ORAS OU Hoopa Unbound: Punishing Switches

Okay, so, this'll be the second team I've made for the meta, the last a Mega Diancie team, but this'll be a Hoopa Unbound team.
Do note, I made this in about 5 minutes, mostly based on other Hoopa Unbound teams, and I haven't been playing in awhile, so I'm pretty rusty, not that I was too good of a player before (I have several mental conditions like ADHD that make me very impulsive when playing, which has cost me a lot, and OCD, which really hampers me on team building).

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Iblis (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Substitute​
Let's start with this evil motherf*cker. If you're wondering about the name, Hoopa is based off of Djinns, which are like a type of demon in Islam, with the one Hoopa is, I believe, specifically based on being Iblis, the Islamic version of SATAN. Oh, how I love this guy, and his Hyperspace Fury.

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Shark Bait (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast​
Shark Bait is here to set up Rocks. After that, the second half of her name kicks in: Bait. If a physical move appears inbound for Unbound, I'll switch out if I can't take it so that Shark Bait can take the hit, and punish the foe for it. Fire Blast is for taking out those that would be problematic, like Ferrothorn or Scizor.
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NutKracker (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Knock Off
- Leech Seed
- Gyro Ball
- Power Whip​
NutKracker is a bit like Shark Bait in that she punishes switches. She also Knocks Off and Seeds, good utility. Overall, a great tank for the team.
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Swirlies (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split​
Swirlies provides a slow Volt Switch into Iblis, or any other team member I see fit. She passes Burns around to weaken Physical threats to the team, and pain split to heal and punish health-heavy walls. Another good tank.
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Machs (Latios) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog​
Machs is here to get rid of any entry hazards that seem too much for me with Defog. Roost for recovery, and Draco Meteor and Psyshock for da big damage. A fast sweeper for taking out threats Hoopa can't beat.
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Ned (Venusaur) (M) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis​
If there is a male Venasaur or Torterra or any member of their lines, the very first name I shall think of will always be Ned. I have absolutely no idea why. :p
But Ned is here to deal with Fairies, tank stuff with his resistances, heal up, and punish Scizors and Ferrothorns with HP Fire. He can also force switches and mind games with Brelooms and Mega Altarias (see below), which can come in handy.

And that's it. Other Team Members I considered were Mega Gardevoir, Heatran, and Gengar, the latter two for their 4x Bug resists.

Here are two replays:
http://replay.pokemonshowdown.com/ou-255175238
http://replay.pokemonshowdown.com/ou-255194821
I've so far had four matches with this team, and I've lost two of them (Mainly due to a terribly timed crit, supper calling, and lag that kept the damn cancel key from working).
So, thoughts?
 
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Pretty nice balance team you for here, but I see a little bit of room for improvement. Your overall team looks solid, but there are a couple things that stand out to me.

First off, I like the use of ferrothorn, but I feel that it's potential on this team is wasted without the use of some sort of entry hazard. Using spikes over knock off would definitely benefit your team, especially since you have a garchomp. You have a solid wallbreaker in hoopa, but it would definitely appreciate some spikes support to net some KOs it would otherwise struggle to achieve.

Given that you now have spikes, I believe that a change of hazard remover is in order. I'm not entirely sure what the role of latios is on the team other than removing hazards, but using defensive starmie instead allows you to keep your hazards up. You do lose some offensive presence, but you now gain the ability to beat heatran more reliably, a mon that otherwise annoys your team.

Other than that, this team looks pretty solid.

In summary:
Spikes > Knock off on ferro
Defensive starmie > Latios

Starmie set:

Starmie @ Leftovers
Ability: Natural cure
EVS 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Psyshock
 
Pretty nice balance team you for here, but I see a little bit of room for improvement. Your overall team looks solid, but there are a couple things that stand out to me.

First off, I like the use of ferrothorn, but I feel that it's potential on this team is wasted without the use of some sort of entry hazard. Using spikes over knock off would definitely benefit your team, especially since you have a garchomp. You have a solid wallbreaker in hoopa, but it would definitely appreciate some spikes support to net some KOs it would otherwise struggle to achieve.

Given that you now have spikes, I believe that a change of hazard remover is in order. I'm not entirely sure what the role of latios is on the team other than removing hazards, but using defensive starmie instead allows you to keep your hazards up. You do lose some offensive presence, but you now gain the ability to beat heatran more reliably, a mon that otherwise annoys your team.

Other than that, this team looks pretty solid.

In summary:
Spikes > Knock off on ferro
Defensive starmie > Latios

Starmie set:

Starmie @ Leftovers
Ability: Natural cure
EVS 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Psyshock
Okay, I'll see to that. I put Knock Off on Ferrothorn because I took it off of Hoopa Unbound for Hyperspace Fury... I couldn't help myself, that move is just to epic and evil-looking for me to ignore.
I put Latios on there for the same reason I did Mega Venusaur: I saw a lot of other Hoopa users doing it. That and I wanted a Third Gen Pokemon on the team. That's where my OCD hampers my team building, I never want to have too many Pokemon from a single generation on the team, though I'm better now than when I started out, when I could never accept my team unless I had one Pokemon from each generation on it. But I'll replace it with Starmie.
So, new team:
Iblis (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Substitute

Shark Bait (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

NutKracker (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Swirlies (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Utopia (Starmie) @ Leftovers
Ability: Natural cure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Psyshock

Ned (Venusaur) (M) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
 
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Pretty nice balance team you for here, but I see a little bit of room for improvement. Your overall team looks solid, but there are a couple things that stand out to me.

First off, I like the use of ferrothorn, but I feel that it's potential on this team is wasted without the use of some sort of entry hazard. Using spikes over knock off would definitely benefit your team, especially since you have a garchomp. You have a solid wallbreaker in hoopa, but it would definitely appreciate some spikes support to net some KOs it would otherwise struggle to achieve.

Given that you now have spikes, I believe that a change of hazard remover is in order. I'm not entirely sure what the role of latios is on the team other than removing hazards, but using defensive starmie instead allows you to keep your hazards up. You do lose some offensive presence, but you now gain the ability to beat heatran more reliably, a mon that otherwise annoys your team.

Other than that, this team looks pretty solid.

In summary:
Spikes > Knock off on ferro
Defensive starmie > Latios

Starmie set:

Starmie @ Leftovers
Ability: Natural cure
EVS 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Psyshock

Okay, I've run this Starmie for awhile, and I think I'd be better off with Offensive rather than defensive:
Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

The main reason is the Ice Beam.
I need a faster attacker than Hoopa to take out things like Landorus and Garchomp. After taking out 5 of a guy's Pokemon, I ended up getting my entire team swept by a SD Garchomp, mainly because I forgot about it using Substitute. Had it not been for that, than I would've won with Leech Seed.
But yeah, I think Offensive Rapid Spin would be better for the team.
 
Pretty nice balance team you for here, but I see a little bit of room for improvement. Your overall team looks solid, but there are a couple things that stand out to me.

First off, I like the use of ferrothorn, but I feel that it's potential on this team is wasted without the use of some sort of entry hazard. Using spikes over knock off would definitely benefit your team, especially since you have a garchomp. You have a solid wallbreaker in hoopa, but it would definitely appreciate some spikes support to net some KOs it would otherwise struggle to achieve.

Given that you now have spikes, I believe that a change of hazard remover is in order. I'm not entirely sure what the role of latios is on the team other than removing hazards, but using defensive starmie instead allows you to keep your hazards up. You do lose some offensive presence, but you now gain the ability to beat heatran more reliably, a mon that otherwise annoys your team.

Other than that, this team looks pretty solid.

In summary:
Spikes > Knock off on ferro
Defensive starmie > Latios

Starmie set:

Starmie @ Leftovers
Ability: Natural cure
EVS 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Psyshock

Also, I think I might try out Choice Scarf Hoopa Unbound instead of Life Orb. I think the team seriously needs the speed. Can you think of a good set?
Maybe:
Iblis (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Knock Off

I have both Knock Off and Hyperspace Fury for situational... situations. I could also run Hasty with a special attack for mixed stuff, like choice Scarfed Kyurem Black.
 
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Hi, I've never really liked Hoopa-U because despite its insane offensive potential, it lacks the speed and defence to effectively use it. Also the support it needs is quite a lot. Personally, I feel that Hoopa-U is best used with LO, but it lacks the speed to efficiently use it. And the mixed set is best as it abuses both it's monstrous SpA and Atk stats. Well, your team is not exactly SR weak. But one issue with defensive Starmie is thatvit makes you pursuit weak, so I would suggest using the reflect type set instead. You might have to give up psyshock to use Reflect Type, but you already have Hoopa-U to spam psychic moves.

Hope I helped :)
 
Also, I think I might try out Choice Scarf Hoopa Unbound instead of Life Orb. I think the team seriously needs the speed. Can you think of a good set?
Maybe:
Iblis (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Knock Off

I have both Knock Off and Hyperspace Fury for situational... situations. I could also run Hasty with a special attack for mixed stuff, like choice Scarfed Kyurem Black.
Here's a Choice Scarf Hoopa I've been using that does extremely well in the current metagame:
Djinnius (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Zen Headbutt
I run Adamant cause I like the extra power, but you can run Jolly if you want to outspeed key threats like Mega Lopunny or Mega Manectric. I think Hyperspace Fury is the better Dark STAB move, as it has an overall higher base power, and it doesn't lose strength against Mega Evolutions or item-less Pokémon. Zen Headbutt offers a nice secondary (well, technically primary) STAB option for the likes of Keldeo. Gunk Shot is almost mandatory on a physical Hoopa set to nab opposing Fairy-types for their weaknesses.


Hope I helped! :)
 
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