ORAS OU Tornadus-T team

Hi all,

I created a time centred around my favourite OU Pokémon, Tornadus-T. The general synergy is two Assault Vest users in Tornadus-T and Conkeldurr, along with the general team prerequisites: the spinner, the walls, the lead, sweeper, and the wallbreaker. The idea is to wear opponents down through switching, inasmuch as most of the 'mons on my team have both bulk and offense; Tornadus fits the bill perfectly, hence why I chose it so promptly.

The team

250px-534Conkeldurr.png

Home Depot Guy (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 244 Atk / 244 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Synergises particularly well with Tornadus, since the dual Assault Vest combination complements my team quite nicely. Conkeldurr is great in OU, since it is a foremost switch-in to things like Scald, eating status with Starmie. Mach Punch is there for revenge-killing, Drain Punch for recovery and main STAB, Knock Off for coverage, removal of item-based Pokémon and neutral damage. Ice Punch OHKO'es Landorus-T even after an Intimidate.

tornadus-therian.jpg

Anal Beads (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Here's the star of the show. As my second AV user, he's an excellent lead against Garchomp-expelling teams with such an amazing speed tier, and its type coverage in Superpower and Hurricane is truly excellent. Regenerator wards off Stealth Rock with no qualms, giving my team a pretty decent edge over Stealth Rocks in general. U-turn is helpful for chip damage, and works well against physical attackers particularly; Garchomp is sent out upon U-turning under most, if not all circumstances, with a combination of the Rocky Helmet and Rough Skin truly hampering any attempts of sweeping or wallbreaking. The Assault Vest is particularly helpful on Tornadus since the incredible amount of Psychic types can really ruin Conkeldurr, so Tornadus is often my fallback. Regenerator keeps Tornadus alive for a particularly long amount of time, its importance further accentuated by my team often having difficulty without him.

250px-625Bisharp.png

Sir Cumcision (Bisharp) (M) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Bisharp is excellent and dealing damage to frail attackers, and Swords Dance is often the perfect move upon switches. This set isn't different to the usual, and was picked out of sheer typing and stats; his Knock Off is also unequivocally hard to switch into, sometimes OHKOing certain switches. Fighting type switch-ins are catered for by Tornadus and Starmie.

rotom-wash.jpg

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

Rotom-W's here as my secondary (albeit, in this specific order, first) physical wall, and is mostly used as a switch-in for those who Garchomp struggles to overcome or wall. His ability to hectically spread burn really appeals to me, especially from a Pokémon with such amazing defensive typing. Serperior and Amoonguss are hampered by Tornadus.

starmie.jpg

David (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psyshock
- Ice Beam

Here's David the Starmie, my spinner and, often times, special wallbreaker, especially due to his ability to 2HKO Chansey with, technically, a Special move; speaking of Chansey, David's excellent at baiting it out, since a special wall would seem like an ideal switch-in--you're gravely wrong. As far as typing goes, Starmie completely checks Keldeo and is very apt at disposing of things like Latios/ Latias, too, should I not bring in Bisharp. Ice Beam OHKO'es Landorus, meaning that he's often my lead thereagainst.

250px-445Garchomp.png

Sharknado (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Flamethrower

Finally, we have Garchomp, who synergises with Tornadus-T very consummately. As a basic Stealth Rock lead, he's excellent at checking (or, at least, paving the way for a revenge killer) most physical attackers, and Dragon Tail works very well with teams who only have a single switch-in thereto. I'm running Flamethrower over the common Fire Blast because I was sick of missing all the time. :P Other than being a wall, its Earthquake does its job nicely, with STAB and good type coverage being very handy.​

--
The main reason why I wanted to put this on the RMT was that I really wanted to fit a Mega on this team and, in general, improve it, inasmuch as it's one of the most successful teams I've ever made with no input whatsoever. Thanks for reading, and I hope you can give me some advice on how to improve it!
 
Hey man,

This is a good start to a team. There are a few changes I think you should make, though.

First off, you should really change your Tornadus EVs from their current state to 248 HP / 8 SpA / 252 Spe. This will allow you to take more hits from the likes of Keldeo and Gengar more reliably, which is the purpose of AV Tornadus. The OHKO on Keldeo honestly doesn't matter, considering you can easily tank a Scald with these EVs, especially from non-Choice Specs sets.

Second, I recommend that you use Keldeo > Conkeldurr, as it not only gives you a check to Dark-types, but a good revenge killer versus the likes of Mega Charizard X, a big threat to this team. I recommend a Choice Scarf set, as below:

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Third, I think using Landorus-T > Garchomp would be a good choice. It has more raw physical bulk, combined with Intimidate. Your team is more weak to things like Mega Lopunny and Metagross than most, so I'd recommend a defensive set with a Yache Berry:

Landorus-Therian (M) @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Smack Down
- Stealth Rock
- U-turn

Smack Down makes things immune to ground not immune to Ground.

Lastly, Mega Diancie > Starmie would be a good choice. Starmie seems a bit of an odd choice, as such dedicated hazard control isn't required. With Diancie, you still have soft hazard control, but a more reliable way to beat down fatter teams in conjunction with Bisharp.

set:

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Protect
- Moonblast
- Hidden Power [Fire]

Diancie provides a soft-check to Dragon types and also to Dark-types that may get out of hand, which would also be very helpful. Hidden Power Fire hits things like Ferrothorn for good damage (it won't kill though!). Alternates such as Sharpen or Earth Power could be tested, but this set is the best for this team, in my opinion.

That's all from me. Good luck with your team!
 
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