ORAS OU Road to Banning Kermit: The Team

Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus
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Hello Smogoners, I know it hasn't been long since my last RMT but since I'm doing UU for SPL/Farm League and the VGC15 season starts soon (meaning I probably will not build seriously in OU for a while) I thought I may as well share the team I used the majority of the time to achieve suspect test reqs in OU, while it's certainly not the best team out there it's a lot of fun to use and represents the kind of balanced/bulky offensive teams that may be able to thrive after Greninja gets the hammer.
Teambuilding and all that good stuff:
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Basically I wanted to build around this neat BO core of Metagross (one of my very favorite Pokemon since I first laid eyes on it) and Keldeo, pretty well known core as they check each other's counters very well and they can really punch holes into the opposing team.

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At that point I needed to add things that could counter whatever beat this core. The first things I thought of were Talonflame, Scarf Landorus-T and Slowbro, so I decided to add an Air Balloon Heatran to the team for Rocks, a check to Talon, and to ease the matchup vs Lando leads, and then I added LO Taunt Gengar to stop CroBro in it's tracks. Gengar + SubCM Keldeo are godsends for the stall matchup, and the threat of Gengar also stops Landorus-T from mindlessly EQing or U-turning.

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At that point, I realized I still had a weakness to fast Electric types especially because my Heatran is an offensive variant, so I added my own Scarf Landorus-T to the squad because you basically lose nothing from using it and it provides a load of utility in one slot, including easing the matchup vs Latis, Electrics, Bird spam, and other Landorus.

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By this point I was well aware of my horrible weakness to bulky Water types and Rain teams, but I figured the rest of the team worked well enough that I could dedicate this slot solely to countering bulky Waters and Rain and nothing else. I tried a lot of things, including SDef Rotom-W, both Latios and Latias, and pretty much every Raikou set you could think of.
But I finally settled on using Specially Defensive Celebi, and honestly this thing is fantastic for the team, forming the infamous DPP CeleTran core and also forming a FWG core with Keldeo, Natural Cure made the deal even sweeter as it could absorb status from the likes or Rotom-W and Thundurus for the team and switch into Scald from threatening bulky Waters such as the still massively threatening Slowbro without fear. Landorus-T is slightly more annoying now but it was well worth having pretty much THE Water type counter for a team massively weak to them
In Depth Look:

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Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Secret Sword
- Scald

The first Pokemon in the offensive core at the center of this team, SubCM Keldeo really pulls its weight mainly as a consistent check to common Dark types like Bisharp, Mega Gyarados and Tyranitar that could otherwise spell trouble for me, being more reliable at it than Choiced variants because this set carries Leftovers. Substitute protects me from status that could be used to wear down a Choiced variant of Keldeo, and together with Calm Mind and good natural bulk, Keldeo sets up on a decent portion of the meta, as well as being a nightmare for stall to deal with, and whatever it can't get past (Fairies and Latis come to mind) can usually be dealt with by Metagross or another team member. Once set up, Keldeo is very difficult to stop, and even when not set up Keldeo hits hard from it's complimentary dual STABs, one of which is capable of crippling the opponent with a burn.
Keldeo already has good natural bulk so investing in offensive stats was the most optimal route in terms of EVs and nature to take advantage of it's good 108 Speed tier and not have to rely on getting set up to still do work for the team.

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Bullet Punch
- Earthquake
- Zen Headbutt

Behold the poster-boy of 6th Gen BO, Mega Metagross is just a fantastic Mega Pokemon to build around, possessing the ultimate combination of power, bulk and speed. What it lacks in good offensive STAB coverage is made up for by it's teammates for the most part, but whatever it can hit for at least neutral will not enjoy the hit at all. I found Iron Head more reliable than Meteor Mash as the main STAB, as it still got most of the same 2HKOes without missing and a nifty flinch chance. Many forego Bullet Punch in favor of more coverage but imo the priority is worth the slot for revenge killing the threat that is Mega Diancie, and finishing off foes that another move just barely missed the KO on (this happens more often than you would expect). Bullet Punch just gives you the most value out of Metagross, allowing it to do work on faster but weakened threats late-game while it itself is low on HP instead of just dying. BP saves games, and besides, Earthquake alone provides most of the additional coverage you'll need outside of your STABs, hitting Heatran, Bisharp, Excadrill, other Metagross, as well as additional neutral coverage.
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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- U-turn
- Earthquake
- Stone Edge
- Hidden Power [Ice]

The Quarterback of OU himself, Landorus-T has been finding a place on pretty much every team I make nowadays, and this one is no exception. Landorus-T is one of my two Bird checks and is also my primary way of eliminating pesky Electric types and other fast, frail threats. Intimidate is also a great asset in general to take advantage of on bulky offense. The black sheep on this set is HP Ice and that's just because other Landorus-T are annoying and weakening them with a first turn HP Ice really opens up a ton for Metagross and essentially eliminates a major annoyance to Celebi. I didn't really miss Knock Off too much. The rest of the moves are fairly self explanatory, I definitely wanted to run max Speed so I can smack other Scarf Lando with HP Ice before they can U-Turn away, and Naive nature to do as much damage as possible with HP Ice against all x4 weak targets like Garchomp and even weakened Dragonite if I don't feel like risking Stone Miss.
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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Ancient Power
- Earth Power
- Stealth Rock

A lot of people really sleep on just how good/annoying BalloonTran still is. It's imo one of the most reliable offensive SR users in the game, it hits hard, is hard to really knock out in one hit thanks to it's fantastic natural bulk and the Balloon, and it's speed can sometimes catch opponents off guard, for example, it's faster than Jolly Mega Scizor so instead of just getting swept by that thing at +2 after Keldeo is substantially weakened I just Fire Blast it before it can Superpower. I opted for Fire Blast for it's ability to 2HKO most Mega Venusaur after Rocks and Mega Sableye. Fire STAB is what allows Heatran to do it's main job of deterring Steel types that may wall Metagross like Skarmory. Ancient Power hits Zard-Y and Bird, I didn't really need Flash Cannon since I already have Metagross and Gengar to destroy Fairies. Earth Power rounds off the set, mostly for other Heatran and CharX, but can also do huge damage to Stallbreaker Talonflame after Roost and gives Heatran a neutral move on Water types like Starmie and Slowbro, as well as hitting Tentacruel for Super Effective.
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Giga Drain
- Baton Pass
- Perish Song
- Recover

The team's dedicated Rain check and bulky Water counter, Celebi is an absolute lifesaver against the likes of Mega Slowbro, Suicune, Rotom-W, Azumarill, and opposing Keldeo. Giga Drain is the optimal STAB move to hit Water types hard and recover a little bit of HP, and it's very helpful for Mega Swampert on Rain teams in particular. Recover is a mandatory move on this kind of Celebi,. Baton Pass looks a bit odd but it prevents me from being Pursuit trapped and is another one of those momentum saving moves akin to U-turn (just not doing damage), forming a really neat pivot core with Landorus-T. Finally, Perish Song is essential to halt CM SlowBro and CM Suicune, as well as any other Pokemon known for slow but deadly set ups like Clefable, and is also really neat for annoying stallmons like Gliscor that just refuse to die and will likely not do so until the very end of the battle. The EVs/Nature give Celebi close to max SDef for switching into strong Water type attacks while speed creeping Specially Defensive Gliscor and Adamant Bisharp.
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Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Shadow Ball
- Sludge Wave
- Focus Blast

At first glance Gengar doesn't seem to contribute as much to the team as the other members, but it's a very solid overall Pokemon to severely weaken or cripple a wide variety of bulky, annoying threats (such as such as Hippowdon, Ferrothorn, Rotom-W, Landorus-T, and Mew) that any other one team member wouldn't be able to cover all at once. Gengar basically makes my team a lot more difficult to wall even after losing a couple team members, and it also greatly eases the matchup against stall teams, as it can deny them recovery and hazard control with Taunt while having a fantastic typing with several important immunities.
Ultimately, Gengar might be the most expendable member on the team, but he manages to pull just enough weight, mostly due to how unprepared some teams are for the best (and only) offensive Ghost type in OU, to merit the spot.​
 
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I have some suggestions, replace Life Orb on Gengar with Focus Sash. It helps to set up Taunt at a critical moment. You might get OHKO'd from opponents that can one-shot a Gengar without setting up. You might also want to go for Meteor Mash over Iron Head on Metagross, as relying on flinch without SG is risky. Other than that, good team!
 
I have some suggestions, replace Life Orb on Gengar with Focus Sash. It helps to set up Taunt at a critical moment. You might get OHKO'd from opponents that can one-shot a Gengar without setting up. You might also want to go for Meteor Mash over Iron Head on Metagross, as relying on flinch without SG is risky. Other than that, good team!

I dont mean to dismiss your suggestions but I really need Life Orb to dent some of the things I need to dent and Taunt is really only for utility Pokemon that cant really touch Gengar anyway, plus, I have no way of removing hazards on this team (nor do I really need it) so the Sash will be dead weight more often than not.
And I'm not relying on Iron Head's flinch chance, I'm relying on it's 100% accuracy that Mash doesnt have [:
 
We have a really nice team here!

Now, looking at it I notice a heavy SD Talonflame weakness. Keldeo, Metagross and Celebi are just destroyed by his STABs, Gengar is too frail, Landorus can't take boosted hits as it is OHKOed with 1 SD even after intimidate:

+1 252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Landorus-T: 280-330 (87.7 - 103.4%) -- 25% chance to OHKO

Heatran is the only one who can take hits from it, but with that moveset Talonflame can just Roost off any damage, SD until +6 and start the sweep. To solve this, i suggest
Ancient Power on Heatran, replacing either Flash Cannon, Stealth Rock or Earth Power ( i suggest the latter as you already have a lot of ways to deal with opposing Heatran). Ancient Power OHKOs every variant that is not Bulk Up Specially Defensive, which is still 2HKOed. It also gives you a way to hit hard Mega Charizard Y, which is a huge threat to your team, Heatran being your only safe switch-in.

Another small change i would suggest is Nasty Plot > Perish Song on Celebi.
I found Perish Song to be very occasional and completely useless against a lot of teams. Nasty Plot, however, makes Celebi able to deal with CroBro and CroCune, as well as giving Heatran, Keldeo or Gengar a huge power-up thanks to Baton Pass.

Lastly, just a little nitpick, Landorus doesn't need max speed, so the spread should be 252 Atk / 20 SpA / 236 Spe : you can still outspeed Excadrill (and opposing Landos that usually run 232, hitting with HP Ice) while saving some EVs for SpA, helping Lando in some OHKOs.

Anyway, nice team! I really like seeing Celebi in OU, a really underrated threath which is slowly rising with the Greninja suspect, and also offensive Heatran, which is also becoming popular due to MSableye.
Sorry if I have been too long, i hope you'll like my suggestions :3

P.S. Also, sorry for any error, I'm not a native speaker :3
 
I like how SubCM Keldeo patches up a lot of otherwise horrendous weaknesses (Scizor, Bisharp, etc.). The team looks a tad bit standard, but ultimately effective. I'm pretty sure some HP investment is needed on Scarf Landt (wans't it 32? I don't use it all too often) for things like zard and flame and stuff it switches into. I'm going to agree with Sephiran64 and recommend a move change on Heatran - why run Flash Cannon when you've got Gengar and freakin' MMetagross? I'd use Stone Edge or Ancient Power instead to take down Talonflame (or, at least, roar, so you can force it out for rocks damage and offer utility vs. set up mons like, heh, JollyDD Zard, which steamrolls you atm - more reason for the HP investment on LandT imo).

I wouldn't say Gengar is expendable at all. It helps break Ferro core teams that Metagross hates. The most expendable is probably Heatran imo - you could easily just use Rocks Garchomp (which beats Talonflame) or something.

Solid team. Thanks for sharing.
 
I like how SubCM Keldeo patches up a lot of otherwise horrendous weaknesses (Scizor, Bisharp, etc.). The team looks a tad bit standard, but ultimately effective. I'm pretty sure some HP investment is needed on Scarf Landt (wans't it 32? I don't use it all too often) for things like zard and flame and stuff it switches into. I'm going to agree with Sephiran64 and recommend a move change on Heatran - why run Flash Cannon when you've got Gengar and freakin' MMetagross? I'd use Stone Edge or Ancient Power instead to take down Talonflame (or, at least, roar, so you can force it out for rocks damage and offer utility vs. set up mons like, heh, JollyDD Zard, which steamrolls you atm - more reason for the HP investment on LandT imo).

I wouldn't say Gengar is expendable at all. It helps break Ferro core teams that Metagross hates. The most expendable is probably Heatran imo - you could easily just use Rocks Garchomp (which beats Talonflame) or something.

Solid team. Thanks for sharing.

Thanks for the r8 fren [:

I run max Speed on Landorus-T to bop other Scarf Landorus-T that run 236 with HP Ice. I'd actually rather take some EVs out of Atk if that little bit of extra bulk really makes such a difference.

Yeah you make a good point about Flash Cannon on Tran, I'll try AncientPower and see how that goes.
If I used Chomp > Balloon Tran wouldn't that make me even more Jolly Zard weak? Oh well I guess you can't cover everything on one team, I'm pretty satisfied with how Tran is performing right now and Zard X isn't exactly the most common thing right now.
 
I used Gengar on similar teams and, while I still like him, he gets worn down fast. If I try to taunt ferrothorn or slowbro, a gyro ball or scald will hit for 40-50%, and you can't OHKO either of them. After life orb recoil and rocks, you're pretty much dead, and you might not have even killed them.

I found Gengar hurting more Pokemon I didn't want him to check than the ones I specifically added him to check, so he seems very odd to me. Not saying you should take him out, but he is weird.

Heatran seems the least useful. Keldeo already handles all the steel types that trouble Metagross. LandoT handles TFlame pretty well, but Garchomo could also handle him and be a Stealth Rock setter. Taking out Heatran does leave you weaker to Sableye, but Keldeo can punch through him okay.

Defensive Rotom-W could maybe help with DDZard and definitely birdspam, but I don't know who you would remove to make room for him. Maybe Celebi, since Rotom-W handles rain well, checks Azumarill that troubles your Metagross and Keldeo core, and his volt switch makes for a better pivot than your baton pass celebi.

I have been trying to build my own team out of Keldeo and Metagross, and I have been using scarf LandoT and Rotom-W with great success. The last two spots are the hard ones. I want a rock setter, and I think Garchomp has been my favorite. I have tried Gengar, Clefable, and even Bisharp in the last spot, but I haven't decided who I like the most. They all handle different threats, and whichever ones I use, I find a weakness to a certain Pokemon.

I'd love to hear your thoughts, since your team is so similar to mine.

What I've been using this morning (seems great so far):

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Secret Sword
- Scald
- Calm Mind

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt
 
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I used Gengar on similar teams and, while I still like him, he gets worn down fast. If I try to taunt ferrothorn or slowbro, a gyro ball or scald will hit for 40-50%, and you can't OHKO either of them. After life orb recoil and rocks, you're pretty much dead, and you might not have even killed them.

I found Gengar hurting more Pokemon I didn't want him to check than the ones I specifically added him to check, so he seems very odd to me. Not saying you should take him out, but he is weird.

Heatran seems the least useful. Keldeo already handles all the steel types that trouble Metagross. LandoT handles TFlame pretty well, but Garchomo could also handle him and be a Stealth Rock setter. Taking out Heatran does leave you weaker to Sableye, but Keldeo can punch through him okay.

Defensive Rotom-W could maybe help with DDZard and definitely birdspam, but I don't know who you would remove to make room for him. Maybe Celebi, since Rotom-W handles rain well, checks Azumarill that troubles your Metagross and Keldeo core, and his volt switch makes for a better pivot than your baton pass celebi.

I have been trying to build my own team out of Keldeo and Metagross, and I have been using scarf LandoT and Rotom-W with great success. The last two spots are the hard ones. I want a rock setter, and I think Garchomp has been my favorite. I have tried Gengar, Clefable, and even Bisharp in the last spot, but I haven't decided who I like the most. They all handle different threats, and whichever ones I use, I find a weakness to a certain Pokemon.

I'd love to hear your thoughts, since your team is so similar to mine.

What I've been using this morning (seems great so far):

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Secret Sword
- Scald
- Calm Mind

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt

Rotom-W cant beat Slowbro-Mega once it starts setting up and it just 6-0es me. Celebi is essential for that. Garchomp is ok for Bird but either way DDZard just blows past it late game, and Rotom can't really beat it either if it's running Roost. At least Tran can beat the bulkier variants that lack EQ. Pretty sure Gengar ohkoes all Slowbro btw....
 
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