ORAS OU First RMT

Hello. I have been lurking around the forums a while and finally decided to make a team.

Garchomp @ Focus sash

Ability: Rough skin

Nature: Jolly

EVs: 252 Atk / 252 Spe / 4 HP

-dragon claw

-Stealth rock

-Earthquake

-Swords dance

I decided to go for a very offensive lead since much of my team will be a very bulky defensive core; Garchomp is the most obvious candidate. He is able to set down rocks and then switches nicely into either clefable or skarmory depending on the situation. The standard STABs of dragon claw and earthquake allow garchomp to get a decent hit off on other dragons and steel types which can later be cleaned up by clefable or metagross, even greater if allowed a swords dance.





Weavile @ life orb

Ability: Pressure

Nature: Jolly

EVs: 252 Atk / 252 Spe / 4 HP

-Pursuit

-Poison jab

-Knock off

-Ice shard

Weavile was my motivation to build this team as I wanted to create one almost entirely based on letting weavile shine as it is often outclassed by bisharp. This team is essentially based on letting weavile hit and run all its opponents thus life orb is necessary. Slowbro pairs well, allowing weavile to switch in to flying threats such as thunderus. Skarmory also plays an important role to lure in defog latios who can be easily pursuited. Poison jab gives some coverage to already weakened fairies and ice shard for any remaining dragon flying threats. Knock off allows it to take down heavier psychics such as metagross. He serves as the revenge killer on my team.





Slowbro @ leftovers

Ability: Regenerator

Nature: Bold

EVs: 252 HP / 252 Def / 4 SpD

-Scald

-Psyshock

-Slack off

-Yawn

This set synergizes well with weavile as intended. I wanted slowbro to use yawn as bait to allow weavile to switch in and pursuit as weavile is extremely fragile and won’t last most hits. Leftovers, regenerator and slack off make it a massive tanking beast and give it the ability to stay alive the entire battle. Its typing also allows for it to soak up any fire threats that would otherwise leave skarmory defenseless. Psyshock allows for coverage over fighting types that would potentially destroy weavile. In turn weavile can outspeed life orb gengars that would threaten slowbro.





Skarmory @ Rocky helmet

Ability: Sturdy

Nature: Imprish

EVs: 252 Def / 252 HP / 4 SpD

-Whirlwind

-Brave bird

-Spikes

-Roost

Skarmory allows for weavile to come in and pursuit defogging threats, as well as well as the rapid spin offensive starmie. Skarmory is another bulky core that shuts down serperior and breloom that would otherwise leave slowbro helpless. Likewise, any fire types that present skarmory with problems can be thrown back to slowbro with ease. Whirlwind and roost allows for some stalling after spikes and stealth rock have been set; rocky helmet allows for additional minor damage while stalling as well.





Metagross @ Metagrossite

Ability: Clear body

Nature: Jolly

EVs: 252 Atk / 252 Spe / 4 HP

-Zen headbutt

-Meteor mash

-Ice punch

-Hammer arm

This is my bulky offense. With the other two soft offenses I have, metagross provides the bulkier core that this team needs. His steel and psychic type are able to take care of problems that would present themselves to garchomp and weavile, primarily fairies. Ice punch provides the main damage to dragons and flying types, if any survive they can be later cleaned up by weavile. Hammer arm allows for metagross to deal with other steel types and non-scarf Tyranitar.




Clefable @ leftovers

Ability: Unaware

Nature: Bold

EVs: 252 Def / 252 HP / 4 SpD

-Flamethrower

-Moon blast

-Wish

-Heal bell

A support clefable. This addition allows for another strong defense to this team to balance out the fragile hitters garchomp and weavile. It also allows metagross to stay in longer with it’s heal bell and wish cleansing it of any status conditions. It is unaware to potentially stop buffed up Pokémon such as belly drum azumarill and dd dragonite. Flamethrower seems obscure instead of leaving it with protect however it is needed for those awkward situations against ferrothorn.
 
Hey man cool team and welcome to smogon! I think I have some suggestions to make it a little better though! First I would add icicle crash>poison jab on weavile. Icicle crash is almost mandatory on weavile as it allows a strong ice stab to beak through mons like fat chomp and hippo way easier than ice shard can. Poison jab was replaced because with metagross and skarm you really don't need to lure in fairies for your team. I'd also change pursuit for swords dance. Your team currently lacks any type of sweeper and skarmory+clefable will be able to beat the latis enough so I feel that this change provides you a greater offensive presence than pursuit and provides an excellent win con for your team.

I notice your team lacks hazard removal and this is key for a bulkier team especially with weavile being weak to rocks. I suggest changing spikes to defog on skarmory and also changing skarmory to the spdef set with lefties. Spikes are not nearly as important on this team as hazard removal and defog solves this issue. Your offensive core has a great enough presence to the point where spikes will not make too large of a difference without having max layers up or something like that. The change of spread is also the standard spread for skarm now as it allows it to check all fairies(bar clef) and the latis and the natural physical bulk of skarm still checks many physical threats in the tier. I'd change brave bird to iron head personally to handle said fairies better, most notably Mgarde who gets a kill or severely damages something(gross doesn't like taking hyper voice repeatedly) every time it comes in.

Another few changes I suggest is changing garchomp to fat chomp, yawn to t-wave on slowbro, ice punch to grass knot on Mgross, and clefable to mixed defense cm magic guard. Your team is a more bulky offense/balance team so I think the defensive utility brought by fat chomp can help alleviate some of the pressure on other parts of the defensive core. Specifically from mixed metagross and bulk up talon who either straight up beat their answer to them on your team or pressure one mon immensely with checking them and numerous other threats allowing something to break through. In the utility slot i recommend fire blast since ferro and scizor look to be a little annoying for your team to deal with. Yawn does not really do too much to be honest and twave is just a superior option overall. The aforementioned bulk up talon runs a lot of spdef so twave helps slowbro potentially beat it or allow another mon to check it way easier. Weavile provides a strong ice stab so I don't think it's too necessary for gross to be breaking those types of mons. Bulky waters tend to give weavile some trouble even slowbro before an sd so grass knot easily lure in and breaks these mons so weavile can have an easier time sweeping late game. Your team gets absolutely destroyed by thundurus and manectric as weavile is your only answer to thundy and manec just runs through you pretty easily. For this I suggest the spdef cm clefable set. Your defensive core is sturdy enough to handle most mons that will set up in the meta and the rest of your team makes it hard for some to set up. With magic guard clefable also acts as a status absorber so heal bell will not be missed too much. Finally calm mind acts as a secondary win con against stall and also is a very nice answer to Msabeleye who can be very annoying for your team to deal with otherwise.

Nice team hope I helped n_n I'l leave all the changes I made in the tab below and again welcome to smogon :]

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Defog
- Roost
- Whirlwind
- Iron Head

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot
 
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