ORAS OU Skarmpharos - My first RMT

Team Preview

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About Me

Hello, i am StarDasher. Pokemon has always been part of my life since i was about 4, i watched the anime as kid alot, and started collecting pokemon cards when i was 7. However, first time i actually played actual pokemon game i was 14. I started playing competitive pokemon at early 2013 when i discovered pokemon showdown, that means i have played competitive pokemon for 3 years now. And finally after those years i decided to make this RMT.

Teambuilding Process

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I had this small core between Mega Ampharos and Skarmory on my mind, which is the reason i started building this team, they cover pretty well each others weaknesses and are good mons in general

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I felt like i needed ice resist, so i chose Azumarill, instead of other water mons i chose Azu because it has great offensive typing and it hits like truck

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I needed something for steel types so i thought Volcarona was good idea since it has access to good stabs and quiver dance

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I have been wanting to try hoopa-u since it was released, i needed something to use as revenge killer and hoopa-u's movepool was interesting so i picked it

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And last but not least, i added Garchomp since i needed something fast that can get rocks and block volt switches

The Team

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Ampharos-Mega @ Ampharosite
Ability: Mold Breaker (static begore mega)
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk

This set is kinda standard defensive Mega-Ampharos. I run 0 attack IV's to not take as much damage from foul play or if Mega-Ampharos is confused it wont hurt itself as much. Dragon pulse and volt switch are STAB moves. Originally i had discharge over volt switch but i changed it to volt switch for pivotting.
I run rest because Ampharos's has no acces to recovery move, and sleep talk so i can do something while sleeping. With resttalk Mega Ampharos can catch status effects without big problems.

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Brave Bird
- Roost
- Defog
- Whirlwind

This Skarmory set helps me to catch some special moves better than normal defensive Skarmory would, like draco meteors and psyshocks from Latios and Latias as well as non STAB super effective physical moves from physical attackers. Also that extra 4 speed helps me to outspeed base 70 speed pokemon with 0 speed evs.
Brave bird is good STAB move because of its high base power. Roost helps me recover HP so i dont have to rely on leftovers, defog helps me to get rid of hazards and whirlwind is for setup mons so i dont get sweeped, if Skarmory is at full HP it can take any hit and whirlwind potential sweeper out. Also whirlwind can be used to force opponents pokemon out with stealth rocks on the field to deal extra damage.


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Azumarill @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower

While assault vest would be good to take hits on special side, i prefer choice band to boost Azumarills already high attack stat to even bigger numbers (654 to be exact) allowing Azumarill to spam moves wthout worrying about doing no damage. 88 speed is to outspeed base 60 pokemon like Clefable, even though 84 speed is enough, i run 88 so i can outspeed those other Azumarills running 84 speed. Waterfall is strong and reliable STAB (stupid aqua tail and its 90% accuracy) and can flinch. Aqua jet is STAB priority which is probably most common move on Azumarill. Play rough is STAB move that helps with dark, fighting and mainly dragons, since Azumarill cant hurt them as much with waterfall. I run superpower over knock off to catch potential Ferrothorns on switch in.


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Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Bug Buzz
- Fire Blast
- Hidden Power [Ice]
- Quiver Dance


Standard quiver dance Volcarona with leftovers instead of life orb (not sure if life orb is common but i have seen it more than leftovers on non bulky Volcarona)
Volcarona has 0 attack iv's to not take as much damage from foul play and hitting itself on confusion, 30 defense iv's are because i need that for hidden power ice.
Bug buzz and fire blast are STAB moves that hits wide variety on pokemon in OU tier. I have hidden power ice for coverage. Quiver dance is there so i can potentially setup and clean the game after opponents team has been weakened bit.


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Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Gunk Shot

Choice scarf Hoopa-U is great revenge killer because of its hight attack and special attack stats. It can also switch in to some special moves. I run scarf so i can outspeed the pokemon i want to revenge kill and to catch offguard people who dont know this is running scarf.
Hyperspace Fury is strong and spammable STAB move. Fire punch is mainly for Ferrothorn and Scizor switch ins. Drain punch is for bulky normal types like Chansey, or steel and rock types on certain situations to damage them and recover some HP. Gunk shot is for fairies like Azumarill, Togekiss and Clefable.


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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance

Combination of rough skin and rocky helmet makes many pokemon with contact moves not wanting to hit Garchomp. Reason im not running defensive Garchomp is because Mega Ampharos and Skarmory can handle taking hits from most pokemon.
Earthquake and dragon claw are good STAB moves, only completely walled by togekiss. I dont run outrage because i dont want to be locked on it if opponent has steel or fairy pokemon. Stealth rock is best entry hazard on the game so i have it. Swords dance is for possible late game sweeps with Garchomp after opponent has no checks for left for Garchomp

Importable
http://pastebin.com/rB7iZTvP

So what do you think about this team?
Is there anything you would change?
Since this is my first RMT there may be mistakes, let me know if you spot any.
All feedback is appreciated.



 
Last edited:
So cute Team! :)
My Advice is to change the Ampharos and Volcarona spreads
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Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature

- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

248 HP EVs helps max out HP and take hits better, allowing Mega Ampharos to switch into Stealth Rock as many times as possible. The Special Defense EVs with a Calm nature allow Mega Ampharos to avoid the 2HKO from Life Orb Thundurus . The Remaning evs are invested in the Special Attack.
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Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

The Speed EVS+Timid Nature because allow Volcarona outspeed Landorus Scarf at +1 and pokemon with 92 based speed. 72 HP for allow Volcarona better accuse shots and help the Setup.

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature

- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

I hope i have help you GL :)
 
hi, this team looks pretty solid on paper, but there's a couple of changes i would make. first change i would make is rocky helmet > leftovers on skarmory, skarmory doesn't need the passive recovery that much and rocky helmet recoil helps punish and weaken threatening pokemon such as bisharp which can come in for free against skarmory. rocky helmet just puts bisharp on a shorter timer, meaning that garchomp or azumarill can finish it off more quickly because it's a fairly big threat. another change i would make is volcarona's set, you should change the item to passho berry and run giga drain > bug buzz in order to hit water types and prevent keldeo and azumarill trying to revenge kill. another change i would consider is life orb > rocky helmet on garchomp along with fire blast > swords dance. this just helps in stall matchups and helps weakens the likes of skarmory more quickly so hoopa and azumarill have an easier time breaking the opposing team because skarm can give them trouble breaking.

changes in short:
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rockyhelmet.png
rocky helmet >
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leftovers
volcarona.png
passhoberry.png
passho berry, giga drain, and timid nature >
leftovers.png
leftovers, bug buzz, and timid nature
garchomp.png
lifeorb.png
life orb w/ fire blast >
rockyhelmet.png
rocky helmet w/ sd

again, I don't have much to say about this team because it seems pretty solid on paper, though i think these few tweaks should be able to help!
 
hi, this team looks pretty solid on paper, but there's a couple of changes i would make. first change i would make is rocky helmet > leftovers on skarmory, skarmory doesn't need the passive recovery that much and rocky helmet recoil helps punish and weaken threatening pokemon such as bisharp which can come in for free against skarmory. rocky helmet just puts bisharp on a shorter timer, meaning that garchomp or azumarill can finish it off more quickly because it's a fairly big threat. another change i would make is volcarona's set, you should change the item to passho berry and run giga drain > bug buzz in order to hit water types and prevent keldeo and azumarill trying to revenge kill. another change i would consider is life orb > rocky helmet on garchomp along with fire blast > swords dance. this just helps in stall matchups and helps weakens the likes of skarmory more quickly so hoopa and azumarill have an easier time breaking the opposing team because skarm can give them trouble breaking.

changes in short:
skarmory.png
rockyhelmet.png
rocky helmet >
leftovers.png
leftovers
volcarona.png
passhoberry.png
passho berry, giga drain, and timid nature >
leftovers.png
leftovers, bug buzz, and timid nature
garchomp.png
lifeorb.png
life orb w/ fire blast >
rockyhelmet.png
rocky helmet w/ sd

again, I don't have much to say about this team because it seems pretty solid on paper, though i think these few tweaks should be able to help!

Thanks for the suggestions, ill try them at some point.
 
hi, this team looks pretty solid on paper, but there's a couple of changes i would make. first change i would make is rocky helmet > leftovers on skarmory, skarmory doesn't need the passive recovery that much and rocky helmet recoil helps punish and weaken threatening pokemon such as bisharp which can come in for free against skarmory. rocky helmet just puts bisharp on a shorter timer, meaning that garchomp or azumarill can finish it off more quickly because it's a fairly big threat. another change i would make is volcarona's set, you should change the item to passho berry and run giga drain > bug buzz in order to hit water types and prevent keldeo and azumarill trying to revenge kill. another change i would consider is life orb > rocky helmet on garchomp along with fire blast > swords dance. this just helps in stall matchups and helps weakens the likes of skarmory more quickly so hoopa and azumarill have an easier time breaking the opposing team because skarm can give them trouble breaking.

changes in short:
skarmory.png
rockyhelmet.png
rocky helmet >
leftovers.png
leftovers
volcarona.png
passhoberry.png
passho berry, giga drain, and timid nature >
leftovers.png
leftovers, bug buzz, and timid nature
garchomp.png
lifeorb.png
life orb w/ fire blast >
rockyhelmet.png
rocky helmet w/ sd

again, I don't have much to say about this team because it seems pretty solid on paper, though i think these few tweaks should be able to help!

A lot of these changes make sense, but definitely DO NOT change skarmory to rocky helmet unless you are also planning to change it to physical defense. The main reason to run special defense on skarm is to be able to switch into fairies and latis, and with leftovers, you change HP fire from latios from a guaranteed 2HKO to a roll, and HP fire from Mega Diancie from about a 50% chance to 2HKO to a 3.9% chance. Additionally, if you switch Skarm into most U-turns, leftovers will heal you back to full, and put your sturdy back in tact, and in some scenarios, you can avoid having to make a read if you know you are guaranteed to get a move off. Lastly, since this skarm isn't phys def, you aren't planning on switching it into as many attacks that you can even punish with rocky helmet in the first place, so the small residual damage you apply with it just isn't worth it giving up leftovers.

The one change I would actually recommend for this skarm, should you opt to remain SpDef, is to change brave bird to iron head. This gives you a reliable way to deal damage to things such as clefable and diancie, which you want to be switching this thing into anyway.

In a day or two I may properly analyze this team, but until then, these are my thoughts on your skarmory.
 
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