ORAS OU Meteor City(peaked 1775 elo)

Hey guys , it's me Hello Gardevoir here with my 2nd RMT. This RMT will consist of a team built around Chain Chomp , which is a Pokemon I love using and I think deserves more attention. So sit back and enjoy the read !

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Ok ,first I wanted to make a team around LO mixed Garchomp because it's a great lure for mons like Skarm, Lando and Ferro and Scizor ,and it can deal a good chunk of damage on a Hippo if it's already worn out it'll drop, not to mention it ohkos Bulk Chomp without having to touch it which is fantastic as you can get a lot of surprise kills.

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Then I looked up into mons that pairs up well with Chomp and Jirachi was my first pick because it can switch into fairies and eat dracos.
Also, checks Weavile easily and preserves momentum. Scarf Rachi also provides healing wish support to Chomp for late game cleaning. I didn't go for regular spdef Rachi cause going all out on offense is my style of play and spdef Rachi would lose me all momentum I could gain.

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Next I needed a good Keldeo switch in ,so Azu was my first choice . Banded Azu is an excellent wall breaker and my most reliable answer to sand teams. Even if it gets a scald burn I can Healing wish it up back to full if it turns out to be my win con.


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Next i need a good answer for water mons and a soft check for Talon, so Thundurus came into my mind which also provides me the ground immunity and Prankster T-wave makes life easy for Chomp and Azu.

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Then I realized I don't have a good Switchin to electric types in general but don't have too many slots left. Assvest Raikou or Hoopa excels best at this job ,but I decided to go for Keldeo because it can switch in on hp ice if played correctly and blow it back with hydro pump or scald. It's my most reliable Bisharp check and a good late game sweeper.

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Next I needed a mega but also a Mon that can keep rocks away from the field so Diancie came into my mind as it keeps the offensive pressure and can absorb statuses.


With the thought process out of the way ,now let's go and find out about the team !


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THE TEAM


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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

This set focuses around the surprise factor and is also surprisingly efficient , getting past things like Ferro , bulky Chomps and Scizors rather easily. Max SPA and SPEED to make most of Draco and Garchomp's ability to outspeed base 100's like Medicham , Gardevoir etc and Ohko them with one of the said moves after a bit of prior damage. Draco and Fire Blast along with Earthquake provides very good coverage. Stealth Rock is Stealth Rock lol , mandatory on every team.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish


As I said , I needed a revenge killer Weavile and check for fairies so Decided to go for Scarf Jirachi,Iron Head for stab and that delicious 60 percent change of flinching. U-turn for momentum , Trick to cripple walls and Healing Wish for fantastic support. Spread is bread and butter to make most of Rachi's ability.

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Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]


Thundurus is hear to check things like Azu and Keldeo and also provice T-wave support. Thunderbolt and HP Ice go hand in like bread and butter , Focus Blast to beat Ferro , Tran , T-tar for SE damage. Spread is bread and butter focusing on the ability to outspeed 110's like Diancie and Lati twins.
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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Electric]
- Secret Sword
- Scald
- Hydro Pump


This is my 2nd revenge killer, this is also my only good Bisharp Check , the other having to be paralyzing with Thundy and revenging with Azu haha. Scald for spreading burns and doing good damage , Hydro to break walls , HP elec to safely revenge Gyara as they choose not to go mega most of the time vs a Keldeo, Secret Sword to hit special walls like Chansey where it hurts. EV spread is standard.


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

Azumarill is the other hard hitter of this team , checking things on stall like Sableye and such , also checks Keldeo , Lop , Medicham and other mons which are huge threats to this team. Aqua jet is strong priority coming from over 400 attack and equipped with Choice Band can easily clean up late game , Waterfall and Play Rough are a great stab combo , Superpower to beat Ferro. Opted not to take Knock Off cause I 2hko Slowbro with Play Rough anyway.


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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect


Diancie is the mega of this team , it keeps off hazards and hits hard too. Diamond Storm and Moonblast are strong stab moves which hit hard , Protect is to safely mega evolve and Earth Power is to beat Heatran and Bisharp. This is also my best Talonflame check.



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Fast electric types in general are a huge pain to deal with for this team , I usually have to keep revenging them with Keldeo after some damage or keep Diancie really healthy.


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These things gets a kill every time they come in , can't do anything about it.




Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Electric]
- Secret Sword
- Scald
- Hydro Pump

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

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect


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That concludes this RMT , if you read all of it then I thank you and hope you enjoyed. I know this team has a lot of weaknesses , so any constructive criticism is appreciated !




 
greetings Hello Gardevoir, this is a pretty generic-looking offensive build. there's honestly not many major changes that can be made to the build without entirely changing it, there are just a few minor optimizations that would greatly help the team in a few more match-ups. based on your threatlist, offensive electrics can definitely become issues, but they are definitely manageable with the combination of scarf keldeo, scarf jirachi, as well as banded azumarill's priority. there is still a bigger issue once you go more in-depth with the team, which is breaking bulky grasses such as mega venusaur, amoonguss, and tangrowth. they all seem to cut the teams momentum and wear down or cripple your team way too much; you'd appreciate a way of luring them in for a late-game cleaner to take advantage of them being removed or low.

first off, heart stamp > trick on scarf jirachi would be beneficial in helping deal with the offensive electrics already mentioned, bulky grasses, as well as things like mega lopunny, zard-y, keldeo, etc. now, a big issue is that while you have possible ways of cleaning out a game with a scarfer, you don't really have a set-up wincon to take advantage of the teams wallbreakers, therefore, i am suggesting you to run rock polish > earth power on mega diancie. earth power isn't necessary on this build as you have multiple ways of breaking heatran down and putting it in range of diamond storm either way. this still doesn't take care of the issue of removing bulky grasses that your (new) wincon struggles with, but hp flying as opposed to hp ice on thundurus-i would function as an excellent lure for a sweep late-game when a set-up opportunity is found. not to mention, removing bulky grasses helps scarf keldeo and banded azumarill clean with their respective attacks. there would also be the option of psychic mega diancie + nasty plot t-wave thundurus, but ferrothorn would become an issue as it gets free spikes on a few members freely and heals up with leech seed, thus cutting your momentum.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Rock Polish
- Protect

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Focus Blast
- Hidden Power [Flying]
that's all from me for now, i didn't change the build too much, but rather made optimizations and gave you a more consistent way of cleaning out a match. hope i helped and have a great day! ʕ•ᴥ•ʔ
 
Last edited:
Ehy :)
Nice team, but i think that there are things that could be improved: This team is really fast, and don't needs to Thunder Wave-Support, for this reason i think that Raikou>Thundurus is the best solution for this team, because raikou gives you a good check for Electric Spam and keldeo, that is really annoyng for this team, and helps you against Charizard Y because you have no guaranteed income. Raikou, furthermore, gives you a good Volt-swich Support that your team appreciates.
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Shadow Ball
Serperior is really annoyng for this build, and you don't really need to Azumarill in this team, my suggest is to try Tornadus-T>Azumarill because in addition to helping against serperior, Helps you against Venusaur that is annoying to deal with for your team.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
I think that Tank Chomp>Special chomp, yes i know that you love this set, but i think that tank chomp is a better option for this team, because help you against many threat as Lopunny and Scizor.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
I think that Specs Keldeo>Scarf because you need to offensive pression, and because this team is weak to Latios/Latias.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
This team has a really good Volturn core, and hasn't a really wincon. My suggest is to try Bisharp>Jirachi because check Latios/Latias and give you a good wincon that is really good for this team. Life Orb is good, but Black Glasses is a good options, because helps you against Latios/tias. Jolly Nature for outspeed Defensive Landorus-T and Rotom-w that is really good for the team!
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Summary of the changes:
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>
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>
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>
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  • Change the set on Keldeo
  • Change the set on Garchomp
Team Complete:
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Shadow Ball
Hope help you and GL! :)
 
Hey Hello Gardevoir, cool team. ChainChomp is definetly an underrated set that can catch people off guard.

There are a few redundancies with your build however, such as two Choice Scarf users and dual water types that don't really support each other and mainly check the same things. Thundurus being your main Ground immunity makes you pretty weak to Sand Rush Excadrill, and having your Electric immunity be Garchomp makes stuff like M-Manectric and opposing Thundurus very threatening. Your team also lacks a win condition or a way to beat bulkier builds that generally prepare efficiently enough for all of the Pokemon on your team. Plus nothing on your team really takes advantage of the support Mixed Garchomp provides. My rate will focus on trying to give your team more direction, increasing offensive synergy, while also helping you check certain threats better.

To start things off, M-Venusaur hard walls everything on your team bar Garchomp and Jirachi, which M-Venu won't be staying in against anyway. Also, your team's Keldeo check is an Azumarill which isn't Assault Vest, and definitely doesn't want to switch into Scald since a burn removes it Huge Power boost. So, to check and beat bulky grass types like M-Venusaur and Amoonguss, give your team a switch-in to Rotom-W which you previously couldn't pivot into, and a safer Keldeo check, you should run Latios > Azumarill. Outside of opposing Keldeo and Latios, your Keldeo can check virtually everything Azumarill can, so you don't really lose out on much by dropping Azu.

Next, for a Ground immunity to improve your matchup against Sand Rush Excadrill, and to provide you with a win condition that benefits from the support that ChainChomp provides, you should run Double Dance Landorus-T > Thundurus. Latios can run Calm Mind as your way of checking Calm Mind Slowbro and Suicune in place of Thundurus, as well as an additional win condition and wallbreaker. You can alternatively run Thunderbolt if SpDef Talonflame is too annoying, while also being able to hit Skarmory. Landorus-T benefits from Garchomp weakening opposing Landorus-T and taking out defensive Garchomp, as well as Skarmory and Rotom-W since that gives it an easier time in cleaning late game after it gets off a boost. Latios also benefits from Garchomp getting rid of Skarmory and potentially Ferrothorn with Fire Blast.

M-Diancie doesn't really do much for the team since Landorus-T can check Talonflame well enough, plus you have another Dragon resist and Dark Resist. Since your team can't handle Azumarill very well, your should run M-Scizor > M-Diancie. With Garchomp weakening Rotom-W and taking out defensive Garchomp with Draco Meteor, as well as greatly weakening Skarmory with Fire Blast, M-Scizor will have an easier time in breaking through teams after a Swords Dance. To support Calm Mind Latios, it can run a Swords Dance + 3 Attacks set to lure in and take out Heatran with Superpower. It also can bait in Rotom-W and hit them with a fast +2 Bug Bite to take them out after some chip damage to support Landorus-T. Landorus-T can run Yache Berry so it can take HP Ice from fast electric types like M-Manectric and Thundurus that can annoy M-Scizor to give it more leeway in wallbreaking after a Swords Dance. This also is useful for checking Ice Punch users like M-Lopunny, M-Metagross, and M-Medicham.

Onto smaller aspects of the team, Trick isn't all too useful on Jirachi since it's your main form of Speed control and back up check to Dragon Dance M-Altaria if M-Scizor gets trapped by Magnezone. Since this team struggles a bit against opposing M-Scizor, and the win conditions all want to weaken Skarmory, you should run Fire Punch > Trick on Jirachi. This also helps catch Ferrothorn to support Latios. Lastly, since you have decent speed on this team, a Scarfer, and Intimidate to help manage boosters, your Keldeo doesn't really need a Choice Scarf. So you should run Choice Specs > Choice Scarf on Keldeo to increase its damage output and ability to help revenge kill threats like Manaphy and Belly Drum Azumarill. With Hidden Power Grass, it can help beat / weaken bulky water types like Gastrodon, Slowbro, Seismitoad, and Suicune to support your main two win conditions in Landorus-T and M-Scizor.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Draco Meteor
- Stealth Rock
- Earthquake

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Healing Wish
- U-turn

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Calm Mind / Thunderbolt
- Recover

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Grass]

Landorus-Therian (M) @ Yache Berry
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Scizor @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite
Hope i was able to help!
 
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