• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

So basically now I'm trying to challenge myself with building a Sun team. I'm actually running a pretty exotic build even for Sun. So far I am somehow found my team surprisingly unable to break through bulky water types. I'm pretty much looking for a non-chlorophyll user who can get past the likes of Slowbro and Manaphy while being able to fit on Sun teams. Any advices?
HP Ground Serperior is pretty cool on sun teams, and if you don't mind using some gimmicky stuff Heliolisk is pretty cool too.
 
HP Ground Serperior is pretty cool on sun teams, and if you don't mind using some gimmicky stuff Heliolisk is pretty cool too.
I have actually tried Helio but with sun weakening its Surf it is too much of a liability against Grounds, which can be a problem too. Serp stacks a big weakness against Charizard but I guess I would try it with Glare or something.
 
I have actually tried Helio but with sun weakening its Surf it is too much of a liability against Grounds, which can be a problem too. Serp stacks a big weakness against Charizard but I guess I would try it with Glare or something.
Grass Knot is a valid alternative to hit grounds as it hits Hippo for solid damage while HP Ice takes on Gliscor and Chomper. As for Serp, HP Rock is an alternative to HP Ground if you have something like Dugtrio to take out Tran as it allows you to hit Zard Y super effectively, while Dragon Pulse does a fine job v.s. unboosted Zard X.
 
Grass Knot is a valid alternative to hit grounds as it hits Hippo for solid damage while HP Ice takes on Gliscor and Chomper. As for Serp, HP Rock is an alternative to HP Ground if you have something like Dugtrio to take out Tran as it allows you to hit Zard Y super effectively, while Dragon Pulse does a fine job v.s. unboosted Zard X.
tbh kind of forgot the possibility to run HP Ice on Heliolisk, but at the end of the day, I still found Heliolisk too short lived for my team in general. Glare Serp on the other hand, is fitting quite nicely though. Still will run some tests though, since the team is still in preliminary stages.
 
We call that hax

EDIT: what EV spread should bold CM MG clefable be running?

The spread I use is 252HP, 232 def and 24 spdef. Hits maximum possible EV number, walls all lopunny vairants, comfortably avoids OHKOs from Bandzor, Bisharp and trolls the rare specs Latios who cant 2hko with psyshoock. Of course you lose the ability to switch into specs keldeo hydro pump but never should clef be your sole keldeo check anyway. the 24SPDEF EVs avoid 2hko from Defensive heatran and Venusuar after 1 calm mind as well as walling keldeo and prevents OHKO from standard genger.

you could also go 192def evs for more special bulk but at that point your ability to survive certain stab steels moves comes into question and since your gonna be calm minding anyway may as well go for the extra 11 def points.

Theres probably an Official spread somewhere but I cant find it right now lol
 
Thank you very much, and what would be some good teammates for it? Stuff like talonflame to smack venu?
Lure means a Pokemon with a certain move that would normally be walled by that specific Pokemon without that move. Psychic Manaphy Lures Mega Venusaur, although it wouldn't hurt to have another check to it, you should worry more about team synergy and being able to cover more threats than having a clear cut way of handling a single one.

this thread will help. http://www.smogon.com/forums/threads/concepts-in-teambuilding.3552468/
 
Last edited:
I saw the VR thread and noticed that Mandibuzz is in B- rank. What does it even do besides countering Lati@s and Mega Alakazam? It can't even check Gengar reliably because Sludge Wave 2HKOes it.
 
It's still a Gengar check because it can switch into Shadow Ball. It's just not a fantastic one nor is it a counter.
 
Mandibuzz is a pretty interesting pokemon. While it is certainly lackluster it has unique traits like having an easy time against psychic and ghost types. What gave mandibuzz much more relevancy is being one of the few mons that can switch into hoopa-unbound, an incredible pain for this type of archetype, a pretty solid gengar switch-in with no rocks up (one of the best you could get when you see the pain that is to switch into it) among being one hazard remover that isnt vulnerable to pursuit trapping (albeit using defog can be detrimental on a mon that relies of sheer bulk instead of actual resistances). Having reliable recovery is also a plus.

It is fairly usable still, all things considered.
 
Guess it wouldn't hurt for a bit of team help myself
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Power-up Punch
- Fake Out
- Return

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Energy Ball
- Tail Glow

Wobbuffet @ Leftovers / Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Safeguard
- Mirror Coat
- Counter

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Calm Nature
- Thunder Wave
- Spikes
- Foul Play
- Magnet Rise

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Slack Off
- Roar / Stone Edge
- Stealth Rock
- Earthquake
Sue me. Needs a bit more firepower
Nasty plot lure Thundurus imo

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Flying
- Sludge Wave

Fast and hard hitter, can wallbreak or sweep, resists grass and ground for the team and doesn't stack weaknesses, fairy lure, M-Venu lure, alternative wincon to relieve pressure on Manaphy and increase offensive presence.
 
Last edited:
Best way to run CM reuni/CM clef core? Partners?

If clef's not running flamethrower, something to get rid of bisharp's quite nice. And if it's running flamethrower, an extra check to it wouldn't hurt.

Something that can also set hazards is nice too. Examples are garchomp or ferro.
 
Whoever said that was on some serious hallucinogens.
Its not just one person, I've read that tons of times. "Mega Pinsir struggles against Clefable" or "max defense helps Clefable check setup sweepers like Mega Pinsir" and the like. I'm just wondering whether people have ever calc'ed Mega Pinsir's Return on max defense Clefable or they're just blindly saying that lol
 
Its not just one person, I've read that tons of times. "Mega Pinsir struggles against Clefable" or "max defense helps Clefable check setup sweepers like Mega Pinsir" and the like. I'm just wondering whether people have ever calc'ed Mega Pinsir's Return on max defense Clefable or they're just blindly saying that lol
Were people saying this in the OU room? Because if I were you, I wouldn't listen to anything that place says all too often.
 
Its not just one person, I've read that tons of times. "Mega Pinsir struggles against Clefable" or "max defense helps Clefable check setup sweepers like Mega Pinsir" and the like. I'm just wondering whether people have ever calc'ed Mega Pinsir's Return on max defense Clefable or they're just blindly saying that lol
Here, for posterity's sake. Make sure everybody sees it.

252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 252+ Def Clefable: 217-256 (55.2 - 65.1%)

(Oh, and Clef needs a 252+ Flamethrower to OHKO from full, and even then only with a roll, at which point I question what you're using Clefable for.)
 
Its not just one person, I've read that tons of times. "Mega Pinsir struggles against Clefable" or "max defense helps Clefable check setup sweepers like Mega Pinsir" and the like. I'm just wondering whether people have ever calc'ed Mega Pinsir's Return on max defense Clefable or they're just blindly saying that lol

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 232+ Def Clefable: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 232+ Def Clefable: 442-522 (112.1 - 132.4%) -- guaranteed OHKO

Yeah clefable is not checking pinser especially if it has already set up. If its healthy, Pinser hasn't set up and clef gets a clean switch then it can shakily check it once and T-wave it but thats about it and under perfect circumstances. Moonblast does bugger all

0 SpA Clefable Moonblast vs. 0 HP / 4 SpD Mega Pinsir: 108-127 (39.8 - 46.8%) -- guaranteed 3HKO

So whoeever states clef checks pinser is either really good at propagenda or is just talking crap. I would ignore it

EDIT: Ninjaed by jordanthejq12
 
Back
Top