ORAS OU Mega Latias + Wobbuffet is OP

I created this team based on Mega Latias together with some OU/UU pokes that have a very big utility.Well,here it is.Make any suggestions,if u want to,bro
250px-205Forretress.png


Tank (Forretress) (M) @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Explosion
- Gyro Ball
- Volt Switch

Forretress is a amazing pokemon.sturdy always let him set up rocks (except when a wild fake out + fire attack appears).After set up the rocks,if u are already in the sturdy range,custap berry will make your explosion have priority,and explosion can handle a lot of common offensive pokemons that doesn't resist normal,and make a good amount of damage in commom physical walls,but you can just hard switch and save your priority explosion for later.gyro ball and volt switch are just for cheap damage,if it's needed.I don't use rapid spin because hazards don't hurt my pokes too much,except SR in cloyster.


250px-202Wobbuffet.png


Jesse (Wobbuffet) (F) @ Leftovers
Ability: Shadow Tag
EVs: 80 HP / 176 Def / 252 SpD
Bold Nature
- Destiny Bond
- Encore
- Counter
- Mirror Coat

Oh no,it's wobbuffet.Wobbufet is a great thread dealer,and encore can handle pokes that try to set up something in front of him.If you find anything that can hurt a lot your pokes,he's the guy to handle it.and if he's about to be killed,destiny bond helps a lot.Counter and mirror coat will make a huge damage or faint a lot of things.You can use use safety googles in place of lefties,if u don't want some spores,or u can even use lum berry(if u are hipster)

jirachi.jpg


Sleepy (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Zen Headbutt
- Meteor Mash
- Ice Punch

Choice scarf jirachi + serene grace + iron head flinches can handle a lot of things if u lost the poke that counter/check that.Ice punch is for coverage,and really helps in some situation in late game;Zen headbutt for STAB,and also has the flinch factor,but it's lower than iron head,and less acc.Meteor mash is for picking some ATK boosts in late game for make some clean,but u can use u-turn instead,or even drain punch,for some HP recovery.

250px-485Heatran.png


The Heated (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 22 Def / 216 SpA / 22 SpD
Modest Nature
- Flash Cannon
- Lava Plume
- Magma Storm
- Earth Power

Offensive heatran has a lot of utility.It have bulk enough for take some heavy hits and survive with a little bit of HP,and it can hit very hard.Air balloon is useful for switch into a ground-type attack,and it can make some damage before the balloon pops.Flash cannon is a great STAB for handle fairy-types and hits hard almost everything.Lava plume and magma storm are STAB for catch a burn,or trap the enemy,so both have a big utility,besides the great damage,and Earth power is for coverage,and it can handle others heatrans(without a balloon)

250px-091Cloyster.png


dat design (Cloyster) (M) @ White Herb
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Hidden Power [Fire]

Cloyster with shell smash is a demon in any tier,after the boosts and the white herb recovering the defenses,it outspeeds almost anything,except scarfed pokes.Icicle spear is STAB and handle a lot of pokes,even not being super-effective hits, and rock blast is great for damage,and hp fire is great for coverage,and the shell smash boost in SP.atk helps to make a huge damage in steel-types,like bisharps and scizors(heatran shits in his head)

mega_latios_by_megaepiclatios-d84pfw3.png


Queen (Latias-Mega) (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 30 HP / 30 Atk / 30 SpA / 30 SpD / 30 Spe
- Calm Mind
- Stored Power
- Dragon Pulse
- Hidden Power [Fighting]

And the main power of the team,the queen of defense.Mega latias really puts in work,in any time of a match.Calm mind helps with the spatk and the spdef,and stored power for take advantage of the boost,and being STAB.Dragon pulse for the second STAB,and hidden power fighting for hitting (and even HKO) dark-types,because of the immunity into the stored power,and for steel-types,that resist both of the STAB moves.
 
Nice team, Wobuffet sounds like a nightmare.
Recommend having a water type move like Razor Shell on Cloyster, take advantage of having boosted stats and type to back it up.
Another suggestion: Give Forretress more hazard moves, not just relying on him to blow up in your opponent's face.
Good luck and keep up the counters!
 
Nice team, Wobuffet sounds like a nightmare.
Recommend having a water type move like Razor Shell on Cloyster, take advantage of having boosted stats and type to back it up.
Another suggestion: Give Forretress more hazard moves, not just relying on him to blow up in your opponent's face.
Good luck and keep up the counters!
thanks for the suggestion,man.I really appreciate.
 
Not too bad for a first team, but I was wondering if you were intending for Forretress to be a suicide lead or just a standard hazard setter that can come in repeatedly. If you wanted something that can come in repeatedly, then I wouldn't use Forretress.

For the rest of the team, I noticed that you have no way to keep Hazards off of your field, which can be extremely problematic in a balanced team. So for now, here are my recommendations (any sets I recommend I'll post at the end):
  • Change your Heatran's set to that of an offensive hazard setter. It has more speed, which is important, and also has Taunt to help your match-up against Stall. I know that you're using Forretress to set Rocks, which leads me to my next point:
  • Change out Forretress. As a Stealth Rock user, he is very passive and doesn't really do much considering Volt Switch hits like a wet paper towel and you need some form of Hazard removal. Given that you're stacking multiple Steel types and you really don't like Pursuit Trappers, I recommend using Bulky Reflect Type Starmie.
  • There's no point in running both Iron Head and Meteor Mash on Jirachi. You should drop Meteor Mash for U-Turn. It's a nice move that helps you to regain momentum. I'd also recommend changing the nature to Jolly to get the jump on common Scarf mons like Kyurem-B and Landorus-T.
  • White Herb isn't that great on Cloyster. Its typing and bad HP make it hard enough to set up as it is. You should considering trying out Focus Sash instead, which can help make set-up easier if there are no hazards on your field. You also shouldn't use Hidden Power Fire; it doesn't have nearly enough power uninvested. You should either use Hydro Pump to get past bulky Physical Walls or Ice Shard for Priority. You may also consider swapping it out for another mon altogether because it's really only used as a late-game cleaner, which you already have in the form of Mega Latias
  • You should use Roost on Mega Latias. Without it, you're too easily worn down while you set up which can compromise your sweep. You should also considering drop another offensive move for either Substitute (to prevent being hit by Toxic) or Reflect Type (to set up on some of its common switch ins more easily). You should also move some of the defense EVs into speed. 176 lets you outspeed neutral base speed 100s like Mega Charizard Y and Mega Gardevoir, but you can use fewer for more bulk. You should run at least 80 Speed Evs however.
Anyway, that's my take on it. Here are the sets for the mons with larger changes:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon / Earth Power
- Taunt / Will-O-Wisp / Toxic
- Stealth Rock

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 84 Def / 176 Spe
Bold Nature
- Stored Power
- Calm Mind
- Roost
- Substitute / Reflect Type
 
Not too bad for a first team, but I was wondering if you were intending for Forretress to be a suicide lead or just a standard hazard setter that can come in repeatedly. If you wanted something that can come in repeatedly, then I wouldn't use Forretress.

For the rest of the team, I noticed that you have no way to keep Hazards off of your field, which can be extremely problematic in a balanced team. So for now, here are my recommendations (any sets I recommend I'll post at the end):
  • Change your Heatran's set to that of an offensive hazard setter. It has more speed, which is important, and also has Taunt to help your match-up against Stall. I know that you're using Forretress to set Rocks, which leads me to my next point:
  • Change out Forretress. As a Stealth Rock user, he is very passive and doesn't really do much considering Volt Switch hits like a wet paper towel and you need some form of Hazard removal. Given that you're stacking multiple Steel types and you really don't like Pursuit Trappers, I recommend using Bulky Reflect Type Starmie.
  • There's no point in running both Iron Head and Meteor Mash on Jirachi. You should drop Meteor Mash for U-Turn. It's a nice move that helps you to regain momentum. I'd also recommend changing the nature to Jolly to get the jump on common Scarf mons like Kyurem-B and Landorus-T.
  • White Herb isn't that great on Cloyster. Its typing and bad HP make it hard enough to set up as it is. You should considering trying out Focus Sash instead, which can help make set-up easier if there are no hazards on your field. You also shouldn't use Hidden Power Fire; it doesn't have nearly enough power uninvested. You should either use Hydro Pump to get past bulky Physical Walls or Ice Shard for Priority. You may also consider swapping it out for another mon altogether because it's really only used as a late-game cleaner, which you already have in the form of Mega Latias
  • You should use Roost on Mega Latias. Without it, you're too easily worn down while you set up which can compromise your sweep. You should also considering drop another offensive move for either Substitute (to prevent being hit by Toxic) or Reflect Type (to set up on some of its common switch ins more easily). You should also move some of the defense EVs into speed. 176 lets you outspeed neutral base speed 100s like Mega Charizard Y and Mega Gardevoir, but you can use fewer for more bulk. You should run at least 80 Speed Evs however.
Anyway, that's my take on it. Here are the sets for the mons with larger changes:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon / Earth Power
- Taunt / Will-O-Wisp / Toxic
- Stealth Rock

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 84 Def / 176 Spe
Bold Nature
- Stored Power
- Calm Mind
- Roost
- Substitute / Reflect Type
wow,thank you a lot,m8
 
Back
Top