ORAS OU Pixies Will Shit On Your Life (100th shitpost RMT)

Malley

Dominachu
No but for real though everything I say is gold.

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You got Malley here, with an RMT of my favourite, and probably my best, team in ORAS OU. First up, gotta give a shout out to mi amigo Dilwar who helped me a ton with the supportive half of this team, and who's also a pretty alright guy I guess.

The name of the team is pretty obvious to be honest. Three magic pixies and a fairy with PIXIlate. It just came to me. Doesn't seem right though because Gyarados is really the star, so the featured song better captures the team's essence.


The Team

The first buds of this team sprouted around the time when Magnezone + Fairy cores were getting really obnoxiously prominent, and I had reached Mega Gardevoir as the next thing to build around because that's basically how I get my kicks. Because I'm a fucking hipster I couldn't bring myself to build a Gard + Mag team myself, so I wanted some other way of fitting her into my sad, sexless life. To this end, I fiddled a bit then came up with the Gardevoir-Gyarados core that is the reason for this team's existence, and which is probably the thing I'm most proud of creating in all my time on this site. I'll get to the details later, but the essential idea, which differs from most other cores you see around, is that Gardevoir, as well as breaking teams better than a snowy Munich airport, lures in the Ferrothorns and Scizors that Magnezone would normally deal with, but unlike with your generic Fairy-Mag core it doesn't want them to die. Because these are the things that Gyarados can get up free Subs and Dragon Dances against, especially once Gardevoir has hit them with a burn. So they are turned from annoying walls into liabilities, after which point Gyarados can generally run ham over even well-prepared teams, and Gardevoir can do serious damage to everything once its traditional stops have been broken. This is a far more complementary core than you get using a trapper, since each Pokémon helps its partner equally, and so is a much more efficient and effective use of team slots. Backing these two up are a specially defensive Mew, a physically defensive Calm Mind Manaphy, a specially defensive Hippowdon, and a Choice Scarf Jirachi, all of whom fill out the team very nicely and help make this the team I've chosen to share with you today.

Honestly, the teambuilding process for this team was a bitch. Nothing apart from Gardevoir and Gyarados have been constant, and while I feel this current iteration is very solid even it is still in flux to an extent. Onwards, though, and I'll attempt to recall as many of the stupid number of forms this team has taken as I can.
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Standard wallbreaker Mega Gardevoir with Will-O-Wisp and Sub DD Gyarados. Nothing more to see here.
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The biggest problems to this core were things like Rotom-W and Skarmory, that could take multiple hits from a boosted Gyarados and force it out. Skarmory in particular was annoying, since even if Gardevoir lured it in it could still Whirlwind Gyarados out as long as it wasn't allowed to drop really low. Gengar was just the first in a series of balance breakers with which I attempted to fix the problem, the main others being Hydreigon (too slow, although it had nice defensive synergy) and Latios (too inconsistent given the drops from Draco Meteor, and also suffered from the problem of relative fragility that pushed Gengar from the team).
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This is something like how the team looked when I engaged Dilwar's help. Specially defensive Talonflame was intended as a Weavile check and all-purpose offence and revenge killer, but it turned out to be a very poor Weavile check and a fairly meh option otherwise. TankChomp was there because it was everywhere, and I knew I needed a Stealth Rocker of some sort. Latios went in because I was thinking that the team would be roughly bulky offence and I needed hazard removal, and so Latios was just the most obvious choice. In testing, however, this team was still destroyed by Weavile (among other things), and so a series of very important changes begun.
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Entering more recent history now, this is how the team looked after much discussion, testing, and impotent frustration. Finally, it was good. Or at least functional. Calm Mind Latios was the preferred balance breaker because of its superior bulk, stallbreaking capacities, and ability to be a strong set-up sweeper and win condition independent of the central core. Unaware Clefable was the solution to the Weavile problem, as well as many other things such as Belly Drum Azumarill and Mega Altaria that tried to get cheeky. Specially defensive Hippowdon was a multi-purpose Gengar and Bisharp check, since both were incredible threats to this team, and it also helped deal with rain and sand while reliably setting down rocks. ScarfRachi was a Latios switch-in of sorts and general pivot and annoyer, relieving the pressure from Clefable while also preventing opposing Clefable shenanigans and giving us a better match-up against offence. At this point we were pretty pleased, and I used the team with decent success both on the ladder and against higher-level players. This is how it sat until recently, when I decided I was going to RMT it and wanted it to be as good as it could get.
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And so, the team reached its final form (so far). I realised that I was holding onto the idea of a hard-hitting balance breaker more out of my initial idea for the team than out of merit, and my lack of hazard control was causing real trouble, so I changed Latios to Mew to provide extra burn support for Gyarados, in particular on the Rotom-W and Skarmory that Gardevoir rarely had a chance to hit. Unaware Clefable was still nice, and I occasionally miss the Wish and Heal Bell support it gave, but CM Manaphy is ultimately a more effective physical wall and also often a useful secondary win condition. It's also the status absorber I need with Heal Bell gone. Hippowdon and Jirachi stayed the same, apart from some tweaking of Hippo's fourth move, and with this the team was done.

In Depth

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Gardevoir (M) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Psyshock
- Hyper Voice
- Focus Blast
- Will-O-Wisp

The set for wallbreaker Mega Gardevoir hardly changes. Psyshock, Hyper Voice, and Focus Blast are staples, with the only room for variation being the fourth move, which in this team's case had to be Will-O-Wisp. I dislike running anything other than 252+ Speed on anything offensive unless it really doesn't need it, and so with allowance for the 24 Def to avoid the 2HKO from Latios's Psyshock this is my preferred, most powerful Gardevoir spread.

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Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 184 Atk / 4 Def / 232 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

Sub DD Gyarados is honestly my favourite Pokémon to play with, and having a team that makes it work feels really good. Its beauty is that it is almost impossible to completely prepare for, since apart from teams with Skarmory and Rotom-W with Thunderbolt it can be used to slow sweep even completely healthy teams packing a few resistances, if it is played well and given an opportunity to set up. Its synergy with Gardevoir is incredible, as it sets up on Scizor (-1 252+ Atk Mega Scizor Knock Off vs. 88 HP / 4 Def Gyarados: 70-83 (19.8 - 23.5%)), specially defensive Heatran without Roar (0 SpA Heatran Lava Plume vs. 88 HP / 0 SpD Gyarados: 54-64 (15.2 - 18.1%)), Scarf or specially defensive Excadrill (-1 252 Atk Mold Breaker Excadrill Iron Head vs. 88 HP / 4 Def Gyarados: 54-64 (15.2 - 18.1%), and Ferrothorn and Metagross if they are burned, provided the latter does not have Grass Knot (-1 0 Atk burned Ferrothorn Power Whip vs. 88 HP / 4 Def Gyarados: 50-59 (14.1 - 16.7%) and -1 252+ Atk Tough Claws burned Mega Metagross Zen Headbutt vs. 88 HP / 4 Def Gyarados: 83-98 (23.5 - 27.7%)). These are the prime switch-ins to Gardevoir, and all they can do is to give Gyarados a free turn to get up a Dragon Dance or a Substitute. In return, Gyarados pressures these things to not switch in, fearing the burn or the sweep, and so allows Gardevoir to force sacs by hitting the safer switches with its immensely powerful attacks. It also sets up on many Scarfed Pokémon that want to revenge kill Gardevoir, and is a decent check to things like Lopunny and Weavile that might also revenge kill. As an added treat, after an Intimidate it sets up on TankChomp, which in combination with its ability to dismantle FWG and DFS cores is a wonderful anti-metagame trait. The EVs are the standard Smogon spread, but with a little more speed to outspeed Weavile at +1.

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Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 SpD / 108 Spe
Careful Nature
- Roost
- Will-O-Wisp
- Defog
- Knock Off

Specially defensive Mew is a great fit on this team, as it is a fantastic pivot against things like Kyurem-B, Manectric, Raikou, etc., can check threats like Bisharp and Gengar which are fairly big threats to the team, and can spread burns and Knock Offs early-game to severely weaken the foe's team in preparation for a later sweep. While I will always love full stallbreaker Mew with Taunt And Will-O, Defog is a necessity on this team and Mew is a very good Pokémon to have it. Primarily, it completely destroys the ubiquitous TankChomp, being able to burn it first then Defog away its rocks. Mew will often also get a chance to Knock Off or burn Rotom-W and Skarmory, which as I have said many times are the biggest annoyances to Gyarados once it has a DD up, as well as being a much better option than Gardevoir when Ferrothorn needs burning, since even a burned Gyro Ball does a stupid amount to Gardy. The Speed EVs are to reach 263, allowing Mew to outspeed Bisharp and Will-O-Wisp it without inviting any 50/50s. This also outspeeds Metagross before it has Mega Evolved and standard Sub DD Gyarados, allowing Mew to neuter both as threats to the team. The Special Defense investment allows Mew to live any hit from Gengar relatively comfortably and then hit back with a Knock Off, either killing it or rendering it pretty much useless.

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Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Rest
- Rain Dance
- Scald

Basically, fuck Tail Glow. This set is better. Need a physical wall? 404/325 bulk. Weavile counter? Knock Off can't 3HKO, so Rain Dance, Rest, back at full and still awake, while it's dying to its own Life Orb. Status absorber? Hydration, yes please. At +1 SpDef, AV Raikou only has a 0.4% chance to 2HKO, and a +1 Scald in the rain has a 51% chance to be a 2HKO itself. This is an underprepared-for sweeper and fantastic pivot/wall in one, and it doesn't suffer from its fairly pathetic speed like Tail Glow Manaphy does against all but the most passive teams.

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 236 HP / 76 Def / 196 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Hippowdon is the most changeable Pokémon on this team in terms of its fourth move, its spread, and even its presence. Bird and Zard Y are two of the biggest threats to this team, so Stone Edge is generally preferred, but even with Stone Edge Hippo loses to SpDef Bird so it's not ideal. Other options are Whirlwind, for Altaria especially, and Crunch. The specially defensive spread is a throwback to when Gengar nearly 6-0ed me, but it's still preferred to mixed given that I have Manaphy as my all-purpose physical switch in, and a secondary pivot against Raikou and Manectric is useful to help out Mew. Living two Life Orb Shadow Balls from Gengar is still pretty nice too.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish

ScarfRachi is a necessary fast pivot for this team, taking momentum back from things like the Lati Twins (mainly just them, to be honest) while also being a useful against revenge killer against Gengar, Weavile, Altaria, Clefable, and most of the rest of offence. Ice Punch is the preferred third attack, since TankChomp is by far Jirachi's most common switch-in, and Healing Wish is invaluable for restoring a more important Pokémon (most often Gardevoir, but it can be anything) to full health after it has put in early-game work. Other options, should metagame trends change, are Fire or even Thunder Punch over Ice Punch, and Trick over Healing Wish.

Threatlist
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- What do I have to take a hit from Zard Y? Mega Gardevoir has an 80% chance to avoid the OHKO from Fire Blast, and can deal 63-75% back if it then wins the speed tie. Jirachi can come in on a Solarbeam or Focus Blast and attempt to flinch it down, or do a guaranteed 28-33% with Ice Punch. Hippowdon is my best answer, since even though it cannot hope to avoid the 2HKO (unless Fire Blast misses) it can come in on a predicted Solarbeam and lock Zard into a two-turn move, and at the very least remove the sun for Gyarados to come in and actually set up on Zard in the sand. Obviously, though, this is not ideal. Zard Y is an incredible threat, and it is not worth restoring Latios in Mew's place. The only real answer is to keep rocks up, keep Hippowdon alive, and try to set up early on with either Gyarados or Manaphy.

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- Talonflame is the second biggest threat to this team, and annoyingly despite having the same typing as Zard Y it has completely different counters. SpDef SD is the most threatening set, as Gyarados can set up on Band and Manaphy is a decent answer to anything else. Several things on the team can live a Brave Bird at +2 though, so it is more a major annoyance than a real fatal weakness.

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- Gengar can be very dangerous if it is played well and if Mew, Manaphy, Hippowdon, and Jirachi are sufficiently pressured. Mew vs. Gengar one-on-ones are fairly common, and indeed are something I encourage, since opponents often consider that getting off damage on Mew is worth losing their Gengar, whereas I view it in completely the opposite way.

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- SCALD. Seriously, fuck this thing, even if it is a major part of my team. If it weren't for that 30% burn chance, Gyarados would be able to set up and sweep far more reliably; as it is, games often come down to that 30/70, and, while I won't claim I get haxed more than expected, every time RNG falls down on the side of the 30 I cry. That's what Healing Wish is for, I guess, but Gyarados doesn't often get more than one chance to sweep.

fite me

Shout Outs
Dilwar - You get two shout outs aren't you a lucky fuck.
Disaster Area - Are you banned yet?
Lord Outrage - You were one of the first guys to help me get into high-level play, even if I have now abandoned the tier. You're alright.
P Squared and the rest of the GP team - You're all so legitimately nice, it's incredible. You're also the reason I'm averaging at least one like per post (score).
Mysteria, Freedom., and the rest of BOF - It's pretty sweet chatting with such good players all the time. I might lurk more than talk, but it's great to be there.
Master Sunny-EX and the rest of Sky Pillar - Such a chill room, I love it.

I hope you've enjoyed this RMT! Now that my 100 posts is broken I'm gonna go properly crazy with the shitposting until I get my 1k.​
 
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Ayy great team man :), I see it changed a lot. I didn't touch it much after we built (built a few Ubers teams instead) so my version is still in the Chomp + Talon stage lol. Also I run Modest Garde cos I'm greedy jaja. Good change with Hippo over Chomp though, as recovery is crucial for this team and it mitigates the Altaria problem. I'd probably add Mega Gyara to the threatlist too, as it can set up on Manaphy (especially if it's Sub), Rachi and Hippo, and pretty much go ham once it does.

Other than that the team is well built imo, I can only suggest a band-aid change to help with the Sp.Def Talonflame weakness. Basically make Manaphy a little stronger.

From this:
0 SpA Manaphy Scald vs. 248 HP / 252+ SpD Talonflame: 156-186 (43.4 - 51.8%) -- guaranteed 3HKO after Leftovers recovery

To this:
76 SpA Manaphy Surf vs. 248 HP / 252+ SpD Talonflame: 192-228 (53.4 - 63.5%) -- guaranteed 2HKO after Leftovers recovery

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Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 168 Def / 76 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Rest
- Rain Dance

- Still bulky enough to check the things it's going to be checking.
- Considerably stronger to help with some KOs.
- Mitigates the SpDef Talonflame problem (biggest advantage). Talonflame is very common and SpDef is its most popular set, so not being weak to it is huge.
- All these at the cost of a burn chance, which you will rarely get since you have shit luck.
- Scald is 4 noobz.

Hope I helped and ty for shoutout :)
 
Ayy great team man :), I see it changed a lot. I didn't touch it much after we built (built a few Ubers teams instead) so my version is still in the Chomp + Talon stage lol. Also I run Modest Garde cos I'm greedy jaja. Good change with Hippo over Chomp though, as recovery is crucial for this team and it mitigates the Altaria problem. I'd probably add Mega Gyara to the threatlist too, as it can set up on Manaphy (especially if it's Sub), Rachi and Hippo, and pretty much go ham once it does.

Other than that the team is well built imo, I can only suggest a band-aid change to help with the Sp.Def Talonflame weakness. Basically make Manaphy a little stronger.

From this:
0 SpA Manaphy Scald vs. 248 HP / 252+ SpD Talonflame: 156-186 (43.4 - 51.8%) -- guaranteed 3HKO after Leftovers recovery

To this:
76 SpA Manaphy Surf vs. 248 HP / 252+ SpD Talonflame: 192-228 (53.4 - 63.5%) -- guaranteed 2HKO after Leftovers recovery

manaphy.gif

Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 168 Def / 76 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Rest
- Rain Dance

- Still bulky enough to check the things it's going to be checking.
- Considerably stronger to help with some KOs.
- Mitigates the SpDef Talonflame problem (biggest advantage). Talonflame is very common and SpDef is its most popular set, so not being weak to it is huge.
- All these at the cost of a burn chance, which you will rarely get since you have shit luck.
- Scald is 4 noobz.

Hope I helped and ty for shoutout :)
Ayyyyy nice rate bro. Ya M-Gyara actually shits on me pretty badly, although it's better if Hippo has Whirlwind.

Manaphy set looks good, will give it a go. Scald is really nice for early-game trolling vs. TankChomp n stuff, but I hate Tflame so
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Cheeers
 
hey its Cash :) this is a pretty good team.

The only changes i might suggest are running taunt over will-o-wisp on garde or run whirlwind on hippo. The reason i say that is because you're going to have a hard time beating CM spam teams without them.
 
Yo man, cool team you have there. Rain Dance Manaphy really is annoying in such a bulky metagame, and coupled with Healing Wish, it can be quite deadly. One thing that i can see being quite deadly versus this team is Swords Dance Mega Scizor coupled with a cleric Pokémon, because your best way of dealing with it is burning with scald/will-o-wisp and letting Gyarados deal with it(or try to). And just like you said, Charizard Y and Gengar can be quite annoying, so why not try out a SpDef Talonflame>Gyarados. This way, your team gets better synergy and doesn't have to deal with those annoying Pokémon anymore. Here's a good set:
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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 224 HP / 112 Atk / 152 SpD / 20 Spe
Careful Nature
- Will-O-Wisp
- Taunt
- Brave Bird
- Roost

I also felt like Ice Punch on Jirachi was really useless. If you really want to predict TankChomp from coming in, you're better off double switching out to Gardevoir anyway, and there's apparently really no one reason to run it. Zen Headbutt > Ice Punch sounds like a great option that helps you out versus Keldeo, Breloom, Manectric, and is just a better move in general in this situation.
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Healing Wish

Gl with the team yo
 
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