ORAS OU [RMT] Not Your Average Double Dance!

Hey Smogon people! This is not only my first RMT, but my first post! Any help would be greatly appreciated, team wise and formatting :]

The Team

feraligatr.gif
volcarona.gif
venusaur-mega.gif
skarmory.gif
clefable.gif
garchomp.gif



Gatr.gif


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch

Half of the Double Dance core, Feraligatr is a great offensive water type. This set is pretty standard, and with a Dragon Dance up it doesn't have many switch ins. With two, there are no switch ins.

volc.gif


Volcarona @ Lum Berry/Leftovers
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance/Flamethrower
- Bug Buzz

The other half, the Quiver dancing Volcarona. The set is bulky enough to take some neutral physical attacks, and Flame Body adds a nice burn chance. Leftovers and Lum berry can be used interchangeably, with leftovers providing great neutral recovery, but Lum allows Volcarona to switch in to Serperior's leaf storm, Quiver Dance on a glare, and then sweep if possible. Otherwise, you can still 1v1 Serperior but you might lose to para hax. And no one likes that. Fiery Dance is great for hitting hard and still having that chance to boost up to +1 SPATK, but flamethrower provides more power and an even better burn chance.

megavenu.gif


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis

Bulky M-Venusaur rounds out the Fire-Water-Gras core, and checks things that would beat Feraligatr (Serp, Breloom, etc.) and Volcarona (Terrakion, Azumarill, Keldeo, M. Diancie, etc.) Chlorophyll is there in case Charizard-Y is threatening the team (which it always is, as you will see). It's a great defensive mon with reliable recovery, and has earned its spot on the team.

skarm.gif


Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head/Brave Bird

Specially Defensive Skarmory works to remove hazards so Volcarona can sweep, set up spikes, and beat steel types. It handles Excadrill in sand (most of the time), as well as most of the other issues this team sees. Iron Head and Brave Bird can be used interchangeably, but I prefer Iron Head to catch Mega Diancie.

clef.gif


Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled

This is my favorite Clefable set. It adds another nice Physical wall that can boost up and/or cripple mons that would ordinarily stop it. Thunder Wave is useful to beat things that threaten the team but can be switched with Flamethrower if you want to catch Mega Scizor on a switch, but then you have nothing for Heatran and Mega Charizard X (without any boosts).

chomp.gif


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake

Bulky Chomp rounds out the team, as it punishes physical attackers and stops otherwise disastrous mons like Heatran. Max HP and Max Def allow it to take more physical attacks and deal more passive damage from Rough Skin and Rocky Helmet. Endure also gives it another chance to punish mons like Mega Lopunny and Conkeldurr, who might otherwise give us issues.

Full Import:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance
- Bug Buzz

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head

Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake
Big Issues:

This team handles most threats fairly easily, but has just about nothing for Mega Charizard Y. All you can do is pray and predict. Mega Diancie can cause problems if Skarm and Venasaur get weakened. Also, it's very important to keep Skarmory alive if your opponent is Spike Stacking, as this can be a large issue to the team.

Thanks a lot for reading, and I hope you can help me make this team better!
 
Last edited:
Hello. Like you said, your team is weak to Zard Y, but if you want a good check for it then you can use Support Ttar over Garchomp. With that, you will be able to take down sun and also not lose the ability to lay rocks. You can use leftovers over smooth rock since you don't really need to keep sand around. This is a small and simple change but I feel like it will help you a lot.

I couldn't really leave it like this. It felt like I got too lazy with it. So let me elaborate on the reasoning behind this. Support Ttar can survive any hit from Zard Y bar Focus Blast, but don't worry it will miss. Ice beam is a good option because of how abundant Lando and Chomp are in this meta. Chomp can use fire blast on Skarm and force him out. Ttar can take an EQ from both of these and fire back a nice ice beam. You will want to be careful doing this though, as I will show you some calcs from different sets. If it is scarf Lando, then you will have to scout for superpower first. This would be a good time to switch into Skarm. Those are a few more reasons why you should change Chomp to Ttar. Also, it can trap the Latis for you so you can keep hazards up in those games.

0 Atk Garchomp Earthquake vs. 240 HP / 80+ Def Tyranitar: 212-252 (52.8 - 62.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Tyranitar Ice Beam vs. 252 HP / 76 SpD Garchomp: 260-308 (61.9 - 73.3%) -- guaranteed 2HKO after Stealth Rock

252 Atk Garchomp Earthquake vs. 240 HP / 80+ Def Tyranitar: 254-302 (63.3 - 75.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Tyranitar Ice Beam vs. 0 HP / 0 SpD Garchomp: 284-336 (79.5 - 94.1%) -- 6.3% chance to OHKO after Stealth Rock

0 Atk Landorus-T Earthquake vs. 240 HP / 80+ Def Tyranitar: 234-276 (58.3 - 68.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recover

0 SpA Tyranitar Ice Beam vs. 252 HP / 8 SpD Landorus-T: 296-352 (77.4 - 92.1%) -- 31.3% chance to OHKO after Stealth Rock

Tyranitar @ Smooth Rock / Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
 
Last edited:
While those are some fair points, I'm more hesitant to add a Support Ttar. Primarily, Sand hinders my team more than it benefits it. Sure, half the team is unaffected but the central members (i.e. the FWG core) are all negatively affected in some way. It especially weakens M. Venusaur as synthesis will only recover 25% instead of 50%. There's no reason for sand. Next, Ttar makes my team considerably more weak to fighting types, such as Mega Lopunny and Mega Medicham. While those might lose 1v1 against Skarmory and Clefable, Garchomp is nice in that he soft checks these two via passive damage and can phase out other big threats, whereas Ttar cannot.

Ttar does check Charizard Y, but last I checked most of them run Focus Blast. If it's a 50/50 between it running Focus Blast and Dragon Pulse, I'd bet Focus Blast. Latis also aren't so much of an issue for this team, as hazard removal is a pain but they don't necessarily beat my team.

It's a good suggestion, but I'm just not sure if it's the correct switch for the team.
 
yo,
The team appears to be effective, you went from a very interesting core, however, the team needs some changes, to cover the weakness in Charizard Y, Tornadus-Therian and Bulk Up WoW Talonflame(
charizard-mega-y.png
,
talonflame.png
,
tornadus-therian.png
)
To check charizard y Tornadus-Therian Talonflame and you need to change the spread of Garchomp, use this:240 Hp/ 176 Def / 76 SpD / 16 Spe Impish nature this spread allows garchomp to take 3hko by Charizard Y fire blast,16 Spe are for outspeed adamant Bisharp.You can add Stone edge>endure,it help to beat better Tornadus,talon, and Zard.
garchomp.png

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Dragon Tail
Vs Charizard Y
charizard-mega-y.png

252 SpA Mega Charizard Y Fire Blast vs. 240 HP / 76 SpD Garchomp in Sun: 165-194 (39.5 - 46.5%) -- guaranteed 3HKO
0 Atk Garchomp Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 440-520 (148.1 - 175%) -- guaranteed OHKO

Vs Tornadus-Therian
tornadus-therian.png

160 SpA Tornadus-T Hurricane vs. 240 HP / 76 SpD Garchomp: 156-184 (37.4 - 44.1%) -- guaranteed 3HKO
0 Atk Garchomp Stone Edge vs. 96 HP / 0- Def Tornadus-T: 242-286 (74.9 - 88.5%) -- 93.8% chance to OHKO after Stealth Rock

Vs Talonflame
talonflame.png

+2 0 Atk Talonflame Brave Bird vs. 240 HP / 176+ Def Garchomp: 172-204 (41.2 - 48.9%) -- guaranteed 3HKO
0 Atk Garchomp Stone Edge vs. 248 HP / 0 Def Talonflame: 476-564 (132.5 - 157.1%) -- guaranteed OHKO
He cant really setup front of this set :)

if garchomp get burned:
0 Atk burned Garchomp Stone Edge vs. 248 HP / 0 Def Talonflame: 238-282 (66.2 - 78.5%) -- guaranteed 2HKO after Leftovers recovery
Also this spread of chomp counter Gengar
gengar.gif
,you don't have switch in for it.
252 SpA Life Orb Gengar Shadow Ball vs. 240 HP / 76 SpD Garchomp: 179-212 (42.9 - 50.8%) -- 2% chance to 2HKO
0 Atk Garchomp Dragon Tail vs. 0 HP / 0 Def Gengar: 123-145 (47.4 - 55.9%) -- guaranteed 2HKO after Stealth Rock

I also noticed that the team suffers Alakazam mega, mega Manectric and Thundurus-i(
alakazam-mega.png
,
manectric-mega.png
,
thundurus.png
) then suggest you change ev spread of Clefable, use this:252 Hp/ 172 Def / 84 SpD with Calm nature,allow clef to take 3hko by mega manectric thunderbolt,psychic by Mega alakazam, and from LO thundurus's thunderbolt.
clefable.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 13 Spe
- Moonblast
- Soft-Boiled
- Thunder Wave
- Calm Mind
252 SpA Mega Alakazam Psychic vs. 252 HP / 84+ SpD Clefable: 168-198 (42.6 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 84+ SpD Clefable: 138-163 (35 - 41.3%) -- 75% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 84+ SpD Clefable: 169-200 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
I put 13 IV on Spe to allows clef to have a high probability of being 3hko From ferrothorn gyro ball.
0 Atk Ferrothorn Gyro Ball (86 BP) vs. 252 HP / 172 Def Clefable: 186-218 (47.2 - 55.3%) -- 15.2% chance to 2HKO after Leftovers recovery

It will probably be the last tip, use 248 Hp / 152 Def / 108 Spe on volcarona
volcarona.png
,allows him to outspeed jolly base 70 like bisharp and breloom and kill them with a fire stab,avoiding being asleep to loom,so then without wasting lum berry.
Also i suggest to try Hp Fire>leech seed on Mega Venusaur
venusaur-mega.png
,it help against ferrothorn,Mega Scizor if Volcarona is not able to enter because of the Hazards in field.

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Roost
- Fiery Dance


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power fire
- Sludge Bomb
- Synthesis

hope ive help, GL with the Team :)
 
The suggestions from King Sun are great, specially as your clefable set is rather innefficient and your only good mega manectric and thundy switch-in is mega venusaur which the opponent can easily take advantage of with volt switch or double switches respectively. Also, running a jolly nature is advised as it allows you to outspeed mega lopunny and manectric after a dragon dance. I would suggest running landorus-t, hippowdown, heatran, or any other rocker that better handles DD zard x because it easily runs through your team after a boostboost and is more common than zard y. Anyway, I hope you take these changes in consideration and have fun :]
 
This isn't going to be a proper rate since King Sun pretty much on everything I had to say and I really like this team overall too, just that although the adjusted clefable spread does avoid the 2hko from Mega Zam, it won't do so from LO Zam, which is a bit stronger. Hence I suggest a spread of 248 hp / 164 defense / 96+ sdef on clef. This still maintains the ability for clef to avoid the 2hko from lati psyshock and lop return + weavile and whatnot most of the time, although your other mons can handle these much more comfortably than they can handle a LO Zam in the case your opponent gets those consecutive super-high rolls. I also noted that the set King Sun had 13 speed ivs on clef, which I assume is for reducing the damage of ferrothorn gyro balls. In this case my memory tells me that a sassy nature with 24 speed ivs works well for this case, and iirc you can run slightly more speed to outrun twaved kingdra in rain as well (not 100% sure on this though).

Also another note, Gatr should be jolly (iirc someone already said this) so you can outrun more mons when you're boosted. Also my personal experience has led me to believe that giga drain > bug buzz on roost volcs is a really great option that works splendidly most of the time, so that's something to consider as well. Anyways again this isn't really a proper rate since King Sun touched on everything i wanted to say but i just wanted to leave my two cents, gl with the team! :D
 
Back
Top