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ORAS OU Mega Slowbro: Water Grass Fire

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Introduction


So this is my first RMT so I'll pop in a little information about myself. I started playing in 4th gen when D/P/P was at its height and played until Black & White where I ran out of steam. I mainly played UU towards the end where I managed to keep a not bad ranking on the UU ladder on PO peaking at 7th and not dropping any lower then top 50.

My play style is a more defensive so my teams and the teams I use tend to be balanced or more on the defensive side funny enough, although I do not like stall.

So without any more BS on to the team

First Look


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The team functions around a solid Water/ Fire/ Grass core with Mega-Slowbro/ Heatran/ Tangrowth filling the respective types. They cover each other well and together Tangrowth and pre mega evolved Slowbro make a good regenerating pair that’s hard to break. Landorus-Therian adds more bulk and allows you to build momentum through u-turn and helps stop some threats. Scarf Tyranitar fits in as the revenge killer being able to trap psychic & ghost types is extremely useful. Conkeldurr adds a nice amount of physical damage and can break down opposing cores.


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Roar
- Earth Power
- Stealth Rock

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Earthquake
- Stone Edge

Conkeldurr @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up



A More In-depth look

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off
Starting with the main pokemon Mega-Slowbro. Slowbro has been one one of my favourite pokemon since Gen 1 and I am not a huge fan of the aesthetics of the mega but it does give some nice changes to Slowbro turning the great physical wall into an even better one and a potential offensive threat.

The set aims to get the best out of both Slowbro and Mega-Slowbro with the obvious 252 in HP and 232 in Def the 24 in SpD allows Normal Slowbro to take Hydro Pumps from Keldeos and Rotoms better before switching out to regenerate it all back up.

Slowbro is going to be used a Physical wall early game to take a few hits but late game once his threats and counters are gone he can come back in Mega-evolve and cause havoc.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Roar
- Earth Power
- Stealth Rock/ Taunt
Heatran is an great pairing with Slowbro and is a great wall. There isn't too much to say about Heatran here other than its the standard OU specially defensive heatran with 68 Ev's invested into speed to out speed some Mega-Venusaur and Mega-Scizor sets and either KO them if they are low or to stop them setting up.

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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]
The finally part of the core is made up of Tangrowth I tried a few others such as Celebi and Roserade in this role but I found Celebi and Slowbro don't work as well together and Roserade although fits in well doesn't fit my play style as well as Tangrowth.

Assault vest does sacrifice the utility of Tangrowth but it more than makes up for it with the extra bulk turning Tangrowth into an outstanding mixed wall and that's what this set aims to do. The Ev's are obvious and the sassy nature is self-explanatory with Tangrowth already having great Def I want as much SpD as I can to get full use of the assault vest.

Tangrowth can check a huge list of offensive threats and with regenerator allows you to switch him in and out as often as you want building great momentum.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off/ Stone Edge
Landorus-Therian is the main stealth rocker of the team, I do run rocks on Heatran but that's my person preference I like having two sources of SR. Another reason I decided to use Landorus because it can switch into electric type attacks that may cause Slowbro problems as well as being able to check Mega-Pinsir which this team can struggle with.

Landorus fills in as a good over all Physical wall allowing Slowbro to avoid coming in and keep its health high for later. The slow u-turns also work well with this defensive team allowing you to get out into a different Pokemon to check your opponent without taking a hit in most cases.

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Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Earthquake
- Stone Edge​

Looking at the rest of the team threats like Charizard Y & X and Talon flame are covered but i was still worried about the weakness to Gengar, Latios and Mega-Pinisir so i decided to run scarf Tryanitar to help solve this problem. Tyranitar's synergy with the rest of the team is not great but that's not the important part here its the ability to revenge kill and trap threats which this set executes perfectly and any check or potential switch in can be covered by other team mates even though the synergy isn't great.

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Conkeldurr @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up​

So after a while of testing this team I soon realised that Specially defensive walls like Chansey were a problem and moved to fix the problem with the addition of Conkeldurr. I like what it brings to the team as a lot of the team really don't appreciate being burned or poisoned which with guts just helps Conkeldurr hit things harder. I'm running max health just to be bulky and max attack to hit whatever is in front of it. I'm running leftovers over life orb to increases the survivability of Conkeldurr and to help him soak up Statues better.

To sum things up Conkeldurr's job in the team is to break walls and get burned.



Conclusion

In conclusion i feel the team is solid enough to be effective in the current meta but definitely does have its draw bags like any team. Mega Pinsir and Heracross can be a real issue for this team and probably the biggest threat is Mega-Sableye it can cause a real issue for the team. Outside these i have not had any major problems and it has let me to quite a few wins nothing spectacular but I'm not spectacular at the game so what would you expect. Anyway thanks for reading and enjoy slating the team.
 
Nice team! Two small changes to make it run a little better. First, I'd run 80 Defense EVs on Slowbro. You don't need all the defense EVs because it's already really high with no investment. 80 Defense and a Bold Nature let it check Diggersby, which is something a lot of semi-stall teams can't handle efficiently. The remaining EVs should be dumped into Special Defense to better help take on Keldeo, Latios and other Special attackers.

I would also switch out Conkeldurr for Banded Azumarill. That still lets you hit Chansey and other bulky mons hard, but also gives you a Mega Sableye check, something you currently don't have. You have flexibility in the last slot on that set, but Knock Off works best to really break down other defensive teams (especially to cripple Chansey). Other than that, good team and have fun laddering.

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

Azumarill @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

^Speed EVs let you beat everything base 61 (Tyranitar) and lower.
 
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