ORAS OU King BBB (Basic Bulky Balance with Mega Altaria)

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King BBB
(Basic Bulky Balance)*

*I do not pretend this team to be the best of bulky balance. In fact, it's probably right in the mediocre tier.

Alright homies, I'm Mischa, and this is my RMT. I come from BW1 a ways back, where I was fairly active and then I stopped for irl reasons. So, I'm coming back in and I'm horrible at this game. This is the first team I've had a bit of success with (Peak Of 1644 so far) and I think it can get much better. So, I've come to my Smogon friends for some help.

And, of course, soundtrack.


idk how this relates to my team, but I like this song.

So, some guy's RMT said that his recipe for making a balance team was bulky ground, specially defensive steel, and something for Keldeo. So, I took it to heart. Plus, Amoonguss + Heatran is essentially a poor man's VenuTran, which is awesome for me. I went with Hippo because I love having great recovery, rather than Landorus or Chomp.
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These three cover a lot of the meta, with very little that they don't resist between them. However, they're all grounded, and appreciate a little spinning, so I added a Starmie. This also rounds out a FWG core, so it looks real nice.
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At this point, I have a strong defense. There are some weaknesses that maybe could be improved upon, but it's fairly strong. I decided that I now wanted an offensive core to round things out. I still have my mega slot open, so it was time to decide on a strong mega. I love bulky setup sweepers (My favorite set in BW was SubCM Latias), so after a while, I settled on Mega Altaria. I looked around, and people seemed to say Manaphy was a great partner for it, and that Manaphy was OP, so I went with it.
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At this point, I have yet to change any team members yet. I added an Air Balloon to Tran for a patch on my glaring ground weakness, but other than that, I haven't had to make any changes.
^Above is broken, and I don't know why. :/


The Team

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Roar

So, this is my stall breaker and specially defensive steel. He has good defensive synergy with Amoonguss, and is my general fairy check. His moves are pretty standard, but it's also the standard for a reason. STAB for general burning and taking down Ferro and Scizor, Toxic for stalling out the mons I can't beat with Lava Plume, Taunt for shutting down walls, and lastly Roar for getting rid of Talonflame. I've considered switching that out for Flash Cannon, but I'm a bit unsure. Roar helps me get rid of a Wonder Guard Clefable, which has been helpful multiple times. I also tossed on an Air Balloon to let me switch in on some otherwise scary threats, such as Swords Dance Excadrill.

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

Ah, Hippo. So bulky, such a great blanket check. He has some weaknesses, but in general, he's fantastic. He seems to wall half the meta, which of course makes him vulnerable to bait sets and trappers, but I haven't had much problems so far. The set is very standard, again, (I haven't worked terribly hard on my own sets here.) but it works well. I went with Stone Edge to beat out Talonflame, because a specially defensive taunt set might give some troubles otherwise.

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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Very underused 'mon here. He's my primary Keldeo check, and my defensive pivot. Spore gives a ton of great support to my sweepers. Again, a very standard set here, with dual STABs and Clear Smog to discourage setup sweepers. The EVs let him beat a load of threats, including Choice Band Azumarill, Keldeo, and Thundurus without HP Flying. I've even used him to beat Mega Gyrados in a pinch. Clear Smog is something I'm considering changing out for HP Fire to beat Ferrothorn, as I rarely have to worry about something setting up on me.

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Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Scald
- Recover
- Rapid Spin

My spinner, rounding out the initial FWG core. Starmie will check Keldeo for me if Amoonguss somehow goes down(lol that thing never dies), and revenges every once and a while. I'm just running some bulk here, with Thunderbolt to hit other waters. He also checks Mega Metagross decently, which I have not seen at all on my journey through the ladder thus far.

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

The MVP, King DDD. Man, I could go on and on about this guy. As soon as you get the steel types worn down, this mofo goes to town. So many people let this guy set up, but once you let him get a couple dances in, he will sweep. With this spread, his bulk is incredible, tanking a lot of hits that people don't expect. As far as moveset goes, he's pretty normal, but it's a fantastic moveset. Return hits like a truck, and Roost + Heal Bell lets him set up on practically anyone.

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Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Tail Glow
- Scald
- Ice Beam
- Hidden Power [Fire]

I rarely sweep with this guy, but maybe that's because so many people click X when he gets a tail glow off. Any slower teams get destroyed by a +3 Manaphy. He synergizes offensively well with King DDD, coming in on Heatran and some Ferros to set up a tail glow. Often times, he gets double switched into off Mega Altaria, because he's so good against the bulky steels they send out against him. He also appreciates the Heal Bell support that Mega Altaria gives him to stop paralysis. Scald doesn't 2HKO Chansey at +6, but after you click it enough, you'll get the burn which will then 2HKO. And that burn chance will kill some of his checks. Running HP Fire is nice, but it allows some bulky waters to come in on him. Only strange thing on this set is the Leftovers, which is honestly just the fact of me not knowing Wacan Berry was standard on this set.

Threats

We can't wall everything, so we have some threats here. Some common wall breakers can run through this team like a breeze, such as Kyurem-B (Super effective against the whole team, really?), Mega-Medi, Mega-Zam, Manaphy, and Hoopa-Unbound. To be fair, most of these 'mons are designed to run through a team like this, and there are only so many slots on a team. Usually, it requires me sacrificing someone, and then bringing something in to hit once and die.

Besides that, I don't have much practice against stall, so some good stall teams can take me down. Unaware Clefable in particular is brutal if Heatran goes down.

So, yeah. Thanks for reading, give me your suggestions below.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Roar

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

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Scald
- Recover
- Rapid Spin

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

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Tail Glow
- Scald
- Ice Beam
- Hidden Power [Fire]

none right now, I might get some up later.

 
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Hey! Nice team you have there and I like the synergy within the defensive core on it. I do have some suggestions that might make the team better.
  • First of all, your team struggles with Alakazam, specifically the Life Orb set. Alakazam's STAB Psychic with amazing coverage moves, Focus Blast and Shadow Ball, threatens your entire team to be honest, as nothing on your team wants to switch into one of the three moves mentioned. This is why I'm suggesting AV Torn-T over Heatran. While AV Tornadus T gives you one less fairy check, it can help you deal with steel type pokemon with Heat Wave. With HP Fire on Manaphy, Heat Wave Tornadus T, and another thing that I will suggest in this post, you can work around the pesky steel types that check/counter DDD Mega Altaria.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
  • Reflect Type>Thunderbolt on Starmie because you have Amoonguss for Mega Gyarados and Sub CM Keldeo. It can also check bulky SD Scizors if not carrying superpower.
  • Timid>Modest Nature on Manaphy with 164 speed EVs(since 30 Speed IVs) to outspeed Jolly Excadrills.
Hope I helped! :]
 
Although I don't think it's too common on the ladder, NP Thundurus is a big issue for your team. If it scares out something like Manaphy and gets to +2 everything on your team pretty much dies if rocks are up and there has been some prior damage. Although Starmie does outspeed, it doesn't do enough with scald to confidently put Thund down. Also, there is no priority on this team to finish it off after Starmie lands a hit, so it is crucial that you do enough to KO, or at least ensure that it goes down after 1-2 life orb hits. For that reason, I would recommend Ice Beam over Thunderbolt. I'm not too familiar with reflect type Starmie as I haven't used it before, but I think that hitting Thundurus harder and guaranteeing OHKOs on Lando is more important than Reflect Typing to wall Ferro and Scizor which are both already dealt with by Amoongus, Hippo and/or HP Fire Manaphy depending on the situation. Overall, the team looks very solid and well built considering Thundurus, the one threat that really stands out to me, isn't seen too often.
 
Hey dude cool team. I like HP Fire Mana to lure Ferrothorn for Malt and pressure most other Fairy resists. Couple of problems though which can be alleviated:
  • No Ground resist or immune means stuff like LO Exca, Earth Plate Lando-T, Toxic Gliscor etc etc are major threats.
  • 3-attacks Manaphy 6-0's you, especially since your own is likely outsped and walled.
  • Offensive Starmie and even Slowbro are difficult to deal with.
Possible changes to consider:
  • latest
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  • Serperior > Amoonguss, Lando-T > Hippowdon, Magnezone > Heatran. This is quite a comprehensive change, but the roles are largely the same. Serperior makes a nice offensive check for Manaphy, and will be enough in conjunction with Starmie to deal with it, while also working along the anti-Steel theme. Lando-T counters Ground-typed offense and it's U-turn will be particularly useful for this team. Magnezone removes Steel types, clearing the way for Malt, Lando-T, and Serperior, while allowing you to use Energy Ball Manaphy. It's worth nothing that Lando-T > Hippowdon works because Zard-Y and Electrics are already covered sufficiently, and likewise Malt covers M-Sableye, allowing Mag > Heatran.
  • Alternatively if you want to limit changes made, then AV Tangrowth > Amoonguss can check all the listed threats to an extent.
 
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