ORAS OU Nikopol (Balanced OU - Peaked 1400+)

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Hi, peepz, today i'm bringing a RMT based on M-Altaria and the Sand Bros, so, let's get started.

Teambuilding Process

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So i've decided to start the team on this fantastic core: M-Altaria and Klefki. Klefki helps not only mega Altaria, but all the team with the speed control he brings, it also covers most of Altaria weakness.

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Then i decided to put Latios here for Speed Control reasons and to take advantage of this awesome core, both Alt/Klefki can almost completely support Latios, covering his weakness to Dark/Dragon/Ice/Bug/Fairy.

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My team suffers a little bit to Bisharp, and i don't have any W-o-W user, so... there's a bait for him! More speed control, a fast Taunt/W-o-W user and a great Ground immunity, extremely useful on helping the 2 last components of the team, they are...

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First of all, Ttar, my SR setter, he checks almost all of Latios/Gengar threats, like Talonflame. And, with Ttar, obv we have Excadrill, it makes a fantastic ofensive pressure on the opponents, this guy can clean entire teams so easily, depending on the situation. Exca also helps me killing Fairies and bulky Steel Types in general, like Scizor and Ferrothorn.


In Depth

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Compromise (Altaria-Mega) (F) @ Altarianite
Ability: Pixilate
EVs: 128 HP / 128 Atk / 44 Def / 208 Spe
Adamant Nature
- Return
- Earthquake
- Dragon Dance
- Roost

The team Mega. DD M-Altaria deals with a lot of dangerous threats for my team, like Heatran, Ttar and mainly Bisharp. The EV spread helps Alt on handling Choice Banded Scizor Bullet Punch and Bisharp Iron Head with any other that isn't called Life Orb. Return for regular stab, Earthquake deals with Heatrans, Bisharps, Scizors and Ferrothorns (when boosted). DD and Roost doesn't need explanation.


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Little Surprise (Klefki) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Toxic
- Spikes
- Flash Cannon

Altaria's friend. Klefki helps my team a lot with speed control, T-waving any annoying and fast thing that isn't Electric/Ground. Spikes for regular hazard control. This spread allows Klefki to survive Moonblast + Earth Power from M-Diancie, then OHKO it with Flash Cannon. Toxic is here for emergencies.


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

Standard LO Latios, as i say, he can act freely with the suport of Alt/Klefki, rocks aren't a real prob for my team, but Defog is always nice. Roost for durability, Draco is... Draco. Psyshock is important since it's my only way for making pressure on M-Venusaur and Amoongus.


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Problem (Gengar) (M) @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Substitute
- Taunt

W-o-W is a extremely important move on the actual meta, so, i had to somehow fit it on my team, and i've choose Gengar for this task. As i say, i can bait and burn Bisharps that try to check me, i can subs on the switch/Sucker Punch or just go for a W-o-W, even if the opponent decides to attack normally, i'll outspeed him and just condemn his mon. Taunt + Subs + W-o-W can be so annoying on various situations and i can even do some stall with it. Hex is my unique way of giving direct damage to any mon that doesn't have Sucker Punch or are normal type, obv.


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Speck of Fear (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Stone Edge

My SR setter and Talonflame check. With fully defensive EVs, Ttar can handle Landorus-T and Garchomp EQ, then give a lot of damage or even KO then with Ice Beam, Crunch for secondary stab and a good coverage mainly to deal with Ghosts. I would run EQ on this slot, but well, i've 2 EQ users on the team already, isn't needed.


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Programmed (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 88 Def / 4 SpD / 164 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

On this spread i run something a little bit... unusual. The case is that Sand Rush Excadrill is a HUGE threat for my team, and i need to run a Jolly nature and sufficient EVs to pass Adamant Sand rush Excadrill. Standard attacks, and i've decided to run Swords Dance over Rapid Spin, since i already have a Defogger on my team. Also, SD Excadrill is a little bit unpredictable, and this thing on the sand with +2 Attack and Life Orb is a MONSTER, seriously, this thing is so strong.

Threats

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Sand Rush Excadrill is a serious threat to my team, since i need my only Excadrill to kill this thing, or at least +3 Speed on M-Altaria.


Coming soon.
Compromise (Altaria-Mega) (F) @ Altarianite
Ability: Pixilate
EVs: 128 HP / 128 Atk / 44 Def / 208 Spe
Adamant Nature
- Return
- Earthquake
- Dragon Dance
- Roost

Little Surprise (Klefki) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Toxic
- Spikes
- Flash Cannon

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

Problem (Gengar) (M) @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Substitute
- Taunt

Speck of Fear (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Stone Edge

Programmed (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 88 Def / 4 SpD / 164 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance


So, that's all, thank you so much if read it all, please leave suggestions to help me improving the team.​
 
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Awesome team you got there! Overall I think its a really solid team, but I'd like to make a few suggestions
First, I'd change excadrill to balloon over sand rush. While you are right about opposing sand rush excadrill's being a threat, balloon excadrill forces out sand rush excadrill while also giving you more opportunities to set up a swords dance.
I've also noticed that your team is rather ferrrothorn weak, as nothing on your team really lures this. I'd recommend running hidden power fire on latios, as it allows you to lure in ferrothorns for dragon dance altaria to sweep easier.
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Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog
 
Hey man this is a pretty solid team here! I think I can aid in fixing it up a little but aside from that it's a pretty solid build. First I completely agree with wonder that exca should be balloon since it just helps take care of opposing exca even more. You said it yourself, this mon is a monster with an sd up so in all honesty losing lo should only be a small shortcoming compared to the utility in being able to handle one of the biggest threats to your team better. One nitpick I have is the Malt spread. I think the spread should be changed to 252atk/4def/252spd+. With jolly you out pace jolly bisharp so the bulk to take iron head is not needed and also on the topic of taking hits:
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 128 HP / 44 Def Mega Altaria: 288-338 (89.1 - 104.6%) -- 31.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 128 HP / 44 Def Mega Altaria: 288-338 (89.1 - 104.6%) -- guaranteed OHKO after Stealth Rock
As you can see band zor still tears through alt even with this spread so there is really no point in taking away from your speed and or offenses for this. Also on the topic of scizor you really have nothing to take a banded bullet punch except exca who loses the air balloon in the process and zor+sand isn't exactly uncommon so I feel a change here is required.

While I love hexgar and how hard it rips up defensive teams I feel that keldeo should be placed over gengar. While wow is a great move it really is not required so I would not worry too much about losing it. Now what keldeo provides for your team is an invaluable counter to scizor and bisharp which currently are huge threats to your team so this provides some counter play for sciz trying to revenge your altaria after a dd. Also keldeo is a nice pair with exca since it breaks bulky grounds and ferro for exca to clean up late game. For the coverage move on keldeo I selected hp electric because it can lure in and severely damage bulky waters like slowbro for exca and altaria alike.

Anyways cool team I'm pretty tempted to try it out actually n_n Hope my suggestions helped you out I'l leave my changes below.

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- Roost
- Dragon Dance

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
 
Looks like a really solid team overall but using Hex over Shadow Ball is not worth the trade off as Shadow can hit more things reliably on the switch-in whilst being able to break subs. Even though u got a Klefki to spread status around, Shadow ball allows you to still hit with a strong move regardless of status and the 20bp difference is worth when taking into account that you could be risking a 30bp difference.
 
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