ORAS OU RMT: Complete Randomness

Originally this team was supposed to be complete nonsense, nothing more than silly sets intended to confuse my opponents. However, after a few modifications to the team, it's actually been serving me surprisingly well, and I've managed to climb from the 1200s to the 1400s.

Proof:

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(or go here if it doesn't show up https://pokemonshowdown.com/users/zappytyke2000)

Considering the fact that the team was supposed to be complete randomness (as the title suggests) with a slightly competitively-built mindset, I can't really give that much reasoning for why I put certain Pokémon on the team in an overview format, so I'll save that for slightly more in-depth explanations. Just know that Pokémon #1 was originally a Bulk Up 252 Sp. Def 252 HP Ursaring, Pokémon #5 was originally a Stealth Rock Ttar with Avalanche (for them Garchomps :] ), and Pokémon #6 was something that I can't remember anymore.

Anyway...

LET'S GET INTO THE TEAM I GUESS
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(artist: nucleotides.deviantart.com)
Foundry frog (Heatran) (M) @ Assault Vest
Ability: Flash Fire
EVs: 252 Def / 216 SpA / 40 Spe
Bold Nature
- Flash Cannon
- Lava Plume
- Earth Power
- Ancient Power

This is my personal favorite Heatran set, one that (I'm almost positive) I came up with myself and serves as a fantastic Volcarona and Serperior check. fyi no high-tech calculations ever go into my teams (i.e. "giving x Pokémon x investment in x stat allows it to live/outspeed/kill something"), so in this case, I just wanted to live as much as possible, even though EQ demolishes this thing anyway. 252 Defense Bold nature was my failed attempt to live EQ, as I mentioned (although it is quite useful for switching in on pesky Talonflame) 216 Special Attack is so I have a good amount of power to support my bulk, and I put the rest into speed just because. If anyone else were to make an Assault Vest/mono-attacking Heatran, I imagine it would have these exact moves, or maybe a Hidden Power if they needed that on their team. Flash Cannon and Lava Plume are basic STAB moves, with the latter in place because of its burn chance, which would help me live a little longer. Earth Power is also fairly standard on Heatran as I'm sure you know, there for handling Fire-types and, of course, other Heatran. Ancient Power is on here almost exclusively for Zard Y, which would otherwise completely wall me, and partially for the small boost chance.

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(artist: http://iris-sempi.deviantart.com)
B-B-B-BLAST (Blastoise-Mega) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 56 HP / 200 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Scald
- Aura Sphere
The main purpose of this thing being on the team is for Rapid Spin to get rid of hazards, as most Blastoise do, but also to serve as a tank. Originally this Blastoise had Iron Defense, which is why I have 252 Sp. Def. to make myself specially bulky too, but after the first couple battles I swapped it out for Dark Pulse because I realized that otherwise Starmie gave this team a LOT of trouble. Rapid Spin is there for previously-mentioned reasons, as considering my last Pokémon, hazards are very annoying if not cleared. I chose Scald as my STAB move because even though it doesn't get the Mega Launcher boost, that burn chance has the potential to give me more physical bulk, as well as crippling any potential threats on the physical side. Aura Sphere's main purpose is coverage for Ferrothorn, which would otherwise wall this Blastoise.

blissful_breloom_by_super_tuler-d4oidqa.png
(artist: http://super-tuler.deviantart.com)
El Venenoso (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Spore
- Substitute
- Focus Punch
- Rock Slide

Yes, I'm aware this is a very unconventional Breloom set, but hear me out on this. One of the three original Pokémon on this team, the main thing this is here for is the fat abomination of OU: Chansey. Even though standard Breloom probably beats Chansey anyway, especially if you can put the latter to sleep, I wanted to have a little fun with this one. Also Focus Punch from this spread does 97.5% minimum to max Defense Bold Chansey, so it's much better than Mach Punch. Of course, unless I can put my opponent to sleep with Spore, Focus Punch is complete garbage without a Substitute to back it up (I'm sure everybody knows the dreaded SubPunch combo by now), and Substitute also helps to protect against any status conditions before I get the Toxic Orb. As for the last move, I chose Rock Slide simply because of coverage. Even without max investment, it OHKOs all standard Talonflame, Volcarona, and Zard Y sets with ease, so it's probably the best fourth move I could have on this (maybe Stone Edge as an alternative, but I don't like its miss chance.)

volcanion_by_tomycase-d9kf7po.png

(artist: tomycase.deviantart.com)

OU Soup (Volcanion) @ Assault Vest
Ability: Water Absorb
EVs: 8 HP / 148 Def / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Fire Blast
- Steam Eruption

Nothing too special here (except THAT ARTWORK. LIKE, HOLY SHIT.) Just a pretty simple AV Volcanion set with semi-weird EVs. Steam Eruption is, of course, the golden standard for Volcanion, outclassing Scald by so far it's no wonder they only gave it to this thing. Fire Blast is there for another STAB move as well as to have another way of completely demolishing Ferrothorn. Earth Power is there to hit other Volcanion, and Sludge Wave is a useful coverage move for things like Clefable that bother this team a lot.

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(artist: ishmam.deviantart.com)
Rob (Krookodile) (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Adamant Nature
- Bulk Up
- Stealth Rock
- Knock Off
- Earthquake

Taking the place of the Ttar I mentioned at the beginning, this thing was put on the team to give me a switchin to Electric types, especially Mega Manectric. Even though most Electric-types run HP Ice anyway, it's still a decent thing to go out to to nullify things like T-Wave too. As you can see, I'm mostly a bulky Krookodile, with my only Attack investment being 31 IVs and an Adamant nature, if those even count. Fortunately, that Attack will be increased by that Bulk Up if I ever need it to, so I'm pretty good in that sense (fun fact: with this spread and no Defense boosts, a U-Turn from a -1 defensive Lando-T does 25.8% max, and only 17.2% if I'm at +1, further solidifying this as my best switchin to it other than Blastoise). Knock Off and Earthquake are just overall good STAB moves, with the former being able to get rid of Chansey's Eviolite and giving me a much easier time against it with Breloom.

talonflame_pokemon_x_y_by_ningeko16-d68qqfk.png

(artist: http://ningeko16.deviantart.com)

Birb (Talonflame) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brave Bird
- Flare Blitz
- Roost
- Quick Guard


Here it is, my best possible switchin to Mega Lopunny. Without it, that stupid rabbit destroys my team. I don't have that much to say about this one because it's a fairly standard Talonflame. The only slightly unusual move on it is Quick Guard to just completely shut Lopunny down, ruining its Fake Out and giving me a free Brave Bird (also it helps against other priority users like Mega Medicham and Espeed Dragonite.

Threats to the team

Obviously there are plenty of threatening Pokémon in this tier, but I'm limiting this section to the ten Pokémon that I think are the MOST threatening. I tried to put them in the order I think they bother my team (biggest threat imo at the top), but some of you will probably think that they go in a different order or that there should be another Pokémon on here.

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Mega Slowbro (more specifically Calm Mind sets)
Considering Knock Off from my Krookodile does 27.9% max to the standard Calm Mind set, if Blastoise dies and it has a Calm Mind up I have literally no way past it. Its combo of having ridiculous Defense and being able to boost its mediocre Special Defense makes it incredibly difficult to take out. My only hope would be to crit the Knock O- oh wait...
I could click Bulk Up on Krookodile, but that would get me nowhere considering UNBOOSTED Scald does over half to me. So basically, if my opponent has one of these and I've lost my Blastoise, I might as well forfeit.

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Mega Lopunny
As I said earlier, Mega Lopunny bodies this team without Talonflame, as it can 2HKO -- or, in Breloom's case, OHKO -- every Pokémon on my team with ease. Even after an Intimidate it still does 68.5% minimum to Krookodile. Without Talonflame, keeping my tanks of Blastoise and Volcanion alive (especially Volcanion, since it has more physical bulk) so they can take one hit and kill it is my only way around this rabbit.

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Starmie
I put Starmie below Mega Slowbro because despite its vastly superior speed, it can't learn Calm Mind, and it's also more frail in general, meaning Blastoise can take it out quite easily with a Dark Pulse. Blastoise can also live at least one hit from the offensive Starmie spread, even if it runs Thunderbolt for some reason. However, considering that its two STABs do either neutral or super-effective damage to every Pokémon on my team (and it could be super-effective against all of them if it has Thunderbolt), as well as the possibility of burning my Pokémon, it's still very annoying to fight.

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Gastrodon
With a lack of Grass moves and status moves on this team, Gastrodon is a very effective wall to my team, especially considering that Storm Drain allows it to nullify what would otherwise be my strongest moves against it in the form of Scald and Steam Eruption. Interestingly, even without a Grass move Breloom still hits the standard RU Defensive set the hardest with Focus Punch. So basically if Breloom gets burned by Scald before the Toxic Orb triggers, I'm screwed.

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Cloyster
Ah, Cloyster. The Pokémon that literally 6-0s about 95% of the teams I make. Clearly this team is no exception to that rule. With its ridiculous offensive capabilities and decent bulk, a +2 Cloyster completely demolishes this team. To beat it I have to keep Blastoise as healthy as possible, get a FREE switchin to it (because it has a small chance of getting 2HKOd by Icicle Spear) and hit the Cloyster with an Aura Sphere. If it has Focus Sash I have to rely on Talonflame taking an Ice Shard and hitting it with Brave Bird to finish it off (of course, if it's Sashed but it switched in on Stealth Rocks, then I have less reason to worry about keeping Talonflame alive). If they have an intact Focus Sash and if I've lost my Talonflame, or if they're one of those assholes that likes to run King's Rock on Cloyster and they get the flinch on Blastoise, then I have only one move to click -- run.

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Gliscor
A combination of Gliscor's respectable bulk and incredible stalling capabilities with Poison Heal and Substitute/Protect means that I have a very difficult time getting around it. Since Gliscor naturally outspeeds my best check to it on this team -- that being Blastoise -- any people who enjoy running the Toxic/Protect/Substitute/Earthquake set can effectively stall me out of all my moves and claim an easy victory. My best chance is to hope that they switch a Gliscor in on my Krookodile expecting an Earthquake, but I actually click Knock Off before their Toxic Orb triggers, hindering their stall capabilities. Alternatively I can obliterate a Gliscor with Blastoise's Scald if my opponent isn't running the dickhead set I mentioned earlier (Volcanion could also be a good check to bulky Gliscor, as it can take one Earthquake from an uninvested Gliscor if at 62% or higher, and Steam Eruption does 96.6% minimum to even 252 Sp. Def. 252 HP Careful Gliscor).

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Rotom-Wash
In a similar case to Gastrodon, the lack of Grass moves and status moves serves as a real problem when fighting Rotom-W. However, there are two reasons why it's this much lower than Gastrodon: a) it's typically a little frailer, and b) even though I don't have any real status-inflicting moves, Rotom isn't immune to Water moves, meaning that I still have a chance to burn it with Scald or Steam Eruption before it destroys me with an Electric move. I would also like to extend a special "fuck you" to dual status Rotom, which I have actually faced before. In one of the first few battles I had with this team, I led with Krookodile -- or Tyranitar, can't remember which I had at the time -- and my opponent led with Rotom. I immediately switched into my Volcanion to absorb Hydro Pump or Will-O-Wisp, whichever one it went for. I then switched out again into Breloom, hoping to take the expected Volt Switch decently well, have my Toxic Orb trigger as the Rotom switched out, and maybe be in an alright position. NOPE. Instead I got hit with a Thunder Wave, neutering my Breloom and making me realize a few turns later that I couldn't win with Breloom in that state. Long story short, Rotom-W is annoying.

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Mega Manectric
With its ridiculous speed, access to Intimidate, and moves that are super-effective against every Pokémon on my team except Heatran, Mega Manectric can cause a lot of problems for me. Heatran is my best check to this by far (of course, it can always click Volt Switch), as it takes 35.2% max from Thunderbolt and can quite easily bring Manectric into range for Talonflame's Brave Bird. Alternatively I can switch in Krookodile, take at most 54.3% from HP Ice, and do 77.5% minimum with an Earthquake even at -1, after which Talonflame could probably finish it off. Stealth Rocks are also very important to give it some chip damage and make it be more careful about its Volt Switches.

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Clefable
I feel like I could put Clefable on a threats list for most of my teams. The Calm Mind set takes Volcanion's Sludge Wave and even Heatran's Flash Cannon quite nicely at +1, and everything else stands very little chance against it. The most I can do to it on the physical side is Talonflame's Brave Bird doing a little under half, but then it can easily Thunder Wave me, and if I get paralyzed it's all over.

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Landorus-T (especially the Dual Dance set)
Like Mega Manectric, Landorus has the annoying combination of decent speed, Intimidate, and good power to annoy the shit out of my team. Like I said in the team's description, Krookodile is a very effective Pokémon to switch into defensive Landorus, taking very little from its moves and clicking Knock Off fairly easily, but if my opponent has the Dual Dance Landorus set (Swords Dance + Rock Polish for anyone who didn't know), I'm basically screwed.


So yeah, that's this team! Obviously it's nowhere close to perfect, but I think I have the best record with this team out of every OU team I've ever made. Please give me any suggestions you might have, and I will take them into consideration.
 
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