ORAS OU I am bad at titles so bear with me please.

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Venusaur (M) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sludge Bomb
- Giga Drain
- Leech Seed
- Synthesis

One Hell of a tank. Synthesis is basically roost and it works with no weather!(something i didn't know about till I asked in the lobby) Sludge Bomb has a really decent chance to poison, slays fairies, and is a decent STAB move. Leech seed can force switches while being constant recurring heal, and giga drain is for grass coverage while also healing him(to annoy my opponent EVEN MORE :P) Funny Story about Mega Venasaur. This team was originally supposed to be hyper offense but many ideas i tried didn't work, (I tried freaking diggersby ffs) but I threw this on my team for the lolz and it really put in work and has won me a ton of battles. He Is a wall AND a wall breaker at the same time!

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Thundurus @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave

He is my special sweeper/Check to bird spam/Status placer. His Prankster Thunder wave that produces paralysis hax is so darn useful especially since it lets my pokemon outspeed things they wouldn't normally be able to. HP Flying was mainly because I needed a good flying special move for thundy and because your opponent doesn't know what type hidden power you have which can allow you to play mind games with your opponent. T Bolt is obviously a good stab move for his nasty plot shenanigans.

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Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dark Pulse

He barely needs any explanation. He can outspeed almost everything in OU(unboosted of course) and has the coverage to kill almost any pokemon. Low Kick Provides a decent way to deal with Porygon2 and chansey/blissey/audino(who would run this without its mega form I don't know but its good to be prepared right?)Hydro Pump Provides a coverage move against ground and fire, Ice beam says YOU SHALL NOT PASS to dragons and flying types while Dark pulse says no to psychics and ghosts.

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Azumarill (F) @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

This is a Monster that devours teams. Many players set entry hazards turn 1 and I can easily exploit that as belly drum azu kills almost everything(given the chance to set up) with its 4x attack +1 priority Aqua jet. The other moves that aren’t belly drum and aquajet are less used but are there for the coverage they provide.

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Rotom-Wash @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Trick

He is a great scout and can allow me to switch without losing momentum. Also weakens physical attackers and slowly chips them.

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Ferrothorn (F) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 252 Def
Sassy Nature
- Stealth Rock
- Spikes
- Gyro Ball
- Power Whip

My hazard setter. He can also deal with Water types and fairies if need be, or just KO physical pokemon by literally just sitting there!
 
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  • Venusaur's default ability should be chlorophyll. It won't matter much, but it'll have some actual usefulness pre-mega, unlike overgrow that'll only take affect when vena is near death.
  • Mega Venusaur is more effective as a Defensive wall than a Special Wall
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sludge Bomb
- Giga Drain
- Leech Seed
- Synthesis
  • Hidden power Flying's type coverage is redundant, especially with the teammates at hand. Fighting types are stopped by Azumarill and Mega Venusaur, Bugs are stopped by Ferro, and grass is walled by Ferro and Mega Venusaur. Being able to damage Ground types that will attempt to switch in onto T-wave is much more useful
Thundurus @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
  • Greninja will no longer need Hydro Pump in all his sets, as Gunk Shot + Low kick has very good coverage against OU.
Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 252 SpA / 216 Spe
Hasty Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dark Pulse

  • Super power's attack drop is annoying, so knock off would be a better choice a + 6 97.5 BP Knock off will crush walls that resist aqua jet:
Azumarill (F) @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

O think you should change your rotom to scarf. He is a much more offensive pivoter, and can cripple walls with trick. Something that Belly Drum Azumarill and Nasty Plot Thundurus will appreciate greatly.

Rotom-Wash @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Trick
 
  • Venusaur's default ability should be chlorophyll. It won't matter much, but it'll have some actual usefulness pre-mega, unlike overgrow that'll only take affect when vena is near death.
  • Mega Venusaur is more effective as a Defensive wall than a Special Wall
I don't see why chlorophyll should be used lol, shouldn't you be mega evolving it right away? I could put it anyways as the ability will change no matter what. Also I'll try the defensive ev's.
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Sludge Bomb
- Giga Drain
- Leech Seed
- Synthesis
  • Hidden power Flying's type coverage is redundant, especially with the teammates at hand. Fighting types are stopped by Azumarill and Mega Venusaur, Bugs are stopped by Ferro, and grass is walled by Ferro and Mega Venusaur. Being able to damage Ground types that will attempt to switch in onto T-wave is much more useful
I didn't think of ground types switching into T Wave, Thanks :D
Thundurus @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
  • Greninja will no longer need Hydro Pump in all his sets, as Gunk Shot + Low kick has very good coverage against OU.
Noted. I forgot about gunk shot while building and never remembered while testing :p
Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 252 SpA / 216 Spe
Hasty Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dark Pulse

  • Super power's attack drop is annoying, so knock off would be a better choice a + 6 97.5 BP Knock off will crush walls that resist aqua jet:
I'll try this out, Super Power was mostly there because I hated being walled by ferrothorn.
Azumarill (F) @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

O think you should change your rotom to scarf. He is a much more offensive pivoter, and can cripple walls with trick. Something that Belly Drum Azumarill and Nasty Plot Thundurus will appreciate greatly.
Scarf-Trick is really annoying when you're against it :P I'll see how this goes.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature

- Hydro Pump
- Thunderbolt
- Volt Switch
- Trick
Responses in bold.
 
I don't see why chlorophyll should be used lol, shouldn't you be mega evolving it right away? I could put it anyways as the ability will change no matter what. Also I'll try the defensive ev's.

The turn order is calculated before mega evolution takes place, so if you switch your regular Venusaur in and the weather is sunny, you get the Clorophyll speed boost for one turn even if you mega evolve right away. That's the same reason why Mega Banette has to wait for the turn after it mega evolved to take advantage of Prankster and why Mega Sableye still gets Prankster priority the turn it mega evolves.
 
Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 252 SpA / 216 Spe
Hasty Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dark Pulse

Quick nitpick; I think you want 216 SpA and 252 Spe. Greninja's speed tier is incredibly crucial that, even at the least, you want to be able to speed tie with other Greninja's (unless HP fire or whatnot). With the current 216 Spe, Greninja is beat by the 118 and above Speed tier which includes the dangerous Sceptile (who you want to force out to prevent mega-evolving) , max Jolly Hawlucha (rare, but why would you risk that chance?), M-Pidgeot, and other Greninjas.

I would also switch Hasty to Naive; even with Greninja's pitiful bulk, it has typing that surprisingly resists a lot of priorities among other things, so you want to let it tank as much before it dies. If greninja is hit by a special attack, on the otherhand, it will probably die or get 2HKo'ed regardless of a neutral or lowering nature because there are less, smaller base power special moves.

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0- Def Greninja: 244-288 (85.3 - 100.6%) -- 81.3% chance to OHKO after Stealth Rock
versus
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Greninja: 220-259 (76.9 - 90.5%) -- 25% chance to OHKO after Stealth Rock

There's also Bisharp's sucker punch, Scizor's bullet punch, etc...
 
nice team but i see it having a really hard time with tflame since you have scarf rotom it cant take birdspam that well since is a pivot to lando and birdspam. Make it defensive to beat it and taunt on thundurus to beat set up sweepers knock off on venu to kill gar and waterfall on azu to kill skarm and not risk play rough missing.
 
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