Resource ORAS OU Teambuilding

Status
Not open for further replies.

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Here's Sharpedo and Alakazam. I'll do Volcarona soon.

Mega Sharpedo:

Original Author(s): Recreant and Gareth de Voir


Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 228 Atk / 32 SpA / 252 Spe
Naughty Nature
- Hydro Pump
- Crunch
- Ice Fang / Poison Jab
- Protect

Role: Late-game Cleaner, Wallbreaker.

What it does: Use Protect, click Crunch. Good game my friend. But to be serious lol, Mega Sharpedo is a phenomenal late-game cleaner, because of its access to Speed Boost pre-Mega, and Strong Jaw post-Mega, which bolsters its Crunch and Ice Fang, allowing it to wallbreak decently as well. In addition, it has good coverage options such the aformentioned Ice Fang, as well as Poison Jab and Hydro Pump to supplement a sweep, and fares quite well against all playstyles. Hydro Pump allows Mega Sharpedo to break through physically defensive foes such as Landorus-T, Skarmory, and Hippowdon. Crunch is extremely powerful, and hits a variety of Psychic- and Ghost-types such as Latios and Gengar for super-effective damage, while retaining neutral hits on the likes of Ferrothorn and (Mega) Scizor. Ice Fang specifically targets Garchomp and Mega Altaria, while hitting the likes of Amoonguss, Dragonite, Whimsicott, Chesnaught, Hydreigon, and Breloom for good damage. Poison Jab can be run to hit Fairy-types such as Clefable, Azumarill, and Mega Altaria, and still hits Serperior, Breloom, and Chesnaught. Protect is more or less mandatory because it let's Mega Sharpedo procure Speed boosts prior to Mega Evolving to clean up more easily.

32 Special Attack EVs guarantee the 2HKO on physically defensive Skarmory after Stealth Rock, but can be bumped up to 92 if OHKOing defensive Landorus-T is beneficial. Maximum Speed investment makes sure that Mega Sharpedo at worst Speed ties with Choice Scarf Landorus-T at +1.

Good teammates: Physically defensive Garchomp is a great partner for Mega Sharpedo, as the combination of Rocky Helmet and Rough Skin, the phazing with Dragon Tail, and the Stealth Rock it sets wears down attackers such as Mega Lopunny so that Mega Sharpedo has an easier time cleaning up. Wallbreakers are no-brainers for partners as Mega Sharpedo is best at cleaning up tattered remnants of the opposition's team. Examples include Thundurus, Gengar, and Talonflame. Trappers such as Magnezone and Gothitelle beats annoying Pokemon such as Keldeo, Azumarill, Ferrothorn, and Skarmory which trouble Mega Sharpedo somewhat. Celebi provides an answer to Keldeo and Azumarill, and it can Baton Pass boosts accumulated from Swords Dance to Mega Sharpedo. Entry hazards setters such as Scolipede and Landorus-T provide that extra 'oomph' that is necessary to let Mega Sharpedo nab certain KOes.

What checks/counters it: Priority is a huge pain in the ass for Mega Sharpedo, due to its frailty. The likes of Breloom, Conkeldurr, and Talonflame easily OHKO it with their respective priority moves, but cannot directly switch in, however. Thundurus and Klefki are also problematic as they have access to a combination of Prankster and Thunder Wave, which cripples Mega Sharpedo immensely. Bulky Grass- and Water-types such as Ferrothorn and Azumarill are annoying due to their natural bulk and resistance to Mega Sharpedo's moves; Ferrothorn doesn't take much from Crunch and deals massive damage with Power Whip and use Mega Sharpedo as fodder for Spikes or Stealth Rock, and Azumarill resists everything bar Poison Jab and OHKOes with Play Rough. Offensive Pokemon, typically tanks, which can survive a hit or two from Mega Sharpedo check it pretty nicely as well as Mega Sharpedo typically relies on OHKOing everything late-game.


Mega Alakazam:

Original Author(s): Wargreymon


Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore / Substitute

Role: Late-game Sweeper, Revenge Killer, Special Sweeper, Utility Attacker.

What it does: Thanks to a stellar Special Attack stat, as well as Speed, Mega Alakazam is a fantastic late-game sweeper and utility attacker. It's ability Trace allows it to effectively revenge kill weather sweepers such as Excadrill and Kingdra, and potentially call stellar abilities such as Adapatability or Sheer Force for use. In addition, it has great coverage options in Psychic, Focus Blast, and Shadow Ball, hitting the entire metagame for at least neutral damage, leaving the last moveslot open for a wide array of utility moves such as Encore, Substitute, and Taunt. Psychic is more or less chosen over Psyshock for the increased BP and hits physically defensive foes such as Landorus-T, Hippowdon, and Rotom-W for greater damage. Focus Blast targets pesky Dark- and Steel-types such as Tyranitar and Ferrothorn, which resist Psychic. Shadow Ball deals with Psychic-types such as Latios, Reuniclus, and Celebi which resist Psychic and Focus Blast, and is the move that Alakazam will be using most often. Encore provides great utility by shutting down Pokemon such as Bisharp and Ferrothorn by locking them into only move; meanwhile, Substitute evades status and Sucker Punch and allows Mega Alakazam to scout. The EV spread maximizes offensive potential and allows Mega Alakazam to tie with opposing Mega Aerodactyl and Mega Alakazam.

Good teammates: Fighting- or Fairy-types such as Keldeo and Clefable are stellar partners to deal with Dark-types that are problematic towards Alakazam. Clefable also weakens Steel-types because of Flamethrower or Knock Off, and also cripples the likes of Heatran and Tornadus-T with Thunder Wave. Heatran is phenomenal because it soft checks the likes of Bisharp, provides Stealth Rock support, and checks Scizor and Mega Sableye. Wallbreakers such as Dragalge and Diggersby wear down the opponent for a potential sweep from Mega Alakazam, and Diggersby also gets past specially bulky Pokemon such as Chansey, Raikou, and Tornadus-T.

What checks/counters it: Because Alakazam typically relies on Focus Blast, a move with shaky accuracy, to actually damage Dark-types, they are one of the top checks to Alakazam, capable of OHKOing it with their respective STAB moves. Sableye is notable as it is immune to Psychic and Focus Blast, is not 2HKOed by Shadow Ball, and can KO back with a Knock Off or set up with Calm Mind. Priority users and faster Choice Scarf users check it due to Alakazam's lackluster defenses. Bulky Psychic-types not caring about Shadow Ball are prime counters as well, examples are Reuniclus and Celebi.
 
It doesn't look like Gastrodon's been done, which is a shame because it's an amazing wall. I know it's not a set you're looking for, but can I do that one?
Also, defensive Infernape. I know it's not really a mainstream set but I use it on a semistall team and it works amazingly well. Can I write that up later, or is it too niche?
 
It doesn't look like Gastrodon's been done, which is a shame because it's an amazing wall. I know it's not a set you're looking for, but can I do that one?
Also, defensive Infernape. I know it's not really a mainstream set but I use it on a semistall team and it works amazingly well. Can I write that up later, or is it too niche?
Both are fine. The list in the second post is more for quick ideas. If something's viable and not on the list, I won't object to someone writing it up.
 
Here's SpecsDra


Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Scald/Surf
- Draco Meteor
- Ice Beam

Role: Rain Sweeper, Wallbreaker

What It Does: Specs Kingdra is a powerful wallbreaker and plays a major role on rain teams. In this set, Kingdra gives up the ability to change moves for power. Hydro Pump is the go-to STAB, boasting insane power under rain, which allows it to 2HKO bulkier resists while straight up OHKOing frailer ones. Scald is a useful cleaning tool with it's perfect accuracy and chance to burn, but if more power is wanted Surf can be used instead. Draco Meteor is the secondary STAB and nails Dragon types attempting to switch in, as well as other water resist and immunities, such as Seismitoad or Toxicroak. Lastly, Ice Beam is used to bop Celebi, which would otherwise wall this set.

Good Teammates: A Politoed is absolutely imperative to have, as it provides rain for Kingdra as well as other support in Toxic and Scald Burns. Other Swift Swimmers such as Mega Swampert, Omastar, and Kabutops are good partners for Kingdra, as they can weaken water resists so Kingdra can sweep. Fighting types are helpful in getting rid of Ferrothorn and Chansey, so Conkeldurr, Keldeo, or others work well. Other mons that trouble rain, chiefly Azumarill and Rotom-Wash also need to be taken care of, so grass types also are good partners. Grass types also bring a water resist, something sorely needed on rain. Kingdra also appreciates grass types gone, so Tornadus-T and other mons that can remove these are great partners as well.

What Counters It: Kingdra struggles with typical rain checks such as Azumarill, Rotom-W, Slowking, and Ferrothorn, as well as fat Grass types like Celebi. Water immunities are also annoying to face, but can be dealt with. Chansey also completely walls this set, so a way of dealing with it is vital.

Any Additional Info: Kingdra is capable of muscling through most of its checks with repeated Hydro Pumps, so spam it as much as possible. Prediction is necessary though, but a well-timed read will surely turn the match in your favor.
 
Gastrodon and defensive Infernape are done



Gastrodon

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Earthquake / Ice Beam
- Toxic
- Recover

Role: physical wall

What it does: blanket checks half of the meta, outright walling many popular mon. It’s also an extremely strong check, or in some cases a counter, to Rain teams, and stops Volt Switch users without getting completely annihilated by Hidden Power Ice or Hydro Pump. Storm Drain allows it to absorb Scalds (and all Water attacks) which is absolutely massive.

Scald is a STAB that makes the lives of physical attackers even more hellish. Earthquake lets you beat Mega Charizard X / Heatran and lets you counter Keldeo very reliably (Ice Beam is for Dragonite primarily, but also gets Garchomp and Gliscor which is a plus). Toxic has obvious use against bulkier mon and Recover makes it pretty much unbreakable on the physical side.


Good teammates: Specially Defensive Birds pull a lot of weight as a core with Gastrodon; Skarmory and Talonflame have fantastic Type synergy and defensive synergy with Gastrodon, and both apply a lot of pressure to more defensive teams with Hazards (and hazard removal) and Taunt respectively, allowing them to wear down the team efficiently in tandem with Toxic. (Incidentally, Skarmory’s Ability to counter Excadrill makes these two a great anti-weather core) Mega Venusaur is another favourite of mine which Sludge Bombs through Grass types (and Azumarill) and appreciates Gastrodon taking on Talonflame. Bring some kind of cleric support. Specially Defensive Heatran has amazing synergy with Gastrodon as well.


What counters it: Grass Types and status, basically. Serperior stands out as Gastrodon is complete setup bait for it; you also want to watch out for Breloom and Celebi. Toxic and Burn alike are both detrimental to Gastrodon’s longevity. Gastrodon can’t withstand repeated powerful hits, especially from the special side, so powerful special attackers can make light work of it. Notable mons here are Mega Charizard Y and Power Herb Heatran, who hit it with one-turn Solarbeams.


Additional info: make sure you know your opponents Heatran set. If it is using Earth Power without Air Balloon (and isn’t holding Leftovers), Power Herb is a likely item. You can’t check Choice Band Azumarill so my advice is not to try. Counter is a viable option to screw with Mega Lopunny and punish U-Turns. Gastrodon can also run a decent specially defensive set.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Infernape

Infernape @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Close Combat
- Will-O-Wisp
- Slack Off
- Taunt

Role: Stallbreaker

What it does: defensive Infernape is an asset to any team as a fantastic stallbreaker, as well as being a good option for Semistall teams themselves to counter threats such as Bisharp and Weavile, which Stall has issues with. Will-O-Wisp is the key move: most of Infernape’s switch-ins are physically inclined, meaning you can neuter them on the switch, and it also wears down defensive mon. Taunt stops recovery and set up moves. Slack Off is for longevity. Close Combat is a powerful STAB which is great at catching a wide variety of mon, from Bisharp to Tyranitar.

Good teammates: Dragons have good synergy; Latias/Latios are notable examples because they enjoy Infernape’s ability to remove or neuter all common Pursuit trappers. Infernape needs a Bird check and bulky Water types to remove Will-O-Wisp absorbers on the opposing team – Rotom-W fits both criteria but Slowbro is a nice partner too. Skarmory and Jirachi are also great defensive partners, since they deal with most Fairies and can set up Hazards to capitalise on the switches Infernape forces (especially Fire switchins to Will-O-Wisp). Clefable counters Mega Sableye.

What counters it: Mega Sableye is completely immune to anything Infernape carries and forces it to switch out. Mega Gardevoir doesn’t care much about Burn or Taunt and can use either STAB to remove Infernape. Fire Types absorb Will-O-Wisp and Chandelure and Talonflame are hard stops to this set which you do not want to give free turns to. Infernape can’t do much of anything to bulky Water or Ground types, most notably Slowbro, Hippowdon and Gliscor, although none of them like Will-O-Wisp (particularly Gliscor if you can get it off in time).


Additional info: you can use Stealth Rock instead of Taunt if you really have to but on more Stall-y teams I advise against it. In my own experience, I find giving Stealth Rock to something like Clefable and letting Infernape keep Taunt really allows you to abuse the hazard and Will-O-Wisps to the limit, particularly as Infernape really appreciates having Stealth Rock already active to damage some popular switchins and having Taunt to prevent any recovery or setups. If Infernape is being used on Semistall, this tends to force them to switch out again.
 

Dr Ciel

Banned deucer.
Me again. Here's Lum + SD Garchomp.


Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw / Outrage
- Swords Dance

Role: Hazard Setter

What it does: With solid Dragon / Ground typing, an amazing STAB combo, and solid all around stats, Garchomp is an amazing hazard setter for HO teams. Being one of the few hazard setters that can actually defeat Mega Sableye, Garchomp is an important asset for HO teams. With Lum Berry, Garchomp can rid itself of status, most notably Mega Sableye's Will-O-Wisp, and will be able to 2HKO it with a STAB Earthquake, while forcing it to recover the next turn. Stealth Rock obviously is the reason to use this Garchomp set, almost being guaranteed to get SR up. Earthquake is the main STAB move, doing heavy damage to opposing leads, while also having great neutral coverage. Dragon Claw nails all Pokemon that resist Earthquake, bar Skarmory and Togekiss, while Outrage has a higher damage output, but has a downside of locking Garchomp in, & making it easy to take advantage of. Swords Dance turns Garchomp into an amazing early game wall-breaker that can open holes for sweepers to clean up mid to late game.

Good teammates: Obviously, offensive Pokemon have excellent synergy with Garchomp, such as Mega Gyarados and Talonflame, as they appreciate the wearing down of Ferrothorn, Slowbro, Mega Sableye and others. Gengar and Bisharp are also awesome partners due to the former being able to prevent Rapid Spin and the former deterring the use of Defog.

What counters it: Defensive Pokemon, most notably Skarmory, Defensive Landorus-T, Quagsire, and others have solid Physical bulk & most have reliable recovery being able to waste Garchomp's Lum Berry, making it more vulnerable to status. Fairy types, especially Mega Diancie & Mega Altaria threaten Garchomp, because of the formers Magic Bounce to prevent SR from being set, and the latter being able to attack and OHKO Garchomp. Naturally faster Pokemon also beat Garchomp, including Lati Twins, Icy Wind Gengar, Icy Wind Keldeo, and powerful, fast Electric types with Ice coverage.
 
Last edited:
Me again. Here's Lum + SD Garchomp.


Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw / Outrage
- Swords Dance

What it does: With solid Dragon / Ground typing, an amazing STAB combo, and solid all around stats, Garchomp is an amazing hazard setter for HO teams. Being one of the few hazard setters that can actually defeat Mega Sableye, Garchomp is an important asset for HO teams. With Lum Berry, Garchomp can rid itself of status, most notably Mega Sableye's Will-O-Wisp, and will be able to 2HKO it with a STAB Earthquake, while forcing it to recover the next turn. Stealth Rock obviously is the reason to use this Garchomp set, almost being guaranteed to get SR up. Earthquake is the main STAB move, doing heavy damage to opposing leads, while also having great neutral coverage. Dragon Claw nails all Pokemon that resist Earthquake, bar Skarmory and Togekiss, while Outrage has a higher damage output, but has a downside of locking Garchomp in, & making it easy to take advantage of. Swords Dance turns Garchomp into an amazing early game wall-breaker that can open holes for sweepers to clean up mid to late game.

Good teammates: Obviously, offensive Pokemon have excellent synergy with Garchomp, such as Mega Gyarados and Talonflame, as they appreciate the wearing down of Ferrothorn, Slowbro, Mega Sableye and others. Gengar and Bisharp are also awesome partners due to the former being able to prevent Rapid Spin and the former deterring the use of Defog.

What counters it: Defensive Pokemon, most notably Skarmory, Defensive Landorus-T, Quagsire, and others have solid Physical bulk & most have reliable recovery being able to waste Garchomp's Lum Berry, making it more vulnerable to status. Fairy types, especially Mega Diancie & Mega Altaria threaten Garchomp, because of the formers Magic Bounce to prevent SR from being set, and the latter being able to attack and OHKO Garchomp. Naturally faster Pokemon also beat Garchomp, including Lati Twins, Icy Wind Gengar, Icy Wind Keldeo, and powerful, fast Electric types with Ice coverage.
Super slight nitpick, but you forgot to list its roles. I still went ahead and posted it under Hazard Setters though since the post looks fine otherwise.
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Here we go with Volcarona.

<-- click imo
Fireproof (Volcarona) @ Passho Berry / Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz / Hidden Power [Ground]

"I hope your hands burn when you touch her
I won't be the cure for the scars you've earned
You lit the fuse thought I'd burnt too
But you're playing with a heart that's fireproof
"


Role: Special Setup Sweeper

What it does: Volcarona has a solid niche in OU, being the only viable user of Quiver Dance, a move which gives Volcarona bulk, power, and speed all in one turn, making it able of decimating entire teams. It's solid defenses and a decent defensive typing, albeit not that great, allows it to setup on a variety of Pokemon such as Celebi and Scizor. Quiver Dance skyrockets Volcarona's already stellar Special Attack, as well as boosting its Special Defense and Speed, rendering it capable of outspeeding even Choice Scarf users such as Landorus-T and Excadrill after a boost. Fire Blast is the obligatory STAB move, dealing a huge chunk of damage when boosted, and nets an OHKO on Landorus-T whereas Fiery Dance doesn't. Giga Drain provides solid coverage alongside longevity against Water-types such as Rotom-W, Quagsire, and Azumarill. Bug Buzz targets bulky threats which resist Fire Blast such as Latios and Tyranitar, while Hidden Power Ground targets Heatran, and also hits Mega Charizard X. The EV spread maximizes offensive potential while allowing Volcarona to outspeed Choice Scarf Landorus-T at +1. Passho Berry allows Volcarona to survive a strong Water-type move once, which allows Volcarona to set up on some common Water-types, such as Manaphy and Rotom-W, or prevent powerful Water-type priority, such as Choice Band Azumarill's Aqua Jet, from ending its sweep prematurely. Lum Berry could be used to prevent status once, allowing it to beat Toxic users before setting up, and also prevent Thunder Wave users, particularly Prankster Thundurus and Klefki, from crippling Volcarona.

Good teammates: Mega Diancie is a great partner, as is checks numerous dangerous threats to Volcarona such as Talonflame, Tornadus-T, and Heatran. Magic Bounce may also have the utility of keeping entry hazards away, but Diancie doesn't have that great of a matchup against common Stealth Rock/Spikes users however. In turn, Volcarona deals with the likes of Skarmory and Ferrothorn which are problematic for Mega Diancie. Hazard removers such as Excadrill, Starmie, and Latios are great partners as they get rid of Stealth Rock. Sets without Hidden Power Ground appreciate Pokemon such as Keldeo which beat Heatran easily, and sets without Bug Buzz need Pursuit trappers such as Tyranitar and Bisharp to beat bulky Psychic-types such as Latios and Reuniclus. Checks to various Flying-types such as Talonflame and Tornadus-T are appreciated. Examples include Mega Manectric, which also procures momentum with Volt Switch.

What checks/counters it: Volcarona's checks and counters largely depend on what coverage option it opts for. Powerful Flying-types such as Talonflame are pretty much universal counters because it resists all moves, and OHKOes back with Brave Bird. If running Bug Buzz, Heatran is a counter as it is immune to Fire Blast and takes little from Giga Drain and Bug Buzz, and if running Hidden Power Ground a variety of Pokemon such as Latios beat it with ease. Bulky Water-types that take little from Giga Drain such as Assault Vest Azumarill are also problematic.

Any additional info: Works well mid- and late-game, but early-game it can also come in and fire off powerful hits as well.

"I watch your flames rise
Destroy your alibis
I should have warned you
You're playing with a heart that's fireproof"
 

Dr Ciel

Banned deucer.
Yo, coming through with Will-O-Wisp Zard-X


Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 24 Atk / 180 SpD / 56 Spe
Careful Nature
- Will-O-Wisp
- Earthquake / Dragon Claw
- Flare Blitz
- Roost

Role: Pivot

What it does: With a fantastic Fire / Dragon typing, solid all around bulk, & two amazing support moves, Charizard X is able to preform fantastically as a pivot in the OverUsed meta. Using it's solid resistances, especially those to Fire and Steel, this set can be used to check Charizard-Y, variants of Azumarill, and most Electric & Steel typed Pokemon. Will-O-Wisp is the crux of the set, being used to cripple several common switch ins to it, most notably Landorus-T, Azumarill, & Bisharp, & can be used to avoid its STAB Sucker Punches. Earthquake is a solid option to nail Heatran and Tyranitar, while Dragon Claw gets solid neutral coverage on most of the meta. Flare Blitz is necessary for hitting Skarmory, Clefable, and other common Fairies. Finally, Roost is used for longevity so it can check threats such as Thundurus, Bisharp, and Mega Scizor more consistently.

Good teammates: As with most Pokemon weak to SR, hazard removal is an absolute must, so Pokemon such as Excadrill, Lati Twins, & Mew can make use of Rapid Spin or Defog to elongate his lifespan. Dragon Dance Dragonite & SD Garchomp are also good partners to this set as Charizard can burn and weaken their counters. Landorus-T & Hippowdon are able to take on Scarf Tyranitar, Terrakion, and Excadrill itself, making both good partners. Rotom-W can spread even more burns itself & can switch into bulky Water and Ground types. Finally, Thundurus can make use of Prankster Thunder Wave to slow down faster threats such as Keldeo and Latias, making them easier for Charizard to deal with.

What counters it: Bulky Ground types such as Quagsire, Hippowdon, Landorus-T & Rhyperior don't take much from any of this sets attacks & the former two can use Toxic to wear Charizard down. Slowbro can take any hit from this set, doesn't mind about Will-O-Wisp, and can recover off damage before crippling it with Thunder Wave or Toxic. Heatran in a similar vein can wall this set if it chooses to forego Earthquake and can cripple with Toxic. Common Pokemon holding a Choice Scarf including Garchomp, Terrakion, Landorus-T, & to a similar extent, Excadrill in sand can all outrun & do heavy damage with their respective STAB moves.
 
right im really sorry this took so long >_< got caught up in a lot of school work so it slipped my mind. So without further ado heres AoA mega metagross!



Royal Brooklyn (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm / Earthquake
- Grass Knot / Ice Punch / Bullet Punch / Thunder Punch
- Zen Headbutt


What It Does: Pretty much this mega metagross set takes full advantage of his wide and strong coverage to take out opposing mons. Pretty much you bring it on a volt-switch,u-turn and begin to wreck havoc. The sets pretty simple meteor mash is one of your two stabs with a really cool 20% chance to raise mega metagrosses power to even higher levels. The next slot depends on what you want to hit but generally hammer arm is the better option over earthquake due to how you hit the same things but dont get walled by ferrothorn. The next slot also depends on what you want to it with grass knot to lure in and remove slowbro and hippowdon, ice punch hits pokemon such as landorus-t and garchomp really hard, bullet punch allows mega metagross to revenge kill weakened pokemon and last is thunder punch which is used to hit stuff such as talonflame really hard. Last is zen headbutt which hits keldeo and mega venusaur for super effective damage. Mega metagross is great for punching holes in teams which is normal for a wallbreaker.

Good Teammates:
Pretty much every cleaner likes having mega metagross as a partner due to his power. This makes pokemon such as Keldeo and weavile great partners. Other pokemon such as thunderous-i and breloom have fantastic offensive synergy with mega metagross both of them being able to handle water types and ground types should mega metagross not use grass knot. Pivots that can get mega metagross in safe such as rotom-w, landorus-t and raikou can help accomplish that. As a wallbreaker rocks are really important so garchomp and tyranitar can work well with mega metagross. Anything that likes the removal of fairy types works well with mega metagross so in general fighting types make for great partners. Mega metagross hates fat/bulky pokemon so pairing him up with a secondairy wallbreaker such as manaphy and kyurem-black can help aid meta with removing certain threats.

What Counters It:

Pokemon such as slowbro,mega slowbro, hippowdon and slowking give mega metagross a ton of difficulty if he lacks grass knot and can scare him out with super effective stab or a potential burn. Other pokemon such as jirachi can give mega metagross quite a bit of trouble and can cripple him with body slam. Dark types such as weavile and bisharp can hit mega metagross really hard with dark stabs while scarf tyranitar can often revenge mega metagross. Without ice punch landorus-t can annoy mega metagross but gets worn down. Bulky starmie can check mega metagross without grass knot of thunder punch and can scald it while ferrothorn and garchomp can chip away at his hp with rocky helmet+rough skin/Iron barbs. Suicune is also a problem for mega metagross.


Probably missed quite a bit so let me know what.
 

p2

Banned deucer.
why are gsc sprites so great
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Rapid Spin
- Psyshock / Reflect Type

Role: Defensive Spinner

What It Does: Starmie is pretty much the spinner of choice for defensive teams, due to its reliable recovery and ability to consistently handle Keldeo if Psyshock and to handle Pokemon like Mega Venusaur or Ferrothorn if Reflect Type, while being able to escape Pursuit trappers more easily. Scald is STAB that has a chance to burn and annoy Physical attackers, while Psyshock is used to handle SubCM Keldeo much more easily. Rapid Spin is used for hazard removal which is one of the main reasons to use Starmie in the first place.

Good Teammates: Anything that appreciates hazards removed are decent teammates for Starmie, these include but aren't limited to; Charizard (more specifically X), Talonflame, Volcarona, Gyarados, Kyurem-B, Weavile, and other Pokemon that don't like Stealth Rock or too many Spikes. Starmie likes having teammates such as Scizor and Clefable because they can both check Weavile, which is a huge threat to Starmie while Ground types such as Hippowdon and Electric types such as Raikou or Mega Manectric can cover its Electric weakness.

What Counters It: Magic Guard Clefable can switch on this set easily and can set up on it because it takes little damage from Scald and Psyshock, while being immune to damage from Scald burns. Bulky Waters such as Suicune, Rotom-W and Slowbro can switch on it very easily, but Scald burns can make them much easier to wear down. Ferrothorn and Mega Venusaur counter it if Starmie doesn't run Reflect Type. Bisharp, Weavile and Scarf Tyranitar can switch in on Starmie, but they risk Scald burns, but they can OHKO it with Pursuit or Knock Off / Crunch.
 
Last edited:
Anything that hasn't been done yet? =]
There's some stuff in post #2. There's also some stuff Kutscher listed here a while back. I was going to go over the list in more detail once my classes were done since some of the sets were questionable, but there were some sets in there that would be all right to do, though I don't know how many of them have already been done since it was posted.
 

jay

I’m thinking bout changing the culture
is a Tiering Contributor Alumnus
Got the nice and standard torn-t set here.

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Knock Off
- Hurricane
- Focus Blast / Superpower / Heat Wave
- U-turn


Role: Pivot / Support

What It Does: Tornadus-Therian recently moved up to OU for it's ability to check many special mons in the the tier, I'll go into more detail below. Tornadus-Therian has the ability to switch into special attacks repeatedly because of the combination of AV+Regenerator, it can switch in to these special attacks and it has a variety of options such as u-turning for momentum, knocking something's item off, using hurricane for good damage, or using one of the coverage moves it carries. Tornadus has the ability to have offensive presence or defensive presence based on the situation. Tornadus also has an excellent speed tier which allows to outspeed fast threats such as Keldeo, Diancie, Alakazam (Non Mega), Latios, Latias, Gengar, and Starmie, Tornadus obviously outspeeds many other mons but those are the first ones that came to my head.
Good Teammates: Since tornadus has a large stealth rocks weakness hazard mons with hazard removal go great with tornadus such as excadrill and mew are most likely the best two since they don't share weaknesses with tornadus. Heatran goes well with tornadus since it beats most of the mons that threaten tornadus in the tier, their typings also complement each other quite nicely. Next mons I'd pair with torn are Mega-Venusaur and ferrothorn, they resist electric and both are neutral to ice but they're excellent bulk allows them to beat most of the relevant ice mons in the tier (Weavile). The bulky Charizard-X set also is very nice with torn since it beats almost all of its checks in 1v1 situations because of its typing.

What Counters It: Electric types such as Raikou, Manetric, Thundurus, and Zapdos all beat Torn in 1v1 situations almost all of the time. Mega Latias and other bulky calm mind users such as Clefable and the rare but threatening Reuniclus, they all setup or Tornadus and usually win the 1v1 unless you manage to confuse and repeatedly have your opponent hit them selves in confusion. Weavile also is a huge threat to this pokemon since it outspeeds and can kill it with one icicle crash. Last mon I'd say counters torn is AV Azumarill, if Azumarill is healthy it will beat Tornadus a 1v1 the only way for torn to beat it is to confuse azu and get self hits while hitting multiple hurricanes in a row.

Any Additional Info: Max speed isn't needed on tornadus but its needed to outspeed Alakazam.
 
Last edited:

p2

Banned deucer.

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Gyro Ball / Heavy Slam
- Toxic / Hidden Power [Ice]

What It Does: Bronzong can come in on Fairies and Dragons fairly easily as it resists their STABs and takes little damage from their coverage moves like Shadow Ball, Focus Blast or Fire Blast. It can threaten them with a Gyro Ball or Heavy Slam that OHKOs most Fairies outside of Defensive Mega Altaria and threaten Dragons with Toxic, while being able to reliably set up Stealth Rock. Hidden Power Ice can be used to deal more damage to Pokemon 4x weak to Ice such as Garchomp, Dragonite and Landorus-T. Heavy Slam over Gyro Ball allows it to deal more damage to bulkier Fairies like Clefable (100 BP instead of 61) and Toxic wears down mons it can switch in on.

Good Teammates:
Bronzong hates status and has no reliable recovery, so teammates with access to Wish and / or Heal Bell are good. Unaware Clefable is a good option as it stops Pokemon from setting up on Bronzong and can pass wishes while also being able to cure status. Quagsire stops Pokemon like Bisharp and Fire Punch Dragonite. Mega Sableye hates Fairies because they can counter it easily and Bronzong shrugs off their moves apart from Azumarill.

What Counters It:
Physical Dark types threaten Bronzong because it lacks Physical Defense investment, which means it can be easy to pick off with a powerful Knock Off or Pursuit. Mega Sableye is a solid stop to Bronzong as it does very little damage, its Stealth Rock and Toxic gets bounced back and Bronzong does little damage to Mega Sableye. Powerful Fire types like Charizard Y and Air Balloon Heatran can force Bronzong out as Charizard OHKOs and Heatran has a temporary immunity to Earthquake, while 2HKOing with Fire Blast or Lava Plume.
 
Last edited:

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Alright I've updated the list of revamps. Not really much I could find haha, most of the stuff is up-to-date or don't need full revamps. Some just need EV spread tweaking or maybe movesets tweaking. Here's utility Mega Sableye - revamping because the last writeup's EVs and moveslots were inefficient.


Nightingale (Sableye) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Foul Play / Toxic
- Recover

"Can you be my nightingale?
Sing to me
I know you're there
You could be my sanity
Bring me peace
Sing me to sleep
Say you'll be my nightingale"


Role: Mixed Wall, Stallbreaker, Hazard Remover

What it does: Thanks to a stellar ability in Magic Bounce, access to both reliable recovery in Recover and a way to cripple foes in Will-O-Wisp, and a great typing only leaving it prone to Fairy-types, Mega Sableye is the epitome of defensive playstyles, bringing the ability to stallbreak, reflect entry hazards, sponge status, and take powerful attacks from the likes of Heatran and Gengar to the table. Mega Sableye also has Prankster prior to Mega Evolving, letting it act as an emergency check to setup sweepers such as Dragon Dance Mega Altaria, Power-Up Punch Mega Lopunny, and Swords Dance Excadrill via Will-O-Wisp. Knock Off is an excellent utility move, letting Sableye deal good damage to Psychic- and Ghost-types such as Reuniclus and Gengar, and the extra utility of disarming a foe of its item is an added bonus as well as it allows Sableye to cripple the likes of Talonflame, Clefable, and Gliscor. Foul Play stops Pokemon immune to Will-O-Wisp, such as Mega Charizard X, Talonflame, and Gliscor when Poison Heal has activated, from setting up on Mega Sableye. Recover provides longevity and is extremely reliable. Toxic is an option over Foul Play to cripple Fire-types such as Talonflame, Mega Charizard X, and Volcarona lacking Lum Berry. It also cripples Unaware Clefable if it lacks Heal Bell. Other options include Snatch, which allows Mega Sableye to potentially steal an opponent's recovery move while wasting their turn, or using a setup move itself to boost its defenses or offenses. Metal Burst is another viable option which lets Mega Sableye weaken a lot of Pokemon such as Mega Charizard Y to aid a teammate. Lastly, Fake Out allows Mega Sableye to Mega Evolve safely on the first turn to gain additional bulk, and also gets chip damage off the likes of Mega Lopunny, Talonflame, and Volcarona. The EV spread maximizes the defensive capabilities of Mega Sableye, letting it survive two consecutive Fire Blasts from offensive Heatran, while still retaining a good amount of bulk. An alternate spread of 252 HP / 160 Def / 96 SpD with a Careful nature is also viable to avoid the 2HKO from Gengar's Shadow Ball should Heatran be an unnecessary benchmark. Maximizing Special Defense to beat special attackers such as Dragalge, Latios, and Mega Manectric more effectively is an option as well.

Good teammates: Dragalge is a pretty cool teammate which checks Fairy- and Fire-types such as Clefable and Volcarona, as well as Manaphy lacking Ice Beam or Psychic. In return, it appreciates Mega Sableye's ability to spinblock and deal with Steel-types such as Ferrothorn, Heatran, and Bronzong. The hazards Dragalge stack are also especially beneficial, given that Mega Sableye fits great on hazard-stacking balance squads and stall teams. Fire-types such as Talonflame and Volcarona are great partners as well as they can switch into the Fairy-types threatening Mega Sableye; Talonflame is a particularly noteworthy candidate as Mega Sableye keeps hazards off the field most of the time, and it can revenge kill the likes of Keldeo which Mega Sableye struggle with. Checks to setup sweepers such as Manaphy, Keldeo, and Talonflame which are able to shrug off Knock Off or Will-O-Wisp are greatly appreciated. Examples include Unaware Clefable, which deals with both Tail Glow Manaphy and Calm Mind Keldeo, and also provides Heal Bell support. Bulky Grass-types such as Chesnaught, Amoonguss, and Celebi are also good candidates to deal with offensive Water-types such as Manaphy, Keldeo, and Mega Gyarados which give Mega Sableye trouble.

What checks/counters it: Fairy-types are amongst the greatest counters to Mega Sableye, as they resist both Foul Play and Knock Off, and as most of them are special attackers, are not too bothered by Will-O-Wisp. Clefable, Sylveon, Mega Gardevoir, Mega Diancie, and Heal Bell Mega Altaria are just some examples, which are capable of setting up on Mega Sableye or outright OHKOing it with their Fairy-type STAB move. Special setup sweepers are annoying as well as they aren't too bothered by Will-O-Wisp as well and after a boost or two can break past Mega Sableye easily; examples are Keldeo, Serperior, and Mega Houndoom. However, everything with the exception of Mega Houndoom is worn down by Will-O-Wisp slowly. Fire-types such as Mega Charizard X and Talonflame are immune to Will-O-Wisp as well and deal great damage with Flare Blitz and Brave Bird respectively; they can also set up on Mega Sableye. Lastly, powerful wallbreakers such as Choice Specs Keldeo and Draco Plate Dragalge are capable of blowing back Mega Sableye as well.

Any additional info: Postpone Mega Evolving if the utility of having Prankster is a necessity, but if not Mega Evolve as early as possible to gain Magic Bounce and defense boosts.
 
For Serperior, is the revamp for a specific set?
Not necessarily. It's still the LO Contrary set, but the set that was posted is a little outdated in that the EV spread is a weird speed creep spread that was popular until people realized that it does nothing to prevent notable KOs and puts you at risk for being outsped by people just running full speed. Arguable you could slash Taunt in the 4th move and put HP Fire before HP Ground, but that's more hair-splitting than anything else.

EDIT: Just a reminder that if you do a revamp, please at least post the name of the user who posted the first set. You don't have to tag them if you don't want to spam their alerts, but I'd like for them to at get a mention
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top