ORAS OU MAmpharos VolTurn +1750 ( Balanced team )

Hi guys, ( I'm sorry for my english, I'll try to write the best possible )
I want to show you my new OU team!
This team is unusual, but I like it, and it works really well.
But I need help, because there are some things that don't convince me.
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The team is built around MAmpharos.
When I choose the Mega in my team, I like bulky pokemon.
Ampharos is a mix of bulkiness and strong.
Thanks to its types it can hit with neutral damage almost all pokemon in the tier, except Excadrill, Ferrothorn and Magnezone.
Mold Breaker isn't really useful, but thanks to it, Ampharos can 0hk0 Skarmory and Shedinja.
It's the best counter, with Tyranitar and Rotom-W, of Talonflame. And the bird is a big problem in OU.

download (8).jpg

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch: The first STAB, it gives a good momentum, because Ampharos isn't really fast.
- Dragon Pulse: The second STAB, it's a really strong move and hit really hard almost all pokemon in the tier.
- Rest: Thanks to it, Ampharos is a fantastic status absorber, and it helps to recover health.
- Sleep Talk: It completes the ResTalk. Is really useful.
The HP EVS helps max out HP, but it's more importantly a Stealth Rock number.
The SpD EVS gives him a good bulkinees, it can avoid the 2hk0 from YZard and LO Thundurus.
The Spa EVS is a small boost to the attack.

I must evolve Ampharos as soon as possible, because is really less bulkiness before it.

Ampharos need a pokemon who helps its againist SpD wall, Ground and Fairy types.
SCARFLandorus-T is perfect. It completes the Volturn core, check Ground types and hits really hard pokemon such Chansey, Blissey and Clefable.


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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

- Earthquake: It's the Landorus's best attack.
- Stone Edge: It hits Pokemon that are immune to Earthquake

- Knock Off: It's the strongest move in the metagame.
- U-turn: It complete the VolTurn core and give its a good momentum.
It's a fantastic revenge killer, with a good synergy with Amparhos. Landorus-T isn't only a sweeper, thanks to its type and its ability it can check many physical attacker.

Now, the bigger problem in the team is Ice types, with priority, such Mamoswine and Weavile.
PivotRotom-W is a good solution. Rotom + Landorus is my favorite core, they have a fantastic synergy.
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Volt Switch: It's Rotom-W's Electric STAB move that allows it to regain momentum after pivoting into a threat.
- Hydro Pump: It's Rotom-W's secondary STAB that allows it to beat some of the Pokemon it checks
- Will-O-Wisp: It allows Rotom-W to inflict burns on the foe and deter physical attackers.
- Pain Split: It can be used when Rotom-W's HP is low to regain some HP.
The EVS maximize the bulkiness and thanks to speed EVS it can outspeed Azumarill.
Rotom-W should be used to pivot into common Pokemon that it can check. It's the best counter for many Ground types pokemon, such Landorus-T, SandExcadrill and Mamoswine.

Now I need SR, Ice and Fairy types are still a problem, so I choose Ferrothorn.
It helps against, Fairy, such Sylveon and Gardevoir, and Ice types, such Weavile and Abomasnow.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock: It no need presentation.
- Leech Seed: It gives Ferrothorn a way of recovering health and is a must on every Ferrothorn set, as it lacks reliable recovery. With Leftovers is really useful.
- Gyro Ball: It's Ferrothorn's primary choice for an attacking move.
- Protect: It's really useful for scouting and combinated with Leech Seed and Leftovers.
It's advised to send in Ferrothorn on a Pokemon that does not really threaten it, such as Azumarill, Chansey, opposing Ferrothorn, Slowbro, or Suicune, and proceed to set up Stealth Rock or Spikes. Leech Seed is the most spammable move in the moveset.

I need a spinenr, and a sweeper. So LOStarmie is the best option. It's a fantastic spinner, and it's faster than many threats in the tier.
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Starmie @ Life Orb
Ability: Analytic
29 IV HP
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin: It removes the opponent's entry hazards while preserving your own.
- Hydro Pump: It's a powerful STAB move that, when combined with a potential Analytic boost, hits many switch-ins such as Clefable for good damage.
- Psychic: Psychic allows Starmie to defeat certain Pokemon that resist Hydro Pump.
- Ice Beam: It allows Starmie to hit Grass- and Dragon-types.
Starmie requires maximum Speed investment with a Timid nature to function effectively as an offensive Pokemon, as without it, Starmie loses out on outpacing many Pokemon such as Gengar, Thundurus, and Serperior. 29 HP IVs are used to minimize Life Orb recoil. Analytic may seem like a weird choice on a Pokemon as fast as Starmie, but Starmie really benefits from it due to the number of switches it forces.

Finally an unusual pokemon... TANKClefable.
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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Moonblast: It's Clefable's main STAB move and hits quite hard with a Life Orb.
- Fire Blast: It allows Clefable to get past Steel-types such as Scizor and Ferrothorn.
- Soft-Boiled: It lets Clefable stay healthy.
- Focus Blast: It allows Clefable to 2HKO Heatran.
This pokemon is a surpise, it's really strong. It doesn't need any boost froom CM and 0hk0 many threats, and hits really hard on switching. A tip, TRY IT!

Finally,
The team work really well, but there are some that don't convince me.
Please help me.
The strategy is simple, if I can't predict the enemy lead I use Landorus-T or Rotom- W for scouting, and after I'll try to spam WoW, Leech Seed, SR and Volt-Turn. When the enemy is weakened, I defeat it with my sweeper.

Threatlist:
Bisharp: The only answer to him is Ferrothorn.
MVenusaur: I've only Psychic and it doesn't 0hko, and Giga Drain is a big problem if Starmie is full healty.
Ice Punch MLopunny: If Clefable isn't healty it's a big problem.

Exportable
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Moonblast
- Fire Blast
- Soft-Boiled
- Focus Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

 
Hi, very cool team. I have a suggestion for you!

Rotom-W is, in my opinion, not a very good fit for your team. This is because your team is already very solidly placed to face birdspam, as well as all the typical things that Rotom-W is used to counter, such as rain, sand, and Azumarill. Instead, I suggest that you try a Talonflame over Rotom-W. This helps your threatlist by beating Bisharp, Mega Venusaur, and Mega Lopunny, all in one slot. It also helps you with Clefable, who can stall out Ferrothorn's Gyro Ball and beat it 1v1, Breloom, Serperior, all of which can do a number to your team. A set of Taunt | Bulk Up | Roost | Brave Bird is what I would personally use.

With this change, your team manages to handle all of the above threats better, while being only slightly weaker to Azumarill, which you can still handle with Mega Ampharos, and Starmie, to an extent, as well as Ferrothorn.

I would also suggest an EV spread of 248 HP / 56 Def / 180 SpD / 20 Spe on Mega Ampharos. This switch still lets it avoid the 2HKO from Charizard-Y and Thundurus after SR+Spikes, but also lets it outspeed 0 spe Hippowdon, and the rest is put into Defense to help with Mega Pinsir and Bisharp better. I think that it is an improvement over your spread, as replacing Rotom-W leaves you with one less check for Mega Pinsir.

Next, I would suggest Power Whip on Ferrothorn, over Protect. Ferrothorn is your main stop to Rain teams, and it also helps you hit EQ Mega Gyarados, which could pose a threat if Mega Ampharos gets weakened.

Lastly, I would suggest you use CM MG Clefable over your current set. This lets you maintain a win-condition for the late game, as well as take on Mega Sableye better, as Toxic Mega Sableye is rising in popularity, and Talonflame cannot handle that well. Your team also does not benefit very much from the surprise damage that TankFable dishes out, being pretty defensively-biased, and I think that it is not really needed for your team. It also helps you switch in better on Mega Lopunny.

Here's an importable of my suggested changes:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 56 Def / 180 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt
Hope these changes help you, try them out!

My first thought was actually to try Hawlucha over Talonflame, but after some thought I figured Talonflame does the job better, but Hawlucha is just the much edgier mon to use lol.
 
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Hi, very cool team. I have a suggestion for you!

Rotom-W is, in my opinion, not a very good fit for your team. This is because your team is already very solidly placed to face birdspam, as well as all the typical things that Rotom-W is used to counter, such as rain, sand, and Azumarill. Instead, I suggest that you try a Talonflame over Rotom-W. This helps your threatlist by beating Bisharp, Mega Venusaur, and Mega Lopunny, all in one slot. It also helps you with Clefable, who can stall out Ferrothorn's Gyro Ball and beat it 1v1, Breloom, Serperior, all of which can do a number to your team. A set of Taunt | Taunt | Roost | Brave Bird is what I would personally use.

With this change, your team manages to handle all of the above threats better, while being only slightly weaker to Azumarill, which you can still handle with Mega Ampharos, and Starmie, to an extent, as well as Ferrothorn.

I would also suggest an EV spread of 248 HP / 56 Def / 180 SpD / 20 Spe on Mega Ampharos. This switch still lets it avoid the 2HKO from Charizard-Y and Thundurus after SR+Spikes, but also lets it outspeed 0 spe Hippowdon, and the rest is put into Defense to help with Mega Pinsir and Bisharp better. I think that it is an improvement over your spread, as replacing Rotom-W leaves you with one less check for Mega Pinsir.

Next, I would suggest Power Whip on Ferrothorn, over Protect. Ferrothorn is your main stop to Rain teams, and it also helps you hit EQ Mega Gyarados, which could pose a threat if Mega Ampharos gets weakened.

Lastly, I would suggest you use CM MG Clefable over your current set. This lets you maintain a win-condition for the late game, as well as take on Mega Sableye better, as Toxic Mega Sableye is rising in popularity, and Talonflame cannot handle that well. Your team also does not benefit very much from the surprise damage that TankFable dishes out, being pretty defensively-biased, and I think that it is not really needed for your team. It also helps you switch in better on Mega Lopunny.

Here's an importable of my suggested changes:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 56 Def / 180 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt
Hope these changes help you, try them out!

My first thought was actually to try Hawlucha over Talonflame, but after some thought I figured Talonflame does the job better, but Hawlucha is just the much edgier mon to use lol.

Thank you for your help! I'll try your tips, the only doubt, is CM Clefable. I tried it, but I don't like because it isn't useful on early game, because it needs one turn for use CM, and I can't hit on switching. I used it in other team such late game sweeper and it's fantastic, but in this team I'd like use it in early game too.
Mixed Ampharos is a fantastic idea, and Stallbreaker Talonflame too, it can help me against many treaths. If you have some others tips I'm happy to listen you.
 
Hey this is just a quick suggestion but if you are using focus blast only for heatran (fire blast hits most other steel, why not run hp ground). Outside of rare balloon heatran's which u can easily pop with volt turn or on switch in, you minimize your risk of missing. Great team though! You might need a hoopa-u switch in but I would need to test before raiting
 
Yo alexxjak, this team looks interesting and congrats on peak :]] There are definitely a few things that look a bit threatening at team preview, so let's get to it.
  • DD CharX puts in a ton of work, at +1 Jolly CharX blows the entire team away and it can set up on Rotom-W and Ferrothorn with a tad of investment. Landorus-T can check it from full health provided that rocks aren't up or if Charizard is Jolly, but beating Charizard is a real challenge for the team.
  • Bisharp and Scizor also look pretty threatening with Rocks and a bit of chip on your main 'mons. Bisharp puts in a ton of work at +2, outspeeding and Knocking Off the whole team for near OHKO's except against Mega Ampharos, which is fairly easily worn down and beaten down with Knock Off in two hits. Bulky SD Mega Scizor also beats the entirety of the team as it can Roost stall Starmie's Hydro Pumps and SD to beat the team.
  • Opposing CM Clefable can win fairly easily as well with some Defense investment as it can stall out Ferrothorn's Gyro Balls and Landorus-T's Earthquakes, then can Calm Mind on Clefable and win.
  • Kyurem-B, like against all fatter balance can put in a lot of work. Ferrothorn is the closest thing to a check, but it takes more than 50% from Ice Beam while it clicks buttons to win against the defensive core.
  • Breaking Mega Venusaur is quite difficult like you mentioned; Starmie is the main check and that isn't really ideal.
To help remedy this, I recommend the following, which shouldn't overly change the team structure:
  • Fast Magma Heatran > Rotom-W, Heatran acts as a secondary bird check in the same way that Rotom-W did but stops all variants of Mega Scizor cold with fast Magma Storm (provided it hits) while also checking Bisharp unboosted and breaking stall with Taunt and Toxic. It can also check Mega Charizard X without Earthquake by using Toxic and Clefable provided it hasn't been Thunder Waved.
  • Defensive SD Rocks Landorus-T > Scarf Landorus-T, Landorus-T needs to be bulkier to check Excadrill reliably and can take on all variants of Charizard X with a defensive spread even after a boost. Swords Dance helps the team to break past Mega Venusaur, Clefable and fatter balance. Giving Landorus-T Stealth Rock also frees Ferrothorn up to carry Spikes over Stealth Rock.
  • Specially Defensive CM Clefable with Knock Off > Life Orb Clefable. The Kyurem-B weakness on this team is unfortunate, but SpDef Clefable can avoid a 2HKO from any of its moves barring Iron Head, which if it has it is missing important coverage so another 'mon can wall it. It also provides you with a good wincon, and with Knock Off removing Leftovers from Heatran and the like Spikes and Stealth Rock will rack up quickly. Knock Off is also important for breaking stall via Knocking Off Chansey's Eviolite.
  • Finally, I agree with using yuruuu's Mega Ampharos spread to better handle Bisharp and physical moves like Talonflame while still handling CharY and the like.
That's all I got, hope these changes help maintain and improve the team!

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 56 Def / 180 SpD / 24 Spe
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Toxic
- Earth Power

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 13 Spe
- Moonblast
- Knock Off
- Soft-Boiled
- Calm Mind
 
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Hello nice team but one thing I notice, is that the team at present really loses to Bisharp for the most part outright, and as noted Ice Punch Lopunny also is a huge threat, even with the tweaked Ampharos spread suggested;

Change 1 - The Lum Berry Bisharp set especially puts in work, so I'd actually suggest running Hippowdon on this team over Landorus-T. It gives you more of a buffer versus Electric types like Raikou, and also lets you check ZardX way better along with other offensive threats.

Change 2 - I also second the suggestion of Talonflame>Rotom-W to help versus MAltaria and opposing Clefables; TFlamer lets you check stuff like Gengar/ZardY even better on this squad.

Change 3 - Power Whip>Protect on Ferrothorn because the team at the moment(especially if Rotom-W is removed) struggles versus Gyarados, and Gyarados-Mega as well.

Change 4 - I also second the suggestion for MG CM Clefable, to help vs MEye squads and give you a late game win condition.

Change 5 - I also suggest running an even more defensive MAmpharos spread on the physical side, which lets you consistently check Keldeo(which is a huge threat), and if you opt to run Talonflame special threats like Gengar can be checked by it instead.

Change 6 - I also say run Spikes> SR on Ferrothorn now cause gotta go for that spike stacking goodness X_X; and you even have spin to take advantage of all the hazards :D

Below is an importable with my suggested changes.

Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Volt Switch
- Dragon Pulse

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


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower


Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

tl;dr

Hippo>Lando-T
TFlame>Rotom-W
Spikes>SR on Ferro+Power Whip>Protect
Defensive MAmphy>Current EV Spread
CM MG Clef>Current set
 
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Here there alexxjak this is a pretty cool team, and I'm happy to see a solid balance team with an interesting team concept, but it could use a few changes to make it better. Here We go!!!

Change 1:
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latest
on
645-s.png

Currently, you have an extremely hard time breaking through common walls such as Mega Venusaur and Chansey without getting a lot of chip damage on them, so the power boost from bulky SD landorus can really help with wallbreaking vs slower teams along with giving you a solid win condition vs offensive or bulky teams. Also, you're very weak to Scarf Mold Breaker Drill, so a bulkier landorus spread will help to check it more effeciently. .You you can also bluff scarf for most of the game and wait to reveal that you are soft sand until late game, and proceed to blow back the opponent's mon in the process or just using them as setup fodder on the switch. Additionally, soft sand lando lets you do a shitton of damage to Mega Sableye, who is really annoying to you since ur only mon that beats it reliably is clefable, that switches in to try and bounce back rocks, weakening it up so that ferro can set up spikes pretty freely. Also, if you want you now have the ability to run rocks on lando to free up a spot for spikes on ferro, but you will have to do a damn good job bluffing your set if you want to convince ur opp that you're scarf rocks lando.

Change 2:
036.png
(set)
Your current clefable set doesn't really fit the style of the team at all, being a set that is only really good on hyper offense or bulky offense, so I recommend changing it to a calm mind set. Clefable can set up on chansey and provide a really effective stallbreaker that can dismantle many teams pretty easily if you play with it correctly. Also, the additional bulk will help you check many mons that threaten the team a lot better, making your team a lot less weak to them. Your concerns about it being not great early game can be mitigated by giving it twave, allowing it to slow down the opposing team early game, making it easier for your slow tanks and attackers to do their jobs while also making them not able to do anything 90 25% of the time, then when late game comes, you can setup with cm and sweep the opposing team pretty easily given careful play.

Change 3:
479w.png
--->
663.png

Like many people mentioned before me, Rotom-Wash isn't really needed on this team, especially since you have changed Lando's spread to a more bulky variant. However, you are still weak to Mega Venusaur since your team has an inherently hard time breaking it, and you lack a switch into it bar maybe like ampharos lol. Stallbreaker talonflame really does help with this since it can switch into venu pretty freely and threaten it with super effective flying STAB moves. Talonflame can also revenge kill Hoopa-Unbound, Gengar, Mega Lopunny, (Mega) Alakazam, and Mega Garde, all of whom threaten your team greatly and can put in a ton of work vs your team if you aren't careful. Talonflame also lets you use wisp and burn Bisharp on the switch in so that he doesn't 6-0 your team. Not only that, but you have the option of choosing in between stallbreaking with taunt or having a really nice wincon in bulk up. While it stacks an electric weakness with starmie, you should be able to check electrics in between clefable, amphy, and lando, so it isnt that big a deal. Lastly, you can cripple a ton of ground mons like lando and chomp so that ampharos has an easier time doing its job without worrying about these mons, which is really nice.

Change 4:
181-m.png
(set)
Like I have mentioned as well as a few others, your Ampharos doesn't really need as much special bulk as it currently has, and you can switch to a more mixed defensive threat so that mons like Bisharp and Mega Pinsir don't threaten your team as much as they currently do. The set that yuruuu provided should suffice for this purpose pretty well, and he added a couple extra details that you should go and read.

All and all, these changes should make your team a lot better. While the team becomes a bit slower, making you almost always have to tank a hit before you can do anything, but the ability to check a wider variety of threats coupled with a few reliable win conditions improves the team significantly and makes it perform better against a wider range of teams. I also agree with the change to ferro as stated above. Sorry if this rate had a lot of things that other rates said, I only glanced at a couple of them, and it was after my rate to see if I missed anything, so the only set that I told you to change to that wasn't my own idea was the amphy set. rip lol

Changes
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-Turn
- Swords Dance

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave/Flamethrower

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 56 Def / 180 SpD / 20 Spe
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
 
I really like the team idea. The most fun teams are building around a pokemon you like and making it competitive. Your team idea is great, but I'm not sure what exactly this is going to accomplish strategy-wise.

The set you chose to use is a defensive Mega-Ampharos. Anytime one chooses to build around a defensive pokemon, a decent way to structure the team is to use the other 5 members of the team to have your superstar (Amphy) outlast the opponent. This means beating everything that could potentially knock it out. Once you check all it's bases, the superstar wins you the match.

Some ideas for defensive electric types:

Electric is a pretty cool type, and being part Dragon is even cooler. Electric types are blessed with most of their ground-type adversaries being hit hard by Spikes and Toxic Spikes. By running a Spikes-stacking strategy, it becomes easier for Amphy to outlast it's opponent.

Without changing your current mons too much, I would say this team will lead more towards a semi-stall / bulkier offense team. Just some things to brainstorm:

Consider using Scizor, as it can Pursuit Lati@s that threaten Amphy, and also can participate in the Volt-Turn Core. He also gives the team some priority.

Consider running Spikes on Ferrothorn, since Spikes are better support for Amphy. Either of the following sets can work:

(Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Spikes

This is better if you go semi-stall. Rocky-Helmet punishes spinners with Iron Barbs.

(Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 8 Def / 248 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Curse
- Spikes

This is better for bulky offense. Ferro is a momentum killer when on offensive teams. This set accomplishes the same thing as above, but has an offensive presence should the opportunity arises to go for a sweep.


Consider Stealth Rock on Landorus-T, and running a support set. Lando has excellent synergy with Amphy, and decent Synergy with Ferro, so we will keep him.

Consider running Thunderwave > Pain Split on Rotom. Slowing pokemon down (specifically Lati@s and Dragons that switch into Rotom) will make things easier for Amphy.

Starmie and Clefable are fine set wise, but like with the Scizor suggestion there may be better options depending on what beats Amphy. Use those last two slots to counter Amphy's counters, and you should have a solid team build to go off of.
 
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