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Resource ORAS OU Simple Questions, Simple Answers MKII (Read the OP First!) (Now with 100% more Rules!!!)

Why is Mild chosen over Rash for Kyurem-B? Wouldn't Rash be better for taking on priority moves like Bullet Punch? For example:

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0- Def Kyurem-B: 360-426 (92 - 108.9%) -- 50% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Kyurem-B: 324-384 (82.8 - 98.2%) -- guaranteed 2HKO
 
You probably wanna switch out of CB Scizor most of the time anyway, and Mega Scizor isn't guaranteed to KO Kyu-B even with Rocks up (and bulky variants cannot).

Though it's worth noting that you're better off running a +Spe nature a lot of the time, rather not get outpaced by stuff like SpDef Talon (burns you), Hydreigon, +power base 100s, Lucario, Mega Pinsir and stuff like that. It's still plenty powerful and you aren't breaking Clefable without Iron Head anyway

But yeah the choice is for Electrics, as Thatwackycruton said.
 
I tend to go with the Choice Scarf set (which is the best set in my opinion), but I was just curious about the decision for Mild when reading the other sets as usually the set details elaborate on the nature. Thanks for the clarification.
 
I've been out of the scene mostly since Pokemon X, is using hacks to make your team generally a common thing nowadays? Because I'm seeing a lot of stuff that isn't really possible without cheating unless you own every game and multiple systems. Like Pokemon with moves from gen 4. Or legendaries with perfect IVs
 
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I've been out of the scene mostly since Pokemon X, is using hacks to make your team generally a common thing nowadays? Because I'm seeing a lot of stuff that isn't really possible without cheating unless you own every game and multiple systems. Like Pokemon with moves from gen 4. Or legendaries with perfect IVs
Generally speaking hacking is the way to go with the non-Nintendo formats. This has been made easier by the creation of Homebrew for 3DS allowing for people to gen directly into ORAS, making the process possible for people without an R4 or AR card and meaning that the hack check that is present in Pokébank that picks up on stuff such as slightly wrong PIDs can be bypassed completely, making the process much less tedious for the player. Just make sure you don't try and bring any hacked mons with the pentagon to Battle Spot and you should be fine.
 
I've been out of the scene mostly since Pokemon X, is using hacks to make your team generally a common thing nowadays? Because I'm seeing a lot of stuff that isn't really possible without cheating unless you own every game and multiple systems. Like Pokemon with moves from gen 4. Or legendaries with perfect IVs

Old gens can be RNG abused to get the IVs/nature you want, and gen 6 made it easier to breed and soft reset for perfect stuff. (destiny knot means 5 out of your 6 IVs get passed down, and all non-breedables are guaranteed to have 3 perfect IVs when you catch them)

But for ancient events like wish chansey, yeah, hacking is pretty much your only option.
 
Can someone show me how to do the cool little hide boxes? Like the ones you gotta click on to reveal? I'm not sure how to get them.
[ <---use these brackets

hide=Title of whatever

Example:

[insertyourhidehere=celticprideisAmazing]texthere[/inserthidehere]

bludz was here
 
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Could someone suggest to me a core involving Mega Heracross? I like my underused pokemon and I'm not the best team builder in the world.
 
Could someone suggest to me a core involving Mega Heracross? I like my underused pokemon and I'm not the best team builder in the world.
Stuff that can talonflame and opposing flying types like tornadus pair really well with mega heracross. Electric types in general, particularly the ones that generally run volt switch like rotom-wash and raikou pair really well wtih the armored mega bug because it appreciates pivoting, having an easier time switching into stuff. Thundurus as well since it provides paralysis support that heracross appreciates.

Offensive mons that appreciate mega heracross tearing down walls are nice as well. Think setup sweepers like swords dance bisharp, dragon dance gyarados and stuff like that.
 
Could someone suggest to me a core involving Mega Heracross? I like my underused pokemon and I'm not the best team builder in the world.
Mega Heracross and Choice Specs Hoopa-U is an insane wallbreaking core where you can easily dismantle slower builds. If you want a more traditional one where you've got [insert balance breaker + insert offense breaker] than one with Life Orb Thundurus and Mega Heracross is optimal. Thundy just takes a huge dump on offense with its trolly speed tier and access to Nasty Plot, where Mega Heracross does Heracross things, i.e. Breaking balance
 
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So i just started breeding a team for OU on my 3ds. I currently have 4 pokemon for it and i'm struggling to find mons to complement/complete it. There is so much information to be found, it's overwhelming. Currently im planning on (movesets are the movesets from the smogon pokedex):
Mega charizard Y
Excadrill with SR and spin
Life orb Weavile
Black sludge gengar (hex build)

Since i like the hex build on gengar, should i complement it with a scald and thunder wave mon? Or do i have glaring weaknesses that i should patch first? Any help would be very much appreciated!
 
So i just started breeding a team for OU on my 3ds. I currently have 4 pokemon for it and i'm struggling to find mons to complement/complete it. There is so much information to be found, it's overwhelming. Currently im planning on (movesets are the movesets from the smogon pokedex):
Mega charizard Y
Excadrill with SR and spin
Life orb Weavile
Black sludge gengar (hex build)

Since i like the hex build on gengar, should i complement it with a scald and thunder wave mon? Or do i have glaring weaknesses that i should patch first? Any help would be very much appreciated!
you need a mon to beat scarf keldeo and switch into waters like azu in general
 
So i just started breeding a team for OU on my 3ds. I currently have 4 pokemon for it and i'm struggling to find mons to complement/complete it. There is so much information to be found, it's overwhelming. Currently im planning on (movesets are the movesets from the smogon pokedex):
Mega charizard Y
Excadrill with SR and spin
Life orb Weavile
Black sludge gengar (hex build)

Since i like the hex build on gengar, should i complement it with a scald and thunder wave mon? Or do i have glaring weaknesses that i should patch first? Any help would be very much appreciated!
This build appears to pair well with HP Electric Keldeo because it patches up your weakness to darks and provides you with a switch-in for waters in general as well as providing Scald support for Gengat. In addition, I would suggest carrying Sand Rush Drill over bulky spinner and pairing it with support t-tar, because currently your team struggles heavily versus fast builds, which Sand Rush Driller is capable of taking on well, and having the luxury of Rock Slide>SR is increadibly helpful (considering that you're only using smogdex sets) because your team currently struggles heavily against Talonflame, and pairing it with Tar for both Sand Stream support and to act as a secondary stop also alleviates pressure from it without leaving you over-reliant on one or the other to check it.
 
So i just started breeding a team for OU on my 3ds. I currently have 4 pokemon for it and i'm struggling to find mons to complement/complete it. There is so much information to be found, it's overwhelming. Currently im planning on (movesets are the movesets from the smogon pokedex):
Mega charizard Y
Excadrill with SR and spin
Life orb Weavile
Black sludge gengar (hex build)

Since i like the hex build on gengar, should i complement it with a scald and thunder wave mon? Or do i have glaring weaknesses that i should patch first? Any help would be very much appreciated!
Hippo/ Ttar (for sand rush Drill, which does well with ZardY and a water resist.
 
How do IVs affect recoil damage? People always say to change IVs for an odd number for LO recoil, or leftovers, etc. I don't see the significance in doing so. What's the point of changing IVs?
 
How do IVs affect recoil damage? People always say to change IVs for an odd number for LO recoil, or leftovers, etc. I don't see the significance in doing so. What's the point of changing IVs?
Because the damage calculations always round down, you can optimise or minimise your recovery or recoil with the right numbers. For example, life orb takes 10%, so if your HP is divisible by 10, you'll die after attacking 10 times. But if your HP isn't divisible by 10, it will divide by 10 then round down to work out how much HP to take, so it will take 11 rounds of recoil to kill you.

E.g HP of 200, LO recoil = 200/10 = 20HP, and you will kill yourself after attacking 10 times.
But HP of 205, LO recoil = 205/10 = 20.5HP, which becomes 20HP rounded down, so you will survive 10 attacks with 5 HP remaining.

The same is true for leftovers, hazards etc but they all use different divisions (leftovers is 16 for example).

Tbh the difference is really negligible and it doesn't really matter most of the time unless you're 4x SR weak or going for a specific sub or belly drum + berry combo. I wrote a more detailed post here:
http://www.smogon.com/forums/threads/guide-to-the-oras-ou-metagame.3524015/page-4#post-6453051
 
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Is Scarf KyuB a good option for a game sweeper? If so, would M-Metagross be a nice counter part for him?
yes, but it's not exactly its best set and it isnt the best mmeta counter since they share similar counters and can't really pressure them unless ur running LO hp fire kyub.
 
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