ORAS UU Mega Absol's Revenge

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So, given the recent ladder reset, I figured it was a good time to experiment, and after a couple of team-building sessions I've finally cultivated a decent Mega-Absol team. As I type, it's taken my main to 383 on the ladder, and one of my alts to nipping at the ladder's heels. By no means an outstanding rank, especially on a readjusting ladder, but enough to show that the team isn't trash. So, let's take a closer look:

TEAM-BUILDING PROCESS

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As I mentioned, the initial spark for this team came from Mega-Absol. In looking for partners, I found that Chandelure synergised well with type matchups and formed a strong phys/spec offensive core.

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Next, I looked to add some bulkier Pokemon who could cover up as many weaknesses as possible while still dishing out hits. Falling back on the famous Fire-Water-Grass core, I added Swampert and Tangrowth to the team.

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At this point, the main thing I wanted to add was hazard support, which Forretress provides very capably, in addition to hazards of its own, Volt Switch for momentum, and dedicated physical bulk.

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To round out the team, I looked for a solid offensive threat without many weaknesses, and Heliolisk is certainly that. A second Volt Switch and a Scald immunity are also appreciated.

ANALYSIS

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Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough

With the right support, Mega Absol is a mighty force to reckon with. Weakened teams tremble before a +2 Sucker Punch which, with the support of Stealth Rock and one layer of Spikes, is capable of OHKOing offensive resisters (e.g. Mienshao, Honchkrow, Infernape) as well as bulky threats (e.g. Mega-Blastoise, Donphan). Knock Off succeeds where Sucker Punch fails, dishing out big damage with the added bonus of removing items. Play Rough serves as a nice, clean coverage move with no drops and no need for for mixed EVs. While it prefers to come in late-game and sweep, if Mega Absol gets to mega-evolve early, it can also make Forretress' job easier by blocking hazards and status moves.

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Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Shadow Ball
- Trick

Chandelure serves as an ideal partner to Mega Absol, checking the Mega-Aggrons, the Florges', the Cobalions etc that Mega Absol can't handle. Scarf over Specs because outspeeding threats such as Mamoswine, Heracross and Haxorus is more important than boosting an already outstanding Special Attack stat. From there, it's your basic Chandelure set - Flamethrower and Shadow Ball for STAB, Energy Ball to put a dent in Water switch-ins, and Trick to ruin all kinds of support Pokemon. Chandelure's Flash Fire is also important, as it stops Entei from running wild over this team with Sacred Fire.

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Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

On a team that also includes Tangrowth and Forretress, there's really no call for a physically defensive Swampert, hence the Special Defense investment. Harrowing special moves like Chandelure's Shadow Ball and Nidoking's Earth Power don't even 2HKO this thing, and it can retaliate by setting up important rocks, going for decent damage with Earthquake, or pressuring physical switch-ins with Scald. Roar is the last move of choice, useful for phasing setup sweepers and especially potent with lots of hazards on the field. The EV spread is the standard, but I'm toying with the idea of switching to Careful and putting 4 in Speed to creep such support Pokemon as Blissey, Empoleon and other non-mega Swamperts.

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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 Def
- Giga Drain
- Focus Blast
- Hidden Power [Ice]
- Leaf Storm

When you think of Grass-type bulky attackers (not to mention good Assault Vest Pokemon) Tangrowth is sure to come to mind. The Assault Vest, HP investment and naturally high Defense stat ensure that Tangrowth can take a wide range of hits (including a +1 Feraligatr Ice Punch), strike back with a fully invested base 110 Special Attack stat, and switch out clean with Regenerator. Giga Drain is the primary STAB move, making it even easier to heal up. Focus Blast hits the majority of Steel switch-ins for huge damage, and HP Ice is particularly useful for getting a cheeky KO on Salamence. Knock Off was originally in that last slot, but Regenerator encourages you to switch out anyway, so I bumped it in favor of Leaf Storm, which is powerful enough to dent anything not called Blissey

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Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

Any team appreciates a spinner, but to facilitate a Mega Absol sweep, it's important to get up our own hazards too. Leftovers is chosen over Custap/Explosion because it's important that Forretress be around for the long haul. Spikes is the obvious hazard of choice given that Swampert already has rocks, and Volt Switch is handy for keeping the momentum on our side. Gyro Ball is also a great move on Forretress, allowing it to KO things like Mega Aerodactyl and Salamence after walling them.

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Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Surf

At this point, I felt that what the team needed most was offensive pressure, and the slot ended up going to Heliolisk. The advantages of Heliolisk include its immunities to Scald (which the rest of the team isn't great at taking) and Ghost moves, the ability to pivot with Volt Switch, the excellent neutral coverage of STAB Hyper Voice, the relative lack of extra weaknesses, and its distinction as the only Flying type resister on the team. However, this is the spot I'm most open to changing. In fact, now that I'm thinking about it, I might swap it out for Life Orb Hydreigon.

So, that's the team. A fun, capable little team, but let me hear your input.
 
The biggest problem I see with this team is that it's able to do almost nothing against more defensive builds. Swamp/Forry/Tangrowth can be annoying for balance/stall, but rather easy to deal with by just wearing them down through status, repeated attacks, hazards, etc. Furthermore Choice Scarf Chandelure is easy for them to deal with even with Trick, Heliolisk while annoying as well is worn down easily through LO and hazards, and Mega Absol will rarely get the chance for a full sweep with stuff like Mega Aggron, Forretress and Mega Swampert on these sorts of builds.

To remedy this, you'll probably have to change up quite a bit of your team. While Chandelure does has good type synergy with Mega Absol, both are so frail that even resisted attacks (with the combination of hazards) will do a lot to them - for example 252 Atk Dread Plate Krookodile Knock Off vs. 0 HP / 0 Def Mega Absol: 89-105 (32.8 - 38.7%). I think instead of trying to match up type-wise with Mega Absol, you should be looking to take advantage of Mega Absol's specific checks and counters or try to lure something with Absol's amazing movepool to ease a sweep by a teammate. One great example that I can think of - Iron Tail Mega Absol + something like Hydreigon or Heracross to lure fairies and sweep with the teammate. Swords Dance isn't a great option on Mega Absol due to the difficulty in setting up such a frail Pokemon with limited resistances, and the large number of Pokemon that can check it even at +2. Another option is to replace Heliolisk with Toxicroak, which puts huge pressure on most Mega Absol checks - I'd probably recommend a bulky set so you can switch into Fairy-types and Cobalion more easily. These are some good ideas for Absol partners.

Another problem with the team - Hydreigon and special Dragons in general are a massive pain to deal with as they can come in on Chandelure, Swampert, and possibly Forretress and proceed to get off a huge hit on something. As for your Assault Vest holder:

252 SpA Life Orb Salamence Fire Blast vs. 248 HP / 8 SpD Assault Vest Tangrowth: 317-374 (78.6 - 92.8%)

Fighting types are also a massive problem as you have no true resists. I would really suggest incorporating something to deal with these threats to your team; specifically, Florges with max Defense and a Bold nature should help you somewhat. (I'd probably replace Tangrowth first seeing as it struggles with both heavily offensive and defensive playstyles and only provides you a check to very few specific threats). Florges should also help with the trouble you appear to have with Mega Blastoise.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wish
- Synthesis / Protect
- Aromatherapy
- Moonblast
 
Hey DoctorSchmosby,

dodmen came in and sniped me, but he brought up the same points I was going to bring up. What I noticed immediately was that you have just about nothing for fighting types, particularly Scarfed one (looking at you Mienshao). The can come in Knock Off, until Chandy is gone and then spam Fighting move of choice. I highly recommend the Florges over Tangrowth suggestion made by dodmen. It gives you a much more solid check to fighting types and special dragons that can otherwise bop the team.

I was also thinking about replacing Chandelure with something that can not only break walls, but can potentially sweep through a team. I like the idea that dodmen brought up of Iron Tail Mega Absol + Heracross because this can give you another pseudo fighting check as well as a decent stall and wallbreaker. If you were to take and apply this suggestion I think that a Choice Scarf Heracross would be a fairly fine addition. This way you have a scarfer that can threaten other common scarfers by eat ONE hit from them and KO them with a CC.

I also think that the bulky Toxicroak suggestion that dodmen made would be pretty good on the team. It gives you a cune check as well as other bulky waters and it helps you versus fairies which can be annoying, even if you change Play Rough to Iron Tail on Mega Absol. Where Iron Tail Absol can give you the surprise super effective hit on the fairies Toxicroak gives you the more immediate threatening option.

Granted with these changes I have suggested you are weaker to Fairy, I guess its still a step in a good direction. I agree with dodmen that you will have to change this team up quite a bit to really make it work, but these changes can at least work for a little bit. Hope this helped, at least a little bit! :]
 
Change this now:

Memento > eball on chandy eball lock is shit, memento can win games.

Slurpuff > heliolisk: You really have no need for lizard on this team, and puff is such a useful backup wincon for fren Msol that it seems a shame to not pack it.

Sleep powder non AV tangy: Sleep is good

Seismitoed > pert: It's like pert, but better on your team!!!

Changes for the future:

Go dig through UU resources, use some of the sample teams, and give rebuilding this on your own as a hyper offense team a shot. Any non rebuild edits here are going to be seriously hindered by that really awkward 3 bulky momentum sinks/3 frail as piss mons structure. It may kinda sorta work but Msol was never really made for balance/BO.
 
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