ORAS OU Pop Rocks (Dual rock polish HO ~1600)

Hey guys Iconic here with my 3rd RMT! I wasn't planning on posting another one for a while, but then I made this team and had too. This team is honestly the most fun I've ever played with due to it being HO which is fun in itself but also because it features double rock polish users which is uncommon but extremely good. Without further ado, here we go!

Team Building process:​
I started off with Rock polish Landorus + bisharp because it's an extremely underrated but potent core.
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Then I added Gengar because i wanted another special attacker that could break down walls, mainly chansey and just break stall in general.
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Then I needed another sweeper and I though it would be cool to have dual rock polishers so I saw Diancie Mega and instantly fell in love.
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Then I needed something that could beat scizor/set up on it's own so I put sub CM keldeo to finish off the the group threats.
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Then I needed a stealth rocker, so I went with my personal favorite lead which is garchomp because it patched up some of my weaknesses as well as giving me rocks.
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In Depth:

Landorus:

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Here's what I wanted to use. This thing is absolutely incredible at doing almost any role on the team. The only thing that holds it back from being uber is honestly it's shit speed tier. With arguably the best move pool in all of pokemon this thing is always a threat. I went with three attack+rock polish so it could be multipurpose. It doesn't necessarily need to rock polish to punch huge holes in the opponents team, but if it gets the chance that's basically game because good luck stopping this monster. Hp ice is because common switch ins are gliscor and lando-t which both get bopped on the switch and then they're most likely boned. Earth power, sludge wave is just standard coverage on this thing. Modest is because I don't think timid is worth the power drop without really outspeeding anything else notable. The only real problem is jolly excadrill in sand will outspeed after rock polish, but most tend to be Adamant now.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]

Bisharp:

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Next I needed a pursuit trapper to beat everything that Landorus struggles with. I went with bisharp because I honestly haven't given it much of a shot since XY deosharp madness. I decided mainly because the only way I can keep hazards up is by pressuring my opponent and bisharp does that incredibly well due to the +2 from defiant which is absolutely amazing. It's honestly just the standard pursuit trapping set, but it does so much work on this team due to it's amazing power and access to knock off and priority. LO is for the extra power, I've played around with sash variants, but since I have no real way to stop hazards from being up before Diancie megas it isn't really viable on this team. Jolly is to outspeed most heatrans which get 2HKO'd by knock off.

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch

Gengar:
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I wanted something that could help Landorus break walls down while also being able to completely shut stall down so I put Gengar in. (It's also my favorite mon) This thing literally has 0 switch ins and is able to just destroy balanced or stall teams. I went with the LO variant because it has to be timid and doesn't quite have the punch I need without it. Focus blast is actually amazing because it forces a 50/50 with bisharp and non scarf tar to pursuit or in bisharps case sucker punch. Shadow ball hits just about everything for good neutral damage, and sludge wave is for faries and also is a little stronger than shadow ball. Taunt literally forces chansey to switch and stops a lot of things.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt

Mega-Diancie:
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I've been quite reluctant to use the new ORAS megas for some reason I just don't find them appealing and at first diancie was in the same boat. But, after using her for a little while, wow is she amazing. Her immense bulk lets her set up on nearly everything that is not scizor and allows her to sweep due to her Pseudo EdgeQuake coverage + moonblast. Also she checks talon flame which wrecks the rest of this team pretty handily. Diamond storm is honestly amazing because it destroys flying spam single handedly. Earth power hits most steels pretty hard even OHKOing most of them. Overall I love this thing because of how many set up opportunities it has plus how potent it can be against a lot of teams.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rock Polish
- Diamond Storm
- Moonblast
- Earth Power

Keldeo:
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I needed something that could take on scizor, well just a water type in general so I picked this monster. I went with Sub CM because I didn't really want to be choice locked, however scarf may be a good idea. Sub cm sets up on so many things and once it get's one CM it's practically unstoppable due to it's amazing bulk at that point. Secret sword beats most bulky steels and scald is honestly for the accuracy as hydro pump pisses me off.
Keldeo @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword

Garchomp:

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Offensive stealth rock garchomp is honestly bae when it comes to rockers. This thing has the perfect combination of stats to make it a beast lead. It has great speed, power, movepool and bulk. I put rocky helmet on it because Rough skin+rocky helmet can be brutal and not much can OHKO it not even mamo ice shard (unless it is LO). I put fire blast in order to beat bulky annoying steels like ferro and skarm and get them out of the way most of the time by surprise.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Dragon Claw
- Stealth Rock

Threat List:​

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- this thing can do some serious damage as i don't have a whole lot to switch in on it especially if it sets up a BD.

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- if keldeo goes down this thing beats the rest of my team fairly handily.

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- scarf variant gets a kill every time it comes in.


Importable:

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Rock Polish
- Hidden Power [Ice]

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Dragon Claw
- Stealth Rock

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rock Polish
- Diamond Storm
- Moonblast
- Earth Power

Keldeo @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword


 
Hey bud cool team you've got there

Looks weak to M-Diancie:


After a Rock Polish,it pretty much sweeps your team.You might need some luck if you come up against it.

I also noticed your Garchomp's Spread is wrong.

If you want to use it as a Suicide Lead use this set:

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Claw

If you wanna go for a Defensive Tank with Rocky Helmet,use this:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 76 Def / 120 SpD / 60 Spe
Jolly Nature
-Dragon Tail
-Earthquake
-Stealth Rock
-Fire Blast

Outspeeds neutral base 90's,survives a +2 EQ from Excadrill,etc.EVs maximise bulk and longevity.


For dealing with M-Diancie and your other threats that you have mentioned,this is my suggestion,keeping in mind as to not changing your team structure a lot.

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Bullet Punch
- U-Turn
- Superpower
- Pursuit

Deals with your threats very well,Pursuit scizor was so good in Gen 5 and I think is a great fit on your team.

You could even try this:

Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Knock Off

Provides your team with an extra wincon and is a great Mon as it is.+2 LO Technician boosted STAB(LOL),not many mons are gonna survive a hit

Hope I helped n_n
 
Hey cool team, but I have a few suggestions that could help.

Personally I recommend running the standard spread of 252 def | 252 hp | 4 atk | impish nature, if your going to run rocky helmet chomp. I a lot of my friends have been running this set on HO and Balance to good success. If your thinking about running it, run this spread. I also agree with analytic, that you should run choice band scizor. I recommend running it over bisharp, as they can both pursuit trap, and do the same thing. Banded Scizor is also good against the large amount of fairies in the meta right now. Mega metagross is still in ou, and banded scizor makes a great check to it. Scizor is also an amazing check to kyu-b, so it patches up that weakness pretty well. I also recommend running scarf keldeo, because you lose to mega gyarados(with ice fang), azumarill, and kyu-b. Keldeo gives you away to outspeed to revenge all of them. Scarf Keldeo also does great against mega lopunny, which is huge threat threat to you team. I also recommend changing your mega diancie spread to a spread of 64 hp | 16 atk | 252 spatk | 176 spe | rash nature : on mega diancie. The spread allows you to outspeed neutral base 100s, and kill zapdos with diamond storm after rocks. It also gives you extra bulk to help set up a rock polish. On lando I recommend a spread of 72 hp | 184 spe | 252 spatk | this spread maximizes Lando-i bulk, allowing it to setup a rock polish easier, and the spe allows it to outspeed everything it needs to after a rock polish.




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Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
- Scald
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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
That all I have, hope I helped.
 
I'm not sure how exca is all that much of a problem, as it won't be doing all that much to you w/o being at +2, which they won't be able to do if they switch in on anything, even on rock polish- they get koed the next turn anyways. The only ways they could prevent this are 1. Flinch hax, 2. Air balloon could switch in as you RP, but then they face the threat of focus blast and losing momentum when exca dies- they also probably won't know you're running RP unless you've already used it.

And I want to second what scotti said about Diancie, however, you could run 192 EVs to outpace jolly exca in sand. Just an option though- I frankly like 180 best, as it lets you outspeed base 115s as you mega evolve at +2. Also, just a tip about Diancie that you may have mentioned, I didn't read it all that thoroughly though, the best way to play it in my oppinion is to RP w/o going mega turn 1, then mega evolve in turn 2. This lets you be as bulky as possible while setting up. Then you proceed to destroy.
 
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