ORAS OU The More Things Change... The More They Stay The Same...

The More Things Change… The More They Stay the Same…

Ever since the introduction of Megas this Gen, the power creep that has occurred has caused all players to re-evaluate just how to go about the Team Building process. Some elements of the game will always remain, such as entry hazard support and removal & whether to go with Stall, Balance or Hyper / Heavy Offense. However, despite the many decisions that go into the thought process of the team builder in question, the one thing that must always be taken into account is the current metagame and the major threats that inhabit it. Ever since the inception of Gen VI, every mon (Genesect, Mega Luke, Mega Gengar, etc…) or strategy (SwagPlay & Baton Piss) that has come across our community voting thread has met their timely (or untimely depending on how you voted on it… cough Aegislash cough) demise.

This trend finally got broken when Metagross failed to meet the 60% supermajority; meaning that Metagross (AB)users can breathe a sigh of relief and continue to pummel the Meta with MegaGross. Since Metagross has been discussed recently ad nauseam; I will spare you the details, but essentially, MegaGross is a real and viable threat that definitely needs to be taken into consideration. However, instead of looking at new or innovative ways of trying to battle this behemoth, I took the approach of stepping back and looking at some old archives and refreshing my mind on what we learned this Gen and seeing if anything that we encountered back then can be made applicable to the current Meta. Thus, I bring to you the following team based on the guide from fellow tutor and Smogon contributor, Valentine:

The Mega

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Needless to say, but I will say it anyway. Ever since his inception into the Meta, Zard-Y is one of the most proficient Wallbreakers there is. No one can legitimately challenge this point unless they’re an idiot or simply trolling you.

The Second in Command

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With Zard-Y’s wallbreaking prowess, every team needs to consider having a second potent sweeper who requires little to no set-up while being able to annihilate the remaining opposition, should Zard-Y fall; enter Choice Specs Keldeo.

Stealth Rock Removal

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If there is 1 thing that can ABSOLUTELY ruin Zard-Y; it’s is 4x weakness to SR. In order to mitigate this, we will employing the services of Excadrill; who also will act as my primary physical sweeper with LO and Sand Rush leveraging his Power and Speed respectively.

Char-X / Bird Spam Check

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If Excadrill is gonna be utilizing Sand Rush, that implies that we need a sand setter. This leaves us with two options; TTar or Hippowdon. Both provide Stealth Rock and checks to Bird Spam and Char-X, while TTar does have access to Pursuit, however, there is other mons that have access to Pursuit and Hippowdon has access to recovery with Slack Off so he won out.

The (Pursuit) Trapper

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Lati@s is one of the few mons that can eat everything barring a Dragon Pulse from Char-Y and retaliate with Draco Meteor for MASSIVE DAMAGE. Thus, we go with the Bug / Steel Knight… Escavalier. Who can eat a Draco Meteor like a champ and proceed to trap Lati@s, barring that they are running HP Fire. We will explain why him in further detail the Team Building Process Details Section so hang tight.

Bird Spam Check # 2

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We round out the team with a flexible mon, who like Escavalier, provides many options thanks to Prankster. T-Wave assists in preventing faster mons from moving so freely and allowing Char-Y to get a leg up against them (Char-Y’s Base 100 Speed, though formidable can still be eclipsed), especially if the team is devoid of a Cleric. Very splashable mon who can very easily help turn the tide of the match.

The Team Building Process - Detail

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Charizard @ Charizardite Y
EV: 252 SpA / 4 SpD / 252 Spe
Ability: Blaze -> Drought
Timid Nature (+Spe, - Atk)
IV: 31 HP / 1 Atk / 31 Def / 30 SpA / 30 SpD / 31 Spe
- Fire Blast
- Solarbeam
- Focus Blast
- Roost


Role: Mega / Drought Wallbreaker

Aww… the simplicity of Char-Y is beautiful in of itself. Activates its own Drought to Power up its Fire Blasts that are already coming from a Base 159 SpA Fully Invested Stat. One-Turn Solarbeams are magnificent; and Focus Blasts hits the ever annoying Heatran that attempts to wall it for the 2HKO and Ttar who neuters my Sun with his Sand (dat A$$HOLE). Timid Nature was chosen as I’ve found it mandatory to outspeed mons like Excadrill, Mega Garchomp, Lando-T and Kyurem-B. Char-Y is the 12-cylinder engine of this 2014 Lamborghini Veneno and his opponents are the Autobahn that he plans on shredding through.

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Keldeo @ Choice Specs
EV: 252 SpA / 4 SpD / 252 Spe
Ability: Justified
Timid Nature (+Spe, - Atk)
IV: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD / 31 Spe
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]


Role: Truck that hits HARD AS $HIT

Keldeo is Char-Y’s partner in crime as anything that Char-Y fails to eliminate, Keldeo can certainly finish off. HP Flying was chosen to net a KO on Mega Venusaur at or below 46% health. Scald is the early game weapon of choice thanks to the 30% Burn Chance while Hydro Pump, despite its less than desirable accuracy provides the raw power necessary to net some OHKOs. Secret Sword is to slice Chansey or Blissey before they can get off a Toxic. Another words… 750 horse power under the hood!!!

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Excadrill @ Life Orb
EV: 252 Atk / 4 Def / 252 Spe
Ability: Sand Rush
Jolly Nature (+Spe, - SpA)
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide


Role: Doing 120 in the Sahara... PLUS... telling SR to GTFOH!!!

When the sand is up, this little rodent be bookin' it!!!! Literally outrunning the entire unboosted Meta, Excadrill also packs a wallop with STAB EQ. Mind you, that isnt' even is primary duty; as he is here to remove SR from the field. SD is here in the event that I can go +2 while in the sand to really start wrecking shyt. Rock Slide is here for Talonflame as in the sand I outrun everything it can throw with the exception of GW Brave Bird; which I can eat if I'm anywhere north of 60% HP barring a Crit. Otherwise, though not for long, 2-3 turns of hit and run from this guy can add up in a hurry.

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Hippowdon @ Leftovers
EV: 248 HP / 8 Atk / 252 Def
Ability: Sand Stream
Impish Nature (+Def, - SpA)
- Stealth Rock
- Earthquake
- Slack Off
- Rock Slide


Role: Sand Setter / Bird Spam Check

Here is my MASSIVE Physical Wall, Hippowdon. Fully Invested 252 / 252+ in HP and Def to be able to take on offensive behemoths like Char-X, Talonflame, et al. He is a tank (a slow moving one alas) that can eat hits and retaliate with STAB EQ. For the BirdSpam, Rock Slide was necessary. Slack Off and SR round out the set, with Slack Off being the main reason I chose him over Ttar for Sand, Stealth Rock and BirdSpam Checking.

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Escavalier @ Assault Vest
EV: 248 HP / 252 Atk / 8 SpD
Ability: Overcoat
Adamant Nature (+Atk, - SpA)
- Pursuit
- Megahorn
- Knock Off
- Iron Head


Role: Pivot / Pursuit Trapper

Now when you think of Bug /Steel they think Scizor, but the problem with Scizor is layered in the following truths; if you gonna use a non-mega Scizor, the CB Set is probably best. Yes, it has access to Priority BP, however, if you end up locked into BP, Mega Metagross can switch in, Mega and do his thing or any other mon like Crocune or CroBro and proceed to set up while we’re forced to switch.I know this is only one example, but the basic point that I’m trying to make here that I am valuing pivoting and flexibility over Instant Offense at the risk of being locked into a move that makes him emminent Set-Up Bait. As such, the movepool reflects that with Fully Invested Megahorn / Iron Head hitting exceptionnaly hard coming off of its very promising 135 Base Attack. AV plus full HP investment make Escavalier deceptively bulky as its natural 70 / 105 / 105 promote it taking a ton of hits. Its primary job is to trap Lati@s, however, I need to tread carefully as HP Fire, even with investment can hit alarmingly hard. A little prediction is needed for that matchup, as not ALL Lati@s carry it but alas, that's why we play the game.

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Thundurus-I @ Life Orb
EV: 252 SpA / 4 SpD / 252 Spe
Ability: Prankster
Timid Nature (+Spe,-SpA)
IV: 31 HP / 30 Atk / 30 Def / 31 SpA / 31 SpD / 31 Spe
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Psychic


Role: Prankster Nuisance (2nd BirdSpam Check)

Lastly, Thundurus rounds out the team cause, just like Escavalier, provides amazing flexibility with +1 T-Wave. He assists Char-Y and Keldeo in sweeping opposing teams by crippling faster foes while hitting mons like Lando-T and Gliscor SE with HP Ice. Psychic was chosen to assist with Mega Venusaur as it nets a 2HKO after SR damage. Leftovers was selected as thanks to Prankster many people will be switching to avoid certain mons from getting status, especially if they are without a cleric, thus generating many opportunities to gain residual recovery at the end of the turn.

Well this is the team here. Hope you enjoyed the RMT and thanks for reading. Any critiques or constructive thoughts are always greatly appreciated.

Thank You and Have a Nice Day all ^_^

Charizard (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solarbeam
- Focus Blast
- Roost

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Eathquake
- Rock Slide
- Slack Off
- Stealth Rock

Escavalier (M) @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Knock Off

Thundurus-I (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt

Prof. R. Feliciano
Director of Metagame Studies, Smogon University, New York Campus
Director of Archaeological Studies, Smogon University, Chicago Campus
Lead Archaeologist of the Ruins of Alph excavation, Summer 2014
Lead Archaeologist for the Cave of Origin excavation, Fall 2014
Selected: Lead Archaelogist for the Spear Pillar, Circa. Fall 2015 (spoiler)
 
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Actually, your IV Spread of Keldeo in the importable change the HP to HP Dragon also, separate the Excadrill and the Hippowdon, needs to be an space there.

In my opinion, run iron head instead of Swords Dance because a lot of times you'd preffer remove hazzards rather than use SD. Why are you using HP Flying on Keldeo? Use it only when you have problems with MVenu, Amoon, and bulky grass types in general, which having Thundurus i don't think that you will. Use HP Electric instead to hit Gyarados harder which if its running a SubDD set will 6-0'd your team.

Also maybe better to change the Leftovers from Thundurus to a Life orb.

Cya~
 
I can tell Valentine was your tutor since this team is very similar to one of his more famous ones lol. Anyways having used versions of this team I can tell you the biggest weakness of Val's team used to be Greninja (like this team wasn't even viable with Greninja around) but now that got zapped.
Aegislash was also wonderful on these builds as a pursuiter - worth noting if Aegi is ever tried back in OU like it probably should, since what this team really needs is something like Aegislash that can handle Mega Metagross, Mega Gyarados, and OHKO Latias with Pursuit while avoiding the 2HKO on HP Fire. Escavalier does two of the three - there's no good build that avoids the 2HKO with HP Fire, but it handles Mega Meta and Mega Gyara well enough for them to not be as big of an issue. I'm not sure if there is anything that can handle all three threats at once, however. If I do I'll add them to my post.

Things to try: Swords Dance > Iron Head on Excadrill, it's just too hard for Exca to get a free turn and it really helps for Clefable as Escavalier doesn't want to switch in on a Clefable Fire Blast. Also seconding Life Orb over Lefties on Thundurus as Thundurus appreciates the power against MegaVenusaur and Amoonguss.
 
Hey great to see you posting rmt's against. Mostly since this is such a solid team, however I have a few changes that can help.

one this i noticed is that you lack both a keldeo and a zard y switch in. this is terrible because zard-y and keldeo are very popular in the current metagame. not having a check or counter to them is very harmful to the performance of this team. i recommend replacing excadrill with latias. if you check out val's guide: http://www.smogon.com/forums/threads/force-of-nature-an-in-depth-guide-to-zard-y.3501476/ | you would notice the latios/latias were mandatory on every team. They're important, because they offer defog supports, and they're a great counter to zardy and keldeo. i recommend running a set of draco meteor | psyshock | roost | defog | ITEM: Life Orb. then run an ev spread of 72 hp | 184 spatk | 252 spe | timid nature. the 72 hp ev's allow you to avoid the 2hko from thundy-i's hp ice and hit a life orb number. this leaves you with enough special attack investment to take out landorus with draco meteor after rocks. I am very confused on the iv spread for zardy? why dont you just run 0 atk. i dont see any hidden power on zard y, so there is no reason to not put 0 atk iv's. besides that, the team looks fine.

summary of changes:

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Hope I Helped.
 
Isn't this just forces of nature with Escavalier>Aegislash? Lol. Its still an incredibly solid team, one thing you could consider trying is Scarf Pursuit Tyranitar>Hippowdon to help improve that terrible matchup versus bird spam/gengar, and if you do that than maybe either a defensive Landorus-Therian>Escavalier? The archetype is solid so the most I can suggest is tweaks lol. EQ ZardY or even Focus Punch ZardY are options on this team. gl
 
Hello all,

Thanks for the insight. The following changes were implemented:

Excadrill: Added Iron Head > Swords Dance - Thanks to toshimelonhead and xJoelituh for the suggestion
Thundurus: Added Life Orb > Leftovers - Thanks to toshimelonhead and xJoelituh for the suggestion
Keldeo: Added HP Electric > HP Flying - Thanks to xJoelituh for the suggestion

Also,

Isn't this just forces of nature with Escavalier>Aegislash? Lol.

I stated in the intro:
Thus, I bring to you the following team based on the guide from fellow tutor and Smogon contributor, Valentine:

If you read Valentine's In-Depth Guide; you will notice that their was very little variation in the teams during SPL and, if anyting, I broke the mold slightly by going with Sand Rush Excadrill & AV Escavalier. Just like toshimelonhead said, this team couldn't even function if it wasn't for the banning of Greninja to Ubers as Greninja with HP Fire, Grass Knot, Hydro Pump & Ice Beam just straight REKT my team.

In the end, Valentine's thread, imo was his (assuming Valentine is a dude otherwise my bad) magnum opus and is a seminal work that ALL aspiring battlers should read, especially if they wish to build a Char-Y team.

Anyways, thanks for the feedback everyone.

I will let you know of any updates if I do decide to add Lati@s as that would DEFINITELY change the formatting of the team.

Thanks again for the feedback.
 
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