ORAS OU Is it a cloud? Is it a piece of cotton wool? No it's Mega altaria!

Do you think that the ou metagame is getting stale?


  • Total voters
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Is it a cloud? Is it a piece of cotton wool? No it's Mega altaria!



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Introduction

Hi guys! This is my second rmt and I'm loving doing rmts at the moment! Anyway onto the team which is a King ddd altaria bulky offence team. Also since my hair has often been compared to mega altaria's it is one of my favourite megas.

Teambuilding Process

First I started off with heatran and altaria as they can switch into each others checks and I wanted to build around altaria.

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Then I added Latias for hazard control as neither of these mons enjoy hazards and it is a good keldeo check.
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I needed a back up sweeper and thundurus seemed to fit the bill. Not much else to say tbh.

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I now needed a wall breaker and Hoopa u was perfect as it DESTROYS altaria and thundurus' checks and is a great mon at the moment in this metagame.

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Finally I added tornadus t as it is very splashable and can provide good support for the team with knock off and u turn. Plus stab hurricane is AMAZING.
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The Team (in depth)

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Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell

This is the standard ddd set and it's for a reason. The 28 Speed EVs let it outrun Mega Lopunny and Manectric at +2, and outspeed max Speed Azumarill when unboosted. 248 HP / 136 Def / 96 SpD means that Mega Altaria can't be 2HKOed by Choice Band Dragonite's Earthquake, Life Orb Thundurus's Hidden Power Ice, Mega Heracross's Rock Blast, and +1 Jolly Mega Charizard X's Flare Blitz, and it cannot be OHKOed by Jolly Mega Beedrill's Poison Jab and Azumarill's Play Rough. Dragon dance is a necessity to set up and clean late game when all its checks and counter are worn down or gone. Roost and heal bell are to keep altaria at good hp and to get rid of the toxics or burns that can cripple it. Return is for the pixilated boost and to hit like a truck after a few dds. This set struggles to hit bully's steels and poison types as they resist it's only attack. This mons incredible bulk and set of resistances allows it many set up opportunities in a game.

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

Latios' main job is to keep hazards off my side of the field as altaria does not appreciate coming in and taking 25% before mega evolving. Also if I try to sweep with altaria or thunderus but it doesn't work then I can healing wish it back up and try again. The same goes for my other mons that can be healed back up to full. Draco and Psyshock are to hit hard with a life orb and to get damage off on opposing mons. Psyshock is also for the poison types that wall altaria.


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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Taunt

Heatran is good as it can switch into attacks that altaria doesn't want to take mainly poison and steel attacks. It's fire coverage in lava plume is also useful as it demolished the steel types that altaria can't break through and it has a nice burn chance to cripple physical attackers. Rocks are there for chip damage on the switch for my opponent and to help a late game altaria sweep. Toxic and taunt help my stall match up by whittling down bulkier mons and shutting them down respectively.

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Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Nasty plot thunderus is a really underrated sweeper at the moment. It can really help in the matches where altaria is stopped and is a good back up sweeper. Thunderbolt, focus blast and hp ice form very good if not perfect coverage to hit mons for nuetral. Leftovers are there to give it some form of passive recovery as it has no space to run a form of recovery. Thunderus struggles with 4 move slot syndrome as it can use grass knot and thunder wave as useful moves as well.


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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

Tornadus t is a very splashable mon in today's metagame as it has a powerful stab hurricane, great coverage, good utility and respectable bulk. The evs give it max speed, enough special attack to ko keldeo and the rest is put into bulk. Timid is chosen as it needs its defences and knock off and u turn aren't meant to hit really hard. U turn is to gain momentum and switch initiative while knock off is to get rid of some pesky items. Hurricane is for a powerful stab and focus blast for a powerful move with good coverage. No matter how many times these moves miss they make up for in sheer power.

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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch

This thing is literally the definition of power. The wallbreaking potential of Hoopa is insane. Life orb is there to increase its already tremendous power. With an attack stat of 160 and a special attack stat of 170 this thing is begging to be a mixed wallbreaker. Dark pulse and psychic are there to demolish things off his strongest stat and to gain the stab boost. Gunk shot is for fairies who think the can handle him and it okos most if not all common fairy types after rocks. Drain punch is to regain hp lost through life orb and to provide some accurate fighting coverage for ferrothorn and heatran. This thing is meant to destroy altarias checks so that it can clean later on.

Thanks for reading this rmt I hope that you enjoyed it! As I have said before I am a 1400-1500 player on showdown and I am looking for any changes that could improve the team as I love Mega altaria! Have a good day!
 
Yo,

Right off the bat, your team is 6-0ed by Weavile. Especially if it has Low Kick. This team doesn't deal well with Kyurem-B, or Mamoswine either. So I'm going to place an emphasis on finding ways to beat those Pokemon, when I'm trying to make edits to this team. Other than that, It's an interesting team concept, and I think I have a few good ideas to improve it.

Firstly, you should replace Tornadus with Skarmory. Skarm provides a more reliable Ground resist, whilst also being able to better deal with Fairy types. SpDef investment also means that Skarmory can handle Pokemon Alakazam also. Skarmory's ability to lay up Spikes can also be useful to wear down annoying Pokemon for Altaria like Scizor, Ferrothorn, and Heatran.

Next, replace Thundurus with Tyranitar. Ttar gives you a more reliable Talonflame switchin, as well as a check to Kyurem-B, and Hoopa-U. Tyranitar can also Pursuit trap Lati, and Starmie, which means that once you set up your hazards, you can keep them up, by trapping your opponent's hazard removal.

After that, change Hoopa from Life Orb, to Choice Band. This allows Hoopa to do a better job breaking though teams without taking Life Orb recoil. Keeping Hoopa healthy can be pivotal when you want to try and check Latios, Starmie, or Thundurus, and I think is worthwhile keeping in mind.

tl;dr
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Choice Band > Life Orb onView attachment 55421
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Iron Head
- Whirlwind
- Spikes
- Roost

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Trick / Zen Headbutt

Thanks I usually spot these gaping weaknesses but for some reason weavile slipped my mind! I'm definitely changing these they make the team more stable and balanced and I want to try out banded Hoopa!
 
Hello, cool team
Threats
I started off by seeing a weakness to azumarill that looked like it could be problematic as it gets a free kill every time it comes in on heatran. I also noticed a lack of answers to sand rush drill that just sweeps your team. Mega diancie is also a big problem as you have nothing that can switch in or revenge it. I would also say lopunny is a weakness as well.

Step 1
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----->
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This is why I suggest you replace Thundurus with rotom-w. Rotom will allow you to have a ground immunity (for landorus t and sand rush drill) it also gives you a more reliable answer for bird spam, and now your team has another water resist that can help with azu. Rotom gives the team a solid volt turn core which will allow you to take advantage of hoopa-u's great offenseive strength. Rotom will also give your team a solid check to metagross and a good switch into heatran.

Step 2
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Give tornadus iron tail instead of focus blast, you are very weak to diancie and gard can be double too if it manages to focus blast tran for this reason iron tail is clearly the best decision for the team as it allows you to lure in diancie and kill it as well as having a way to beat diancie rather than before when you had nothing.
0- Atk Tornadus-T Iron Tail vs. 0 HP / 0 Def Mega Diancie: 240-284 (99.5 - 117.8%) -- 93.8% chance to OHKO
Step 3
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heal bell does not help the team that much as the team is rather offensive and most of the members dont get too bothered by status even though it can be annoying at times you still have healing wish latias as a way to clear status I think that you could benefit by running earthquake on your mega altaria so you can actually help vs heatran which is otherwise pretty annoying for the team as rotom-w doesnt appreciate doing it alone. Since Mega altaria is still prone to status I recommend running Facade this will allow you to actually take advantage of status and set up on rotom-w's and switch into keldeo without worrying about burn.

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

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Iron Tail
- Knock Off
- U-turn

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Facade
- Roost
- Earthquake
 
Hello, cool team
Threats
I started off by seeing a weakness to azumarill that looked like it could be problematic as it gets a free kill every time it comes in on heatran. I also noticed a lack of answers to sand rush drill that just sweeps your team. Mega diancie is also a big problem as you have nothing that can switch in or revenge it. I would also say lopunny is a weakness as well.

Step 1
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----->
479w.png

This is why I suggest you replace Thundurus with rotom-w. Rotom will allow you to have a ground immunity (for landorus t and sand rush drill) it also gives you a more reliable answer for bird spam, and now your team has another water resist that can help with azu. Rotom gives the team a solid volt turn core which will allow you to take advantage of hoopa-u's great offenseive strength. Rotom will also give your team a solid check to metagross and a good switch into heatran.

Step 2
641-s.png


Give tornadus iron tail instead of focus blast, you are very weak to diancie and gard can be double too if it manages to focus blast tran for this reason iron tail is clearly the best decision for the team as it allows you to lure in diancie and kill it as well as having a way to beat diancie rather than before when you had nothing.
0- Atk Tornadus-T Iron Tail vs. 0 HP / 0 Def Mega Diancie: 240-284 (99.5 - 117.8%) -- 93.8% chance to OHKO
Step 3
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heal bell does not help the team that much as the team is rather offensive and most of the members dont get too bothered by status even though it can be annoying at times you still have healing wish latias as a way to clear status I think that you could benefit by running earthquake on your mega altaria so you can actually help vs heatran which is otherwise pretty annoying for the team as rotom-w doesnt appreciate doing it alone. Since Mega altaria is still prone to status I recommend running Facade this will allow you to actually take advantage of status and set up on rotom-w's and switch into keldeo without worrying about burn.

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

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Iron Tail
- Knock Off
- U-turn

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Facade
- Roost
- Earthquake

Thanks mistaken
I think that these changes could work so I will test them later on tonight! Wouldn't it be better to run naive instead of timid on tornadus?
 
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