ORAS OU "Friends From Below" An ORAS OU Balanced RMT

Feel free to contribute any findings about the team to the RMT, and if significant, will be added!
[Looking For Someone To Make a Threat List]
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12-0: First Tested (Low Low Ladder)
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19-9: On (Medium) Ladder - Seperate ALT
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*Yet to have been tested on High Ladder*
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[Team-building Process]
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PHASE 1 (The Core): So I began building this team with an Idea I actually got from a page on the forums, essentially it was to begin building a team using a core of "Kyurem Black" "Sableye" and "Starmie" I obviously tweaked the core a bit and decided to build around "Kyurem Black" "Chandelure" and "Starmie" instead.
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PHASE 2: (Initial Type Flaws): At this point in the team-building process I began to realize that I had a huge electric type and ground type weakness, I decided to add Landorus-T to the roster as it would provide an electric immunity and ground type immunity to the team, while also giving me access to arguably the 2 best moves in the game, U-turn and Knock Off.
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PHASE 3: (Secondary Type Flaws):
After adding Landorus-T to the roster, I began to notice how much Rock, Ghost Dragon, and Ground types, tore through my team, I decided to add Ferrothorn to the party since it would allow me to obtain a rock/dragon resistance and would round out my ground and ghost type weaknesses. Since I usually build in the Balanced playstyle, I figured it was about time for a wall, Ferrothorn would function as an optimal physically defensive wall and since I'm a huge fan of Tank-Chomp but don't actually like using it, I figured if we threw the rocky helmet on Ferro on top of the Iron Barbs ability we could have a fantastic wall that functioned as a great substitute for Tank-Chomp and hit back hard without really hitting at all. Through Ferrothorn I was also able to obtain a form of entry hazards and residual damage which Is always nice to have on every team.
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PHASE 4 (Finalizing Type Flaws/Secondary Wall): So now I have gathered the majority of my team members and most of the bases in terms of types have been covered at this point, by this time in the team-building process I like to build based on preference. For example since I'm bad with playing around mons that setup, I decided I wanted a Pokemon to stop Pokemon from building stacks and I figured it would also be nice to have a mega. I decided on using Mega Aggron, because not only did it provide a secondary outlet for getting up entry hazards (Stealth Rocks) but due to its natural bulk and access to the move Roar it was just the right mon to fit that last slot on the team. When adding Mega-Aggron it actually only left my team with a ghost type weakness and dark type weakness, and considering how Gengar and Bisharp are the only MASSIVE ghost and dark type threats in OU, this team already had ways of playing around them. For instance, Ferrothorn decently walls Bisharp and Starmie naturally outspeeds Gengar.

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Team Markup Currently --->
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THE TEAM'S THEME SONG
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Pokemon Movesets and Descriptions
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FusionHA! (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Iron Head
- Fusion Bolt
- Dragon Claw


Description: Primary Offensive attacker of the team, dual functions as a mixed attacker with access to Ice beam which hits the various Ground, Flying and Dragon types in the metagame HARD. Kyurem also performs as a situational switch in against Clefable, 2HKO's with Iron Head. Moving onto EV's, 224 Speed EVs with a Naive nature allow Kyurem-B to outspeed Choice Scarf Landorus-T and OHKO it with Ice Beam. Overall Kyurem Black brings a lot of Offensive power to the team and supports its teammates with its immense speed taking out threats such as Landorus Therian, Clefable etc.
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The6thSense (Chandelure) @ Choice Specs
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

Description: Secondary Specially Offensive attacker of the team, to Starmie, synergizes fantastically with Landorus Therian, catching incoming Will-O-Wisps from opposing Rotom's and Sableye's with its ability. In addition Chandelure also turns Mega Zard Y's sun against it with it's ability Flash fire, not to mention it can eat up air slashes and solar beams from the standard zard. Moving on to EV's, 252 Special Attack EVs allow Chandelure to wallbreak as easily as possible, in conjunction with 252 Speed EVs and a Timid Nature, that will allow Chandelure to outspeed most walls such as Mega Venusaur etc. Overall Chandelure doesn't only support the team with its ability and maneuvering but can also fend off for itself with incredible Fire Blast's and Energy Ball's for coverage.
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Patrick (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam


Description: Primary Specially Offensive attacker of the team, performs as an outlet of hazard removal with access to rapid spin. Hydro Pump is a powerful STAB move that, when combined with a potential Analytic boost, hits many switch-ins such as Clefable for good damage, assuming you have already weakened said pokemon with other members of the team, Starmie can also function as a fantastic late game cleaner outspeeding the majority of Pokemon in the format. Finally moving onto EV's/IV's, 29 HP IVs are used to minimize Life Orb recoil. In addition with 252 SpA EV's Starmie can easily overwhelm a lot of Pokemon with a stab Hydro Pump or stab Psychic. Overall Starmie is a fantastic Specially attacker for this team, combined with its speed Starmie can also function as a perfect hazard remover and late game cleaner.

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THEVELDT (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Description: Secondary Physical Attacker of the team, Primary Scarfer of the team, U-turn gives Landorus Incredible momentum especially when used on Pokemon such as Alakazam and Breloom breaking Potential Sashes leaving mons wide open to intercept attacks from other members of the team. Moving onto set details, this Landorus spread is nothing spectacular, in fact it's just the run of the mill standard spread. Althoguh it's standard, it's nothing to laugh at, the Speed investment and Jolly nature allow Landorus-T to outspeed as many threats as possible in order to revenge kill or pivot and make the most use of his generally unspectacular base Speed. In conjunction with Landorus T's ability Intimidate, switching in and weaking physically offensive mons, to then soft switch into Ferrothorn against, can continuously back your opponent into uncomfortably situations giving you an edge in most scenario's. Overall, although Landours T is a Pokemon you see every day, it deserves a spot on this team, because it WORKS and provides an outlet of momentum and incredible speed.
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MeSoThorny (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Description: Primary Physical wall of the team, whilst holding the Rocky Helmet, in conjunction with its Iron Barbs ability, Ferrothorn is able to laugh at opposing physical attackers with ease as well as simultaneously sapping at their health with access to leech seed, Gyro Ball is great coverage to have when going up against fairies, although not advised to be used in 1v1 situations since most fariy's in OU have either HP Fire or Flamethrower. Moving on Ferrothorn is a very consistent Spike's setter, and because of its great bulk and ability to beat common entry hazard removers, such as Latios, Latias. Finally moving onto EV's, he given EV spread with a Relaxed nature lets Ferrothorn fare well against both physically and specially oriented opponents. 168 Special Defense EVs give Ferrothorn enough special bulk to survive two Ice Beams from +3 Manaphy so on and so forth. Overall Ferrothorn is a great if not one of the greatest walls in OU with access to entry hazards, residual damaging moves and even an ability that will poke the hell out of your opponents mon's, Ferrothorn is NOT a force to be reckoned with, and that's why it deserves a spot on this team.
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GreatWallOfUU (Aggron-Mega) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Roar
- Heavy Slam
- Earthquake

Description: Last but not least is our makeshift Specially Defensive Wall Mega-Aggron, with access to Stealth Rock and INSANE bulk it's able to consistently set Stealth Rocks and dish out damage while taking little if not, none at all. With access to Roar, Mega Aggron becomes a reliable phazing tool and allows for itself to rack up Stealth Rock damage on the opposing team. Overall there's not much to say about Mega-Aggron in terms of it being on the team, its essentially the primary mega of the team, and functions as a backup Ferrothorn.
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[TEAM IMPORTABLE]

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hello [:

going to make this short and fast, i hope. right off i noticed a huge weakness to 3 mons: mega sable, mega venu, and bisharp. instead of mega aggron, you could try dd zard-x: this gives you a win-con, and is also more suited to the offensive nature of the team. stealth rock would move to ferro over spikes. also, instead of chandelure, you might try jirachi - you dont really have any switch ins to mega alakazam, which could be problematic. spdef jirachi can also have rocks, which would let ferro keep spikes, though i personally think healing wish to get a second chance at breaking stall would be more useful for your team.

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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
 
Hey man, nicely set up thing you got here.

Ok I was looking at your core, and I saw an extremely menacing threat to it which would be Choice Scarf Tyranitar, however trust me this threat is very commob and global anyway. Now alone Tyranitar could be stopped by your Kyurem-Black and Starmie, however if paired with Excadrill, seeing how none of your pokemon bar Landorus-Therian are scarfed, your core would suffer major damage and be possibly even destroyed by this menacing sand offense. Pairing Keldeo alongside with it means the end of your team, and Excadrill + Keldeo + Tyranitar core is very common for most sand offense.

To easily prevent this, you could swap your Kyurem-Black to Tank Chomp that checks both sand offense and also wears them down with it's Rocky Helmet + Rough Skin combo. Then instead of Landorus-Therian, you could use Skarmory that walls the sand offense and checks Keldeo/Mega Venusaur. Now that you have completely stopped sand offense, you can think about Bisharp + Gengar. Stopping this combo isn't easy at all, so it takes a bit of wits to play around these two. However, you can try running Heatran with Choice Scarf that checks both.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Iron Head
 
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