ORAS OU RMT Sharptalon (Talonflame + Bisharp core) Hyper-O (Current Peak mid 1500s and climbing)

Hello there! This is my second RMT, and this time, I've actually built the team from scratch instead of modifying another /proud. I've long since known that my favorite/best style of team is hyper offense, and it's come to my attention recently that Talonflame and Bisharp are two of my best mons within that style, so I made a team around them. Here goes.



Step 1: The Core - Talonflame and Bisharp
talonflame.gif

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp

This fairly standard bulky-no item-acrobatics set is my favorite Talonflame set, so it's where I started. No-item + acrobatics allows for safe switchins to knock offs from weavile/bisharp/others, and the HP investment means it's not the end of the world. With only 8 Speed EVs, we're relying on smart/timely usage of wisp and SD then powering through with acrobatics. The longer you can wait before sending out talonflame, the better you'll usually do, as one SD can tear through a looooot of mons, and +4 can even 2hko heattran. I really wanted to go with taunt instead of wisp, but wisp feels necessary to deal with the constant ttar and metagross switchins.

bisharp.gif

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

I was really torn on whether or not to use SD Bisharp here, but I ended up going with the Pursuit Trapper variant instead. I haven't had much success trying to spend a turn setting up with bisharp, as the meta currently has a lot of counters (Mega-Lopunny, Weavile, Heattran) in bulky mons that can OHKO with fighting or fire type moves. I also just really enjoy nailing a pursuit, lol. The EV spread is taken from smogon, which says "Special Defense EVs allow Bisharp to survive Life Orb Latios's Hidden Power Fire after Stealth Rock damage from full health." So that's useful. Defiant is just a super nice ability to have, especially to punish defoggers or when you know the opponent is switching into mega manetric/lando-t. Black Glasses boosts 3/4 moves and you can even bait a choice band with it on rare occasion.


Step 2: Coverage - Mega-Venusaur and Starmie

venusaur-mega.gif

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

A F/W/G core wasn't necessarily my goal, it just ended up that way. I wanted something to check water and electric types, and Mega-V's ability allows for the ability to withstand fire and ice on top, while even checking fighting types and absorbing knockoffs. All in all a very good fit for my team. This is the offensive variant, with three moves + synthesis: Giga for stab/recovery, Sludge for big stab, and hp fire for ferrothorn and scizor (and I guess non-heart stamp jirachi). According to smogon: "20 Speed EVs are used to outpace Adamant maximum Speed Azumarill accounting for Hidden Power Fire's IV drop." You'll want to get this fella mega'd sooner rather than later so you can switch more safely.

starmie.gif

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Scald
- Thunderbolt
- Ice Beam

Starmie actually entered this team as the rapid spinner, but has since changed roles. Now, this is just a full offense Starmie set, running scald instead of hydropump (after you miss four hydro pumps in a row, you give up) and thunderbolt instead of psychic/psyshock. Recover is for sustainability, allowing multiple switch ins to rocks and not dying to life orb recoil. All in all just a very solid piece of coverage that forces a lot of switches - very useful for my team.

Step Three: Hazards + Removal - Clefable and Excadrill

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled

Clefable plugged so many holes for me, as one of the top glue-mons in the tier tends to do. It's a pretty safe rock setter, can spread paralysis, isn't bothered by toxic/burn, and can switch in and out of hazards with no bother. Recently I've been strongly considering switching t-wave to fire blast, though. EV spread is just to maximize on bulk and be a reliable utility man.

excadrill.gif

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

The latest, but probably not last, addition to my team. Having a scarf spinner with talonflame is really, really nice. You can also use that to bait gengars and annihilate them with EQ. Iron head (STAB) and rock slide give decent coverage, but aren't used a super ton. EV spread is to maximize damage/speed; I decided to use an adamant nature instead of jolly to threaten bulky rotom-w more effectively. Originally, I had scarf Lando-T in this slot with starmie as my spinner, but felt I needed more pop on my team.


Summary and Threats
This is a difficult team to use. For a hyper offensive team, my team is surprisingly lacking on the momentum/pivot side. It's strength is more in forcing the other guy to do the guessing and pivoting. The core of Talonflame/Bisharp requires a lot of foresight, being able to send them out safely, and predict your opponent so you can choose the right moves. That sounds obvious, but a wrong guess can mean game over moreso than usual. Sand Rush Excadrill gives me fits, as it can beat my own excadrill (in sand) and just about everything else on my team. Hard hitting fairies like Mega-Gardevoir and Mega-Diancie can also cause problems, as it can be difficult to switch in to them repeatedly. Finally, Mega-Metagross can be difficult to counter if talonflame can't find a way to burn it.


I'd really appreciate some input to make this team more solid. I want to stick with Talonflame and Bisharp as the core, but the rest is totally flexible. Please give me your thoughts!

Importable
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Scald
- Thunderbolt
- Ice Beam

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Replays (More Coming Soon™):
http://replay.pokemonshowdown.com/ou-400690049
http://replay.pokemonshowdown.com/ou-400677887
 
One thing I noticed right off the bat is that your team lacks a serious answer to Mega Charizard X. It can easily switch in on Mega Venusaur or Clefable and set up. After which, it takes about half your team to take it down. Not only that, but Mega Venusaur is not an offensive mega, and ESPECIALLY isn't a hyper-offensive mega. So I swapped it for something that can effectively counter Zard X and is very good in the current metagame.
Landorus-T > Mega Venusaur
Landorus-T is one of the best Stealth Rock setters in the current game, due to how many pokemon it can counter. It fixes your team's problems by retaining the defensive capabilities of Mega Venusaur while not being nearly as passive. It can even set up rocks, and we'll get to how that effects your team later on.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Clefable is honestly great for your team, but running a rocks set isn't nessessary. Instead, I would run a Calm Mind set. I leave the choice between t-wave and flamethrower up to you. I reccomend t-wave as it cripples offensive pokemon, but you don't have any fire coverage, so it could be useful.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
You're final problem is that excadrill. You really dont need it on your team with Landorus-T around. I would reccomend changing your Starmie set to be more defensive so you can more effectively spin away hazards, as scarfed spinning isn't very reliable.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
And finally, you need a mega. I could spend time choosing one, but why bother when Mega Scizor tears the meta apart?
But seriously, Mega Scizor is an effective choice for your team. Your team was already incredibly bulky, but was too passive before. Mega Scizor will allow you to handle threats Excadrill could before, but you can now also set up with Swords dance.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
 
Thanks for the input. Is having 4 set up sets on a team not a bit too risky, though? I do like your thoughts on lando over venusaur; I'll have to think about Starmie since it does so much work right now. Maybe'll I just make a new team around offensive starmie ^^


Edit: I kind of feel forced to run flamethrower on Clefable, because otherwise Ferrothorn causes too many problems
 
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Thanks for the input. Is having 4 set up sets on a team not a bit too risky, though? I do like your thoughts on lando over venusaur; I'll have to think about Starmie since it does so much work right now. Maybe'll I just make a new team around offensive starmie ^^

Edit: I kind of feel forced to run flamethrower on Clefable, because otherwise Ferrothorn causes too many problems

The more I think about it, I'd say I've changed my mind. It would be smarter to run Latios over Starke as a hazard remover due to Latios' offensive typing and better bulk.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog

As for having 3 set-up sweepers, it's fine because each of themy covers a different area. However, you could always run a more sp. Def Talon flame set with bulk up. It isn't nessessary, but it could possibly allow you to cover more ground with your sweepers.

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp
Again, not nessesary, just an alternative
 
The changes have been going fairly well for me, but I'm even weaker to bulky stall teams than I was. I have virtually no answer for skarmory, and as long as half the enemy team is alive, nothing to really threaten or switch into heattran, either. And quagsire is nigh unkillable - I might as well forfeit when I see one. I really want to use a different mega, because I haven't felt like scizor is doing much for me right now.
 
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Well, there's an easy way to fix the stall problem: use one of the best stallbreakers in the metagame. This pokemon not only destroys standard stall components like Mega Sableye and ESPECIALLY Quagsire, it also deals with annoying faster pokemon by speed-controlling them with T-Wave just as Clefable could. You should replace Clefable with Togekiss, as it can break stall like it's nothing.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
If you really want to use a different mega, then Mega Metagross could work pretty well. It has similar offensive typing and bulk to Mega Scizor, but instead of Swords Dance, Mega Metagross runs more coverage. This also solves your issue with so many set-up sweepers, so I hope it works out.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch


PS: Latios 2HKOs Skarmory with HP Fire :)
 
hi!

you complained about bulky teams; as such, I highly reccomend you run Specially defensive talonflame with a spread of 248 HP / 252 SpD / 8 Spe, a Careful nature, no item, and a moveset of Acrobatics, Roost, Bulk Up, and Taunt. This allows you to stall out and beat skarmory 1v1, as well as punish stall teams as a whole. It also gives your team a much-needed way to check threats such as Substitute Gengar.

I also suggest you run a bulky starmie with a spread of 252 HP / 4 Def / 252 Spe, leftovers, and the moves rapid spin, recover, scald, and reflect type. Reflect type allows you to avoid being pursuit trapped by threats such as Bisharp and Tyranitar, and it also can act as a soft check to Excadrill.

Because your team is 6-0'd by Talonflame, I suggest you run a Heatran with a spread of 252 HP / 4 SpD / 252 Spe, a Timid Nature, Leftovers, and the moves Stealth Rock, Toxic, Lava Plume, and Taunt over your current Clefable set. This gives you a reliable Stealth Rock User, check to Mega Charizard X, and a solid defensive backbone with Starmie. It also shuts down Clefable cold.

Lastly, I suggest you use a Choice Scarf Landorus-Therian over your current Excadrill set. This provides a ground immunity, soft check to Talonflame, and a solid Late-game cleaner that can also punish offensive teams. It can also safely revenge kill treats such as Tyranitar and Choice Band Terrakion, which are big threats to your team.

SO to recap:

Specially Defensive Taunt Talonflame > current set

Bulky Starmie > current set

Bulky Heatran > Stealth Rock Clefable

Choice Scarf Landorus-Therian > Choice Scarf Excadrill

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type

Have a nice day!
 
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