ORAS OU Just another Mega Fluffy Team

So like practically everyone who plays Pokemon, I wanted to use Mega Altaria as soon as I saw it. Do I really need to explain? Dragon Fairy typing, Pixelated Returns and Hyper Voices, Roost, Heal Bell, Cotton Guard, and it's super-flufy. Anyways, I wanted to make a team featuring Mega Fluffy, and this happenned:

Started with Mega Altaria, obviously:
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Realizing Altaria doesn't like Steel types, I added something to trap them:
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Then I wanted to add my favorite Pokemon, which would also happen to help out Fluffy with dual screens:
334-mega.png
462.png
196.png


Then I decided to make a Volt-Turn core, so I added a Pokemon who got many gifts in ORAS:
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196.png
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I wanted to add something that could set up Stealth Rocks nicely, and what better than Chansey?
334-mega.png
462.png
196.png
660.png
113.png


Now, because Magic Bounce isn't enough to deal with Stealth Rocks, I had to have something to Defog and form a nice stall core with Chansey:
334-mega.png
462.png
196.png
660.png
113.png
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Realizing I was rather weak to Talonflame, I made a new change:
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196.png
660.png
113.png
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334-mega.png

Fluffy (Altaria) @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 120 HP / 52 Atk / 56 Def / 56 SpD / 224 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration

The obvious star of the team, and one of the best Mega Evolutions in the game, Mega Altaria comes to the OU Tier to wreck face. With natural bulk it can set up Dragon Dances with relative ease. Roost allows it to set up in the face of those who can't even 2HKO, while Heal Bell allows it to wipe of burns and paralysis and even toxic since otherwise Fluffy would be crippled. Frustration is to prevent Ditto from taking all my boosts. The EVs allow me to outspeed Greninja after one boost and the rest is scattered across all other stats.

462.png

Short Circuit (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 88 HP / 252 SpA / 168
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

I usually use max speed Scarf Magnezone, but I stole this set from a friend and it's amazing. Specs net you OHKO's against Steel types like Ferrothorn that you couldn't accomplish with Scarf. Hidden Power Fire is to trap steel types, Thunderbolt for STAB, Volt Switch to begin a Volt-Turn core and Flash Cannon because it is literally the only other move it gets. It also murders opposing Mega Altaria. I added more speed to outspeed Mandibuzz, allowing me to outspeed many other Pokemon.

196.png

Solstice (Espeon) @ Light Clay
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Wish
- Psychic

My favorite Pokemon simply because it is so good at doing it's job in almost any team I put him in. Timid Nature and max speed allows Espeon to be as fast as possible, while the 248 HP and * Defense EV's provide as much bulk as possible. Solstice sets up screens and then proceeds to use Wish, which allows a different Pokemon to get a "free" switch in, or, if the opponent is dumb enough to KO Espeon, wish will allow the next Pokemon to earn a free turn thanks to the massive healing at the end. Psychic is simply because not having an attack would be a waste of Espeon's 130 base Special Attack.

660.png

Pitfall (Diggersby) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Ice Punch
- Knock Off
- Earthquake

Ah, Diggersby. I can see Diggersby in OU more than before thanks to Move Tutors, which gave Diggersby Knock Off, Elemental Punches, and a few other nifty gifts. Scarf Diggersby has the speed to outspeed Greninja and the power to OHKO it with U-Turn. Ice Punch deals with Dragons and Lando T while Knock Off hits every Pokemon pretty hard and has general utility. Earthquake is its best STAB, hitting at 100 base power and dealing super-effective damage to many things like Heatran. It forms a nice Volt-Turn core with Magnezone.

113.png

Miracle (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Chansey used to be what Landorus and Greninja are today, but because it fails to counter Greninja now, Chansey's usage seems to have dropped a bit. However, Chansey is still a great tank and can take practically any unboosted hit. That makes Chansey a good lead, as it almost guarantees Stealth Rocks. Chansey can survive turn one with enough HP to wall special attackers after switching out. The rest of the moves are pretty generic, Softboiled and Seismic Toss, with Thunder Wave over Toxic to cripple certain Pokemon while slowing down things for Magnezone to destroy.

630.png

Dry Bones (Mandibuzz) (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Roost
- Defog
- Foul Play

The last member of the team, originally Skarmory, provides the team with Defog support. Roost + Rocky Helmet punishes physical attacks and Foul Play to punish physical sweepers like Metagross, Beedrill, and anything trying to set up.

Here's the final importable so you can try the team out if you wish:
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 120 HP / 52 Atk / 56 Def / 56 SpD / 224 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Wish
- Psychic

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Ice Punch
- Knock Off
- Earthquake

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Roost
- Defog
- Foul Play
 
Last edited:
I just want to say that this is a pretty good team, but one thing, Ditto is in NU, and no one uses it, so you don't have to worry about Ditto, so return and Max Happiness is Fine. and run jolly over Adamant because you only have a base speed of 80, so you need as much speed as possible.
So basically something like this:
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Heal Bell
- Return
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration
 
Probably the most thought-out Mega Altaria team I've seen so far. With good prediction, it works very well. I have but one observation (and don't hate me for it), and it's that Espeon is not incredibly relevant, nor necessary to the success of this team. This team has a defogger and an entry-hazard setter, and thus has no need for a magic bouncer. It doesn't have the offensive pressure to maintain the offensive momentum that is provided by your Volt-Turn core, nor does it have the defensive utility to aid you with any truly threatening pokemon (beyond setting up a screen and switching into the appropriate response). I hate to say it, but virtually any wall or sweeper would help your team more. (This coming from an Espeon lover, myself. Espeon just needs the right team, and this isn't it.)

Seeing as the concept of Mega Altaria is to set up on as many things as possible (and therefore, screens, I certainly understand your reasoning), what would help it more is something of a wallbreaker, which is something your team largely lacks outside of Magnezone for Steel types. Something hard to counter that adds to the team type-wise, and poses a significant threat that seeks to blow holes in the opponent's team for Mega Altaria to enjoy. I would experiment; but what has been working well for me is Grenina and Keldeo. They can come in on a fire move that could be targeting several different members of your team, and proceed to force switches and kill Pokemon weakened from Rocks + VoltTurn + pseudo-SkarmBliss walling. Here's what I was using last with your team:

Keldeo @ Expert Belt
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
-Secret Sword
-Hydro Pump
-Icy Wind
-Reflect

Look at that. Does what I claim it does above, and still can put up a screen to help Mega Altaria in a late-game pinch. It's situational, though, which is why Light Clay isn't the item of choice. Great typing that your team appreciates. That's my two cents, anyway.
 
I just want to say that this is a pretty good team, but one thing, Ditto is in NU, and no one uses it, so you don't have to worry about Ditto, so return and Max Happiness is Fine. and run jolly over Adamant because you only have a base speed of 80, so you need as much speed as possible.
So basically something like this:
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Heal Bell
- Return
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration

Jolly is terrible on Mega Altaria because the idea is to gather several boosts while being very difficult to prevent said setup or wall; not grab-a-boost-and-go Thundurus-T style. Mega Altaria outspeeds everything at +2 anyway, and would like the immediate power that Adamant offers if it has to attack outright.
 
I just want to say that this is a pretty good team, but one thing, Ditto is in NU, and no one uses it, so you don't have to worry about Ditto, so return and Max Happiness is Fine. and run jolly over Adamant because you only have a base speed of 80, so you need as much speed as possible.
So basically something like this:
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Heal Bell
- Return
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration
p

Ditto is actually PU lol

But still, there is literally no difference between Return and Frustration, and Frustration is for that typical lower-lader goon that tries to put Ditto on his teams to keep you from laddering lol
 
I'd consider a bulkier version of Altaria; since you choose to forgo coverage moves for self-sustain (roost and heal bell), wouldn't it make a lot more sense to go for a bulky spread that can actually make use of your recovery?

For example, you can switch in on a MegaZard X (if it switches into your Magnezone or Skarmory) as it set up a DD on the switch. Normally, you wouldn't be able to tank a hit, boost, then recover, boost, then KO. But with proper ev'ing, you can.

This does factor in the defense boost Altaria gets:

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def Altaria: 198-234 (68 - 80.4%) -- guaranteed 2HKO

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 136+ Def Altaria: 159-187 (44.9 - 52.8%) -- 26.6% chance to 2HKO

If you had no bulk, you'd be flat out 2HKO'ed as you dragon dance once and are still outsped since Charizard has higher speed than you.

Altaria @ Altarite
Ability: Natural Cure
EVs: 252 HP / 116 Atk / 136 Def / 4 SpD
Impish Nature
-Dragon Dance
-Roost
-Return
-Heal Bell

or if you are paranoid about speed, use a spread of

Altaria @ Altarite
Ability: Natural Cure
EVs: 248 HP/ 108 Def/ 152 Spe
Impish Nature
-Dragon Dance
-Roost
-Return
-Heal Bell

which lets you oustpeed invested base 110's for an emergency sweep with just one boost.

I seriously would consider a Shed Shell on Skarmory, as it's one of your pokemon on your defensive core, and losing it to trapping kind of sucks. Even if you're good with double switching, it takes so much risk in playing against a Magnezone or even Gothitelle with a Skarm on your team.

I'm also keen on how you deal with Talonflame sets seeing as how your Magnezone is not Scarf.
 
p

Ditto is actually PU lol

But still, there is literally no difference between Return and Frustration, and Frustration is for that typical lower-lader goon that tries to put Ditto on his teams to keep you from laddering lol
Im just saying it be an easyer part on your part to use return with max happiness, and its easier to raise happiness to!
 
I'd consider a bulkier version of Altaria; since you choose to forgo coverage moves for self-sustain (roost and heal bell), wouldn't it make a lot more sense to go for a bulky spread that can actually make use of your recovery?

For example, you can switch in on a MegaZard X (if it switches into your Magnezone or Skarmory) as it set up a DD on the switch. Normally, you wouldn't be able to tank a hit, boost, then recover, boost, then KO. But with proper ev'ing, you can.

This does factor in the defense boost Altaria gets:

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def Altaria: 198-234 (68 - 80.4%) -- guaranteed 2HKO

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 136+ Def Altaria: 159-187 (44.9 - 52.8%) -- 26.6% chance to 2HKO

If you had no bulk, you'd be flat out 2HKO'ed as you dragon dance once and are still outsped since Charizard has higher speed than you.

Altaria @ Altarite
Ability: Natural Cure
EVs: 252 HP / 116 Atk / 136 Def / 4 SpD
Impish Nature
-Dragon Dance
-Roost
-Return
-Heal Bell

or if you are paranoid about speed, use a spread of

Altaria @ Altarite
Ability: Natural Cure
EVs: 248 HP/ 108 Def/ 152 Spe
Impish Nature
-Dragon Dance
-Roost
-Return
-Heal Bell

which lets you oustpeed invested base 110's for an emergency sweep with just one boost.

I seriously would consider a Shed Shell on Skarmory, as it's one of your pokemon on your defensive core, and losing it to trapping kind of sucks. Even if you're good with double switching, it takes so much risk in playing against a Magnezone or even Gothitelle with a Skarm on your team.

I'm also keen on how you deal with Talonflame sets seeing as how your Magnezone is not Scarf.

I looked into this and made some changes. Altaria is now bulkier, Magnezone is now faster, and Mandibuzz was introduced to stop Talonflame.
 
Just as a note, you might wanna use a /hide tag for the importable.
This is how you use one
Ex:

how to do it

add square brackets like this
[
then type hide =
hide=[] <----- put the hide = in those
last put title in quotes and no spaces
hide='title' [](put 2 quotes)
Then when you're done put /hide in the square brackets.

here is the importable for your team:

(hide="importable")
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 120 HP / 52 Atk / 56 Def / 56 SpD / 224 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Wish
- Psychic

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Ice Punch
- Knock Off
- Earthquake

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Roost
- Defog
- Foul Play
(/hide) put square instead of round.
 
Just as a note, you might wanna use a /hide tag for the importable.
This is how you use one
Ex:

how to do it

add square brackets like this
[
then type hide =
hide=[] <----- put the hide = in those
last put title in quotes and no spaces
hide='title' [](put 2 quotes)
Then when you're done put /hide in the square brackets.

here is the importable for your team:

(hide="importable")
Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 120 HP / 52 Atk / 56 Def / 56 SpD / 224 Spe
Adamant Nature
- Dragon Dance
- Roost
- Heal Bell
- Frustration

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Wish
- Psychic

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Ice Punch
- Knock Off
- Earthquake

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Roost
- Defog
- Foul Play
(/hide) put square instead of round.
Thanks! Was trying to get those in there since the beginning.
 
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