ORAS OU RMT: Kyuremoopa unbound

I've only been playing the last week after two years or so away from playing and have taken this team up to 1450 on the ladder within a day. So I'm sure this team definitely has some potential, but obviously is untested at the higher levels.

The general gameplan is to use my good defensive core to force switches that allow hoopa/kyurem b to get in with advantageous situations and severely hurt/kill whatever comes in after.

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Knock Off

Great part of the defensive core. Checks so much of the metagame. Also, with some prediction allows hoopa to get in for free against psychic attacks aimed at this.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

I noticed that I was having some issue with skarmory/ferrothorn and scizor. The former two I struggled to kill, and the latter wrecked both my offensive pokemon with bullet punches. This kills them all, unless the scizor is running superpower which I have an option of dealing with as lando. I went choice specs as otherwise it seems like a wasted 'mon in MUs where there's nothing to trap. At least with specs it can easily kill fairy types/hit things hard with volt switch.


Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Rock Slide
- Stealth Rock

Functions as my SR setter and checks a lot of physical threats. Has great synergy with magnezone and yeah, I don't know what else to say. It's not like you really need to justify a lando-t.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock

Along with all of the above, I believe this gives absolutely perfect defensive coverage. This most notably checks keldeo and typically mega-metagross. If the megagross is running grass knot, at least I know lando is safe from ice punch. I'm not sold on whether to go for toxic over t-wave, but otherwise this seems pretty solid.

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Earth Power
- Ice Beam

Hits things hard. Hits things fast. 4mss is here though and I really wish I had a fifth. Outrage and fusion bolt seem mandatory. But earth power kills things like heatran which love to switch in, and ice beam takes out other lando/other dragons and is my only ice type move. The issue I find is that 90% of teams have a fairy type alive at some point, which prevents outrage from being an option. I'm then unable to really utilise my STAB moves. Dragon claw would obviously be fifth option, but I find earth power/ice beam too useful to give up.

Hoopa-Unbound @ Assault Vest
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Psychic
- Drain Punch

Unsure on either life orb, AV or even scarf. But well, this is hoopa-u. You know what hoopa-u does. Between this and kyub there is little to nothing that can switch in safely with decent predicition. In fact, you don't even need good prediction, as long as it doesn't resist you you're fine.


Issues I've found

No hazards clearer: I can't find any decent pokemon for clearing hazards that fits this team. Latias in for slowbro would be the closest I can think of, but then keldeo becomes an issue. Hazard clear would be very nice to have as well with kyub taking 25% damage from SR and as it functions as both a revenge killer/sweeper that's choice locked, it ends up switching a lot.

Volcarona: I just can't really seem to kill bulky versions.

Chansey: Only came up against one. But my kyub couldn't break through it even after I knocked off the eviolite. Maybe hoopa drain punch could get through it, idk.

I think that covers, pretty much everything. Thanks in advance.
 
Hello Sinical, Interesting team you has here, Your team is not yet solid, in fact, struggling to face fast mega Scizor with SuperPower, it exceeds Magnezone Specs, beats Easily Scarf Kyurem-B and Hoopa-U.

First of all, i'd suggest you to use Stallbrekaer Heatran > Magnezone, it helps better to deal with Mega Scizor, Chansey, Mega Sableye, and provides a better switch in for Latios; i suggest you to use this set: Magma Storm / Earth Power / Taunt / Toxic, Magma Storm is needed to trapping Chansey, Talonflame, Charizard X, Taunt + Toxic helps to deal with Bulky mons such as Slowbro, Chansey, Mandibuzz. I suggest you to this Spread :
248 HP / 8 SpD / 252 Spe with a Timid Nature, max Spe is needed to outspeed Jolly Mega Scizor, 248 HP are useful to take less damage by Draco Meteor from Latios. Another options are: Solar Beam + White herb, This set helps to deal with bulky waters as Slowbro , Manaphy, Keldeo, Suicune, Swampert and Gastrodon; Flash Cannon is a good move,it is helpful for deal with Clefable, Kyurem-Black, Latios better.

At this point, since you lack a stronger Wallbreaker , i'd suggest you to use Life Orb Hoopa > AV Hoopa , Life Orb Hoopa helps your Team better to deal with Stallish teams and Balance Teams, also Offensive Teams are no switch ins for it. I suggest you to put 29 Iv on HP for take less damage by Life Orb recoil.

Finally, suggest using Life Orb + Roost Kyurem- Black> Scarf Outrage Kyurem-Black , Roost helps Kyurem to have more longevity to handle the weakness in the rocks, in your Kyurem team does not need Choice Scarf, because you already have a speed control (Thunder Wave Slowbro) that paralyzes Mega lopunny, Tornadus-Therian, Latios, Latias, which give trouble Kyurem. I suggest this spread: 56 Atk / 252 SpA / 200 Spe with a Mild Nature, this spread allows Kyurem to OHKO Keldeo and CB Azumarill with Fusion Bolt, Mild Nature Allows Kyurem to have more power to deal better with balance teams and Stalling teams.

Heatran @ Leftovers / White herb
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power / Flash Cannon / Solar Beam
- Taunt
- Toxic

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Roost
- Ice Beam
- Fusion Bolt
- Earth Power

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Gunk Shot
- Psychic
- Drain Punch
Hope i helped. ^^
 
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I can definitely see the heatran working well and will give that a shot, and life orb on hoopa is probably the right choice.

But I'm unsure on the kyurem changes. Without scarf, I have no revenge killer on the team against any fast threats. Things like alakazam/keldeo would be a huge problem if not paralysed, and with one t-wave on the team, it's not always practical to hit said threats with the paralysis. Are you sure that would work out?

Thanks for the reply btw

Edit: I still really don't have anything to check a volcarona which is quite an issue with SR is down. Heatran obviously can, unless it has earth power in which case I'm kinda screwed.
 
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I can definitely see the heatran working well and will give that a shot, and life orb on hoopa is probably the Off ht choice.

But I'm unsure on the kyurem changes. Without scarf, I have no revenge killer on the team against any fast threats. Things like alakazam/keldeo would be a huge problem if not paralysed, and with one t-wave on the team, it's not always practical to hit said threats with the paralysis. Are you sure that would work out?

Thanks for the reply btw

Edit: I still really don't have anything to check a volcarona which is quite an issue with SR is down. Heatran obviously can, unless it has earth power in which case I'm kinda screwed.

Hey! Volcarona doesn't get earth power. Heatran checks volc very well unless it's a rare hidden power ground volc (volcarona is quite rare on the ladder anyhow).

I would suggest you keep scarf kyurem. It gives you a good late game cleaner & allows you to revenge specs keld. Although you have thunder wave on bro - it's good to have backups. Besides that I agree with what the other poster has said. ^^

One other change I would suggest is changing out slowbro for bulky starmie. It can work quite well in tandem with Landorus for checking threats whilst spinning away rocks & handling Keldeo. It also serves as a status sponge for your team.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover

EDIT: if you feel you're having too much trouble with chansey (as your team is specially orientated) - it might be a good idea to try out choice band Hoopa. CB Hoopa decimates most teams & provides you with a reliable way to answer Chansey.

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Drain Punch
- Knock Off / Trick

Most of the time you just click hyperspace fury tbh. Trick allows you to cripple some stall mons / Knock off frees up a slot on your venu allowing you to use HP-Fire on it to handle Ferro/Scizor better.
 
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Well, I'm definitely loving the choice band hoopa. Simple and effective.

As for Starmie, I may just be too used to slowbro's bulk leading me to misuse Starmie, but it has been a bit lacklustre for me so far. I will try it for a while longer and see if I warm up to it, but for the moment I'm unsure.

Something I am considering is taking out starmie + kyub and replacing with scarf keldeo + latias/mew. This kills the team name, but might be for the best.

The Keldeo will largely take over kyubs role while also providing me with a water type for whatever that's worth. The other pokemon will run defog and provide some utility. Still haven't hugely thought that out yet, so might be something obvious I'm missing, but it's a thought. Maybe skarmory...but that could be a bit too much bulk, even for this team.
 
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