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ORAS OU OR/AS FWG + SFD team

Ok hello guys!! For several weeks i have been trying my strategy of combining the greatness of the FWG and SFD cores together and having done so it has worked pretty well. Only this team is the first true breakthrough I have made (imo). So all help is appreciated!



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Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Venusaur is the first pokemon in the first type core. I decided on mega venu in particular because it is the best physically defensive grass type and it provides much needed bulk for my team, and with the recent emergence of weavile it also acts as a nice check to it. the moves are standard: giga drain is for recovery on the side, sludge bomb is to hit what giga drain cannot (also spreading poison), hidden power fire is to hit pokemon such as scizor and ferrothorn. My team may have a lot of fire moves, but in previous battles they have given me a lot of trouble so it's nice to have coverage against them anyway. the EVs maximise mega venu's bulk, while 20 speed outruns adamant 252 speed azumarill.


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Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 164 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psyshock
- Dragon Tail
- Fire Blast

The water type of the first core! With the assault vest and some special defence investment, slowking has amazing special bulk which walls almost any non SE special attack, while even shrugging off some SE non stab ones. Scald is nice STAB and spreads crucial burns, dragon tail forces out stallers such as cresselia and chansey, and fire blast hits the usual skarmory/ferrothorn/scizor. 248 hp EVs maximise Hp bulk, 96 special defence add a decent amount of bulk on the special side which the assault vest amplifies , and 164 spatk EVs with a modest nature keeps a good amount of offensive presence.


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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

The fire type! I chose talonflame in particular because i need some solid physical offence on my team which i have often accidentally overlooked in the past, and with maximum attack investment and sharp beak, it's an awesome revenge killer which i need for this team. This is the swords dance variant which after setting up is extremely scary and does a solid amount of damage even to switchins like heatran and hippowdon (after setting up of course).


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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock

Now we enter the SFD part of this 2-core team. Garchomp was chosen for the dragon because of its' amazing physical bulk mainly. I also needed a solid switch-in to talonflame especially and other physical attackers which garchomp punishes with good bulk and the combination of rocky helmet and rough skin. Earthquake is standard STAB which hits pretty hard, dragon tail is to force out stallmons such as hippowdon and skarmory, toxic is to cripple pokemon like hippowdon which garchomp cannot touch and stealth rock provides much needed hazards.


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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Defog

The steel type! You're probably wondering why i chose scizor over skarmory for defog. There are 2 reasons for this. Knock off can cripple a number of pokemon on the switchin such as blissey, heatran and especially chansey who has been used a lot more on the ladder recently. Getting rid of the eviolite is crucial for taking it down because it has given me and a lot of other players a massive amount of trouble! Bullet punch is there as a standard attack move as is brave bird with skarmory which gets a nice boost from technician and enables me to possibly revenge kill weakened foes and take down mega diancie. Roost is there for some nice recovery and defog is the hazard removal for my team. I have chosen a physically defensive set up for now, but may consider other things in the future.


clefable.gif



Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

And finally we have the fairy! Clefable was chosen due to its' ability to sweep entire teams when the checks and counters are fainted which i have seen several times, and serves as a sableye counter + status absorber. The EVs maximise mixed bulk which clefable needs to sweep. Moonblast is the standard STAB fairy move with the added bonus of lowering special attack, flamethrower is to ensure i am not walled by scizor/skarm/ferrothorn, soft-boiled for recovery, and calm mind to sweep with.

Thanks for reading this RMT all. Please let me know what you think of me combining these 2 type cores in the same team. it was quite well recieved in the OU room but I would like more opinions on it!
 
hey nice squad you got here

one thing i don't like about this squad is talonflame. it brings an important check to things which would otherwise be problematic to your team such as mega gallade, kyurem-b, sd-roost mega scizor, offensive m-venu, mega charizard y...all of which are common strategies from opponents. the sd set your running right now reflects both this^ and the team's nature poorly. this is why is recommend you to take a more bulky approach to your talonflame while not losing a win condition. talonflame and clefable complement each other well as talonflame forces heavy damage on heatran for clefable to take advantage of later in the match.

a bulk up set should do nicely. a careful nature with 248 hp / 8 atk / 252 sdef is the most basic spread and it should allow you to take on nuisances such as lord megazardy which stops clefable in its tracks. bulk up / taunt / roost / brave bird still retains the win condition except with more longevity. taunt is the crutch of the set and allows you to break stall and bulkier builds, something which your squad couldn't have done previously. taunt also allows to bypass heatran with stone edge (thats only scarf tbh ez for you). this paves the way for a clefable sweep as well.

the next change is pretty minor but is something i'd definitely liek to see and that's fixing your ev spreads a bit. 96 spe should be used on garchomp to outpace bisharp which honestly seems like hell for you to face. i also recommend moving a handful of defense evs to its special defense. 248 hp / 84 def / 176 sdef is better for you to take on kyurem-b and latios much better and slowking already walls metagross, so its not much of a loss. i also ask for using u-turn > knock off because it generates momentum for you and can bring in either of your two win conditions in safely. finally, i recommend trying offensive mega venusaur as it boast much more firepower. your team struggles against bulkier archetypes and this should help.

other than that, nice squad n_n
 
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hey nice squad you got here

one thing i don't like about this squad is talonflame. it brings an important check to things which would otherwise be problematic to your team such as mega gallade, kyurem-b, sd-roost mega scizor, offensive m-venu, mega charizard y...all of which are common strategies from opponents. the sd set your running right now reflects both this^ and the team's nature poorly. this is why is recommend you to take a more bulky approach to your talonflame while not losing a win condition. talonflame and clefable complement each other well as talonflame forces heavy damage on heatran for clefable to take advantage of later in the match.

a bulk up set should do nicely. a careful nature with 248 hp / 8 atk / 252 sdef is the most basic spread and it should allow you to take on nuisances such as lord megazardy which stops clefable in its tracks. bulk up / taunt / roost / brave bird still retains the win condition except with more longevity. taunt is the crutch of the set and allows you to break stall and bulkier builds, something which your squad couldn't have done previously. taunt also allows to bypass heatran with stone edge (thats only scarf tbh ez for you). this paves the way for a clefable sweep as well.

the next change is pretty minor but is something i'd definitely liek to see and that's fixing your ev spreads a bit. 96 spe should be used on garchomp to outpace bisharp which honestly seems like hell for you to face. i also recommend moving a handful of defense evs to its special defense. 248 hp / 84 def / 176 sdef is better for you to take on kyurem-b and latios much better and slowking already walls metagross, so its not much of a loss. i also ask for using u-turn > knock off because it generates momentum for you and can bring in either of your two win conditions in safely.

other than that, nice squad n_n

For Talonflame, remember running 4 speed EVs. Outspeeding other SpDef flames is really helpful.

I dont like Toxic on 'Chomp. I actually prefer Endure or Stone Edge. Why?
Garchomp is your primary means of stopping Talonflame, but Talonflame manages to be a big threat to nearly every team.
Endure means Talonflame has to take Rocky Helmet + Rough Skin again, and it forces a roost, during which you can smack him with a supereffective earthquake.
Stone Edge you could probably guess; it smacks Talonflame and allows you to check Zard Y lacking wierd-ass HP ICE.
You would lose the ability to slap Toxic on Hippowdon or other bulky grounds, but this can be remedied using Slowbro > Slowking. Sure, it makes you a bit weaker to Mega Metagross, but Scizor is a p good check/counter to it, and Knock off is gonna do a helluva lot.
Slowbro is going to take next to no damage from Hippo or other bulky types Garchomp struggles with
Also, Offensive Mega Venusaur goes nuts if Talonflame is down.
252+ SpA Mega Venusaur Giga Drain vs. 248 HP / 96 SpD Assault Vest Slowking: 146-174 (37.1 - 44.2%) -- 1.2% chance to 2HKO after Stealth Rock (Keeping Slowking does not help much.)
Basically, Slowking comes in, takes a drain. After rocks, you have taken about 52%. You hit him with a Psyshock, which does about 55%. He hits you with another drain, and heals enough to prevent Psyshock from being a 2HKO, and it wins.

Scizor needs significant prior damage to KO with a BP, and I am too tired to see if the Slowking thing actually weakens it to that point.

4 Atk Scizor Bullet Punch vs. 232 HP / 0 Def Mega Venusaur: 46-55 (12.8 - 15.3%) -- possible 7HKO.
 
Hey, nice team! I'm gonna try helping you with some threats. Right now I see Charizard Y as the biggest threat, since Garchomp is your only safe switch in. Slowking can also switch in, but you won't be able to do anything back. Heatran also looks like a threat as you only have 2 options to handle it, so it's something to watch out for. The changes below are to help with these 2 threats.

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Heatran almost always switches into Venusaur so you could run Earthquake > HP Fire to lure it out and 2HKO it. Half your team already has fire moves to KO Scizor and Ferrothorn, so its okay to run Earthquake instead.

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You already have Garchomp as a phaser, so I recommend running Power Gem > Dragon Tail. You'll be able to 1HKO Charizard Y , and you'll also be able to have a bird killer. This'll take loads of pressure off of Garchomp, especially since he's your bird check.

164+ SpA Slowking Power Gem vs. 0 HP / 0 SpD Mega Charizard Y: 264-312 (88.8 - 105%) -- 25% chance to OHKO
164+ SpA Slowking Power Gem vs. 0 HP / 0 SpD Thundurus: 180-212 (60.2 - 70.9%) -- guaranteed 2HKO
164+ SpA Slowking Power Gem vs. 0 HP / 0 SpD Dragonite: 148-176 (45.8 - 54.4%) -- 52.3% chance to 2HKO (after breaking Multiscale)

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I'm gonna suggest running the stallbreaker set as you'll gain a check to Zard Y, a taunt user to break stall, and you'll be able to keep a set up sweeper.
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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Taunt
Let me know if you liked or didn't like these changes. Hope I helped ^_^
 
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