ORAS OU The AllSorts

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This team probably doesn't quite have 'synergy' in the traditional sense. The team was built around the concept that speed and coverage will have to make up for severe lack of bulk. Rarely do pokemon switch and live.

Having said that I have tried to have a balanced attack with 2 special attackers to complement the 4 physicals. In the meantime there are no walls - mega ttar and clefable do what they can. The premise is clear - hit first and OHKO/KO what you can and trim what you can't and leave your teammates to do the rest. Key threats are talonflame/heatran/rotom-w among others. They are common but can be handled crucially depending on what I can keep alive and for how long.

This team reached the top 500 in pokemon online, I only use showdown for doubles. and usually failed when I mispredicted or didn't think far enough ahead. Your comments please.

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Staraptor (F) @ Choice Scarf
Trait: Reckless
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Close Combat
- Double-Edge
- U-turn

The raptor often functions as this team's lead. He misses the power of the choice band and I am sure there are some KOs that go begging but the choice scarf is the surprise factor catching a lot of faster threats off guard. More often than not his role is to u-turn out and pop back for mid-late revenge kills. The evs ivs are largely self explanatory, jolly over adamant for better chance to outspeed.

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Weavile (F) @ Focus Sash
Trait: Pressure
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Ice Shard
- Knock Off
- Poison Jab

Measley the weavile's plan is simple. Come in on for the revenge ideally later game once things that completely resist it are gone (I'm looking at you heatran/conkeldurr/many others) and use the sash to steal a SD and try to sweep (with poison jab surprising clefable/azumarill that think they will be ok).

If it cant sweep at least try to bring things in range of a raptor revenge kill. Even when SR breaks the sash it is still usually quick enough to remove an item. Adamant may be a questionable, but it helps with the raptor revenge f/up. Poison jab only occasionally seems worth it, and I have come very close to changing it to low kick but otherwise I only have excadrill for fairies.

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Tyranitar (F) @ Tyranitarite
Trait: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Ice Punch
- Fire Punch
- Earthquake

Mega tyrrranitar is supposed to be the bedrock of this team. He is my only big resist for talonflame who is otherwise a nightmare. The main thing as with weavile and later clefable is the surprise factor. He usually can get a dd dance in, surviving EQs from most chomps and landorus then OHKO ing back.

Similiarly ferrothorn/scizor are often surprised. EQ is sole STAB and is often spammed. This is where he can be caught out as rotom-w (another big pain for this team if serp/clef are down) can w-o-w or just brutalise with H-pump.

Mega-Ttar's secondary purpose when the attacking is worthless is to set up the sandstorm to give exca the speed boost.

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Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

So.....excadrill often comes to nothing in this team but when the sand is up deals with three things this team hates with a passion: talonflame, heatran, and all fairies. The air balloon is a point of contention and is quite circumstantial. Unfortunately once the sand peters out the dream is largely dead.

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Serperior (F) @ Life Orb
Trait: Contrary
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]

Serperior one of the two special attackers has to take its chances. When heatran/talonflame about it is just not the time for him, sent Mega-ttar on instead. But switch into a rotom-W/landorus or come in on the revenge and start spamming leaf storm.

What tends to happen more often than not is that he gets a free +2 into a resist and is able to deal decent damage to a switch. Unfortunately the life orb means that he rarely lives long and is almost always (like most members on this team) a suicide switch.

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Clefable (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Moonblast
- Focus Blast
- Flamethrower

Tankfable is the second lead. Key situations are against landorus as he couldn't care less about the -1 attack. The obvious plan is to bluff other things by starting with a moonblast and then use coverage to find surprise KO's.

Life orb w/ magic gaurd and 252SpA gives a 89.1% chance to 2HKO rotom-W after leftovers. Focus blast is his last and least but theoretically can cause heatran problems, but more often than not is a spare part.
 
hi, nice attempt at building an hyper offensive team, i have some suggestions that might be helpful:

While i'm a fan of mega ttar and i think it deserves more love, i think that for the roles it has to accomplish on this team you should use normal ttar and use it as a stealth rock setter since you lack one.
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Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Fire Blast

with this set you can switch safely into talonflame (except for wow variants, although those are more easily handled by the team) and severely hurt it with pursuit or stone edge, while also being able to support team with stealth rock and especially excadrill by being able to keep the sand up for 8 turns. Fire blast is useful to dent mons like scizor and ferrothorn. The spread let's you avoid 2HKO from +1 char-x dragon claw after rocks, while maximizing special bulk.

another major change i feel you need is clefable. That set is creative i have to admit, however it really isn't ideal as you lack recovery and you still haven't the raw power to crash things. The best you can do is to catch something off guard with coverage sometimes, which can be valuable, but i don't think is the best way to fill this spot.
We now have the mega slot free so why not put m-altaria there? checks many of the things that clefable does thanks to the fairy typing and adds a really strong and solid win condition to your team
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Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Earthquake
- Roost

i chose this set as it helps getting past heatran easily, as annoying steel types like ferro and scizor get lured really well by ttar. I went with the bulky spread, even tho the standard offensive full atk full speed is viable as well; this allows you to survive many things like azu's play rough and avoid 2HKO's from thundy LO hp ice or char-x +1 flare blitz, while outspeeding mega lopunny and megaman at +2.


other minor suggestions:
- you really need rapid spin on that excadrill so drop swords dance because your pokemon would get worn down really easily otherwise by rocks
- i don't think the sash is worth it on weavile, especially considering you are running posion jab to catch fairies off guard, you need the LO to get those 2HKO's.
also, i feel like a strong ice STAB is more important on weavile than swords dance, that's up to you tho.
- serperior moveset is fine, but i would suggest you to try out glare over giga drain sometimes. It cripples many switch-ins like tran and tornadus and that really helps your team
- another thing you could try is final gambit on scarf staraptor, that's a brilliant way to get rid of something you wouldn't be able to break otherwise. This is only if you feel like your team really struggles against a certain bulky mon and you want an easy way to get it out of your way; maximize hp if you decide to do this.

hope i was helpful :)
 
Hey milky185, nice team. M-Tyranitar + Excadrill is actually something I've been dabbling with a bit recently, it's a really fun core.

Anyways, I have some suggestions on your sets and Pokemon selections that i think can help your team a bit.

For one, your team is destroyed by M-Scizor. Once it gets to +2, which it can do very easily vs Weavile, you kinda just flat out lose.

Since you're using an Excadrill and M-Tyranitar, something i think can help mitigate this weakness would be a Scarf Magnezone > Weavile, which beats M-Scizor 1v1 a vast majority of the time. This also helps remove Ferrothorn and, more importantly, Skarmory for your sand core. With Skarmory being a common switch-in to Staraptor, which carries U-Turn, trapping should be easy to pull off.

Since you have Scarf Zone, you should run Adamant Choice Band Staraptor > Choice Scarf, which is capable of 2HKOing standard Hippowdon, Slowbro, M-Slowbro (with Stealth Rocks up), Defensive Garchomp, and defensive Landorus-Therian even after the Intimidate. This is insanely convenient for your M-Tyranitar or Excadrill to sweep. It also has over a 50% chance to OHKO Scarf Landorus-Therian, meaning that if it lives, it won't even be able to switch in on Stealth Rocks again to get off an Intimidate against any of your physical attackers.

Speaking of Stealth Rocks, your team doesn't have a way to get them up, which is very vital. Stealth Rock is probably the best move in the game since it punishes switches for free and can turn damage rolls into guaranteed kills. With this being said, I'd recommend you using a defensive Clefable over Life Orb Offensive as your Stealth Rocker, as well as a defensive pivot that can take on threats to your team win condition such as Keldeo and M-Lopunny. Frankly, Clefable isn't strong enough to pull off a Life Orb set to give it more utility than Sheer Force Conkeldurr or even a Nidoking. Its Special Attack stat is abysmal for an all-out attacker, and by using it as such you waste it's fantastic defensive typing and customizable mixed bulk that makes it one of the best Pokemon in OU.

A misconception you have is that EQ is STAB on Tyranitar. It's a Rock / Dark type Pokemon, so Earthquake actually isn't STAB, moves such as Crunch and Stone Edge are. With the addition of Magnezone, Fire Punch isn't a very necessary slot, and since this is one of your main Talonflame checks, i'd recommend you run Stone Edge > Fire Punch, and keep EQ to be able to hit Keldeo and Bisharp (which you can't with dual STAB + Ice Punch). Bulky Psychics don't pose a problem to your team at all so Crunch isn't obligatory.

Since Staraptor kills itself through it's recoil STAB moves and M-Tyranitar's bulk is one of its main assets in being able to setup, I recommend using Rapid Spin > Swords Dance on Excadrill. A lot of your team is Spikes fodder for Ferrothorn, Klefki and Skarmory. And even if you trap them they can still potentially get up two or even all three layers which hurts your team quite a bit. SD Exca is pretty nice when you can fit it in on offense but you have too many grounded Pokemon which hate Spikes to allow your opponent to keep them up versus you.

Lastly, I'd recommend Taunt > Giga Drain on Serperior so you can beat Unaware Clefable and Chansey, 1v1, as well as still be able to have a reliable way to break through Skarmory if it has Shed Shell, since your team has no Knock Off user. I'd also recommend Miracle Seed > Life Orb since you won't have Giga Drain recovery. Plus, from my experience using Serp, the only move that you really need an extra bit of added power to is Leaf Storm. Being able to preserve your health is always useful, especially since Serperior has decent defenses it can utilize.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Dance
- Ice Punch

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock Slide

Serperior @ Miracle Seed
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Taunt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Moonblast
- Stealth Rock
- Thunder Wave
- Soft-Boiled
Hope i could help!
 
Thanks those are both really interesting suggestions.
Yes my blunder on putting EQ as STAB on T-tar (sighs and shakes head).

I think they take the team in v different directions and but both agree on changing the SD to rapid spin on Excadrill which has worked really well, I very rarely miss the SD.

The other changes I am looking forward to trying - they do seem quite logical changes.
 
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