ORAS OU Mega-Sableye SemiStall team

INTRODUCTION
Im not really sure what kind of playstyle this team would fit under, but its leaning abit towards the defensive side so i guess semistall...? Anyway, I found this team while browsing the interwebs, and i decided to try it out. I wasnt too fond of some mons though, so i replaced them. Its been working out well, and i've been having alot of success on this team. Still, im looking for weaknesses that can be exploited. The team itself focuses on swapping between amoongus and rotom heat, occasionally bringing in excadrill or clefable to clean up threats. Then, once all the checks and counters are gone, i bring in clefable to set up and sweep. This team forces alot of switches so hazards would be good, but i cant find a place to fit them in.

PS: Shoutout to Verlisify, he made the team. Theres a breakdown of the original team on his channel.


THE TEAM






Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Knock Off
- Metal Burst
- Recover

Just a standard Sableye set. Perhaps im using this guy wrong, but he seems unusually squishy for a pokemon with such high defense investment and stats. I have tried the calm mind variant as well and found it really susceptible to scald/lava plume. This prompted me to switch to a more utility based set that i could rely on more. Hes usually my lead, but other than that, i find it hard to find safe opportunities to switch him in. Unless the opponent is burned or i know their switching out, im reluctant to switch this guy in. Hes a 2-3HKO, which i find a bit lackluster in a wall. Still, i love this guy just because of his Magic Bounce. Predicting a stealth rocks or spikes is seriously satisfying.


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 128 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Spore
- Synthesis
This plant/mushroom/thing is the first half of my main core. I can switch him in on almost any non-super effect hit (dont quote me on that, i havent tried it). I use spore to shutdown the biggest threat on their team, which gives me a few free turns to do whatever. Again, a pretty standard set.


Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
This mon is the other half of my defensive core, and can basically switch in on anything mushroom boy cannot handle. In the original team, Choice specs Heatran had this spot. I generally dont like heatran because of his EQ weakness, and with so many mons carrying EQ, i could hardly switch in heatran. The switch to rotom-heat was a good one on a whole i think.Without heatran, i have less coverage, but im able to spread burns easier as well as gain and regain momentum.Will-o-Wisp might seem redundant seeing as Sableye already has it, but having 2 lets me really cripple physical attackers, and prevents situations where sableye isnt able to burn the target. I use rotom-heat as a hit and run mon. Overheat/wisp then voltswitch out.


Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 8 HP / 252 Atk / 4 SpD / 244 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- X-Scissor
My revenge killer and main way of removing threats. Iron head and EQ for STAB, rock slide for charzard y and talonflame, X-scissor is coverage. Im open to replacements for x-scissor though. 244 speed evs allow me to almost outspeed anything except scarfed mons.


Mandibuzz Leftovers
Ability: Overcoat
EVs: 252 HP/ 252 Def/ 4 SpD
Impish Nature
- Defog
- Roost
- Knock Off
- U-Turn
Mandibuzz acts as my defogger for in case any hazards make it past mega sableye. I can also use u turn to gain momentum in cases where i cant safely switch in excadrill or clefable. Other than that, Mandibuzz doesnt do much. The fighting resistance and psychic immunity is nice and all, but clefable and sableye already bring that. If i were to change any mon on this team, it would probably be this.


Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Flamethrower
- Calm Mind
My main win condition and switchin to fighting/dragon moves. Clefable is an amazing pokemon that can get ridiculously tanky after a calm mind or two, and can even cover for itself thanks to flamethrower. I prefer flamethrower to fireblast just because of the reliability. Anything weak to fire probably will die to flamethrower anyway, provided i have a few calm minds set up. The EVs were chosen to maximize my defenses, since ill be boosting SpD with calm mind anyway. Unaware also allows me to switch in on set up sweepers. If no hazards are up (which they shouldnt be, thanks to sableye and mandibuzz), my opponent might think its magic guard clefable. This gives me free turns to set up my own calm minds.


 
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