ORAS OU Judgment Day [ORAS OU Balance team]

JUDGMENT



"And in those days people will seek death and not find it
They will long to die, but death will flee from them"

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INTRODUCTION

Do you remember the day you woke up and decided that Togetic needed some love, and made it your mission to bring one up to the top 500 of the OU ladder? No? Well, I do, and it was this idea that put the team in motion. This team is based as much on surprise factor as it is based on straight out powerhouses and, of course, Togekiss.

IN DETAIL
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The Judge (Alakazam) @ Alakazite
Ability: Magic Guard -> Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute

Alakazam is the mega of the team, as well as its hardest hitting special attacker. Hes here because of the fantastic speed control he offers, being right at the top of OU speed tiers, as well as the capability to strike hard without having to set up. Psychic > Psyshock to hit mons like Rotom-W and Lando-T harder, shadow ball to hit the Lati twins and Focus Miss for Heatran and Bisharp. Sub is nice in general and ends up being one of my only hopes of defeating Bisharp, which is otherwise a huge threat to this team. Sub on the Sucker Punch and hope they stay in to eat a Focus Blast.

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Serenity (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk

The standard CroCune, this is my main answer to Heatran and annoying fat ground mons. Despite the smogon page on it saying it can't really set up on much, I have to disagree as this is the pokemon that wins over half of the matches with this team. It eats physical hits for breakfast and after a calm mind or two even strong electric attacks just bounce off. The only problem is bad rolls on sleep talk. Pressure is fantastic as it lets me set up along with clefables that think they can just get to +6 and win. Even if they crit me and I lose my suicune, it is usually after wasting enough moonblast PPs to not be able to sweep me anymore.

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Greed (Infernape) @ Life Orb
Ability: Blaze
EVs 224 Atk / 32 SpA / 252 Spe
Naive Nature
- Close Combat
- Flare Blitz
- U-Turn
- Hidden Power (Ice) / Overheat

Despite this being a relatively standard set, the number of TankChomps and Lando-T that switch into this thinking they're safe is stupid. CC and Flare Blitz are obligatory STABs, while U-Turn is perfect to get frailer teammates inside safely. I am however unsure about HP Ice and Overheat, as the first allows for a nice and easy 2HKO on the aforementioned pokemon, while Overheat still does solid damage and eases prediction where Blitz would KO the mon but HP Ice would KO the switch-in. Overheat does more damage to hippowdon too, and gets the blaze boost when at 1/3 HP or lower.


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The Gatekeeper (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

The good ol' tankchomp. EVs go into maximising bulk to ease setting up stealth rock and increase durability throughout the match. EQ does solid damage even uninvested, and DTail is nice for phasing. Toxic > Fire Blast as it helps me more to deal with Lando without revealing Kyurem's set, and because Scizor never stays in anyway.


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Wrath (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Speed
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Iron Head

This thing either dies turn 2 or saves my ass at the end of the game, in one way or another. Its my usual lead if i feel it can grab a kill turn 1, eg on all those people that lead Torn-T and crave for the crucial 8% U-Turn damage. I chose a physical variant because everything that should die to ice beam dies anyway, and because its only getting harder to nail heatrans on the switch with an earth power. Iron head can hopefully grab a kill on Mega Diancie, which is otherwise a huge threat to this team. It also feels fantastic to spam Outrage late game.


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Hope (Togetic) @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 92 Def / 168 SpD
Calm Nature
- Roost
- Defog
- Thunder Wave
- Dazzling Gleam

"In times of hardship, hope will be the last to die"

And that has never been truer. Togekiss is the definition of fat. It lives a Specs Keldeo Hydro Pump or two Scalds after stealth rock and proceeds to T-wave the bitch. It lives a +1 Mega Altaria return after rocks and proceeds to t-wave and weaken with dazzling gleam. It lives literally everything super effective from full and spreads paralysis all over the place. This is my main check to Serperior and fighting mons. Yeah sometimes its a waste of a pokemon slot but hey its the whole point of the team and it succeeded in its endeavors. As a plus, it 200000% walls almost every variant of garchomp and learns defog too. I'm not complaining.



CONCLUSION

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Hope you like this team, please rate to help me improve it and bring Togetic closer and closer to the OU hall of fame :]

TheDoff
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Hi, cool team.
You could try Hippowdon instead of Garchomp, mixed wall is excellent against Mega Manectric and Raikou, and has more longevity with Slack Off.
As the fourth move in Infernape, Grass Knot is interesting against Slowbro, Quagsire and Hippowdon, or Mach Punch as a priority move for the team.

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

I hope I have helped, have a nice day.
 
Hey Tio

Thanks for the suggestion, ill make sure i try it out. I feel like ill miss the recoil from rocky helmet and rough skin as its one of the only things that helps me deal with mega bunny and mega medi when they fake out, but i guess ill have an easier time against fast electric types
Ill update with how it plays out
 
Hello!

Togetic is a pretty cool Pokemon, can't say I've ever had any experience with it, or understand why you are using that over Togekiss, but I'm not going to suggest you change it.

First off, I saw a huge weakness to Fairy types such as Mega Gardevoir. As such, I suggest that you try Victini over Infernape. Victini outclasses Infernape as a check to Mega Gardevoir, and also provides the exceptional coverage that you were using with your Infernape set. This change still leaves you equally weak to Azumarill, and opposing Kyurem-B. You could consider replacing Suicune with Ferrothorn. Mega Alakazam likes hazards to pressure the opposing team, and Ferrothorn is able to provide spikes support, as well as check the Pokemon I stated earlier.

Victini's set is extremely amenable to fit your team, I personally would use a stallbreaking set but it is up to you. LO Kyurem-B + ScarfTini, Special Lure, Band Trick, you can try out the different variants. I only put EBelt because I thought it was the most similar to the set Infernape was using.
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Victini @ Expert Belt
EVs: 4 Atk / 252 SpA / 252 Spe
Naughty Nature
- V-Create
- Thunder
- Glaciate
- Focus Blast

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Enjoy your day~
 
Hey yuruuu, thanks for the rate :)

Its true, the team does struggle against fairy types like Mega Gard and Sylveon, even azu is a huge threat. Ive tried ferrothorn over suicune but i feel that leaves me too weak to Heatran (and causes more mindgames with keldeo and bisharp). I'm gonna try running it again with earth power over iron head on kyurem, Ill see if that helps.

The Victini set is amazing and really does work sometimes, but it basically means forfeiting every time I'm facing a chansey... also sometimes I really miss the extra speed nape has to offer, meaning guaranteed damage on Manaphy which also hammers me if I let it get up a tail glow. Ill keep testing to see what works out best in most situations.

I do like the Hippowdon set however. It seems to support the team a bit more than Garchomp. As soon as I choose what helps the most between Stone edge/Toxic/Roar I'll update the OP.
 
If you miss the recoil from Chomp, you could always sub out Lefties for Rocky Helmet on Hippo, and that helps your team v.s. a few things that cause trouble (namely, it punished VoltTurn with a little more potency).

Additionally, have you tried Roar>CM on Suicune? It allows your team to much better check SD Landorus-T (who currently takes this team for a ride) while also narrowing down your options on Hippo to an extent.

Speaking of Hippo, I think that the team benefits the most from Toxic as it lures fatmons Slowbro, Slowking, Quagsire and Unaware Clef - all of which are somewhat problematic for the team.

Finally, Flare Blitz is a pretty ass move on Infernape tbh. I think subbing Blitz out for Fire Blast not running Overheat is the better option here as Fire Blast not only gives you a solid hit on Hippo, but it also means that you aren't impaling yourself on Ferrothorn every time you attack it. Also, while I see the benefits of HP Ice, I think you should give Mach Punch (with Iron Fist) a try and see if you prefer it, as the team looks like it benefits heavily from the priority support due to it reducing the pressure on Alakazam and Kyurem to take on everything in the oh-so-important 110+ speed tier. Another option (with Blaze this time) would be to run Grass Knot so that you can lure Quagsire and Slowbro, which (like I said in my Toxic paragraph) are problematic to the team.

Best of luck with the team!
 
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