ORAS OU One Knight, One Fairy… Three Genies… What’s that Bug doing here?

Introduction


Hi everyone!

I’m actually a Doubles player, and I’m attempting to get back to Singles, so if something seems off, blame my habits in Doubles. Nevertheless, I think the team is not that bad, but if you can provide me with some suggestions, I would really appreciate it. Anyways, I really wanted to build a team around Mega Gallade (and Volcarona). They are both borderline Mons, but they have the viability to be terrifying if used correctly. Well, enjoy (criticizing me)!


Team Details


gallade-mega.gif



Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Psycho Cut (I hate Zen Headbutt missing its target.)


First of all, I chose Mega Gallade as the one to build the team around. It is a decent Mega with a great coverage and a potential to remain quite a long time in battle. And considering that I chose Drain Punch as one of my STAB moves, Sword Dance is a must, but is nevertheless quite convenient for its other moves, particularly Knock Off. For the matter of its pre-Mega ability, I chose Justified because it doesn’t hurt to get a boost (in ATK). Furthermore, Fake Out is niche in Singles, so I really see no point in Steadfast.


volcarona.gif



Volcarona @ Charti Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance (I hate Fire Blast missing its target, but I like the boost that Fiery Dance gives.)
- Quiver Dance
- Bug Buzz
- Giga Drain


Volcarona is another Mon of interest that I simply decided to put in the team due to its great coverage and its potential to remain long in a battle. Like Mega Gallade, it is simply a terrifying Mon to face if it is given the chance to use Quiver Dance. Also, its EVs are designed so that it will receive minimal damage to SPA moves, and yes, even Water type moves. However, I’m not sure if Charti Berry would allow Volcarona to survive a Stone Edge (in the current meta). A little advice will be appreciated.


thundurus.gif



Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt


Thundurus is perhaps the most fragile Mon in the team. Its EVs is designed to survive 3 Rock Slide in Doubles, but I’m not so sure about Stone Edge in Singles. Nevertheless, I decided to use Thundurus due to the utilities that it gives to the team. With the support of Prankster, it can easily use Thunder Wave to any Mons that are deemed as too speedy or Taunt to stop potential Hazards, unnecessities, etc. Hidden Power Ice to used eliminate Landorus-T and Garchomp, and Thunderbolt is just a STAB; it will KO Volcanion.


landorus-therian.gif



Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge (psh… Rock Slide doesn’t even miss as much)
- U-turn
- Substitute


Well, this is just normal Landorus-T. There is nothing special about it, but due to its average speed, I decided to give it Substitute. That way it can use Earthquake and Stone Edge without a care in the world. Doubles’ favorite ability, Intimidate, is also useful for checking threats that can otherwise be tamed. And lastly, I gave it Yache Berry, hoping that it will survive an Ice type move.


jirachi.gif



Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish (Questionable)


To fill in the remaining void, I decided to use the recently suspected (in Doubles) Jirachi. It’s defensive typing makes it safe enough to put Stealth Rock whenever it is necessary. For the matter of its other moves, Iron Head is obviously used kill Fairy types and flinch others to death. Toxic is to check Stalls or Walls, and Healing Wish is to give another of my Mons to have a fighting chance.


clefable.gif



Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast


Last, but not least, who can say no to Singles S-Ranked Mon. Due to Singles outrageous capabilities to boost (and use Baton Pass), I decided that I needed to bring an Unaware Clefable. And due to my preference of usually going on the (defensive) offense, I decided to invest in its SPA and give it Life Orb. Heal Bell is there because I hate hax and “Medics” ain’t bad in Singles. And I don’t know about Calm Mind, but it surely helped out at some times.


Threats


Talonflame: This thing will wreck my team by the time that I eliminate it.


Importable


Volcarona @ Charti Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fiery Dance
- Quiver Dance
- Bug Buzz
- Giga Drain

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Impish Nature
- Substitute
- Earthquake
- U-turn
- Rock Slide

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Swords Dance
- Knock Off
- Zen Headbutt

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Iron Head
- Toxic
- Stealth Rock
- Healing Wish

Clefable @ Life Orb
Ability: Unaware
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonlight
- Moonblast
 
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Hey man! It's a very interesting team but here are some things I noticed:
  1. You leave a lot of pokemon unchecked: Obviously there will be a couple in each team, but you left tiers of things like fast flyings, fast Ice types, and generally fast pokemon.
  2. Some of your pokemon are outclassed in their roles by other pokemon: I will get to this in my changes.
Okay, so looking at this team I noticed one pokemon who I really didn't think was doing very much: Jirachi. Since you already have landorus-T which you can change to a defensive set, I feel that Jirachi is just un needed. By taking it out, you can put in something you really need: Hazard removal. This is vital on this team especially since you're playing around volcarona which has a 4x stealth rocks weakness, taking 50% damage every time you switch in on them. This is why I propose running starmie over Jirachi. Starmie adds a couple things to this team. It adds a spinner, which is an obvious but needed addition, as well as it adds some extra ice coverage for Flying and dragon types which you're lacking. The set is below. The leftovers is for longevity purposes. Starmie is also a nice addition because it checks thinngs like gengar and talonflame which your team was weak to.
Code:
Starmie @ Leftovers
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe 
Timid Nature
- Rapid Spin
- Hydro Pump
- Psyshock
- Ice Beam

Other than that, you have a solid team, some of them just aren't doing the right things. First off your clefable set. I think that you're better off running the typical Calm Mind Magic Guard set. This is for A) a special wall and B) Thunder wave for speed control. This increase in speed control will make is much easier to setup with M Gallade and Volcarona. On top of that, on Volcarona I feel that Lum Berry is better than your Charti berry. Even with a Charti Berry, Volcarona dies to most rock moves due to its x4 weakness. For example: 0 Atk Tyranitar Stone Edge vs. 72 HP / 0 Def Charti Berry Volcarona: 392-464 (119.1 - 141%) -- guaranteed OHKO. Even a 0 atk invested Tyranitar can OHKO volcarona with stone edge. Lum berry, however, will make sure that after getting off 1-2 quiver dances that during your sweep a prankster pokemon such as Klefki or Thundurus can't come in and Thunder wave you, basically securing your death. While I'm on Volcarona I feel I should mention the ideal EVs are 252 Spa and 252 Spe in contrast to your 252 in Spd. Thirdly, I would run a defensive rocks setting Landorus-T over your offensive substitute one. In OU substitute Landorus isn't really viable due to its speed and weaknesses. However I feel on your team making Landorus a defensive rocks setter works well. Lastly, I think your Thundurus should run Volt-Switch over Thunderbolt. This is to make a nice Volt-Turn core as well as create more pivot to bring in your M Gallade and Volcarona so you can start setting up for free in the later game. Also on a final note your EVs are off on Thundurus, I will post all the aforementioned sets below.

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Taunt
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Hope I could help!
 
Hey man, nice team, however they're a couple of things I'm not too fond of. The first thing is that you lack a Water resist, so Pokemon such as Azumarill and Keldeo can run through your team. Bisharp is a huge problem to the team as well because after a Swords Dance, it could potentially sweep your team, as your only chance to kill it is to get every 50/50 right with Sub Landorus-T. Both Charizard Megas are huge threats to the team. Since you're running some weird Thundurus-I EV spread that doesn't outspeed base 100s, and since you lack a Fire resist, Charizard Y can just click Fire Blast/Flamethrower and deal a huge chunk of damage. Your only way to stop is if Gallade is a +2 already, OHKOing it with a Zen Headbutt, or paralyzing it with Prankster Thunder-Wave from Thundurus-I. Charizard X is a huge threat to the team as well, for similar reasons. Since you lack a Fire Resist, Charizard X can just click Flare Blitz and essentially get a kill. Because your Landorus-T isn't defensive, it is 2HKOed by Jolly Flare Blitz. Mega Diancie is threatening as well due to the lack of switch-ins to both its STABs and coverage. SD Talonflame can be troublesome once Landorus-T is bit a weakened, setting up a Swords Dance vs Clefable or Volcarona and potentially running though your team. In addition, if you're going to have Volcarona on a team, it's best to have a hazard remover so you don't take 50% from Stealth Rocks. I also feel like some of the sets on your Pokemon are just not viable for the current metagame.

My first suggestion will be replace Landorus-T with Hippowdon. While Landorus-T makes you more susceptible to Bisharp, Hippowdon doesn't, as it can take a Knock Off after a Swords Dance and retaliate back with an Earthquake. It's also a great SD Talonflame and Charizard X counter as well, and can also switch into the common electric types in the metagame such as Mega Manectric, Raikou, and Scarf Magnezone.

My next suggestion will be to replace Clefable with Latios. Life Orb Clefable really isn't viable in the current metagame. In addition, Volcarona really needs hazard removal in order for it to do well in battle. Latios has access to Defog and is a Water resist, which you really need on your team. Furthermore, it's a good Scarf Keldeo switchin, unlike Offensive Clefable, who is 2HKOed by Hydro Pump. Furthermore, a mixed set with Earthquake can lure in Heatrans and weaken it, paving the way for a potential Volcarona sweep.

My third suggestion will be Mega Diancie>Mega Gallade. Mega Gallade, while it has crazy attack and very good coverage, it's definitely outclassed by the other fighting type Megas, Mega Medicham and Mega Lopunny. In addition, with my previous suggestions, Specially Defensive Talonflame becomes a huge conundrum and Mega Gallade just exacerbates the weakness. I originally had Mega Slowbro over Gallade to help with not only SpDef Talonflame, but also Azumarill. However, after testing with someone, I realized Tornadus-T becomes an issue. Mega Diancie not only checks SpDef Talonflame, but also Tornadus-T(unless it has Iron Tail).

My 4th suggestion will be to replace Thundurus-I with Amoonguss. Not only do I don't believe Sitrus Berry Thundurus-I is viable in OU, but also Amoonguss is a pretty good replacement. After all these suggestions, you're still susceptible to Mega Diancie and Azumarill. With the spread of 252 HP / 168 Def Bold Nature, you aren't 2HKOed by Azumarill's Knock Off or Mega Diancie's Diamond Storm. In addition, because of Amoonguss's typing, you'll be able to lure in Tornadus-T and paralyze it with Stun Spore. Tornadus-T is a usual Volcarona check, but if it's crippled, it makes it easier for it to sweep.

  • Since Hippowdon already has Stealth Rocks, I suggest you change Jirachi to a Specially Defensive set with Wish+Protect. Non-Recover Latios and Mega Diancie could really use the Wish support, and it gives you a safer Mega Gardevoir check.
  • Charti Berry Volcarona isn't viable in OU, as it will still die to common rock type attacks such as Tyranitar's Stone Edge or Mega Diancie's Diamond Storm so I suggest changing the Volcarona set to a standard Lum Berry Quiver Dance+3 attacks sweeper.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Fire Punch
- Wish
- Protect

Hippowdon (M) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Slack Off
- Stealth Rock

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

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Stun Spore
- Giga Drain
- Clear Smog
- Spore

Good luck man.




 
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