ORAS OU Turn N' Jerk: A Hyperoffensive ORAS Team

Overview: Why shy away from power creep when you can embrace it? I told myself this as I concocted this team of randomly strong mons that seemed fun. I didn't have any method to the madness initially, but as I began playtesting the team, I found this group to work quite well.



Forretress:
Forretress_46327.png

Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Rapid Spin

Custap Berry Forretress allows for the setting of hazards early-game, provided that there are no Magic Bounce users, spinners, or defoggers. If those conditions are true, then Forretress is guaranteed able to set down at least two entry hazards. Custap Berry allows for that second setting of hazards. Rapid Spin is useful when I am able to identify an opposing hazard setting Pokemon and am not able to OHKO it in time. Because of my team's momentum-based style, it is important to keep my side of the field clear while also keeping the opposing team's side of the field littered with hazards. Gyro Ball is for some utility attack power.

Rotom-Wash:
rotom-w-png.32679

Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

This is a classic choice specs Rotom-Wash set, designed for hard-hitting. It is also designed to take some hits from powerful water STAB attacks. Volt Switch allows for a powerful electric STAB on water or flying types, while also providing necessary momentum. This is additionally useful against Skarmory, who is otherwise able to fend off parts of my team with some degree of success. Hydro Pump is the obligatory STAB move, and its specs-boosted variant packs a punch even against neutral threats. Hidden Power Ice is useful to take out ground types and dragon types. Problematic pokemon that fall prey to HP ice include Gliscor and Landorus-Therian. Trick is another useful option for crippling opposing pokemon, and Rotom doesn't usually mind a different item so much.

Infernape:
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Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Close Combat
- Grass Knot
- Mach Punch

Infernape is a true beast to behold. His function on this team is largely to wipe out opposing steel types. Flare Blitz is a powerful STAB that more or less eliminates most steel types. Close Combat is useful against Pokemon like Tyranitar and Heatran, who otherwise shrug off a flare blitz. Grass knot is incredibly useful against bulky water types, and it provides Infernape with extra coverage. Finally, Mach Punch acts as a useful late-game sweeper, provided that Forretress's hazards are still up. Infernape has a Focus Sash because it's essentially a revenge killer of sorts; the sash allows it to often guarantee an OHKO of some form, or at least a huge amount of damage.

Mega Diancie:
719Diancie-Mega_XY_anime.png

Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Calm Mind
- Moonblast
- Earth Power
- Psyshock

Mega Diancie is a true beast to behold. With Calm Mind, Mega Diancie is able to tank off most, if not all, special hits, and hit back like a truck with STAB Moonblast. Earth Power takes care of opposing fire types, and psyshock eliminates threatening poison types like Mega Venusaur. After even one Calm Mind, Mega Diancie is able to sweep easily and surely. Diancie only fears steel types, which is what Infernape serves to take care of.

Landorus-Therian:
landorus-therian.jpg

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off

Landorus-Therian might be the best scarfer in OU. With a nearly unresisted combination of earthquake and stone edge, Landy is a sight to behold. U-turn provides additional momentum, and it can often switch easily into Rotom-Wash for a powerful and useful VoltTurn core. Knock Off provides additional coverage against normally annoying psychic types. Also, it acts as a good "guess" attack, if I am not sure about whether or not a Pokemon is going to switch.

Azumarill:
azumarill.jpg

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

This is a classic Azumarill set, one that is very difficult to counter or otherwise do anything to. The idea is to set up on an otherwise unsuspecting Pokemon, and sweep. Azumarill's counters, like Mega Venusaur and Rotom-Wash, are made to clear out by Infernape/Diancie or Landorus-Therian/Rotom-Wash respectively. Once set up, and given entry hazard support, Azumarill is able to facilitate a clean sweep. Even if it cannot set up, Play Rough provides good physical fairy coverage, aqua jet is a powerful cleaner, and knock off has immense utility.

Weaknesses:
With extensive ladder testing, I have not found many teams that are capable of handling hyper offense like this. Theoretically, a good stall team should be able to do the trick, but I haven't encountered too many that do. Status inducers like Dusclops and Sableye provide an amount of trouble for this team. Also, teams with bulky water cores provide a small amount of trouble.

Replays:
http://replay.pokemonshowdown.com/ou-247042794
 
Concerning your sets: First of all, I would defenitely run a Life Orb on Infernape. This gives it a very important power boost, which is especially good since it lets you 2HKO key Water types like Slowbro. Sash isn't very good on Infernape, especially since your hazard remover is also a suicide lead, so you can't really guarantee hazards will be off the field. Also, run Naive>Hasty as its nature so that it can take hits from Bisharp and Weavile better.

HP Ice really doesn't seem useful on Rotom-W, you mention that it hits Gliscor and Landorus-T but both are hit harder by Hydro Pump, and while HP Ice is more accurate, bothare very likely to switch out to something which can take far less damage from HP Ice. You also hit Garchomp with it I guess but, once again, it hates Hydro Pump. There are a few moves you cna run instead of it: Will-O-Wisp may seem odd on a Coiced set, but once you trick your Specs away, you can heavily cripple Pokemon like Garchomp, Kyurem-B, Mega Venusaur and Ferrothorn which otherwise can switch into Rotom quite easily. Signal Beam enables you to deal more damage to Latis and Grass-types like Celebi (otherwise a perfect answer to Rotom-W) and Serperior more than HP Ice can, while Shadow Ball hits Latios and Latias harder than any move, however Specs Signal Beam already OHKOs both, so it seems unecessary on this set.

You mention a big weakness to Water-types. Given that you're not using Mega Diancie as your answer to Talonflame, I think you can afford to run Mega Altaria over Mega Diancie, trading a Water-weak Pokemon with one which actually checks most Water-types quite well, particularly Keldeo which your team is slightly weak to (if Azumarill gets burnt, it's pretty much over). You do lose out on some wallbreaking capabilities, but Altaria is a much better setup sweeper in general if running Dragon Dance. Besides, you already have BD Azumarill to cause huge pain to bulkier teams, and its ability to lure and weaken Altaria checks (specifically Ferrothorn and Skarmory) makes for a strong physical Faryspam core.

Unfortunately, this makes you a lot weaker to Mega Venusaur which is a problem, so you probably should run a good answer to it somewhere else on your team. Latios and Latias serve as a good checks to it, and since you already have a Water-type and a Fairy-type, and Latios gives you yet another Water resist, it could probably fit quite well over Azumarill. They can also lure Steel-types for Altaria via HP Fire. Heatran also serves as a good Venusaur counter, however I'm not sure where it can fit on your team, possibly over Foretress since it acts as a SR setter too, however it stacks weaknesses with Infernape. You could run it over Infernape too, since it can also lure Water-types with Power Herb, however this makes you very weak to Bisharp and Weavile (if you do this, it's probably bets to run EQ on Foretress so taht it can check Bisharp).

But if you do keep Diancie, defenitely run 252 Speed with a Timid nature on it, you really need the ability to outspeed Keldeo, tie with Latios, Latias and other base 110s. The bulk really sin't worth it when compared to the speed. Also, small detail but maybe run Psychic>Psyshock, this lets you lure Mega Venusaur more efficiently since a Phys Def spread is much more common on it than a SpD one.

Maybe you could try Toxic Spikes instead of Spikes on Foretress? This may seem like an odd suggestion, especially on a more offensive team like this, but bulky Waters that threaten your team like Keldeo and Slowbro tend to really, really hate Toxic Spikes much more than they hate regular Spikes, and the ability to prevent grounded defensive Pokemon from doing their job as long as you keep these Toxic Spikes up seems really appealing, so maybe just try Toxic Spikes out for a little bit and see how well they work for you.

infernape.gif

Infernape @ Life Orb
Ability: Iron Fist
EVs: 100 Atk / 156 SpA / 252 Spe (feel free to play around with the EVs, I gave you enough SpA to 2HKO Slowbro after Stealth Rock damage, which gives you more SpA than Attack so you may as well run Fire Blast)
Naive Nature
- Fire Blast / Flare Blitz
- Close Combat
- Grass Knot
- Mach Punch

rotom-w.gif

Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp / Signal Beam
- Trick

altaria-mega.gif

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Earthquake
- Dragon Dance
- Roost

latios.gif

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost

latias.gif

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost / Healing Wish

heatran.gif

Heatran @ Air Balloon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power / Flash Cannon
- Taunt

Heatran @ Power Herb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Solarbeam
- Earth Power / Flash Cannon
- Taunt

diancie-mega.gif

Diancie @ Diancite
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid
Nature
- Calm Mind
- Moonblast
- Earth Power
- Psychic

forretress.gif

Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Rapid Spin
 
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