ORAS OU "SPEED IS KEY!!!" -Jacksepticeye

What Pokemon do you hate facing the most in OU?


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That's right. SPEED IS KEY!!! That's pretty much the entire point of this team. As the name implies, this is a serious hyper offense. Unlike all my other team posts, I'm going to try and keep this one short. ((My finger slipped and posted it early. Sorry.
THE POST IS COMPLETE NOW))

Also, please answer the poll. I'm pretty interested in what you guys think. Anyway, I'm going to end up showing this team a second time on my youtube channel in the future.
Send me a PM for a link to my channel if you're interested. (I'll eventually get to it when I have time).
Enjoy using the team.

Alrighty then let's get started. I actually made this team during Hoopa-Unbound's suspect test because I was getting sick and tired of all the defensive and stall teams. I pretty much just wanted to give anybody using stall a serious challenge, as one mistake on their part against this team can mean game over.
The way I feel about hyper offense is: "Everything on the team has one job. Everything is expendable. Every move should be a kill switch. Everything loves stealth rock support."

The team has undergone about 2 changes ever since it was made. I think that the main concern for me as far as the team goes is the mon for my mega slot. Sometimes I absolutely adore and love it, while other times I wish I had a different move or a different mon entirely. You'll really see why in the 3 replays I've selected while laddering. So far I've pushed to 1459 for my account name Complicating (I have 3 for different primary purposes: laddering, testing/experimenting new ideas and theories, and for doing whatever and or randomly typed teambuilding via random number generator). I'm not done laddering on my experimenting account XD. Regardless, the point of my team is to outspeed pretty much everything bar a handful of mons, dish out heavy damage, and catch opponents off-guard.

Azelf.png

Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off

Okay, this one is a bit weird, but very specific. I needed 168 HP investment to have a better chance at getting rocks up against Lopunny-Mega leads and to live Diance-Mega anti-leads a little better after I use skill swap. I have skill swap specifically for anti-leading magic bounce users, namely Sableye. It helps get rocks up easier though. Knock Off is the only attack and provides really nice early utility. Taunt is self explanatory. Skill swap also helps against Heatran, though swapping levitate does make it immune to its main weakness until it switches out. But Azelf does a wonderful job getting up rocks with this set and catches nearly everybody off guard when I use it. Skill swap also severely punishes pure/huge power users that may want to anti lead as well by giving my Azelf crazy high attack and cutting the opposing mon's by 1/2.

alakazam-mega.jpg

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect


Alakazam is the fastest pokemon you can have without a speed boost of some kind. I have protect to specifically help against sand and rain teams, (aka, stealing sand rush or swift swim as an ability before mega evolution). I don't actually see a need for max speed investment because facing mega-Aero or another mega-Zam is actually pretty rare in practice. Psychic is powerful STAB. Focus Blast provides awesome coverage and is the primary way I can reverse sweep sand teams. Shadow Ball is the main third coverage move, and I wish I could change it sometimes because I want to hit dark types without relying on 70% accuracy (dazzling gleam) and I also want to hurt rain teams more (energy ball). All in all, this mon has been the best fit for my team so far and I haven't really found an alternative. it hits 431 speed specifically to outpace positive nature max speed Gyarados at +1, which hits 430. The rest goes to offense and then defense to help take priority moves a little better.

garchomp_by_tatatorterra-d4djksj.png

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail

Okay, I'm gonna be honest, this was not originally Garchomp. I actually don't remember what was here before either. I actually was in serious need of this mon because of how badly a Scarfed Excadrill threatened my entire team by itself. Adamant Scarfchomp is insanely powerful and has awesome coverage with EdgeQuake + Water and Dragon. Water+Ground is already really good coverage. So why not add more? Aqua Tail is chosen over Dragon Claw. Apart from being unexpected, Aqua Tail slams several common checks and counters to Garchomp, such as Defensive Lando-T, Air Balloon Heatran, Hippowdon, Scarf T-tar, and Magnet Rise Klefki among others. It also gives me a second coverage to Talonflame with better accuracy if the game comes down to it. Outrage is usually saved for cleaning for the late-game, but can easily punch holes in teams early and mid-game.

Raikou.full.1429233.jpg

Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind

Honestly, I don't think anybody legitimately prepares for this monster. I've had a few battles where this was sent out from turn 1, and earning a 6-0 several turns later. Raikou has an immensely useful ability in pressure, essentially cutting opponent's PP in half, which is great for things like Ferrothorn's Gyro Ball. I've checked the calcs, and the difference between 329 and 328 special attack is literally 0 before and after boosts. So I got to hit an even HP number for passive recovery and neutralize the IV drop from HP Ice. The sub+CM set should be very self-explanatory, so I'm not going to babble about it.

weavile_is_badass_type_by_xlivegaara7-d6ke3o7.jpg

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

When it comes down to it, Weavile is honestly one of the most dangerous pokemon in the tier. I really don't want to explain this choice because it should be blatantly obvious. Weavile rips teams apart without warning sometimes. Fast. Powerful. Wallbreaker. Cleaner. Who cares if it's frail?
The best defense is a good offense.

talonflame.png

Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz / Will-O-Wisp
- Swords Dance
- Roost

I've gotten so much shit for using Talonflame time and time again. "You don't have skill, you're just spamming moves" "F****** ONE MOVE LIKE A NEWB!" Etc. Etc. I'm sure you've heard it before too. I apologize, but what is the best move on Talonflame? -cough- Brave Bird or Acrobatics -cough- It doesn't take a genius to figure out how effective it is at cleaning, sweeping, and even wallbreaking despite the low attack stat. I run an Adamant Nature because I don't give a damn about Raikou. I'm not outspeeding Mega-Manectric let alone ever beating it 1v1. The amount of damage increase that adamant gives over jolly is between 6% and 12%. Which allows much much easier revenge killing and cleaning. Flare Blitz is used to hit steel types, such as skarmory, ferrothorn, and Scizor. Without a boost, Talonflame OHKOs Zard-X with the Adamant + Sky Plate + Brave Bird after rocks. It can't always do that with a jolly nature. I've basically added excessive power to the bulky SD set. I can usually bluff a banded set thanks to sky plate as well, which has the wonderful benefit of sometimes giving me a matchup where Talonflame gets a free attack boost. At +2, there is very very little that counters. Defensive Lando-T is not one of them unless it's at 100% HP before rocks. I don't care about Raikou because I'm not trying to check Raikou with Talonflame. I don't ever really need to, let alone want to. And after one SD, Sky Plate + Brave Bird from this thing...
+2 252+ Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Raikou: 238-281 (74.1 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock. (Sharp Beak = Sky Plate. Don't get picky)
I know that's not a great roll at all, but Raikou usually has taken more than 12% damage by the time I use Talonflame in battle, so it rarely matters. This is my main win condition in general and is an exceptionally more valuable wincon against stall. The reason I have 24 (it was 20) EVs in Defense is to take Weavile's Ice Shard slightly better and actually be able to survive Banded Dragonite's E-Speed with Talonflame's Recoil damage from Brave Bird much more often. But yeah, that's my Talonflame for you. I don't mind the handful of matchups where a Jolly Nature would be more useful either. I want to beat more things in general, not specific things that might be a problem (that I can usually already handle with something else to begin with)

Prior to Alakazam, I had Mega-Sceptile. It worked out pretty well, but I had issues with Weavile and needed a better way of hitting all dark types in general while also outspeeding Lopunny-Mega. So that's how Mega-Zam came to be on the team. Anyway, that's my team. Here are 3 replays:

http://replay.pokemonshowdown.com/ou-361502057
http://replay.pokemonshowdown.com/ou-361500904
http://replay.pokemonshowdown.com/ou-361498874

Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect

Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off
 
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Sorry I can't help, but I'm having a problem too. I just decided to find the competitive scene of pokemon and it's kind of hard to come up with a team. I was looking through a lot of options like mega khangaskhan which I'm interested in right now as my powerhouse. Can some one help me with creating a team around it? And if it dosen't work the best in meta right now, im also interested in mega sableye.
 
Sorry I can't help, but I'm having a problem too. I just decided to find the competitive scene of pokemon and it's kind of hard to come up with a team. I was looking through a lot of options like mega khangaskhan which I'm interested in right now as my powerhouse. Can some one help me with creating a team around it? And if it dosen't work the best in meta right now, im also interested in mega sableye.

I actually did finish my team. My finger just slipped earlier and I accidentally submitted it early. Lol. Anyway, I'm really good at teambuilding in all the main singles' tiers. I don't mind helping you at all mate. Just send me a PM on here and we can work something out. ^.^ I'd be happy to help anyone honestly.
 
Hey, man. Nice offensive team you got there. Let's try to see what can be done to make it better.

First things that came to mind when I looked over the team were that you don't have any hazard control, which is an issue for mons such as talon and weavile, that you can potentially get plain out 6-0d by set up priority mons, such as BD Azu, SD Bisharp and Talon (despite HO having trouble with these mons anyways, your team pressures these mons very well if they choose to set up), and some of the ev spreads aren't very optimal.

First, I would change Mega Zam to max speed, so that you can potentially speed tie with opposing mega zams and mega aero, as those two megas can really hurt offense. As for raikou, I would make it have 0 hp evs rather than 4, as the odd number of hp also helps you switch into rocks more. I would also run 252+ on talonflame, as it not only outspeeds weavile, but it also alleviate the issue with opposing talons somewhat through forcing a speed tie. Something minor is to make weavile have 29 hp ivs, so that you take less recoil from LO.

As for the team itself, it can definitely be more optimized. On a team like this, I personally prefer specs raikou, as it still deals lots of damage while helping your team with momentum through volt switch. While it doesn't serve as a potential win con anymore, the instant damage that the specs set provides helps your team gain momentum rather than losing it through setting up a sub and CMing up.

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

Next, I would replace scarf chomp with scarf drill, as they both check similar mons, but drill provides a nice answer to fairies, while also providing hazard control through rapid spin. Although using scarf drill over scarf chomp makes you a bit weaker to DD Zard X, it's still checked pretty well, as it won't be able to set up very well without taking a load of damage. The combo of weavile and talon through their respective priorities also help to wear down and potentially take out zard x, along with the fact that non eq zard has to use flare blitz to take out scarf drill. Scarf drill shouldn't be an issue with the combo of drill and talon, although it is still threatening. Mega Zam checks sand rush drill, so no worries there. Scarf drill checks SD talon, so that also works out very well (just don't let it set up too much D:)

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

I also suggest running pursuit over low kick on weavile, as lati@s is a huge threat to your team, as it grabs a kill every time it comes in. You'll want to take that out so that you don't end up sacking mons. The loss of low kick makes you weaker to bisharp, but that can be dealt with through talon, or putting sub on mzam over protect (your personal preference though). As for talon, I would use flare blitz over will-o, as the powerful fire stab is really neat and helps in a HO team such as yours.

Just want to say as a reminder that the play style of HO doesn't require a switch in for everything due to the mons that are used, so you'll obviously be in a position where you'll have to sack mons or play very aggressively, but I tried to provide answers for certain threats to your team.

Kind of late for me rn, so if I happen to have forgotten to address anything, I'll definitely come back. Hope I helped :]
 
id change garchomp<Latios for defog for talon flame and because you need a keldeo counter also Sub>protect on mega zam because normal zam speed is good only mega's that have bad speed before they evolve run protect e.g mega bee , mega Diance
 
id change garchomp<Latios for defog for talon flame and because you need a keldeo counter also Sub>protect on mega zam because normal zam speed is good only mega's that have bad speed before they evolve run protect e.g mega bee , mega Diance
I have hyper offense. counters are essentially irrelevant. But thanks for the idea. I think I'm going to stay with what I have and make changes for Specs Raikou, Speedier Zam, and possibly Rapid Spin Drill. Running Latios doesn't help me other than getting rid of hazards, including my own which I can really only set up one time with Azelf. I've never seen HO with counters because HO with counters has another name. It's called Balanced Offense. It also loses the hyper aspects.
 
Hey, man. Nice offensive team you got there. Let's try to see what can be done to make it better.

First things that came to mind when I looked over the team were that you don't have any hazard control, which is an issue for mons such as talon and weavile, that you can potentially get plain out 6-0d by set up priority mons, such as BD Azu, SD Bisharp and Talon (despite HO having trouble with these mons anyways, your team pressures these mons very well if they choose to set up), and some of the ev spreads aren't very optimal.

First, I would change Mega Zam to max speed, so that you can potentially speed tie with opposing mega zams and mega aero, as those two megas can really hurt offense. As for raikou, I would make it have 0 hp evs rather than 4, as the odd number of hp also helps you switch into rocks more. I would also run 252+ on talonflame, as it not only outspeeds weavile, but it also alleviate the issue with opposing talons somewhat through forcing a speed tie. Something minor is to make weavile have 29 hp ivs, so that you take less recoil from LO.

As for the team itself, it can definitely be more optimized. On a team like this, I personally prefer specs raikou, as it still deals lots of damage while helping your team with momentum through volt switch. While it doesn't serve as a potential win con anymore, the instant damage that the specs set provides helps your team gain momentum rather than losing it through setting up a sub and CMing up.

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

Next, I would replace scarf chomp with scarf drill, as they both check similar mons, but drill provides a nice answer to fairies, while also providing hazard control through rapid spin. Although using scarf drill over scarf chomp makes you a bit weaker to DD Zard X, it's still checked pretty well, as it won't be able to set up very well without taking a load of damage. The combo of weavile and talon through their respective priorities also help to wear down and potentially take out zard x, along with the fact that non eq zard has to use flare blitz to take out scarf drill. Scarf drill shouldn't be an issue with the combo of drill and talon, although it is still threatening. Mega Zam checks sand rush drill, so no worries there. Scarf drill checks SD talon, so that also works out very well (just don't let it set up too much D:)

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

I also suggest running pursuit over low kick on weavile, as lati@s is a huge threat to your team, as it grabs a kill every time it comes in. You'll want to take that out so that you don't end up sacking mons. The loss of low kick makes you weaker to bisharp, but that can be dealt with through talon, or putting sub on mzam over protect (your personal preference though). As for talon, I would use flare blitz over will-o, as the powerful fire stab is really neat and helps in a HO team such as yours.

Just want to say as a reminder that the play style of HO doesn't require a switch in for everything due to the mons that are used, so you'll obviously be in a position where you'll have to sack mons or play very aggressively, but I tried to provide answers for certain threats to your team.

Kind of late for me rn, so if I happen to have forgotten to address anything, I'll definitely come back. Hope I helped :]

Hmm... I think I agree with Raikou and Alakazam. It also allows Zam to outspeed 2 relevant things in the speed tier. Raikou is amazing altogether. I think Specs will be useful, especially for momentum. The only problems I have with choiced electric types are the ground switch ins that happen 70% of the time solely to block volt switch. Do you think that I could use E-belt to bluff a choice set and still be able to switch moves? Maybe Zap Plate? I like Scarf Excadrill for rapid spin, but the problem I have with the combination of those suggestions is actually the 2 most common Lando-T sets, Scarf and Defensive. I can always check Lando-T with weavile and Zam after prior damage, but Weavile and Zam have other main priorities for my team. Chomp used to have Iron Head, but I realized that Aqua Tail was sufficient for Diancie-Mega. I don't know. I'm just uncertain about what to do if I make the change on Raikou because it would make it an absolute necessity to have rapid spin just for talonflame. Zam used to be sub, until weather teams started giving me headaches. I'd prefer keeping pressure on Bisharp regardless of the Lati weakness. I check both Lati's with pretty much the whole team, but as you said, pursuit means I can take them out much better. The only time I honestly lose to the Lati's is when they aren't used until the late-game. It's honestly really hard for them to come into battle and not take damage against the team. I only had Will-O-Wisp listed on Talon because it is an option for the set. I've never used the move on Talonflame for any set besides Bulk Up.

I think that the largest problem for my team is hazard removal as you said. It's always the top thing on my mind when I use the team. Sadly, the only two viable spinners I can use are Excadrill and Starmie. If I use starmie, I make myself weaker to Lando, Torn-T, Weavile, and Bisharp (all of which are useful against HO in their own right). If I use Excadrill, I tend to face problems from other Scarf Drills and I immediately face more problems from Landorus-Therian - nearly all variants. I also seem to face problems from opposing Garchomp when I use Excadrill. I can't really think of a single way to remedy those cons without doing some weird gimmick, idk, like using Scarfed Starmie or Defog Dragonite or whatever other dumb think I could type that would work with hazard removal. I kind of like the idea of Scarfed Modest Starmie though. It does give me an easier time with Lando, Lati@s, and Drill/Chomp. I'd probably forgo psyshock if I did that because I'd get locked into moves.

Thanks for the help though. I'm going to keep testing stuff out and see what happens. If you have any ideas for addressing the issue of the cons I face with having a spinner, let me know. Also what do you think of the Scarf Starmie idea?
 
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I have hyper offense. counters are essentially irrelevant. But thanks for the idea. I think I'm going to stay with what I have and make changes for Specs Raikou, Speedier Zam, and possibly Rapid Spin Drill. Running Latios doesn't help me other than getting rid of hazards, including my own which I can really only set up one time with Azelf. I've never seen HO with counters because HO with counters has another name. It's called Balanced Offense. It also loses the hyper aspects.
NO HO does need to counter somethings especially keldeo one of the most common mons in the tier and if youve need seen HO team with counter you havnt looked far since quite a few HO teams are running tank chomp and latios
 
Hmm... I think I agree with Raikou and Alakazam. It also allows Zam to outspeed 2 relevant things in the speed tier. Raikou is amazing altogether. I think Specs will be useful, especially for momentum. The only problems I have with choiced electric types are the ground switch ins that happen 70% of the time solely to block volt switch. Do you think that I could use E-belt to bluff a choice set and still be able to switch moves? Maybe Zap Plate? I like Scarf Excadrill for rapid spin, but the problem I have with the combination of those suggestions is actually the 2 most common Lando-T sets, Scarf and Defensive. I can always check Lando-T with weavile and Zam after prior damage, but Weavile and Zam have other main priorities for my team. Chomp used to have Iron Head, but I realized that Aqua Tail was sufficient for Diancie-Mega. I don't know. I'm just uncertain about what to do if I make the change on Raikou because it would make it an absolute necessity to have rapid spin just for talonflame. Zam used to be sub, until weather teams started giving me headaches. I'd prefer keeping pressure on Bisharp regardless of the Lati weakness. I check both Lati's with pretty much the whole team, but as you said, pursuit means I can take them out much better. The only time I honestly lose to the Lati's is when they aren't used until the late-game. It's honestly really hard for them to come into battle and not take damage against the team. I only had Will-O-Wisp listed on Talon because it is an option for the set. I've never used the move on Talonflame for any set besides Bulk Up.

I think that the largest problem for my team is hazard removal as you said. It's always the top thing on my mind when I use the team. Sadly, the only two viable spinners I can use are Excadrill and Starmie. If I use starmie, I make myself weaker to Lando, Torn-T, Weavile, and Bisharp (all of which are useful against HO in their own right). If I use Excadrill, I tend to face problems from other Scarf Drills and I immediately face more problems from Landorus-Therian - nearly all variants. I also seem to face problems from opposing Garchomp when I use Excadrill. I can't really think of a single way to remedy those cons without doing some weird gimmick, idk, like using Scarfed Starmie or Defog Dragonite or whatever other dumb think I could type that would work with hazard removal. I kind of like the idea of Scarfed Modest Starmie though. It does give me an easier time with Lando, Lati@s, and Drill/Chomp. I'd probably forgo psyshock if I did that because I'd get locked into moves.

Thanks for the help though. I'm going to keep testing stuff out and see what happens. If you have any ideas for addressing the issue of the cons I face with having a spinner, let me know. Also what do you think of the Scarf Starmie idea?

One quick think that I forgot to mention last night is to probably put explosion on azelf rather than knock off, as you already have knock off with weavile, and explosion helps azelf's role as a suicide lead, while also potentially keeping your rocks on the field (as your opponent won't be able to spin or defog if azelf is gone).

Zap Plate Raikou is probably better than ebelt if you're really concerned about getting choice-locked. As for latios, it can pretty much come in once Raikou becomes choice locked to tbolt, hence I see your concern for becoming locked into a move.

For hazard removal, you can always use a latios for defog, but that makes you even weaker to bisharp and other mons such as mega diancie and mega gard. If you don't like either of those, you can go with the sand core of ttar+exca, although you would have to take out another mon in order to put in ttar.

As for scarf starmie, I honestly don't like it, as it already has a great speed tier but doesn't hit that hard if a non-boosting item is used.
 
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