ORAS OU (RMT) Bulky Offense W/ M-Scizor

Hey guys - This is my first time in the Smogon Forums, though I've been playing for years now. I made sure to check out and browse other posts before making my own so that I make sure to do it properly. Lets get straight into it!

Quick overview:
This team focuses on an unaware Clefable, and a Swords Dance M-Scizor. Scizor is able to set up, and potentially sweep, while Clefable stops Dragon Dancers, nasty plotters and so much more. We have Conkeldurr to absorb status, and hit with a strong fighting STAB and Knock off. Rapid spin Starmie to outspeed a lot of threats, then specially invested Hippowdon to act as a switch in to Thundurus, Manectric, Garchomp and a lot more. Finally, Azumarill adds another strong priority with Choice band.


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Lemmy (Scizor) @ Scizorite
Ability: Technician
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Bullet Punch
- Superpower
- Swords Dance
- Roost


I was debating U-Turn and Superpower for a while - U-Turn doesn't work so well with a set up sweeper though. Super power lets me hit heatran, and with the EVs in speed, allows me to outspeed an uninvested Heatran and hit it hard - Especially if boosted. The bulk of M-Scizor lets me take hits very nicely, and set up on the likes of Conkeldurr, Garchomp, and the oh-so-common Landorus. Bullet punch offers a nice option for Fairys, which have become a staple in OR/AS teams, and Superpower lets me set up on Ferrothorn, roost off all leech seed damage, then OHKO when at +6.


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Kevin (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Protect
- Wish
- Toxic


Unaware Clefable has to be one of my favorite sets I've ever used in Pokemon. Clefable alone wins me half of my games, due to people not expecting unaware, or having no response to this bulky little fairy. Excadrill and Bisharp pose a problem, though Scizor takes care of them both easily.

Unaware Clefable is a direct switch in to the likes of Dragonite, Garchomp, Mega Sableye, Lati@s and even beats other CM Clefables regularly. I chose wish / protect over Softboiled because of a few reasons - Protect gives me an extra 6% recovery, and, since I'm running a very bulky offense team, it lets me bring life back into Pokemon such as Conkeldurr and Azumarill, if I can find a good opportunity to switch. Toxic stall is a very nice option when faced with Landorus, chomp, and all those offensive Pokemon, as well as Pokemon like DDance M-Altaria and Char-X, all of which I beat 1v1 if I'm already in when they come in. Overall Unaware Clefable has done amazing things on this team, though so far my team is very weak to heatran and Skarmory.



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Max (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Poison Jab


Conkeldurr is an amazing threat in OU. With one of the strongest drain punches, and such a great HP stat, it's probably the best AV user there is. I use Conkeldurr as my status absorber, as it gives me a free choice band. I decided to run Poison Jab over Ice punch because I feel like Lando and Chomp are already dealt with in Clef and Scizor. Poison Jab allows me to deal with the Clefables and Sylveons that like to switch in to me, though a Hyper Voice hurts a lot. Conkeldurr is one answer to Heatran on my team, who loves taking Lava Plumes for the chance to burn. Knock off is also a very nice move, which deals with so many Pokemon that the fighting stabs don't handle. Conkeldurr can also handle Skarmorys, as after a couple drain punches they won't be able to roost in fear of losing the flying type.


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Moto (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Toxic
- Slack Off
- Stealth Rock
- Earthquake


Hippo is amazing. It has such amazing bulk, and often has NO problem switching into mons like Thundurus, Mega Manectric, Magenzone, and more. It's specially invested, with 56 EVs in defense to switch into an EQ from Excadrill, and slack off the following turn. Moto is also my rocks setter, as it can set them up on the switches it often forces. Toxic is a move I really love in Pokemon, so Hippowdon gets it too. Steel and Poison types are usually weak to the EQ, so they rarely switch in to take the oncoming toxic.
One problem with this hippo set is taunt TFlame. I deal just fine with banded, but if it has taunt I'm forces to switch. Overall, Hippowdon is a nice Special wall, with such a great defense stat that I barely even have to invest in it for it to tank hits.


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Frenship (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower


Yet another Fairy. Azumarill is such a threat in OU, and with a band, next to no Pokemon wants to switch into a waterfall. Aqua jet is a very important priority move as it does massive damage to excadrill, who's a huge problem for this team. Play rough deals with the fighting, dark, and dragon types, and is a powerful stab move that can OHKO a lot of mons, even when only neutral damage is being done. Hippowdon is a good switch in for electric, steel and poison attacks that threaten Azumarill, and Scizor can usually take care of serperiors that don't carry HP Fire. Overall, Azumarill is the Pokemon that can take a few hits, and 2HKO if not OHKO any Pokemon it's up against.

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Sprite (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hidden Power [Fire]
- Scald
- Psyshock


I needed hazards removal and a fast Pokemon to deal with certain other threats like Keldeo and Gengar. Starmie is a nice Pokemon because it offers very little room for my opponent to switch in. Although I don't carry Ice Beam, it's unlikely my opponent will bring in the lati's to take hits. Scald and Psyshock are strong stabs that have nice coverage, and finally there's HP fire that deals with opposing Scizors and Ferrothorns. My team has trouble with a Swords Dance Scizor, and Starmie can take a +4 BP from scizor, and hit it back with HP fire. This is the one Pokemon I'm not so sure about keeping, though.


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I've toyed with a lot of these Pokemon for a while now - Mega Scizor, Clefable and Conkeldurr work very well together, and the support the remaining 3 Pokemon offer is great. My team struggles with the likes of Taunt Talonflame, Other Starmies, and Excadrill. Any feedback is appreciated.

This is my first RMT thread, so if I did something wrong I'd be glad to fix it. Thank you for reading this far,

- Androw.

Kevin (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Protect
- Wish
- Toxic

Lemmy (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Bullet Punch
- Superpower
- Swords Dance
- Roost

Max (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Poison Jab

Frenship (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Moto (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Toxic
- Slack Off
- Stealth Rock
- Earthquake

Sprite (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hidden Power [Fire]
- Scald
- Psyshock
 

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Agree with the above rate for the most part, especially with running a defensive spread on Starmie and Scizor. Though seeing as you already have an answer to Sub CM Keldeo in the form of Clefable, I would run Reflect Type over Psyshock on Starmie, so that you can dodge Pursuit from the likes of Bisharp, and still beat Ferrothorn without needing HP Fire. Also, have you tried Knock Off on Scizor? Superpower is nice for Heatran and Bisharp, but you already have answers to these, and on a more defensive team like this, the ability to remove items is very useful in the long run.

You mention Taunt Talonflame as a threat, I would suggest running Stone Edge over Toxic on Hippowdon for that. This also helps against Thundurus since it's a more direct way of dealing with it, and Gengar which is a big threat to your team otherwise.

My main concern with this team is that it doesn't really have a wallbreaker, or anything that can break past more defensive teams. This means you'll struggle against stall teams. There are a few ways you can make yourself stronger against bulkier teams without changing a member of your team. You can run Magic Guard Calm Mind Clefable, it acts as a good win condition against more defensive teams by virtue of being immune to status. This makes you weaker to opposing CM Clefable though, which is something you struggle with. You can also try BD Azumarill, who can sweep slower teams without a Mega Venusaur or an Unaware user relatively easily. Finally, you can run a Sheer Force set on Conkeldurr to break past Clefable and other Conkeldurr checks, and since you already have as a Burn absorber. However, Conkeldurr isn't exactly a wallbreaker, and this renders you weaker to Gengar and Bisharp.

I think a better option would be running a wallbreaker or stallbreaker which also deals with your weaknesses, your biggest one being a weakness to Mega Venusaur which steamrolls your entire team, and which none of the above changes help you deal with (though you can run Thunder Wave on Clefable to cripple it). Kyurem-B seems like a decent choice for a wallbreaker, beats MVenu pretty easily, and also completes your Steel/Fairy/Dragon core however it doesn't help with your slight Clefable weakness. Taunt Magma Storm Heatran deals with Mega Venusaur very well, and also beats Clefable which can be a problem for you, but kinda increases your Water-weakness. Finally, SpD SD Gliscor acts as a very nice stallbreaker and synergises well with Clefable, and also counters Gengar and opposing Magic Guard Clefable, but it's not that reliable against MVenu due to Roost turns giving Giga Drain SE damage, and you already have a Ground-type on your team so, once again, you stack a Water weakness. All of these are kinda tricky to fit on your team, but would probably fit decently over Conkeldurr since it doesn't provide too much the rest of your team doesn't besides a Bisharp check (keep Superpower on Scizor if this is a concern), and a Gengar check (which Conk isn't even that consistent at checking with espeically when compared to Gliscor).

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Sprite (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Rapid Spin
- Recover


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Lemmy (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature

- Bullet Punch
- Knock Off
- Swords Dance
- Roost

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Moto (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Stone Edge
- Slack Off
- Stealth Rock
- Earthquake

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Kevin (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Softboiled
- Calm Mind
- Thunder Wave / Flamethrower

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Frenship (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum

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Max (Conkeldurr) @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Thunder Punch / Ice Punch
- Poison Jab

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Roost

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Heatran @ Leftovers / Air Baloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power / Stealth Rock / Stone Edge
- Toxic

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 204 SpA / 52 Spe
Modest Nature
- Earthquake
- Knock Off
- Swords Dance / Taunt
- Roost
 
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Edits:

Hippowdon was given stone edge in place of toxic - working well so far.

Scizor was given max defensive investment - taking hits very well xP

Starmie was given reflect type, max HP and speed.

I need a way to deal with Mega Venu, preferably without taking out a mon, or changing the team too heavily. I'll think something out when I get back home!
 
Hello, Androw, Brian here. While you were busy watching that movie, I added some major Cores and removed key weaknesses in the team, Here Is as follows:

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Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn/Knock off/Baton Pass


Big thing with Scizor is U-Turn. It is here for a safe switch from faster Threats or Scarfers into Gothitelle. It ruins the Swords Dance Combo, So Knock Off is a good alternative to remove some pokemons Items and reduce Leftovers/Black Sludge stalls. If you dont mind having an offensive Hippowdon, Baton Pass allows Scizor to pivot and give its stats to other pokemon to sweep. However, the only pokemon to take advantage of this is Hippowdown, who is nice and bulky but can get stalled by good walls and unaware Quagsire. Roost also allows you to break stalls, and keeps you nice and healthy. However, roost won't help again HP Fire Venu, as it almost 2HKO's, it has a 87.5% chance to KO on the pshsical variant, with only 4 Sp.Def, so keeping Sp.Def on Scizor comes handy with Venu, although at that Point you might as well switch to Heatran. Bullet Punch has a good 90 Power (Including Stab and Technitian boosts), and can do a good chunk of damage and hit mons like ScarfSylveon pretty hard. Swords Dance is self-explanitory, it helps sweep enemy teams.

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Stone Edge
- Slack Off
- Stealth Rock
- Earthquake


A good thing about Hippowdon is its Bulk. With its set it gets 420 HP (illumanti Confirmed), along with 268 Def. and 253 Sp.Def, making it a good Rock Setter/Wall. It also has good attack as well. EarthQuake/Stone Edge do well to trick Skarmory and Talonflames. After hitting Stallbreaker talonflame with a good Stone Edge, follow up with a suprise Earthquake. Why? Roost removes your flying type. So Stone edge does less damage as it's 2x Effective. Not only that, but since its not a flying type, EQ finishes it off, as it is now 2x effective, which takes out the roost gain and does aditional damage, as it must roost first (Gale Wings). Slack Off helps it stay alive, and helps pp stall Mega Venusaur. Stealth Rock allows it to do little amounts of Damage to Pokemon, and Demolish any pokemon weak to Rocks. It also forces Talonflame to roost back the Health, which then you can Massacre with Earthquake, Which has a 25% chance to KO non-defense invested Talonflame.

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Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Protect/Stored Power/ Heal Bell
- Wish/ Cosmic Power/ Calm Mind
- Toxic/Heal Bell/ Hp Fire/ Wish

This Clefable is a Set Up Nullifier. Unaware ignores all the opponents attempts in setting up and Sweeping. Its 252Hp allows it's Wish/Protect core as it can revive alomst dead pokemon into full health or almost full health (Half health gain for itself). If your looking for a abosulute Satanic Clefable, Calm Mind boosts its Sp.Attack And Special Defence. Paired With Stored Power, gives insane chunks of Damage, and Hits those Dark Types with OHKO Moonblast as well. Alternatively, Cosmic Power makes Clefable an unbreakble wall, losing to only Status and Crit Attacks. Because of this, Heal Bell not only heals Clefable, but also any burns that may happen to be on Scizor. However, Running Calm Mind/Cosmic Power loses Wish/Protect, unless you replace Stored power with Wish, which is a better option. HP Fire gives Basic coverage on Any Ferrothorns looking for a kill. As many Sets as Clefable Has, I recommend using The MoonBlast/Wish/Protect/Heal Bell set to remove all those Pesky Status.

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Heatran @ Air Balloon
Ability: Flash Fire
- Earth Power
- Fire Blast/ Magma Storm/ Lava Plume/ Flamethrower
- Flash Cannon
- Taunt

This Heatran is a very good option against TalonFlame and Mega Venusaur. It can taunt them, removing their recovery options, and Fire blast 2-3HKO's Venu, but does about 20-25% damage on Talonflame, but can be countered by switching into Hippowdon. I perfer Fire Blast over Magma storm because Magma storm hits 75% of the time, which is a risky Gamble. If you want to always be accurate, Flamethrower/Lava Plume is the way to go. Lava Plume burns more and FlameThrower is more powerful. Flash Cannon is there for Stab, and hits rock types that could wall Heatran that dont run it (Rhyperior, for example), along with hitting Fairy's pretty Hard. Earth Power is for Fire Types, especially Choice Scarf Heatrans looking to kill other Heatrans. As long as your balloon is intact, you can destory those Scarfed Heatrans, and Chandelures as well.
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Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psychic/Psyshock
- Trick
- Thunderbolt/Rest/Energy Ball
- Hidden Power [Fire]/ Calm Mind


Gothitelle Is a monster in the Metagame. If used properly, it can get free kills on major threats on the enemy's team. After being either switched in after a death of a pokemon, or Pivoted by Rotom or Scizor, it can trap Mega Venusaur, Ferrothorn, and Conkelldur quickly, as Shadow tag prevents them from Switching. Psychic/Psyshock gives it Stab, and Trick ruins any Defensive mons with Recovery options, like Talonflame and Chansey, and lock it in one move. Thunderbolt/Energy Ball Hits bulky Water types, Energy Ball for Swampert and Rotom-W, and Thunderbolt for Flying types like Talonflame. Calm Mind allows you to set up after you Trick your opponent, as they wont be able to do anything to you while you work. Rest heals you up and removes status, but leaves you vunerable for 2 turns. One note is DO NOT SWITCH INTO GOTHITELLE, NO MATTER WHAT! Opponents can predict and your out a pokemon and a good option to defensive mons because of it. Try getting a pivot to bring it in on a fast pokemon. Also, be careful of Bisharp, as they can pursuit you, and Ghost Types, as they ignore Shadow Tag's ability. Try taking Bisharp out before sending Gothitelle in, and dont switch it in to Ghost types neither.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/ Thunderbolt

This Rotom-W puts in a lot of work. Hydro Pump/Thunderbolt provide strong Stab moves. Volt switch allows it to escape from Shadow Tag pokemon and pivots in pokemon safely like Gothitelle. Will-O-Wisp ruins special attackers quickly, and Pain Split steals opponents Hp, although Clefable's Wish Heals it better. It has heavy bulk to absorb hits from physical attackers before burning them, and the 8 Speed allows it to outpace Adamant Crawdaunt.

Team:
Heatran @ Air Balloon
Ability: Flash Fire
- Earth Power
- Fire Blast
- Flash Cannon
- Taunt

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psychic
- Trick
- Thunderbolt
- Hidden Power [Fire]

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Stone Edge
- Slack Off
- Stealth Rock
- Earthquake

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Protect
- Heal Bell
- Toxic

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunderbolt

The only problem with the team is removing hazards, you can add Starmie in the Team, but Rotom fills in better, and Heatran can taunt
 
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