ORAS OU The Dog and The Frog RMT

Team concept: Version 2.0. This new revised version (using Human Mystery Box and celes' recommendations) is a bit more bulky than I am accustomed to. That said, it is crazy fun to play with and does not seem to be too too stall oriented.

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HOUNDOOM
Houndoom (F) @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Taunt

Houndoom's standard set runs 40 HP, 8 Def, 208 SpA for added bulk and Will-O-Wisp to neutralize switch ins (I add Rotom-W later so I thought these unnecessary). I've gone for extra power and added Taunt [celes] to trouble incoming Chanseys and other walls. Nasty Plot turns Houndoom into a cleaner late in games.

TOXICROAK
Toxicroak (M) @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance

Toxicroak fit the bill as a physical partner as it and Houndoom can smack each other's walls, as well as being immune to each other's primary weaknesses (water and psychic, respectively). I've chosen Life Orb for extra power because Drain Punch and Wishes can gain back health reliably. While Toxicroak's speed is subpar, a combination of SD and Sucker Punch can be used to play around a lot of the current meta.

ROTOM-WASH
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp

As I already had two setup sweepers, I thought it appropriate to add a core of defensive pivots/walls. Rotom-W pairs well with Houndoom as Will-O-Wisp ends the relevancy of many of its counters. Rest adds longevity and Levitate alleviates Houndoom and Toxicroak's common weakness to ground. Pain Split/Lefties > Rest/Chesto [celes]

MEW
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 SpD / 108 Spe
Careful Nature
- Defog
- Soft-Boiled
- Toxic
- U-turn

I've gone with Mew on the specially defensive side, as it 1) checks Toxicroak's common weaknesses and 2) completes a defensive Volt-Turn core. Defog keeps rocks away from Houndoom, and Toxic cripples many things Mew comes in on. The EV spread outspeeds max speed Breloom and Bisharp [celes].

CLEFABLE
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Careful Nature
- Heal Bell
- Moonblast
- Soft-Boiled
- Thunder Wave

I needed a cleric here, as Houndoom and Toxicroak are somewhat frail and my defensive core is prone to being whittled down by status. Clefable fit nicely, as it allowed me to spread paralysis [Human Mystery Box] as well. Heal Bell can keep the whole team healthy. Furthermore, Magic Guard gives the team a nice sponge for obvious incoming status moves.

HIPPOWDON
Hippowdon (M) @ Leftovers
Ability: Sand Force
EVs: 248 HP / 144 Def / 116 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

[Human Mystery Box]. Hippowdon patched up weaknesses to both M-Charizard forms. It also carries phasing utility in Whirlwind. I also like carrying the electric immunity as it can prove invaluable against threats like Manectric and Raikou (especially when choiced).

Weaknesses and Resistances
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Sorry it took me so long to respond!! I've been play testing this new revised version, and I having a lot of fun and success. Thank you guys so much :]​
 
Last edited:
Hey, nice team. However, it looks quite weak to both Mega Charizard formes.

To help patch up this issue a bit, I would consider replacing Lando-T with Hippowdon. Hippowdon is bulky enough to take a +1 Flare Blitz from Adamant (though Jolly is a lot more preferred in ORAS) ZardX (while Lando-T usually loses against it as Lando isn't defensive and cannot stop ZardY) and OHKO it with Earthquake after the recoil damage while removing Charizard Y's Sun and weakening it so that it cannot spam extremely powerful Fire Blasts or Solarbeams. You also have Rotom to handle Houndoom's Ground weakness and less common sets such as Scarf Mold Breaker Excadrill can be walled by Hippowdon.

A few smaller changes I'd consider are Softboiled and Thunder Wave > Wish and Stealth Rock on Clefable and Will-O-Wisp > Toxic on Mew.
Because you have Hippowdon, this now frees up a moveslot on Clefable because Hippowdon can easily fit Stealth Rock into its own moveslots. I find that Wish is not very effective on Magic Guard Clefable when you have reliable recovery in Soft-Boiled, which also helps against certain Electric types such as Mega Manectric as they can pressure Clefable easily without Soft-Boiled. Will-o-Wisp on Mew allows you to cripple Pokemon such as Tyranitar and Bisharp when they could use Mew as set up bait. Soft-Boiled on Clefable also helps against Kyurem-Black that lack Iron Head as it can be very threatening too.

Changes in short:
  • Hippowdon > Lando-T
  • Softboiled + Twave > Wish + Stealth Rock on Clefable
  • WoW > Toxic on Mew
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge


Hope I could help
 
Hey Nicktheswagmaster, really cool team. M-Houndoom is a pretty underrated Mega, though a bit hard to pull off. I heavily agree with the above suggestions and would recommend them as well, on top of some other things.

For one, I'd replace Super Fang on Houndoom with Taunt since this prevents Pokemon such as Chansey from recovering, and it prevents your opponent from setting up alongside you, phasing you out, or statusing you.

I'd also recommend you change your Defogger from Mew to Latios. As mentioned before Zard Y is a massive threat to your team, and by adding Latios you get a solid check that still acts as a Fighting resist and Defogger, but has more offensive presence and gives your team more Speed.

Also when running Mew, Will-O-Wisp is much better than Toxic since it acts as a nice way to cut attack stats in half, and supports overall longevity and ability to check more Pokemon than you can with Toxic. Knock Off is also a better option than U-Turn for removing recovery and boosting items, which again supports your ability to check more Pokemon as well as making your opponent more vulnerable to hazard damage, status, and forces your opponent to recover more often. A faster spread to outspeed base 70s is more optimal a well to burn Bisharps and Brelooms, so if you do choose to keep Mew > Latios, i'd still ask for you to make these changes to your Mew set, and to also keep this in mind for future reference.

Another Pokemon that can 6-0 your team very easily is M-Gardevoir, so I'd switch Rotom-W for Rotom-H, which also checks Zard Y while being less vulnerable to Pursuit, and can also still can check Scizor and Talonflame, and to M-Altaria to a smaller extent. Also, as another future reference, Rotom-W is better off running Pain Split + Leftovers > Rest + Chesto Berry. In Gen 5 it was a cool set, but with the ubiquity of Knock Off you can lose your recovery very easily, which lessens your defensive capability. Pain Split and Lefties are more consistent and reliable in Gen 6 for the defensive Rotom forms.

For Clefable i'd go with Calm Mind + Knock Off > Cleric with Stealth Rock that way you have another way to pressure Chansey and Heatran for M-Houndoom. You can also take the above suggestion to run T-Wave but I don't think it's all too necessary for your team build. It's up to you though.

Lastly, I'd recommend NP + 2Atks (Giga Drain + Earth Power) Celebi > Toxicroak. Frankly, Toxicroak is just an oddball on your teambuild that doesn't support your M-Houndoom well, if any at all. Celebi acts as a counter to Azumarill and Keldeo, two threats to Houndoom, as well as lure in Tyranitar and Heatran to support Houndoom immensely.

In short:

Taunt M-Houndoom > Super Fang M-Houndoom
Latios > Mew (a bit subjective, so i left an updated Mew spread below is you want to keep it)
Rotom-H > Rotom-W
Lure NP Celebi > Toxicroak
Knock Off / T-Wave CM Clefable > Cleric SR Clefable

Plus Hippo > EP Lando-T, which i didn't speak on since Human Mystery Box already suggested it.

Sets:
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 64 Def / 196 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Thunder Wave
- Pain Split
- Volt Switch

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Nasty Plot
- Dark Pulse
- Fire Blast

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Earth Power
- Recover

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Knock Off / Thunder Wave
- Moonblast
- Calm Mind
- Soft-Boiled

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 SpD / 108 Spe
Careful Nature
- Defog
- Will-O-Wisp
- Knock Off
- Soft-Boiled

Hope i could be of help!
 
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