ORAS OU My Hoopa suspect ladder team

Been using this team to get the reqs on the Hoopa suspect. Has done the job in terms of achieving the Coil but I'd like to refine it a little to better deal with certain threats so any feedback is appreciated :]

A few sets I intended to change already, but because I was playing on tilt I kept forgetting to fix them in between games. I'll discuss how the sets I actually had performed but also mention the fixes. Without further ado the team:

Garchomp Rocky Helmet
Ability: Rough Skin
248 HP / 168 Def / 92 Spe
Impish
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Primary answer to Bisharp, Breloom, Tyranitar and Jirachi. The lack of damage output on this set has been a little bit problematic on occasions but it does an excellent job setting rocks, especially as a common switch in (once they know the set) has been Latios, something I have an excellent answer for I'm Mew.

Mew Leftovers
Ability: Synchronise
248 HP / 252 Sp def / 8 Def
Calm
- Roost
- Defog
- Knock Off
- Scald

Probably the Mvp of the team so far. Shuts down the Latis, Magnezone, Keldeo (except Sub CM which is one of the biggest issues on this team), and 1v1s most opposing hazard setters. Scald has for the most part worked well over Will o Wisp, making things like Mega Diancie, Sableye and Talonflame much less safe to switch in. Also nice for chip damage vs Heatran since it isn't shut down by Taunt.

Rotom-w Leftovers
Ability: Levitate
248 HP / 252 Def / 8 Sp Def
Bold
- Hydro Pump
- Will o Wisp
- Volt Switch
- Pain Split

Hard counters Talonflame, deals very well with Scizor, and is generally a good physical wall due to its typing. Running Pain Split over Thunderbolt or Discharge has had its disadvantages, notably vs Water types with sub like Gyarados and CM Keldeo. Obviously excellent for momentum however since most Volt Switch immunities don't want to switch in.

Victini Choice Specs
Ability: Victory Star
252 Sp Att / 252 Spe / 4 Def
Modest
- Blue Flare
- Glaciate
- Thunderbolt
- Energy Ball

This is one of the sets I kept meaning to change since Energy Ball is not really hitting anything extra that's a major threat to my team. However, Victini has been functioning well overall. I've played around 35 games on this ladder with the team and on EVERY occasion my opponent has had a Garchomp, I have been able to kill it turn 1 with this lure. It tends to be my lead vs most balance teams but against stall the need to predict has been slightly restrictive. T-tar also Pursuit traps this a fair bit but that's not too detrimental since it gives me free Stealth Rocks.

Weavile Life Orb
Ability: Pressure
252 Att / 252 Spe / 4 Def
Jolly
- Knock Off
- Ice Shard
- Icicle Crash
- Swords Dance

Haven't clicked SD once since I've used this team and will definitely swap it with Poison Jab rather than Low Kick since Clef is a bigger issue than T-tar. Weavile is a tremendous mon though and picks off a number of would be threats like Starmie and Charizard Y. Having numerous answers to Scizor is really helpful since I don't fear being set up on after getting a kill.
Otherwise provides useful speed control, priority and Knock Off utility.

Scizor Scizorite
Ability: Technician
248 HP / 252 Att / 8 Def
Adamant
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Generally serves as the main win con once usual suspects Heatran, Talonflame and Rotom-w are down. Solid Gardevoir switch except on HP Fire. Max attack allows me to beat Talonflame if rocks are up and it comes in on my SD, and is just generally better for the team since it would otherwise be overly passive.

Overall thoughts are that the team does well vs common balance builds, and murders HO by keeping rocks up, but struggles with stall. Sub CM Keldeo, CM Clef, SD Gliscor are things that have caused issues. By far the biggest problem is Manaphy though, with the only answer at times being to sack a mon for damage and put it in range for Weavile.

Tweaks I am considering are running more Sp Att on Rotom-w and Mew to make bulky water types, Gliscor and Sp def Talonflame less threatening, but this does open the door for things like Azumarill, Latios and Diancie a little more.

Any thoughts are welcome. If Hoopa does stay and stall is kept on its heels I think this team has some long term potential.
 
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Hello, thats a pretty nice team you've build there!
But it can be also improved

First I'd suggest Latios > Mew, with a standard spread of 252 SpA, 252 Spe, 4 Def, timid, as it serves as a decent Keldeo Check and it's able to kill Tail Glow Manaphy after a bit of prior damage.
Then I'd put an Expert Belt over the Choice Specs and play naughty V-Create instead of modest Blue Flare, since V-Create allows you to bluff a physical set and it can 2hit standard cm clefable and chansey after rocks, Thunder > Thunderbolt since Victory Star boosts the accuracy to 77%, and the extra damage output is quite useful.
As you stated you won't get many chances to click sd due to weaviles fragility. Since you can check Clefable with tini and sciz, low kick might be useful to lure tyranitar in, but you can also play pursuit if you've got trouble with lati.
As for Scizor I would recommend a bulkier spread to pivot more easily and beeing able to check azumarill, lati, etc better. You can use the standard smogon spread with 248 HP / 44 Atk / 16 Def / 200 SpD.

cm manaphy would be still a threat, but since its not that common you might not need to check it, but if you're still worried you can use Thunder > Roost to check cm manaphy at cost of a recovery move which's mostlikely necessary to check keldeo reliably.

I hoped I could help! (Since its my first rmt post, I'd appreciate if someone would correct me if I was talking bs)

252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Manaphy: 277-328 (81.2 - 96.1%) -- 56.3% chance to OHKO after Stealth Rock
252 SpA Life Orb Latios Psyshock vs. 0 HP / 4 Def Keldeo: 374-439 (115.7 - 135.9%) -- guaranteed OHKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 0 SpD Latios: 123-146 (41.1 - 48.8%) -- guaranteed 3HKO

0+ Atk Victini V-create vs. 252 HP / 172 Def Clefable: 223-264 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
0+ Atk Victini V-create vs. 4 HP / 252+ Def Eviolite Chansey: 282-333 (43.9 - 51.8%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 16+ Def Mega Scizor: 108-127 (31.4 - 37%) -- 78.6% chance to 3HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 16+ Def Mega Scizor: 160-189 (46.6 - 55.1%) -- 66% chance to 2HKO
252 SpA Life Orb Latios Draco Meteor vs. 248 HP / 200 SpD Mega Scizor: 114-135 (33.2 - 39.3%) -- 100% chance to 3HKO

252 Atk Life Orb Weavile Low Kick (120 BP) vs. 0 HP / 4 Def Tyranitar: 588-697 (172.4 - 204.3%) -- guaranteed OHKO

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Naughty Nature
- V-create
- Thunder
- Glaciate
- Energy Ball

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick/Pursuit

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
 
Thanks for the feedback! I can definitely appreciate the reasoning behind all these suggestions.

Victini was something I had intended to switch up, and I like the set you suggest a lot. Modest Specs Blue Flare had the nice bonus of picking up the Ohko on Landorus-t without the need to predict with Glaciate, but of course if it's defensive I can outspeed it anyway so I like those changes overall. Thunder hadn't occurred to me but the 30% para chance is quite nice vs Sp def Talonflame since it can't spam roost as safely against me.

Took your suggestion for Low Kick on Weavile as I found Flamethrower Clefable was less common than T-wave CM on stall, the kind of team that was causing problems in the first place.

Kept Mew over Latios but decided to speed creep standard CM Manaphy and run Taunt over Knock, this has increased the team's capacity to take on stall as well as the aforementioned threats of Manaphy and Sub CM Keldeo. I felt Latios left me slightly to vulnerable vs Mega Diancie + Magnezone, as well as opposing Lati@s with HP fire.

I normally only run that offensive spread on Life Orb Scizor rather than mega, but I found it had the important quality of picking up the 2hko on sp def Talonflame at +2. Since my Rotom-w is my only other answer and is generally worn down over long games due to its lack of recovery, I felt this was worth losing out on the special bulk. In addition offensive Scizor is just a huge threat and makes games vs HO that much easier.

The last change I made was to switch Dragon Tail for Stone Edge on Garchomp. With a special wall equipped with Taunt I didn't feel the ability to phase was giving me that much, while physical boosting mons like Talonflame, Charizard X and Scizor die to Stone Edge, Earthquake and Fire Blast respectively. I decided on Stone Edge over Dragon Tail because things like Tornadus-T, Thundurus and Thundurus-T were coming in very freely and threatening the team or grabbing momentum.

With all that said the team ultimately looks like this.

Garchomp Rocky Helmet
Ability : Rough Skin
248 HP / 168 Def / 92 Spe
Impish

- Stealth Rock
- Earthquake
- Fire Blast
- Stone Edge

Rotom-w Leftovers
Ability : Levitate
248 HP / 252 Def / 8 Sp Def
Bold

- Volt Switch
- Pain Split
- Hydro Pump
- Will o Wisp

Victini Expert Belt
Ability : Victory Star
252 Sp Att / 252 Spe / 4 Att
Naughty

- V-create
- Glaciate
- Thunder
- Energy Ball

Mew Leftovers
Ability : Synchronise
248 HP / 232 Sp Def / 24 Spe
Calm

- Roost
- Defog
- Taunt
- Scald

Weavile Life Orb
Ability : Pressure
252 Att / 252 Spe / 4 Def
Jolly

- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

Scizor Scizorite
Ability : Technician
248 HP / 252 Att / 8 Def
Adamant

- Swords Dance
- Roost
- Bullet Punch
- U-turn
 
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