ORAS OU Mega Manectric Balanced Team

Hello, i'll present a team around Mega Manectric, i tested some versions of it like hyper offense etc, i came with a stable team with enough resistances and coverages but i have some trouble against weather teams specially rains teams so it is why i'm posting here.

Teambuilding and choices:

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Obviously i started with Mega Manectric, i especially like this mega because of intimidate and a very fast pivot on the special side who outspeed many pokemons except some scarf like scarf landorus-t scarf excadrill.

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Landorus was the 2nd obvious choice for the double Intimidate duo and he cover the only ground weakness from Mega Manectric.

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To cover the 4x Ice weakness and Water weakness from Landorus-T, i needed a water for begin the FWG core and i finally chose Azumarill with her excellent fairy/water type .

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Now the Grass for the FWG core, Ferrothorn was the best choice because he cover all weakness from azumarill (immunity to Poison and resist to her Steel/Grass/Electric weaknesses)


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For the Fire i chose Heatran who cover Fire Weakness from Ferrothorn .

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And for the last poke i needed something with ground immunity and hazards removals to finish the SFD core and Latias came in mind.


The team in detail.

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Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat

I started with him, i chose Lightning Rod pré-Mega for ensure an immunity to an Electric attack aim for Azumarill if i predict well and a boost is always good.
It's typically a fast pivot "hit and run" monster so the 252 Ev in Speed and 252 Spa with Timid Nature is needed for hit fast and leave.
Thunderbolt is the primary stab for slower water and dealing neutrals on steels.
Volt Switch for switching back to an appropriate poke.
HP Ice for dealing with slower ground type when they are weakened enough to ensure the finish such as Garchomp Hippowdon Latios/tias etc.
Overheat over Flamethrower because even if it has less accuracy it can ensure ohko on Ferrothorn/Scizor/Excadrill without scarf etc.
I use Mega Manectric for lower physical pokes who can't do a lot of damage on it such as Brave Bird Talonflame,Bullet Punch Scizor etc on the switch and go for Volt Switch or Overheat depending of the opponent; i can lead with it if my opponent doesn't have a ground type who can stop the volt switch or if i predict a Stealth Rock setter like Heatran etc and Volt Switch into Latias to defog hazards.

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

For the 2nd poke i chose Lando-T Scarf for cover the Ground Weakness from Mega Manectric and to form an Intimidate Duo with it.
The scarf Lando-T is here for outspeed threats like Mega Loppuny Mega Manectric Scarf Excadrill if it isn't under Sand etc so 252 Ev Spe Jolly Nature and 252 Ev Atk make sense .
Earthquake is primary Stab for dealing good amount of damage for pokes who don't resist ground type or for frail defensive opponents.
Stone Edge is here for hitting opposite Talonflame /Zard Y Thundurus and all Flying/Fire who don't resist it.
U-turn for the Volt-Turn combo to gain some time for placing Rocks and for hitting Slowbro Latios Latias Hoopa and all Dark in general.
Knock Off for have a way to dealing with gengar and ghosts/psychics, and even if it isn't a ghost psychic, it's always good to knocked out an item.
I use lando-t as a revenge killer and for cripple physical sweeper in general and then use u-turn for swintching into Mega Manectric for a double Atk reduction.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower

Azu is the the first part of the FWG core and the link for the SFD core, she is bulky and hit hard with the band set and huge power, i needed something who can hit hard and with a priority move in Aqua Jet so the 248 Ev HP 252 Ev Atk are here for ensure the bulky side with the power of hit.
Aqua Jet is here for revenge killing low health pokes or ohko frail opponent on the physical side who don't resist water such as Excadrill Lando-T Heatran etc.
Play Rough for dealing with dragons/darks/fightings such as Garchomp Dragonite Latios/tias etc or even dealing neutral heavy damage.
Knock off is here when i'm not about the next switch and for make a safe unless the guy has a tank chomp/ferrothorn lol.
Superpower is here to punish steels who switch-in like Scizor/ferrothorn etc and ensure an ohko with the choice band.
I use azumarill as a revenger killer and as mid/ate game cleaner depending of the lasts pokes on the opponent team and for deal with ground type /fire type who want to earthquake my Mega Manectric or ohko ferrothorn with a fire attack.
I don't like running Waterfall on Azu because i prefer to run another move for better coverage like superpower here.

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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball

Here is the 2nd member of the FWG Core who cover all weaknesses of Azu and who is the Defensive core with Heatran so i run the defensive set with Rocky Helmet over Leftovers because it help me a lot for dealing 25% on things like u-turners knock off users etc like landorus-t and all kind of support like Mew .
Leech Seed is here for recovering health and to force switchs on set-up monsters.
Thunder Wave is here for cripple set-up monsters and others grass like Mega Venusaur etc , it allow me to outspeed fast opponent threat .
Power Whip and Gyro Balls are here for dealing with water/ ground / fairy pokes.
I use it against opponents physical sweepers who don't have a fire /fighting coverage for little stall or force some switchs with leech seed/t-wave.

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock

Heatran is the third member of the FWG Core and the Specially Defensive of the core Ferro-Tran so i run the fully Spd Spread Ev to deal with the fire move aimed Ferrothorn or for switching into Stealth Rock setter like opposite Heatran garchomp etc without fear a Ground attack at the beginning with my Air Ballon to set my self my rocks.
Lava Plume is here for the 30% burning chance and for the Stab.
Taunt is here to shutdown opposite stallers without magic bounce like Sylveon Chansey/Blissey/Skarmory etc (but yes i take care about Seismic Toss lol).
Roar is here for forcing set-up sweepers behind sub to leave because yes i hate substitute :( or i use it to have more damage on rocks.

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Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

For the last member of the team i needed something who can clear hazards while being bulky and good special attacker for dealing with Mega Venusaur and Fightings/Poison .
Latias with Ferro-Tran-Azu form a SFD core too.
Draco Meteor is the primary stab and psychock the second who can beat Chansey/Blissey (i think) and pokemons who don't resists it with low Defense.
Roost is here for recover health and defog for clear Hazards.

It's the end of the team, i tried to do a good RMT Thread with explanations.

For some replacements i'm thinking:

Toxic>Roar on Heatran
Recover/Tailwind >Roost on Latias for avoid the predicted earthquake/earth power on the roost or Tailwind for help me to deal against Rain teams by doubling my speed and punch holes with mega Manectric except in mega swampert :/.

Thx for reading it and i hope you'll rate it, i'm open to all suggestions!

Here is the full team (just copy paste on PS):

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Power Whip
- Gyro Ball

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Taunt
- Roar
- Stealth Rock

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
 
Hey asseforlife, nice balanced team. One suggestion I might have, is that I really don't see the point of having ferrothorn on your team, since you already have a rocker and nothing on your team really takes advantage of t wave, plus a volt switch from mantric doesn't really gain any momentum if you just go into ferrothorn in response. I suggest that, keeping in touch with your SFD core, you replace ferrothorn with Bisharp.
Bisharp is known to work flawless with mega manectric, with manectric covering bisharp's keldeo weakness and bishop covering maectric's lati/mega alakazam/faries/other fast attackers that it doesn't hit super effectively.
Another small improvement I would suggest is running Healing Wish over roost on your Latias, helping keep your sweepers and offensive threats healthy, which can completely change a game in some cases. Kepping roar over toxic would probably be best since set up sweepers are pretty scary for this team.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch
 
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hey asseforlife, i enjoy the look of this bulky offensive build that incorporates voltturn for momentum, while also having counterplay towards quite a bit. the main issues i recognize is a few of the roles on your team would function much better if they were simply switched around, as well as any variant of bisharp, especially as you are running a double intimidate core, which it easily takes advantage of thanks to defiant. also, a few of your sets / spreads are sub-optimal and can be modified to improve the team fairly easily.

first off, i'd recommending changing your landorus-t set to defensive rocky helmet as opposed to scarf. you are extremely weak to physical attackers, mainly referring to mega lopunny as well as sand offense as this is your main form of counterplay towards said threats, but it is not a consistent check by any means due to the fact that it is offensive and easily gets worn down. it provides you a consistent ground resist which is always appreciated, and rocky helmet enables you to punish certain physical attackers to put them in range of mega manectric. furthermore, the main goal i've noticed is to lay down hazards and wear down the opposing team until one of your members, most likely mega manectric can clean late-game, so my next suggestion enhances this goal quite a bit. spikes > thunder wave on ferrothorn creates a hazard stacking core alongside your heatran which mega manectric greatly appreciates to ensure certain 2hko's or ohko's. if you manage to lay down rocks and multiple layers of spikes, your voltturn core will definitely wear down the opposition quicker, while having defensive options to fall back on, thus enhancing the goal. now, you may have noticed that you lost two forms of important speed control which makes you weaker to a few faster threats and specific set-up mons', but the next recommendation will remedy that. as you now have a stealth rocker in landorus-t, scarf heatran can be ran over your current spdef set to function as a revenge killer and a possible late-game cleaner if m-manec has a bad match-up against the opposing team. due to it's speed tier, it is capable of outspeeding mons' like mega manectric and mega lopunny (base 135 positive nature), weavile, tornadus-t, raikou, etc., which can pose possible problems.

my last major change is resttalk lo keldeo > azumarill. as i mentioned earlier in the rate, bisharp and offensive dark types in general are huge issues when running a double intimidate core as it easily takes advantage of it, and with +2 attack under its belt, which it finds a set-up opportunity on multiple members of the team, you have absolutely no way of stopping it from sweeping. if you are wondering why i specifically chose this set, it consistently checks the mentioned threats, but it also prevents stuff like opposing scarftran from cleaning late game, and other keldeo sets typically get worn down quickly by coming in on resisted hits, status, etc. also, not much is lost on a defensive standpoint as you already deal with sand offense through the combination of landorus-t and ferrothorn, and rain is dealt with decently through ferrothorn, but it's obviously not the best match-up.

as for smaller changes, i recommend you modifying your ferrothorn's spread to 252 hp / 88 def / 168 spdef, this helps you take on certain special attackers a bit better, while also improving your match-up against certain rain abusers; leftovers should also be ran for longevity. latias should also be running a spread of 72 hp / 184 spatk / 252 speed to avoid 2hko's after rocks from offensive electric types, which can be annoying for you to deal with.
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Landorus-T @ Rocky Helmet | Intimidate
Impish Nature | 248 HP / 220 Def / 32 SpD / 8 Spe
Stealth Rock / Earthquake / U-Turn / Stone Edge

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

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Heatran @ Choice Scarf | Flash Fire
Timid Nature | 252 SpA / 252 Spe
Fire Blast / Flash Cannon / Earth Power / Stone Edge

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Keldeo @ Life Orb | Justified
Timid Nature / 24 HP / 232 SpA / 252 Spe
Scald / Secret Sword / Rest / Sleep Talk

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Latias @ Life Orb | Levitate
Timid Nature | 72 HP / 184 SpA / 252 Speed
Draco Meteor / Psyshock / Defog / Roost
Hope I helped and have a good day! n_n
 
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