ORAS OU Forza! v2.0

Hello smogon! This is a follow up RMT I suppose for a team that I posted about a year ago. It was an italian HO team titled Forza! that was received very well, and this is a revamped version that I'm bringing here to critique. The team has been performing very well, as did the old version, but that doesn't mean it can't be better, So here it is!

127-mega.gif
485.gif
462.gif
380.gif
184.gif
645-therian.gif



The team is based around the core of Pinsir+Zone which is very potent and can break most teams just because of how hard pinsir is to stop with steels removed.

127-mega.png
462.png


Terrakion was added because it does really well against offense, and also appreciates the removal of steels.

127-mega.png
462.png
639.png


Azumarill was added to help wallbreak and to break down ground types specifically, as it also appreciates the removal of steels.

127-mega.png
462.png
639.png
184.png


Latias was added mostly for healing wish support as well as something that could clear hazards and sponge some hits.

127-mega.png
462.png
639.png
184.png
380.png


Landorus was added for rocks, and another mon to abuse skarm being gone.

127-mega.png
462.png
639.png
184.png
380.png
645-therian.png


Heatran was added to fix mega scizor weakness and lure in waters while Lando was changed to scarf in order to keep some speed.
127-mega.png
462.png
485.png
184.png
380.png
645-therian.png

In Depth:
Pinsir:

127-mega.gif


So I chose to build around Pinsir because for one I think the concept of giving a bug wings for its mega is a really cool concept, and it is probably my favorite mega for that. But, enough aesthetic stuff and into why it is a complete monster. Because of it's mega evolution it gains aerilate which makes it unreasonably powerful. I chose to make it adamant so i could run feint to help the matchup vs Talonflame and offense in general as well as just abuse its power even more. With Adamant it is able to 2hko most physical walls in OU and OHKO basically everything on offense. I chose CC over EQ for better overall coverage essentially as it hits more and is very good in combination with flying type moves. Overall Pinsir is a complete monster that absolutely rips fatter teams apart, but is also very good offense due to decent bulk plus it's +2 priority move.

Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Frustration
- Feint
- Swords Dance

Magnezone:

462.gif


Pinsir struggles against Steel types, and this thing is the premier steel trapper. I chose to go with the specs set because I'm really not a fan of the scarf set due to it not really not outspeeding anything plus it's pretty weak and sometimes gets beat 1v1 by ferrothorn which i find absurd. Specs makes this thing into a monster to switch into while also giving the ability to slow volt switch which the heavy hitters on this team really appreciate. It's Ev'd to outspeed most variants of scizor while also having some bulk. Overall it fills its support role very well and lets Pinsir run rampant.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Heatran:

485.gif


Thanks to the suggestion from Random Passerby I inserted heatran as my scizor check. The power herb set is pretty great for this team because it lures in one of the biggest problems to this team in rotom-w and is able to do a considerable chunk of damage, and sometimes even KO it with solar beam. It also along with pinsir just obliterates stall which is pretty nice to have such a good matchup against. I decide to go for a lot of role compression and fit rocks onto this as well because I really needed Lando to be scarfed otherwise the team would struggle for speed control. Overall this thing has turned out great because it offers a secondary method to taking out steels as well as luring in annoying water types.

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock


Azumarill:

184.gif


Azumarill was added to help break down ground types mainly, but this thing is just a beast. With Ferro/skarm being dealt with by magnezone this monster is able to punch giant holes it opposing teams or even sweep with Aqua Jet. It also adds a fairy type to the team which is very appreciated. I chose to go with the banded set to add some immediate power to the team and also to enhance Aqua Jet's ability to sweep. Knock off over Super power basically because spamming knock off is very good, and i already have fighting type coverage in two places.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall

Latias:

380.gif


Latias serves as the glue for this team as it is mainly here to defog and give HW support which is amazing on this team. HW is able to give one the offensive monsters another chance to wreak havoc if it gets weakened or statused. Defog is pretty essential for pinsir to be successful and latias is a pretty reliable defogger. It also completes a pseudo DSF core of zone/azu/lati which is able to switch into most things if needed. Overall it's a very good glue mon that is able to serve its purpose on this team without losing too much momentum due to it being fast/strong plus HW is able to gain momentum if need be.

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

Landorus:

645-therian.gif


With rocks moved over to heatran I was able to put a scarf on Lando which is crucial for this team to have any speed, and a chance vs offense. I'm not sure why scarf lando has seen such a decline in usage because in late XY it was by far the most common mon, and this was it's most common set. With this now being able to run a fast u turn it helps the team keep momentum as well as offer late game sweep/revenge kill potential, and last but not least a ground immunity which this team desperately needs. Scarf Lando does really well on this team because the team is fairly consistent at getting its checks out of the way such as Skarmory, Slowbro, Rotom-w, etc.

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

Sand can be problematic if my Azu gets worn down and Lando can't really switch into LO driller
530.png


Talonflame can put in some work if it manages to get an SD although it really can only try to set up on heatran, and even then it can force it to attack and then pinsir can revenge.
663.png


Thundurus- Quite annoying if it has focus blast, although yache lando is able to help deal with that, and zone does a good job if it lacks a fighting move.
642.png

Azumarill- Team can't switch into it very well so if it comes in at the right time it gets a kill.
184.png

Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Frustration
- Feint
- Swords Dance

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall

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

That's all for the team! I appreciate all suggestions so feel free to comment and help make it better :)
 
Last edited:
This team is pretty solid overall, and I can see why you have had success with this team. However, I feel there are a few changes you can make to optimize this team and maximize its potential.

I took a look at your threat list and noticed that Azumarill and Mega Scizor stick out like a sore thumb to your team. The main reason these two are problematic, in my opinion, is that you lack a sufficient way of revenge killing either; Zone is your best answer to them but both have the potential to outspeed it should they be running a lot of speed. To remedy this, I feel that Choice Scarf Jirachi is a better fit for this team instead of Terrakion. Terraktion doesn't accomplish much for your team other than revenge killing a select few Pokemon, which makes it the weak link of the team. Running Jirach instead allows you to have a good way of revenge killing Mega Scizor while also having a decent matchup against Azumarill because Iron Head flinches are a thing. Furthermore, it gives you another switchin for Latis that isn't Azumarill, since Azu dies to 2 Latios Psyshocks. I suggest the standard set with the fourth move either being Trick or Healing Wish. I'd say the former is better because you already have Latias, but dual Healing Wish can be clutch in certain matchups.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Trick

Aside from that, I don't see any other major changes that need to be made. However, there is a better Landorus spread that you could use, which gives you more bulk at a slight cost in power and speed. This is especially important since Sand Rush Excadrill can be a nightmare for you if you lose Azumarill.

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 176 HP / 136 Atk / 196 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Swords Dance
- Stone Edge

Basically this spread outspeeds stuff creeping base 70s. The bulk enables it to check shit like Lopunny, Metagross, and Excadrill better, while also not being completely passive like standard defensive Landos (it even uses opposing ones as setup bait!).

Other than that, I don't have any other suggestions. Good luck with the team.
 
While I agree that adding Scarf Jirachi solves a lot of the team's issues, it also makes the team weaker to Fire-types. Take for instance, Zard-Y who can basically force a sac each time it comes in, especially when Latias gets trapped. Therefore, as an alternative, you can try Heatran.

heatran.gif

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Stone Edge

Heatran allows you to lure Water-types like Azumarill, Manaphy and Rotom-W which your team dislikes while also giving you a Mega Scizor and Talonflame check. Plus, Heatran can help against Mega Zards (Zards need specific coverage to get past it). However, it comes with the drawback of making the team much slower.
 
Back
Top