ORAS OU The Arthurian Legend

Hello, I'm TCG Trainer Ethan and I've been playing on and off for the last couple of years.
It's been a while since I've played OU and I couldn't find my teams, so I made a new one.
The theme actually came about after I made the pokemon; seems like the perfect way to frame the team, both in terms of pokemon and roles.

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Arthur (Keldeo-R) @ Life Orb
Trait: Justified
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Secret Sword
- Hydro Pump
- Scald
- Taunt

A Legendary Knight who fights evil and has a Legendary sword to boot; am I talking about King Arthur or Keldeo-Resolute? He acts as my lead most of the time, clearing the field of Fire-types and people with bulky Special defense, like Chansey, or just to do solid damage.
Justified's always nice for a switch-in boost. Max attack and special to do as much damage as possible, which is helped along with the Life Orb. Secret Sword and Hydro Pump are STAB attacks, while Scald is there for the occasional Burn(and a boost if the opponent uses rain), while taunt makes sure that walls can't support themselves.
Timid is there to make sure he doesn't get outsped.

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Lancelot (Breloom) (M) @ Toxic Orb
Trait: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Drain Punch
- Seed Bomb
- Facade
Ah, my dear Lancelot, the Lancer of the team. Instead of all-out attacking, he is here to take status and tank some hits, while dishing out damage and clearing the way for Arthur by removing bulky waters and Electric-types, like Lancelot would.(Also, the Poison Heal aspect could call back to Lancelot's darker side.)
The slight HP investment makes it so he can tank hits that much easier and the Poison Heal+Toxic Orb combo helps with that, as does Drain Punch.
Swords Dance gives a nice boost to both his STAB moves and helps make up for Drain Punch's lack of power, while Facade is there if the STABs are resisted.
While one would expect Adamant, instead of Jolly, Swords Dance helps make up for the lack of Atk investment and Jolly makes sure he can recover from previous hits before he gets hit again.


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Galahad (Gallade) (M) @ Galladite
Trait: Justified/Inner Focus
EVs: 200 Atk / 56 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Close Combat
- Psycho Cut
- Knock Off

He's the pokemon that was the first to get on the team, though my runs of the team have shown that he's more of a guy who cleans-up, rather than leads the team. Thus, he's a bit like Sir Galahad, pure and righteous, but not the leader like Arthur.
The investment in special defense, rather than Max Attack, is so switching in to get the mega is a bit easier on him.
Bulk Up is to set-up when people switch out. Close Combat and Psycho Cut are STAB moves( I'm not a fan of the lower accuracy of Zen Headbutt, and I think the critical chance increase is enough to alleviate the lower attack.) Knock Off is there to get rid of items and pesky Ghost-types.
Finally, Adamant helps relieve the loss in Attack due to lack of full Atk investment.

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Mordred (Bisharp) (M) @ Assault Vest
Trait: Defiant
EVs: 252 Atk / 52 SDef / 204 Spd
Adamant Nature (+Atk, -SAtk)
- Iron Head
- Knock Off
- Sucker Punch
- Pursuit
He's a knight alright, but more based on trickery and prediction. That plus the Dark typing and Defiant abilitymakes him a bit like Mordred. His calling is to take the Intimidates that would cripple both Galahad and Lancelot and to act as Pursuit Trapper and, fittingly, a Revenge Killer.
The Assault Vest and SDef investment are more so he can survive a bit longer for the Revenge Kills.
Iron Head is STAB and a nice bit of flinching. Knock Off is to mess around with items. Sucker Punch is meant mostly for revenge kills and STAb, while Pursuit is to trap any frail Psychics and Ghosts that cross his path.
And, of course, Adamant is to make sure he hits that much harder.


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Merlin (Gengar) (M) @ Life Orb
Shiny: Yes
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar looks pretty much like a sorcerer-type, what with the beautiful Special Attack he was given. Thus, I made him my Merlin, though I'm thinking of making this one Morgan Le Fay instead.
He's mean to help with the Ghosts, Grasses, Fairies and Psychics that plague the rest of the team.
EV's are typical of a Special attacker as is the Life Orb, while the 0 Atk IV is so Foul Play doesn't hurt as much.
Shadow Ball is there for STAB and mirror matches. Sludge Wave deals with any non-poison Grass types and the ever-annoying Fairies. Focus Blast is there to laugh at any switch-ins like Bisharp or other Steel-types and Taunt keeps the opponent from boosting.
Finally, Timid is used since the Life Orb and EV investment give enough power already.

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Guinevere (Clefable) (F) @ Leftovers
Trait: Unaware
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature (+Def, -Atk)
- Moonblast
- Stealth Rock
- Wish
- Flamethrower
Clefable looks more like the female type and she is here as partial cleric; thus I dubbed her as the team's Lady Guinevere. Unaware has her laugh at boosts, while the EV's are meant for her to take hits, as does the Bold Nature and Leftovers.
Moonblast is STAB and the occasional SAtk drop makes her life that much easier. Stealth Rock is the answer I give to the Team's weakness to Flying-types and helps soften up the rest of the opponent's team. Wish is to make sure she and the team stay healthy. Finally, Flamethrower is to show that she's not one to be pushed around by the Skarmorys and Ferrothorns of the world.

I'm looking for a more general critique of the team, but to prime the pump...
-Flying-types are a pain to deal with even with Stealth Rock, considering the three Fighting-types in the team. Should I stick another Rock or Ice move on anyone?
-I was thinking of maybe replacing one of these pokemon with a Fire-type, to make sure that Metagross doesn't become as much of a pain( since I doubt my Clefable could go one-on-one with it.) Any ideas?

Thanks in advance for any help that you can give me.
 
Kinda sad that Mega Gallade is outclassed. Might drop it in another team, then.
Yea, you hit the nail on the head with Mega Altaria and Talonflame. And there's my Rock move.
I'll give this a few test runs then.
 
Hey TCG Trainer Ethan! This looks like quite a nice offensive team and a great RMT, and the theme is certainly very unique and interesting. Before I actually get on with some more major suggestions, I'd like to address that whenever you have special attackers that aren't running any physical moves, you should set their Attack IVs all the way down to zero. This way, you can minimize "punch-yourself-in-the-face" damage when they get confused, and they will take less damage if they get hit by a Foul Play.

With that out of the way, I'll get on with your team!

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Seeing as you already have a Special Attacking Mon carrying Taunt, I believe you should replace your Keldeo with a Sub-CM variant. Although you will lose your powerful STAB Hydro Pump, you can still get to slap around hazard setters and tear holes through Chansey. In addition, you will be able to freely avoid status with Substitute and set up with Calm Mind whenever necessary for some extra wall-breaking capability. If you decide to go with a Sub-CM set on your Keldeo, you should definitely keep Taunt on your Gengar (which looks fine for the most part), so you can quickly shut down walls and setup-sweepers like Chansey or Sylveon.
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Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword
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You mentioned weaknesses to Flying types and Mega Metagross, and I absolutely agree with you. Rather than altering your movesets to take them down (which can prove unreliable at times), I believe you can fix those weaknesses by replacing Breloom with Rotom-Wash. Although you definitely lose some offensive capability, you gain OU's finest catch-all birdcheck as well as a way to cripple any physical attackers (like Metagross) with Will-O-Wisp. Leftovers and Pain Split will also offer you decent recovery similar to that of Poison Heal and Toxic Orb, and you can Volt Switch to pivot out from anything you can't deal with.
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

44 Speed EVs allow you to just barely outspeed Jolly Azumarill, and get off a quick burn.
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For the most part, your Gallade looks fine as a late-game sweeper (and by no means is it "outclassed" by Mega Medicham; they're both ranked as Borderline OU), but you should consider giving it a Jolly nature to at least speed-tie with the common base-110 Speed Mons in OU like the Lati twins and easily take on Keldeo, which can otherwise cripple your Gallade with Scald or Hydro Pump. In addition, I would suggest taking those EVs in Special Defense and maximizing Gallade's Attack stat, since Gallade needs all the power it can get, and is already quite bulky on the special side. Lastly, I would suggest replacing Bulk Up with Swords Dance. Although Bulk Up does give you a nice Defense boost, you're better off using Swords Dance, which will make your Gallade a much more reliable win-condition and will maximize its damage output to kill anything before it gets the chance to take damage.

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I agree with KidMagic that you have a major weakness to Physical DD Altaria, but giving Bisharp a Choice Scarf is a rather unreliable way to take it on. If Altaria even sets up Dragon Dance once, your Scarfed Bisharp will get slammed to the wall. A better way to counter Altaria and still be a reliable Pursuit trapper is to replace your Bisharp with a Specially Defensive Scizor. SpDef Scizor offers a very similar amount of utility to Bisharp, as it gets a Technician-boosted Pursuit and has an incredibly defensively oriented typing. Bullet Punch will prove to be an extraordinary go-to when trying to deal with the likes of Altaria and Gardevoir, regardless of whether they are speed-boosted or not.
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Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 60 Atk / 200 SpD
Careful Nature
- Swords Dance
- Roost
- Bullet Punch
- Pursuit
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Lastly, I would replace Flamethrower with Protect on Clefable. You already have some great ways to get rid of Ferrothorn, and if you replace Breloom with Washtom, you will have a great answer to Scizor as well. From this standpoint, Flamethrower isn't all that necessary on your team. By having Protect on your Clefable, you will be able to scout for your opponent's movesets, heal more reliably with Wish, and take the most advantage of your passive recovery from Leftovers.

That's all. Otherwise, your team looks great, and I wish you luck in your future battles!
 
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Eh... I never was a fan of Rotom-wash(was on the receiving end of many a thrashing by it on old teams...)but it does keep Gallade in the picture and does make one less fighting-type to worry about. ( and still kinda fits Lancelot as well, pokemon wise, due to Rotom's suspicious nature.) Testing Medicham out has shown how good it is, though, so I'll make sure to keep Medicham in consideration on another team.
Always liked Scizor. Hopefully I get to use Bisharp on another team. Not as sinister as I like, but he looks sinister enough.

I'll test it out, then. Again, thanks for the help, you two.
 
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Hello buddy, cool team you have there. First of all i'd make Bisharp Life orb / blackglasses because your team really doesn't need Assault Vest for anything; Clefable switches in on the spe cial moves it would want to tank with ease, as long as it is running the 248hp/160def/92spdef with calm set, which is the better set for this metagame overall. Another problem about the team is the glaring weakness to Pokémon such as Talonflame which you really have nothing for. You also struggle to pass through offensive teams because of the ammount of slow Pokémon that aren't bulky enough to tank hits, so i suggest running Mega Manectric>Mega Gallade, which provides better synergy and help for your team overall. The set would be:
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power [Ice]
Gl with the team!
 
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Bulk up on Gallade seems a bit weird since SD gives him more immediate power and since he has no form of reliable recover bulk up doesn't help too much if he it trying to set up on the switch since his naturally low defense means he will not be able to kill what the opponent goes into because he has no damage and the opponent will probably kill him since he has poor defence. I would recommend changing bulk up to sd and changing the ev spread to 252 attack and 252 speed with jolly since hitting that 110 tier is nice. sorry i couldnt do a big rate since im on phone but i gl with your team :)).
 
Thanks. I took iMack's tips and they've been working pretty well( even with my rusty skills). Might Try the Mega Manectric, though. Thanks for the tips!
 
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