ORAS OU Teach Me How to Doge (Bulky Offense RMT)

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Hey guys! I wanted to post this team up here to get some quality opinions. To give a little backstory, this is a very old team that I made during the late XY era (i believe around August 2014). It originally was meant to be a fun gimmick based around my favorite mons from my favorite generation, however I've found that it performs exeptionally well and feels even better in the ORAS metagame. I played with the team on an unused alt last night and blazed through the lower ladder up to 1500 easily, although I got tired of laddering and stopped there haha. I might keep trying to see how high I can peak with this team. That being said, I wanna hear what you guys think about this squad before I unofficially retire it. Without any further ado, let's get into the team!

TEAM BUILDING:
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So, as should be obvious by the intro picture and title, this team started around the idea of building a team featuring not one, not two, but all three legendary dogs/cats/beasts. At first, it seemed like a funny idea for a gimmick team, but I started to notice some strong synergies. Suicune handles the bulky ground types his brothers despise, Raikou can deal with the bulky water types, and Entei rounds off the coverage by beating the grass types that plague the other two. On top of that, the first two form a very effective double CM core due to Pressure allowing them to outstall stall. Now if only I could use their hidden abilities and be immune to like half the metagame.

When thinking of partners, I noticed that 1) I desperately need a ground resist, 2) I desperately needed a rock setter, and 3) A slow U-Turner would greatly benefit this team. All that led to only one option for the next team slot:
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Landorus-T fits all those needs and more. It easily comes in on a vast number of physically offensive threats that are problematic for the team, particularly things like Zard-X and sand cores.

At this point, the team synergy is looking good. However, I needed a bulky mon that could also double as an offensive sweeper. At the moment, my only offensive win cons were winning CM wars which is no fun. So I decided on the ultimate bulky offense Mega:
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Bulky MScizor is, in my opinion, the most well rounded mega evolution in OU. It acts as a check to fairy types, dragon types, psychic types, steel types, really any types except fire types. It has reliable recovery, It has useful set up options, it has priority, it has U-Turn capability, it couldn't be better fit for this team.

At this point, my offensive and defensive cores are nearing completion, however I still need an extra water/fire resist. Another ground immunity would also be appreciated, so as to take some of the pressure off of Landorus-T's back. On top of that, I noticed that I have no hazard control or support on a volt turn team that gets worn down rather quickly. So naturally:
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I decided to pick Latias as my final slot. It has the ability to get rid of hazards, provides a soft check to a lot of mons that can give my team problems (breloom, BD Azu, etc.). Additionally, Healing Wish gives one of her team mates a second chance to run through the opposing team. I can't stress how valuable this is to the team, as status and passive damage really take a toll on the offensive core.

The team has a pretty simple yet effective strategy. Use your burnspam attacks early game, and use the VoltTurn core to chip away at checks and keep the switch initiative in your favor. Because the team uses the wincons themselves to VoltTurn around, you can force the opponent to bring out their checks early and wear them down. However, this puts them at risk of getting KO'd/crippled. The team makes up for this by 1) having so many set up sweepers in the first place, and 2) using Healing Wish Lati mid-late game to revive one team mate. By the late game, if you haven't already opened a pathway for Raikou or Scizor to set up a sweep, Suicune usually pulls through just by being so annoyingly hard to kill.

On a random side note, this team plays very similarly to the Msciz/mana/talon/chomp/lati/wallbreaker teams that were popping up a while ago.

THE TEAM:
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Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze

This is the main wall breaker of the team. His primary attack, Sacred Fire, has a disgusting 50% chance to burn anything that wants to switch in. This means a lot of threats that check other team mates, such as Tank Chomp, Hippo, Azu, TTar, etc., are a coin flip away from no longer being able to check them. This is crucial for opening up holes for MScizor and Raikou to sweep. I chose to use a Life Orb over the traditional Banded set mainly because of a pokemon called Heatran punishing my choice locked burnspam. Priority and coverage are pretty self explanatory, and E-Speed is often very valuable as a backup cleaning option for late game. The biggest problem I have using Entei is that with life orb and a rocks weakness, it gets worn down very quickly.

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Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Rest
- Sleep Talk/Roar
- Calm Mind
- Scald

Suicune acts as defensive glue for the team and also functions as a lategame wincon. It's a great check and switch in for ground types that can be a nuisance to the team. It also puts the pressure on defensive mons that aren't running stallbreaker sets. The 16 speed EVs allow Cune to outpace min speed rotoms as well as other random things like invested MVenu and Crawdaunt. Basically, the idea with using suicune is to act as a defensive pivot early game, absorbing status when necessary, spamming scald, fishing for burns when you can, and occasionally setting up a calm mind to pressure the opponent. When the water absorbers / fat water checks on the opponent's team are weakened, you can safely set up a few more calm minds and proceed onto winning the game. RestTalk is somewhat luck reliant, which is a downside of running this over manaphy. I have used the Roar set as well, however I find that giving that many free turns to the opponent simply isn't practical most of the time.

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Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Calm Mind
- Hidden Power [Ice]
- Thunderbolt

The last member of my Doge core and the second CM wincon of the team, raikou is my fast offensive pivot. I've tried several different Raikou sets over time, including AV and Specs. I find the CM set to be the best fit for the team. This raikou set is built to function very differently throughout the game. It may seem odd to run Volt Switch in conjunction with Calm Mind, but it makes Raikou a very versatile threat. Early game, pressuring the opponent to switch allows me to whittle Raikou's counters down one by one and gain the switch advantage by going into an appropriate check. STAB and coverage are self explanatory.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge

Yep, the obligatory Lando-T for all your OU fat ground pivoting needs. Lando provides excellent utility in checking a bunch of threats that I literally have nothing else for. It gets up rocks, dodges earthquakes, intimidates physical attackers, gains momentum with U-Turn, compliments my Volt Switcher nicely, checks birds, checks sand, etc etc etc. You all know what Lando-T does, don't sit here and act like you haven't used him before. The speed lets me creep rotoms and some TTars trying to get me with an Ice Beam. Lefties again for longevity. Adamant nature over Impish because my team prefers the extra power. I already have a plethora of ways to screw over physical attackers.

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Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Roost
- Swords Dance
- Bullet Punch
- U-turn

Ah, MScizor. Definitely my favorite mega evolution to use competitively. The standard EV spread for bulky MScizor allows it to comfortably take a multitude of hits from both sides of the spectrum. It is necessary as MScizor functions as a key member of my defensive core. MScizor also acts as the third and final wincon of the team, and is most often the primary wincon of any given game. Like Raikou, it functions as a pivot early game, U-Turning around its checks and recovering when it needs to. When a hole has been created, simply set up an SD when the opportunity presents itself and clean up the opposing team. Again, running U-Turn alongside SD seems counterintuitive, but allows MScizor to perform two roles simultaneously. One must be very careful not to get trapped by the likes of Magnezone, as losing this will not only lose you a wincon but also dismantle the team's defensive synergy.

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Latias @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Psyshock
- Hidden Power [Fighting]

Last but not least, Latias fills the role of elemental/ground resist, defogger, and psuedo cleric. Healing Wish is a big reason as to why the team can be played the way it is. The item and last moveslot are the biggest issues with this set. I used to run the standard LO set with Draco Meteor, however I found that more often than not, I was getting worn down too quickly to actually perform the roles Latias was meant to. On top of that, I found myself far too often getting trapped by the likes of Sharp and Tar before I could fully utilize Latias' potential. I have had moderate success using Colbur Berry HP Fighting Latias. It is an effective way to guarantee a defog gets off, which can many times be crucial. Getting rid of Bisharp can be difficult already for the remainder of the team, so luring and killing it quickly proves to be very useful. In addition to this, it allows Latias to act as a lure for Tyranitar, meaning I can screw up sand cores and open up a path for CM Raikou to sweep.

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- Physical fire types can be a threat to the team, but none of them more so than Zard X. My options for beating this are literally kill it on the switch, bring in Lando-T, or lose. Even worse with HP Fighting Lati.

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- After a belly drum, Azu can be really hard to handle and will likely kill at least one or two team mates before dying. CB azu can also wear my team down quickly, assuming my opponent can correctly predict my switches.

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- Gyarados can be a huge problem if I don't address it quickly. My only good switch in is Suicune, which is complete set up bait. MGyara can also be an issue, although MScizor deals with it much better than regular Gyarados.

Goth Stall in general can also give me issues. Since my best ways of breaking through stall are CM users, getting trapped and tricked a choice item will usually cripple my one way of dealing with mons like Quagsire.

So that's it guys! I have seen a few teams popping up lately that utilize the legendary beasts, so I wanted to put this up to show them how it's really done XD to see how this old team of favorites faces up against the current metagame. Let me know what you all think of this team and where I can improve. I would ask that in the suggestions, you avoid asking me to replace the first three. However, I am certainly willing to tweak sets and could see myself replacing any of the last three slots if it came down to it. Try it out yourself before you comment, please!

Importable:
Silver (Entei) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze

Crystal (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Rest
- Sleep Talk
- Calm Mind
- Scald

Gold (Raikou) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Calm Mind
- Hidden Power [Ice]
- Thunderbolt

Earthtone III (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge

Fisticuffs (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Roost
- Swords Dance
- Bullet Punch
- U-turn

White Girl (Latias) @ Colbur Berry
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Hidden Power [Fighting]
- Psyshock
 
Hey,really nice team here and really nice three legendary dogs/cats/beasts core !

I noticed that the team was very weak to Scarf Landorus-T which can threating you by using his STAB and U-turn,Rocky Helmet on your Landorus-T should fix this problem
I suggest Superpower > U-turn on your M-Scizor to work as better 'bisharp check' since you are very weak to it.
Draco Meteor is mendatory on Latias,HP fighting isn't really helpfull since thing like Tyranitar can still trapkill you and Bisharp too by forcing you to 50-50.

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Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

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Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Roost

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Scizor (Mega) (Set)
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Latias (Set)
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Landorus-T (Set)


Good luck with your team.
 
Hi Everstoned321 , really cool core bro , I will be glad to rate it...

  1. First of all I noticed You are using SD Scizor with u-turn this means you will increase your attack and switch-out , which is very annoying for the user I have seen alot of guys losing due to sd + u-turn scizor. I think Bug Bite / Super Power / Knock Off > U-turn , (your Raikou is also doing the same but u have a stab move i.e. Thunderbolt so u dont rly need to change that.) Bug Bite helps you to deal with Mega Venusaur , Celebi etc which can otherwise t wave you or seed you or use hp fire to kill you. Superpower is used to deal with Mega Loppuny more efficently and other Fighting weak such as Chansey , Bisharp etc. At last Knock off is used to deal with Gengar , Chansey etc.
  2. Talking of your Latias , its your only scald switch-in , so you can probably use Roost Over Healing Wish , I know u rly need that hwish support but I think Roost gives your Latias longetative recovery , which helps you to deal with mons like Keldeo etc. Also your EVs of Latias is wrong use the standard EVs i.e. 72 HP / 184 SpA / 252 Spe. Also I think you can try Draco meteor over hp fighting as it helps you to deal with opposing dragon types and rotom-w.
  3. At last I think Impish Landorus-t > Adamant Landorus-t , it helps you to deal with Charizard Mega X more effeciently than Adamant variant does and also work as a better Ground resist and Earthquake switch-in for this team.
Latias @ Colbur Berry
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Psyshock
- Hidden Power [Fighting] / Draco meteor

Hope it helped :]
 
Hey, nice team! I'll focus on threats to the team as well as anything hard to KO. I think the 4 biggest threats/walls to your team are Mega Charizard X, Bisharp, Quagsire and Chansey. Mega Charizard X can set up on pretty much everything except Lando-T, Bisharp can abuse the Intimidate from Lando-T, and leaves Mega Scizor as your best switchin, which is still a good one. Quagsire has Unaware, meaning Suicune can't kill it, leaving Latias to be the sole member to kill it, but thanks to Life Orb Damage, it'll get worn down in no time, and thus make it impossible for you to kill Quagsire. Chansey on the other hand, can only be KO'd by Mega Scizor, and requires you to setup at least 2 Sword Dances to 2HKO.

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I'm gonna agree with EdwardElric and Charliax Blastler, that a defensive Lando-T would definitely help more against checking Mega Charizard X, so a defensive spread of 240 HP / 252 Def / 8 SpD / 8 Spe with an Impish nature will work.

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>
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I really hate to change the original core, but Keldeo is able to help with all 4 threats mentioned above. It's able to survive a Dragon Claw from a Zard X after a Dragon Dance, it's a solid Bisharp switch in, it's able to 2HKO Quagsire easily, and it's able to KO Chansey with Secret Sword easily as well. The Choice specs variant makes it possible to 1 and 2HKO all of 4 of those of threats. Also, running Keldeo means you won't need to change U-turn on Mega Scizor, since you'll wanna keep it to combat against stall teams and opposing Magnezone.

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I also noticed that Mega Venusaur is really hard to KO, and Latios is also able to deal a lot more damage to it, and Quagsire than Latias. Running Roost also helps Latios stay healthy to check avoid being worn down by Life Orb damage, and check Keldeo and Mega Charizard Y.
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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

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Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
That's it for now, let me know if my suggestions worked or not, and in case of the latter, I'll come up with something else. Hope I helped ^_^
 
Thanks everyone for the replies!

After some thought, I agree with everyone regarding the Lando-T set. I'll be changing it to the defensive set. Although I think I'll keep lefties rather than Rocky Helmet, since the passive recovery is much more useful than U-Turn punishing IMO. Charliax Blastler, I'm not sure what my initial reasoning was behind running max/max, but the bulky EV set for Lati is definitely better. Thanks for that! EdwardElric, you're right about Tyranitar, but I'm not seeing the 5050 with Bisharp? HP Fighting OHKOs 100% of the time, and Sucker Punch is doing 67% max back to me. Unless you were referring to the "to defog or not to defog" thing. Either way, that is the only case that I find HP Fighting useful and more often than not I end up wishing I had another coverage move if the opposing team is lacking these two threats.

Not sure about the MScizor suggestions, I haven't had much conflict yet with SD + U-Turn. I just don't set up SDs until I see a potential sweep lol. Or, in the case that I'm forced to set up to pressure the opponent, having the ability to launch a boosted U-Turn on the inevitable forced switch is usually beneficial. It's also useful for Magnezone and stall as Team Pokepals pointed out. If I were to replace it, I would want to use Superpower for coverage against stuff like Bisharp and Ferrothorn.

Team Pokepals, I knew somebody would suggest that and I can't say that I haven't been tempted to replace Suicune before. It is very passive and, as you pointed out, can be easily set up on. Ironically enough, Suicune actually outstalls Quagsire and MVenusaur (barring a Giga Drain crit) because of burns and pressure. The big problem is that in practice, defensive cores with those mons more often than not carry Goth nowadays, who completely shuts down my ability to outstall them. Chansey can be a problem if it packs T-Wave or MScizor is down. Really wishing Suicune had just a few more tricks up its sleeve. :( With keldeo, the only worry I have is weakening my defensive core and being more susceptible to things like SD Talonflame, Azu, Gyara, etc. Although to be fair, taunt exists and Suicune isn't doing much to the latter two besides threatening a burn. Is HP Electric worth running on a Specs Keldeo set? And considering the nature of the team, is it worth it to get rid of the Healing Wish support? Scizor and Entei in particular would miss it sorely. But it might be doable with the extra power Keldeo provides taking some of the pressure off of those two.

I think I will add the EV/set suggestions and play around with a few of the other changes listed, particularly the ones regarding Keldeo and Lati@s. I'll see which ones make the team more/less efficient. Still looking for a good way to keep Suicune on the squad, but hopefully I something will come to me. Thanks again guys!
 
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