ORAS OU Hyper offence-the power of speed

(Note: I made this team in around 5 minutes, so a lot of glaring weakness's I'll probably notice and fix soon. And don't say my nicknames are dumb.)

galvantula.gif


#stickysituation (Galvantula) @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Hidden Power [Ice]
- Sticky Web

Basically, my galvantula is a basic sticky web support. Most of my team falls under the 110 speed tier, but with sticky web my team can out speed most Mons in the meta game. Thunder also has near-perfect accuracy with compound eyes. Bug buzz is a second, less-powerful STAB and HP ice takes out the resists of flying and ground, and will put a serious dent into a landorus-t.

tornadus-therian.gif


#counterlead (Tornadus-Therian) (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- U-turn
- Superpower
- Taunt

This is my lead, which is used as a counter-lead. Taunt can stop any status-move user flat. Superpower is also strong enough to one-shot excadrill and tyranitar, and the speed EV's out speed 115 base speed. The rest is in Sp.A to deal as much as possible with hurricane, and u-turn is good for scouting and momentum.


heatran.gif




#T-flame counter (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Hidden Power [Rock]
- Protect

This is basically its nickname. My team is entirely weak to talonflame, so i decided to use heatran as the counter. Fire blast and flash cannon are both good STAB, and protect is for scouting and also healing through leftovers. HP rock is a huge surprise for most things and will one-shot charizard and talonflame. I also run max speed because with it, its fast enough to also outspeed a mega-scizor with max speed and also a ton of thing that are uninvested to speed but have a higher base speed(like mega altaria.)

starmie.gif


#spinner (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Psyshock
- Rapid Spin

One thing my team was missing was a way to get rid of entry hazards. I first considered a defogger, but I had sticky web and stealth rocks(which will be shown later) so i didn't want to remove those. It also had synergy with some of my Mons which had weaknesses to types starmie resisted, and it was fast enough to almost guarantee a rapid spin. Scald is a good attack for STAB and has a high burn rate, which helps increase starmie's bulk. Ice beam is coverage to almost everything that resists water, and psyshock is secondary STAB that also deals with special walls by targeting physical defense.


garchomp.gif




#tankchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast

This is my second hazard setter for stealth rocks. The support is to break focus sash and sturdy, and also chips down damage while the enemy switches Mons. EQ is for STAB along with dragon claw, but EQ hits heatran for 4x weakness, which is extremely helpful. Fire blast is my final coverage, hitting ferrothorn and skarmory for massive damage(a 2hko on both) and max speed allows it to out speed any 100 base speed Mons.

metagross-mega.gif



#robot (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Meteor Mash
- Zen Headbutt
- Earthquake

Behold: Mega Metagross! With a massive 145 base attack, the tough claws ability, and 110 base speed, alongside an 80/150/110 bulk! With STAB BP, meteor mash, and zen headbutt it deals massive damage to EVERYTHING. Bullet punch is an OHKO to most things that have some damage and can revenge kill. Meteor mash one shots almost all non-resists and non-walls, and EQ hurts all steel types but skarmory but doesn't get a tough claws boost:(. It also can tank all physical attacks. M speed is to out speed HP fire Latios/as, and all gengar's without m speed
 
Hey, cool team. First things first, I'd change the tag in the OP to ORAS OU because this team has Mega Metagross.

From a glance, your team seems quite weak to offensive Electric types such as Thundurus, Mega Manectric, and Raikou. To fix that, I would replace Galvantula with Assault Vest Raikou. AV Raikou is a very solid check for the Electric types that can annoy your team and to be honest, I don't like the idea of Sticky Web on this team as it is pretty weak to Bisharp if Garchomp gets overwhelmed (which isn't hard to do). I'd recommend an EV spread of 44 Atk / 212 SpA / 252 Spe on Tornadus-T as this allows it to outspeed opposing Alakazam, which lets you U-turn for free, dealing huge damage to them. On Heatran I would replace HP Rock with Stone Edge, but keep the Timid nature. Stone Edge hits Talonflame harder than Hidden Power Rock, while being able to deal huge damage to specially defensive variants. I'd recommend Earth Power > Flash Cannon as well as this prevents you from being walled by other Heatrans and lets you mindgame against roosting Talonflames / Charizards. I also recommend Analytic > Natural Cure, Hydro Pump > Scald, and Psychic > Psyshock on Starmie. Analytic allows Starmie to hit as hard as possible, especially when it can force a switch. Hydro Pump is necessary on offensive Starmie to deal as much damage as possible too, while Psychic deals more damage to Pokemon such as Mega Venusaur and Rotom-W. Chansey / Blissey can easily come in on Psyshocks anyway, so you really don't lose out on too much. The final change I would recommend is BulkyChomp > Offensive RHelm Chomp. This just gives you a more solid answer to physical attackers such as other Mega Metagross and Mega Lopunny.

Changes in short:
AV Raikou > Galvantula
44 Atk / 212 SpA / 252 Spe > 76 Atk / 216 SpA / 216 Spe on Tornadus-T
HP Rock and Earth Power > Stone Edge and Flash Cannon on Heatran
Analytic, Hydro Pump, and Psychic > Natural Cure, Scald, and Psyshock on Starmie
BulkyChomp > Offensive Rocky Helmet Chomp

243.gif

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

445.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

121.gif

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Psychic
- Ice Beam
- Rapid Spin

Hope I could help
 
the problems I notice with your team are in hide tags below:
- I don't think Galvantula fits well here. she's mediocre in OU and you don't have any real way to stop webs from being removed by Defog or Rapid Spin. your team has plenty of speed already which makes webs a little unnecessary. to give more justification, consider Bisharp. Defiant gives her +2 attack after coming in on webs. this is bad because boosted Sucker Punch floors your entire team with a little prior damage on Garchomp, who you are using with 0 bulk. seeing a Bisharp on an opposing team may actually discourage you from laying down webs, making Galvantula useless.

- DDers, especially Mega Gyarados. after grabbing a DD on something like Heatran, you don't have anything to stop a sweep from the standard Waterfall / Crunch / Earthquake. she doesn't have to risk the recoil damage on Garchomp either because Earthquake cleanly 2HKOs [54.3 - 64.1% from Jolly variants] since you're running no bulk. Sub and Ice Fang variants are equally problematic. things like Mega Tyranitar/Charizard-X are equally as threatening after a DD.

- Excadrill. in sand, she is faster than everything [even with webs up] and 2HKOs the entire team between Iron Head and Earthquake. she also spins away webs easily.

- Maga Manectric is scary with two electric weaknesses on the team and the fire-ice coverage she runs. Mega Lopunny, especially with Ice Punch, is equally troublesome because her STABs 2HKO the whole team. you have to hope webs are up to handle them well and with no sound way to stop Defog or Rapid Spin, this isn't reliable.
possible ways to address these issues:

- I recommend Latias over Starmie. she provides a sturdy check to electric types like Mega Manectric and retains many of the useful resistances Starmie brought to the table. she still provides hazard removal with Defog and gives you a more reliable way to handle threats like Charizard-Y.

- give Keldeo a try over Galvantula. this provides another offensive water to make up for the Starmie loss. she can check the likes of Mega Gyarados and Bisharp decently, addressing some of the issues I mentioned before. with Latias + Metagross, you will appreciate Keldeo's resistance to dark to make things like Scarf Tyranitar's Crunch/DD Mega Tyranitar less threatening to the team as well. you also gain a good response to Weavile, who hits more than half the team super effectively.

- change Garchomp's spread to 252 HP / 164 Def / 92 Spe with an Impish nature. the added bulk allows you to better check many of the threats I mentioned before: Bisharp, Excadrill, Mega Gyarados and so on. I would also replace Fire Blast with Endure. the ability to force Charizard-X and Mega Gyarados to take more recoil goes a long way in helping you check them. losing Fire Blast isn't too bad because Keldeo + Heatran cover its targets (like Scizor) while Latias removes hazards if things like Skarmory try spiking on you.

other smaller changes:

- Hammer Arm is better than EQ on Metagross. the fighting coverage lets you damage Ferrothorn/ Skarmory while retaining similar coverage otherwise. should you end up using Keldeo, Pursuit over Bullet Punch could also be considered to remove her checks.

- I'd consider changing the EV spread on Tornadus-T to 44 Atk / 212 SpA / 252 Spe. this is beneficial because you become faster than normal Alakazam and several Tornadus-T who forgo max speed.

- even with - Atk, Stone Edge is better than HP Rock on Heatran. SE does 98.3 - 115.8% to Charizard-Y compared to HP Rock's 79.4 - 94.2%. SE does 88 - 103.6% to special defensive Talonflame while HP rock does 66.8 - 79.1%.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Endure
- Stealth Rock

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Roost
- Draco Meteor
- Psyshock
- Defog

Healing Wish is possible over Defog if you don't find hazard removal all too useful. healing up your offensive powerhouses can be clutch in many situations.

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

either item can work. Specs provides a powerful wall breaker and still decently checks the threats needed. Scarf gives you better revenge killing capabilities over the threats you need to cover.
 
Last edited:
Back
Top