So this is my ORAS OU team based around Mega Gallade. It seems fine to me theoretically but i keep losing on the ladder to the point where i am literally seeing Emboar on the ladder and i have no idea why. Maybe I just need to adjust to the new metagame, and am a bit rusty since i haven't played in a while. Usually I'm up at the 1300-1400s (shockingly good i know) but I have dropped considerably. Oh well enough with the backstory, here is the team.
King Tut (Cofagrigus) @ Rocky Helmet
Ability: Mummy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Pain Split
- Protect
- Night Shade
I know what you are thinking, "Oh, this guy is a total noob why's he running Cofagrigus in OU rofl", but have you realised how well cofagrigus can cripple physical threats such as azumarill, mega metagross, mega medicham, mega lopunny, garchomp, mega gallade etc by changing their ability to mummy and then burning them? Everyone did when mega kanga and mega mawile were roaming around so why not now? Anyways enough with that, onto the analysis. This bad boy is my physically defensive wall, able to sponge up quite a few hits, and cripple the user with either pain split or WoW. I chose night shade over hex for more reliable damage in every circumstance and protect lets me scout. I chose rocky helmet over leftovers really just for residual damage on contact hitters, which could be crucial to get things like mega mence in range of scarf-chomps Outrage.
Spiky Sid (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Thunder Wave
- Stealth Rock
This is my specially defensive wall, able to cripple latis (252 SpA Life Orb Latias Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 203-239 (57.6 - 67.8%) -- guaranteed 2HKO and 252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 224-265 (63.6 - 75.2%) -- guaranteed 2HKO it can survive both of their HP fires at ful health) greininja, and other specially offensive threats with t-wave. Leech seed is for recovery, but i don't really know how useful it is in this metagame since nearly everything runs sub lol, so i gave it leftovers for that extra HP. I ran power whip before, but I soon changed it to gyroball to break subs from mega mence and mega latias. Finally, every team needs stealth rocks, so I chucked them onto ferrothorn who can easily set them up thanks to his great bulk. Ferrothorn also acts as a azumarill check if cofagrigus is down.
No Repels (Crobat) @ Black Sludge
Ability: Infiltrator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- U-turn
- Defog
- Taunt
- Toxic
This is my lead/defogger, with a basic utility moveset that works reasonably well in the ORAS OU metagame. The toxic+taunt combo allows it to deal with many threats, such as Mega Slowbro and Mega Salamence if it subs, essentially forcing a switch for both of them, and stopping a sweep. U-turn is an essential move to have on any lead, and since crobat out-speeds a lot of pokemon (including greninja and the latis) makes it an invaluable pivot switch pokemon, getting a considerable chunk of damage off on potential threats to my team. Defog is to get rid of rocks, while nothing on my team is weak to rocks (apart from crobat itself) it is always nice to get free switches especially in a team that is so reliant on switching between walls and offensive pokemon.
Im really feelinit (Gallade) @ Galladite
Ability: Justified
Shiny: Yes
EVs: 52 HP / 252 Atk / 200 Spe
Jolly Nature
- Drain Punch
- Bulk Up
- Zen Headbutt
- Knock Off
The main pokemon of the team, Gallade is geared to sweep. I choose bulk up over swords dance as I felt that the extra bulk I got from it paired well with drain punch, and made Gallade a fast yet bulky monster. Zen Headbutt is obviously Gallade's most powerful psychic STAB and hits things that drain punch doesn't hard. Lastly knock off is god for picking off bulky psychics such as slowbro and latios/latias, is a good utility move to potentially lessen the damage Gallade takes or make an opponent easier to KO and provides good coverage. With justified it can switch into knock offs with little risk (thanks to drain punch) and get a free plus 1. The EVs allow it to outspeed +speed natured base 100s and the leftover EVs go into HP to give it a little more bulk to set up. It can set up on dark types such as Bisharp and pokemon such as mega lopunny too.
You're too Slow (Garchomp) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Poison Jab
Scarf chomp is basically my wall-breaker along with greninja. It is pretty much the standard set with poison jab as the last move, as you all can probably see lol. Outrage is a hard hitting STAB that can 2HKO mega mence after intimidate and can deal hefty chunks to anything that doesn't resist it. Earthquake is the secondary STAB dealing huge damage to things like excadrill, heatran etc and also does alot to non-resistant mons. Fire Blast helps both Garchomp and Gallade out, as it 2HKOs things that counter both of them such as Skarmory and things that gallade doesn't want to face like Ferrothorn. Laslty Poison Jab allows for a 2HKO on azumarill and clefable, giving gallade an easier time as well.
Ninjitsu (Greninja) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 228 SpA / 240 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Hydro Pump
- Ice Beam
Lat but not least we have greninja, the second wall breaker. With the ability to threaten things that cause gallade trouble, like mega slowbro, skarmory, gliscor, landorus, thunderus, hippowdon etc it can also be used as a late game cleaner. Gunk Shot 2HKOs azumarill and clefable which check gallade, dark pulse can deal with slowbro and ice beam can deal with bulky dragons such as dragonite and the latis. Hydro Pump can 2HKO most commonly used physical walls as well as being greninja's most powerful move. The EV spread was given to me by a guy on youtube, who said it was the optimal spread for greninja in this metagame, I agree. Greninja really takes this team out of sticky situations.
I hope you like this team and feel free to comment any changes down below. If it's somehow very good then feel free to use it (but please give credit :P). Also if anybody would like to have a match on showdown to see how the team works and what aspect of my competitive battling i can improve on then tell me in the comments. I'm hoping to reach 1600 on the ladder :). Thanks.
King Tut (Cofagrigus) @ Rocky Helmet

Ability: Mummy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Pain Split
- Protect
- Night Shade
I know what you are thinking, "Oh, this guy is a total noob why's he running Cofagrigus in OU rofl", but have you realised how well cofagrigus can cripple physical threats such as azumarill, mega metagross, mega medicham, mega lopunny, garchomp, mega gallade etc by changing their ability to mummy and then burning them? Everyone did when mega kanga and mega mawile were roaming around so why not now? Anyways enough with that, onto the analysis. This bad boy is my physically defensive wall, able to sponge up quite a few hits, and cripple the user with either pain split or WoW. I chose night shade over hex for more reliable damage in every circumstance and protect lets me scout. I chose rocky helmet over leftovers really just for residual damage on contact hitters, which could be crucial to get things like mega mence in range of scarf-chomps Outrage.
Spiky Sid (Ferrothorn) @ Leftovers

Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Thunder Wave
- Stealth Rock
This is my specially defensive wall, able to cripple latis (252 SpA Life Orb Latias Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 203-239 (57.6 - 67.8%) -- guaranteed 2HKO and 252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 224-265 (63.6 - 75.2%) -- guaranteed 2HKO it can survive both of their HP fires at ful health) greininja, and other specially offensive threats with t-wave. Leech seed is for recovery, but i don't really know how useful it is in this metagame since nearly everything runs sub lol, so i gave it leftovers for that extra HP. I ran power whip before, but I soon changed it to gyroball to break subs from mega mence and mega latias. Finally, every team needs stealth rocks, so I chucked them onto ferrothorn who can easily set them up thanks to his great bulk. Ferrothorn also acts as a azumarill check if cofagrigus is down.
No Repels (Crobat) @ Black Sludge

Ability: Infiltrator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- U-turn
- Defog
- Taunt
- Toxic
This is my lead/defogger, with a basic utility moveset that works reasonably well in the ORAS OU metagame. The toxic+taunt combo allows it to deal with many threats, such as Mega Slowbro and Mega Salamence if it subs, essentially forcing a switch for both of them, and stopping a sweep. U-turn is an essential move to have on any lead, and since crobat out-speeds a lot of pokemon (including greninja and the latis) makes it an invaluable pivot switch pokemon, getting a considerable chunk of damage off on potential threats to my team. Defog is to get rid of rocks, while nothing on my team is weak to rocks (apart from crobat itself) it is always nice to get free switches especially in a team that is so reliant on switching between walls and offensive pokemon.
Im really feelinit (Gallade) @ Galladite

Ability: Justified
Shiny: Yes
EVs: 52 HP / 252 Atk / 200 Spe
Jolly Nature
- Drain Punch
- Bulk Up
- Zen Headbutt
- Knock Off
The main pokemon of the team, Gallade is geared to sweep. I choose bulk up over swords dance as I felt that the extra bulk I got from it paired well with drain punch, and made Gallade a fast yet bulky monster. Zen Headbutt is obviously Gallade's most powerful psychic STAB and hits things that drain punch doesn't hard. Lastly knock off is god for picking off bulky psychics such as slowbro and latios/latias, is a good utility move to potentially lessen the damage Gallade takes or make an opponent easier to KO and provides good coverage. With justified it can switch into knock offs with little risk (thanks to drain punch) and get a free plus 1. The EVs allow it to outspeed +speed natured base 100s and the leftover EVs go into HP to give it a little more bulk to set up. It can set up on dark types such as Bisharp and pokemon such as mega lopunny too.
You're too Slow (Garchomp) @ Choice Scarf

Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Poison Jab
Scarf chomp is basically my wall-breaker along with greninja. It is pretty much the standard set with poison jab as the last move, as you all can probably see lol. Outrage is a hard hitting STAB that can 2HKO mega mence after intimidate and can deal hefty chunks to anything that doesn't resist it. Earthquake is the secondary STAB dealing huge damage to things like excadrill, heatran etc and also does alot to non-resistant mons. Fire Blast helps both Garchomp and Gallade out, as it 2HKOs things that counter both of them such as Skarmory and things that gallade doesn't want to face like Ferrothorn. Laslty Poison Jab allows for a 2HKO on azumarill and clefable, giving gallade an easier time as well.
Ninjitsu (Greninja) @ Life Orb

Ability: Protean
Shiny: Yes
EVs: 40 Atk / 228 SpA / 240 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Hydro Pump
- Ice Beam
Lat but not least we have greninja, the second wall breaker. With the ability to threaten things that cause gallade trouble, like mega slowbro, skarmory, gliscor, landorus, thunderus, hippowdon etc it can also be used as a late game cleaner. Gunk Shot 2HKOs azumarill and clefable which check gallade, dark pulse can deal with slowbro and ice beam can deal with bulky dragons such as dragonite and the latis. Hydro Pump can 2HKO most commonly used physical walls as well as being greninja's most powerful move. The EV spread was given to me by a guy on youtube, who said it was the optimal spread for greninja in this metagame, I agree. Greninja really takes this team out of sticky situations.
I hope you like this team and feel free to comment any changes down below. If it's somehow very good then feel free to use it (but please give credit :P). Also if anybody would like to have a match on showdown to see how the team works and what aspect of my competitive battling i can improve on then tell me in the comments. I'm hoping to reach 1600 on the ladder :). Thanks.