ORAS OU Lush

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Hi, I'm Ebinola and I'm fucking appalling @ mons. I recently built a team that I thought was okay (for my standards anyway lmao) and although I haven't gotten very far with it as of right now, I thought I ought to post it here to get some feedback on it. So, here it is.

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I decided to build around these three. Klefki/Mane/Tornt make for a great core that's really fun to use imo.

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I then decided to add Bisharp to the team, as it helps Mane by removing the Latis, and it also fucking OWNS with Tornt.

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Next I added Rockychomp; imo Rockychomp is a must-have mon on any offensive team right now.

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68747470733a2f2f7261772e6769746875622e636f6d2f6d73696b6d612f706f6b657370726974652f6d61737465722f69636f6e732f706f6b656d6f6e2f726567756c61722f67617263686f6d702e706e67
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To finish off the team, I added Serperior because hazard stacking + Serperior = own.

THE TEAM

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Fizzbanger (Manectric) @
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| Lightning Rod
Timid Nature | 4 Def / 252 SpA / 252 Spe | IVs: NaN Atk / 30 Def
• Thunderbolt
• Volt Switch
• Flamethrower
• Hidden Power [Ice]



Mane is a hard hitter that doesn't fuck about. I don't use Mane very often, but whenever I do it never disappoints. Mane forces switches a lot, which is good when you have hazards up, and it's really good late game for picking off weakened targets. And if you can't kill, you volt to an appropriate mon. ez. Mane's moves are stalpes that you can't pass up. Tbolt and volt are mandatory STABS, Flamethrower owns steels like Ferrothorn and Scizor, and HP Ice fucks over Dragons and most of the time kills bulky Lando-T after SR.

Other Options:

Overheat > Flamethrower - allows you to net certain KOs without any hazard support at the cost of some tempo.



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Ickle Baby Bot (Klefki) @
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| Prankster
Careful Nature | 248 HP / 4 Def / 252 SpD / 4 Spe
• Thunder Wave
• Spikes
• Play Rough
• Magnet Rise


Klefki is fucking aids. Not aids like stag, but it's still quite annoying. It's one of those 'love to use but hate to fight' mons. Klefki is really good on offensive teams because of how many things it can do simultaneously; it counters Weavile, it's got speed control in the form of Thunder Wave and it's a fairy/Lati Twins switchin. There's no other mon quite like Klefki that can do all of these things effectively. Max SpDef is for being able to switch into Mega Gardevoir more comfortably. Spikes is a must because hazard stacking. Magnet Rise makes Ground-types keel over, giving Klefki an open window to set up more spikes. Twave provides speed control, something that this team really likes, and without it I would get rectally ravaged by setup mons like Mega Altaria or CharX.


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Avobath (Tornadus-Therian) @
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| Regenerator
Timid Nature | 4 Def / 252 SpA / 252 Spe
• Hurricane
• Knock Off
• U-turn
• Heat Wave


What's a Klefki/Mane team without Tornt? Tornt works really well with Mane, maybe even too well. Tornt was originally an AV set but I felt that its damage output was rather lackluster, so I went with LO, which needless to say hits really fucking hard. Wether that was a good decision or not I don't know. It's also a really good Keldeo rkiller (unless hurricane MISSES but when does that ever happen lmao) although without the bulk of AV it can't switch in. Hurricane is mandatory: it might have shitty accuracy but there's no other flying move that can cut the mustard. Knock Off is nice for removing items, making various mons easier to whittle down like Chansey for example. U-turn lets Tornt grab momentum and forms a nice Volturn core with Mane, and it's good for pivoting. Heat Wave helps me beat the likes of Skarm and other steels well.


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Karma (Bisharp) @
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| Defiant
Jolly Nature | 252 Atk / 4 Def / 252 Spe
• Knock Off
• Swords Dance
• Iron Head
• Sucker Punch


The satisfaction of owning people with Bish is something you can't get anywhere else. Bisharp beats just about every spinner/defogger in OU (why to peopl use air balon excedrile). More specifically, it removes the Latis, which helps Mane a lot. It also deters Defog, which helps Klefki, and it just plain owns with Tornt. I'm unsure as to wether or not Bish should be Adamant, but I'm sticking with Jolly. Set is pretty standard - Knock is a spammable STAB, Sucker is a strong priority move, iron head owns fairies and SD lets me sweep shit if I get an open window to set up, which I get often.


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Dragon's Egg (Garchomp) @
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| Rough Skin
Impish Nature | 252 HP / 164 Def / 92 Spe
• Stealth Rock
• Earthquake
• Dragon Tail
• Fire Blast


Once again, Garchomp is a mon that I feel is a staple on any offensive team. An offensive team just isn't the same without it imo. Since I needed a Rocker, I went with Rockychomp, which also serves as a nice switch to physical attackers, because nothing wants the 30% recoil from Rough Skin and Rocky Helmet. Standard Rockychomp spread. SR best move of all time. EQ is a great STAB as always and helps beat Heatran. Dtail is a fantastic phazing move which is very useful for stopping things from setting up, and Fblast beats the likes of Skarm/Ferro/Scizor and also allows Chomp to do some damage to Magnet Rise Klefki.

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Tramp (Serperior) @
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| Contrary
Timid Nature | 252 SpA / 4 SpD / 252 Spe | IVs: NaN Atk / 30 SpA / 30 Spe
• Leaf Storm
• Dragon Pulse
• Hidden Power [Fire]
• Glare


Hazard stacking and Serperior just go together. Contrary Leaf Storm is fucking bonkers. Alongside hazards it puts a shit ton of pressure on the opponent and being able to spread paralysis with Glare is very nice as well. Doesn't matter at what time it comes out, it's going to threaten something, and if it's still alive by the endgame it's really REALLY strong because of how easy it is to pick off weakened mons with Leaf Storm. Serperior might have a shallow movepool but it's got the right tools to fuck shit up. Leaf Storm takes care of bulky waters like Suicune and Quagsire while also dealing with Hippowdon which would otherwise be a bit of a pain for a lot of my team. Dragon Pulse gives me coverage against Dragons and when boosted does a nice chunk of damage to neutral mons that resist Leaf Storm, and HP Fire beats anything that Leaf Storm and Dpulse don't i.e steels.

And that's the team. It isn't fantastic, but I think it's an accomplishment for someone who's fucking terrible @ mons.

Fizzbanger (Manectric) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Ickle Baby Bot (Klefki) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise

Avobath (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Heat Wave

Karma (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Dragon's Egg (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Tramp (Serperior) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

fleggumfl for helping me out with this whole thing. you might be a negro, but you're MY negro
Scotteh - :^)))
Water Drone - you're also my negro
ceraa - ceraa
Updated Kanto - for a 14 yo you are one funny meme master
the rest of ctg for being a bunch of cool people and for that ebin banter banter we always share. love you lot (but not in a gay way because that's kektus' job)

 
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Hi, really cool team you have! :D

The very first thing I notice is that you have a Volt-turn core without hazard removal. It's racking up damage on your mons from all your switching around. Hazard removal is a definite must on these types of teams. As such, I would recommend Scizor > Bisharp. Scizor can also hit Latis like Bisharp can, when weakened, and it can also set up with Swords Dance to sweep. You can also run Latios over something else, maybe Serperior, if you don't like the Scizor suggestion. However, if you'd like a much bulkier presence, I'd go with Skarmory > Klefki. lol i just gave 3 different suggestions but seriously you pick whichever seems best for your team, you know best

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Another thing you should consider is Overheat > Flamethrower on MegaMane. It hits very noticeably harder. Calcs below.

E5eKbMeA8c-2Gga-ux3t2orWWfsMhM4kot-JNc8bv5rfHWvXgJBPOp_-cG0h1VGy9NxJdYg3zdYTetn1f6c9-wG5WbLOqHd8UIkC4Wdh-ZOh9na-uxxwx0l7TzPGMCNGEA
vs Skarmory
Flamethrower: 252 SpA Mega Manectric Flamethrower vs. 252 HP / 4 SpD Skarmory: 270-318 (80.8 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
Overheat: 252 SpA Mega Manectric Overheat vs. 252 HP / 4 SpD Skarmory: 388-458 (116.1 - 137.1%) -- guaranteed OHKO
Z0PS8KeiqOC_3y6LztEjyWoqDQO971b3dCSLawxE8D2QfLLkLpcuoRs04KpXj8vGfJgBmxLjLd35mIx4XRQbYD-BYd5Xb6dXTEOWU7B4MVm07PYIXnIEJzllIWicsoTKMg
vs Magnezone
Flamethrower: 252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Magnezone: 222-262 (79 - 93.2%) -- guaranteed 2HKO
Overheat: 252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Magnezone: 318-376 (113.1 - 133.8%) -- guaranteed OHKO

As you can see, the damage output is extremely noticeable! It lets you snag way more KOs than Flamethrower does.

tfw 3 life orb users that's just cancer lol jk

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Scizor @ Leftovers / some other item
Ability: Technician
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Defog
- Roost / U-Turn

U-Turn is an option on Scizor, although Roost is definitely preferred. If you'd like more offensive presence though, Latios may be a better fit:

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Roost
- Defog

I'll leave the choice of HP Fire and Roost up to you.

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Defog
- Spikes
- Roost
- Whirlwind / Brave Bird / Iron Head

This brings a much more bulkier approach to the aspect of hazard removal. If you'd like the team to have a more offensive outer look, I'd say go with the above two, but if you need something to switch into attacks, I'd say go with this Skarmory here. I made it specially defensive, just like Klefki, so that it can fill the same role.

Hope I helped!
 
One of the main points with this team was to stack hazards. Using a defogger would be a bit counterproductive.

As for Overheat, tbolt already nets the KO on skarm, and mag gets KOd by flamethrower after rocks and 2 layers of spikes, of course that's if hazards are up. Overheat's still a cool option because you can net KOs without any hazard support, although it does cost you a bit of momentum. I'm also not a fan of the spattk drop, but I'll slash it anyway.

Thanks for the feedback though, I appreciate it very much!
 
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