ORAS OU RMT: First Try (1300~ Ladder)

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Hi there! I started playing on the competitive scene no more than 1 month ago... I feel like I'm finally getting to know more and more about the current meta teams and how to predict some moves and the right moments to switch and all... anyway, this is the team i created trying to make it be balanced with offensive and defensive pokémon. The core i started with was Sableye/Jirachi/Clefable and so far i hit around 1300~1400 on the Ladder. What would you guys suggest to improve the team and why?

PS.: English is not my native language, sorry for any minor/major mistakes ._.

PS².: Special bonus for the nicknames of the pokemon ;) +10 points for those who knows it <3

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Kurita (Sableye-Mega) (M) @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 160 Def / 96 SpA
Bold Nature
- Recover
- Shadow Ball
- Calm Mind
- Will-O-Wisp

If there is something I dislike is having to constantly deal with Entry Hazards and Crippling Status (Burn and Paralize mainly). To remedy that I made a decision to put Mega Sableye in my team. So far he's doing really great with that! I often force my enemy to switch or use an weak move to try and avoid the Magic Bounce ability and also before mega evolving a can use the Trickster to weak hard physical attack threats! Recover is absolutly mandatory for the sustein! Calm Mind has double coverage: bulking up my Sp.Atk for the Shadow Ball to hit harder (and 1HK) Gengars!) and also to boost Sp.Def so I can stay in play for longer periods. Finally WoW is great for slow and steady damage + crippling enemis attacks.

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Monta (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

I needed something to deal with Fairy types... So Jirachi came to mind! I can 1HKO Clefables and Mega Gardevoir that were annoying me a lot! It can also check Diansie vey easily. Iron Head is also a generally good move because of the high chance on flinching + the sinergy with Body Slam for great interrup plays. Wish and Protect are here to keep him safe after switching in and out (also in sinergy with burn effects used from other team members). Wish is also great to help team mates at low health.

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Hiruma (Clefable) (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Heal Bell
- Soft-Boiled
- Thunderbolt

He is my safe switching pokemon. Most of the time it is not dangerous to put him to soak some damage and heal status on others. Soft-Boiled is here for his durability and Moonblast in the Fairy Attack of choice for being a high acc/damage stab move. Finally, Thunderbolt helps against Flying and Water enemies ;)

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Sena (Serperior) (M) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain

After a lot of tanking and utility on the team I needed something to do the sweeping job, so i went with Serperior \o/ He's very fast and has great self buffing and damage with Leaf Storm! HP Fire is awesome, killing Ferrothrons and other plant pokemon easily.... Giga Drain is there to help with the Life Orb and Dragon Pulse is good to deal with annoing Dragon types ;)

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Juumonji (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

I was missing some Ground coverage on the Team, so i picked Tank Garchomp for the hole (Earthquake) ;D Also, even if I'm not a huge fan on Entry Hazards, I know they are great, so Stealth Rock is here ;P Dragon Tail is a really nice tempo move that helos ramping up Burns and Stealth Rocks. Fire Blast is here as a filling move.... not really sure if it is the best... but saved me more than once...

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Musashi (Keldeo) @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Substitute
- Calm Mind
- Secret Sword

Finally, my last pokemon! Keldeo has just great all around attack and defense, so Calm Mind + Substitute + Left Overs were just a simple choice. Scald is here for the STAB and Burn, and to end it all Secret Sword is my weapon against Normal, Rock and Metal enemies ;) I was suffering a lot with fire and normal enemies, but after putting Keldeo my win rate imediatly rose!
 
KidSafeShark

I don't know if at the place I'm on the ladder is too low, but I can't remember the last time I saw a Heatran on any Team ._. Garchomp is much more common though... So Keldeo and Serperior can handle then nicely... My problem is with Ferrothorn, Scizor and Bisharp, that's why HP Fire (reallt strong after Leaf Storm) ;P It can also deal with the ocasional Metagross or Aggron... If I start facing more Heatrans I'll consider switching it up and leaving my Fire coverage to Garchomp's Fire Blast \o/
 
Hey,really nice team i like however i noticed some problem but i'll try to fix them

When you play build a team in ORAS OU metagame you need atleast one check/revenge killer to Zard-X to don't be weak to it,the thing is you are using M-Sableye which is a setup bait for him so its even more important now,another mon which M-Sableye give trouble is Talonflame which which can easily handle your team pretty well,it can be SpeDef with SD/Taunt and WoW or just offensive version with SD or choice band.

CM Keldeo is another huge threat to CM Sableye (and to your team) since Serperior outspeed him but it can only revenge kill him and Clefable (Unaware/Magic Guard) have some trouble to beat it(only the second variant can beat it with 50/50 prediction)

Last slot on Serperior should be Glare/Substitue or other options which are inferior to the first ones which are Taunt/Knock Off.Life Orb is good but its not really recommended since the extra boost of it isn't really needed and recoil is pretty bad,miracle seed or leftovers(Substitue variant most of time) are definitvely better.

Clefable set is pretty bad : if you want to play the CM variant (Magic Guard/Unaware) run CM+MoonBlast+SoftBoiled(Moonlight if unaware) + Flamethrower/Thunderwave/Ice Beam/Stored power with full hp and a lot of spedef(check the smogon dex) and if you want to play defensive one (Unaware) run MoonBlast + Protect + Wish + Heal beal with full hp/def (there are another set but check the smogon dex)



Firstly,i'll change Garchomp to Landorus-Therian to have a really good check to Charizard-X,better sand check and its really cool to have a solid ground immunity.the only reason why we use Garchomp over him its because it can check Bisharp(Intimidate of Lando-T + Defiant of Bisharp = +1 atk for Bisharp) and it can use Fire Blast which allow him to check Scizor and to hit Ferrothorn/Skarmory but you don't really have problem with them on this team.

I'll recommend to use Raikou over Clefable and Latios over Serperior : Latios handle Keldeo (and CM variant ofc) when Raikou can check Talonflame and which can giving you the momentum,you gived us not really information about them you just said 'they can do this,they sounds good :3' so i will not argue about that.

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Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]/ Hidden Power [Bug] / Icy Wind

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

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Clefable >>>
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Latios
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Serperior >>>
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Raikou
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Keldeo (Set)

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Landorus-T (Set)

Good luck with your team.
 
greetings Rigwarl! firstly, i'd like to say, welcome to competitive mons and congratulations on quickly adapting to the oras ou metagame. as you are a fairly new player, i'm going to try my best to explain the modifications that i will make to give insight to your own teambuilding process. there are multiple issues in your thought process while building this team, but that component / aspect will improve with experience. the foundation and overall goal of the team will not change incredibly with the changes i will make, as most of the alterations are just optimizations and minor details.

every playstyle, especially balance requires some sort of consistent check to prominent offensive ground types in the current metagame, which you currently lack. although garchomp is considered to be an efficient excadrill check, the fact that it does not having reliable recovery and struggles to switch into a life orb earthquake makes it extremely shaky. to elaborate on this statement, scarfed or boosting ground types such as garchomp, landorus-t, and excadrill clean your team mid-late game with relative ease as they find set-up opportunities on a few members of the build. secondly, offensive electric types such as thundurus, mega manectric and raikou are tremendously hard to deal with as everything either gets ohko'd / 2hko'd, or can't deal much damage back because of the nature of the build being slightly passive. to remedy this and provide the team a sturdier defensive backbone, i suggest using mixed def hippowdon as opposed to tankchomp. not only this, but hippowdon gives you a more consistent way of dealing with said threats because of a reliable form of recovery.

also, when utilizing clefable on balance, it should typically run a mixed def cm set / spread. on your team specifically, you have counterplay towards manaphy and other set-up sweepers with the change made above, so magic guard would be optimal in this case. with the given spread, its capable of checking offensive threats in the meta such as mega lopunny, mega diancie, kyurem-black, non-specs keldeo, electric types, lati@s, and the list goes on. it strengthens your defensive backbone to an even greater degree, and its goal is to spread status, set rocks, and whittle the opposing team early on in the game so the offensive core excels in the late game. although the build gets fairly pressured by hazard stacking builds, you do have mega sableye to prevent them from being set-up on your side of the field, but to have an even better match-up against slower builds, i'm suggesting taunt > giga drain on serperior, which also prevents rocks / spikes from being set by the likes of skarmory, hippowdon, ferrothorn, heatran (although its risky), lando-t, etc. secondly, miracle seed should be used as opposed to life orb for longevity, and you do not gain any crucial ohko's / 2hko's with life orb.

i do agree with edward's rate above mentioning scarf keldeo instead of subcm to provide speed control, a revenge killer, and a better way of dealing with offensive builds that otherwise pressure you. the reason why subcm keldeo is not required is that you already have multiple ways of dealing with slower playstyles such as stall and fat balance, you also break past mons such as crocune and mega sableye with clefable and serperior respectively. another option you have is specs keldeo to pressure mons like sd mega scizor which is extremely threatening to your team, and it abuses the fact that you have a pivot in u-turn jirachi (a change made below) to bait in heatran, which allows you to overwhelm your opponent and keep up momentum at the same time.

lastly, instead of using cm mega sableye which isn't fantastic in the current metagame, using the utility set of will-o-wisp / knock off / foul play / recover will improve your match up greatly against a plethora of physical boosting mons which are typically threatening towards balance. furthermore, knock off provides excellent utility in being capable of removing items which is always appreciated. special attack investment is also not necessary on mega sableye, changing your spread to 252 hp / 112 def / 144 spdef would allow you to take on the physical threats that your meant to, but also deal with offensive heatran and gengar which are problematic. this isn't mandatory, but i recommend testing u-turn over protect on jirachi to keep up momentum which makes the build slightly less passive.
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Hippowdon @ Leftovers | Sand Stream
Impish Nature | 252 HP / 144 Def / 112 SpD
Stealth Rock | Earthquake | Stone Edge | Slack Off
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Clefable @ Leftovers | Magic Guard
Calm Nature | 252 HP / 172 Def / 84 SpD
Moonblast | Calm Mind | Thunder Wave | Soft-Boiled
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Serperior @ Miracle Seed | Contrary
Timid Nature | 252 SpA / 252 Spe / 4 Def
Leaf Storm | HP Fire | Dragon Pulse | Taunt
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Keldeo @ Choice Scarf | Choice Specs | Justified
Timid Nature | 252 SpA / 252 Spe / 4 Def
Scald | Hydro Pump | Secret Sword | Icy Wind / HP Electric
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Sableye @ Sablenite | Prankster
Careful Nature | 252 HP / 112 Def / 144 SpD
Knock Off | Foul Play | Recover | Will-o-Wisp
Hope I helped and have a good day!
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EdwardElric15

I tried your suggestions and my win rate went up, but I also felt the the overall team is much slower.... I don't know... I think this setup is not enjoyable for me ._. Specially Keldeo... i messed the Substitute a lot T-T

Nedor

I'll try your suggestions right away and after some testing i'll say my feeback, but thanks in advance for the detailed information! It will help me a lot just understanding some concepts better!
 
EdwardElric15

I tried your suggestions and my win rate went up, but I also felt the the overall team is much slower.... I don't know... I think this setup is not enjoyable for me ._. Specially Keldeo... i messed the Substitute a lot T-T

Nedor

I'll try your suggestions right away and after some testing i'll say my feeback, but thanks in advance for the detailed information! It will help me a lot just understanding some concepts better!
I don't think SubCM Keldeo work well without a pursuit user which can remove his main counter and anyway its better to have a scarfer which can outpace majority of the metagame.
 
Man.... I need a lot more experience.... I keep on making wrong trades and loosing sometimes to a single mon of the mu enemy (Mega Tyrannitar/Charizard Y ¬¬')

What kind of tip would you guys say to improve my overall performance, not only my team composition ._.
 
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