ORAS OU RMT - Ways to turn a chill team to an actual good one ?

Hello everyone, first post here. I haven't seen any presentation posts to go on or anything, so I guess I should go straight to the point and ask some of you guys your opinion about a little team I created, just to have fun and chill.

282-m.png
143.png
642.png
445.png

479-w.png
485.png
As you can see already, outside of Snorlax, it's a pretty standard looking team that you'd see on your everyday Pokemon Showdown. Keep in mind, it was never meant to be an original team, with cool and unusual pokemons in it. Just an okay-ish team to pass time when I don't want to draw stuff.
Though now, I want to get a little bit more serious with it. The team worked out pretty well online, so it might have real potential. Plus, I like all the Pokemons in it, so yeah, why not taking it to the next step.

Let me present its members. I'll keep the funny names in, if you want to smile a little.

282-m.png

Hila (Gardevoir-Mega) (F) @ Gardevoirite
Ability: Synchronize
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind


The base of my team, with a pretty standard set. Mega-Gardevoir is one of the good Pokemons that can really help late in games to sweep the opponent, if everything goes well.
I was hesitating for the 4th move, and decided to go with Calm Mind to boost M-Gardevoir, if I ever have the opportunity. It's however way too situational, but the other options are pretty much similar. I may need some guidance for that.

143.png

Papa Ethan (Snorlax) (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Adamant Nature
- Body Slam
- Pursuit
- Earthquake
- Ice Punch


I'm a big fan of h3h3productions, and I somehow compared Ethan Klein to Snorlax. So now, Papa's in the house. Anywho, Papa Ethan over here is actually a pretty okay niche in OU, strangely enough. He's not always useful, but he does his job pretty well and can help slowing down stuff for M-Gardevoir with Body Slam, if the RNG is with me. I guess the problem with Snorlax is how he doesn't hit really hard, thus taking a lot of hits, and dying pretty early in game. His speed isn't an issue with its tanking abilities, giving some help for the team.

642.png

Akinator (Thundurus) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Grass Knot
- Taunt
- Thunder Wave

When I read that M-Gardevoir needed help to slow down opponents, I thought Thundurus was the perfect pick. And he really helps slowing down opponents, as well as stopping some troubling Pokemons that want to set up some rocks or boost themselves.
The only problem now, is pretty much like the Papa. Sure, when Thundurus does his job, like the Papa, he's in the house, and he does a ton of work. But when I need to take a Pokemon out, he can't really do much. So, yeah, maybe we can do something about it ?

445.png

Bruce (Garchomp) (F) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Poison Jab

Scarfchomp, a classic. I needed something fast and strong to balance with the Papa, so I went for Garchomp. He's not really the best, but he can be useful, both mid and late game, or just for its ability. Aside from that, he's not really present. Helpful, but not memorable I guess.

479-w.png

Soft & Wet (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Rest
- Will-O-Wisp


This guy has always been in my OU teams. I don't know why, but as a defensive pivot, he's really cool. However, strangely enough, I feel like he doest take hits really well. For example, one of my main threats is Landorus-T. To counter it, I logically picked Rotom-W, thinking that he could handle it. And it technically can, but it takes way too much damage, in my opinion, on just one U-Turn. Of course, it's all fixed with a Will-o-Wisp, but we all know how luck can play against the player when it needs it.
Aside from that, Rotom-Wash helps the team pretty well.

485.png

Eisidesi (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Lava Plume
- Roar
- Toxic


Classic but still excellent as a specially defensive pokemon, Heatran helps a lot the team. I mainly took him for its typing that covers most of Gardevoir's weaknesses, and his good synergy with Rotom-W. Stealth Rock was required to weaken Talonflame, one of Gardevoir's biggest threat. Toxic helps to stall defensive 'Mon, and Roar just gets rid off those Charizard X that dares to set up in front of Heatran, or just any pokemon that want to boost themselves. Heatran is an important of this team for certain, but maybe it needs some adjustments.


This team overall is in my opinion pretty okay, but it definitely needs some fixes. I want it to be more performant, and maybe to have some niche moves to surprise some opponents.
So, tell me what you think !

Hope you'll have a good day !
 
Hey there cool team n_n
I think I can help you out a little bit if you want the team to be a bit more serious :o

First I would change calm mind to taunt on garde and change the spread to have 24def. Taunt helps break through defensive cores a bit better and avoids getting status'd which can help a lot in the long run since it's kind of hard to break a core with a para'd garde :o. With taunt you actually can beat chansey on the switch which helps open up room for thundy and potentially even tran to do work against stall teams. The spread change is just to ensure that you avoid the 2hko from latios' psyshock. Two small, straight forward changes I think you understand their usefulness n_n

Next, I would change thundy's set to life orb with twave/tbolt/hidden power ice/focus blast. This aids in breaking apart teams with garde and is a solid offense breaker due to prankster twave+ its' coverage. Twave and tbolt are standard and like you said slowing things down for garde is always nice. Hidden power ice helps in hitting lando and other grounds for chomp and it also forces a slack off from hippo so you can get in garde for free. Focus blast is just great coverage on thundy and can hit steels like ferro and tran for garde. life orb of course powers up thundy so it can threaten opposing teams a bit better with this set plus lefties is usually better on np sets.

A few more small changes I would make would be putting lefties>chesto and pain split> rest on rotom, and running taunt>roar and changing the spread to 248hp/54spdef/204spe calm nature on tran. restochesto rotom is generally inferior to lefties+split as you can more reliably gain hp back throughout the match more than once which is important since rotom is relied upon to check a fair amount of mons for the team. Taunt over roar just prevents last mon clef from ruining you and is generally better for stallbreaking purposes. The spread is just so you can outspeed adamant bisharp and breloom as well as other mons that try to creep them. You could run max speed timid but I think on this team the extra bulk is much appreciated.

Ok so the last and largest changes I would make is to replace snorlax with reflect type starmie and scarf chomp with scarf keld. At this point the team looked a bit weak to keldeo, metagross, weavile+ faster mons in general, and hazards so starmie and scarf keld seemed like pretty good members. The team was pretty weak to darks, specifically weavile since it can ice shard both thundy and chomp, since you had no dark resist so I just replaced chomp with scarf keld to achieve this as well as keeping the speed control chomper provided. At this point you had no hazard control and no switch in for keldeo itself so starmie seemed pretty good to add on. I choose reflect type so you can avoid being pursuit trapped by ttar and bisharp plus it can aid in removing some pressure from keld to check the darks by itself.

Hope I helped good luck with the team n_n I'll leave the changes in the tab below.

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 56 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Toxic
- Lava Plume
 
Hey there cool team n_n
I think I can help you out a little bit if you want the team to be a bit more serious :o

First I would change calm mind to taunt on garde and change the spread to have 24def. Taunt helps break through defensive cores a bit better and avoids getting status'd which can help a lot in the long run since it's kind of hard to break a core with a para'd garde :o. With taunt you actually can beat chansey on the switch which helps open up room for thundy and potentially even tran to do work against stall teams. The spread change is just to ensure that you avoid the 2hko from latios' psyshock. Two small, straight forward changes I think you understand their usefulness n_n

Next, I would change thundy's set to life orb with twave/tbolt/hidden power ice/focus blast. This aids in breaking apart teams with garde and is a solid offense breaker due to prankster twave+ its' coverage. Twave and tbolt are standard and like you said slowing things down for garde is always nice. Hidden power ice helps in hitting lando and other grounds for chomp and it also forces a slack off from hippo so you can get in garde for free. Focus blast is just great coverage on thundy and can hit steels like ferro and tran for garde. life orb of course powers up thundy so it can threaten opposing teams a bit better with this set plus lefties is usually better on np sets.

A few more small changes I would make would be putting lefties>chesto and pain split> rest on rotom, and running taunt>roar and changing the spread to 248hp/54spdef/204spe calm nature on tran. restochesto rotom is generally inferior to lefties+split as you can more reliably gain hp back throughout the match more than once which is important since rotom is relied upon to check a fair amount of mons for the team. Taunt over roar just prevents last mon clef from ruining you and is generally better for stallbreaking purposes. The spread is just so you can outspeed adamant bisharp and breloom as well as other mons that try to creep them. You could run max speed timid but I think on this team the extra bulk is much appreciated.

Ok so the last and largest changes I would make is to replace snorlax with reflect type starmie and scarf chomp with scarf keld. At this point the team looked a bit weak to keldeo, metagross, weavile+ faster mons in general, and hazards so starmie and scarf keld seemed like pretty good members. The team was pretty weak to darks, specifically weavile since it can ice shard both thundy and chomp, since you had no dark resist so I just replaced chomp with scarf keld to achieve this as well as keeping the speed control chomper provided. At this point you had no hazard control and no switch in for keldeo itself so starmie seemed pretty good to add on. I choose reflect type so you can avoid being pursuit trapped by ttar and bisharp plus it can aid in removing some pressure from keld to check the darks by itself.

Hope I helped good luck with the team n_n I'll leave the changes in the tab below.

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 56 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Toxic
- Lava Plume

Thank you for the compliment about the team, as well as your answer.

I like some of your suggestions, mainly the changes on Gardevoir, Rotom-W and Thundurus. They are pretty useful. However, I must disagree with some of your changes, even if they're well thought, they have some flaws.

The main issue I have is changes of Garchomp and Papa Ethan (love that name for Snorlax). The thought was well placed, but your solution has one problem : I don't have any physical attackers left.
I agree, this team needs an hazard remover, and something that has to tank Keldeo, but changing those 2 with Starmie and Keldeo makes me a lot weaker to other electric and grass types. So if I encounter a M-Venusaur, and if I don't have Gardevoir nor Heatran (Excadrill came in), my team is in a really bad position. So, while I agree I need a spinner/defogger, a counter to Keldeo and to dark types, I don't think those 2 Pokemons are the right choice.

I'd also like to add that replacing Roar with Taunt on Heatran, while not being a bad idea, makes me weaker against pokemons with Magic Guard like Clefairy. I can't remove their buffs by forcing their switch, so it's kind of problematic in my opinion. I'll think about those EVs though, they seem interresting.

Thank you for your support and help. I'll think about those changes !
 
Thank you for the compliment about the team, as well as your answer.

I like some of your suggestions, mainly the changes on Gardevoir, Rotom-W and Thundurus. They are pretty useful. However, I must disagree with some of your changes, even if they're well thought, they have some flaws.

The main issue I have is changes of Garchomp and Papa Ethan (love that name for Snorlax). The thought was well placed, but your solution has one problem : I don't have any physical attackers left.
I agree, this team needs an hazard remover, and something that has to tank Keldeo, but changing those 2 with Starmie and Keldeo makes me a lot weaker to other electric and grass types. So if I encounter a M-Venusaur, and if I don't have Gardevoir nor Heatran (Excadrill came in), my team is in a really bad position. So, while I agree I need a spinner/defogger, a counter to Keldeo and to dark types, I don't think those 2 Pokemons are the right choice.

I'd also like to add that replacing Roar with Taunt on Heatran, while not being a bad idea, makes me weaker against pokemons with Magic Guard like Clefairy. I can't remove their buffs by forcing their switch, so it's kind of problematic in my opinion. I'll think about those EVs though, they seem interresting.

Thank you for your support and help. I'll think about those changes !

Without taunt clefable actually will set up on tran 1v1 so all the opponent has to do is kill garde and then sack their whole team so clef is the only one left and it will just win bar crits D: I guess you can keep garde healthy but that can be hard in some matchups, especially with no hazard removal, so I'd still recommend taunt :o

Also I'm not understanding the venusaur example since sacking both tran and garde when venu is alive is a complete misplay, especially in the example you gave since rotom hard counters exca and you have thundy to play mind games with eq and ih if it's scarf. Contrary to popular belief having no physical attackers or no special attackers etc isn't a bad thing as long as you can break through everything. Although I do see your concerns so if you would like you can run 4 attack mixed thundy which has a grand total of 0 counters when factoring in all it's coverage options. You lose out on twave support though which opens you up to some set up sweepers and other offense breakers which is why I didn't recommend it in the first place but if you are really concerned with annihilating defensive cores then this is the set to go for n_n

I still stand by my changes I suggest you try them out :]
 
Back
Top