Resource ORAS OU Simple Questions, Simple Answers (Read the OP First!)

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Are you suggesting that this was done when people had other pokemon with PP left and people had to stay in to avoid giving the opponent a free turn by switching out instead of fainting?
Part of utilizing the tactic involved using Mean Look, Block or Spider Web to prevent switching a la Shadow Tag. You can create an Endless Battle situation against a perfectly healthy team, hence why it's considered uncompetitive.
 
Even beyond the uncompetitive nature of that 'strategy,' and even if we didn't consider it to be broken on the fundamental level that it is, it's not like endless battle would have actually contributed anything of the most remote tactical value to near any match. In fact, one of the most important factors in how much of an effective trolling tactic it was was how completely and absolutely pointless it was. There is absolutely nothing of value to be contributed to the metagame with endless battle, which couldn't even be stated for any other ban.

What're some team options for M-Gross?

Pretty much anything. It's freaking Megagross, he can hit damn near everything. Just cater your team around covering the things you haven't built yours to beat.
 
Thank you for your responses.

So I'm trying to summarize this, it would go like this:

Both Pokemon on field
Speed Priority, Mega Evolution, (Pursuit) Switching, Attacks (Taking into account move priority), Move recoil, Item recoil, Weather Damage, Leftovers, Leech Seed, Status Damage

A Pokemon switching in:
Healing Wish, Entry Hazard, Take Attack, Weather Damage, Leftovers, Status Damage

Am I missing something else?

Also something that I'm wondering, lets say that a Pokemon that is Mega Evolving (i.e. Tyranitar) uses Pursuit against a switching opponent. Would it Mega Evolve first and use Pursuit?, or it would use Pursuit and then Mega Evolve?
 
What're some team options for M-Gross?

Being weak to Fire, Ground, Ghost, and Dark, and a bit less bulky on the special side, you could try something like Rotom-W, which resists Fire and is usually immune to ground, and bring a Dark type of some sort that resists Ghost and Dark.
Thank you for your responses.

So I'm trying to summarize this, it would go like this:

Both Pokemon on field
Speed Priority, Mega Evolution, (Pursuit) Switching, Attacks (Taking into account move priority), Move recoil, Item recoil, Weather Damage, Leftovers, Leech Seed, Status Damage

A Pokemon switching in:
Healing Wish, Entry Hazard, Take Attack, Weather Damage, Leftovers, Status Damage

Am I missing something else?

Also something that I'm wondering, lets say that a Pokemon that is Mega Evolving (i.e. Tyranitar) uses Pursuit against a switching opponent. Would it Mega Evolve first and use Pursuit?, or it would use Pursuit and then Mega Evolve?

Mega Evolve first.
 
Thank you for your responses.

So I'm trying to summarize this, it would go like this:

Both Pokemon on field
Speed Priority, Mega Evolution, (Pursuit) Switching, Attacks (Taking into account move priority), Move recoil, Item recoil, Weather Damage, Leftovers, Leech Seed, Status Damage

A Pokemon switching in:
Healing Wish, Entry Hazard, Take Attack, Weather Damage, Leftovers, Status Damage

Am I missing something else?

Also something that I'm wondering, lets say that a Pokemon that is Mega Evolving (i.e. Tyranitar) uses Pursuit against a switching opponent. Would it Mega Evolve first and use Pursuit?, or it would use Pursuit and then Mega Evolve?
Not too sure how much these matter, but focusing from Focus Punch is the very first thing to happen in a turn (before pursuit, switching, and mega evolving), and the perish count adjustment from Perish Song is always the last thing to happen in a turn.
 
On spedef Talonflame is it better to run brave bird+lefties or acro+no item? I feel like the lack of recoil would make up for the lack of lefties and be better since it is a more defensive set, but I would like to get some opinions first
 
On spedef Talonflame is it better to run brave bird+lefties or acro+no item? I feel like the lack of recoil would make up for the lack of lefties and be better since it is a more defensive set, but I would like to get some opinions first
P sure BB and leftogres are better, talon loses basically every hope at revenge killing with Acro + item, and Lefties seem pretty valuable to tflame.

What does the NP stand for before suspect threads?
 
On spedef Talonflame is it better to run brave bird+lefties or acro+no item? I feel like the lack of recoil would make up for the lack of lefties and be better since it is a more defensive set, but I would like to get some opinions first
Itemless Acrobatics is a solid option on bulky sets, like the old Bulk Up Talonflame or the more current Sp Def Swords Dance set. Acrobatics makes it much easier to stay alive while sweeping, and not having an item + lots of bulk and maybe even Will-o-Wisp makes Talonflame an excellent switch in to Bisharp. Leftovers is much better while trying to set up, though, since it helps offset sandstorm damage, Toxic damage, and generally helps to soak up hits a little more easily.

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Swords Dance
- Acrobatics
- Roost
- Will-O-Wisp
 
Itemless Acrobatics is a solid option on bulky sets, like the old Bulk Up Talonflame or the more current Sp Def Swords Dance set. Acrobatics makes it much easier to stay alive while sweeping, and not having an item + lots of bulk and maybe even Will-o-Wisp makes Talonflame an excellent switch in to Bisharp. Leftovers is much better while trying to set up, though, since it helps offset sandstorm damage, Toxic damage, and generally helps to soak up hits a little more easily.

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Swords Dance
- Acrobatics
- Roost
- Will-O-Wisp
Yeah, that's what is was thinking. I'm running taunt over wisp tho to fully counter clefable and other Pokemon that rely on recovery or status moves
 
well the jogto starters got there abilities at the nd of the month and the main one is, of course - feraligatr

but i am looking for opinions, how does gatorade fair up against gyarados in ou


gator
+no nasty x4 electric weakness
+takes no damage from life orb sheer force boosted attacks
+not weak to stealth rock
+more power than gyarados
+Acess to priority

-vunerable to spikes
-no resistances to bug or fighting
-forfeits intimidate and moxie for sheer force
-less bulk if factoring intimidate

thoughts?
 
So, I've been wanting to build a team around Gengar recently, just because he's a personal favorite of mine and he's always been a nice OU candidate.

Minor thing I'm wondering therein: how much does changing Gengar's set affect his role? For example, Landorus-I can change some of his moves, but is almost always played as a Special Wallbreaker with some other perk like Late game cleaning or breaking Chansey, whereas Talonflame has wildly different roles depending on its set.

So I guess, is Gengar almost always an offensive Stallbreaker with some variance, or do his different sets vary significantly in roles? Building on that, what would you say is the most effective use of Gengar in the current Meta?

well the jogto starters got there abilities at the nd of the month and the main one is, of course - feraligatr

but i am looking for opinions, how does gatorade fair up against gyarados in ou


gator
+no nasty x4 electric weakness
+takes no damage from life orb sheer force boosted attacks
+not weak to stealth rock
+more power than gyarados
+Acess to priority

-vunerable to spikes
-no resistances to bug or fighting
-forfeits intimidate and moxie for sheer force
-less bulk if factoring intimidate

thoughts?
I foresee Feraligatr finding himself with something of a niche on teams that want Gyarados-esque traits, but also want him pulling weight against Stall. Gyarados would never run a LO because of his hazard weakness wearing him out, so that on top of Sheer Force lends to a notable power difference. Feraligatr doesn't need a Mega to hurt Stall, and has the option to run SD if you want him specifically for Wall breaking.

I could see Feraligatr making the C's, maybe even B- or so depending on how any potential suspects resolve.
 
This was discussed a bit on the main metagame thread; the general consensus is that Feraligatr can carve itself out a niche over Gyara with having no rocks weakness and it's ridiculous power advantage.
 
So, I've been wanting to build a team around Gengar recently, just because he's a personal favorite of mine and he's always been a nice OU candidate.

Minor thing I'm wondering therein: how much does changing Gengar's set affect his role? For example, Landorus-I can change some of his moves, but is almost always played as a Special Wallbreaker with some other perk like Late game cleaning or breaking Chansey, whereas Talonflame has wildly different roles depending on its set.

So I guess, is Gengar almost always an offensive Stallbreaker with some variance, or do his different sets vary significantly in roles? Building on that, what would you say is the most effective use of Gengar in the current Meta?
Gengar almost always performs a stallbreaking role as far as gen 6 goes, outside of an occasional Scarf set (they aren't that bad!). It's more just how you want to go about it. The 3 Attacks LO set is more of a Taunt-based Smasher, similar to Mega Gard. Cut off recovery and other status moves, and then spam it's great three move coverage. It's other, Sub-based stallbreaking set isn't really too good anymore because of Mega Sableye, but it's still useable and functions in a much slower manner. Use Taunt/Sub to force switches, burn everything, and slowly weakens the opposing team. Finally, there is a SubSplit set that functions as a hybrid of the two. Not too keen on it myself, as I feel it wears you down too quickly, but that is also useable. Taunt + 3 attacks is the most effective imo.
 
Gengar almost always performs a stallbreaking role as far as gen 6 goes, outside of an occasional Scarf set (they aren't that bad!). It's more just how you want to go about it. The 3 Attacks LO set is more of a Taunt-based Smasher, similar to Mega Gard. Cut off recovery and other status moves, and then spam it's great three move coverage. It's other, Sub-based stallbreaking set isn't really too good anymore because of Mega Sableye, but it's still useable and functions in a much slower manner. Use Taunt/Sub to force switches, burn everything, and slowly weakens the opposing team. Finally, there is a SubSplit set that functions as a hybrid of the two. Not too keen on it myself, as I feel it wears you down too quickly, but that is also useable. Taunt + 3 attacks is the most effective imo.
Alright, assuming I go with the LO + 3 Attacks set, what make good partners to Gengar? The most immediate benefit I see him dealing with are Faires and certain Bulky Psychics/Stallmons like Slowbro and Sableye.

And as a bit of a preface, I don't intend to use Mega Metagross until after any potential suspect test. Made that mistake with Aegislash and basically fell out of actively playing the Meta until now.

Update: Currently considering Ferrothorn for Hazards and T-Wave against offense, debating 2 things

1. Power Whip or Gyro Ball? Are there any worthwhile targets for the former?

2. Is the standard 252 HP/ 88+ Def/ 168 Sp. Def spread supposed to hit any particular bench mark, or is it just a generic mixed bulk number?
 
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Alright, assuming I go with the LO + 3 Attacks set, what make good partners to Gengar? The most immediate benefit I see him dealing with are Faires and certain Bulky Psychics/Stallmons like Slowbro and Sableye.

And as a bit of a preface, I don't intend to use Mega Metagross until after any potential suspect test. Made that mistake with Aegislash and basically fell out of actively playing the Meta until now.
Good partners? Mega Gallade is good because it appreciates bulky Psychics and Clefable out of the way. SubCM Keldeo also works well, because Gengar gets rid of Celebi, Slowbro and other checks to it. Mega Diancie also syncs up well with Gengar, becuase Gengar eliminates its common checks. You actually will need a Sab check, because Sab checks Gengar pretty well. SD Gliscor and Clefable work on balanced builds in this regard. Gengar is overall works well with a number of things, but that's what I've found works best.
 
Good partners? Mega Gallade is good because it appreciates bulky Psychics and Clefable out of the way. SubCM Keldeo also works well, because Gengar gets rid of Celebi, Slowbro and other checks to it. Mega Diancie also syncs up well with Gengar, becuase Gengar eliminates its common checks. You actually will need a Sab check, because Sab checks Gengar pretty well. SD Gliscor and Clefable work on balanced builds in this regard. Gengar is overall works well with a number of things, but that's what I've found works best.

Think I'll consider Gliscor and Rotom-W/Rotom-H right now, since I planned to use Ferrothorn for Hazards but can't risk an unaddressed Talonflame weakness.

Since the Analysis hasn't listed it, any specific details on the SD set? I assume SD, Knock Off, and EQ with a Toxic Orb, but is it emphasizing bulk, offense or something else with the EVs? And what makes an ideal choice for the last move?
 
Think I'll consider Gliscor and Rotom-W right now, since I planned to use Ferrothorn for Hazards but can't risk an unaddressed Talonflame weakness.

Since the Analysis hasn't listed it, any specific details on the SD set? I assume SD, Knock Off, and EQ with a Toxic Orb, but is it emphasizing bulk, offense or something else with the EVs? And what makes an ideal choice for the last move?
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 56 Def / 200 Spe
Impish Nature
- Earthquake
- Roost
- Swords Dance
- Taunt / Knock Off / Acrobatics / Fire Fang / Ice Fang / Toxic

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Earthquake
- Roost
- Swords Dance
- Taunt / Knock Off / Acrobatics / Fire Fang / Ice Fang / Toxic

I've been using it a lot lately with just the standard PDef or SDef spreads, I'm unaware of any standard set specifically for SD sets. The last slot has a LOT of different options. Toxic cripples bulky Waters like Mega Slowbro and also crips some Pokemon immune to Earthquake. Taunt allows for stallbreaking. Fire Fang breaks past Steels types that can take an EQ or two. Both Fire Fang and Taunt allow you to beat Skarm. Ice Fang hits Lando-T and other Gliscor, as well as Dragonite. Knock Off is helpful for good coverage and general utility. Acrobatics beats Mega Heracross, and gives good Flying STAB. I find standard Specially Defensive Gliscor works best for checking Mega Sableye.
 
Is Double-Edge ever worth it for the stupidly high power on Mega Pinsir, even as OO material? The big problem is that you can't use CC or QA with it.
I doubt it, the power difference isn't too large, Pinsir doesn't like the recoil, and it leaves you only with EQ and Knock Off for coverage.
 
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