ORAS OU OU team in need of some critique

I'm fairly inexperienced with team building, but the team I've come up with seems to be working well insofar. I'm just looking for some critique from someone more experienced than I am to give my team a bit more competitive edge.

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam
Kyurem-b is my dedicated lead, and he has the potential to take out two to three Pokemon if I get lucky. I decided to give him choice band as his main attack is outrage, which with the boost will deal at least 50% to anything that isn't a fairy. Firing off an outrage at the beginning of the game often reeks some real havoc. Fusion bolt is for dealing with bulky water types, and alternatively serves as a more modest lead attack that won't leave me as open to a fairy switch in. Iron head is specifically for fairies and does an incredible job of killing unsuspecting clefables that switch in. Ice beam rounds out the set and is primarily used for ground and dragons that don't require outrage.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Scald
- Calm Mind
- Thunder Wave
Slowbro serves as my utility switch in, as he is bulky enough to take just about anything. I opted for thunder wave vs toxic because slowbro most often has to deal with heavy offense Pokemon and I would rather cripple them than use a move slow for dealing with stallers, which I can handle fairly well. Slack off and calm mind are pretty standard and are used for recovery and setting up on unwary opponents or switch ins. Scald is included almost out of necessity, as it can scare out many powerful threats and makes opponents more hesitant to bring in any wall breakers.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 4 SpA / 252 SpD / 12 Spe
Calm Nature
- Magma Storm
- Taunt
- Will-O-Wisp
- Earth Power
Heatran is another common switch in that can deal with certain attackers that might give slowbro trouble. I opted to keep heatran more offensive in order to give him a chance to surprise opponents expecting him to be fully stall. Magma storm is quite powerful and has the added ability of doing damage over time and preventing switch ins, which helps against stall. Earth power is used to take out other heatran primary, which I normally can do due to the increased speed on this set. Will-o-wisp and taunt are used for crippling any attackers and stopping those I can't cripple (I.e mega zard) from setting up.

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
Thundurus is one of my late game sweepers, and can take down entire teams if certain key threats are taken care of. Agility can be risky, but it's necessary for ensuring that I don't have to take any damage from quicker attackers, which thundurus handles very poorly. Thunder bolt is the obligatory stab move, and will hit anything that isn't immune for a hefty chunk of damage. Focus blast, while risky, is able to devastate tyranitar and metagross mega. HP is for coverage on dragons, particularly garchomp which can become a problem quickly.

Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SpD
Naughty Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Iron Head
Garchomp is my main offensive muscle and can devastate most teams if his main checks are out of the way. I gave him some bulk in order to ensure that he is able to get one swords dance in, to make sure no walls stand in the way of his rampage. Dragon claw and earthquake are the obligatory stab moves, moves and hit extremely hard against almost any Pokemon. I decided to include iron head as a last ditch chance to take out any fairies on the field at the same time as garchomp, not ideal I know, but it's much better than having no way to challenge fairies.

Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Swords Dance
Scizor serves to provide strong priority and revenge kill anything that has set up enough to pose a significant threat to the rest of my team, Superpower is an excellent way to deal hefty amounts of damage to almost anything, and u-turn is to allow scizor to pivot out easily and revenge kill multiple times. I decided to include swords dance just in case I find an opening to set up somehow.
 
Hey saxocat, your team has a lot of potential, but your spreads are a bit off, you're vulnerable to a few threats, and you lack a Stealth Rock setter, as well as hazard removal though you have two Pokemon weak to Stealth Rock that have no recovery.

Starting with the threats you're weak to, Mega Pinsir can OHKO your entire team at +2, including your Slowbro, as well as Bisharp which you don't have a proper switch in to and is hard for you to play around at +2. To help with this and provide you with a Stealth Rock setter, you should run Hippowdon > Mega Garchomp. Now to deal with your hazard weakness, Weavile weakness, and use up your free mega slot, you should run bulky Defog Mega Scizor > Life Orb Scizor. This provides you with a solid defensive backbone alongside Slowbro and Heatran to be able to check or at least play around a majority of the threats in the meta.

With the addition of Hippowdon, as well as you already having Heatran, you don't need to run Thunder Wave on Slowbro to check Zard X, and seeing as though Slowbro is your sole check to Keldeo, you should run Psyshock > Thunder Wave on Slowbro. Psyshock allows you to beat Substitute + Calm Mind Keldeo, as well as Calm Mind Clefable, Thunder Wave Chansey, Suicune, Calm Mind Manaphy, Gastrodon, and etc. in 1v1 situations. As for your Kyurem-Black, Choice Band isn't really the best route to go with it. While it does hit very hard, it's very predictable and its coverage moves are subpar. To support your Slowbro, as well as have a set that threatens bulky offense and balance builds a ton, you should run Mixed Kyurem-Black with Hidden Power Fire > Choice Band. HP Fire hits Ferrothorn, as well as Scizor, that can annoy your Slowbro quite a bit and prevent it from winning with Calm Mind.

Onto your Heatran, since you're Specially Defensive, you shouldn't be running Magma Storm since this is easily PP stalled. So you should run Lava Plume > Magma Storm on Heatran for a burn chance as well as a reliable and consistent STAB option, as well also run Toxic > Will-O-Wisp on Heatran since this allows you to beat non-Taunt Talonflame, Zard X, Roost Lati@s, etc. in 1v1 situations, as well as rack up damage over time while using Taunt to prevent recovery.

Lastly, Thundurus-I works better for you over Agility Thundurus-T since your Thundurus is slower than nuisances to your team such as Manaphy and Zard Y. So to help support your Slowbro and Kyurem-B and not compile on shared weaknesses, you should run Mixed Thundurus-I > Agility Thundurus-T. With a set of Knock Off / Thunderbolt / Superpower / Iron Tail you can bait in and get rid of Unaware Clefable, Sylveon, and Chansey which wall Slowbro and Kyurem-B respectively.

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
- Earth Power

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 224 Def / 24 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Defog
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 184 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Lava Plume
- Earth Power
- Toxic

Thundurus @ Life Orb
Ability: Prankster
EVs: 84 Atk / 172 SpA / 252 Spe
Naive Nature
- Knock Off
- Thunderbolt
- Superpower
- Iron Tail
Hope i was able to help!
 
Thanks for the advice! I've been messing around a bit and hippowdon in particular has been a huge help for my team. Just one question, what are advantages of running mixed kyurem-b? I've honestly preferred using a fully physical set with a life orb and: iron head, dragon claw, bolt strike and stone edge. This set can threaten most common leads and often surprise some fairy switch ins with iron head.
 
Thanks for the advice! I've been messing around a bit and hippowdon in particular has been a huge help for my team. Just one question, what are advantages of running mixed kyurem-b? I've honestly preferred using a fully physical set with a life orb and: iron head, dragon claw, bolt strike and stone edge. This set can threaten most common leads and often surprise some fairy switch ins with iron head.

Its coverage options and power break down with the mixed set allow it to easily beat common defensive cores on balance like M-Venusaur + Heatran + Bulky Ground Type, Hippowdon + Tornadus-Therian, Slowbro + Amoonguss, Skarmory + Hippowdon + Starmie, Gliscor + Ferrothorn + Slowbro, Rotom-W + Landorus-T + Heatran, and many others.

Generally any steel type or bulky ground can wall a physical set, whereas only Chansey, Clefable, Sylveon, and defensive Tyranitar can typically check the set I suggested, which is why Mixed Thundurus pairs with it nicely since it lures and takes out all of them out.
 
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