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ORAS OU Semi-Offensive Wall team

Hi, this team is one of the first I made, and any feedback on this team would be appreciated! I use it for OU singles and doubles.

Charizard @ Charizardite X
Ability: Blaze -> Tough Claws
Nature: Jolly
EVs: 252 Atk, 252 Spe, 4 SpD
-Dragon Claw
-Fire Punch
-Thunder Punch
-Power-up Punch

I put Mega Charizard X on my team to use as a fast physical sweeper. Considering I don't send it out and let it get OHKOed by Earthquake like an idiot, I can usually set up one Power-up Punch on the opponent's switch. It's especially useful for countering Tyranitar and Mega Lopunny. Dragon Claw and Fire Punch are STAB and powered up by Tough Claws. I chose Dragon Claw over Dragon Rush for accuracy, and Fire Punch over Flare Blitz for recoil. Thunder Punch is for catching Water type switch-ins off guard, and hits hard on Primal Kyogre. The main problem is that Charizard doesn't usually OHKO if I can't set up a Power-up Punch... and then gets rekt... Any ideas?


Jirachi Leftovers
Ability: Serene Grace
Nature: Calm
EVs: 252 Def, 252 SpD, 4 SpA
-Psychic
-Doom Desire
-Wish
-Protect

Not the typical setup people expect on Jirachi. Yes, I want Jirachi to be bulky, but to catch opponents off guard, I oriented its moveset more offensively. Doom Desire -> Wish -> Protect works well if Jirachi is 100% and just switched in. Psychic to help clean up if Jirachi doesn't have anything better to do, and the classic Wish-Protect or Wish pass.


Landorus-T @ Focus Sash
Ability: Intimidate
Nature: Adamant
EVs: 252 Atk, 128 Def, 128 SpD
-Stealth Rock
-Earthquake
-Hammer Arm
-Rock Slide

Landorus-T is also more offensively oriented. If the opposing side starts out with Garchomp, Forretress or some other entry hazard setup, I can set up a Stealth Rock, but otherwise, Landorus is just going to sit there spamming Earthquake. The Focus Sash is just for making sure that I can at least leave a mark on whatever Pokemon was just sent out to screw it over. In Doubles, I usually send it out at the start along with Klefki and just sit there spamming Rock Slide. If Klefki is almost down, I may just go YOLO and Earthquake it, or I might Earthquake and switch Klefki to Charizard.


Klefki @ Sitrus Berry
Nature: Impish
Ability: Prankster
EVs: 100 HP, 252 Def, 156 SpD
-Light Screen
-Reflect
-Thunder Wave
-Foul Play

The foreseeable lead in both Singles and Doubles, I toss Klefki out there from the start to set up Light Screen and Reflect, then switch it out to Conkeldurr or Charizard. If need be, I'll also send it out to counter DD Dragonite, SD Scizor and the like. Thunder Wave is just in there to cause annoyance and cripple threats to Landorus, Conkeldurr and Charizard.


Conkeldurr @ Flame Orb
Nature: Adamant
Ability: Guts
EVs: 252 Atk, 128 Def, 128 SpD
-Drain Punch
-Thunder Punch
-Ice Punch
-Fire Punch

Conkeldurr is essentially the counterpart of Charizard, being a bulky physical sweeper instead of a fast one. Drain Punch for STAB and to recover health from the burn and damage it may have taken from the opposition. The 3 Elemental Punches are there for coverage of its weakness and other Pokemon it may struggle against, most notably Talonflame. Stone Edge was just too risky with its 80% accuracy.


Chansey @Eviolite
Nature: Bold
Ability: Natural Cure
EVs: 252 HP, 252 Def, 4 SpD
-Toxic
-Softboiled
-Heal Bell
-Seismic Toss

Chansey is the main wall of the team, along with Klefki. Toxic is the obvious choice move of most walls, with exceptions such as Sableye/Dusclops with Will'O-Wisp. The Eviolite makes Chansey decently bulky, and combined with one of the highest base HP stats in all Pokemon, it can easily take 2-3 hits from anything that comes its way. Heal bell helps cure any statused allies, but Conkeldurr's burn does get healed too if it was already sent out... Seismic toss is mainly for doing damage and Softboiled is there for obvious reasons. And if Chansey happens to get T-waved or Toxiced, I'll just switch it out.

Counters:
Taunt Mega Gengar shuts down Klefki and Chansey completely
Heatran walls Chansey
Talonflame takes out Conkeldurr with ease if not sent in on the switch
Toxic Aegislash is hard on Chansey
Scarfed Mega Rayquaza (with Extreme Speed and Earthquake) only safely countered with Jirachi, not on switch
Mega Gardevoir hits hard on Mega Charizard X and Conkeldurr, if it knows Ice Beam, Landorus is going down, too
Primal Groudon is super-effective against half the team
Primal Kyogre can easily take out half my team with Origin Pulse
Any Pokemon with Knock Off
Any Pokemon with Brick Break
Any Pokemon with Defog
Kyurem, any form is tough on Charizard and Landorus

And there's my ORAS Singles/Doubles OU team! Please help me improve it as necessary. ^-^
 
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Yo're missing a threat list for this team, which could cause your thread to be locked, as well as the team building process of why you chose these mons to go together
 
This will not get his thread locked.

Will possibly rate later if I have time

Well, I added a list of counters anyway and a team overview, hope this helps :)

http://replay.pokemonshowdown.com/ou-260201305

That replay is what Mega Charizard X is supposed to do.

http://replay.pokemonshowdown.com/doublesoususpecttest-260253783
http://replay.pokemonshowdown.com/doublesoususpecttest-260460451

This particular team used in Doubles, before I changed Metronome to Seismic Toss
 
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Defensive based teams do relatively terrible in doubles, so any changes I make will be made for singles.

Charizard-X should have a spread of 104HP/ 220Atk/ 184 Spe Jolly with a set of Dragon Dance, Flare Blitz, Dragon Claw and Roost.

Landerous - T should have 252 Hp/ 240 Def/ 8 SpD/ 8 Spe with a +Def, - SpA Nature (can't remember everything) with Earthquake, Stealth Rock, Knock Off, and Stone Edge/ Superpower/ U-Turn Item: Leftovers.

Jirachi should have 248 HP/ 96 Atk/ 164 Spe Adamant Nature with Iron Head, Fire Punch, Subsitute, and Toxic with leftovers

Conkelder should be Assault Vest with 252 Atk / 236 SpD / 20 Spe Adamant with Drain Punch, Mach Punch, Ice Punch, Knock Off
 
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