ORAS OU Funny Bunny – any decent rate will do

Opening

I met this man on the OU chat room, where he described stall as "the pimples on my ass."

Now this quote has stuck with me, and the reason why this mystery-ass man has left such a notable dent is because, yes, I agree: they are annoying. They unneccessarily extend games. Yes in some cases, the games pass by quickly. But in others, it can last for hours on end, especially if the non-Stall player focuses less on offense and more on defense (e.g. Balanced teams with a more prominent defensive backbone). And with my case, fighting the Stall lasts for HOURS. ON. END.

I just don't understand – no one has that kind of time. Are they trying to get free wins by preying on impatient people? If so, it's working. Because I'm frustrated with this.

I would even argue that they are OP and something to be feared, as it's easy to play as Stall and Chansey can take very powerful attacks without issue, while you slowly die from Spikes and Stealth Rock. But that's a topic for another day.

I digress.

Now, on the ORAS OU Viability ranking, I found this one guy who said it was possible to build a viable team by following this formula:
- Start with Landorus-T, Latios, Keldeo core
- Throw in a bulky Steel-type
- Throw in a Mega Evolution
- Filler

Testing this, I found it to be true. Kinda. It is still possible to break through this core. However, I still reached a fair rank on the ORAS OU ladder – 1650, which is as far as I was willing to go before I had to go back to studying – I don't have the time to spend games fighting the Stall.

It's definitely solid, but it does have its problems. And that is where I seek guidance.

Teambuilding
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To put this man's theory to the test, I started with the core Landorus-T, Latios, and Keldeo. Fairly solid core, covers the other's weaknesses.

And before you go and criticize me, think about it this way: I only took the core. I had to decide the other three slots for myself. Plus the guy didn't specify sets, so I had to do that as well. Thus I firmly believe that I did not steal anyone's team.
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Now, I wanted to test Crawdaunt as a wallbreaker, so that was added in next.
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Because Crawdaunt is bad vs. enemy Balance and enemy HO, I threw in Mega Lopunny for Speed and stuff.
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My bulky Steel-type of choice was Ferrothorn, as it checks Azumarill and stacks Spikes for Lopunny to wallbreak.
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->
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After having my fun with Crawdaunt, I threw in Tyranitar to act as an Electric-type check. Banded gives me some way of fighting the Stall. As much as I hate Pursuit, I will use it, as I'm sick of fighting the Stall.​

Team descriptions
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic


Everyone's used to this rabbit by now. Loadout is self explanatory – Fake Out because I can, Return + HJK for neutral coverage, Toxic for Shedinja and Dugtrio, plus Landorus-T and Garchomp.

Why I chose Lopunny: Has a good match-up versus enemy Balance and Hyper Offense, while not being deadweight versus enemy Stall because of the perfect neutral coverage of HJK + Return (well, except versus Shedinja). It, along with Diancie and Mega Scizor, is what I would call a good Mega Evolution. I thought it would be a good place to start.
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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind


Everyone's used to this little pony by now. To aid in my matchup versus the Stall, I needed a hard hitter, preferably one that could hit on both sides of the spectrum. Keldeo was the answer.

Enemy Bisharp, Weavile, etc. were tough to switch into without Keldeo. I found it somewhat redundant to fit two Fighting-types onto the same team, but it's been working out good so far.

Icy Wind is chosen as it deals with Lati@s and the like. Plus Amoonguss, who checks Keldeo.

Originally I chose Choice Scarf because I wanted speed control, but Specs' power was far too good to pass up on.

Why I chose Keldeo: Firepower, and to help with Dark spam. This firepower is needed to break past the Stall.
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock


Everyone's seen this trusty Pokémon everywhere – it's the reason Lopunny, Metagross, and Medicham use Ice Punch.

Rocky Helmet over Leftovers because punishing U-turn users is nice, and it's the best version of Landorus-T overall.

Stone Edge was chosen because I desperately required a way to damage foes like Pinsir, Talonflame, etc.

Why I chose Landorus-T: Sand check, chip damager, pivots w/ U-turn to give Lopunny free switches.

Note that I made Landorus-T's HP number odd so that way he takes less residual damage.
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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog


Ah, Latios. How the power creep was ever so unkind to you. Luckily you're still OU viable.

I need to check multiple enemies at once with Latios – stuff like Breloom, Mega Manectric, Raikou, Volcanion, Keldeo, etc. As such, it is imperative that I use Roost to restore lost health and stuff like that.

Although none of my allies are overly weak to hazards, I still like Defog because I hate walking on Spikes – it makes me cringe when I see Spikes on my side of the field (bad memories as a kid, stepped on too many Lego pieces).

Why I chose Latios: Defog support, check to a few mons, drop Draco Meteors. Just a standard Latios set, nothing to see here.
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Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip


You may be looking at me questioningly as you notice that I do not have Leech Seed here. Well, the answer's relatively simple: I want Power Whip on Ferrothorn so that way I can try to deal damage to stuff like Suicune and Azumarill. Gyro Ball was wanted because it really smacks enemies like Gengar and enemy Latios. Spikes are needed because I already had Stealth Rock, and this gives Ferrothorn something to do while it's on the field. I wanted Thunder Wave because this means that enemies faster than Lopunny will have a harder time, as Lopunny can now outspeed them. I deemed Leech Seed unnecessary, as usually I'm better off stacking Spikes or throwing out a Thunder Wave.

Why I chose Ferrothorn: Good defensive typing, can work as a countermeasure to BoltBeam, stacks Spikes to help Lopunny sweep, provides Thunder Wave for Speed control, has a little offensive presence.
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Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit


My wallbreaker, Tyranitar. This mon helps me get past the Stall, and hopefully reduce the 4-hour games I spend to 3-hours instead. Seriously, who's got time for those kinds of matches? I really wish there was a time limit.

It's a usual Tyranitar set – Superpower for Steel-types, Pursuit (as much as I don't like Pursuit because it bullies my favorite Pokemon, Latios) for chasing down stuff, Stone Edge for STAB, yadda yadda ya.

Helps out versus the Stall, as stuff coming in will be taking a beating. Stuff coming out will be taking a beating. You get the point.

Why I chose Tyranitar: Checks Mega Manectric, helps Ferrothorn and Latios deal with Electric-types, wallbreaks, is a Clef breaker (Moonblast only 3HKO's Tyranitar).

Note that I tweaked Tyranitar's EV spread so that way he has an odd HP number while allowing him to win the speed tie versus enemy Tyranitar (assuming they didn't invest in Speed).​

Enemies of note
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Mega Diancie can mess this team up, especially if it has HP Fire (which is usually what they will use, as it's the better coverage move). Luckily if this is the case, then Latios can deliver a Psyshock and try to take out Diancie. Lopunny also does major damage with High Jump Kick.
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Klefki will be guaranteed to pull off a Thunder Wave, as nothing I have can quickly take it out except Keldeo. I don't have a Magic Bounce user (aka Sableye or Diancie), nor do I have a mon that can eat a Thunder Wave (except for Landorus-T, but then Klefki will Magnet Rise). So Klefki will be doing damage one way or another. I don't like it too much.
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Enemy Mega Lopunny is annoying as Landorus-T will be pounded by Ice Punch. I need to limit switch-in opportunities. Ferrothorn needs to save its Chople Berry so that it can paralyze enemy Mega Lopunny.
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Cancer Mega Manectric is annoying as it won't sit still (aka won't stop using Volt Switch) and Intimidate is annoying as hell. Plus it's lightning fast (but I thought Latios could move at mach speed, so why is he slower?). Tyranitar can deal major damage to it, but still I hate this ugly bhenchod's guts.
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Mega Pinsir is annoying as it can deal major damage to Landorus-T with +1 Return, and then sweep the rest of my team. Tyranitar can't take an Earthquake or a Close Combat, so you need to set up Stealth Rock ASAP.
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Serperior is annoying, as Lopunny outspeeds and does major damage with High Jump Kick, but otherwise it'll be either SubSeeding or just spamming Leaf Storm.
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Thundurus is annoying, as HP Ice will be doing some major damage to Latios and Landorus-T (IDK why you would use HP Flying), and Tyranitar can't take a Focus Blast. Latios can RK it, and you should limit its switch-in opportunities.

For the most part, I could avoid my threatlist being too uncontrollable if I just applied enough offensive and didn't play too passively.

Importable
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
 
Hey man! It's a cool team but I saw a couple things that could use some improvements. I guess I'll start with my initial thoughts on this team: Defog on a team with spikes and rocks is very inefficient. I think that a spinner would be better. Secondly, you have a pretty big fairy weakness here which I think needs some tweaking of the pokemon to help aide this. I tried my best in my changes to keep your core, but I didn't think the defog latios worked well with the hazard stacking so... well you'll see in my changes.

Alright the first change I had was picking Starmie instead of Keldeo. Starmie has the same coverage (except psychic instead of fighting but you have mega Lopunny for fighting which is enough imo) but more speed being able to outspeed base 110s notably gengar and Mega Diancie. The dealbreaker, though, was that Starmie would be your spinner, running an offensive spinner life orb set with its offensive moves being Ice Beam, Hydro Pump, and Psychic. It would run 252 Spe EVs, 252 Spa EVs and 4 HP EVs.

The second change I had was changing from Latios to Magnezone. This change helps to not only negate your fairy weakness, but also your weakness against bulky water types such as manaphy. Some notes are that this increases your fighting weakness, but with chople berry on your ferrothorn I think it's manageable. On top of that Magnezone offers fire coverage in HP Fire and pivot in volt switch making it a much more useful special attacker in this team.

Lastly for this team are some minor changes: If you're running chople berry on Ferrothorn leech seed is a must so you have some form of recovery. I think running leech seed > twave or power whip should be a must. Secondly running ice punch instead of toxic on Lopunny. You have a pursuit trapper for shedinja already. On top of that ice punch is way more effective in Landorus and Garchomp.

This is the change I think would be most effective, though since I understand that half of the core was changed I can offer an alternate solution as well. Firstly, I think that if you're to stick with that core of Keldeo, Latios, Bulky Steel, and Landorus then you need to rethink both Mega Lopunny as well as Tyranitar. They don't really fit as they stack weaknesses on your team and don't offer much new coverage. So let's scrap those and start with the bulky steel.

I wholeheartedly agree with ez on the change of Ferrothorn to klefki as your ferrothorn set is much better accomplished by Klefki due to typing as well as prankster. It offers a lot more utility overall making it a much better choice.

Our next member would be Mega Gyarados. Mega Gyarados is a nice addition firstly because it adds a much needed win condition. It would be running an offensive dragon dance set found here and would provide some nice dark coverage as well. The one lackluster thing about Mega Gyarados is its speed, but with dragon dance as well as thunder wave speed control from klefki it really shouldnt be too much of a problem.

The last addition to the team to round it all that would be a spinner, namely Mold Breaker Spinning Excadrill. This excadrill set is found here. This allows some more anti-fairy coverage as well as ground coverage (mold breaker is a big help for rotom-w) with air balloon to dual other excadrills. It gives a much needed spinner as well as some offensive pressure. Overall I feel like this set of pokemon may be a bit worse, but keeps your core which I assume you want.

Lastly some minor changes to make: With the new use of spinners latios can use that moveslot for something like thunderbolt or ice beam. However in my opinion it might be better to switch to Latias for healing wish which can prove very useful.

I hope one of these two ideas could help you! Good luck out there!
 
Hey man, this team is pretty solid as is because you started with a tried and true core for ORAS teams. I agree with the majority of your threatlist and think that you have a good grasp on what threatens your team, but I'd add that the team struggles a lot with executing a plan: the only win condition so to speak is the Mega Lopunny, which is running Toxic and will consequently not usually sweep. Moreover, the lack of Electric-checks like you mentioned really hurts the team as you're overly reliant on said Mega Lopunny to either speed tie with them or hope that you can force a Pursuit with Choice Band Tyranitar, which is a bad plan against Thundurus because they often carry Focus Blast and outspeed, and then what do you do? Hope that they're not Thunder Wave? This would be more easily mitigated if the team was faster, but a majority of the team is just outsped and taken out. Running Defog + Spikes on offense is also quite counterproductive as you're often forced to Defog away your own hazards, making your work in setting Spikes wasted. My changes will retain your ability to break stall while granting you a win condition and a revised defensive core.

The first change that I would recommend would be to change Tyranitar from a Choice Band to a Choice Scarf set. Scarf Tyranitar outspeeds Thundurus and Mega Pinsir which the Choice Band variant cannot, revenge killing both with a faster Stone Edge. Having a leg up on opposing Serperior, Diancie, and Latios can mean that you can pick them off while weakened, and you still get a significant amount off on Mega Manectric with Pursuit. However, building on this you become quite a bit more passive against opposing stall teams, which you mentioned was your motivation in running Choice Band Tyranitar.

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Consequently, the next change that I recommend is Power Herb + Solar Beam Heatran. With Magma Storm, Heatran can trap opposing bulky Water-types like Slowbro, Suicune, Quagsire, Gastrodon, and Rotom-W, then knock them out with a first-turn Solar Beam. Running Taunt and Toxic also gives you a means of handling Chansey and other stall members, which you trap with Magma Storm and then wear down with Taunt and Toxic. Luring out Water-types is crucial for Mega Lopunny, which is otherwise hard walled by Slowbro. Using this as your Slowbro counterplay is more optimal because Heatran is more expendable for your team than Tyranitar, which is needed to take on Latios effectively and is easily burned by Scald on the switch in. Additionally, Heatran can check Serperior on a limited basis, although Magma Storm's accuracy can be problematic against Substitute variants. Your team is also dependent on having Defog to avoid being overly pressured by Spikes, so running your own Spikes is a waste of a slot. Heatran can also come in fairly decently on Amoonguss and most Tangrowth if you've already sleep foddered a team member, then wall them or throw out a Magma Storm.

Now that Heatran has Toxic and takes care of the bulky Water-types, your Mega Lopunny can run Power-Up Punch over Toxic. This change gives your team a win condition for the late game matchup against offense and takes advantage of Bisharp and Weavile, both of which are free Power-Up Punches to let Lopunny clean. Alternatively, you can use Quick Attack if you feel extra priority is more helpful for your build, especially against Mega Alakazam. A +1 Return can do upwards of 75% to Clefable if it's been weakened, so that's something else to consider.

You are slightly weaker to Wisp Talonflame and Clefable with these changes though, so I'd recommend replacing U-turn with Swords Dance on Landorus. Swords Dance Landorus can take on Clefable even if it's begun to start setting up, trading enough damage at +2 that Clefable isn't healthy enough to handle Mega Lopunny or Tyranitar. I'd also recommend using a spread of 248 HP / 168 Def / 8 SDef / 88 Spe over your current one, which lets you outspeed all Modest Volcanion, Adamant Bisharp, and Adamant Breloom. That can be crucial to limit Volcanion's impact on your team.

That's about all that I had to say for this build because it's actually fairly solid to begin with. If you'd rather not use Scarf Tyranitar, consider Yache Landorus or some other viable counterplay to Electric-types at the very least. Best of luck broski n_n

E: There is some difficulty against Azumarill with the current build as I left it, however, so consider Hidden Power Grass on Keldeo or Thunderbolt on Latios to check it from higher percentages of health. My bad, you'll still have to play against it offensively but it's workable between going to Landorus on Play Rough or Latios on Waterfall and Roosting, it's really not too bad with Solar Beam Heatran too.

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Grass] / Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 164 Def / 8 SpD / 88 Spe
Impish Nature
- Earthquake
- Swords Dance
- Stone Edge
- Stealth Rock

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Ice Punch

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

Heatran @ Power Herb
Ability: Flash Fire
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Taunt
- Toxic
 
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