ORAS OU Haunted Desert Zoo

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I was thinking about building an offensive team centered around Mega Lopunny, an amazing offensive Pokemon. After some mixing and matching, the final product turned into a "Sand" offense.

Thought Process
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I started with the synergy between Mega Lopunny and Tyranitar. Tyranitar can check birds like Talonflame for Mega Lopunny, provide Stealth Rock support to make use of the switches that Mega Lopunny forces, and Pursuit trap Psychic types like the Latis.

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With Tyranitar in the team, Sand Rush Excadrill is a natural.

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SD Talonflame is added to check bulky grass types. Also, Excadrill, Talonflame and Mega Lopunny all share similar defensive checks, so these three form a strong offensive core that puts a lot of pressure on those checks.

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Taunt Gengar is added to break the aforementioned defensive checks. It also switches into the Ground and Fighting type attacks thrown at Mega Lopunny, Tyranitar and Excadrill.

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Finally, CM Latios provides more wall breaking, another wincon, and a check to waters which can be hard for sand teams to deal with.

The final product is some very high octane offense. It can be, and perhaps should be played like the traditional HO with systematic sacking. But I feel it also gives me some switching options -- some wiggle room instead of having go all in.

Team Explained

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Rabbit (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch

Your standard Mega Lopunny. Excellent speed tier, good power (especially with high BP moves), unresisted STAB coverage -- it has everything it needs to be a cleaner and a threat to opposing offense. HJK and Return are natural choices: powerful and reliable (except HJK misses) STAB moves. Fake Out is chosen here to do extra chip damage when sand is up, and allows Mega Lopunny to Mega Evolve safely. Ice Punch rounds up the moves because there are a few things on this team that appreciate a dead/severely damaged Lando-T, Garchomp and to a lesser extent Gliscor.


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Dinosaur (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 88 Atk / 80 Def / 92 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Tyranitar supports Mega Lopunny by 1) providing Stealth Rock support, since Lopunny forces a lot of switches; 2) check birds; 3) Pursuit trapping some troublesome Psychic types, like Scarf Latios or Jirachi; 4) do extra chip damage with sand when Lopunny uses Fake Out; 5) bait out and heavily damage Landorus-T and Garchomp with Ice Beam. In fact, Tyranitar is bulky enough to sometimes survive 2HKO from Tankchomp's Earthquake and OHKO from Scarf Lando-T's Earthquake, so not even a lot of prediction is required there. 88 Atk EVs so that Tyranitar can break Keldeo's substitute with Stone Edge, this way I don't just auto-lose to Pursuit trapper + SubCM Keldeo that sets up on TTar.


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Mole (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

With Tyranitar's sand support, here comes its partner in crime Excadrill, the face of Sand offense in OU. Incredibly fast in Sand, Excadrill serves as a cleaner and revenge killer against offensive teams. Excadrill and Mega Lopunny share some common checks, so one can soften them for the other to break through. Additionally, Excadrill is another solid bird check under Sand, able to beat Mega Pinsir, Talonflame and Thundurus which all trouble Lopunny. Excadrill also checks Fairy types like Clefable and Mega Diancie, which give Tyranitar and Lopunny trouble. Rapid Spin is used here because Talonflame is a teammate.


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Bird (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Talonflame feels like a natural teammate with Mega Lopunny and Excadrill. Talonflame checks bulky Grass types that give Excadrill and Lopunny trouble. Talonflame also switches into Scizor fairly consistently, which is a major threat to the first three. Talonflame, Excadrill and Mega Lopunny together put a lot of pressure on physically bulky mon, like Garchomp, Landorus-T, Slowbro, Rotom-W, Skarmory and Hippowdon. Defensively, all previous three tend to force Scarf Lando-T into using either Superpower or Earthquake, of which Talonflame can take advantage. With Talonflame's fast priority, Mega Lopunny being naturally fast, and Excadrill being ridiculously fast under sand, these three put more than sufficient pressure on opposing offense IMO, which leaves me now to focus mainly on beating defensive teams.


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Ghost (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Sludge Wave
- Shadow Ball
- Focus Blast

And that way of beating defensive teams takes the form of a malicious ghost. Of that list of physically bulky mon listed above, Gengar can pretty much break every single one except Lando and Garchomp, and these two are heavily pressured with no recovery -- they'll break, eventually. In addition, it has excellent defensive synergy with the rest of the team: Mega Lopunny resists Dark and is immune to Ghost, Tyranitar resists both Dark and Ghost; in return, Gengar is immune to Ground and Fighting, and resists Fairy. It is also something that can switch in on the Earthquake and Superpower that Scarf Lando is forced into. Finally, it also baits in Pursuit trappers like Tyranitar and Bisharp, removes them on the switch with Focus Blast, so Latios can roam a bit more freely.


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

This is a set that I feel is somewhat underestimated. CM + Draco Meteor may seem counter intuitive, but Draco Meteor after a CM boost hits very hard, so Latios can come in, may or may not grab a boost, nuke and gtfo. Or, when the situation arises, it can clean up with boosted Psyshock. Besides being a powerful threat against defensive teams to beef up Gengar, Latios also has some defensive and offensive synergy with this team. Gengar can bait in the two common Pursuit trappers and nail them with Focus Blast, making life easier for Latios. Latios pressures defensive Steel types like Heatran and Skarmory -- the former checks Talonflame while the latter checks Excadrill and Mega Lopunny. Defensively, Latios acts as a much needed switch-in to water types like Keldeo, Rotom-W and Slowbro.

Threats

Fighting types
Fighting types in general can be troublesome to deal with, since relevant OU Fighting types have ways of dispatching my three Fighting resists, be it Scald or Thunder Punch or Rock coverage for Talonflame or Ice coverage for Latios or simply just a powerful Knock Off -- you get the idea. Some prediction is required, but usually what happens is simply just sack + revenge.

Pursuit Trapper + SubCM Keldeo
Possibly the most reliable way of beating this team: remove Latios with Pursuit, put Keldeo in against Tyranitar, and set up a Sub. It'll take two sacks to be able to force it out, and that's a 3 mon deficit right there.

Azumarill
The only OU water type with a priority that Latios can't reliably handle. Lots of pressure is put on Mega Lopunny and Talonflame to KO it. If my opponent is smart and plays conservatively with Azumarill, things may become very difficult for me.

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

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 88 Atk / 80 Def / 92 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Sludge Wave
- Shadow Ball
- Focus Blast

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Roost
 
Hi, my suggestion for this team is that you can carry HP fire on latios because help you vs
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better than talonflame ignoring the residual damage from iron barbs and occasional rocky helmet.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
 
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I second that ^! Calm mind doesn't provide you much. Either run Defog, Surf or HP fire as your last move slot on Latios.
 
Hey man, nice team you got there. I really like the Lopunny+Sand combination, and honestly, there aren't any glaring weaknesses out there. I think CM Latios was a smart move on your part because of how annoying Mega Slowbro(Calm Mind) can be to Sand. Mega Gyarados can be problematic, but it's not going to get up a free Dragon Dance due to all of the offensive presences on your team; not to mention that you have double priority and Sand Rush Excadrill for speed control. Azumarill is a nuisance though, due to both of its STABs hitting all 6 members for either super effective or neutral damage. In addition, the core of a Pursuit Trapper+SubCM Keldeo is an issue as well, since Latios being gone would give opposing Keldeo a field day, so I like that you took the core into consideration.

One thing I'd like to suggest is Amoonguss>Gengar. While you lose an offensive presence, it will be worth it in the long run because Amoonguss can beat SubCM Keldeo with repeated Giga Drains to break the Substitute, and Clear Smogs to nullify any Special Attack/Special Defense boosts it gets. In addition, it could really help with the Azumarill weakness, resisting both STABs and not taking much from a Choice Banded Knock Off.

Next thing I'd do would be to change Tyranitar's EVs to 248 HP / 80 Def / 180 SpD l Relaxed Nature. Now that you have Amoonguss for Sub CM Keldeo, the Attack EVs to break Keldeo's Substitute are pretty redundant. Therefore, you can invest them into Special Defense.


IMPORTABLE

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

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Clear Smog
- Sludge Bomb

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Calm Mind
- Psyshock
- Draco Meteor
- Roost

REPLAY
http://replay.pokemonshowdown.com/ou-332412998

Good luck dude :]

 
Hey Roonil Wazlib, this is a really solid build. The offensive synergy is definitely there, but the main issue I'm seeing with your build is that you have little to no counterplay against a plethora of threats, such as opposing M-Lopunny, Azumarill, M-Diancie, opposing Sand Rush Excadrill, M-Metagross, and M-Gyarados. My rate will still try to keep the offensive synergy of your build, while also patching a few holes to try to give you a better matchup against a wider range of threats.

First, starting off small, I think you should run Chople Berry > Smooth Rock on Tyranitar, as this helps you take on Hoopa-U, Charizard-Y, Gengar, Tornadus-T, and Thundurus much more reliably. Since you're not running M-Garchomp or Swords Dance Excadrill, the extra sand turns aren't really all too necessary, and actually can hinder the rest of your team. The extra bit of defensive utility that Chople Berry brings definitely seems much more beneficial for this build. I also think you should run Air Balloon > Life Orb on Excadrill since Talonflame, Gengar, and Latios aren't really the most reliable of ground resists, and this can also slightly help with your matchup against opposing Excadrill, and allow you to spin more reliably against hazard setters like Skarmory, Ferrothorn, Landorus-T, and Hippowdon without wearing yourself down while they can easily toss hazards right back up.

Weavile something that is also really annoying for your team due to it being very difficult for you to switch into. If it can come in against Latios or Gengar, then it's almost guaranteed a kill. So, to help with your matchup against Weavile, as well as Azumarill, M-Diancie, and M-Metagross, you should run M-Scizor > M-Lopunny. M-Scizor provides you with an additional win condition, as well as a sturdy offensive pivot. M-Lopunny definitely is solid on this build, but with Ice Beam Tyranitar + Sand Rush Excadrill, as well as Swords Dance Talonflame, your team can handle offense well enough. M-Scizor also can act as a soft check to M-Lopunny and Sand Rush Excadrill.

You should run either Keldeo or Manaphy > Gengar. Keldeo is a reliable check to M-Gyarados and Feraligatr, and provides you with an answer to Weavile and Bisharp that can't be trapped by Magnezone. It can also reliably revenge kill M-Lopunny and M-Diancie if you with a Choice Scarf. Manaphy leaves you weaker to M-Gyarados and Feraligatr, but breaks stall and balance better than Gengar. It also helps you fare better against Calm Mind users such as Slowbro and Suicune. Both also benefit from the Pursuit trapping support Tyranitar provides. You can try out both and see which you prefer.

Next, to support your Swords Dance core of M-Scizor + Talonflame, you should either run Earthquake > Calm Mind on Latios, or Surf > Roost. Either option allows you to lure in and beat Heatran, while also weakening M-Diancie and Tyranitar for Talonflame. Keeping Calm Mind allows you to still beat Calm Mind users like Slowbro and Suicune, but makes you weaker to Keldeo in the long run without a recovery move. With Earthquake, you can immediately beat Heatran, still hit M-Diancie and Tyranitar, while also keeping your recovery. If you opt to run Manaphy, Hidden Power Fire is another option to run over Recover if you keep Earthquake so you can also hit Ferrothorn (sorry if this portion is a bit confusing x~x).

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Pursuit
- Stone Edge
- Stealth Rock
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Latios @ Life Orb
Ability: Levitate
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty / Nature
- Psyshock
- Draco Meteor
- Roost / Calm Mind
- Earthquake / Surf

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance / Energy Ball
- Ice Beam / Energy Ball
- Scald

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Pursuit
- Stone Edge
- Stealth Rock
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Latios @ Life Orb
Ability: Levitate
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty / Nature
- Psyshock
- Draco Meteor
- Hidden Power [Fire] / Roost / Calm Mind
- Earthquake / Surf

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Hope i was able to help!
 
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