ORAS OU Hipster Offense Feat. Weavile+Mega-Alakazam (Peaked 1553)

We Are Hipsters.
What's up, Gang? Autobots here with another RMT. I've been using this team for a while, but I decided to make an RMT to get some help. As of recently I've been very active on showdown recently winning a couple tourneys and I'm beginning to be more active in the forums. I really like Weavile and Alakazam for their potential to shred offense. I originally had Toxicroak as a part of this core, but it really limited building for me (I'm not great yet), so I put Keldeo on the team. Well, I hope you like it and all criticisms and suggestions are accepted!

BULKY HAZARD STACKING CORE

garchomp.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 224 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure

Fat Chomp has been popular for a while now and for a good reason. It sets up Stealth Rock reliably, phazes out threats, and most of all the massive recoil any physical move deals to the user. Rocky Helmet is the item that makes the magic happen dealing 1/6 of its maximum HP. In tandem with Rough Skin, it helps me check many things like Bisharp, Lopunny variants w/o Ice punch and Talonflame which both do work to my core. EVs give Chomp some nice bulk paired with an Impish Nature.

- Stealth Rock: Essential to pretty much every team. Hazards are essential to taking down offensive Pokemon and softening up balanced mons for Weavile and Alakazam. They turn a lot of 2HKOs into OHKOs.

- Dragon Tail: The asset to hazards. I love being able to force opposing mons out while dealing damage from both DT and hazards. Since I removed Whirlwind from Skarm, this is my best option to force out set sweepers (of the physical variety).

- Earthquake: Obligitory STAB move. Hits hard even without investment.

- Endure: The most hated of all hated moves on Fat Chomp. Endure allows Chomp to survive with 1 HP, forcing whatever attacked Chomp to attack it again racking up around 50% in recoil. Monsterous. I have considered Fire Blast for Skarm or Toxic for Hippo and Lando-T.




skarmory.gif

Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Defog
- Roost
- Spikes

Skarmory functions well on this team, although I have considred Ferro it's place. Leftovers supply me with residual recovery to help Roost restore my health. Sturdy is awesome allowing my to garuntee at least one layer of spikes or to take at least on hit. SPDef Skarm is really cool as it can perform on both sides of the spectrum as long as the moves aren't super effective. Examples:

252+ SpA Altaria Fire Blast vs. 252 HP / 232+ SpD Skarmory: 162-192 (48.5 - 57.4%) -- 53.1% chance to 2HKO after Leftovers recovery

0- SpA Garchomp Fire Blast vs. 252 HP / 232+ SpD Skarmory: 110-130 (32.9 - 38.9%) -- 8.8% chance to 3HKO after Leftovers recovery

252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 232+ SpD Skarmory: 159-187 (47.6 - 55.9%) -- 22.7% chance to 2HKO after Leftovers recovery

0 SpA Starmie Scald vs. 252 HP / 232+ SpD Skarmory: 79-94 (23.6 - 28.1%) -- possible 5HKO after Leftovers recovery
.
Skarm will always have the ability to Roost on the latter two and switch out to live another day, allowing me to reset hazards at a later point.

- Iron Head: I chose Iron Head>BB because I like having the ability to hit Fairy Types (Something this team lacks) BB, may be better, I'm honestly not quite sure.

- Defog: Mega-Alakazam, Raikou, and Weavile really hate hazards as it makes their job a lot harder to do. Defog solves that problem at the cost loosing my own hazards. My biggest priority is removing their hazard steer before setting my own.

- Roost: Recovers 50% HP

- Spikes: The second half of the Hazard stacking. Even having one Spikes makes a huge difference (especially if rocks are already up).

**Not set on keeping Skarm, as other mons could potentially do his job better (Ferro handles faries better, Gyro Ball is more reliable, Seeds provides residual recov for the team and helps me deal wit Rotom-W), and his roles contradict. Suggestions here would be greatly appreciated.


Offensive Core
alakazam-mega.gif

Alakazam @ Alakazite
Ability: Magic Guard/Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Substitute
- Focus Blast
- Shadow Ball

Mega-Alakazam is such a destructive force to Offense and some times even Balanced teams. Magic Guard allows me to safely bring him in on hazards or leech speed, allowing to to always have fresh 100% HP to work with before I mega-evo (usually). Trace lets me copy opposing mons abilities, which can sometimes be essential. Examples include copying Flash Fire and subbing on Tran, copying Prankster from Thundy and subbing before I get T-Wave'd, Intimidate users, and Multiscale while at 100% HP to survive DDNite's E-Speed. EVs maximize Spe and Sp. Atk. I run Timid Nature to outspeed the entire Meta (minus Mega-Aero) without Scarf or boosts.

- Psychic: My only STAB move. Power. Rips through offensive mons that aren't immune.

- Substitute: Sets up a sub on the predicted switch. Protects me from Status moves. Also, my best answer against Bisharp. I find it better than Encore and HP Fire. (Suggestion/Thoughts?)

- Focus Blast: Hits Steel types (mainly Heatran, Skarm, and Bisharp). Acc. sucks, but a powerful and neccessary move.

- Shadow Ball: Nice Coverage move. Hits the likes of the Lati twins, Slowbro/King, and opposing Alakazam who otherwise check me easily.

**I like sub, but if anything works significantly better, lemme know!




weavile.gif

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick

The Anti-Meta monster! Weavile not only wrecks HO, but most offense in general. Life Orb in tandem with EVs help me maximize power. Jolly Nature is to max speed.

- Icicle Crash: Power STAB Ice move. I use this primarily on Bulky mons like Landorus-T, Garchomp, Mega-Altaria and Tornadus-T who at full or high HP are not KO'd by Ice Shard. Hits Dragon, Ground, Flying and frail mons with power.

- Ice Shard: Picks of very frail mons who are weak to Ice Type moves and revenge kills weakened foes.

- Knock Off: Powerful STAB and awesome utility move. Knocks Off items. hits Psychic, Ghosts for SE damage and wrecks weakened mons wit items.

- Low Kick: Hits Steel Types that would otherwise prevail over Weavile such as Heatran, Bisharp, Ferro and Magnezone.

Not much to say here. We all know how this monster operates.


Accessory Pokemon
raikou.gif

Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]

Raikou is a really nice teammate! AV lets me stomach some hits from different threats to my team such as Starmie, Keldeo, Thundurus, and Latis, and hit them back. EVs and Nature maximize Sp. Atk and Spe. IVs allow me to have HP Ice without lowering the necessary IVs. It is also a nice pivot.

- Thunderbolt: Powerful STAB move. (I'm not being lazy, we just know what it does lol)

- Volt Switch: Pivots out.

- Shadow Ball: Specifically for Psychic mons, mainly the Latis, who I out speed.

- HP Ice: Dragons, Gliscor, last result against Ground types.

Sorry I got a little Lazy on this one :(



keldeo.gif

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

Probably my favorite non-mega Pokemon, competitively. Its typing helps me out a lot as far as resisting Dark and Steel type moves for Weav+Zam. Ya know how the EVs go: With the Nature, it maximizes Sp. Atk and Spe. Specs makes an awesome Wallbreaker out of Keldeo!

- Scald: Powerful STAB move with the 30% burn rate everyone loves to hate. Very crucial.

- Secret Sword: My best answer to Dark Types! Also useful against Chansey although this team does not play well against HELL stall. Very essential love to the team.

- Hydro Pump: POWER. STAB. LOVE.

- HP Flying: Nice coverage on Grass Types such as Serp and Venu who may try to switch into my Water Type moves.


Thanks for reading my RMT, if you've read one of mine before (My last one [Mega-Lopunny+Thundy+Wobb] was corrupted.) you'll know that below I have the team and replays below and all of my changes will be in red. I hope you try the team out and give some awesome feed back!

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure

Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Defog
- Roost
- Spikes

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Substitute
- Focus Blast
- Shadow Ball

Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]

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

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick


HP Bug --> HP Flying: Weavile + Mega-Alakazam handle Psychic Types fairly well, so I feel like preparing more for Grass types works better. (especially with Skarm lacking BB and no fire type)

S/O to Freedom.: 252 HP/164 Def/72 SpDef/16 Spe ---> 252 HP/240 Def/16 Spe; Adds a lot more defense to the set allowing Garchomp more longevity for inflicting recoil on foes. The 72 SpDef EVs only allowed Chomp to survive hit, only to be 2HKOd the following turn do to the negative priority of D-Tail. New spread helps Chomp to his actual job better.
 
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hey man, I promised a rate and I honestly noticed not too many flaws with the team. Congrats on such the nice build and I know if you push yourself, it'll lead you to a long road for success. Anyway, let me hop right into the rate.

Well starting off, I noticed a few things I would change if it were my team:

First off, you wanted your Garchomp to check physical threats so I personally feel that you don't need SpDef EVs on it, because only thing you'd stay in on, would be like keldeo or mega-zam etc which you can live with the physical EV spread everything else KOs like LO kube ice beam. So I'd recommend changing your set to this:


garchomp.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure


This set gives the most out of endure + Rocky helmet. I'm p sure your set was from the analysis and it was a different moveset to help you beat steels and what not but honestly you can't really touch the special attackers that you're desiring to beat like chary. Garchomp isn't a switchin, it 2HKOs with fire blast, at most 3HKOs with your previous spread and you take all that damage just to dragon tail, it's not really worth it.


That's basically it for my Rate. Sorry it was p short, but that's because your team wasn't up for much changing. Anyway, nice team broski and good luck.

Hope I helped :]
 
I'm going to test this team out for a bit before I say much, but for now, encore Zam seems like a viable alternative to sub Zam. The encore set primarily deals with sucker Bisharp just like sub does. However, encore sits on stall so much better. Of course, running encore over substitute lessens Zam's ability to deal with HO (eg. scarf Lando-T), but it's not like the rest of your team dies to Hyper Offense.

Encore Zam
alakazam-mega.gif

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Encore
- Focus Blast
- Shadow Ball


I'll try out both sets to see whether encore or sub truly fits this team better.

Enjoy,
~Moderato
 
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This team is weak to a few things, one of the most significant being Charizard X, who fully sweeps you if it can set up (which it easily does vs Skarmory and Raikou). The best way to handle this is running Hippowdon>Garchomp, Hippo being one of the best answers to XZard if running a fully physically defensive spread and ritting quite easily over it as a bulky Ground type. Hippowdon also handles Mega Manectric, a pretty big threat to your team.

You're also weak to CM Clefable. Your only real answer to fairies in general is Skarmory, who isn't poweful enough to 2HKO Clefable and has to rely on flinches to beat it, furthermore it can 2HKO it at +1 and proceed to sweep your entire team. Running Encore on MAlakazam can cripple it by locking it into Calm Mind but is a pretty inconsistent answer to it. One of the better ways I can think of to handle this without modifying your team is by running Taunt on Skarmory, effectively preventing it from both recovering and stacking up Calm Minds. The obvious problem here is that you either lose Spikes or hazard removal for, so I don't think this is the best option.

But honestly, I don't really like the idea of running Defog on a Spikes team that much, since it's rarely going to be worth it given that you're usually going to have the hazard advantage. So I would run a spinner, prefferably one that can handle Clefable, this leaves you free to fit Whirlwind on Skarmory, a very useful move for phazing setup sweepers racking up damage from the entry hazards you've set up. Fortunately, Tentacruel fills both roles quite well, also being able to set up Toxic Spikes in the process, and can serve as a check to Azumarill which is very threatening to your team. It also gives you an answer to Special Altarai which you really don't have a swicthin to. However, it is hard to fit on this team, you could run it over Keldeo but you lose your best Bisharp check, which means that cores like Lopunny+Bisharp or XZard+Bisharp or can easily overwhelm you. To me, it seems better to use it over Raikou, since it's also a good Water check and special tabk, but you lose a pivot and become a lot weaker to Electric types particulalry Thundurus.

Another option would be fitting Sand Rush Excadrill on your team (assuming you're running Hippowdon), acting both as a spinner and as a secondary Fairy and XZard check, but also as a good win condition and revenge killer. You should use it over Weavile if anything, since if you replace it for anything else you become either too weak to Water types, too weak to Sableye, or lose Spikes support which entirely defeats the point of running a spinner. Besides, Excadrill in Sand also does a great job at dismantling offense and revenge killing various sweepers, which is Weavile's main role on this team. Unfortunately, Keldeo MZam and Weaviel have fantastic offensive synergy and replacing Weavile for Excadrill kinda destroys that, which is a shame.

A couple of more minor and straightforward things: Pursuit on Weavile seems like a great option, since Keldeo and Alakazam love the support of a Pursuit trapper (particularly to remove Latis, huge threats to your team), and Keldeo checks most Low Kick targets. It also lets you preserve hazards by trapping hazard removers (once again, Latios and Latias, but also Starmie and Mew). I would also run a Sub CM set on Keldeo for a couple reasons : firstly, it enables to handle Water types, which your team is pretty weak to, a lot better, and secondly, it make it much easier for it to deal with CM Mega Sableye, a huge threat to your team (if Sableye is very annoying for you you can run Dazzling Gleam on Alakazam to 2HKO it, but overall it's not a very useful move on it). But if you do keep a Specs set, run HP Electric over HP Flying : this enables Keldeo to hit Azumarill, a very threatening Pokemon for your team. Finally, I would consider maybe running Rotom-W over Raikou to give you a much better check to Azumarill and provide you with a slower pivot to get stuff in safely more reliably, however this doesn't seem too necessary and Raikou is a much better answer to Mega Charizard Y, a big threat to your team.

hippowdon.gif

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind / Stone Edge

skarmory.gif

Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Whirlwind / Taunt
- Roost
- Spikes

tentacruel.gif

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Scald
- Rapid Spin
- Acid Spray
- Toxic Spikes / Sludge Bomb (Sludge Bomb lets you properly counter Azumarill)


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

weavile.gif

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Pursuit

keldeo.gif

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

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

rotom-w.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
 
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You wanted some help so i guess ill say a few things. First off this is a really cool team you got here, not that many overall flaws. Honestly as much as i want to say a lot albacore pretty much said all there is to be said lol. All i can really tell you is to run pursuit on weavile becuase psychics and gengar look annoying.
 
Hello there and great team, I've used it for countless games, and I've nabbed around 200 points on one alt. I've made a few tweaks to the team during those games.


First off I suggest using this Garchomp set
garchomp.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Endure


Fire Blast allows you to deal damage to Skarm, Scizor and Ferrothorn. For non-Fire Blast Garchomps, Skarmory is a pain to deal with. It can defog your hazards away as you switch to Raikou. Any Scizor who may also defog will be forced to switch out or straight out killed by fire blast. This is also your Ferro counter btw and every team needs one.

As you've likely noticed, Garchomp, Keldeo, and Weavile all have trouble dealing with the likes of clefable and sylveon, and all you have to stop those is Skarmory, which sadly gets trapped by both trappers in the tier, Gothitelle and Magnezone. Skarmory is also dead weight on the team vs. volt-turn cores. To remedy for this, I've tried out Specially Defensive Bronzong, which has none of the above problems, and I've been met with nothing but success.

bronzong.gif

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpDef
IVs: null Spe
Sassy Nature
- Gyro Ball
- Earthquake
- Stealth Rocks
- Toxic

From first glance, You can tell that Bronzong is significantly less passive than Skarmory. As I mentioned earlier, The latter gets trapped and removed from the rest of the game fairly easily by Magnezone and Gothitelle. These two pokemons also trap Bronzong, but removing this piece of Rusted Copper is a totally different story. You can Gyro Ball Gothitelle to death, and outright KO Magnezone with earthquake (after you set up Stealth Rocks in his face, of course). Bronzong's Toxic is the gem of the set, allowing you to cripple the likes of Stallbreaker Talonflame (On the switch-in), Hippowdon, Charizard-Mega-X, Rotom-W, Azumarill, Gyardos, Chesnaught, Dragonite, and Gallade-Mega.

So What makes Bronzong so desirable on this team? It has a unique niche typing and a handy ability in Levitate, allowing it to outright counter every hazard remover in the metagame, barring Mold Breaker Excadrill, Skarmory, and Forretress, all of which are utterly decimated by Garchomp. So why bring this up? Simple answer: it means that Stealth Rocks always stay on the field. Switch into Lati@s, Sand Rush Excadrill, Zapdos, heck even Mew the turn that they Defog/ Rapid Spin, and SET UP Stealth Rocks again. If they try to remove hazards, just peg them nice'n simple with one of Toxic, Earthquake, or Gyro Ball. What usually happens in the end is that the opponent either loses their defogger or the rocks just stay on the field.

Autobots that is my rate and I hope that this improves your team as I feel now it's even-more tournament ready. Good luck Autobots ^_^

As you watch these replays, you will notice that Bronzong is almost never in a situation where it needs reliable recovery

http://replay.pokemonshowdown.com/ou-241291711 ◄Endure Chomp: Mega Lopunny's ArchEnemy
http://replay.pokemonshowdown.com/ou-239936760 ◄First Game With Bronzong: Never Looked Back
http://replay.pokemonshowdown.com/ou-239941105 ◄Bronzong puts in work vs Serperior (as in walls the living balls out of it)
http://replay.pokemonshowdown.com/ou-240674632 ◄Bronzong stops CancerPass (Well, tanks it and gets a crit)
http://replay.pokemonshowdown.com/ou-240619947 ◄VS Sand Offense
http://replay.pokemonshowdown.com/ou-240619947 ◄Bronzong+Garchomp: Why even have balance?
http://replay.pokemonshowdown.com/ou-241021120 ◄AV Raikou: It did something other than pivot!
http://replay.pokemonshowdown.com/ou-240699043 ◄Garchomp Tho
http://replay.pokemonshowdown.com/ou-240988652 ◄Team at 1500 (In other words, Bronzong is viable heh)
http://replay.pokemonshowdown.com/ou-242005941 ◄Diancie-Mega: It is finally something besides Death Fodder!

I'm thinking of replacing Mega Zam with Rock Polish Diancie-Mega, which also breaks down Hyper Offense and helps with overall type synergy, but this is ultimately up to you. Mega Medicham also deserves a notable mention for its ability to break stall (run foresight for mega sableye? lol.) Also, I think you should keep HP Flying Keldeo if you decide not to run Alakazam-Mega.
http://replay.pokemonshowdown.com/ou-241553531
I'll be working on the next RMT, but you can message me whenever you see Karakatao if you ever want to collaborate :)
 
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Hi, nice team you build here, just a few comments bout others rate.

I test the team with Skar and with Bronzong has Krakatoa says. Honestly it gives me better results with the Metal totem, cuz it's really hard take down and makes more than Skarmory (cofcof Excadrill Rotom - W cof cof). I just recommend as well the Encore Zam > Sub Zam for those Bisharp that KO easily.

Ill keeping test the team, if I notice any other threats, Ill let you know.
 
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