ORAS OU Mega Sceptile strikes!

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Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Focus Blast
- Dragon Pulse

When making this team, I wanted to start with a relatively underused mega, Sceptile. Although Sceptile may lack the raw offensive power of some other megas, he is an excellent revenge killer, and has the potential to easily sweep weakened teams, while checking some key threats. Leaf storm is Sceptile's strongest attack, and is perfect for eliminating dangerous threats, as Sceptile out speeds the entire un-boosted meta-game, and even some scarf users. Giga drain is a nice secondary option, and allows Sceptile to stay in longer, which is often necessary for the late game cleanup that Sceptile excels in. Focus blast allows Sceptile to take down Ferrothorn and Tyranitar, I opted to run focus miss over HP fire for the increased coverage and power it offers. Dragon pulse is the obligatory second stab move, and is perfect for taking down the Lati twins, and anything that resists giga drain surprisingly hard, taking down almost any dragon type in the Meta-game.

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Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Thunder Wave
- Gyro Ball

What is there to say about Ferrothorn? He's perhaps the best wall in the game, giving any physical attacker a second thought. He prevents Scizor from firing off bullet punches, Kyurem-B from spamming outrage, etc. In addition Ferrothorn is great at stalling out certain threats. Leech seed is to deal with Pokemon that would normally be able to wear Ferrothron down. This highlights one of Ferrothorn's other strengths, shutting down dangerous physical sweepers, if all other methods fail; the damage from iron barbs and rocky helmet will provide a much needed shift in momentum. Thunder wave serves a similar purpose, by allow Ferrothorn to slow down speedy threats, and make them vulnerable to revenge killing. Stealth rocks is fairly self explanatory, due to the fact that Ferrothorn forces many switch outs, it serves as a very effective rocks setter. I chose gyro ball as my last slot to have some wall of dealing damage, interestingly enough gyro ball is capable of taking down max speed Gengar in one hit.

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

As most teams do, mine needed a way to remove hazards, and Starmie is one of the best around. Many teams have a sever weakness to Starmie, and with its blistering speed it's able to revenge kill many offensive threats including Landorus, Garchomp, and the Lati twins. In addition to being quick enough to get off a rapid spin in almost all situations, Starmie can take down the most common rocks steer, Garchomp, in one hit using ice beam, making it an effective tool to provide excellent coverage. Thunder bolt is to take down things like Keldeo, Gyrados, and others common water types that would normally force Starmie out. Hydro pump is the obligatory stab move, and dose nice damage to anything lacking good special bulk, including many key threats. Rapid spin is self explanatory, and when combined with Starmie's strong offensive presence, allows me to keep hazards off my side of the field effectively.

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Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 4 SpD
Adamant Nature
- Rock Blast
- Earthquake
- Avalanche
- Fire Punch

Although Rhyperior may seem like a strange and nonviable choice for an OU team it actually fills a key role and hard checks a shocking number of threats. If everyone's favorite Brave Bird spammer comes in, for example, Rhyperior can come in and easily take it out with Rock Blast. In fact Rhyperior can take down almost any physical attacker one on one. The list of Pokemon it can take down one on one includes key threats such as: Tyranitar, Garchomp, Landours-T, Scizor, Bisharp, etc. Move wise, Rock Blast is an effective stab move, taking down almost anything it hits for super effective damage while breaking mulitscale and focus sashes. Earthquake is the secondary stab move and hits like a truck, doing massive damage even on neutral hits. Fire punch is a great coverage move and can catch Scizor and Ferratorn by surprise, taking them down in one hit. Avalanche is another coverage move, and it takes advantage of Rhyperior's speed, hitting with a base power of 120 if Rhyperior has taken damage that turn, which is often.
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Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Gunk Shot
- U-turn

When one thinks of fire types in OU, Pokemon like Charizard and Heatran come to mind, however when building this team I wanted to try something a little different. Infernape fills the role of an quick offensive fire, but it has some useful perks others don't get. I decided to opt for a scarfed set to give my team a strong counter to many other slower scarf runners such as Tyranitar and Jirachi, as well as provided a useful late game sweeper. Flare blitz and close combat are incredibly powerful stab moves, which can take down almost anything that doesn't strongly resist them in one or two hits. Gunk shot is a very useful coverage move, and it allows Infernape to easily check Clefable and any other fairy not named Klefki. U-turn rounds out this set and allows me to gain momentum easily while dealing heavy damage to psychic types.
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Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Brave Bird
- Heat Wave
- Roost

Honchkrow is perhaps the most unconventional choice on my team, but nevertheless it fills a unique role on my team. Some may argue that Bisharp outclasses Honchkrow, however Honchkrow can do many things that Bisharp cannot, including taking down steel types such as Ferrothorn and Scizor, and easily checking slower fighting types, including mach punch Conkeldurr. Sucker punch is essential to mitigate Honchkrow's low speed, and it can hit incredibly hard after a moxie boost, taking down many dangerous threats that could otherwise threaten many members of my team. Brave bird is a useful secondary stab move, and it allows Honchkrow to hard check most fighting types, as well as providing a way threaten mega Venesuar, which otherwise causes some problems for my team. I opted to run a mixed set with heat wave to check many steel types that would otherwise wall Honchkrow entirely. Roost rounds out the set, and allows Honchkorw to heal life orb and hazard damage. I opted to run roost over a 4th attack, due to the lack of other useful attacks.
 
Ehy :0
My Advice is to change the Set on
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in
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Earthquake
- Hidden Power Fire
Earthquake can be used to effectively handle Heatran, Klefki, Jirachi, Magnezone, and Tentacruel, and Hidden Power Fire can be used to cover Scizor, Ferrothorn, and Skarmory. One small problem with Hidden Power Fire is that it forces Mega Sceptile to use a Speed IV of 30, which prevents it from Speed tying with Mega Beedrill.

Change the Spread on
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in 252 HP / 88 Def / 168 SpD: The given EV spread with a Relaxed nature lets Ferrothorn fare well against both physically and specially oriented opponents. 168 Special Defense EVs give Ferrothorn enough special bulk to survive two Ice Beams from +3 Manaphy. A Sassy nature with the given EV spread allows Ferrothorn to survive the combination of Hyper Voice + Focus Blast from Modest Mega Gardevoir most of the time, while still avoiding the 2HKO from +1 Mega Gyarados's Earthquake most of the time; the downside is that this leaves Ferrothorn much more susceptible to Crunch from Mega Gyarados and physical attackers in general, so it isn't typically recommended. If there's a lot of stress on Ferrothorn to handle physical attackers such as Azumarill, Life Orb Excadrill, Mega Gyarados, and Diggersby, more Defense investment can be run to tank hit from these Pokemon more easily. An example of a more physically defensive spread is 252 HP / 168 Def / 88 SpD avoids the 2HKO from Adamant Life Orb Excadrill after Stealth Rock damage.
Leftovers is the preferred item, as Ferrothorn heavily appreciates the added recovery. However, Shed Shell is a decent alternative over Leftovers if the ability to escape from Magnezone is more valuable to your team than the extra recovery Leftovers provides.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
I think that
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make of the momentum at the team, Raikou>Rhyperior is a better solution:Raikou check enyway Flying pokemon such Torna-T and Talonflame, but form good momentum for the team and in particular for Sceptile that need safe in.
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Signal Beam
252 EVs in Speed with a Timid nature allow Raikou to speed tie with Starmie and other Raikou while being able to outrun threats such as Serperior and Thundurus. 252 EVs in Special Attack maxmimises Raikou's damage output. An Assault Vest enables Raikou to more comfortably switch into special attackers like Thundurus, Manetcric, Manaphy, Keldeo and Mega Charizard Y., Signal beam Help you vs Hoopa and check Psychic type's

I think that Latios HPF>Starmie in this team but if you want to continue to use Starmie change the Ability in Analytic that is more helpful for offensive starmie: Analytic boost, hits many switch-ins such as Clefable for good damage and help Starmie to make killings that otherwise you could not do with Natur Cure. Thunderbolt with Sceptile and Ferrothorn is useless, i think that Psychic>Thunderbolt is a better option because hit Mega venusaur.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

or

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog

I think that Azumarill>Infernape Does the same things you want to do with Infernape but help you vs Stall team that are a problem fo the team.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
The given EV spread allows Azumarill to outpace uninvested base 60 Speed Pokemon, such as Clefable and Sylveon. If outspeeding support Tyranitar is appealing, then 92 Speed EVs should be used. 164 Speed EVs can be used to outpace uninvested base 70 Speed Pokemon, which includes bulky Bisharp and Skarmory. The Attack EVs should be maximized in every instance to ensure that Azumarill will hit as hard as possible.

i think that SD Talonflame>Hanchkrow is a better solution: Your team has no real wincon: Talonflame help you vs Venusaur and advantage of the damages produces by Azumarill for sweep with a Sceptile and conclude the game.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
252 Speed EVs enable Talonfame to at least Speed tie with opposing Talonflame and outspeed opposing Weavile, thus avoiding getting revenge killed by Ice Shard if weakened. 168 Speed EVs with a Jolly nature can be used if you're not worried about opposing Talonflame; they're still enough to outspeed Thundurus, Choice Scarf Magnezone, and specifically Raikou, beyond which there are no relevant threats worth outspeeding that aren't already hit harder by Brave Bird than Flare Blitz, and the spread gives Talonflame a bit more bulk, which helps it set up. 252 Attack EVs maximize Talonflame's damage output, and the rest are put into bulk in order for Talonflame to set up more easily and switch into Stealth Rock twice.

Team Complete:
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Earthquake
- Hidden Power Fire

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Signal Beam

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog


Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
I'm sorry if I changed too many pokemon on your team, hope help you and gl :)
 
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