ORAS OU Highway to Hell - Peaked 1626

How good is this team?

  • Top-tier

    Votes: 1 5.9%
  • Pretty solid

    Votes: 4 23.5%
  • Decent

    Votes: 3 17.6%
  • Not impressed

    Votes: 3 17.6%
  • Git gud m8

    Votes: 6 35.3%

  • Total voters
    17

JTD783

Why do I keep coming back to this game
Highway to Hell
Proof of Peak: http://replay.pokemonshowdown.com/ou-392608634
Hello everyone,

This is my second RMT, current peak on OU's ladder, and a celebration of my 250th post. My team is offense/bulky offense, and features Mega Heracross and Specs Kyurem-Black. The song below, which inspired the title, represents the hell that laddering gives me. Please rate, suggest, and enjoy!

~JTD783


(altered versions of team in comment section)


Overview:

heracross-mega.gif
kyurem-black.gif
metagross.gif
landorus-therian.gif
latios.gif
keldeo-resolute.gif


This team operates by getting safe switches into Mega Heracross and Kyurem-Black via U-Turns or double switches and punching holes in the opposing team. The other members weaken their checks, take out their counters (if any exist tbh) and form a defensive backbone. Through applying pressure and keeping momentum in its favor, the team can punch its way through just about any team and playstyle.

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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

I started this team with a goal of successfully building around Mega Heracross, a fearsome physical wallbreaker and generally awesome bug-type. Heracross serves as the team's premier threat and breaks down opposing defensive cores so that the other members can finish off the rest. This set is the standard Substitute attacker variant. Close Combat hits like a truck, but Pin Missile is the preferred STAB in most situations, as it already hits impressively hard and doesn't get defense drops (always nice for not getting a sub broken). Rock Blast shoots down flying types, can sometimes 2HKO Clefable, and offers a good way to hit Landorus-T. The EV spread is fairly simple; maximum attack and speed investment help it outrun many threats and hit them for huge damage. Less speed could be used in theory but a little extra is always nice.


latest


Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Ice Beam
- Hidden Power [Fire]
- Earth Power

Specs Kyurem-Black works pretty well with Mega Heracross- you take the one of the meta's best physical wallbreakers, toss it in with one of the meta's best special wallbreakers, and what can go wrong? KyuB provides a good answer to the likes of Skarmory and Landorus-T, which can be annoying, while hitting incredibly hard with its stellar coverage. While occasionally prediction-reliant, it can honestly wipe the floor with anything that can't OHKO it first. Its defensive typing helps it switch in to resists pretty easily, which is always nice. Draco and Ice Beam are the STABs of choice and slaughter most switchins. HP Fire dunks on Ferrothorn and Scizor that think they can come in safely. Earth Power is great for quickly removing Jirachi, Rotom-W, and Heatran. The EV's explain themselves, and Modest is for max damage output. Although regular Kyurem can be used for its higher base Special Attack, I chose KyuB for its luring capabilities and far better ability in Teravolt. Pic related- it's the last thing a Scizor sees before it dies.


d71c215e17784e33136ef0785eb9992d7963cb84_hq.jpg


Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Pursuit

By now you surely realize an issue with this wallbreaker core: Latios, Latias, and Fairies crap all over it, as they can't switch in at all. Enter Assault Vest Metagross, who can check all of the above and reliably Pursuit-trap opponents. It's true that Meta is an inferior trapper to Tyranitar, but it can switch into Fairy-types and doesn't have to risk Focus Blasts with Alakazam, both of which are very valuable to this team. That said, Mega Gardevoir can click wisp, but what can you do. No really, tell me; that's why I made this an RMT. Meteor Mash decks stuff like Clef and the rare Mega Altaria, and EQ checks Electrics and baits Heatran. BP is very useful against Offense builds and can pick off weak mons, while Pursuit does what Pursuit does. The EV's are from the dex, giving Meta plenty of bulk and hitting hard with an Adamant nature.


t33bu.jpg


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

The picture says it all. My team needed a Stealth Rock user, a bird check, a sand check, a pivot, a generic physical tank, and something to compress those roles, so in came this monstrosity. There isn't a whole lot to say about Lando, but everyone knows why this is valuable to Offense. EdgeQuake is the optimal coverage, U-Turn pivots well and supports the team by offering safe switch-ins, and Stealth Rocks are for chip damage. The EV spread is the Phys def variant (240/252/8/8), but I changed it a bit to get myself a slower U-turn while still having a good speed tier. Not sure if the spread is perfect so I'd like to hear some thoughts about it.


latios_by_masae-d4tkx3x.png


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

I chose Latios as a strong, fast attacker that could remove hazards and help the team defensively by merit of its typing. It's pretty reliable at getting rid of rocks and puts in work consistently. I went with the LO 2 Attacks set, with Draco to hit hard and Psyshock for reliability. Roost keeps Latios healthy when going against Keldeo, Volcanion, Rotom-W, etc., and Defog clears hazards. Standard EV spread as well; maximum speed and firepower with the rest in Spedef to take hits more comfortably. Sometimes I find that HP Fire or Surf would be nice but I can't seem to make room for any more coverage.


keldeo_s_tear_of_courage_by_ninja_jamal-d53gu6q.jpg


Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

And finally we have Keldeo. I added Keldeo as a reliable and strong attacker that could whittle down the opposing team and help break stall with Calm Mind. Some would say that this team can beat stall already; to them I say: clearly you don't hate Keldeo serves as one of the team's better ways of beating mons in the base 100 speed tier and below, like scaring out Mega Medicham and Landorus-T. This is standard SubCM, with the former moves to boost and protect itself and Scald and Secret Sword for coverage. EVs make Keldeo as fast and strong as possible.

Threats:

Serperior

My only real answer is Metagross, which gets worn down and can't always KO Serp. Meteor Mash into BP can kill after rocks, but boosted HP Fires are dangerous. To beat Serp, you need to keep hazards up and Metagross healthy.

Mega Metagross

With the right coverage, it plows through this team, as nothing outspeeds it. I usually go hard into Lando and then into my own Metagross to weaken it with EQ.

Tornadus-T (AV and LO)

It's fast, strong, and I can't hit it very easily since it will switch out vs KyuB every time and rips Mega Heracross in half if I don't have a sub up. It can beat Metagross with Knock Off into Heat Wave as well.

Thundurus

Another fast mon with solid coverage options. Metagross has the bulk to switch in but can't really win in a 1v1 since its STABs are resisted. It can be played around somewhat but the game essentially ends if it gets up a Nasty Plot.

General fast attackers

My team's fastest mon, Latios, only hits base 110, so the meta's many faster threats can be scary if not dealt with well. Technically, the four above are included, but I noted them for being especially dangerous. The rest, while not quite as bad, are still problematic.

Importable:

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Ice Beam
- Hidden Power [Fire]
- Earth Power

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Pursuit

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

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

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

Replays:

http://replay.pokemonshowdown.com/ou-389686636, vs Fat Balance M-Medicham RMT team

http://replay.pokemonshowdown.com/ou-389702726, vs Mega Scizor offense

http://replay.pokemonshowdown.com/ou-389979346 Meta + Keld puts in work

http://replay.pokemonshowdown.com/ou-392261043 vs Jamvad's Mega Diancie/Volcarona team

Thanks for reading!

heracross-mega.gif
kyurem-black.gif
metagross.gif
landorus-therian.gif
latios.gif
keldeo-resolute.gif
 
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Hey, Flying types like Talon and Tornadus are really problematic. Your initial response to Will-O Talon is letting Lando getting burned and Torn-T can Knock Off your Metagross AV.
For a bulky offensive team, yours needs speed control too, revenge killing mons which are typical for offense like Lopunny and Manectric have the possibility to get many kills and you have few ways to stop that.

For suggestions on your current version of the team I only have scarf Keldeo > cm Keldeo to have a revenger in the back, which can clean what Hera and Kyub left behind.

A version of the team which I have in mind includes a lot of changes, if you like it I can expand more on that later, or you can try to build that team yourself and we can discuss here or in a pm. It forgets the Pursuit Meta+Keldeo core and focuses on supporting Heracross more.

To improve the matchup vs Talon and Torn, the first change I'd make is Heatran>Metagross. That would solve the "Will-O for free" part, covers Talonflame really well and is somewhat of a check to Torn-T. Heatran can run Rocks which gives you the possibility to run Scarf Lando as a revenger. It work here, Heracross really pressures its checks like Skarmory and Lando-T.
The two things you lost now is Pursuit support, which hinders Lati from Draco, and priority. Also the team is weaker to fairies now which carry coverage to hit Heatran super effectively like Diancie and Gardevoir. Those are problematic but you can revenge them with scarf Lando-T, or try to not give then any free switchin opportunities. Azumarill > Keldeo gives you another Lati check together with Heatran, prevents the opponent from just clicking Draco, deals with Gardevoir, Diancie and Lopunny 1v1 and adds priotity to the team which is important to revenge Excadrill in the late game and also sweep with Aqua Jet. You can try out AV Azu, which can take hits from Diancie, Gardevoir and Torn-T better, also Band works which has more offensive pressure, and lum berry because it is your only switchin to Heatran and it will get burned if you switch it in too often. AV works best here imo.
Hera/Kyub/scarf Lando-T/av Azu/Lati/Heatran feels more solid in the current Meta. Putting more bulk into Heracross so it can take more hits from Excadrill or other problematic mons like Weavile better can help too. You can check the set in the smogon dex.

Another version is Hera/Kyub/SpD Rocks Jirachi/Rotom/Scarf Lando/Lati for the same reasons, Rotom for Birds and Jirachi as a fairy check. Colbur Berry Jirachi lures Weavile and removes it from the game with Iron Head, that remedies the teams weakness to it a bit.This version gives the team more momentum though, allowing Heracross and Kyurem to get more save switchins.

Let me know which version you like.
 
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Hey mil,

I think it's worth trying scarf keld over subCM and seeing how things go; I'll give that a test soon.

As for Heracross, the bulkier set seems like it will perform better so I adjusted that below. Having a spread of 216 HP/136 Atk/156 Spe Adamant is nice for outspeeding defensive Mew on the turn you mega evolve to sub before it wisps but that's personal preference. It also outspeeds the standard Volcanion set (72 HP/252 SpA/184 Spe Modest specs) after Mega evolving to OHKO with rock blast, which is nifty.

I also like the idea of running tran over Metagross and freeing up Lando as a scarfer, although sand and fairies could still potentially be annoying. They would probably be manageable though. As for Azu, I'd say it's also worth playing around with. I'd probably opt for band since I like the damage output.

Here are some importable alternate teams based on your suggestions:

Scarf Keldeo

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Ice Beam
- Hidden Power [Fire]
- Earth Power

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Pursuit

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

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

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

Heatran>Metagross, Scarf Lando>Defensive Lando, Band Azu>Keldeo

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Ice Beam
- Hidden Power [Fire]
- Earth Power

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP/ 192 SpD/ 68 Spe
Calm Nature
IVs: 0 Atk
-Lava Plume
-Taunt
-Toxic
-Stealth Rock

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

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

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

Hera/KyuB/Rachi/Rotom/Lando/Latios

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Ice Beam
- Hidden Power [Fire]
- Earth Power

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP/ 224 SpD/ 32 Spe
Careful Nature
-Iron Head
-U-Turn
-Toxic
-Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

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

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

Thanks for the advice :)
 
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