ORAS OU In Perfect Balance

I saw that breloom was starting to find it's way back into the metagame, and with it being one of my favorite pokemon I decided to build a team that incorporated it into it's plan. I really like this team, and would love any advice you guys could give me :)

Teambuilding process:

I wanted to incorporate a sash Breloom set so I started there.

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Next was Heatran because it forms a formidable offenseive partnership with Breloom.

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I then added a Latias and an Azumarill because they have great synergy with Heatran.

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I needed something to set rocks as well as take physical hits so I put a TTar.
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I needed a mega and Venusaur seemed like a good fit due to it's type synergy.
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Hippowdon replaced TTar due to reliable recovery and overall better bulk
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Scizor replaced Venusaur because it added good bulk along with a win condition.​


At a Glance:

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And now the team:

Breloom:

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I've always been a fan of sash breloom for it's utility and power. It can honestly serve as any role on a team whether it be lead, mid game hole puncher, or late game sweeper. It honestly has it all, Spore to put something to sleep and effectively neutralize it. Priority in mach punch, Something that breaks sub in bullet seed and with the combination of sash and rock tomb, the ability to beat flying types. It's also not really accounted for on a lot of teams which gives it the opportunity to do a lot of damage in most games. It also has the luxury of having an unknown set when it switches in giving it a surprise factor that can be critical sometimes. It honestly does it's job just as intended, and I couldn't be happier with it.

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Spore
- Mach Punch
- Rock Tomb​

Heatran:

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Breloom has a huge problem with bulky steals and also with flying types, which heatran eats both for breakfast. On top of that it has perfect defensive synergy with breloom because it resists psychic, flying, and is immune to poison and fire. I decided to use an offensive set on it because it has decent bulk naturally and has a surprisingly great SP. Atk stat. With scarf and greninja banned for the time being it out speeds everything that isn't scarfed bar a few things. It honestly catches a lot of things off guard because it's scarfed and is the ultimate counter to the annoying mega metagross.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
IVs: 30 Atk / 30 Def
- Stone Edge
- Flash Cannon
- Overheat
- Earth Power

Azumarril:

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Here's the big blue bunny himself. It has it all really, fantastic typing, priority move, great bulk, good move pool. This thing fits on this team exceptionally well because it sponges up water and fighting attacks that heatran doesn't want to deal with. With AV azumarill can counter a lot of pokemon that don't have something that hit super effectively. The added priority of aqua jet is also amazing because it weaken pokemon that would otherwise be a huge problem later on. Covers fighting types and also provides crucial Knock 'off support which I thing most teams need because of how good the move actually is.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Latias:

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I needed a defogger and mega venusaur check and Latias did that really well. It also provides amazing synergy with Azumarril and heatran because it resists grass and water which are the only ways to get rid of azumarill effectively. It also provides my ground immunity that is amazing on predicted earthquakes. Healing wish is also amazing because it gives a pokemon another chance if I make a reckless play and get it statused or whittled when it's my win condition. THe EVs are to survive a greninja ice beam, but since that isn't in the game at the moment it could be switched into SP. Atk. Honestly the added bulk seems really nice so I just decided to use it anyway.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Hippowdon:

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I needed a physical wall that could set rocks and hippowdon fit the description perfectly.With slack off it is almost unbeatable against many physical threats like landorus and all flying spam. The biggest problem I have with it is that it has 4 move slot syndrome. the last slot can be anything really whirlwind helps stop set up sweepers, stone edge beats flying types and ice fang beats landorus. I honestly find myself switching it around not really knowing works beast, but for now stone edge is what's there. I've also thought about putting gliscor here in order to give me an extra ground immunity, but I've never really liked Rocks gliscor because it takes up a valuable move slot on Gliscor, Although it might still be better?

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Scizor:

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I put mega scizor here because it has great synergy, and has the abbility to set up and go for game. The bulky set gives me the ability to switch in on the lati twins pretty safely bar hp fire. I've always had the conundrum of is U-turn or bug bite better on SD scizor? I like U-turn on this because it gives it more utility, but at times I can feel the power that I lack because it forces me to switch out and doesn't get the technician boost. This thing destroys calm mind clefabe which is great because that monster is on almost half the teams in OU it feels like because of how veratile it is.

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

That is all! If you've made it this far thank you for reading, any rate is appreciated as it's always nice to have other peoples thoughts and inventive ideas!


Importable:
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Spore
- Mach Punch
- Rock Tomb

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
IVs: 30 Atk / 30 Def
- Stone Edge
- Flash Cannon
- Overheat
- Earth Power

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
 
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really cool team and has some cool mons on it too but I can see it having a hard time dealing with Skarm and Crobro/Crocune. First off replace Hippowdon with Physically defensive landorus since sand+sash isnt really a good option since youre always not in the position to lead off with loom and not always gonna be able to remove hazards at anytime. Sd U-turn is cool but their is no point of having when you have the option of running bug bite and knock off since knock can hit things like gengar and which scizor is your only switch in and also being able to knock off lando-ts and ferros shed shell. Magnezone would really benifit your team which could be replaced over heatran since you already have a bird spam check and mag beats mega pinsir and traps ferro aint knocking tran off or anything since it does check mega manectric so yea its just a suggestion. Thunderbolt on lati is more reasonble on lati than healing wish since lando gets lefties scizor gets roost but that is also a suggestion i would just run knock off scizor+mag. Other than that your team is really solid specially since your using mega scizor the only offensive reliable check to mega metagross besides that their could also be a few more changes so that this team adapts to the current meta but so far so good hope the changes helped.

Team
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Sets

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock


 
So, I've been thinking about the landorus/hippo thing for quite a while because my hippo isn't running sand stream it doesn't effect my looms sash. However, I think Lando might be better because of the added power along with amazing bulk,superior move pool anf intimidate which could help a lot. As far as magnetize goes, it honestly doesn't get the job done for me, scarf than is definitely a fantastic set that I've somewhat fallen in love with. Truly on lati seems nice, but healing wish is a nice thing to always have sitting in the back, but tbolt would help me deal with crocune and crobro much more effectively. I'll also definitely run knock off scizor because it is definitely a superior move now that you mention gengar. I'm on mobile now so I can't change sets.
 
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