ORAS OU Mostly Offense (aka, Dual Blades)

Bisharp @Assault Vest
Ability: Defiant
Nature: Adamant
EVs: 192 HP, 220 Att, 96 Spe
Moves:
Knock Off
Sucker Punch
Pursuit
Iron Head

Bisharp, simply put, is very useful. Sucker punch and pursuit together manage to trap things like the Lati duo, which can be bothersome to the team. I chose to build this team around Bisharp because, after trying it out, I found its STABs to be useful. The following team needs its revenge abilities and steel STAB.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Nature: Jolly
EVs: 252 Att, 24 Def, 232 Spe
Moves:
Earthquake
U-Turn
Stone Edge
Explosion

Landorus is here to assist Bisharp by being immune to earthquake and resistant to fighting attacks. Lando intimidates opponents, scouts, and forms a VoltTurn combo with another member of this team. I chose Lando-T over Lando-I because my team needs the ability intimidate, as well as the revenge capabilities a scarf provides. Explosion is on the set because I like an explosive finish.

Latios @ Life Orb
Ability: Levitate
Nature: Timid
EVs: 252 SpA, 252 Spe, 4 SpD
Moves:
Draco Meteor
Psyshock
Hidden Power Fire or Surf
Defog

This team needs a defogger, and Latios is excellent at the job. Being immune to EQ gives it synergy with Bisharp, and the VoltTurn combo helps it onto the field. Draco meteor does a handy job of killing opposing Rotom-W, which tends to give Landorus and Bisharp problems. If I'm feeling confident my teammates can deal with Gliscor, I run HP Fire instead of Surf.

Rotom Wash @Chesto Berry
Ability: Levitate
Nature: Bold
EVs: 248 HP, 252 Def, 8 SpD
Moves:
Hydro Pump
Volt Switch
Will o Wisp
Rest

This team has a few problems with status, which is why Rotom carries Rest and a Chesto Berry. Rotom is the second half of the VoltTurn combo. After burning an opponent, Rotom can pivot to Lando, which further drops the opponent's attack and forces a switch. Rotom's burns are appreciated by the rest of the team.

Gallade @ Galladite
Ability: Justified (Inner Focus when mega)
Nature: Jolly
EVs: 252 Att, 252 Spe, 4 SpD
Moves:
Swords Dance
Close Combat
Knock Off
Ice Punch

Knock Off is a common move lately. With Justified, I can send in Gallade to capitalize on this. With his monstrous attack, Gallade is the sweeper on my team due to how few Pokemon can wall him. Lando and Rotom aid Gallade at switching in by neutering physical attackers, which otherwise give Gallade problems. Rotom can also eat attacks from Talonflame, providing a little synergy between the two.

Clefable @ Leftovers
Ability: Magic Guard
Nature: Calm
EVs: 252 HP, 172 Def, 84 SpD
Moves:
Calm Mind
Moonblast
Soft-Boiled
Flamethrower

Clefable is my status sponge, and my go-to if Latios is having problems entering the field to remove hazards, as Magic Guard ignores hazard damage. Calm Mind allows Clefable to deal more damage and sponge special attacks better. Clefable also eats fighting type attacks aimed at Bisharp, and dark type attacks aimed at Latios. Flamethrower deters Scizor switch-ins and scares Ferrothorn off the field, should it fail to OHKO it.

What do you think of this team? I had synergy in mind when creating it. I call this team Dual Blades because Bisharp and Gallade are what I built this team around.

NOTES: I'm willing to change out Gallade for a different attack mega. I decided not to use hazards, as I feel like that would waste a moveslot, and it's a bit detrimental with Latios carrying defog.

I need your honest opinion. What threatens this team? What could I change for the better?

EDIT: Because people name themselves after items, I accidentally tagged people in the post. The tags have been removed.
 
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Hello, first of all, you don't need a Pursuit Trapper in this team and you haven't got Stealth Rock which is a big problem in this metagame.
So, I'll suggest you some changes such as:

bisharp.gif


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

More offensive set which deals way more damage than an Assault Vest one.

garchomp.gif

Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 156 Def / 104 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Then, since you need Stealth Rock, you should put this lead over Landorus-Therian. It can easily deal with Lopunny thanks to its residual damage and you can set up against everything except for Latios. Toxic is for Rotom-W, Lando-T, Hippowdon.

manaphy.gif

Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Ice Beam

Then, I'd suggest you to put this over Rotom-Wash to get rid of Heatran, Ferrothorn, and bulky teams in general. It's a more offensive Pokemon than Rotom-W that fits very better in this team.

gallade-mega.gif

Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Swords Dance
- Knock Off

There's no need to use Ice Punch over Zen Headbutt.
 
I really don't like the shaky accuracy on zen headbutt (plus, ice punch comfortably kills Gliscor). I'll give Garchomp a run, that one seems interesting. I'll also try out Manaphy. Losing VoltTurn will make it harder for Gallade to enter the field, though. He's a little bit frail, even after mega evolving.

As for the speed variant of Bisharp, I have tried it before, I simply like the defensive version's ability to take a hit. Against moves like moonblast upon switching in, the defensive variant has a good possibility of surviving the attack AND getting a free boost from defiant.
 
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