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ORAS OU Nesquick n' 7-up

7-up (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Hidden Power [Ground]

I started off with serperior for a team that has a decently fast and possible late game sweeper. This pokemon scares out keldeo and can get a free leaf storm for decent damage. Giga drain is there to just recover some hp before losing it again. I decided on using hp ground because I saw heatran as a more offensive threat (i also don't have anything that feels like getting burned by lava plume) and primarily because of my next member deals ferrothorn and skarmory far more better.

Mixtape (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Flash Cannon
- Roar

Heatran is my next member Besides heatran being a decent teamate with serperior, it's also a good pokemon that allows me to use stealth rock, get a decently possible burn, hit fairies, and use roar. I primarily put roar on heatran to allow me to possibly get a good type advantage or overall stop a switch-in momentarily (and the roaring out of something that sets up.)

Slowbruh (Slowbro) @ Leftovers
Ability: Regenerator
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Slack Off
- Scald
- Toxic
- Psyshock

Arguably, i couldv'e went for alomomola (specifically for the reason that lando-th could put in work againist my team with earthquake, knock off, and u-turn, but weirdly is hasn't been much of a problem to me) but i wanted a bit more offense and a pokemon that could get back health and not have to protect. Slowbro also has psyshock which is nice to have also.

Nesquick (Lopunny) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Drain Punch
- Return
- Ice Punch

Mega Lopunny is arguably something I could use againist lando-th (specifically implying the scarf set) and is normal lopunny can once in a while create a nice and funny situation if I predict a thunder wave from a pokemon. Mega Lopunny is fast and hits hard and adds a bit more coverage to my team. I choose Drain Punch over High Jump Kick due to protect and the overall and obvious miss chance (i missed two icy winds in a row so im pretty paranoid about missing lol) even tho it doesn't ohko heatran or ferrothorn. Ice punch is for lando and gliscor primarily. Fake out provides a priority move and allows me to flinch something like dragonite and knock it out with ice punch even if it dragon danced. Return is just a strong move.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Recover

I primarily put latios here to just use some psynery with mega lopunny and be able to take some attacks it resists. It can be a revenge killer or just scare something out and recover. It resists fighting and can hit hard to retaliate. (I'm open to replace latios with something else)

So Fly (Tornadus-Therian) (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Knock Off
- Superpower
- Air Slash
- U-turn

This thing is suprisingly a really good team player. It has knock off, which is almost a must to have on teams and it actually works well. Superpower is a strong move that allows nice damage (well.. overall nice damage on anything not resisting and not bulky) on ferrothorn of heatran and knocks out bisharp. Knock off and be followed by superpower which is a plus point. While not being invested into special attack and not ohko-ing keldeo, air slash is still a decent option because of stab and... hey... a flinch chance. Also starting off with 110 based stats in specail attack and with life orb still is nice. U-turn would be the most used move as it allows you to get a fast U-turn off, and allows you to do damage before it uses it's ability. Regenerator makes stealth rocks not much of a problem and allows you to knock off a rocky helmet without having to pay much for it. Regenerator also allows you to not care for life orb damage much.
 
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