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OU Post-SPL XVII ORAS Set Dump

Ruffles

Free Palestine.
is a Site Content Manageris a Community Leaderis a Top Community Contributoris a Top Metagame Resource Contributoris a Top Contributoris a defending SPL Champion
RoA Leader
Inspired by this thread from CrashinBoomBang

Time to post all the cool stuff I either used or was working with behind the scenes in this SPL and for the past year. There is a slight yet clear meta shift from 2 years ago and its time to showcase it.

CURRENT MODERN META SETS
First I wanted to go over some minor or major edits to mons or sets that have become more popular in the current meta

:gyarados-mega:
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Waterfall
- Crunch

While Substitute or Taunt have dominated for a while as a 4th move on Mega Gyarados, I think EQ has become undeniably the best 4th option in this current meta for Rotom-W, Keldeo, and Volcanion, plus providing a way to finish off weakened Tankchomp without making contact. You can always choose to run Jolly or Adamant on Mega Gyarados, but I've been just much preferring Jolly for outspeeding Scarf Volcanion (extra nice w/ EQ) and Mega Lopunny at +1.
For me the trend back to EQ actually started when Santu beat me with in WCoP finals last year

+1 252 Atk Mold Breaker Gyarados-Mega Earthquake vs. 0 HP / 0 Def Volcanion: 318-376 (105.6 - 124.9%) -- guaranteed OHKO
+1 252 Atk Mold Breaker Gyarados-Mega Earthquake vs. 252 HP / 248+ Def Rotom-Wash: 258-304 (84.8 - 100%) -- 81.3% chance to OHKO after Stealth Rock
+1 252 Atk Gyarados-Mega Earthquake vs. 0 HP / 0 Def Keldeo: 204-240 (63.1 - 74.3%) -- guaranteed 2HKO after Stealth Rock

:keldeo-resolute:
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 56 HP / 4 Def / 196 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Sleep Talk

- Secret Sword
- Scald

RestTalk Keldeo did exist before, it's nothing new. I popularized it in the course of last year through spamming it in tours here and there, as it is genuinely a great patch up on certain teams to many common and important threats, mainly Weavile and Volcanion. While the loss of damage is felt, It has its own unique wallbreaking ability by spreading burns and staying alive for long.

56 HP is a Leftovers number to get slightly more from lefties, and together with 4 Def give Keldeo the practical bulk you need for games. For example, 2 Steam Eruptions + rocks + burn, or opposing non-specs keldeo

252 SpA Keldeo Secret Sword vs. 56 HP / 4 Def Keldeo-Resolute: 151-178 (44.8 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 56 HP / 0 SpD Keldeo-Resolute: 146-172 (43.3 - 51%) -- 5.5% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Volcanion Steam Eruption vs. 56 HP / 0 SpD Keldeo-Resolute: 98-116 (29 - 34.4%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and burn damage

:kyurem-black:
Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 40 HP / 252 Atk / 144 SpD / 72 Spe
Adamant Nature
- Fusion Bolt
- Iron Head
- Ice Beam
- Outrage

Kind of a trend that was inherited from SM, a bulky but offensive Cube. It's actually quite hard making cube both offensive and bulky af in ORAS w/o Z, so I do think AV is the best iteration of it. These are my EVs, 72 speed is the 243 speed range, 40 hp to get 401 HPs, max attack for maximum dmg output on Clefable, Slowbro, and Chansey, and the rest in SpD.

252 SpA Alakazam-Mega Focus Blast vs. 40 HP / 144 SpD Assault Vest Kyurem-Black: 204-242 (50.8 - 60.3%) -- guaranteed 2HKO after Stealth Rock
+1 252+ SpA Life Orb Volcarona Fire Blast vs. 40 HP / 144 SpD Assault Vest Kyurem-Black: 247-292 (61.5 - 72.8%) -- guaranteed 2HKO after Stealth Rock
+2 252 SpA Thundurus Focus Blast vs. 40 HP / 144 SpD Assault Vest Kyurem-Black: 318-376 (79.3 - 93.7%) -- guaranteed 2HKO
+3 252 SpA Manaphy Ice Beam vs. 40 HP / 144 SpD Assault Vest Kyurem-Black: 128-151 (31.9 - 37.6%) -- 0.4% chance to 2HKO after Stealth Rock

252+ Atk Kyurem-Black Iron Head vs. 252 HP / 252+ Def Clefable: 206-244 (52.2 - 61.9%) -- 98.4% chance to 2HKO after Leftovers recovery
252+ Atk Kyurem-Black Fusion Bolt vs. 252 HP / 176+ Def Slowbro: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Edits: I don't think you can run any different 4 moves on this cube, the set alrdy barely works.

NEW META / TECHS
Sets that have hit the market in the past year and very cutting edge imo

:mew:
Mew @ Rocky Helmet
Ability: Synchronize
EVs: 248 HP / 192 Def / 36 SpA / 32 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Nasty Plot
- Aura Sphere
- Psychic


NP Mew is smth I busted out vs. Garay Oak last year in SPL, at the time I was alrdy experimenting with it for a couple months with huge success. It took a while but it has recently come back into play after people recreating and spamming that sand ho I used in SPL or just taking this set and using it on other teams but mainly sand, like for example in Metallica's SPL game. The idea of this is like a pseudo juggernaut similar to Clefable or Reuniclus, but more akin to NP Celebi. It sets up either multiple times per game to slowly whiddle down the opposing team or once for a potential lethal sweep. The EVs finally revealed, the 243 speed tier and then 192+ def live Weavile Knock Off from full (so you dont have to run Colbur), and you put the rest in SpA.

The idea of rocky helmet was to double down as a defensive answer (Lop, Metagross, etc.) without needing wisp, and was a a great call.

Edits: Can run Modest w/ more SpA (and speed) and less bulk if you go with Vaccum Wave over Aura Sphere, but this is much better IMO. You can also run NP + 3 atk sets on HO

252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 248 HP / 192+ Def Mew: 338-402 (83.8 - 99.7%) -- guaranteed 2HKO

+2 32 SpA Mew Aura Sphere vs. 100 HP / 0 SpD Tyranitar in Sand: 316-376 (86.3 - 102.7%) -- 87.5% chance to OHKO after Stealth Rock
+2 32 SpA Mew Psychic vs. 252 HP / 4 SpD Clefable: 219-258 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-824127?p2
https://replay.pokemonshowdown.com/smogtours-gen6ou-903879

:mew:
Mew @ Rocky Helmet / Leftovers
Ability: Synchronize
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Stealth Rock
- Will-O-Wisp
- Volt Switch / U-Turn

This Mew set looks like a CG set you would find in low ladder, as it greeds no knock, ice beam, or even psychic, all of which are pretty important. This greed enables some VoltTurn for the team and solves the issue of Mew being too passive, but the team must be ready to face the consequences, mainly having a different knock user and Gliscor counterplay. Volt Switch is the choice if the team is fine into Gliscor/Serperior and weaker into Fire types, while U-turn is the better choice if its opposite.

This set was def first used by Santu at some point. I tried it on an offense team I built and optimized before masters and it worked surprisingly really well, and that team ended up going 2-0 or 3-0 in masters i forgot.

Edits: While Rocky helmet is really nice, since you already have Wisp, I would consider Leftovers as it makes this thing a better long term check and can also pivot into Diancie with Lefties.

252 SpA Diancie-Mega Moonblast vs. 252 HP / 0 SpD Mew: 181-214 (44.8 - 52.9%) -- guaranteed 3HKO after Leftovers recovery

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-904614
https://replay.pokemonshowdown.com/smogtours-gen6ou-915432

:charizard-mega-x:
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 160 HP / 120 Atk / 228 Spe
Adamant Nature
- Roost
- Dragon Dance
- Flare Blitz
- Dragon Claw

It's time to finally reveal this demon. I've been sitting on it gatekeeping for a while now. MXard with Roost is much better than 3 attacks IMO, as it provides so much defensive utility, mainly providing solid check to Electric, Fire, and Grass types, so like Rotom, Zapdos, Volcarona, non-HP Rock Serperior. Plus the added benefit of taking less from Blitz. It also unlocks it as a much better sweeper imo, but it will make it harder into Heatran / Tyranitar so got to play it smartly.

EVs & Edits: 228 Speed is enough to outspeed MZam at +1, I often consider 252 spe to outspeed Scarf Rotom. 160 HP is enough to live 2 Hydro Pumps from Rotom-W, turning it into set up fodder. The rest in Atk, as 120+ Atk is 1 point less than 252 Atk (jolly) to keep that edge, esp since you often raw attack w/o boost with this set. Its also adjustable, 192 HP avoids 2HKO from Thundurus Focus Blast (and OHKO from +2), and 240 HP guarantees lives +1 LO 252 SpA Moth HP ground, tho I find this unnecessary as the 50/50s of mega or not mega are usually in ur favor. Finally you can run less hp for more speed/atk, which I consider for HO (faster than Scarf drill/lando for example) or for max atk (ive played with no bulk but still w/ roost for example).

0 SpA Rotom-Wash Hydro Pump vs. 160 HP / 0 SpD Charizard-Mega-X: 142-168 (42.1 - 49.8%) -- guaranteed 3HKO
252 SpA Thundurus Focus Blast vs. 160 HP / 0 SpD Charizard-Mega-X: 146-172 (43.3 - 51%) -- 4.7% chance to 2HKO

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-885426?p2

:garchomp:
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 240 HP / 124 SpD / 144 Spe
Jolly Nature
- Stealth Rock / Protect / Substitute
- Swords Dance
- Earthquake
- Rock Slide / Dragon Claw

This demon I've been using for a year, and has been recreated / passed down so much now that I might as well just put it out there. This set I made with the help of Zaza a year ago as we like our bulky SD chomps across ORAS-SS. I remember when I first started using this in tours, as giving it to king/paprika/noname/comp, it was just genuinely winning on its own like crazy. Its a demon garchomp set but not without its flaws

The idea is bulky SD w/ SpD to make it an incredible trade tool, and so you can muscle through Clefable / Zapdos / Thundurus and other traditional chomp checks. Chomp in general is also a great rocks user so the role compression is nice, but Protect (what I originally created this set for) is reallly nice for the trading ability, but a bit too passive w/o rocks. Same idea with Substitute. And the biggest plus with rocks is that SD + Rocks can force rocks on all removal options.

The second move is between Rock Slide or Dragon Claw, I pretty much favor Dragon Claw if I want more immediate damage on Rotom, Serperior, and Gliscor, while Rock Slide for more immediate damage on Zapdos and Thundurus but also to complete the Chomp as a counter to Moth and Yard. The more I used this set (and esp after facing it through the likes of Metallica recreating it), the more I realize Rock Slide can honestly win vs. Gliscor and Serp long term, it's really just Rotom.

Edits: I've ran max speed / max hp jolly as sometimes the speed is just really nice, I've also run less speed to hit that sweet 148 SpD mark that lives MDiancie Moonblast, but the sub 300 speed really sucks sometimes.

+1 252+ SpA Life Orb Volcarona Bug Buzz vs. 240 HP / 124 SpD Garchomp: 321-380 (76.9 - 91.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Swarm Volcarona Bug Buzz vs. 240 HP / 124 SpD Garchomp: 339-399 (81.2 - 95.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 240 HP / 124 SpD Garchomp: 198-234 (47.4 - 56.1%) -- 21.1% chance to 2HKO after Leftovers recovery

+2 0 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Clefable: 237-279 (60.1 - 70.8%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Garchomp Earthquake vs. 252 HP / 176+ Def Slowbro: 193-228 (48.9 - 57.8%) -- 96.1% chance to 2HKO
+2 0 Atk Garchomp Rock Slide vs. 0 HP / 4 Def 30 IVs Thundurus: 362-426 (121 - 142.4%) -- guaranteed OHKO
+2 0 Atk Garchomp Rock Slide vs. 248 HP / 228+ Def 30 IVs Zapdos: 222-262 (57.9 - 68.4%) -- guaranteed 2HKO after Leftovers recovery

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-909235?p2
https://replay.pokemonshowdown.com/smogtours-gen6ou-897444?p2

:gengar:
Gengar @ Black Sludge
Ability: Levitate
EVs: 120 HP / 128 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Sludge Bomb
- Hex


THE GOATTTT
This thing (and the team) won my WCoP Semis vs. ABR and a week in SPL, and it basically won half of c0mp's masters games. For some reason the cg set is taunt + wisp, obviously sub + wisp is nothing new but its perfect for this meta. Sludge Wave was my original choice, as the extra damage was nice to trade with Weavile but Sludge Bomb is just too nice for Yard / Talonflame / Volcanion that were giving me a hard time, since I can't afford to put more SpA. s/o xray lmao Sludge Bomb's strongest soldier. Ngl aside from destroying stall, this thing is actually really annoying for HO because it sets up (and walls) on the 2 most common (and likely only good) HO leads, Landorus and Mew (the rare lead rock tomb lando can hit this but you burn it).

The EVs in HP are a little bit over a Leftovers number and with the SpD guarantee the Sub live Moonblast from Clefable, the rest in SpA, which are just enough to 2HKO SpD gliscor after rocks.

This thing is just great. Having a ghost type in the back is great for spin mind games. Sub Wisp is kind of similar to Sub Seed Serp where often times you kinda just have to kamikaze a mon into it so it doesnt get out of hand, which works great for Gengar. Both are fantastic into both HO and stall but kinda mid into BO. Serperior Sub stomachs volt switch but not uturn, Gengar stomachs uturn but not Volt Switch. Very apt analogy.

0 SpA Clefable Moonblast vs. 120 HP / 8 SpD Gengar: 61-72 (20.9 - 24.7%) -- guaranteed 2HKO after Black Sludge recovery
0 Atk Diancie-Mega Diamond Storm vs. 120 HP / 0 Def Gengar: 246-289 (84.5 - 99.3%) -- guaranteed OHKO

128 SpA Gengar Hex (130 BP) vs. 248 HP / 204+ SpD Gliscor: 177-208 (50.1 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Poison Heal

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-911798?p2
https://replay.pokemonshowdown.com/smogtours-gen6ou-856171
https://replay.pokemonshowdown.com/smogtours-gen6ou-911727?p2
https://replay.pokemonshowdown.com/smogtours-gen6ou-909235?p2
https://replay.pokemonshowdown.com/smogtours-gen6ou-915432

:serperior:
Serperior @ Yache Berry
Ability: Contrary
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
- Glare
- Synthesis
- Hidden Power [Fire] / Imagination
- Leaf Storm

112 HP / 144 SpA is pretty known for now. At the time 2 years ago everyone was using 56 hp / 200 spa or that amir set (200 hp / 44 def) but I found this to be a perfect balance, 112 HP lives Hurricane from Torn (btw, if you are HP Rock, you need 4 EVs in SpD or 120 HP), and the rest in SpA w/ Synthesis gives great bulk. Maximizing the SpA EVs is great because they double after one Leaf Storm. This has obv become everywhere by last year

I do like the newer spread that I discovered while researching for the newest Serperior dex set, which is 208 HP / 48 SpA, but wanted to finally air this one out too.

The main thing I want to highlight about this is Yache Berry. I'm sure I wasn't the first to use this, esp since BluBirD spams supereffective berries on half his mons lmao, but man it is great on Serp. I discovered how incredible this tech is only a little bit before SPL, and although I didn't have the chance to use it, I gave the teams w/ this tech to Noname who used it twice. One time it was essential to winning.

Though Lum is great nowadays, Yache makes the counterplay vs. Weavile so much easier (Serp teams tend to be pretty weak into it) and also has the added benefit of being extra good into NP Thundurus and Manaphy, which actually feels really fucking good.

0 SpA Tornadus-Therian Hurricane vs. 112 HP / 0 SpD Serperior: 270-318 (84.6 - 99.6%) -- guaranteed 2HKO

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-904588?p2


OTHER / NICHE META

:aerodactyl-mega:
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 24 HP / 232 Atk / 252 Spe
Adamant Nature
- Roost
- Ice Fang / Fire Fang
- Earthquake / Fire Fang
- Stone Edge

The only shot Mega Aerodactyl is ever viable in OU is in sand and Adamant and with Roost, IMO. Mega Aerodactly has good typing, great natural speed that lets go Adamant, and decent natural bulk. The bulk boosted by Sand gives it incredible utility actually. After much testing, including with different 3 moves or hone claws 3 attacks, I genuinely think this is the only viable 3 moves with a Fire Fang slash as a maybe. You also have to know what you are in for. Mega Aerodactyl will absolutely suck into any kind of fat, but it is incredible into offense. In sand, it becomes a really good glue.

24 HP let you tank important stuff in sand

+1 252+ SpA Life Orb Volcarona Giga Drain vs. 24 HP / 0 SpD Aerodactyl-Mega in Sand: 125-148 (40.7 - 48.2%) -- guaranteed 3HKO
252 SpA Alakazam-Mega Psychic vs. 24 HP / 0 SpD Aerodactyl-Mega in Sand: 129-153 (42 - 49.8%) -- guaranteed 3HKO

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-913304?p2
s/o Zaza for this six. It's also the only good Mega Aero six that I know of, this mon is def very niche.
However, I'm very proud to have an SPL win w/ Mega Aero :]

:manaphy:
Manaphy @ Leftovers
Ability: Hydration
EVs: 216 HP / 132 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Energy Ball
- Ice Beam
- Surf

Timid Manaphy is so back in the meta. I popularized the demonic ass Sub TG Psychic last year, but it's too slow in the current meta both in set up and in speed, and timid is so back. However, for my SPL finals game, I had this epiphany 2 days before my game to use bulk on my Manaphy behind screens instead of normal 252 spa timid. This set is truly truly, truly evil and scum. I'm sorry Mgdos. I'll let the calcs speak for themselves

+3 132 SpA Manaphy Ice Beam vs. 252 HP / 0 SpD Serperior: 384-452 (108.4 - 127.6%) -- guaranteed OHKO
+3 132 SpA Manaphy Energy Ball vs. 248 HP / 0 SpD Rotom-Wash: 348-410 (114.8 - 135.3%) -- guaranteed OHKO
+3 132 SpA Manaphy Energy Ball vs. 248 HP / 0 SpD Volcanion: 201-237 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
+6 132 SpA Manaphy Ice Beam vs. 252 HP / 168 SpD Ferrothorn: 224-264 (63.6 - 75%) -- guaranteed 2HKO after Leftovers recovery and Leech Seed recovery

0 Atk Ferrothorn Power Whip vs. 216 HP / 0 Def Manaphy through Reflect: 123-145 (31.1 - 36.7%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Thundurus Thunderbolt vs. 216 HP / 0 SpD Manaphy through Light Screen: 144-169 (36.4 - 42.7%) -- 97.1% chance to 3HKO after Leftovers recovery
48 SpA Serperior Leaf Storm vs. 216 HP / 0 SpD Manaphy through Light Screen: 118-139 (29.8 - 35.1%) -- guaranteed 4HKO after Leftovers recovery

Obv this set is beyond ass into anything bulky like Mega Venu or Chansey. Plus I truly think screens meh, its too slow in the current meta and too greedy, so I doubt I'd be using this set again, but just thought it was a cool one time prep thing.

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-923434

Quick Conclusion
My philosophy in building has shifted quite a bit in the past two years. I've also become a big fan of these good offensive tools that double as good defensive tools, glueing the team together and allowing more creativity. Roost Mega Charizard X and Mega Aerodactyl in Sand are perfect example of that. ORAS is so much fun because it allows for so much creativity. Love yall

Share with Me
LETS SEE SOME HEAAAAAAAT
Tagging all the people who played at least 1 oras game according to the sheet NoName6293 xray Santu c0mp MGdos16 kingofking Metallica126 Poek Persephone BluBirD Spitfire Ox the Fox London Beats devin Groudon pj Piyu
Tagging the managers or helpers that I suspect were involved in ORAS prep: MANNAT KlefkiHolder Paprikaflow blunder Vulpix03 ABR blank
Tagging cool builders: rush of my blood Always! Destro16 lighthouses

If you're not tagged feel free to post stuff anw
 
Last edited:
ORAS is in a pretty cool state at the moment, i still think this tier is way more suitable for bo3 but its one of the most consistently entertaining tiers in SPL year in and year out and i believe its one of the best fairy gens as well.

This year i was pretty sad about not getting picked so i decided to not join any servers or anything like that and thus didnt really actively built for anyone or fed teams, but, i did help some friends who would pm me about their prep weekly like Metallica and Bloob(the goats) as well as joining in on the 'help pers and king' war effort midway through the season.

ORAS always functions in a cyclical nature like metagames tend to and its best reflected in some key pokemon imo

:keldeo:
All through last year and some of this one i was a genuine believer of just bringing keldeo to almost every game and it being useful even when facing 3 or more checks, just due to the nature of scald. If you build in such a way that it enables you to get keldeo in a bunch it feels like gambling but very in your favor, nobody seems to even entertain the possibility of using jellicent(other than xray and the skarm HO) and keldeo provides valuable teambuilding compression so its a no brainer. However, though, i believe this was one of the factors that lead to the rise of venusaur which has made things a bit difficult for keldeo.

Basically the default splashable set was subcm, which performs better vs lati clef stuff, but now with venusaur blob stuff popping up everywhere, specs is often the best set, just like way back in 2015. I find this stuff interesting to think about.
Also just as an aside it baffles me that people use sets like taunt focus blast/hydro pump like my kings you cannot complain about luck if youre rocking that kinda greed.

:venusaur-mega:
This one i believe i was in large part responsible for the uptick in usage of, i first started really spamming this after being paired against ruffles for the 89th time in tournaments as well as his friends who were all always part of the pools and they all brought similar/overlapping teams, this lead to my scout being full of mega venusaur and for good reason. I believe this hasnt even reached its peak yet, with venusaur being a way bigger metagame threat than what its being credited for, answers to it are easy to overwhelm like heatran and mega metagross and its ability to just destroy sand teams as well as stall in the same slot gives it a very unique offensive and deffensive profile, since as was aforementioned, its one of the best stops to subcm keldeo in the tier as well.

I created this team to use vs PaprikaFlow in oupl but ended up letting immortal play the game intead since the week was resolved and saved it to use in circuit instead:

:tyranitar: :excadrill: :mew: :venusaur-mega: :thundurus: :talonflame:
The idea was utilizing cb ttars ability to overwhelm/remove most of its checks allowing for a 3 attacks growth tank venusaur endgame clean. What i like about it is that depending on matchup you can just utilize the venusaur for early game breaking to help your other threats as well. The team is a bit vulnerable to gliscor as pointed out to me by AcrOne and weavile can be a bit difficult but both are manageable enough to where i felt confident loading this team a couple times in games i cared about.

This was loaded this season by KingofKing against Noname in this game. And a different team with the same concept was used by Piyu.

There are also the balance teams which i believe to be where venusaur shines the most, being able to check a ridiculous amount of threats in one slot as well as being a capable offensive threat in its own right, i believe BluBirD built one of the best examples of this with the sash zam team that ended up being used by Ox and enabling him to get his first win. KlefkiHolder and ImperialH also came up with a pretty cool mega venusaur balance 6(both of them built the same team independently of eachother which is pretty cool). But ill let other people speak on their own teams if they like :heart:

:manaphy:
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 136 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Psychic
- Substitute

The rise of mega venusaur fatter teams as a response to subcm keldeo let to an uptick in usage of this particular set which really just gets a free win vs those teams, i imagine as people start to adapt to this more then subcm keldeo will just make a come back and we will continue on with the cycle which i find interesting and pretty cool.

There are other noteworthy factors about current oras that i find interesting such as the rise in defensive mega scizor as an enabler for very offensive teams and honestly a shit ton of mew and cresselia but i will let other people also have their say.

I think even though i may have had negative interactions with some members of the community in my time being back to playing i believe we all worked together to shape this tier into what it is today and between all the fairy gens and honestly most of the old gens(not adv we cannot compete) i think ORAS has the most active and competitive playerbase which was for sure not the case before i quit playing initially. So congrats to everyone who keeps grinding and building and making our cool little space in this ecosystem so fresh. :heart:
 
I dropped some solid ass sets and some 2 cool ones, let me drop some pure heat now, try at your own risk. Watch this craing ;_;


:charizard-mega-Y:
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Flame Charge
- Focus Blast
- Solar Beam
- Fire Blast

This set is both really funny but also surprisingly good, it also allows to have Yard on HO with some pseudo sun ideas (e.g. pair with Scarf Volcanion that has Solar Beam). Outspeeding everything aside from scarfers at +1 is also really nice and allows you to go Modest, which when paired with Fire Blast hits like a fucking truck and is fast enough for HO. There are also some funny ideas if you go -SpD with 8 Atk EVs like having a 90% chance of 2HKOing Mega Zam w/ Flame Charge or low chance of killing Dnite after rocks w/ Flame Charge + Fire Blast

Oh yeah and I actually brought this into SPL last year: https://replay.pokemonshowdown.com/smogtours-gen6ou-821771?p2

:Tangrowth:
Tangrowth @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Growth
- Hidden Power [Fire]
- Rock Slide / Ancient Power
- Giga Drain

Continuing off with the sun theme, I made this set as a very funny way to surprise opponents on Sun teams. Regular venusaur w/ Yard or something like Victreebel would ruin the surprise, but not Tangrowth. Timid lets you outspeed Mega Lopunny, but Modest still outspeeds Weavile and Scarf Volcanion and the extra power is nice. Rock Slide is still strong af since you get +2 atk with Growth (can make it stronger by going -SpD nature) and actually kills Torn after rocks, but ancient power is much funnier in case you get the boosts.

Used last SPL, same replay as above :)

:Porygon2:
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 0 Spe
- Recover
- Trick Room
- Hidden Power [Fire] / Ice Beam
- Tri Attack

Another super cool set I ran last SPL is this max SpA Porygon2 which actually hits surprisingly hard after +1 SpA from Download. It 2HKOs physdef Clef and HP Fire is going to 2HKO Excadrill. You can run Ice Beam over HP Fire to hit Cofagrigus and Tyranitar, but since I was running Trick Room I really wanted to hit Drill and Ferrothorn.

It almost won: https://replay.pokemonshowdown.com/smogtours-gen6ou-822158

:slowking:
Slowking @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Slack Off
- Psychic
- Scald

Sooooo this is the Slowking I loaded week 1 this SPL. Although I hated the team, I still liked this set. The idea of this set is to take advantage of some recent trends in ORAS, like the uptock in Amoonguss/Mega Venusaur, Keldeo, and so on. After a Nasty Plot, you 2HKO or OHKO so much on offense it's actually crazy.

I'm still not sure how to make this set work since I'm not sure this set is optimal. Even with max defense, Slowking does not have the stats for modern ORAS physical threats such as Mega Metagross and Adamant Mega Lopunny. So probably give up on that idea and go mixed. The other thing is finding a good 6 with this. Either way, I do think the idea and concept of this is solid.

:Chandelure:
Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 88 HP / 200 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Shadow Ball
- Flamethrower

This funny ass set I was trying on a Webs team and actually really liked it and almost brought it to SPL but unfortunately the team was a bit ass. The idea is that you want to have a ghost type w/ taunt on webs (Gengar and Jellicent used historically) to both prevent spin and stallbreaker. SO I was like, why not Chandelure? This set actually walls drill (doesnt die to Iron Head like Gengar) while also being actually strong. There are also really funny interactions like walling Yard and Heatran after taunting it

88 HP lives Sball from MZam

:Umbreon:
Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature

IVs: 0 Atk
- Wish
- Protect
- Heal Bell / Toxic
- Foul Play

There was one day when I was really fed up with Weavile Gliscor and so on and tried to make this set which actually walled Dark types and Mega Metagross extremely well while still providing clerical work. It was just a funny idea of like ... what if I run Umbreon but physdef ... and it was kinda decent lmao

252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Umbreon: 133-157 (33.7 - 39.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

It actually worked and I used it in side tours and went like 3-1

ayo shiloh just told me you can go Inner Focus with this which makes way more sense for a physdef set for Weavile and Bisharp

Replays: https://replay.pokemonshowdown.com/smogtours-gen6ou-793079

:Azumarill:
Azumarill @ Sitrus Berry
Ability: Sap Sipper
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Focus Punch
- Play Rough

To me, nothing ever will be funnier than this set that I seriously considered at one point and laddered with it a bunch, only to realize its pure ass and shelved it. You belly drum, and then you actually wall the grass types which are the usual counterplay. Ofc, this hits like a wet noodle so I put in Focus Punch which actually hits stuff that is trying to phase you (Skarmory) and grass types going for the grass moves rly hard. There were way too many Ferrothorns that died to this which was really funny

It is also insanely ass like +6 Play Rough doesnt even kill clef so .... use at your own discretion

:seismitoad:
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Sludge Wave / Knock Off
- Scald

Finally I have to talk about this demon which is probably the best set here since it actually been used multiple times in tours and works rly well. And even santu brought it into me this spl kek. But basically Toad is a very good compression role mon but at the same time It often doesn't actually wall anything with its unique package, like it cant long term beat a thundurus like Gastrodon does, esp if its NP Thundurus. And it can be passive in letting in Grass types and Clefable in for free repeatedly.

However, if you make it max SpA w/ Sludge Wave it actually puts a ton of pressure on grass types and even Clef, which makes it much less passive and harder to switch into. Knock Off is still the best move ever so you can do that too, it mainly depends on the team and what you're trying to do.
 
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I did not participate in this SPL. However, while the tournament was going on, I did wind up utilizing a fun set on a Pokemon that I think has a lot of potential in the current metagame.

:xy/victini:
Victini @ Leftovers
Ability: Victory Star
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Will-O-Wisp
- V-create
- Final Gambit

I'd like to think that I'd have toyed with the concept before, but in truth I was inspired by a similar set I saw Proftreez bring up in SM. From what I can remember it had Protect / Final Gambit / V-Create, and it had a weird spread that was typical of the highly neurotic builders on this site; the set's main idea was sound though, so nothing a good ol' max/max couldn't fix. Adapting the idea to ORAS, I thought the best move in the last slot was undoubtedly Will-O-Wisp, as explicated below.

Final Gambit Victini is pretty normal, but non-choice variants certainly aren't. The goal is very simple: exert pressure while maintaining control over what you remove with Final Gambit, which (until now) would come as a complete surprise to your opponent. Protect gives you Leftovers recovery, scouts moves, blocks Fake Out from :Lopunny-Mega: and :Medicham-Mega:, and lulls your opponent into a false sense of security. Once they know that you aren't Scarf or Band, they will not hesitate in switching into their major Victini counters - think Pokemon like :Slowbro:, :Garchomp:, and :Heatran:. Will-O-Wisp pairs nicely with Protect and FG; you can Wisp the :Slowbro: / :Garchomp: / :Hippowdon: / etc. and switch out if you want to conserve your FG for later. If your opponent thinks that their :Heatran: can sit on you, you can just blow it away after they absorb V-Create or Wisp with FG, which usually leaves a gaping hole in their team that a teammate like :Serperior: can take great advantage of. Wisp also has some nice interactions like bringing Max HP :Garchomp: into range of an FG, which can be nice if you want to deny SR, or shoring up your weaker V-Create so you can potentially muscle past a chipped :Cresselia: without wasting your FG.

An alternative spread that sacrifices either HP or Speed (probably Speed) can be used to beef up Victini's Attack stat so V-Create can get good odds to 2HKO :Clefable: with V-Create. Protect / Wisp can be removed for U-Turn if the team really wants momentum. Final Gambit can also be removed, but then you just get the regular support set, which isn't as fun.

I think the set is pretty cool, and ironically it can wind up being pretty hard to click FG when you realize how good Victini can be into a lot of teams. That can prompt you into saving it when you shouldn't, and consequently you'll miss out on an optimal trade. But it's that same flexibility and surprise factor that makes this particular Victini pretty effective in a fair few matchups.
 
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