ORAS OU Mega Latias beats Jirachi with a Psychic-type move. (OU Suspect RMT)

Adamant Zoroark

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+6 0 SpA Mega Latias Stored Power (260 BP) vs. 252 HP / 252+ SpD Jirachi: 268-316 (66.3 - 78.2%) -- guaranteed 2HKO after Leftovers recovery

0 Atk Jirachi Iron Head vs. 248 HP / 100+ Def Mega Latias: 61-73 (16.8 - 20.1%) -- possible 5HKO

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Yo, what's up everyone? I've got this team here that I've been using on the suspect ladder, featuring Mega Latias! Which, yes, as those calcs show, beats Jirachi with a Psychic-type move.

So yeah, I was just checking out the new Mega Evolutions, and then realized something about Latias - it learns Stored Power now! First thought? "Time to sweep." This thing is just so fucking amazing; Latias has finally been given a chance to shine over her big brother in some way. So, I built a quick Sand team around a Mega Latias sweep, and it's been working quite well. Let's get into it!

Tyranitar_by_kankitsuru.jpg


Tyranitar @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 52 Atk / 204 Def
Relaxed Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Fire Blast

Tyranitar here functions as pretty much a dedicated support Pokemon. It gets up Stealth Rocks, gets up Sand for Excadrill, eats up Talonflame attacks, and Pursuit traps specific threats. Not much to say about this thing; pretty sure everyone knows what it does.

This set is a slightly modified version of the Support set from Tyranitar's analysis. I really wanted the utility granted by Pursuit, so I ran Pursuit on this set. The 52 Attack EVs guarantee that a switching Pursuit OHKOes uninvested Latias after Stealth Rock and one round of Sand damage; 72 HP Latias requires SR + 2 rounds Sand, but that's not hard to get. I do feel like it could be more efficient, though, like running enough Attack to nail 72 HP Latias with switching Pursuit after Stealth Rock and just one round of Sand damage. I run Rock Slide instead of Stone Edge because Stone Edge is stupid (I already have one move on this set with less than 90% accuracy, don't need more,) while Fire Blast is around to hit Skarmory and Ferrothorn for decent damage, because both wouldn't be very easy to deal with otherwise. Also, I believe if Skarmory takes a Fire Blast and then attempts to switch out and I catch it with Pursuit, it's pretty much a goner with Stealth Rock up. I'd have to run the calcs again, though.

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Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Excadrill here functions as my team's revenge killer, a job that it is king at with Sand up. Without Excadrill, this team would have an even harder time against threats like Thundurus and Mega Metagross than it already does, while also checking Fairies with Iron Head, so Excadrill also functions as a glue Pokemon, in a way.

Anyway, this set is pretty standard. Air Balloon ensures Excadrill doesn't have to fear Ground-type moves, at least until it gets hit, which helps since my only Ground resists have their immunities cancelled out by Mold Breaker. I really don't know what I'd do without Excadrill.

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Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

I hate this thing I hate this thing I hate this thing I hate this thing. That'd be the entire description here if that counted as an apt description, but it doesn't, so I have to actually provide you something. Rotom-W here grabs some momentum with Volt Switch while also burning threats like Mega Metagross that it can take a hit from (well, once. Just once,) and burning Mega Metagross is really nice for this team. This thing can take on Landorus-T, seeing as that thing can, at best, 3HKO (4HKO if Stealth Rock isn't up) and then just go on a burning spree.

Even on a Sand team, I prefer a ChestoRest set for a few main reasons. First, the recovery is much more reliable than Pain Split, especially since I have a Heal Bell user on my team. Second, once the Chesto Berry is used up, I can use this thing to absorb Knock Offs so nothing else on the team has to. And, finally, if I really have to, I can use it to absorb Spore from an unsuspecting thing like Breloom and proceed to cripple it with Will-O-Wisp, which is especially neat if said Breloom is a Toxic Orb set. Oh, and if you wanna know why I hate this thing? It runs not one, but TWO moves that have less than 90% accuracy. At least I hardly ever go for Hydro Pump... (man, I wish this thing learned Scald)

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Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Heal Bell
- Protect

Mega Latias hates Mega Sableye? That's fine! Just bring Clefable and all of your problems shall be solved. Mega Sableye at +6? Clefable don't give a fuck. It'll just Moonblast that thing away anyway since it has Unaware.

Okay, so yeah, Clefable is pretty much the glue that holds this team together. I don't have a single Choice Scarf user, so if Sand is not up, this thing is necessary in order to take on set-up sweepers. In addition, it also helps to beat (most) Dark-types, especially Mega Sableye since that thing uses Mega Latias as setup bait. And, as something else Clefable does, it can pass Wishes to the rest of my team, which is especially helpful for Tyranitar since he has no recovery, and use Heal Bell to possibly cure something of burn or poison and wake Rotom-W up if I have to use Rest after I've used the Chesto Berry (or lost it for some other reason, like using the Chesto Berry to fuck up Spore users or if it gets knocked off)

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Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 100 Def / 160 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Stored Power
- Roost

Move over Latios. Latias wants a time to shine, and she's getting it now. To summarize this set: IT DON'T FUCKIN' MATTER IF IT SAYS "IT'S NOT VERY EFFECTIVE," YOU ARE FUCKING SHIT UP ANYWAY. Basically, after a few boosts, the only way you are taking a Stored Power is if you're outright immune to it. If you will kindly look at the calcs up at the top of this OP, not even Jirachi beats this thing because Stored Power is so fucking stronq. The only thing that stops this thing from being totally game-breaking is the fact that it's the literal definition of Pursuit bait. Tyranitar, Bisharp, and even Weavile and Mega Absol can easily stop this thing from doing its job. And that's where the next member comes in...

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Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Keldeo's only purpose here is to take on those things that so easily stop Mega Latias. Tyranitar? Fuck that shit. Bisharp? lolololol I resist everything. Weavile? GET THAT SHIT OUTTA HERE. However, even then, I feel like there's something else that could do Keldeo's job. This thing is by far the least useful member of the team. You may have noticed something very crippling about this team: I don't have a god damn thing for Mega Lopunny. So, if I'm faced against that thing, this will sum up what happens: "get rekt m8." I'm thinking something like Conkeldurr would, for the most part, help against the same things Keldeo does, while reducing my weakness to Mega Lopunny.

Conclusion

Mega Latias is great. While this team isn't perfect (can't do a damn thing to Mega Lopunny,) I think it's a nice illustration of just how strong Mega Latias is, with the right support. Also, Greninja better get banned so that I can use this team in the future

Known Threats

Mega Lopunny - Covered this plenty. I can't do anything (unless Mega Latias has set up already, because that thing can't do any damage without its boosts,) and if that thing has Substitute, it's gg.

Mega Metagross - Not the easiest to deal with, but it's manageable. Worst-case scenario, Rotom-W can take one Zen Headbutt and burn it while Excadrill can outspeed and OHKO with Earthquake in the Sand (excluding Agility sets.) However, this thing will destroy me if I'm not careful.

Thundurus - I have to play Excadrill very carefully to deal with this, but another annoyance. AV Conkeldurr would be nice here to sponge some Special attacks from this thing...

Importable
Code:
Tyranitar @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 52 Atk / 204 Def
Relaxed Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Fire Blast

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Heal Bell
- Protect

Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 100 Def / 160 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Stored Power
- Roost

Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
 
Hi there! Very cool team you have there, though I do have a few suggestions. Since you are weak to Thundurus, I recommend changing your Clefable to a mixed defensive Clefable. You can find that set pretty much anywhere. Also, I don't get how MegaLop is a threat. Isn't it really just set-up fodder for Mega Latias because of its amazing bulk?
Calcs:
252 Atk Lopunny Return vs. 248 HP / 100+ Def Latias: 124-147 (34.1 - 40.4%) -- guaranteed 3HKO
+2 0 SpA Latias Stored Power (100 BP) vs. 0 HP / 0 SpD Lopunny: 297-351 (109.5 - 129.5%) -- guaranteed OHKO

Latias wins 1v1 against MegaLop if it gets a free switch-in. You can easily pivot with Rotom-W into MegaLatias freely and proceed to set-up. Or you can just stay in with Rotom-W as it 2HKO's with Hydro Pump while HJK only does 34-40%.

Another suggestion is Leftovers+Pain split> ChestoResto; though ChestoResto is better recovery, there are a lot of Knock Off users in this metagame, and you have a Wish Passer in Clefable.
Next is possibly changing the speed EV's on your Rotom-w to 52 EV's. This allows it to speed creep defensive Landorus that try to speed creep 48 speed Rotom's. This helps with giving your Excadrill more leeway.

Next, changing Life Orb>Air Balloon on your Excadrill.
Calcs:
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Slowbro: 164-192 (41.6 - 48.7%) -- 80.9% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery
252+ Atk Life Orb Excadrill Iron Head vs. 244 HP / 28+ Def Gliscor: 142-168 (40.3 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Poison Heal<------SubToxic
252+ Atk Life Orb Excadrill Iron Head vs. 244 HP / 0 Def Gliscor: 160-188 (45.4 - 53.4%) -- 41% chance to 2HKO after Stealth Rock and Poison Heal<------SpDef
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 88+ Def Ferrothorn: 161-191 (45.7 - 54.2%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Sableye: 208-246 (68.4 - 80.9%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage<------Pre-Mega
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Sableye: 148-175 (48.6 - 57.5%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage<------Post-Mega
-1 252+ Atk Life Orb Excadrill Iron Head vs. 0 HP / 0 Def Landorus-T: 142-168 (44.5 - 52.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Excadrill Earthquake vs. 80 HP / 0 Def Metagross: 338-400 (105.2 - 124.6%) -- guaranteed OHKO
Oh yea it also guarantees OHKO on Mega Gallade after sand and SR and guarantees 2HKO on bulky Mega Scizor after SR and OHKOs Mega sceptile after sand and SR.
And guarantees 2HKO on Zapdos after lefties. Haha sorry for all these calcs, I just love LO Excadrill XD


A good option is that you could change Excadrill's nature to Jolly which allows it to outspeed +2 Metagross under sand, but it misses out on all these OHKOs, 2HKO's, and 3HKO's.

That's all I can really think of atm. I will be sure to test this out and come back with more suggestions.
 
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The thing with Mega Lopunny is more or less that Latias has to be set up to at least +1 before it comes in. It's not really the standard Fake Out set I'm scared of, but rather, the Substitute sets. If it gets a free switch-in (Tyranitar, Excadrill outside of Sand) it more or less becomes a bit more painful to deal with, especially if Rotom-W has been worn down a bit (which would be even more apparent if I replaced ChestoRest with Pain Split.) Fake Out sets I can just burn with Rotom-W, but Substitute sets give me a headache especially since nothing's faster outside of Sand and I have no priority.

Mixed defensive Clefable would probably work out to help with Thundurus - Currently I'm just using the standard physically defensive spread from the analysis. I'll give that and LO Excadrill a try, but I'll wait for more input to see what I should do with Rotom-W.

Side note: Edit buttons are amazing - use them.
 
Damn! I like this bunch, I like them a lot. I don't have much to say that hasn't been said before, but I would greatly advise running Specs or Scarf on your Keldeo. Expert Belt is kind of iffy unless you're in a scenario where you have too many Choice users on your team, you have too little. Specs can either help brutally smash opponents much harder, and Scarfed can let you outspeed Scarfed Lando T which can be very annoying as well as make many teams, hyper offence in particular, weep softly. Scarf is my personal recommendation because of how many thing that thing can speed-creep and hit hard, but either is viable.
Secondly, Unaware is the definitive ability for Clef in this meta, but on a Sand team I think Magic Guard might suit a bit better. You don't really want your cleric being worn down by your own weather, that's pretty detrimental overall. If fear of being set-up fodder is really big on your agenda then you could stick with Unaware, but between Sand and general beating, the outcome is still going to be an unhappy Clef. Magic Guard > Unaware is my recommendation.
Pointless last comment is pointless, but Mega Latias is useless until all Dark types are removed without Dragon Pulse. I might advise Dragon Pulse over Sub so you can send out Mega Lat a bit more freely, though your team is centred around Dark removal so I'm not sure how helpful that will be in the long run, but if it makes things easier then I'll leave this here anyway.
Good luck, man! Again, great team.
 
The thing with Mega Lopunny is more or less that Latias has to be set up to at least +1 before it comes in. It's not really the standard Fake Out set I'm scared of, but rather, the Substitute sets. If it gets a free switch-in (Tyranitar, Excadrill outside of Sand) it more or less becomes a bit more painful to deal with, especially if Rotom-W has been worn down a bit (which would be even more apparent if I replaced ChestoRest with Pain Split.) Fake Out sets I can just burn with Rotom-W, but Substitute sets give me a headache especially since nothing's faster outside of Sand and I have no priority.

Mixed defensive Clefable would probably work out to help with Thundurus - Currently I'm just using the standard physically defensive spread from the analysis. I'll give that and LO Excadrill a try, but I'll wait for more input to see what I should do with Rotom-W.

Side note: Edit buttons are amazing - use them.
Haha I'm kinda new to the forums so excuse me for not noticing the edit button. XD
 
Der Twist - Scarf on Keldeo would probably help a lot. I hardly ever switch moves with that thing anyway, it's mostly "Okay, I came in on something that I force out? Scald! Oh, there's Latias, time to go to Tyranitar."

Unaware is pretty much for CM Mega Sableye, which uses Mega Latias as setup bait, so that's the main reason I have Unaware. Moonblast is a 2HKO normally, but if Mega Sableye is at +1 and I don't have Unaware, Moonblast no longer 2HKOes - Then once it gets to +2, it's doing more to me with Shadow Ball than I am to it with Moonblast. So yeah, that's the main reason I have Unaware.
 
Nice team. I definitely think you should keep max phys def on Clefable, since this enables you to switch into Dark types that wall MLatias such as Tyranitar. More imortantly, it enables you to deal with Mega-Heracross who is otherwise a huge threat to your team, it demolishes your sand core and MLatias doesn't have enough initial power to KO it with unboosted Stored Power so it can't revenge kill it. Heck even Keldeo can't KO it from full. So yeah, you need Physically Defensive unaware Clefable if you want to handle this thing As for handling Thundurus better, you have Excadrill to revenge kill it in sand, not to mention MLatias who kinda sets up all over it so I wouldn't worry too much.

As you said, Mega-Metagross is a massive threat to your team. It easily switches in on Clefable, and Rotom-W is really your only way out and the Mmeta user can easily predict and Zen Headbutt, or even wear down Rotom-W to a point where it doesn't need to predict. Excadrill can revenge kill it but it needs sand up to do so. I would recommend Slowbro over Rotom-W. Slowbro doesn't have any pivoting abilities but it does beat both of these threats fairy well : it does have trouble with Grass Knot but it's not too common and requires the MMeta user to predict perfectly to actually pull off. It's also a more consistent switchin to Azumarill for the most part. Another, more unusual option would be Gourgeist-Super : this deals with Mega-Metagross too (even Grass Knot variants) and takes on Azumarill well (unless they run Belly Drum which is handled by anyway), though it does lose to Sub variants unless it runs Phantom Force. Much like Rotom-W, it's pretty good at spreading burns and can wear down the opposing team even further with Leech Seed. However, it makes you weaker to Mega-Pinsir which you may not want. Finally, Skarmory is also a good option and probably the one I would recommend the most, it can set up Spikes and Whirlwind to rack up damage wearing down Dark types for MLatias to sweep, and Counter enables it to handle both MPinsir and MMetagross very well (though you can probably get away with just phazing them to oblivion). All 3 of these deal with MLopunny well for what it's worth, Skarmory not even caring about Toxic which it is sometimes known to carry.

Mega-Sceptile can also be difficult to handle, since it switches in on Rotom-W easily and can hit everything on your team very hard, Unaware on Clefable ignoring SpA drops too so Leaf Storm 2HKOs. Running Magic Guard on Clefable somewhat fixes this, but this leaves you much more vulnerable to setup sweepers (particularly fighting types who easily set up on TTar) such as Azumarill Terrakion, Mega-Gallade and Mega-Heracross so I wouldn't recommend removing Unaware. I honestly have no ideahow to fix this weakness without making the team worse as a result, but running a scarf on Keldeo kinda helps I guess. Just something to watch out for I guess.

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Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Fire Blast / Foul Play

gourgeist-super.gif

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Leech Seed
- Synthesis
- Seed Bomb / Phantom Force

skarmory.gif

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Roost
- Whirlwind / Taunt / Toxic
- Counter
Hope this helps!
 
Slowbro seems like a pretty nice option over Rotom-W, giving me something more reliable to beat Mega Metagross with. However, Skarmory with its Spike-stacking shenanigans would be nice too. I'll be sure to try both out to see which one I like more. Thanks Albacore!
 
Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Moonblast
- Heal Bell
- Protect

I would adjust you Clefable's EV spread to this. It lets Clef check a few special threats while not forfeiting that much physical bulk. In particular, 96 SDef EVs and a Calm nature avoids a 2HKO from virtually any Thundurus. The max Defense spread used to be the standard, but it's not really the most optimal thing for Clefable to run anymore.

Outside of that small change, the rest looks good. I would definitely make the change from Slowbro from Rotom-W that Albacore suggested, because it checks two major threats that your team is currently weak to (Metagross, Lopunny) and it also has good synergy with Clefable from a defensive core standpoint. If you find Keldeo gets worn down too easily, Cobalion is a solid check to most common Dark types in OU, particularly Bisharp and Tyranitar.

Other than that, I looks really good! Nice job Adamant Zoroark

Edit: yeah, I did mean SDef, not SpA. Long day.
 
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I assume you meant 96 SpD on the EVs and not 96 SpA - at least judging by your other comments on Clefable. Ah well, we all make mistakes, no big deal.

But yeah, if I have troubles with keeping Keldeo alive, I'll give Cobalion a spin. Thanks Celticpride!
 
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