ORAS OU Puff & Goku [Offence] - RMT [Peaked 1400]

Overview
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Strategy: Whole team is set up around Puff (Dragonite) and Goku (Azumarill). With Puff trying to set up Dragon Dance + Weakness Policy and for Goku set up belly drum. Then sweep the team. The other 4 are there to help set that up. Klefki sets the screens, and manetric does some scouting/intimidating and the occasional heavy special attack. Excadrill deals with stealth rock and Talon flame takes care of some annoying bulky guys.

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Puff (Dragonite) @ Weakness Policy
Ability: Multiscale
EVS: 252 ATK, 152 SPE, 104 HP
Nature: Adamant
~Dragon Dance
~Roost
~Extreme Speed
~Dragon Claw


This is the king sweeper on this team, if I can set him up properly, he sweeps the rest of the roster no problem. I Make sure to get him in at 100% HP. I Dragon Dance and take the WP hit in the same turn (hopefully, I try to switch him into a pokemon who can super effective hit him with out a STAB bonus on the hit) get the 2.5x ATK and just extreme speed down fairys and dragon claw the rest. Occasionally I can suspect a detect or something to give me a chance to roost and restor the WP. Or if I don't get the WP activated then I roost until I get it. I don't tend to use all the Speed if I invest max. I use 152 EVs, for 234 speed, then 1.5 with DD to 351. Outspeed nature+max EV base 110.

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S.S. Goku (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVS: 252 ATK, 252 HP, 4 SPD
Nature: Adamant
~Aqua Jet
~Play Rough
~Belly Drum
~Knock Off

Switched over from AV to BellyJet. Still learning how to play, need to get better at identifying it's checks and taking them out first. Got a ways to go with this. Once BellyJet get's going he has 218 ATK *2 *4 = 1744. Which pretty much rips through anything in the meta not named Mega Venusaur. (Doesn't OHKO Chansey necessarily but Play Rough is still fast enough to hit first, then Aqua Jet finishes it off if it survives.). I never really need speed anyways cause I'm always running a priority move. So invested heavy in HP to try and survive longer.

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Keyblade (Klefki) @ Light Clay
Ability: Prankster
EVS: 252 HP, 252 DEF, 4 SPD
Nature: Calm
~Draining Kiss
~Reflect
~Light Screen
~Thunder Wave

Klefki is key for setting up. I bring him in regularly to set screens and tank damage. Very important for setting up dragonite or azu. Thunderwave also helps Dragonite set up and Azumarill to not be as crippled by the lack of speed. I replaced Rain Dance with Draining Kiss to help deal with Sable eye.

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Hans Moleman (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVS: 252 ATK, 252 SPE, 4 HP
Nature: Jolly
~Rapid Spin
~Earthquake
~Stealth Rock
~Iron Head

Brought him in to clear stealth rocks for dragonite and azu to be able to set up. Besides that Excadrill is just another physical sweeper, but haven't been able to really use him as such yet. Need to get better at knowing when to play him. The balloon allows me to get a free switch in if I expect the earthquake to come. Working in Stealth Rock now since I didn't have anyone using it, will see how it goes.

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Snoopy (Mega-Manectric) @ Manectite
Ability: Intimidate
EVS: 252 SPE, 252 SPA, 4 HP
Nature: Timid
~Volt Switch
~Thunderbolt
~Flamethrower
~Hidden Power (Ice)

Manectric has been great for intimidating physical attacks to make it easier to switch into Goku or Puff. His speed is unmatchable, and his special attack is surprisingly good. Volt switch also makes him good for scouting, but the ground switch in's can be a problem. I have hidden power to deal with those switch in and flamethrower to deal with steel's when I need to. Also adds some much needed coverage for ground and steel pokemon.
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Robin (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVS: 252 HP, 252 SPD, 4 DEF
Nature: Careful
~Brave Bird
~Taunt
~Roost
~Swords Dance

Went with a bulky Talonflame so I can match up with Calm Mind pokemon and out boost them with Swords Dance. Been good so far.


Again, just getting back into the ladder so all feedback is welcome.

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Log (Won't track details of Wins)
Win
Loss 1 - Klefki sets up screens against a Mega-Sableye. Switch in Dragonite, DD but get burned, then Clefairy KO'd it. Had no answer for Mega-Sableye.
3x Win
Loss 2 - Got stuck in Ferrothorn/Umbreon healing him combo. Slowly got stalled out.
Loss 3 - Thundurs/Zapdos combo gave my team a hard time.
Win
Loss 4 - Ferrothorn and Landorus gave me a hard time.
Loss 5 - Stupid Mega-Sableye​
 
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A minor nitpick, but run max speed or near max speed on dnite, it will help you outspeed some slow scarfers after a DD, and you won't get revenge killed as easily. With your spread now, max speed base 100s speed tie with you even after a DD, and you get outsped by scarfed mag.
 
Rain Dance on Klefki kinda sucks and is a waste of a moveslot. Try Play Rough, Draining Kiss, or Flash Cannon for an attack if needed, or Spikes if you want more support.

Move the 4 HP EVs from Talonflame to Defense. This will let you switch into Stealth Rock twice.

It might just be a typo, but you put 252 SpD(efense) on Mega Manectric when 252 Spe(Ed) would be way more beneficial.

Make Excadrill Jolly nature. You'll need the speed to spin away hazards in a pinch.
 
I am lost on why klefki has rain dance when the only poke on your team that would befit from it is azu but after that kind of hurts you afterwards.

If you want to keep it maybe put thunder on mega mantric but that would still hurt you but that is a suggestion

I think stealth rocks would help your team a lot and maybe instead of talonflame maybe weavile for speed another knock off user and someone that could revenge kill faster
 
Your Klefki should have Draining kiss or dazzling gleam to help deal with mega sableye which is a problem to your team. You should run jolly excadrill since you team really need rocks off the field and it allows you to spin more reliably. You don't have any good physical walls,stealth rock, and answer to thundurus(which can beat 5 of your pokes) so I recommend replacing talonflame with mixed Hippowdon. It allow to bettter check physical attackers. If you really want to keep talonflame then I think a more defensive variant would be better since it beat mons like clefable and charizard y lure in Tyranitar and Landorus-T to burn them and add rocks to excadril.
Keyblade (Klefki) @ Light Clay
Ability: Prankster
EVS: 252 HP, 252 DEF, 4 SPD
Nature: Impish
~Draining kiss/dazzling gleam
~Reflect
~Light Screen
~Thunder Wave

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Taunt/bulk up
- Roost
- Will-O-Wisp
Hans Moleman (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVS: 252 ATK, 252 SPE, 4 HP
Nature: Jolly
~Rapid Spin
~Earthquake
~Rock Slide/stealth rocks
~Iron Head

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge/Whirlwind/Toxic
 
Manectric has 252 SPD lol
lol that was a typo. Was Speed.


A minor nitpick, but run max speed or near max speed on dnite, it will help you outspeed some slow scarfers after a DD, and you won't get revenge killed as easily. With your spread now, max speed base 100s speed tie with you even after a DD, and you get outsped by scarfed mag.

Okay will try it now, then I won't have to use extreme speed all the time. What should I take it away from, HP I'm guessing?

Rain Dance on Klefki kinda sucks and is a waste of a moveslot. Try Play Rough, Draining Kiss, or Flash Cannon for an attack if needed, or Spikes if you want more support.

Move the 4 HP EVs from Talonflame to Defense. This will let you switch into Stealth Rock twice.

It might just be a typo, but you put 252 SpD(efense) on Mega Manectric when 252 Spe(Ed) would be way more beneficial.

Make Excadrill Jolly nature. You'll need the speed to spin away hazards in a pinch.

I'll try the Spikes, and change the HP on Talonflame. Will try Jolly Exca.


I am lost on why klefki has rain dance when the only poke on your team that would befit from it is azu but after that kind of hurts you afterwards.

If you want to keep it maybe put thunder on mega mantric but that would still hurt you but that is a suggestion

I think stealth rocks would help your team a lot and maybe instead of talonflame maybe weavile for speed another knock off user and someone that could revenge kill faster

Klefki had rain dance to counter Charizard-Y which was giving me problem, but looks like I see it less now. Also just haves fire damage which is the only thing that hurts Klefki much.

I'm not sure how to work in stealth rock. I could put it on Excadrill?


Your Klefki should have Draining kiss or dazzling gleam to help deal with mega sableye which is a problem to your team. You should run jolly excadrill since you team really need rocks off the field and it allows you to spin more reliably. You don't have any good physical walls,stealth rock, and answer to thundurus(which can beat 5 of your pokes) so I recommend replacing talonflame with mixed Hippowdon. It allow to bettter check physical attackers. If you really want to keep talonflame then I think a more defensive variant would be better since it beat mons like clefable and charizard y lure in Tyranitar and Landorus-T to burn them and add rocks to excadril.

Will try out a Tflame thats bulker for Sableye. And instead of switching Rain with Spikes put in Draining Kiss. Thanks!
 
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