revenge a weakened M-venu or deal a ton to Gengar



Anyhow! These are just suggestions. I like your team as is and I think it's very cool. ^^

Hope I helped!
 
Hey! Cool team :D

I have some suggestions - I'm not sure how you'll feel about them, but I'll mention them anyhow:

Anyhow! These are just suggestions. I like your team as is and I think it's very cool. ^^

Hope I helped!

Hey, ya, thanks for your time. No offense but I feel you are kind of missing the point of the team which is spamming Choice Banded STAB moves with Terrakion. Replacing all my Offensive mons with bulky mons and changing Terrakion to Scarf makes the team lacks a true win condition and wallbreaker against bulkier teams.


yo


changes
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>
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>
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Toxic < Swords Dance, U-Turn, Rest

Hmmm, I'll try this out first. However, Mega Manectric and Thundurus become huge pain because of the absence of Clefable. Will see how it goes then.
 
Like I said, just some suggestions - no need to change it or anything. I just tried to suggest some changes for your threats but okayi :c
 
Keldeo @ Mystic Water
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Taunt

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Hasty Nature
- Knock Off
- U-Turn
- Hurricane
- Heat Wave / Superpower
changes
647.png
>
490.png

641-therian.png
>
036.png

645-therian.png
Toxic < Swords Dance, U-Turn, Rest

So, after playing for a while, I have decided to keep Manaphy > Keldeo because losing 100% to Mega Diancie, Lati@s and Clefable are too annoying. I have removed Clef with Torn-T and it is working wonders. The weakness to Electrics is annoying so I changed Manaphy's Item to Wacan Berry to heavily damage those Electrics and finish it off with the core. I have tried Swords Dance but I get c-blocked by Unaware Clef / Quagsire so I will be keeping Toxic. Thanks for the suggestion!!!

Hi! I have a suggestion for you! You can try replacing Manaphy with Dragalge. This is not a very common option that I would normally suggest, but on this team I think it can work very well, giving your team a check to Azumarill, Gengar, Clefable, and Mega Charizard Y. It also handles Heatran, which Manaphy stops. Toxic Spikes support also help annoy stallish builds for your team, and takes advantage of the volt-turn momentum that your team has. As Toxic Landorus-T acts as an amazing lure to bulky water types, I think it is not that necessary to lure them. Dragalge also acts as a hard wall to Mega Venusaur, and acts as your best chance of switching into Keldeo.

It's a short suggestion, but you can try it! Another option with Toxic Spikes support would be to replace Toxic on Lando-T with U-Turn, as bulky water types cannot easily check your team with Toxic Spikes up. :)

Hi, I tried with Dragalge but maybe because I'm not too used to it, it is underwhelming because it just sits there and gets hit and worn down really fast. Getting c-blocked by Mega Venusaur and Mega Sableye isn't nice either. Thanks for your suggestion though.
 
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