ORAS OU the gates of hades

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preface:

what's up guys. i don't really post in the rmt section because i like to keep my teams to myself, but this is a team i have been using to troll olt players who make it past 1600 elo. i don't have any intention in trying to peak with this on the ladder because using stall is way too time consuming to bother climbing with. however, it is a fun team i have been using and i thought i'd like to share it.

stall is one of those playstyles where people say garbage to you in the chatbox saying "you have no skill" or "lol i know i'm better than you anyways lololol" and bam, your opponent forfeits. i decided i wanted to step stall up to another level by creating this team. i may climb with this slowly and use it in future tournaments, but like i said, laddering isn't my sole plan for this in the future. also, screw long descriptions. i'll make this quick and precise as possible.

team building process:

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the idea was to use kyurem. with its unique access to pressure, kyurem's base form can differentiate itself from its counterpart with a subroost set. toxic spikes allows easy stalling allowing kyurem to break past balance when everything is worn down and in kill range. tentacruel can also remove hazards for kyurem and check mixed defensive clefable with acid spray.
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mega sableye, the gatekeeper of hades itself, is the perfect partner because it spinblocks, removes item, and spreads more status. it also gives me a secondary form of hazard control. mega sableye will also bait scald which gives kyurem easy switch-in opportunities.
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chansey itself walls half the metagame, so i felt like adding it. it's that plain and simple. it has heal bell too.
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at this point i'm extremely weak to bisharp, scizor, and basically physical boosters, so quagsire is an excellent fit. it also provides me a secondary win condition because i decided to use the bane of offense, curse + amnesia quagsire.
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a steel-type is mandatory and skarmory completes the basic quagsire / sableye / skarmory cores you see on every typical stall team. i didn't bother running specially defensive because any good mega gardevoir user is still going to beat you regardless.
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the finals version of the team involves unaware clefable because chansey is way too passive and doesn't do much except sit like a duck and heal bell when needed. clefable actually lets me beat serperior, timid tg rd manaphy (kyurem stalls the modest ones anyways), and volcarona + pursuit cores. being a fairy type is also really nice so i don't auto-lose to things like adamant life orb garchomp for example. clefable also provides wish support which turns tentacruel from a crappy clefable check to a good one. the only thing i really losed out on this change was losing to mega diancie but there are somethings you can't cover and you have to make good plays and hope for the best. rearrange all the 'mons to make it look cool in team preview and the team is complete.

the team in-depth:

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Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 132 SpD / 12 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Toxic

this thing is super straight forward and it got even better because the metagame has shifted away from it. knock off is the best move in the game right now and i usually like to risk a lava plume to get rid of heatran's leftovers since it can be pretty threatening. will-o-wisp burns things and recover is basic to keep your health up. toxic is used because it lets you mess with fire types and specially defensive talonflame and mega charizard y are not grounded, so toxic spikes can't wear them down for kyurem. outside of that, mega sableye is used as an anti-hazard 'mon to spread status and control the field. the one thing that should be noted is that you shouldn't really mega evolve right away if you see mega gyarados in team preview or else you'll be hard pressed to keep skarmory healthy. a specially defensive set is run so i can check the likes of lead thundurus, hoopa-u, and kyurem-b. 12 speed is for ferrothorn.

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Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Waterfall
- Curse
- Amnesia
- Recover

quagsire is the most anti-metagame 'mon right now being able to check scizor, bisharp, and mega manectric for example. i decided to ditch the standard scald toxic set for this because it completely destroys offense once you get the lati twins statused and remove grass-types. waterfall is the main stab which hits quite hard. curse is there to boost up and amnesia makes you unbreakable on the special side. quagsire has a relatively easy time getting boosts up due to its bulk and typing making an excellent win condition against offense, the playstyle in which kyurem has trouble against. one thing to note is that you should only set up when you know quagsire will win because recover only has 16 pp.

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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 160 Def / 100 SpD
Impish Nature
IVs: 29 Spe
- Brave Bird
- Stealth Rock
- Roost
- Whirlwind / Toxic

skarmory checks some prominent physical threats such as azumarill and excadrill. it also sets up rocks which is vital considering how many switches stall is going to force. the reason i went brave bird is because it makes skarmory 10x less passive along with giving me a chance to beat dd taunt mega gyarados. the ev spread allows me to take mega lopunny on nicely and the rest is thrown into special defense because it is a nice buffer against things like mega venusaur, for example. rocky helmet is there to give you nice chip damage. toxic is an option over whirlwind to get latios and latias statused meaning quagsire is in position of a sweep. 29 speed evs make sure i am still slower than -2 mega metagross.

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Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 12 Def / 252 SpA / 188 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Ice Beam
- Earth Power
- Roost

the sole reason to create the team, kyurem deals with pretty much of all of stall's problems. for example, kyurem can spam substitute until kyurem-b and dark pulse hoopa-u get weakened due to recoil. after they are in kill range, kyurem can just click ice beam to finish them off. modest rd tg manaphy and cm rd manaphy all get pp stalled by kyurem. another example is ferrothorn's gyro ball which allows kyurem to nullify ferrothorn as a check and then clear the way through the opponent's balance team. speaking of bulkier teams, kyurem has a field day due to its unique typing. most of the 'mon faster than it die to ice or earth power making it lethal. another cool thing is that kyurem makes stall v. stall matchups much easier to deal with since kyurem has 101 hp substitutes causing your opponent to run out of seismic tosses or sack teammates. the ev spread creates the aforementioned 101 substitutes and allows you to switch into stealth rock the max amount of times. 188 speed with a timid nature speed creeps modest mega gardevoir and mega charizard y and the rest is thrown into special attack (other 12 in defense). the combination of toxic spikes and kyurem will be all you need to defeat mgclefable-less balance because all of kyurem's relevant checks are grounded when you have a substitute up. overall, kyurem invalidates bulkier teams with quagsire taking on offense giving this team a wincon unlike other stall teams.

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Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 164 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

clefable checks a lot of things such as timid rd tg manaphy, volcarona, and serperior without being passive which chansey couldn't do. it also provides valuable wish support to keep tentacruel healthy to check opposing clefable. the double unaware core is very vital to this team's success. heal bell heals burns and other status kyurem and friends will collect. the ev spread is fairly standard and there really isn't much to say about such a stale 'mon. just remember to have hazards removed before recklessly switching it in.

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Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic Spikes
- Acid Spray

tentacruel provides the most useful entry hazard in terms of support to this team: toxic spikes. this allows kyurem to completely put balance, semi-stall, and stall teams to their knees. tentacruel also provides hazard control with rapid spin. scald is mainly there to spread burns especially to the lati twins for quagsire to wreck havoc. acid spray is used over haze or rest because it lets you beat clefable. getting toxic spikes up is the most important thing to do, so try to get them up asap as it will make life much easier.

conclusion:

anyways, that's all. it's a successful team and you can ladder with it if you want though i don't recommend it because it will take a while. mega gardevoir is threatening so usually i lead skarm, double switch to tentacruel and get toxic spikes up so you can wear it down. hidden power [fire] mega diancie is another big threat since it gets free switch-ins on a lot of stuff and can spam moonblast. swords dance breloom is also very hostile, so watch out for that. other than that, you have usual things like mega heracross and sd mold breaker excadrill, so you should just make plays and hope you don't lose n_n

i hope you enjoyed reading this and i'll pass an importable if you want to use it and shoutouts for people i talk to here and then (or not, but i think your cool)
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 132 SpD / 12 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Toxic

Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Waterfall
- Curse
- Amnesia
- Recover

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 160 Def / 100 SpD
Impish Nature
IVs: 29 Spe
- Brave Bird
- Stealth Rock
- Roost
- Whirlwind

Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 12 Def / 252 SpA / 188 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Ice Beam
- Earth Power
- Roost

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 164 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic Spikes
- Acid Spray
 
I posted the same team with regular Altaria > Kyurem about a week ago (http://www.smogon.com/forums/threads/alison-wonderland-3-top-10-peak-much-success.3547895/) so I feel like I can comment pretty well on this version.

Fundamentally, having Kyurem means you can apply more pressure to a whole range of teams (and regular Kyu is stupidly underrated of course), which is obviously helpful. In particular, it eases the match-up against standard stall variants, because it eases PP-stalling and Goth can't beat you like it does most stallbreakers. So that's nice.

On the other hand, your team is horribly over-reliant on Tentacruel. It's your only switch-in to Zard-Y (which actually beats it anyway), Keldeo (can burn, do significant damage with Specs Secret Sword, set up SubCM, and both these threats are always paired with Pursuit), and it's the only way to beat CM Clefable without getting Quag into play and boosting alongside (and Quag needs to be at ~80% to not be 2HKO'd switching in). Tentacruel doesn't have any recovery though and is completely reliant on Clefable to heal it, which isn't the hardest thing to abuse. Finally, it has to keep switching in to Heatran to keep Rocks off, so it's inevitably coming under pressure there (Magma Storm + EP variants easily beat it too).

Like my team you're also super weak to M-Gardevoir, HP Fire M-Diancie, and LO Tornadus-T if it can hit some Hurricane's.

The final issue is that you don't have a status absorber, and Heal Bell only has 8pp, so against most bulky teams with Heatran or a Scald spammer and a reliable Kyu counter, you're just going to lose.

This sounds super critical, sorry, I don't mean to be. Something I used in my team is Rest on Tentacruel, which will at least alleviate the status problem. You could also consider Poliwrath > Quagsire, absorbing Scald and giving you another RestTalker for status, though it doesn't deal well with bulky DD Zard-X (+1 Dragon Claw does 60% and Poli can only Circle Throw). Something else to think about is going back to Chansey (status absorber, M-Gard / Diancie check, Zard-Y counter, fatter Wishes) and re-jigging the team around that.

Hope that helps :)
 
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