AM
LCPL Champion
The Bullies
Introduction
So with the popularity of ORAS OU hitting and the imminent metagame shift in OU officially starting around next month, I decided to get some rates on one of the more consistent teams I've been testing with others. It's nothing too crazy but it's definitely one of the few teams that I've enjoyed using and building that revolved around a new addition to ORAS. The team is built around M-Salamence as the win condition with everything else designed to support that and or eliminate key threats to it. It's sort of gimmicky considering half the team are trappers but the purpose is to mitigate the choices that a player has against this team and to put enough pressure for M-Salamence to finish the game. As time goes on I'll update with changes I found useful and solid replays I'm able to acquire. So I guess on with the show.
Introduction
So with the popularity of ORAS OU hitting and the imminent metagame shift in OU officially starting around next month, I decided to get some rates on one of the more consistent teams I've been testing with others. It's nothing too crazy but it's definitely one of the few teams that I've enjoyed using and building that revolved around a new addition to ORAS. The team is built around M-Salamence as the win condition with everything else designed to support that and or eliminate key threats to it. It's sort of gimmicky considering half the team are trappers but the purpose is to mitigate the choices that a player has against this team and to put enough pressure for M-Salamence to finish the game. As time goes on I'll update with changes I found useful and solid replays I'm able to acquire. So I guess on with the show.
Team
Salamence (M) @ Salamencite
Ability: Intimidate
Shiny: Yes
Happiness: 0
EVs:248 HP / 208 Def / 16 SpD / 36 Spe
248 HP / 128 Atk / 44 Def / 48 SpD / 40 Spe
Careful Nature
Adamant Nature
- Frustration
- Roost
- Substitute
- Dragon Dance
The main player pretty much. Pretty standard set as far as the moveset goes. Sub for preventing status effects from status users, boosting behind the sub, and with the nature and special defense investment it's a free sub against Defensive Rotom-Wash. Speed threshold is to outrun everything below Jolly Mamo after the mega evolution before the boost. After that it's just maximization on bulk for more sweeping potential and to compliment M-Salamence's fantastic base defense stats. Unless it's a strong super effective hit such as a x4 Ice attack or something like LO Latios, chances are M-Salamence won't be going down easily.Ability: Intimidate
Shiny: Yes
Happiness: 0
EVs:
248 HP / 128 Atk / 44 Def / 48 SpD / 40 Spe
Adamant Nature
- Frustration
- Roost
- Substitute
- Dragon Dance
Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
The first of the trapper core Magnezone. Designed to handle Ferrothorn, Skarmory (those who aren't wise enough to not run Shed Shell of course), bulky Water types, secondary answer to some of the Fairy types, and basically the usual. There's nothing really special about this honestly. Specs because I want to wallbreak and net more kos efficiently which would be impossible in some cases with Scarf. Solid defensive utility due to typing so helps with pivoting in and out with things like Rotom-W into other trappers or teammates. Speed is for Adamant Crawdaunt and below.
Dugtrio (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Memento
Second trapper. At first I thought about running Sash SR to add onto more pressure but after some thought I realized I just want to get rid of stuff as easily as possible and considering Dugtrio's mediocre Attack stat I went for Choice Band instead. EQ to break Heatran and since it can be annoying for my team if it's running stuff like Taunt and Roar, Klefki as well since Dugtrio for the most part puts a complete stop to it. Stone Edge for stuff like Zapdos and Thundurus, Sucker Punch for some priority against things like Jirachi and LO Latios, Memento for secondary support in helping M-Salamence to sweep. It usually just serves these purposes on the team but it's pretty important because in most cases if Dugtrio is out it puts more pressure on the team to handle things like Heatran and gives the opponent no opportunity cost of using Volt Switch on things like choice set Magnezones so maintaining Dugtrio is crucial towards the final goal. I thought about Lando-T but seemed like it was adding on weaknesses to threats I really don't want to be weak to such as Bisharp and Weavile.
Clefable (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Soft-Boiled
- Stealth Rock
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Soft-Boiled
- Stealth Rock
Goth completes the trapper core to break down stuff like Chansey, Clefable, more passive defensive cores in general and a secondary answer to stuff like Ferrothorn as well. Went with Taunt/Rest/CM set to make this possible as basically it's a much more efficient set in handling passive builds with the longevity of Rest and Calm Mind and to hinder recovery and support moves with Taunt. Speed threshold is for Skarmory and below as a lot of concrete defensive cores fall below that speed tier in terms of spreads and base stats. Pivoting with Rotom-W or Magnezone is the easiest way for Gothitelle to get in or a simple double switch. In most cases leading with Gothitelle works as well as it traps and handles a lot of leads pretty well.
Went ahead and tested Clefable as the replacement and honestly it's for the better. Kept the Dugtrio set because trapping Pokemon that relied solely on just attacks has proven beneficial and also because Clefable already has rocks.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Pivot, helps with birdspam a bit, provides momentum into either M-Salamenece, trappers, or Ditto for whatever purpose is necessary at the time, passes status around, and so forth. Speed gets the jump on Adamant Bisharp as pretty much nothing wants to actually be switching into it on a consistent basis. Most times I just lead with this if the trappers aren't necessarily the best of leads or if it's painfully obvious Talonflame or something Rotom-W naturally checks is coming in. Basically it's the glue that keeps the cores together for the most part.
Ditto @ Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Transform
Conclusion
That's really it. All I know is that I would like to perfect certain EV spreads on things like Rotom-W to make the team better. Not exactly sure about entire replacements considering the nature of the team and how drastic such a change would be to its efficiency for better or worse. As long as they're solid opinions and critiques I'm all ears though.
Weavile
Nothing too serious but still deserves a mention since it can be somewhat annoying to handle if the player is actually good at utilizing it. You beat Poison Jab sets though so if you come across that you're all set.
M-Sceptile
Sort of annoying. Can be beat with Ditto, boosted Gothitelle, and boosted M-Salamence but after that the other 3 can be hindered by its presence.
Latios
Same deal as M-Sceptile, just annoying but nothing too serious. Life Orb variants are generally the ones that will give you the most trouble but after a boost by M-Salamence Latios becomes for the most part irrelevant.
Greninja
Annoying due to the vast amount of coverage options it has. Prior boosting by M-Salamence and Gothitelle or using Ditto is key to handling this easily.
Thanks for reading
- AM
[/hide]That's really it. All I know is that I would like to perfect certain EV spreads on things like Rotom-W to make the team better. Not exactly sure about entire replacements considering the nature of the team and how drastic such a change would be to its efficiency for better or worse. As long as they're solid opinions and critiques I'm all ears though.
Weavile
Nothing too serious but still deserves a mention since it can be somewhat annoying to handle if the player is actually good at utilizing it. You beat Poison Jab sets though so if you come across that you're all set.
M-Sceptile
Sort of annoying. Can be beat with Ditto, boosted Gothitelle, and boosted M-Salamence but after that the other 3 can be hindered by its presence.
Latios
Same deal as M-Sceptile, just annoying but nothing too serious. Life Orb variants are generally the ones that will give you the most trouble but after a boost by M-Salamence Latios becomes for the most part irrelevant.
Greninja
Annoying due to the vast amount of coverage options it has. Prior boosting by M-Salamence and Gothitelle or using Ditto is key to handling this easily.
Salamence (M) @ Salamencite
Ability: Intimidate
Shiny: Yes
Happiness: 0
EVs: 248 HP / 208 Def / 16 SpD / 36 Spe
Careful Nature
- Frustration
- Roost
- Substitute
- Dragon Dance
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Dugtrio (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Memento
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Taunt
- Rest
- Calm Mind
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Ditto @ Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Transform
Ability: Intimidate
Shiny: Yes
Happiness: 0
EVs: 248 HP / 208 Def / 16 SpD / 36 Spe
Careful Nature
- Frustration
- Roost
- Substitute
- Dragon Dance
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Dugtrio (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Memento
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Taunt
- Rest
- Calm Mind
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Ditto @ Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Transform
Thanks for reading
- AM
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