ORAS OU Lex and the Legends: My Offensive OU team (peaked 1420)

Hello all, and welcome to my very first ORAS OU RMT! The team I have here is one of my most successful/favorite teams I've created in a long time. Centered around the Manaphy-Diancie core, the team dishes out heavy damage all-around while maintaining its ability to outspeed or out-damage the opposing mons.


The team preview:

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latias.gif
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raikou.gif



The team in detail:

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Devil's Doll (Diancie-Mega) @ Diancite

Ability: Clear Body

Shiny: Yes

EVs: 4 Atk / 252 SpA / 252 Spe

Naive Nature

- Moonblast

- Diamond Storm

- Earth Power

- Protect

The first half of this team's offensive core, Mega-Diancie has the speed, power, and typing to threaten many dangerous opponents. Diancie functions primarily as either an early-game wallbreaker or as a potential wincon against slower teams. Furthermore, Diancie serves as my best way to deal with the Lati duo, who otherwise give my team trouble. Moonblast is the primary STAB, coming off its more invested Special Attack. This deals heavy damage, if not outright KOing, to common Fighting- and Dragon-types. Diamond Storm is its secondary STAB that can hit specially defensive walls hard, and also deals with the many Flying- and Fire-types of the tier. Finally, Earth Power is used to form a pseudo-EdgeQuake with Diamond Storm, allowing Diancie to have perfect coverage against every single Pokémon except for Bronzong for at least neutral damage. For the final slot, Protect is run to allow Diancie to Mega Evolve successfully, along with providing scouting utilities. Furthermore, Diancie’s fantastic ability in Magic Bounce can allow him to essentially protect the rest of the team from incoming status or entry hazards, although this can be predicted relatively easily. While this set is very powerful, bulky walls such as the Chansey sisters, Ferrothorn, and Mega Scizor all can wall it and proceed to heal, KO, or both, respectively.

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Poseidon's Pet (Manaphy) @ Leftovers

Ability: Hydration

EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

- Tail Glow

- Scald

- Energy Ball

- Hidden Power [Fire]

The other half of the wallbreaking core, Manaphy is a very capable attacker that can quickly turn into an unstoppable force of nature. She has a similar role as Diancie as a wallbreaker or wincon, although she has more bulk and leftovers, which allows her more switch-ins. Considering that she’s supposed to be a wallbreaker, she’s surprisingly bulky, allowing her to switch in with relative ease. The spread of 4 Def / 252 SpA / 252 Spe gives Manaphy maximum firepower and maximum speed to keep up with the blistering pace of the current metagame. Tail Glow is the centerpiece of this set, boosting Manaphy’s otherwise decent Special Attack to the highest in the game in only one turn. Once set up, Manaphy can 0HKO or 2HKO almost the entire metagame, sans bulky Dragons and the Chansey sisters. Scald is also obligatory, providing a reliable, powerful STAB that also has a good chance of burning, crippling opposing physical attackers. Energy Ball hits many of Manaphy’s common Water-type switch-ins for super-effective damage. Finally, Hidden Power Fire takes care of Ferrothorn, who otherwise would wall this set, and most of my team as well.

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Lex (Talonflame)

@ Sharp Beak

Ability: Gale Wings

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Brave Bird

- Flare Blitz

- Swords Dance

- Roost


Once I had my first core done, I had to cover the weaknesses of the core. My first pick was Talonflame, who helps deal with most priority and Choice Scarf users excellently, along with Mega Venusaur, who can beat out both Diancie and Manaphy with ease. Overall, Talonflame serves as a revenge killer or backup sweeper, although he can also be used as a wallbreaker against threats that the two main powerhouses have trouble with, such as Mega Venusaur and Ferrothorn. Priority Brave Bird gives Talonflame access to the most powerful priority move in the game, and is used primarily to do heavy damage to Mega Venusaur, along with outspeeding all opposing mons (except for another Talonflame). Flare Blitz is his secondary STAB, which is primarily used to hit the Steel types that resist Brave Bird. Roost provides Talonflame with a reliable way to recover health, as he sometimes needs to switch in when Stealth Rock is out. Although I could use a coverage move here, I’ve found that Roost is much too useful to forgo. This set gets easily walled by Heatran and Tyranitar, but both of these threats are dealt with by Manaphy.

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Backburner (Latias) @ Life Orb

Ability: Levitate

EVs: 72 HP / 184 SpA / 252 Spe

Timid Nature

- Defog

- Draco Meteor

- Psyshock

- Roost

Whenever you run Talonflame, a spinner or defogger is essentially mandatory; this team is no exception. In addition to being a defogger, Latias serves as a multipurpose switch-in, tank, and wallbreaker. Furthermore, she can serve as another check to Mega Venusaur. The EV’s allow Latias to maintain decent bulk while simultaneously hitting quite hard. Draco Meteor is the primary attack, hitting anything that doesn’t resist it or isn’t named Chansey, Blissey, or Cresselia, for major damage. Psyshock is useful as a secondary STAB, and also doesn’t drop her Special Attack. Roost provides her with a reliable recovery. Overall, Latias serves as a great pivot and wallbreaker that fits well onto this team.

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Juggernaut (Landorus-Therian) @ Leftovers

Ability: Intimidate

EVs: 252 HP / 240 Def / 8 SpD / 8 Spe

Impish Nature

- Earthquake

- U-turn

- Knock Off

- Stealth Rock

The final two spots, while not being as powerful as the rest, still function as my primary pivots. Landorus functions as a physically bulky pivot and utility mon, providing Knock Off and Stealth Rock support. In particular, Knock Off makes Chansey much easier to deal with. Intimidate allows Landorus to help deal with many powerful physical attackers that scare my team, and slows down a physical setup sweeper attempting to sweep. Earthquake is an obligatory STAB moving hitting hard even without investment. U-turn can preserve momentum and continue to get chip damage. As mentioned before, Knock Off and Stealth Rock are both used to support the team, weakening potential threats for the rest of the team to come in and clean up. Landorus also serves as an anti-sand mon on the team, since sand teams can outspeed and overwhelm the rest of the team.


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Gridlock (Raikou) @ Assault Vest

Ability: Pressure

Shiny: Yes

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Thunderbolt

- Volt Switch

- Hidden Power [Ice]

- Extrasensory

For the final spot, I picked Raikou. Since the rest of my team struggles with Electric-types (who normally run Hidden Power Ice), such as opposing Raikou, Mega Manectric, and Thundurus Raikou serves as an excellent check to all of these threats. As well as these Electric-types, Raikou also deals with Starmie, who gives the rest of the team a hard time. Raikou’s fantastic speed tier and excellent coverage allows him to outspeed and KO threats such as Gengar, Keldeo, and Azumarill. The added bulk from the Assault Vest turns him into a great counter to most powerful special attackers, although he must be wary of Psyshock from the Latis. Other than this, Raikou acts as a bulky specially defensive pivot, sort of like the yang to Landorus-T’s yin. The VoltTurn combo between the two of them provide excellent defensive coverage together. Although his Special Attack is far from excellent, it’s all that it needs to get its job done. Thunderbolt is the primary STAB, hitting for decent damage, and covers the Water- and Flying- types that infest the tier. Volt Switch completes the VoltTurn combo with Landorus, maintaining momentum. Hidden Power Ice is practically essential, as it hits many important Pokémon who would otherwise wall this set (and give my team trouble with in general), such as Landorus-T and Garchomp. Finally, Extrasensory provides another answer to Mega Venusaur, who has given my team trouble in the past.


This team, overall, has given me very good results, allowing me to perform better than ever before. One of the team's biggest problems that I've encountered, however, is a Scarfed Steel type. The two most common ones are Heatran and Excadrill. Both give my team major trouble, since the only one who can deal with it, landorus, gets worn down easily. Furthermore, Mega Venusaur gives my team trouble, since only Talonflame can deal with it.
 

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Last edited:
Yo epic dianice offense u got here. ill try to make my changes help with offense.

First thing i notice from reading your rmt is that you say scarf steel types like heatran and excadrill trouble your team. But you have a defensive landorous-therian and you also have a bulky water type so i dont really see how those 2 trouble your team.

OK so one suggestion I have is too run keldeo over manaphy. I noticed how dark types like bisharp/weavile can trouble this team quite a bit as nothing can switch into them. Keldeo will help you vs bisharp/weavile and still act as a hard hitting water type. This will also help you versus steel types that u mention that threaten you as you are part fighting type.

Another suggestion I have is to replace raikou with scarf jirachi. Raikou is ment to check electric types but you already have latias. Running Jirachi will allow you switch into Lati@s better as you resist the draco metor and the psyshock. Jirachi also helps vs mega-gardevoir/mega zam/mega dianice which otherwise just gets a kill. Scarf Jirachi is also a nice revenge killer and having revenege killers on offense is always nice!
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
- Scald

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish
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helps vs dark types like bisharp/weavile
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deals with gardevoir-mega/alakazam-mega/dianice-mega/latias/latios better
 
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Alright, I've been giving the modified team a go today, and I've not performed any better. Starmie is more of a pain to deal with now, along with lead Garchomp and Rotom-W.
 
Hey, you don't seem to have a steel type which makes the team have no resists to dragon and rock, and also makes it very weak to several other types like fairy. I'd suggest Magnezone > Raikou. Raikou doesn't do much for the team, as you already have Latias for checking electric types. Not only does Magnezone give your team the necessary steel typing, it also traps Earth Power Diancie counters like Ferrothorn and Scizor.

Something else I suggest is either Healing Wish > Roost on Latias or Latios > Latias. Healing Wish is pretty much the only reason to run Latias, because Non-Healing Wish Latias is simply outclassed by Latios (especially on HO teams). Latios is way stronger, and it can still fullfil Latias' roles like checking electric types.

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

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

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
 
Hey, I was wondering if I could run Magneton over magnezone? Its increased speed allows me to outspeed threats such as starmie, tornadus-t, weavile, and talonflame.
 
Hey, I was wondering if I could run Magneton over magnezone? Its increased speed allows me to outspeed threats such as starmie, tornadus-t, weavile, and talonflame.
Well I personally don't like magneton but it's your team, so go ahead.
 
So, a few more discoveries with my updated team shown below:

Devil's Doll (Diancie-Mega) @ Diancite
Ability: Clear Body
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Poseidon (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald

Chester (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock

Knuckles (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Backburner (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Gridlock (Magnezone) @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

One, Crocune gives my team a hard time, since I'm mostly lacking in strong super-effective/physical attacks sufficient to break through. Also, I suffer badly against certain common leads, like mamoswine, garchomp, and Rotom-W. While I do carry Pokemon that can heavily damage garchomp, only Keldeo has the potential to 0HKO. And with Mamoswine, many carry a focus sash, which allows it to retaliate with its move of choice. My only way to deal with mamoswine is Keldeo.
 
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