ORAS OU RMT-Mega Sceptile

Hello all!
This is my first RMT post and also my first post on smogon forums, so please correct me if I get the format wrong. A little disclaimer, I'm not that great at team building but I hope to get better. Anyway let's get to the team
sceptile-mega.png

Sceptile-Mega (M) @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Earthquake
- Dragon Pulse
- Hidden Power [Fire]
So I know that serperior can do the job better than Mega Sceptile can but it can take electric moves for water and flying types that can't take electric moves too well, plus the added benefit of no damage and +1 Sp.Atk. It can also out speed more Pokemon than serperior can't. With a base speed of 145 it can out speed Thundurus, Tornadus-T, Starmie, Mega Manectric, Raikou, Mega Lopunny, both Lati twins, Keldeo, and Mega Diancie. Mega Sceptiles roll is more of a mid to late game sweeper/revenge killer since it can't OHKO most things in the OU tier especially at 100% health. Leafstorm is used over Giga Drain for power(it's also an all out attacker set) Earthquake is used to 2HKO Heatran
(0 Atk Mega Sceptile Earthquake vs. 252 HP / 0 Def Heatran: 296-352 (76.6 - 91.1%) -- guaranteed 2HKO after Leftovers recovery) Dragon Pulse for STAB+coverage and finally Hidden Power Fire for Ferrothorn, Scizor, and other Steel/Grass/Bug types
talonflame.png

Talonflame (M)
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Taunt
- Roost
I chose Talonflame for this spot because M-Sceptile has a very hard time dealing with other grass types and special walls such as Chansey and Magic Guard Clefable. Plus Talonflame likes M-Sceptile getting rid of its counters such as Tyranitar, Rotom-W, and Hippowdon, just to name a few. I gave Talonflame the roll of Stall Breaker/Revenge Killer because of Tuant and SD. I also went for Acrobatics instead of BB because of recoil damage and the added benefit of having no item makes Acrobatics ×2 stronger, also having no item means that Talonflame will take way less damage from Knock Off than it normally would
starmie.png

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin
As you can probably see this is a Grass/Fire/Water core. Of course this one may not be as good as the CharX/Azumarill/Ferrothorn core but still this core is decent. Of course Starmie fulfills the role of a rapid spinner, a fast one, which gives it an edge over slower Pokemon. I went for a more defensive Starmie with the maxed out HP EV's because this type of Starmie is more of a hastle to defeat, I've gone up against a few myself and I gotta say these Starmie are annoying. Scald is its main STAB move and has a huge chance to burn, which in return makes physical attackers less of a threat. Psyshock is there to deal better with Clefable and poison types, and Recover another way to heal aside from leftovers
landorus-therian.png

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Landorus is mainly on my team as a trap setter and as a physical wall due to intimidate and 248 hp, and 244 def. It can take on m-lopunny fairly easy, since lopunny is always gonna attack with physical moves, rocky helmet will do damage, also ice punch 3HKO's lando, so switching between Starmie and lando, you could take it out in less than 4 turns. The move set is basic for a defensive lando, earthquake is its STAB move which deals a lot of damage even without any investment. Stone edge is for flying types such as Talonflame and Tornadus-T, and also deals with ice types and OHKO's volcorona which is a major threat even with one Quiver Dance. And finally a slow U-Turn to get Pokemon in safely
magnezone.png

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
I realized that I had trouble dealing with Fairy types and bulky Steel types so I decided to use Magnezone since Flash Cannon does a lot of damage, being a STAB move+choice specs, this moves is going to hurt even if the Pokemon is not fairy type, and if I can switch into a bisharp or a scizor, I can easily take them out with hidden power fire. Thunderbolt is its second STAB move and can deal with bulky water types and flying types, and a slow Volt Switch to get Pokemon in safely
clefable.png

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
At this point I realized that Mega sableye can completely wall my entire team, so I chose Clefable. I went for Magic Guard set so I could absorb Toxic and Will-o-Wisp. Thunder Wave is there to cripple fast Pokemon and to help out my slower teammates. Calm mind gives it an edge by increasing Sp.Atk and Sp.Def, making it harder for special attackers to KO, and making it easier for Clefable to KO other pokemon

That raps up my team! You are welcome to suggest any changes to make on my team. Anything that will help is greatly appreciated and you are welcome to use this team if you want.
 
The only thing that I would change is Talonflame. Give Talonflame a Flying Gem since it will boost Acrobatics' power with no drawbacks at all. This can be the difference between winning or losing in some situations. The Flying Gem gets consumed after using Acrobatics anyway. Therefore, Knock Off still isn't a problem, and even if you do get Knocked Off, Acrobatics still has double power. Take a look:
252+ Atk Talonflame Acrobatics (110 BP) vs. 0 HP / 4 Def Mega Pinsir: 246-290 (90.7 - 107%) -- 43.8% chance to OHKO
vs.
252+ Atk Flying Gem Talonflame Acrobatics (110 BP) vs. 0 HP / 4 Def Mega Pinsir: 320-378 (118 - 139.4%) -- guaranteed OHKO
Basically, there's no reason NOT to run Flying Gem.

Furthermore, consider Will-O-Wisp or Flame Charge/Flare Blitz over Taunt if you feel that Taunt isn't useful. Personally, I don't think Talonflame should be your stallbreaker, as it's main purpose is setting-up and sweeping or revenge-killing. Will-O-Wisp can cripple opposing Pokemon, while Fire STAB is useful so you aren't completely walled by certain Pokemon. Finally, change your EV spread to 242 HP / 252 Atk / 16 Spe. This still gives you odd HP to survive 2 Stealth Rocks, but it allows you to speed creep and outspeed opposing Talonflame and kill them with Acrobatics (literally every Talonflame runs this set now with the 8 Spe EVs). Hope this helps
talonflame.gif

Talonflame @ Flying Gem
Ability: Gale Wings
EVs: 242 HP / 252 Atk / 16 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Taunt/Will-O-Wisp or Flame Charge/Flare Blitz
- Roost
 
Thanks for the suggestion. Although for some reason on Pokemon showdown it won't let me use a flying gem. I'm not sure why, but I'll try it out
 
This had happened before. It's not letting you use a Flying Gem on any flying type it seems. If it's not working, then just ignore that suggestion. Although it does net key OHKOs... Thanks for telling me though.
 
Hello. I have tried your team out and i'd ike to say that i haven't lost very many battles with it. The MVP on this team is Magnazone, mostly because of HP Fire and how I can switch in with really know fears. All of the Pokemon on this team are really nice and all work together really. Really the only problem(for me) is i cant really use the Landoe T very well. If you could explain to me a little more that would be appreciated. Anyways nice team!
 
The reason I put lando-T on my team is mainly to deal with physical attackers. With average defense and good hp, intimidate works really well and rocky helmet makes the opponent more timid to attack lando. I use sharp beak on talonflame
 
The only thing that I would change is Talonflame. Give Talonflame a Flying Gem since it will boost Acrobatics' power with no drawbacks at all. This can be the difference between winning or losing in some situations. The Flying Gem gets consumed after using Acrobatics anyway. Therefore, Knock Off still isn't a problem, and even if you do get Knocked Off, Acrobatics still has double power. Take a look:
252+ Atk Talonflame Acrobatics (110 BP) vs. 0 HP / 4 Def Mega Pinsir: 246-290 (90.7 - 107%) -- 43.8% chance to OHKO
vs.
252+ Atk Flying Gem Talonflame Acrobatics (110 BP) vs. 0 HP / 4 Def Mega Pinsir: 320-378 (118 - 139.4%) -- guaranteed OHKO
Basically, there's no reason NOT to run Flying Gem.

Furthermore, consider Will-O-Wisp or Flame Charge/Flare Blitz over Taunt if you feel that Taunt isn't useful. Personally, I don't think Talonflame should be your stallbreaker, as it's main purpose is setting-up and sweeping or revenge-killing. Will-O-Wisp can cripple opposing Pokemon, while Fire STAB is useful so you aren't completely walled by certain Pokemon. Finally, change your EV spread to 242 HP / 252 Atk / 16 Spe. This still gives you odd HP to survive 2 Stealth Rocks, but it allows you to speed creep and outspeed opposing Talonflame and kill them with Acrobatics (literally every Talonflame runs this set now with the 8 Spe EVs). Hope this helps
View attachment 67514
Talonflame @ Flying Gem
Ability: Gale Wings
EVs: 242 HP / 252 Atk / 16 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Taunt/Will-O-Wisp or Flame Charge/Flare Blitz
- Roost
Flamecharge on tflame is useless and you cannot use the flying gem because it hasn't been released.
 
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