ORAS OU Rate my PVP team, peaked 1305 ELO

Hey smogoners, and welcome to my RMT, featuring Sableye, the little piece of shit fun anti-lead mon. Let's jump straight into it! As the title suggests, this is going to be used in PVP to ruin japanese kids days, because I'm sadistic that's the aim of the game; to have fun.

Put your headphones on and give this tune a listen. Actually scratch that, check out their EP; it makes for sweet music for chilling out activities.

Teambuilding

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Started with Sableye, because he's sweet as.
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Next, I needed a switch-in to Mega Lopunny, as it is the only mon besides fairy types that can hit Sable with Scrappy. It also gives me a switch in to Keldeo, basically any water type, and gives me a win-con to psychic and normal/steel types.
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Scizor is my go-to fairy counter, fully rounding off Sableye's weaknesses, and also being able to switch in to psychic attacks aimed at my Toxicroak, and being immune to toxic, giving me sick prediction plays. Also win-con with swords dance
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Hippo comes in as my rock setter and primary bird counter, keeping fire types off my Scizor and Toxi, and being a general nuisance, also giving me a soft check to M-Pinsir and M-Lop.
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Heatran is my steel counter, second bird counter (because they're a fucking nuisance), fairy counter and general badass, performing feats like ohkoing Ferrothorn. That's pretty big.
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Honestly I just needed a 6th mon, so I picked a win-con Latios, providing me with a soft check to fighting types.

The Squad

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Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Will-O-Wisp
- Foul Play
- Recover
- Fake Out

Sableye is such a powerful mon with massive outplay potential, and is able to completely screw teams, not only with it's fantastic pre mega and mega abilities, but with it's overall stellar defensive stats and access to reliable and (pre mega) priority recovery. I love sending this guy in against Mega Char-X, because I can Fake out it, mega, and then tank the D-Dance Flare Blitz and kill with Foul Play. Foul Play literally kills anything with high attack, and since Sable can pretty much tank anything reliably, it can retaliate with a punch. I've killed Multiscale Dragonites before with this guy.

Moveset and EVs are really standard for Mega Sable but they get the job done: full Hp and Defense EVs let him hit 383 defence, which is pretty huge, and he a has respectable 304/266 HP and SpDef. WoW for burn hax, foul play for damage, recover for, well, recovery, and fake out for revenge killing/mega evolving esaier.

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Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Poison Jab
- Drain Punch
- Swords Dance

Next up is Toxicroak. Honestly I thought Toxi was filling a niche for this team but I keep getting surprised at how well he handles threats and deals damage, especially with Swords dance: He 2hkos a fully defensive Ferrothorn with drain punch at +2 (not that you see any fully defensive ferrothorns). The Dry skin ability is the reason I picked him, as he can switch in with impunity on any water type attack aimed at my team, useful for Keldeo spams, and serves as a great switch in to Mega Lop. From here he can either fight that mon or get a free turn to use swords dance. The best thing about Toxi is despite being x4 to psychic he can ohko Alakazam with sucker punch, 2hko defensive Mew, 3hko defensive Slowbro (but come on, the guy has a massive shell shield).

Moveset is again fairly standard; Swords Dance for boost chance, Sucker Punch for priority since he's slow af, Poison jab over Gunk Shot because I hate accuracy creeps and PJ still gets the job done, seeing as gunk shot rarely gets the kill according to Damage Calc, and Drain Punch for STAB and recovery; at +2 it's usually worth flinging out a drain punch on the switch to see if I can get some healing and chip damage off. HP/Attack Evs since he's not outspeeing anything anyway and the health allows me to use Swords Dance more reliably.

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Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance

Honestly, every team in OU should pack a fire move for Scizor, because he's incredibly hard to take down, even if burned thanks to ample oppurtunity to set up and recover with roost thanks to his defences and resistances. This is the real MVP of the team, and he has the highest kill count of the squad, (closely followed by Heatran surprisingly). Scizor covers the fairy weakness of Mega Sableye and rounds off the main core of this team, being able to take strong ground, electric, fighting type attacks and being immune to toxic/poison damage, alleviating the other two of the pesky status con as well as being able to ohko Mega Diancie and Gardevoir. Get this guy to +6 and it's gg.

A very tanky EV spread was chosen to allow Scizor to effectively function as a tank and to allow him to have chance to use swords dance boosts. Bullet punch for priority and is really strong with paired with Technician, knock off for utility and neutral damage to those who resist steel like other steel types, water types and fire types, and roost is there to keep him healthy.

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Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rock Slide
- Stealth Rock
- Earthquake
- Slack Off

Hippowdon is here to really screw up you fire/flying day, being probably the best flying counter next to Rotom-W, Tyranitar and Heatran. He's strong at being a general nuisance, but honestly Heatran does his job pretty well and that would remove the sand damage because running Sand Force is pretty shit. I mean, Hippo is strong, but with Heatran it kinda seems counter-intuitive. I was thinking of changing him to Rotom-W and shifting SR onto Heatran to make the team less weak to other hippos and water types.

Still, I have to discuss the mon; full defence EVs make this guy actually really tough to take down, but if I was keeping him I'd probably do the 120/132 split because I'm taken down way too easily by Raikou/Mega Mane/Thundurus HP ice.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Flash Cannon/Stealth Rock
- Earth Power
- Rock Slide

Heatran has surprised me with this team build, as I'm used to building him as a tank, and it's often quite fun to fake the fact that I'm tanky and then being like 'nah, I got damage.' He fills in as a fire counter, soaking fire types aimed at Scizor and being able to tank T-Flame's Brave Bird, making it completely redundant when it's fighting me. This makes Heatran a really valuable mon to put the brakes on a T-flame; even one that sets up, since it can't damage me really at all. If I'm to change the team, I'd shift SR onto Heatran, making it more of a fake play, as SR Heatran denotes tank, to me, anyway.

Full Speed and special attack EVs to maximise damage, and it's a lot of damage; 130 SpAtk is nothing to sniff at, especially when invested, and it can really cause a lot of trouble, even neutrally harming things with powerful moves like flamethrower and rock slide. Heatran is my team's second mvp, fulfilling it's role as steel/grass/bird counter expertly.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Roost
- Dragon Pulse
- Psyshock

I needed a 6th poke'mon, and noticed my team was really bulky and not very fast, so Latios fills in the speed creep for me, placing my team into the slightly faster category, and having an answer to TankChomp rather than hoping one of my other mons can take it out. Latios' kill potential is quite staggering too, as 359 special attack (especially boosted with calm mind) can rip apart teams that don't have a counter to it. Unfortunately, Latios is so strong and common than teams are very likely to have some kind of answer to it. Nonetheless, it's extremely strong.

Full Special Attack and Speed EVs to maximise damage, and with calm mind boosts the special attack goes through the roof; 718 SpAtk with 2 boosts. I went with Dragon Pulse over Meteor as I was using a CM set so I'd have enough damage with Dragon Pulse without the risk of running Meteor. Roost for longevity and psyshock for more stab.

Conclusion

Well, that's the squad. General game play is to use Sable to screw their lead, and then pave way for either Latios, Toxi or Scizor to set up and sweep, using bulky mons to eliminate their weaknesses. Let me know how I can change my team for the better. I'm completely open to changing the team around, but bear in mind event legendaries are out of it (mons like Celebi, Keldeo) as these are unobtainable in the game and I wanna make this my flagship ORAS pvp team. Thanks y'all!

Team Weaknesses:

Stall teams are quite a big problem, but I usually just find time to get Scizor set up and proceed to win.

Bulky Ground/Water types are really hard for this team; I find it really hard to take out Hippowdons and mons like Swampert, Quagsire, Rotom-W, Slowbro because I have no water, grass or electric.

Possibly team changes:

Changing Hippo to Rotom-W would give me a better chance against Keldeo and an answer to bulky water and ground types with T-Bolt and Hydro Pump


 
Hi cool team.

At first glance, I saw a huge weakness to Mega Gyarados. Your only water check is, as you have seen, Toxicroak (and Latios to an extent, but that doesn't stop Gyarados). You mention that Scizor covers the fairy weakness of Mega Sableye, but Heatran does the same job, and even better, as it includes a fire typing for a 4x resist. Uninvested, it does 9% with Bullet Punch to Mega Gyarados, and is not even close to revenge killing it. Instead, you could try replacing it with Choice Scarf Kyurem-B. This helps with the Mega Gyarados weakness, but also helps you with the bulky Ground/Water types that your team has issues with. Stall teams in general are pressured very hard by CM Latios, and SD Leftovers Scizor isn't the best stall counter anyway, between Sableye, Skarmory, and Quagsire, your Scizor is basically never breaking through.

Now, for some set changes. I would really have to suggest that you use Gunk Shot over Poison Jab, despite your accuracy claims. Important OHKOs that you get include guaranteeing the kill on Azumarill, as well as on Clefable. In general, the higher power makes it a lot harder to switch into than Poison Jab, which puts a lot more pressure on the opponent in practice. Toxicroak is also not that slow, with 85 base speed, and should just run max speed, allowing it to outspeed Adamant Excadrill outside Sand, as well as Mega Heracross, and Gyarados.

I'd also suggest Stone Edge on Hippowdon. Stone Edge on Hippowdon gets the OHKO on Mega Pinsir, a huge threat. Adding Kyurem-B gives you an additional Electric resist, so you can run max def on Hippo, which also helps as Hippo is your main sand check. I would also say that Stone Edge is preferred to Rock Slide on Heatran, as it nabs the OHKO on Volcarona, which is a huge threat you have to account for when building a Mega Sableye team. A possible option is Taunt on Heatran over Flash Cannon, as this helps you deal with stall teams better, as well as handle Clefable. Fire Blast over Flamethrower also gets the 2HKO on Mega Sableye, and is generally preferable.

Draco Meteor is also pretty much a necessity on CM Latios. The raw power of the move is what makes this set so difficult to wall, and is much more difficult for stall teams to handle than Dragon Pulse. However, I suggest that you use Defog on Latios over CM. Your team is pretty passive, between Hippo and Mega Sableye, and it is nice to be able to get rid of hazards for Kyurem-B, who is 2x weak to SR. However, I know that Defog Latios may be hard for you to get in-game, but if you are able to get your hands on one, you can try this set.

I'm sorry for suggesting so many low accuracy moves (lol) but they are really just better for your team.
 
Hey man, thanks for the rate.

Kyurem-B looks amazing, but it does have cripping SR and steel weaknesses, making my team itself weak to Scizor. Saying that, I have Heatran, so no problems there really. Why Choice Scarf Kyu? Purely to patch it's speed up? And can you recommend a set? I noticed my team is massively physical, maybe I can run a special attacker set? And running Ice Beam/Thunderbolt helps with Ground/water, right? and scarfed it outspeeds Latias, so that's cool too. I do really like the idea of Kyurem, actually. Would I need to change my team to compensate for it's weaknesses or does my team actually do OK in addressing it's threats?

I'll trial Gunk Shot. Honestly at +2 poison jab does the exact same thing in terms of securing critical ohkos, but i guess gunk shot is more challenging to switch in to. Will trial the EV change too.

You'd keep Hippo and Heatran on the team despite them doing much the same roles? I might try taunt, as Heatran does have 278 speed, which would beat base 70s like stopping Bisharp from using SD (not that any one would keep a Bish in with Heatran).

I guess I could run meteor on Latios, I'm just concious of the SpAtk drop, especially when D-Pulse is safer and after some boosts still ohkos like Meteor would. I didn't run defog because I have Mega Sable, and I don't know what I'd take out of the set to compensate.

Your rate was really helpful and in-depth. Sorry for all the questions but I'm willing to try your shit out, I just need those questions addressed :P

Ty!

EDIT: Swords dance Toxicroak is dumb, straight up dumb. I went 3-0 and he forfeited, highlight was the ohko with gunk shot on T-flame on the switch. With Kyu, SR damage is a little stronger on my team so i'm gonna slap defog on Latios, and remove pyshock I guess. Will trial it to see what happens. Also, just realised Terravolt earth power will hit Rotom-W and probably ohko, so that's cool too. And Draco Meteor is a dumb move too, I just went 4-0 with Latios because he let me calm mind set up on a slowbro.
 
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Hey, I like the idea of possibly trying out Mega Mane, and also like your other suggestions like trying out Azumarill, one of my actual favourite mons of this gen. However, your suggestion of Lando-T is troubling, because it gives the team a x8 weakness to ice, and Latios is already weak to Weavile. Is it worth it because Heatran/Toxi counter it so hard (and I guess, to an extent, mega mane can outspeed it)? Otherwise I quite like the idea of Lando-T as I've never used it before. I also get a double intimidate which is useful. The only thing is it that with the changes I have one tank (Lando), one Bulky HP mon (Azumarill) and then 4 sweepers (Mane, Heatran, Latios and Toxicroack. With that in mind, and with the prevalence of needing a grass counter because of the x4 incurred with Azu and Hippo and sort of Lando (who still gets wrecked by Serperior) should I turn Heatran into the SpDef set running 252 HP / 86 speed / 168 SpDef? This would give me 3 sweepers, a bulky mon and two tanks, one of whom can pivot, and I still get my VoltTurn wombo combo. What do you reckon?
 
Ah, I see, thanks for clearing the typing issue up; I stress over teambuilding more than I should because of that thing! I trialed the team you proposed and it went 4/6 over a 10 game spread; it's a really fragile team and the main thing I noticed was a massive weakness to Ground types: Although I could beat ground types with Azumarill or Mane's HP Ice these things were so predictable that I lost the prediction on almost every occasion as they retained momentum, and generally the team just failed in the face of either stronger mons or tanky mons; it wasn't gelling.

That said, I really like Mega Mane, so I'm gonna try and create a new team building around this mon, but still using the same sort of backbone; Ideally I want to use Mane/Lando for the double intimidate volt/turn combo and Azumaril as these make a fantastic core. Have a look at the proposed team below and tell me what you think - I've tried to address the ground weakness in the team and made it into a balance team rather than an offensive squad. With that in mind, see what you think and see what you can offer as feedback, as the team as it stands is just too fragile.

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Rock Slide

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Ice Punch
- Play Rough

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Spikes
- Flash Cannon
- Toxic

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Foul Play
- Knock Off

Mandibuzz gives me defog, is way bulkier than Latios and gives me toxic to play with while also giving a steady counter to attack boosted enemies like D-Dance Gyarados, Char-X and Altaria with Foul Play. Lando-T gives me a double intimidate volt/turn, giving me huge momentum. Klef gives me great resistances and a win-con with a mixture of toxic, T-wave and spikes. Those are my 3 dedicated tanks, I then have a bulky AV Azumarill for reliable damage, and a way to counter ground/ice types, and then Mega Mane and Serperior for a boosted win con and a way to hit ground/dragon/steel/grass types, especially when boosted. The new team has enough bulk to be able to swap around a lot giving me great momentum.

What do you think?
 
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