ORAS OU Please RMT, Wanting to Push Higher (Peak 1410)

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After having been on and off with OU due to playing-around with VGC, the new OU Laddering Tourney renewed a competitive spirit within me and I restarted playing.

After reaching 1410 with this team... about #240th... I couldn't push any farther and I'd like your help.

Teambuilding Process:

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After having played extensively with my two favorite Megas, Charizard X and Venusaur, I decided to look for something new and exciting. I've always enjoyed playing Megas with a decent amount of bulk and decided on Mega Metagross.

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Using my usual teambuilding process, I wrote down threats, checks and counters that I could think off of my head and found that Metagross had difficulties with the likes of Skarmory, Jirachi, Scizor and other Steel types. Magnezone was my answer to those problems and I added it to the roster.

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Realizing that my team had a weakness to both Ground types and other Steel types that Magnezone by itself can't handle, I added Landorus-T bring something to the table against Heatran, opposing Landorus-T, etc.

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With Landorus-T now serving itself as my Defensive pivot with the ability to set Stealth Rock, Rotom-W seemed like a good choice to help cover Lando's weaknesses and vice-versa. Using a Special Defensive Rest Rotom, I also formed a nice Volt-Turn combo (though one already existed between it and Magnezone).

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Finding that my team lacked some general speed, outside of Scarf'd Magnezone and Metagross's BP. Something like Scarf'd Garchomp began ripping holes and I decided to start using Breloom to help provide his powerful Mach Punch or to take an attack and survive using its Focus Sash.

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After realizing that I was slowly building towards a Grass-Water-Fire core, I decided to complete it. After testing out Heatran, I realized that triple Steel types wasn't going to help me as I move higher up in the ladder where people know how to exploit every weakness. I wasn't a big fan on Dual-Mega teams and decided against Zard X or Y. While I enjoyed Arcanine for bringing another Intimidate-r on the team, he felt like dead weight a lot of the time. Chandelure felt much too slow. And slowly, I came back to the old Smogon sweetheart herself, Talonflame.



Notable features about the team:
- Dual Steel types which can be a gift and a curse
- 3 forms of Priority in Metagross's Bullet Punch, Breloom's Mach Punch and Talonflame's Brave Bird
- Volt-Turn combo in Magnezone-Lando, Lando-Rotom, Rotom-Magnezone
- Setup sweeper in the form of Bulk Up Talonflame
- Team designed to be somewhat bulky with most needing at least two attacks to go down.
- Multiple possible leads; usually Landorus-T to set up stealth rocks, otherwise Rotom-W or Breloom can come in to surprise people with Magnezone being a niche lead against Skarmory specifically.
- Two Will-o-Wisp'ers
- Relatively unaffected by Sticky Web


Without further ado, here is the team:

LINEBARREL
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Linebarrel (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Ice Punch

Like I said, I chose M-Metagross as my mega to focus on due to wanting to play around with something new but not completely outside my comfort zone. Megagross has a great balance between bulk and power which is something that I enjoy.

Adamant with 252 in Attack allows him to hit as hard as possible. I chose Ice Punch over Earthquake as I wasn't having as much difficulty in dealing with opposing Steel types as I did with Dragon types (due to not carrying any other Ice attacks) and Landorus-Ts. Bullet Punch gives some quick and easy KOs on unsuspecting players and overall I am quite happy with how he has been working out for me.

Here are some notable calcs:

252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 232 HP / 0 Def Mega Venusaur: 314-372 (87.4 - 103.6%) -- 75% chance to OHKO

252+ Atk Tough Claws Mega Metagross Meteor Mash vs. 248 HP / 252+ Def Tyranitar: 314-372 (77.9 - 92.3%) -- guaranteed 2HKO after Leftovers recovery


-1 252+ Atk Tough Claws Mega Metagross Ice Punch vs. 252 HP / 240+ Def Landorus-T: 272-320 (71.2 - 83.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Tough Claws Mega Metagross Zen Headbutt vs. 0 HP / 0 Def Keldeo: 452-534 (139.9 - 165.3%) -- guaranteed OHKO

252+ Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Hoopa-Unbound: 313-369 (103.9 - 122.5%) -- guaranteed OHKO

252+ Atk Tough Claws Mega Metagross Meteor Mash vs. 64 HP / 0 Def Mega Altaria: 432-510 (140.7 - 166.1%) -- guaranteed OHKO

252+ Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Mega Altaria: 314-372 (88.7 - 105%) -- 31.3% chance to OHKO

252+ Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Clefable: 410-486 (104 - 123.3%) -- guaranteed OHKO

252+ Atk Tough Claws Mega Metagross Bullet Punch vs. 0 HP / 0 Def Mega Diancie: 384-456 (159.3 - 189.2%) -- guaranteed OHKO


BK-201

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BK-201 (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch

Mostly to help cover M-Metagross's weaknesses, I added Magnezone to the team. Originally a Modest Air Balloon Magnezone (out of fear of Earthquakes), I realized that I wasn't outspeeding enough things. After switching over to Choice Scarf Timid Magnezone (which is more or less the opposite spectrum of the original one), I found myself having more success. Usually a Steel-trapper or Revenge Killer, Magnezone is also a powerful part of the Volt-Turn combo that I detailed earlier. On specific pokemons, the chip damage of a fast Volt Switch can come in clutch. Examples include Focus Sash Breloom and Air Balloon Heatran. However, I still do miss on some critical KOs and I've been tempted to switch over to a Modest Choice Scarf Magnezone.

Timid and 252 Speed is to provide max Speed while 252 SpA to hit as hard as possible. 4 for SpD for Stealth Rocks and for its inability to take an EQ or Close Combat anyway.

Notable Calcs:

252 SpA Magnezone Thunderbolt vs. 252 HP / 4 SpD Skarmory: 392-464 (117.3 - 138.9%) -- guaranteed OHKO

252 SpA Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Magnezone Hidden Power Fire vs. 252 HP / 0 SpD Mega Scizor: 264-312 (76.7 - 90.6%) -- guaranteed 2HKO

252 SpA Magnezone Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 540-636 (224 - 263.9%) -- guaranteed OHKO

Newgate

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Newgate (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Impish Nature
- Earthquake
- Rock Slide
- U-turn
- Stealth Rock

A big fan of Stealth Rocks, I looked around for a good Stealth Rocker. VGC gave me a new love for Landorus-T and so he slowly came into that role. Remembering my old bulky days, Lando grew into the Defensive monster I needed him to be. His role is usually to provide Intimidate support and Stealth Rocks with his U-turn coming in for that bit of damage that may turn the game around. However, I must admit that his EQ is a vital part of my team as he is the only one that can provide it. Without his EQ, a game against Heatran becomes much harder, if not a living hell.

Relatively standard EV spread and Nature. 4 Speed is to outspeed fellow Landos and most importantly Rotoms.

Notable calcs:

-1 252+ Atk Conkeldurr Ice Punch vs. 252 HP / 252+ Def Landorus-T: 200-236 (52.3 - 61.7%) -- 95.3% chance to 2HKO after Leftovers recovery

0 Atk Landorus-T Earthquake vs. 12 HP / 0 Def Heatran: 568-672 (174.2 - 206.1%) -- guaranteed OHKO (Air Balloon popped)

0 Atk Landorus-T Earthquake vs. 0 HP / 0- Def Mega Metagross: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO

0 Atk Landorus-T Earthquake vs. 32 HP / 0 Def Mega Alakazam: 211-249 (81.4 - 96.1%) -- guaranteed 2HKO

0 Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Charizard X: 270-320 (90.9 - 107.7%) -- 43.8% chance to OHKO

Ramu

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Ramu (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 4 SpA / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch

I've used Rotom extensively throughout the years and Mr. Wash has kept itself relevant for many, many metagames now. ChestoResto is still my favorite set and it fit in quite well with the team. Mainly providing Will-o-Wisp and Volt Switch support, Hydro Pump is also one of those VERY IMPORTANT moves of the team as no one else of the team provides water support. Rest comes in very clutch, giving a free Healing Wish to Rotom.

The set is very standard for a Special Defensive Rotom-W, 4 in Speed allows me to outspeed fellow base 91s, with the same thought in mind as the 4 Speed in my Lando-T. Much like Magnezone and Lando-T, Volt Switch helps out with chip damage.

Notable Calcs:

4 SpA Rotom-W Hydro Pump vs. 252 HP / 8 SpD Landorus-T: 296-350 (77.4 - 91.6%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Talonflame: 338-398 (113.8 - 134%) -- guaranteed OHKO

4 SpA Rotom-W Hydro Pump vs. 12 HP / 0 SpD Heatran: 236-282 (72.3 - 86.5%) -- guaranteed 2HKO

Dreamer

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Dreamer (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Rock Tomb
- Bullet Seed
- Spore

One of the key players of the team, Breloom helps out in more ways that I initially expected, providing Spore support and Mach Punch support was my original goal but Focus Sash has come in clutch in many situations. If needed, I can switch into a move, take it with 100% certainty and KO back using whatever move. Rock Tomb's movement speed drop can also come in clutch and overall I'm satisfied by Breloom.

The build is very standard, with Jolly and 252 Spe to try to outspeed as much as I can and 252 Atk to hit as hard as possible.

Notable Calcs:

252 Atk Technician Breloom Bullet Seed (3 hits) vs. 248 HP / 216+ Def Rotom-W: 258-312 (85.1 - 102.9%) -- approx. 6.3% chance to OHKO (assuming I hit 3 times)

252 Atk Technician Breloom Mach Punch vs. 12 HP / 0 Def Heatran: 186-222 (57 - 68%) -- guaranteed 2HKO

252 Atk Technician Breloom Rock Tomb vs. 0 HP / 4 Def Talonflame: 520-612 (175 - 206%) -- guaranteed OHKO

252 Atk Technician Breloom Rock Tomb vs. 0 HP / 4 Def Mega Charizard X: 180-212 (60.6 - 71.3%) -- guaranteed 2HKO

252 Atk Technician Breloom Rock Tomb vs. 0 HP / 4 Def Mega Charizard Y: 480-568 (161.6 - 191.2%) -- guaranteed OHKO

252 Atk Technician Breloom Mach Punch vs. 0 HP / 4 Def Tyranitar: 364-432 (106.7 - 126.6%) -- guaranteed OHKO

252 Atk Technician Breloom Rock Tomb vs. 96 HP / 0 Def Volcarona: 560-660 (167.1 - 197%) -- guaranteed OHKO

252 Atk Technician Breloom Mach Punch vs. 0 HP / 4 Def Excadrill: 296-350 (81.9 - 96.9%) -- 6.3% chance to OHKO after Stealth Rock

252 Atk Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Hoopa-Unbound: 246-291 (81.7 - 96.6%) -- approx. 68.8% chance to OHKO after Stealth Rock

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Breloom: 428-506 (163.9 - 193.8%) -- guaranteed OHKO

252 Atk Technician Breloom Mach Punch vs. 4 HP / 0 Def Bisharp: 396-468 (145.5 - 172%) -- guaranteed OHKO

Sokyoku

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Sokyoku (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Bulk Up
- Brave Bird
- Roost

The final member but also one of the most important members of the team, Talonflame can come in many sets which is also one of its most defining features. The lack of information until I use my first move can play mind games on my opponent. I chose to utilize a Bulk Up set as I wanted a setup sweeper but didn't like how fragile SD Talonflame was. Talonflame requires me to play around with Stealth Rocks which can be tricky but the surprising bulk of Talonflame has clinched quite a few games with me.

Fun fact: I found out that I can out PP stall a Calm Mind Clefable, wish I didn't though.

Stats are very standard, if not directly ripped out of the Smogon entry.

No calcs provided as they are much too situational


Closing Words:

I thank you all in advance for your help in this RMT, I hope to see what improvements that more minds can come up with. I've enjoyed my time with this team but feel that I'm missing a few bases if I want to keep climbing.

Thanks!


Importable:

Linebarrel (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Ice Punch

Newgate (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Impish Nature
- Earthquake
- Rock Slide
- U-turn
- Stealth Rock

Ramu (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 4 SpA / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch

Dreamer (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Rock Tomb
- Bullet Seed
- Spore

BK-201 (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch

Sokyoku (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Will-O-Wisp
- Bulk Up
- Brave Bird
- Roost
 
Last edited:
Serperior over breloom would probably benefit your team more. It gives you much more speed and the ability to clean late game. Mach punch don't add much to the team, so you're not really missing out on much. Plus, you already have ways of dealing with flying types so it's not a huge issue. Other than that, jolly on metagross is preferred because it gives you the ability to speed tie with other base 110s and also outspeed stiff like keldeo. I'd also run hammer arm over bullet punch to deal with heatran. Id also run with pain split over rest on rotom because lefties is more reliable.

Serperior set:
Serperior @ Leftovers
Ability: contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid nature
- Leaf Storm
- Glare
- Hidden Power Fire / Ground
- Dragon Pulse

HP ground is for heatran, but if you feel it's adequately covered, HP fire is better.

Hopefully u found this helpful. Gl with the team.
 
Hello, if i can suggest some things i feel like i must say, you can't use talonflame and/or focus sash breloom without any form of hazard removal, it just doesn't work, i'd probably get rid of bullet punch on megagross in favor of hammer arm, then i'd make the magnezone into a hazard removal slot, latias would be nice since your keldeo check atm is rotom, which is less than optimal.
Also, just a nitpick, but leftovers outperforms chesto berry on rotom like, 90% of the time, so might wanna consider that
Serperior > Breloom seens like a really good idea as well :D
 
I am not particularly a fan of spdef Rotom-W, and considering you don't have any means of hazard removal, why not change it up Latias, like lighthouses suggested, although in place of Rotom-w rather than Magnezone, because whilst not as spdef invested it can take on keldeo more reliably, which is problematic for your team, this also gives you a way of switching into Zard Y, since Spdef Talonflame can't exactly switch in after rocks, which you, at the moment have no way to get rid off. You could also give a try to Defensive Starmie. Also i don't think Magnezone is doing much for you, you can beat Scizor with Talonflame anyway, and Ferrothorn isn't much of an issue either if you decide to add hammer arm on Metagross and not to mention Talonflame also beats it. You can use Ferrothorn yourself, since I think you are really weak to Sub CM Raikou. This works well with the Serperior > Breloom which allows you to beat Manaphy and Keldeo etc anyway, it's also a nice switch in to Analytic Starmie since HP Fire is really uncommon, your team previously didn't seem to have any solid switch ins to it.
 
Thanks everyone so far with your help, I'll be testing the team:

Jolly M-Metagross, Latias (in place of Magnezone), Serperior over Breloom (still deciding on which set), Lefto Rotom, Talonflame (still deciding on which set), Lando-T.

Will get back after a day of testing
 
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