SM OU ORAS Throwback

keldeo-resolute.png
latios.png
rotom-wash.png
scizor-mega.png
heatran.png
landorus-therian.png




Introduction
This was built for the Pheromosa suspect test, and has been interesting but is just falling short of being as good as I want it to be. GXE peaking around 70% in 20-30 battles each on 2 different alts. Team started as hyper offense built around Latios but repeatedly got shredded by Mega Gross, so it eventually evolved into a bulky offense/balance volt turn team. Team thrives on constantly keeping switch initiative and wearing down opposing teams.

The Team


  1. keldeo-resolute.png


  1. Keldeo-Resolute @ Leftovers
    Ability: Justified
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Substitute
    - Calm Mind
    - Surf
    - Secret Sword
This Keldeo set is probably my favorite thing on the team, notably performing incredibly against stall (even stall carrying Toxapex, as it can stall Toxapex out of recovers with proper move selection). Have considered replacing Substitute with Z Hyper Beam for Tapu Fini/Toxapex but substitute has won a lot of games simply by protecting from revenge killers. Subs against Ash Greninja, Toxapex and anything it forces out.


latios.png



  1. Latios @ Life Orb
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Psyshock
    - Draco Meteor
    - Roost
    - Hidden Power [Fire]

Built this team around Latios initially as it was hardly usable in a Pheromosa centered metagame, and I wanted to try it out. Unfortunately, it's still been underwhelming except against stall being able to hit Toxapex, Skarmory, and Chansey for 2-3HKOs. With every team running 2 steel types and a fairy or 2, it almost never is able to just click draco and get a KO. Probably the most expendable thing on my team, as it ends up being my sac in most games.

rotom-wash.png



  1. Rotom-Wash @ Leftovers
    Ability: Levitate
    EVs: 252 HP / 252 Def / 4 Spe
    Bold Nature
    IVs: 0 Atk
    - Hydro Pump
    - Volt Switch
    - Will-O-Wisp
    - Pain Split

Phys Def Rotom W started as my initial Mega Metagross check, but since Metagross is no longer forced to carry Bullet Punch for Pheromosa, it doesn't match up quite as well as expected, taking 41-49% from Zen Headbutt. Still, at full health it is guaranteed to get a Will-o off, and gives me a solid bulky volt switch pivot. Works really well at wearing down Tapu Fini by pain splitting after Natures Madness and Volt Switching out.

scizor-mega.png



  1. Scizor @ Scizorite
    Ability: Technician
    EVs: 252 HP / 40 Atk / 216 SpD
    Adamant Nature
    - Bullet Punch
    - U-turn
    - Defog
    - Roost

Since Rotom-W on it's own wasn't matching up all that great against Mega Metagross, Mega-Scizor was added to give it some help. This is a spread i used to use a lot in ORAS, basically helping Scizor switch in on just about anything not carrying fire coverage and roost off the damage/defog before switching out.

heatran.png



  1. Heatran @ Shed Shell
    Ability: Flash Fire
    EVs: 131 HP / 252 SpA / 125 Spe
    Modest Nature
    IVs: 0 Atk
    - Stealth Rock
    - Lava Plume
    - Flash Cannon
    - Earth Power

Another thing on the team that functions really well against stall, being able to win 1V1 vs. Skarmory, Toxapex, and Clefable, as well as working as a lure for Dugtrio. rocks are typically used only when needed. Switches into predicted fire moves for Scizor and eats up neutral and resisted hits fairly well while still applying offensive pressure. Magma storm was originally the move of choice until it missed too often for my taste, causing me to replace it with Lava Plume. Speed investment is to pick off defensive Lando-T at low health, rather than sacrifice momentum by being forced out.

landorus-therian.png



  1. Landorus-Therian @ Choice Scarf
    Ability: Intimidate
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - U-turn
    - Earthquake
    - Stone Edge
    - Hidden Power [Ice]

Most recent addition to the team, patching up ground and electric weaknesses, while adding another U Turn to the team. Very good for surprising lead Koko with an OHKO, as well as doing 80-95% to lead Greninja with U-Turn, very good in a tier where most teams typically run only one ground immunity, most of the time being Lando-T itself. Does have a tendency to become setup fodder when choice locked into anything other than U-Turn.

Conclusion

This is a team that could probably be optimized more for SM than it is, but still manages to do really well against a majority of the current metagame. It struggles to deal with Magearna, Tangrowth, Tapu Fini, Tapu Lele and Mega Metagross, all unfortunately being very common right now.
 
Have you considered running Tapu Koko over your Rotom-W? It can neutralize Lele's terrain and deals with Fini better, while taking neutral damage from Megagross and not being weak to Giga Drain. In return, Keldeo gets rid of Landorus-T for it, since even unboosted Water STAB is gonna do a lot to standard defensive Lando-T.

If you do, you might want to replace Surf with Scald on your Keldeo. It doesn't OHKO like Surf does, but a burn chance is neat for getting rid of SD Zor more effectively.
actually scratch that surf and tran kill zor fine.
 
Have you considered running Tapu Koko over your Rotom-W? It can neutralize Lele's terrain and deals with Fini better, while taking neutral damage from Megagross and not being weak to Giga Drain. In return, Keldeo gets rid of Landorus-T for it, since even unboosted Water STAB is gonna do a lot to standard defensive Lando-T.
If you do, you might want to replace Surf with Scald on your Keldeo. It doesn't OHKO like Surf does, but a burn chance is neat for getting rid of SD Zor more effectively. actually scratch that surf and tran kill zor fine.

Koko is definitely the better offensive option, without a doubt, I'm just not sure the team benefits from losing something that sponges up a lot of hits that nothing else on the team wants to take (especially from Ash Greninja) Koko struggles to switch into anything but resisted hits where Rotom has no problem coming in on neutral ones, and has a chance to live super effective hits from full
(252+ Atk Choice Band Zygarde Thousand Arrows vs. 248 HP / 252+ Def Rotom-Wash: 278-330 (91.7 - 108.9%) -- 50% chance to OHKO) Obviously, I wouldn't be using Koko as a defensive option, but it would definitely force me to make more sacs. Thanks for the input, I'll probably test it out on an alt and see how it goes.
 
Back
Top