ORAS OU New ORAS OU Mixed Team!

The team I made centers around M-Aerodactyl, any help is appreciated!

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 248 Atk / 44 Def / 216 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Earthquake
- Ice Fang

The star of the team, Mega Aerodactyl is a monster due to its blistering Attack and Speed. Although straightforward, this set is very useful on Aerodactyl; Stone Edge and Aerial Ace are the best STAB moves he gets, Earthquake covers over half of his weaknesses, and Ice Fang covers Landorus-T, as well as Dragonite and Altaria.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Latios covers most of Aerodactyl's weaknesses, and backs it up with Defog for hazards. Draco Meteor is almost guaranteed to be a 2HKO on most opponents because of STAB, its base power, and the Life Orb. Psyshock is good Psychic STAB, and is a good workaround to those pesky Special Walls. Earthquake gets rid of lots of threats, notably the infamous Klefki, albeit Prankster T-Wave is still something to fear.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Spikes
- Gyro Ball
- Leech Seed

The physical wall of the team, Ferrothorn's few weaknesses are well covered by the rest of the team. It may be pointless to go with hazards as I'm running Defog on Latios, but the hazard setters are my main priority in battles. Spikes and Stealth Rock are a good combo for whittling down at opponents, and Leech Seed almost guarentees a switch, complementing the two moves. Gyro Ball is quite standard, and I ran it instead of Power Whip because of Sap Sipper Azumarill, which I know is rare, but still a problem.

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

Ah, Keldeo. In my opinion, one of the best users of Choice Specs in the game, as its Speed is enough to outspeed most physical threats, complementing Scald. Secret Sword is there for the obvious, but is a decent Special Fighting type attack. Hydro Pump is for more Specially Defensive opponents, and Icy Wind is a great counter to many Pokemon with the speed drop.

Thundurus-Therian @ Lum Berry
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Flying
- Focus Blast

This Thundurus set makes the most
out of Nasty Plot. Thunderbolt as standard but powerful STAB, Focus Blast for Ice, Rock, Steel, Normal, and Dark type threats, and HP Flying for a more accurate, albeit much weaker Flying type STAB move.

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

Rotom-W is a big threat, and has a typing that is covered well by the team. Volt Switch is to get slight damage off on switches, and Hydro Pump was my attack choice over Scald as Keldeo is a much better user of Scald, and that I'm running Will-O-Wisp to cover physical threats. Finally, Pain Split is useful for keeping Rotom alive combined with the Leftovers, and also for slowly but surely taking out opponents.
 
Hey man nice team! I think I have some suggestions to make it better. First I would change earthquake to roost on latios. Latios is your only switch in to keldeo, which is very common in todays meta, which means you want latios to check it consistently throughout the game. Not to mention zard-y can rip through your team if latios cannot recover. You also don't really need eq since you have a keldeo and rotom-w to switch into heatran and ferro to switch into klefki. I would also change the ferro spread to 252hp/88+def/168spdef and change spikes to power whip. Spikes on a team with defog is kind of a waste of turns in my opinion especially when your going to need to be removing hazards for thundy-t at some point or another. Power whip lets you avoid being set up fodder for Mgyara and also prevents manaphy from setting up on you both of which can be a bit threatening if they succeed. Also sap sipper azu is not only rare but doesn't exist so I would not worry about it plus if you are that worried about azu you could run hp electric on keldeo. Lastly I would change hp flying to hp ice on thundy-t. Hp ice gives you all-around better coverage than the latter and the only targets of hp flying get torn apart by latios so I would recommend hp ice over flying any day of the week.

Cool team hope I helped you out! I'l leave the changes in the tab below.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Stealth Rock

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Roost
- Defog

Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
 
Hey man nice team! I think I have some suggestions to make it better. First I would change earthquake to roost on latios. Latios is your only switch in to keldeo, which is very common in todays meta, which means you want latios to check it consistently throughout the game. Not to mention zard-y can rip through your team if latios cannot recover. You also don't really need eq since you have a keldeo and rotom-w to switch into heatran and ferro to switch into klefki. I would also change the ferro spread to 252hp/88+def/168spdef and change spikes to power whip. Spikes on a team with defog is kind of a waste of turns in my opinion especially when your going to need to be removing hazards for thundy-t at some point or another. Power whip lets you avoid being set up fodder for Mgyara and also prevents manaphy from setting up on you both of which can be a bit threatening if they succeed. Also sap sipper azu is not only rare but doesn't exist so I would not worry about it plus if you are that worried about azu you could run hp electric on keldeo. Lastly I would change hp flying to hp ice on thundy-t. Hp ice gives you all-around better coverage than the latter and the only targets of hp flying get torn apart by latios so I would recommend hp ice over flying any day of the week.

Cool team hope I helped you out! I'l leave the changes in the tab below.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Stealth Rock

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk

Thanks for the input! Oh just to clarify: Sap Sipper Azumarill is a thing, it's Azumarill's second ability, but I don't know if you meant that its just not seen or if it didn't have the ability. But thanks again for the help!
 
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