ORAS OU Rising out of the sparks....Mega Manectric!

Which Mega, design wise, is the coolest from these?


  • Total voters
    18
  • Poll closed .
I'm VERY excited about this team, as I've always wanted to use it. Most of the mons on this team are ones that I've eyed a couple times, but never had the best team to use....until now. For, I have FINALLY made the time to get this team together. I've centered this team around my FAVORITE electric Pokemon, Manectric. Mostly, this team has worked. However, I've recently hit THE worst fucking wall ever. What is that wall, you ask? That'll be in the threats list. But, let's get down to the team:

mega_manectric_by_nganlamsong-d6x651y.png

Manectric-Mega (M) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Flamethrower
- Thunderbolt
I've always centered my teams around a mega, and this team is no different. Mega Manectric is the center stage, with a basic set. Obviously, I have the Volt switch to give him the (somewhat) easy mega turn, and and the bolt is for when... I think this set is explanatory. I don't feel like I need to explain it, as it's the ONLY set. I could go with something else to cover other weaknesses, but.... that wouldn't be wise, as anything else on the mega manectric would be PURELY because it's the only thing that would suit the team

the_legend_of_keldeo_by_blazeshadow-d54v4nw.jpg


Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Hydro Pump
- Secret Sword
- Scald
This one is one of the few that I wanted to use because I thought that an Aqua Jet set was useable. However, it wasn't. Also, Keldeo is my fave water type, so it pans out. This gives me a coverage against ground types(glaring at Lando-Thearian), along with putting pressure on megaCharX, and others. This set is mostly a sweeper/wallbreaker set, with scald being a solid STAB that also cripples physical attackers that the other moves don't exactly cover. I'm considering to swap out hydro pump, but Keldeo suffers from that 4th move syndrome. Really a big killer to many teams. Secret Sword is another STAB that covers Bisharps and other dark/rock/steel types, along with the unexpected Rotom-W sweep. Icy Wind works at times that you don't expect, like against Latios and slower Dragons.


heatran_warmykum_by_denouu-d93uqcj.png


Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Flash Cannon
- Stealth Rock
I've always thought that Hearten was annoying and just plain weird. A Fire/Steel type has a easy weakness to EQ, a mostly used move in OU, and has that annoying Flash Fire hazard. However, using him has made me realize how good he is. Flash fire gives me a good switch-in to a LOT of fire types whenever I expect/anticipate a fire blast/fthrower/flare blitz, Air Balloon negates that EQ, and stealth rock gives me a hazard that my team would've needed to sacrifice a slot to have. The F-Cannon and Lava Plume are STABs that I like, Lava Plume is preferred for that extra percentage to burn. I'm thinking about swaping for Fthrower, but idk. Earth Power is to target other Heatrans, and other Fire types, AND gives me a ground sweep.


sneasel_and_weavile_by_hammyster-d6mgr8z.png



Weavile (M) @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Brick Break
Well, what would this team be without Weavile? He works VERY well with Manectric, as he cleans up those ground types that slip through Keldeo, and give me that Dragon/Flying sweep that my team has a weakness for. This is a basic All out Attacking Weavile, so almost everything is self-explanatory. Knock-off, Ice shard, and icicle crash give me the STAB and respective covers(Item check, Priority). I chose Brick break as I felt that works better, but I'm recently seeing Low Kick to be the better option. (Do you know how many times Weavile has been outsped by a Weavile with the EXACT same set with Low kick? It's SO frickin annoying)


dragonite___dragon_knight_by_rikuaoshi-d5tj7l0.jpg



Mizuchi (Dragonite) (M) @ Choice Scarf
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fire Punch
- Outrage
- Extreme Speed
This may be surprising to many out there, but hear me out. Dragonite gives me a Ground negation, special dragon walls, and lets me hit fire types and ice types that OHKO him. Why the Choice Scarf, you ask? Well, with it, Dragonite outspeeds Weavile, Keldeo, and Latios, to name a few threats. With a Jolly set, he can outspeed and hit anything HARD, if not get a KO. EQ is for more ground coverage, Fire punch is to give me a physical fire sweep, Outrage for STAB, and Espeed to get that possible KO if I switch him in against a priority using mon with low HP, like a weakened Weavile or Mega-Gardevoir.



breloom_and_hoothoot_by_bluekomadori-d8ckmtc.jpg

Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Seed Bomb
- Mach Punch
- Swords Dance

Aaand here is the problem child. Now, don't get me wrong. Breloom works wonders, and he's amazing. With a Technician set, he gives the team an oh-so sweet coverage that is sorely needed. A poison heal set does that as well, but doesn't let him take advantage of mach punch as much as Technician. Problem? First, he's painfully slow when I need him. He can barely switch in to a Manaphy or another water type,and then he's stuck. A seed bomb? KOed before he can fire it, let alone anything. And a mach punch is out of the picture, as it won't do much. Well, then I should run a Technician set, right? That would be THE logical thing.....except for one thing. This team is an Alpha team, meaning that I'm testing it out for use on OR. Meaning that I'll need to use a Technician set with him. The problem, if you don't see it, is that there is NO way to LEGITAMITELY get a female technician shroomish or breloom inside of a SAFARI BALL. You see, I feel that a safari ball matches best with Breloom, and I'm weird in that I want my mons to be in matching balls or in balls that I want them to be in. So, if I want a Safari ball breloom, I'd have to use a poison heal set. But, to give my team the BEST coverage, I'd have to use a technician set. And there arises the problem.
This set is a Technician set with Seed bomb and facade for a STAB and another good use of the poison, besides the poison heal. Mach punch was for priority, and SD for setting up. Nothing too fancy with this one.
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So, that's my team in a heartshell. I'm currently confused on what to do, as I want a physical grass move, but I also want a fast physical user for it. So, I'm at a deadlock. So, let me know your suggestions. Most feedback is needed, and all suggestions are appreciated.

Mega Lopunny, as this thing has sweeped my team with annoying ease. This is the wall, as you can run a crapload of set on this thing, as it'll work.

Lando-T and other ground leads that prevent the Mega from happening, forcing me to switch even though I KNOW that it'll happen

Hazards, as they cripple me greatly in the lategame, and bite me in the ass, especially with Weavile
 
Hi. Nice HO team you have there.

So one of the biggest problems I can see in your team is your susceptibility to Keldeo. It comes in rather easily and you have no real Scald resist; everything gets worn down over time, and that's what Keldeo does well.

Another big weakness I see is Clefable. This thing handles your team rather easily. Heatran lacks Lefties and your team lacks Hazard Removal so it'll eventually get worn down over time.

Here are my suggestions:

latios.png
Latios > Dragonite
dragonite.png

Scarf Dragonite is pretty terrible. It doesn't have the desired power you need. If you ever use a Dragonite, use DD or Band. I suggest Latios instead. Latios gives you 2 things: a decently reliable Water switch-in and a Defogger. Hazard Removal is essential for your team as your team is greatly affected by entry hazards. This also solves your Water switch-in issue that I mentioned already.

landorus-therian.png
PhysDef Lando-T > Breloom
breloom.png

Honestly I don't know what Breloom does for your team. PhysDef Lando-T gives you a pivot into most Physical hits and blanket checks many Physical Attackers including MLop, which you mentioned in your threatlist. It has access to Stealth Rock, freeing up a much-needed moveslot on Heatran. It would also act as your primary Ground switch-in so you don't get wrecked by Sand Offense. This thing also synergises well with MMane, forming a VoltTurn and Double Intimidate core with it. Hence, you would be able to pivot in-between these 2 mons to slowly wear down your opponent.

heatran.png
Stallbreaker > Offensive Balloon
IMO Offensive Balloon Heatran is pretty trash as it has very little longevity and does not really do much. Stallbreaker Tran gives you a much better match-up against Stall and also a way to break Chansey (I have a "tutorial" down there if you don't know how it does so), which is pretty important now that you lost 2 Physical Attackers (that didn't even hit Chansey that hard anyway). With Lefties, you live longer than before. Since you have Lando-T, you shouldn't be worrying about Ground moves too much now.

Stallbreaker Tran vs Chansey tutorial:
1. Find an opportunity to come in on Chansey safely (eg. on a Softboiled)
2. Use Magma Storm to trap it (most stay in since Stall doesn't really have a Heatran switch-in)
*3. Toxic it to wear it down faster
*4. Taunt it to prevent it from healing
5. Wear it down, slowly but surely

*Steps 3 & 4 are interchangeable
weavile.png
Pursuit > Brick Break
You have things for Steel types already so Fighting coverage isn't needed. Your team in general appreciates Pursuit support (especially Keldeo) so it's a much better option. Also, Low Kick is a better choice than Brick Break.

Here are the sets:
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit
And with that, I'm done with my rate. Hope I helped and have a nice day!
 
Great to see people using an underused Mega, However I need to agree with Tinberz changes, also recommend using Scarf Keldeo > Specs Keldeo. Since your team already has a Stall Breaker, Running a Scarf should be morr useful then a specs one.
 
Great to see people using an underused Mega, However I need to agree with Tinberz changes, also recommend using Scarf Keldeo > Specs Keldeo. Since your team already has a Stall Breaker, Running a Scarf should be morr useful then a specs one.
his team isn't really weak to stuff that scarf keld checks like lop and stuff especially with tinberz changes, so running scarf would be a waste of potential and its lack of power vs neutral targets is laughable while not adding too much to the team, and allowing tran to get overwhelmed by stall, especially since ea lot run Dugtrio/Suicune these days is a bad idea.
 
Hi. Nice HO team you have there.

So one of the biggest problems I can see in your team is your susceptibility to Keldeo. It comes in rather easily and you have no real Scald resist; everything gets worn down over time, and that's what Keldeo does well.

Another big weakness I see is Clefable. This thing handles your team rather easily. Heatran lacks Lefties and your team lacks Hazard Removal so it'll eventually get worn down over time.

Here are my suggestions:

latios.png
Latios > Dragonite
dragonite.png

Scarf Dragonite is pretty terrible. It doesn't have the desired power you need. If you ever use a Dragonite, use DD or Band. I suggest Latios instead. Latios gives you 2 things: a decently reliable Water switch-in and a Defogger. Hazard Removal is essential for your team as your team is greatly affected by entry hazards. This also solves your Water switch-in issue that I mentioned already.

landorus-therian.png
PhysDef Lando-T > Breloom
breloom.png

Honestly I don't know what Breloom does for your team. PhysDef Lando-T gives you a pivot into most Physical hits and blanket checks many Physical Attackers including MLop, which you mentioned in your threatlist. It has access to Stealth Rock, freeing up a much-needed moveslot on Heatran. It would also act as your primary Ground switch-in so you don't get wrecked by Sand Offense. This thing also synergises well with MMane, forming a VoltTurn and Double Intimidate core with it. Hence, you would be able to pivot in-between these 2 mons to slowly wear down your opponent.

heatran.png
Stallbreaker > Offensive Balloon
IMO Offensive Balloon Heatran is pretty trash as it has very little longevity and does not really do much. Stallbreaker Tran gives you a much better match-up against Stall and also a way to break Chansey (I have a "tutorial" down there if you don't know how it does so), which is pretty important now that you lost 2 Physical Attackers (that didn't even hit Chansey that hard anyway). With Lefties, you live longer than before. Since you have Lando-T, you shouldn't be worrying about Ground moves too much now.

Stallbreaker Tran vs Chansey tutorial:
1. Find an opportunity to come in on Chansey safely (eg. on a Softboiled)
2. Use Magma Storm to trap it (most stay in since Stall doesn't really have a Heatran switch-in)
*3. Toxic it to wear it down faster
*4. Taunt it to prevent it from healing
5. Wear it down, slowly but surely

*Steps 3 & 4 are interchangeable
weavile.png
Pursuit > Brick Break
You have things for Steel types already so Fighting coverage isn't needed. Your team in general appreciates Pursuit support (especially Keldeo) so it's a much better option. Also, Low Kick is a better choice than Brick Break.

Here are the sets:
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit
And with that, I'm done with my rate. Hope I helped and have a nice day!
Great to see people using an underused Mega, However I need to agree with Tinberz changes, also recommend using Scarf Keldeo > Specs Keldeo. Since your team already has a Stall Breaker, Running a Scarf should be morr useful then a specs one.


Thank you both for your feedback. However, your threats that you've noted are actually not a BIG issu. I will test your suggestions out tho

Keeping air balloon on Heatran tho.
 
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