ORAS OU Rate My OU Team

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
 
Someone has to say it so i will,this team has many problems the most notable is the pokemon you chose,donohan and darmanitan and lunatone are simply outclassed and lunatone is completely unviable in the overused tier,first off donphan --> landorus-therian,this pokemon generally does donphans job better,the only thing donphan has over lando is rapid spin which you will have a slot for later,stealth rock,earthquake,stone edge,toxic is the set you should use,toxic is used to wear down other landorus,hippowdon,and rotom wash that like to switch into lando and most notably pinsir-mega.Earthquake is landorus most powerful ground stab attack,stone edge is used to hit ice types upon switch in and flying types that are immune to landorus stab earthquake,stealth rock is good hazard support for mega pinsir and it can be helpful in the long run.a spread of 252 hp 240 defense 8 speed 8 speacial defense with an impish nature is highly recommended as it can live a hidden power ice from a mega manectric and hut back with an earthquake,the 8 speed is used to outspeed 252 maxs speed jolly azumarill,the 240 defense is used to make landorus as bulky as possible rocky helmet should be the item of choice so you can punish your opponent when they use a physical attack.Next is your mega-pinsir,not much is wrong with it but close combat is needed much more than knock off,close combat is usd to hit the pokemon that resist its flying stab,for example tyranitar heatran,and some neutral hits from return like kyurem-black and ferrothorn,the last thing about your mega pinsir is frustration is needed over earthquake,quick attack isn't weak but isn't that strong either as frustration can hit much harder and get more kills than the average quick attack,even if aerialate boosted,earthquake only hits 1 pokemon and that Pokémon is hit the coverage move i suggested.Next up is your amoonguss,take out protect for hidden power fire so your able to hit scizor and weaken ferrothorn with ease, the ev spread is weird the spread should be 168 defense bold 92 speacial defense and 248 hp,the spread is able to avoid the 2 hit ko from specs keldeo's icy wind and life orb thundurus hidden power ice while still having some decent physical defense.Next is the thundurus,honestly so far while im going through the team it looks very weak to ice types(basically weavile and kyurem)so zapdos wouldn't really be the best alternative i feel so if that's the case i would use starmie as it us great hazard support for mega pinsir and a great water counter and ice resist,leftovers grants passive recover and keeping starmie healthy,s natural cure should be the ability making it a great status absorber so that irs teamates dont have to take the oaralysis or toxic or burn and sleep.Scald is used as a decent damaging stab move and at the same time having a chance to get a burn which cripples its switch in's like amoonguss ect,next is rapid spin which clears away hazards for its teammates that dislike hazards,psychock is used as it's other stab move and it hits many of its threats like mega venusaur and amoonguss and some of the things it switches into like keldeo,recover should be the next move because it allows starmie to keep its sustain and making it able to switch into things a lot more times without being worn down.the ev spread should be 252 timid speed so it can outspeed base 110 and outsoeed serperior and thundurus while speed tying with raikou the rest of the evs go into its hp stat to make it as bulky as possible and the 4 last evs can go into special defense.Next up is your darmanitan and honestly delete it and put a stall breaker heatran instead,atm you don't have much to break stall and you don't have much for ferrothorn or Scizor,so heatran works brilliantly here,heatran should have leftovers,to keep up its hp since it has no access to recovery unfortunately,the first attack should be taunt so it can stop bulky teams a lot better,next protect should be your attack so it can scout for things to catch a heatran off gaurd and also it posse's as a form of recovery if your leftovers isn't knocked off,your next move should be toxic so it can cripple things like an incoming keldeo or starmie ect,the last move should be lava plume as it's a good reliable stab move for heatran and its power being able to burn things like quagsire's ect is very good for crippling things an ev spread of 252 hp 188 speacial defense and 68 speed is used to outspeed minimum speed suicune mandibuzz and mega venusaur and taunt it,this set also deals with latios raikou mega manectric slowbro and gengar much better than the offensive set would.Take out lunatone use clefable since its able to deal with those pesky ice type threats leftovers should be used for constant passive recovery and magic gaurd as its ability so status does not affect it,this also works well as a status absorber if starmie goes down,moonblast should be used as its stab move because it does a good amount of damage and can also lower the foes speacial attack stat which makes it easier to set up calm mind,o btw use calm mind as it boost clefables bulkiness and offensive power,softboil is a good source of recovery to keep up clefable sustain,thunder wave is used to cripple its checks/counters like heatran and Scizor,and an ev spread of 252 hp 84 spdef calm natured and172 defense is used to survive a bullet punch from scizor and avoid the 2 hit ko from latios psyshock.T hats all fir my rate though,i hope its not too passive but i had to work with what i had so i tryed to make it the best possible without changing the teams dynamic too much hope you enjoy :)
 
Cheers,youve really pointed out some key weaknesses in my team and i agree a lot with what you are saying. I will defnitrly put starmie and landorus T in though, what your saying reallly makes sense and applies a lot more to the OU metagame which you clearly know a lot more about (im from PU hence the lunatone). A few questions i have is that advantage of heatran over darmanitan because if i run heatran it does not hit nerarly as hard and i feel my teams damage will take a hit. Apart from that though, im really grateful for your help in rating this and I know this will help me do better in future games.
P.S the Lunatones not leaving
 
Cheers,youve really pointed out some key weaknesses in my team and i agree a lot with what you are saying. I will defnitrly put starmie and landorus T in though, what your saying reallly makes sense and applies a lot more to the OU metagame which you clearly know a lot more about (im from PU hence the lunatone). A few questions i have is that advantage of heatran over darmanitan because if i run heatran it does not hit nerarly as hard and i feel my teams damage will take a hit. Apart from that though, im really grateful for your help in rating this and I know this will help me do better in future games.
P.S the Lunatones not leaving
Darmanitan kills itself with flare blitz and is outclassed by victini ect but tbh you dont really need an offeensive fire type for this team i feel,plusTran serves as a mega mane raikou clefable and latios/latias switch in while darmanitan doesn't.
 
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