ORAS OU Rate My OU Team

Good day to you. I'm Xatuxx, competitive pokemon battler. Let me get to the point. I'm somewhat new to OU(i mainly play UU) and i'm unsure in this team is good to go or not and i would appreciate help from the community.

This team runs a core on MegaManectric and Landorus-T. with the other 4 pokes mainly being there to support these 2.


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(Manectric) (M) @ Manectite
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch

This is the Star of the show. Mega Manectric is the mega of this team because he's fast, powerful and has momentum via usage of Volt Switch. the bad thing about manectric is the fact that it's set is very predictable. with the staple moves being T-bolt, Overheat and an HP type of choice (mainly ice). However. predictability doesn't mean that it's not effective.

therian_form_landorus_by_namh-d5dc0ik.jpg

(Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn

The other half os the teams core, Landorus-T is a fantastic partner with manectric-mega. because landorus can hit assault vest pokemon and special walls that manectric hates. and manectric can break the physical walls that Lanorus dispises. Add to that the facts that they can VoltTurn into each other and that they both have intimidate for the ability for shutting down enemy physical attackers that are more prominent in the Metagame. and you have a potent combination.

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(Bisharp) (M) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
- Sucker Punch
- Iron Head
- Knock Off
- Pursuit

This assault vest Bisharp is mainly here for pursiut trapping and for defeating fairy types. it's high attack stat that can be boosted with defiant means that it's gonna hit VERY hard. sucker punch for priority, iron head for coverage STAB and for beating fairies. Knock off for the Dark STAB against supports and pursuit for trapping. this set is here to keep diancies,clefables and azumarills away from the Team's core.

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(Latias) @ Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Now to get into the supporting half of the team. This latias is here as an offensive support/hazard remover. Draco Meteor/Psyshock coupled with STAB and 176 SpA EV's make for powerful attacking options with psyshock being able to 2HKO 252HP/4+ Def Chansey and Draco Meteor being able to do at least 75%+ to most offensive pokemon in OU. Defog and healing wish are here to put the "support" into "offensive support"

wash_rotom_by_ieaka-d5cb7u6.png

(Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom-W is the much-required physical wall of the team. HydroPump and VoltSwitch for the Stab and momentum. Will-O-Wisp for shutting down physical attackers for more walling (not to mention the fact that it can VoltSwitch into Manectric and Landorus that intimidate the opponent for more shut-down). and piansplit for sustain. I was originally planning to make this rotom a Choice/Trick user but then i would lack a physical wall.

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(Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock

And finally the Special Wall of the team. Heatran is here for 3 reasons. 1. I needed a fire type. 2. I needed a Special Wall. and 3. I needed a Hazard setter. Heatran is the perfect candidate for all these roles. With is being capable to take damage, give just as much, and phase the mig setp sweepers like Gyarados, Dragonite and Mega Charizard X. Heatran is a staple in OU for good reason.
 
I'm not going to spend a whole lot of time on this cause I'm on mobile, but there are some things I'd like to suggest for you to consider. First of all (and this is more of a necessity than an idea to consider), you should ALWAYS put the last 4 EVs on heatran into speed. 4 SpA will rarely make any difference, but speed always will. If you are 1 point faster, you will always outspeed your opponent. Similarly, you should rarely if ever put the last 4 EVs on 252/252 offensive sets into HP. Basically, it decreases residual damage taken in general. You're better off dumping it in Def or SpD.

I'll probs add more later
 
Well, generally 68 speed is run on SpD Heatran to outspeed variants of Suicune and Mega Venu. I'd also advise a coverage move on your Tran over Roar, Roar is a bit of a passive means of dealing with threats, just push them to one side, but it doesn't help the situation, you're not running stall or hazard stacking which would benefit much more with Roar than an offensive team like this. I'd advise Earth Power to threaten opposing Heatrans or Stone Edge to help with Talonflame, but primarily Zard Y as well who could do a number on you, though Latias is generally a safe-ish switch in. Though tbh your team is pretty offensive as it is, SpD Tran seems like a bit of an odd fit, I think you'd do better with a bit more kick. Stallbreaker Tran specifically, your team seems to fall a bit short with breaking through some fat fuck teams so a nice wall eliminator is helpful to help you crack those bulky teams.
Your Bish has no nature. I'm going to guess that's Jolly, but if it's Adamant then max Atk max Spd is generally preferred to make the most of its mediocre, but not unworkable, speed while still holding great offensive presence.
Also, and this is a very iffy suggestion but hear me out, you have two Knock Off users, so it might be more helpful to throw in some extra coverage. One of the standard switch-ins to Landorus-T are other Landorus-Ts, Lando-I, Gliscor and such, and your best switch-in to them is really just Rotom, if Rotom goes down you're a bit boned. A way to solve this is the overlooked technique of mixed HP Ice Lando, when the switch-in to their Lando or Glis is obvious then you nail it with HP Ice. Worth considering imo.
On a nitpick note, move the 4 HP EVs on your mons to Def or SpDef to give you an odd HP number and therefore an extra chance to switch into Rocks, run 0 Atk IVs on your special attackers to cut down on needless confusion and Foul Play damage, and run 29 HP EVs on Latias to get a Life Orb number.
That's all I have for now. Good luck, man.
heatran.gif

Melty Metally (Heatran) @ Leftovers / Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Magma Storm
- Earth Power / Stone Edge

645-therian.gif

Doge (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 222 Atk / 36 SpA / 252 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn
 
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Well, generally 68 speed is run on SpD Heatran to outspeed variants of Suicune and Mega Venu. I'd also advise a coverage move on your Tran over Roar, Roar is a bit of a passive means of dealing with threats, just push them to one side, but it doesn't help the situation, you're not running stall or hazard stacking which would benefit much more with Roar than an offensive team like this. I'd advise Earth Power to threaten opposing Heatrans or Stone Edge to help with Talonflame, but primarily Zard Y as well who could do a number on you, though Latias is generally a safe-ish switch in. Though tbh your team is pretty offensive as it is, SpD Tran seems like a bit of an odd fit, I think you'd do better with a bit more kick. Stallbreaker Tran specifically, your team seems to fall a bit short with breaking through some fat fuck teams so a nice wall eliminator is helpful to help you crack those bulky teams.
Your Bish has no nature. I'm going to guess that's Jolly, but if it's Adamant then max Atk max Spd is generally preferred to make the most of its mediocre, but not unworkable, speed while still holding great offensive presence.
Also, and this is a very iffy suggestion but hear me out, you have two Knock Off users, so it might be more helpful to throw in some extra coverage. One of the standard switch-ins to Landorus-T are other Landorus-Ts, Lando-I, Gliscor and such, and your best switch-in to them is really just Rotom, if Rotom goes down you're a bit boned. A way to solve this is the overlooked technique of mixed HP Ice Lando, when the switch-in to their Lando or Glis is obvious then you nail it with HP Ice. Worth considering imo.
On a nitpick note, move the 4 HP EVs on your mons to Def or SpDef to give you an odd HP number and therefore an extra chance to switch into Rocks, run 0 Atk IVs on your special attackers to cut down on needless confusion and Foul Play damage, and run 29 HP EVs on Latias to get a Life Orb number.
That's all I have for now. Good luck, man.
heatran.gif

Melty Metally (Heatran) @ Leftovers / Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Magma Storm
- Earth Power / Stone Edge

645-therian.gif

Doge (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 222 Atk / 36 SpA / 252 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn

I have Considered to run a special attacking Landorus-I with U-Turn/HP-ice/earth power and sludge wave. however, Making the landorus go to incarnate forme will ruin the dual intimidate core i have and i am unsure if a special attacking landorus-T can work. I am going to expiriment with it tho. thanks for the help
 
My suggestion wasn't Lando-I, my suggestion was mixed Lando-T with HP Ice. Dual Intimidate Volt-Turn core is great, I didn't intend to remove the concept.
 
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