ORAS OU Mega Sceptile HO Team : "Soaring high"

Introduction:
Hello, Smogon! This is the third RMT I'm doing, and I hope you all like it! The team is a Hyper Offense one with a little bit of Hazard control and stuff. I've had some moderate success with this team, and I'd love some advice on making it better!,HO is seriously fun to play with, so I hope you all enjoy this one!

Team at a Glance:
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Team in-depth Analysis:

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Sora (Sceptile)
(M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect

So this is the boss of the whole team, the badass gecko of destruction. Sora is the third special attacker on the team besides the Starmie and the Gengar, and is the main heavy slugger. The EVs are for maximizing that blazing speed and Scorching Sp Atk stat to their fullest potentials while the 4 invested in Atk helps deal a little more damage when using EQ.
Onto the moves and usage, now! Sora can Mega Evo quite safely in any given situation thanks to Protect which can also be used to scout choice-locked Pokes. Once he gets the godly speed boost on mega evolving that allows him to basically out speed every single Pokemon in the tier besides some Scarfers and Mega Alakazam, he can proceed to destroy teams with two powerful STABS in Dragon Pulse and Energy Ball, and Earthquake takes care of any pesky steel types that try to wall him and is also an excellent move to remove any T-flame checks the other team may have so the flaming hawk can burn through the rest of the other team. I chose Energy Ball over Leaf Storm since the Sp Atk drop can be crippling and immediately forces a switch. Once Mega evolved, you can keep him alive if you'd like to grab some boosts with his ability. I find it an excellent trick to let Starmie lure in an obvious Volt Switch user, and then switch in Mega Sceptile to absorb the move, giving him a Sp Atk boost to wreck even more efficiently.

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Linda (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam

My second Sp Attacker, meet Linda the Gengar. This is the fastest member on the team after Sora, and hits equally as hard. Anything Sora can't take care of? Linda is your gal. The EVs ensure I hit fast and hit as hard as possible, and seeing as how Linda doesn't last long anyway, with the Life Orb it rips through things like they were made of wet toilet paper.
Sludge Wave and Shadow Ball are the dual STABS that hit very hard on anything that doesn't resist it, and the former is able to take care of Fairies and grass types, taking advantage of Linda's amazing speed to KO quickly. Thunderbolt destroys any flying types or water types coming in, and also takes care of a very potent wall, Skarmory. Finally, Dazzling Gleam takes down a variety of Pokemon including Dragons, Dark types and Fighting types. A lot of coverage on a single 'Mon, Linda takes apart most anything with raw power and speed.

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Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost

Physical attacker numero uno. T-flame is an excellent late game cleaner, and after one SD, wrecks anything that isn't called Heatran or Tyranitar. Prediction is key to using Janitor here, as one wrong move could get it killed. Sceptile and Terrakion work to clear away T-flame's checks before sending him in so as to let him wreak unchecked havoc once set up. The EVs try to raise his longevity as much as possible while letting him hit as hard as possible.

Flare Blitz and Brave Bird are the dual STABS on T-flame, and owing to its great speed, and especially it's amazing ability, they almost always hits first. Swords Dance allows it to break any walls quite effectively by boosting its power to dizzying levels. Roost keeps it alive for more, and being a Flying type move, it gets priority from Gale Wings. Anything unprepared is utterly and completely annihilated.

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Terra (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor


Ah yes, Scarf Terrakion. This baby is capable of taking down entire teams on its lonesome if you play him right. With the right move, Terrakion can muscle through a whole team with ease, owing to its jaw-dropping attack stat and the speed gained by the scarf. The EVs help I outspeed everything with the scarf, and maximizes that beefy attack stat to allow for maximum destruction.
Close Combat hits for STAB and is his strongest move, destroying everything and anything that doesn't resist it, and overkilling any that are super effective to it. Stone Edge is the second STAB that deals with flying types like opposing T-flames and provides an all-round good neutral coverage, that is when it doesn't miss. Earthquake is to take care of those T-flame counters I spoke of, before and hits quite hard, while X-Scissor deals with some wise guys like the Lati's that try to wall him. Overall just hits really hard and punches so many holes in the opposing team if not outright sweeping them. Terra can be used both as a late game cleaner or an early game wall breaker. He works brilliantly either ways.


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Stella (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover

Now, this team really doesn't mind rocks except for T-flame, but all the same, hazard stackers are a pain in the a$$. Hence, we have our offensive spinner and third Sp Attacker, Stella the shiny Starmie #Alliterationftw! Stella is an excellent lure for electric types and as soon as she rapid spins obstacles away, you know you're getting a switch into an electric type on the other team. Switching in Mega Sceptile on this turn makes use of his ability, Lightning rod, to power up his godly Sp Atk to higher limits. The EV spread allows it to hit quite hard and makes it extremely fast as well.
Rapid Spin is the main attraction to Stella as it removes any pesky obstacles that hinder the team. Her ability allows her to switch in and out of statusers quite easily, and also gives her complete impunity against things like toxic spikes which she can spin away and then heal from after switching out. Hydro Pump hits very hard and is an excellent STAB move, KO'ing a lot of things with the help of the Life Orb. Same goes for Ice Beam which completely ruins the day for dragons and bulky grass types that switch in. Recover negates the LO damage and allows it to stay in battle for more time. A powerful and fast offensive spinner is what ol' Stella is, and she does her job quite well.

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Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 110 HP / 62 Atk / 36 SpA / 48 SpD / 252 Spe
Hasty Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake

Say hello to the most commonly used Pokemon in OU, Garchomp! Ripper is an offensive rocks using tankchomp! Ripper here can set up SR, and use the EVs invested in bulk to stay alive, while phasing out peeps he doesn't like to deal with using D'tail, and wrecking everybody he likes to deal with using the other two moves.
Stealth Rocks is almost a mandatory move to carry on any team in OU and is quite handy for dealing chip damage as the team can benefit from breaking some sashes, and D'nite Multiscale. Dragon Tail in tandem with SR can phaze out anyone trying to set up or anything that can wall Chomp, or to just deal SR damage to their team for wearing them down. Fire Blast destroys anything steel trying to wall him, like Skarmory and Ferrothorn, and Earthquake deals with everything else while also helping to deal with T-flames checks. All in all, an excellent offensive lead that wrecks many a thing if used right.

Conclusion:
That's kinda it for the team, and I seem to be struggling with fast offensive water types like Keldeo and other Starmie. Any advice would be appreciated! Thanks! ^_^

Importable:

Linda (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam

Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 144 HP / 112 SpD / 252 Spe
Serious Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake

Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost

Terra (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor

Stella (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover

Sora (Sceptile) (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect
 
Greetings ZT7, looks like an okay offensively oriented build, I do have a good amount of suggestions that would improve this team greatly, as well as helping you check some threats you may have overlooked. First off, as you already mentioned at the bottom of your post, Keldeo and offensive Starmie are two large threats to the current build as your only switch-ins are your own offensive Starmie as well as a Mega Sceptile which are both extremely shaky checks. Offensive Swords Dance Talonflame is also extremely annoying for this team as TankChomp is your only check to it, and without reliable recovery it would end up getting overwhelmed by common offensive cores. Furthermore, Sand offense (Tyranitar / Hippowdon + Excadrill) is problematic because as I said before, TankChomp gets overpowered by type spam and general offensive cores, while also not being the sturdiest check to LO Excadrill, specifically SD variants. Additionally, something that you currently lack is a Dragon check / resist / immunity, which makes the prominent threat, Lati@s, impossible to switch into. Although you do have a Scarfed Terrakion to revenge kill offensive Electrics, you don't have anything to switch-in on them that is capable of outspeeding besides Mega-Sceptile which gets OHKO'ed by HP Ice.

Just by running defensive Landorus-T > Garchomp, you would gain a pivot that is capable of providing free switch-ins to your wallbreakers, as well as a better check to Excadrill and Talonflame. A more consistent Ground immunity is also appreciated due to the fact that you would have a better match up against offensive Scarfed Grounds like Garchomp. Also, SpDef Bulk Up + Will-O-Wisp would provide you a better way of dealing with both all variants of Mega Sableye as well as Lati@s which your team does not switch in on. The mentioned Talonflame set would better deal with DD Mega Altaria, SD Mega-Scizor, SD Bisharp as well as Mega Gardevoir to a certain degree. Running Thunderbolt or Psyshock / Psychic > Recover would help the team deal with Starmie and Keldeo / other bulky waters respectively, at the cost of losing reliable recovery. Though you would lose out on recovery, a large portion of your team is capable of revenge killing the aforementioned threats. Since this is more of an offensive build, having a switch in to every single threat is next to impossible, so being able to revenge kill offensive Electrics with Scarfed Terrakion + Mega Sceptile should be enough.

A few small nitpicks I have on this build is changing the Gengar set to the following: Sludge Wave, Focus Blast, Shadow Ball, Taunt. This set provides you a stallbreaker / something to annoy fatter builds, as a lot of them are annoyed by Life Orb Gengar currently. On Mega-Sceptile, running Substitute > Protect gives you an even greater match-up against HO / other subsets of offense as it forces a lot of switches. Another option I'd personally run over Earthquake is HP Fire as it helps lure Ferrothorn and Mega Scizor which are both annoying to the overall build, and it keeps up your momentum as well. If you go with my suggestion, a Timid Nature should also be ran.
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Landorus-Therian @ Leftovers | Levitate
Impish Nature | 248 HP / 252 Def / 8 Spe
Earthquake | Stealth Rock | U-Turn | Stone Edge
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Gengar @ Life Orb | Levitate
Timid Nature | 252 SpA / 4 SpD / 252 Spe
Shadow Ball | Focus Blast | Sludge Wave | Taunt
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Sceptile-Mega @ Sceptilite | Lightning Rod
Timid Nature | 252 SpA / 4 SpD / 252 Spe
Dragon Pulse | Energy Ball | Hidden Power [Fire] | Substitute

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Talonflame @ Leftovers | Gale Wings
Careful Nature | 248 HP / 224 SpD / 36 Spe
Roost | Brave Bird | Will-O-Wisp | Bulk Up
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Starmie @ Life Orb | Analytic
Timid Nature | 252 SpA / 4 SpD / 252 Spe

Rapid Spin | Psyshock / Thunderbolt / Psychic | Hydro Pump | Ice Beam

tl;dr:
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Defensive Landorus-T >
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Defensive Garchomp
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Taunt + 3 Attacks Gengar >
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4 Attacks Gengar
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Substitute and HP Fire Mega-Sceptile >
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Protect + 3 Attacks Mega-Sceptile
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SpDef Bulk Up + Wisp Talonflame >
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SD + 2 Attacks Talonflame
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3 Attacks + Rapid Spin Starmie >
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2 Attacks + Recover Starmie

Hope I didn't miss anything too important, and I hope my changes won't change the overall goal of the team, but improve it! n_n have fun.
 
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Hey ZT, cool HO team. I personally like icy wind on LO gar lately; dazzling gleam doesnt hurt much and icy wind lets you outspeed potential switch ins like torn-T after the drop, and you can then KO with sludge wave (roll without rocks, guaranteed with). I don't know how I feel about tankchomp being your only real bulk on the team; it's basically your only way of beating some fast megas like mega mane and if its damaged before then, HP Ice kills. Mixed Goodra could be pretty good, as it keeps up offensive pressure and even hurts stall; as well as checking mega mane as HP ice does not do much. Agree with Nedor here on the other changes regarding scep, gengar, tflame and starmie, although I would personally keep tankchomp since it helps you not get swept by tflame better imo.
 
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Nedor

Thank you for the Rate! The changes you suggested are indeed interesting, and I'll try it out and see where it leads OuO
A few things though:
- EQ on Sceptile allows it to destroy non-balloon Heatran, which I've found all too common in the Metagame, and would be the first thing they throw up against him. Substitute>Protect sounds alright, and I shall try it out OwO
- Bulky Talonflame with wisp sounds... Interesting, but it kind of defeats the Hyper Offense vibe. I may be wrong since I've only tries two variants of T-flame so far (Banded and SD), so I don't know.
- Focus Blast has terrible accuracy and never hits when I need it to, and Dazzling Gleam has helped KO so many things before, that I'm slightly shaky about using that.
Other than that, I agree with all the other changes~

Mirak
You suggested Mixed Goodra in place of Tankchomp? May I know what set you would recommend?
 
Nedor

Thank you for the Rate! The changes you suggested are indeed interesting, and I'll try it out and see where it leads OuO
A few things though:
- EQ on Sceptile allows it to destroy non-balloon Heatran, which I've found all too common in the Metagame, and would be the first thing they throw up against him. Substitute>Protect sounds alright, and I shall try it out OwO
- Bulky Talonflame with wisp sounds... Interesting, but it kind of defeats the Hyper Offense vibe. I may be wrong since I've only tries two variants of T-flame so far (Banded and SD), so I don't know.
- Focus Blast has terrible accuracy and never hits when I need it to, and Dazzling Gleam has helped KO so many things before, that I'm slightly shaky about using that.
Other than that, I agree with all the other changes~

Mirak
You suggested Mixed Goodra in place of Tankchomp? May I know what set you would recommend?


No, you need Defensive Lando/Tankchomp; I suggest it in place of Gengar if the gengar suggestion doesnt work; as it can actually beat stall. The set:


Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 8 Atk / 252 SpA
Modest Nature
- Power Whip
- Dragon Pulse
- Fire Blast
- Sludge Bomb


Some calcs: (goodra does fairly well against stall, hence quag calc. D-pulse has a chance not to 2HKO and I dont recommend draco cuz then you turn into setup fodder for non-stall teams).

8- Atk Goodra Power Whip vs. 96 HP / 0 Def Manaphy: 158-186 (43.2 - 50.9%) -- guaranteed 3HKO after Leftovers recovery
8- Atk Goodra Power Whip vs. 252 HP / 252+ Def Quagsire: 252-300 (63.9 - 76.1%) -- guaranteed 2HKO after Leftovers recovery
 
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Mirak
Ahhh... Tbh, I've only used a Trolldra before (Hydration+Rain Dance+Rest+Infestation), so I'm not sure about how well the Assault vest set would go. Nevertheless, I shall try it out over Gengar! Thanks ^w^
 
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