Roll Out! (Donphan) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Stealth Rock
- Rapid Spin
- Earthquake
Apart from the obvious ability to have the best nickname in the game, I chose Donphan due to its access to rocks to force enemy spinners or defoggers in and keep threats like talonflame and charizard from coming out too early. Donphan also has rapid spin which is useful especially with mega pinsir on my team i really don'y want to be switching into rocks all the time. Toxic is used to take down walls and be annoying and earthquake is for a strong STAB attack. In general, Donphan allows a switch into any physical move and tanks a lot of other threats as well like fire which my team really does not like going into, then it can usually hit back with a STAB earthquake to chunk some health away. I run Make Hp and Max Defense to be a beefy physical wall.
Much Room (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Spore
- Clear Smog
- Giga Drain
Amoongus is an absolute beast at the moment, having the ability to heal on switch outs which allows for a lot of ballsy plays which you can run from. It also gets spore, 100% accuracy sleep move to shut down any threats at all and is great to throw out to let mega pinsir get a swords dance off. Protect is simply there for stalling for black sludge to survive various things like lava plume which you can tank two of off a heatran if you mix a protect in between. Clear smog allows you to wipe the smile off the face of the guy with the +6 _6 haxorus but mainly i just use it to counter the contrary leaf storm serperior, being super effective and knocking out the leaf storm boost. I didnt go for sludge bomb because i feel there is no reason to with gigia drain already being strong STAB and the necessesity of clear smog . In general, darmanitan can blast through any fairies for me anyway so sludge bomb is just really not that great.
Snip Snip (Pinsir-Mega) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Earthquake
- Swords Dance
- Knock Off
To be honest, I'd say mega pinsir is really broken at the moment and it can be a complete sweep with just one swords dance as it gets to about 800 attack and is able to kill anything at all with earthquake and knock off which is also horribly broken. I chose quick attack over double edge for my flying type move for the priority and being able to take out mach punchers without being destroyed. It also means I dont have to worry about speed ties. Overall, I like to use it as a strong physical sweeper with coverage that can neutral hit a significant amount of things before they can react. I love the set-up style of pinsir and I think it fits really well into the team with support from amoongus and donphan that allow it to sweep so I think its more viable than scizor just because with the support I have, in spore, stealth rock and removal of threats with toxic, pinsir does scizors job better with a better agressive typing and higher speed.
Shocking! (Thundurus) @ Choice Scarf
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Psychic
- Hidden Power [Fire]
Thundurus is a solid revenge killer when you scarf it and it can hit many sweepers really hard if they just killed something of yours. For example you can fry scizors with hidden power fire or knock down charizard Y with thunderbolt or volt switch after stealth rocks. Thundurus also acts well as a lead on occasion, having volt switch which is really nice for going into anything to suit the pokemon out, such as mega pinsir if i can feel i can set up or amoongus to get an early spore against teams without a grass type. It also allows a safe way for donphan to put out rocks by scaring off water types then allowing donphan to come in off the volt switch and put out rocks. Overall, he makes for a decent scarfer with an alright movepool, being able to scare random things with psychic- he does the job i give him well but i was forced to put on HP fire as i kept getting rekt by ferrathorn switch ins which means he has no power against a landorus T leads :(
SO HOT!! (Darmanitan) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Earthquake
- Rock Slide
- U-turn
This movepool allows you to neutral hit many many pokemon, but at the end of the day, with a sheer force life orb flare blitz, even if its resisted, not much is going to want to switch into it and thats why darmanitan is an absolutely fantastic wallbreaker. There are few things that can not be one or two hit with darmanitan flare blitz. Rock slide helps to counter against talonflame and gets coverage on any flying types that can resist flare blitz and earthquake hits ground things that resisit flare blitz- namely rock types. U turn is used to scout for moves that could hurt other pokes on the team but I dont really use it that much other thand for its bug coverage. Having this thing on the team is awesome because it also allows for a switch into a couple of weak fire moves and theres nothing quite like screaming "DIE!!" as you flare blitz 3 pokes in a row with it. Other wallbreakers are not nearly as appealing as darmanitan in this way and I also needed the physical damage to cover what pinsir doesnt cover (fire type) to stop any specially defensive grass or steel types getting through thundurus or lunatone.
Nightfall (Lunatone) @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Ancient Power
- Psychic
- Earth Power
- Ice Beam
Yes, thats right, im using a lunatone. I like how lunatone fits into the team, allowing a switch into fire blasts and overheats in case i dont think darmanitan or donphan can take one. Lunatone also has levitate, allowing me to switch into landorus T earthquake and hit back with 4x ice beam off specs which not many people see coming as they expect rock polish or stealth rocks after seeing other degenerate lunatone sets. This set is better than those because lunatone doesnt last as many turns in the more damagey OU so max hp allows it to use its mediocre defenses to some use and survive a few hits. I like max special attack because this thing hits like an absolute truck with super effective moves which no one sees coming- admit you wouldnt think ice beam would come from this guy onto your draognite/garchomp- which is what makes it so potent. Psychic allows the destruction of anoying gras types like amoongus or breloom, with specs boosting enough to get one or two hit KOs on these. Earth power messes up things like heatran if you volt switch off them with thunderus to pop the baloon and then go into lunatone to resist the lava plume and hit back with super earth power to murder the heatran. Ancient power is the strong STAB attack that i orginally was not running because I had psychic instead but I realised it is necessary to kill talonflames and charizards that greedily go for stat boosting moves. Some people claim lunatone is weak- but it does suprisng amount of damage and can survive in situations you would not believe with the perfect offesne and defense typing for the nieche role of blocking fire or flying moves that would hurt my amoongus or pinsir and murdering the pokemon that hit them it also tricks your oppoenent into thinking you are a worse player than you actualy are and they might try to BM and you can catch them off guard with massive damage. And just before anyone says "lunatone is just worse claydoll"- remeber that it is rock type to reisist fire and has higher offensive stats to hit harder off choice specs.
So there you have it, my ORAS OU team. Hope you liked it and it wasnt too long of a read. Im open to all advice that isnt "take lunatone out". Cheers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Stealth Rock
- Rapid Spin
- Earthquake
Apart from the obvious ability to have the best nickname in the game, I chose Donphan due to its access to rocks to force enemy spinners or defoggers in and keep threats like talonflame and charizard from coming out too early. Donphan also has rapid spin which is useful especially with mega pinsir on my team i really don'y want to be switching into rocks all the time. Toxic is used to take down walls and be annoying and earthquake is for a strong STAB attack. In general, Donphan allows a switch into any physical move and tanks a lot of other threats as well like fire which my team really does not like going into, then it can usually hit back with a STAB earthquake to chunk some health away. I run Make Hp and Max Defense to be a beefy physical wall.
Much Room (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Spore
- Clear Smog
- Giga Drain
Amoongus is an absolute beast at the moment, having the ability to heal on switch outs which allows for a lot of ballsy plays which you can run from. It also gets spore, 100% accuracy sleep move to shut down any threats at all and is great to throw out to let mega pinsir get a swords dance off. Protect is simply there for stalling for black sludge to survive various things like lava plume which you can tank two of off a heatran if you mix a protect in between. Clear smog allows you to wipe the smile off the face of the guy with the +6 _6 haxorus but mainly i just use it to counter the contrary leaf storm serperior, being super effective and knocking out the leaf storm boost. I didnt go for sludge bomb because i feel there is no reason to with gigia drain already being strong STAB and the necessesity of clear smog . In general, darmanitan can blast through any fairies for me anyway so sludge bomb is just really not that great.
Snip Snip (Pinsir-Mega) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Earthquake
- Swords Dance
- Knock Off
To be honest, I'd say mega pinsir is really broken at the moment and it can be a complete sweep with just one swords dance as it gets to about 800 attack and is able to kill anything at all with earthquake and knock off which is also horribly broken. I chose quick attack over double edge for my flying type move for the priority and being able to take out mach punchers without being destroyed. It also means I dont have to worry about speed ties. Overall, I like to use it as a strong physical sweeper with coverage that can neutral hit a significant amount of things before they can react. I love the set-up style of pinsir and I think it fits really well into the team with support from amoongus and donphan that allow it to sweep so I think its more viable than scizor just because with the support I have, in spore, stealth rock and removal of threats with toxic, pinsir does scizors job better with a better agressive typing and higher speed.
Shocking! (Thundurus) @ Choice Scarf
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Psychic
- Hidden Power [Fire]
Thundurus is a solid revenge killer when you scarf it and it can hit many sweepers really hard if they just killed something of yours. For example you can fry scizors with hidden power fire or knock down charizard Y with thunderbolt or volt switch after stealth rocks. Thundurus also acts well as a lead on occasion, having volt switch which is really nice for going into anything to suit the pokemon out, such as mega pinsir if i can feel i can set up or amoongus to get an early spore against teams without a grass type. It also allows a safe way for donphan to put out rocks by scaring off water types then allowing donphan to come in off the volt switch and put out rocks. Overall, he makes for a decent scarfer with an alright movepool, being able to scare random things with psychic- he does the job i give him well but i was forced to put on HP fire as i kept getting rekt by ferrathorn switch ins which means he has no power against a landorus T leads :(
SO HOT!! (Darmanitan) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Earthquake
- Rock Slide
- U-turn
This movepool allows you to neutral hit many many pokemon, but at the end of the day, with a sheer force life orb flare blitz, even if its resisted, not much is going to want to switch into it and thats why darmanitan is an absolutely fantastic wallbreaker. There are few things that can not be one or two hit with darmanitan flare blitz. Rock slide helps to counter against talonflame and gets coverage on any flying types that can resist flare blitz and earthquake hits ground things that resisit flare blitz- namely rock types. U turn is used to scout for moves that could hurt other pokes on the team but I dont really use it that much other thand for its bug coverage. Having this thing on the team is awesome because it also allows for a switch into a couple of weak fire moves and theres nothing quite like screaming "DIE!!" as you flare blitz 3 pokes in a row with it. Other wallbreakers are not nearly as appealing as darmanitan in this way and I also needed the physical damage to cover what pinsir doesnt cover (fire type) to stop any specially defensive grass or steel types getting through thundurus or lunatone.
Nightfall (Lunatone) @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Ancient Power
- Psychic
- Earth Power
- Ice Beam
Yes, thats right, im using a lunatone. I like how lunatone fits into the team, allowing a switch into fire blasts and overheats in case i dont think darmanitan or donphan can take one. Lunatone also has levitate, allowing me to switch into landorus T earthquake and hit back with 4x ice beam off specs which not many people see coming as they expect rock polish or stealth rocks after seeing other degenerate lunatone sets. This set is better than those because lunatone doesnt last as many turns in the more damagey OU so max hp allows it to use its mediocre defenses to some use and survive a few hits. I like max special attack because this thing hits like an absolute truck with super effective moves which no one sees coming- admit you wouldnt think ice beam would come from this guy onto your draognite/garchomp- which is what makes it so potent. Psychic allows the destruction of anoying gras types like amoongus or breloom, with specs boosting enough to get one or two hit KOs on these. Earth power messes up things like heatran if you volt switch off them with thunderus to pop the baloon and then go into lunatone to resist the lava plume and hit back with super earth power to murder the heatran. Ancient power is the strong STAB attack that i orginally was not running because I had psychic instead but I realised it is necessary to kill talonflames and charizards that greedily go for stat boosting moves. Some people claim lunatone is weak- but it does suprisng amount of damage and can survive in situations you would not believe with the perfect offesne and defense typing for the nieche role of blocking fire or flying moves that would hurt my amoongus or pinsir and murdering the pokemon that hit them it also tricks your oppoenent into thinking you are a worse player than you actualy are and they might try to BM and you can catch them off guard with massive damage. And just before anyone says "lunatone is just worse claydoll"- remeber that it is rock type to reisist fire and has higher offensive stats to hit harder off choice specs.
So there you have it, my ORAS OU team. Hope you liked it and it wasnt too long of a read. Im open to all advice that isnt "take lunatone out". Cheers