ORAS OU Untitled 157 (Mega Altaria Team)

Yesterday I decided to build a team around mega Altaria. Since I had little experience with it, I thought that, by making a team around it, I would find out what its weaknesses and strengths are. A little bit of background info before you keep on reading:​
* I started playing Pokemon Showdown around August 2015​
* I joined Battling 101 and got paired up with Alkov, one of the tutors in the program. He taught me everything from how to develop win conditions, to why you don't always need to predict your opponent to win the game. (Prior to B101, I had no experience with Pokemon. I was always struggling to get to 1300 before the tutor. Now I'm at 1400, and although it is only a 100+ improvement, this has given me enough experience to which I can say I am actually learning from my games. Low ladder has some wild things.)
* This is my first RMT. I decided to make one because by doing this, I hope to have a discussion on why I chose the mons that I did, as well as give my team the extra help in order to get me from the 1400's to 1500's.
Now, let's get to the team!

altaria.png

The mon that started it all. This thing is very versatile in the OU Meta right now. The 110 Attack/ 110 Special Attack, along with the coverage moves this thing learns, enables Cotton Candy to be either a special attacker or an offensive attacker. Its defenses are also good, enabling Altaria to check a lot of Pokemon in OU.
altaria.png
magnezone.png

Altaria does not like steel-types, so I decided that one way to get rid of steel-type was to trap them. Magnezone popped into my mind right away, as either set (scarf or specs) would benefit this core.
altaria.png
magnezone.png
hippowdon.png

Now I needed rocks. Hippowdon is such a good rock setter on the OU tier because its bulk enables it to get rocks on pretty much anything. I thought about using Tank Chomp as my rocker, but I HATE when my only talon check is a Garchomp. To me, Garchomp's potential is wasted because it has the added benefit of being a dragon, and when I use it as my only talon check, I lose if my Garchomp dies.
altaria.png
magnezone.png
hippowdon.png
tornadus-therian.png

Tornadus was the next one on the team, as this allowed me to switch into Gengar relatively safe, and proceed to click Knock Off. This thing also serves as my soft check to Latios, as well as my switch in to Latias and Ferro.
altaria.png
magnezone.png
hippowdon.png
tornadus-therian.png
scizor.png

I picked Scizor as my defogger. This thing was also my switch into the Lati twins, provided they didn't have HP Fire. Scizor was also my was of taking care of Diancie and Altaria, was also my ferro switch in, and allowed me to get a slow U-Turn on the opponent. This took some pressure off on those prediction heavy games. All around good mon to have on my team.
altaria.png
magnezone.png
hippowdon.png
tornadus-therian.png
scizor.png
dragalge.png

Keldeo came in and won the game from turn 1.
altaria.png
magnezone.png
hippowdon.png
tornadus-therian.png
mew.png
dragalge.png

I decided to switch Scizor from the team, as the defog set really left me unsatisfied. I was always used to the power of that thing, and now that I see it without Attack investment, the thing doesn't really impress me. I decided to give Mew a go, not only because I still needed a defogger, but also because my team was weak to Bisharp. (inb4 "u us3 a psychic typ 2 check a dark type? LMAO ur bad top kek Goddamn 47.") I gave this thing Will-O-Wisp along with the set that outspeeds jolly bisharp for that reason. After a burn, it generally becomes less of a problem. This thing also gave me another answer to Mega Venusaur.

In greater Detail:

altaria-mega.gif

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe 252 Atk / 4 Def / 252 Spe
Impish Nature Adamant Nature
- Dragon Dance
- Roost
- Return
- Heal Bell Earthquake

I opted for the Defensive Dragon Dance set. This thing looked very bulky to me, and I decided to use it because the point of having Magnezone was to trap all Pokemon that Altaria was weak to. Dragon Dance allowed me to get some speed and to boost Return's attack. After a +2, this thing is devastating. It enables me to kill Gardevoir (something this team has no reliable answer for). Roost was there to keep Altaria in the game for a long time, as getting the +2 in Altaria requires some health. Return was the move over facade, as facade was too situational, and It didn't work with my final move. Heal Bell was used in here to deal safely set up on Mega Sableye's face, as that mon is very annoying to other members of this team. As this got hard walled by SpDef Heatran, I changed the set.

magnezone.gif

Magnezone @ Choice Specs Choice Scarf
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

I decided to put Choice Specs instead of Choice Scarf as the scarf set doesn't give me as much damage output as I would like. Hippowdon is also not something you want to switch in when Flash Cannon is doing over 50%. Defensive Landorus is also not a switch in to Choice Specs Magnezone, as this is taking a HUGE chunk of its health. I changed the specs to scarf. This gave me another answer to Keldeo, gave me some grip on Gardevoir and other fairies in general. Volt Switch was there as it allowed me to get some momentum on the things I would trap. Thunderbolt is there as STAB. Also allows me to get some heavy hits on bulky water types. Flash Cannon is mostly for things that Thunderbolt or HP Fire can't touch. I wouldn't really call this my fairy switch in, because most fairies outspeed the Specs set and proceed to kill it with a Ground or Fire move.

hippowdon.gif

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Hippowdon is a very good (and needed) wall for this team. I can switch into Lopunny with ease, and proceed to Slack Off until he either misses or gives me an opportunity to click Earthquake. The Sand stream helps me beat opposing weather. This thing can also take hits from Excadrill relatively well. Stealth Rocks are there to gradually wear the other team down. Earthquake is there for STAB and allows me to kill Bisharp, as well as Heatran. Slack Off is there to make sure Hippowdon stays in the game when I need it most, and Stone Edge is there to prevent Talonflame from setting up.

tornadus-therian.gif

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

Tornadus is an annoying Pokemon that takes hits and never dies. His ability makes torn a little less weak to rocks, as most of that damage gets regenerated. The Assault Vest was needed as this allowed me to take sponge hits from a mojority of mons that give altaria a hard time. Although the life orb set really is powerful, I just prefer the assault vest, as this gives me the assurance that I won't die from special hits after one hit. Hurricane is there for STAB. It deals with Mega Venusaur rather well thanks to its assault vest and also takes a chunk out of anything that doesn't resist flying. Focus blast was there to hit Heatran and Tyranitar. Heat Wave was used before this, but the hippo switch on the lava plume burn didn't really leave me with peace of mind. I barely use it though, since it missed 9/10 times. U turn allows me to get some health back on switches, as well as keeps some offensive momentum for my team.

mew.gif

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic

Mew was used in this slot for my defogger and was one of the ways to cripple physical attackers. Soft-Boiled works really well with Will-O-Wisp, as this wears the opponent down, while keeping you at a healthy amount of HP, in order to do it again. Will-O-Wisp was there to burn physical attackers and things that gave me a hard time on the physical side. Psychic was there for annoying poison types.

dragalge.gif

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Scald
- Toxic Spikes

I wasn't kidding when I said Keldeo came in and won the game with a combination of hydro pump and secret sword. This provided me a switch into Keldeo and Clefable. Draco Meteor was Dragalge's most powerful move, and most of the time, it gets a kill with this move. Sludge Wave is used to demolish Fairy types that switch into Draco Meteor. Scald is just used for burns on bulky steel-types such as Bronzong, Meta-Metagross, and Jirachi. Toxic Spikes is used to wear the team down along with Stealth Rocks.

Now, for the threat-list: (I'll add more as more people help me with this)

gardevoir-mega.png

This thing is such a problem. The standard set is something I struggle to beat. Although it is still a challenge to beat, Scarf Magnezone should take it down after stealth rocks.
gyarados-mega.png

I usually just burn this with mew. Not really an answer, but it does really help me a lot. after a burn, this thing becomes something I beat with Altaria.
sableye.png

Mega Sableye became an annoyance when I got rid of heal bell on altaria. Not that I dont have mons to take care of this guy, but it's annoying. Scarf Magnezone gets a little over a 2 hit ko, making sableye's ability to stall with recover useless.

This team is solid enough to play with. Only really 1 HUGE huge weakness to Gardevoir, as nothing switches in without being 2hko'd. Give this team a go, tell me your experiences, and if you have an answer to either of those two pokemon, I'd love to hear from you.

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Return
- Heal Bell

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Scald
- Toxic Spikes
 
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I just wanna make a few basic changes to the team, it's up to you if you want to change them.

First suggestion is replacing Dragalge for one of the Lati twins. your choice as to which one but I'm saying this because it has reliable recovery, a better offensive presence and speed, which just outclasses dragalge. up to you tho, I'll leave a sample set I guess since that's what half the people here do

Latios Life Orb
Ability: Levitate
EVs: 32 HP / 184 SAtk / 40 SpDef / 252 Spe
Timid Nature
-Draco Meteor
-Psyshock
-Roost
-Defog

this sort've leaves you more open to fairies but my next suggestion is to replace mew with amoonguss. it get spore, clear smog, regenerator, etc. good utility and alleviates the fairy issue, spore gives altaria more moments to set uo, although garde is still a problem at this point.

I guess to remedy this a bit and the fact that you get kinda deded by diancie, I'd say run iron tail on torn. nice lure imo. you can try LO + Taunt + Iron Tail + FB + Hurricane torn I guess, sounds good to me on paper but again, it's up to you. hope I helped somewhat
 
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Hey, Thanks for your reply. A couple of things though,

I fail to see how I die by Diancie. The only thing it has to dent my Dragalge is Psyshock. Even then, I would still kill it with sludge bomb. Diancie also can't 2HKO Mew if the Diancie is offensive. Also, putting any of the lati twins leaves my team even weaker to Specs Keldeo. The Amoonguss switch seemed ok when I thought about it, but I would still be weak to Gardevoir, not really Gardevoir from winning the game. I'll switch the Magnezone set to the scarf version, as I am very weak to fairies like you mentioned This also gives me an answer to specs Keldeo apart from Dragalge. You also brought up a very important point of Diancie and its opportunities to set up which I like. This set gets hard walled by SpDef Heatran, so I'll switch the set. Thanks for your imput! :]

Amoonguss instead of Mew:

252 SpA Mega Gardevoir Psyshock vs. 252 HP / 136+ Def Amoonguss: 320-378 (74 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock
0 SpA Amoonguss Clear Smog vs. 0 HP / 0 SpD Mega Gardevoir: 74-90 (26.7 - 32.4%) -- guaranteed 4HKO

Dragalge vs. Diancie:

252+ SpA Adaptability Dragalge Sludge Wave vs. 0 HP / 0- SpD Mega Diancie: 192-226 (79.6 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock
244 SpA Mega Diancie Psyshock vs. 200 HP / 0 Def Dragalge: 222-262 (69.1 - 81.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery (Not that I would EVER had switch my drag into a diancie.)

Mew vs. Diancie:

0 SpA Mew Psychic vs. 0 HP / 0- SpD Mega Diancie: 100-118 (41.4 - 48.9%) -- 80.1% chance to 2HKO after Stealth Rock
32 Atk Mega Diancie Diamond Storm vs. 252 HP / 0 Def Mew: 166-196 (41 - 48.5%) -- 10.9% chance to 2HKO after Stealth Rock and Leftovers recovery

Keldeo vs. Team WITHOUT Dragalge:

252 SpA Choice Specs Keldeo Icy Wind vs. 132 HP / 0 SpD Assault Vest Tornadus-T: 132-156 (39.7 - 46.9%) -- guaranteed 2HKO after Stealth Rock (even though this is the case, the fact that it outspeeds me after the icy wind makes Torn-T a very inconsistent Keldeo check. Not that anyone would bring their Keldeo in on a Torn-T)
252 SpA Choice Specs Keldeo Icy Wind vs. 72 HP / 0 SpD Latias: 144-170 (45.1 - 53.2%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 4 Def Magnezone: 368-434 (130.9 - 154.4%) -- guaranteed OHKO
You get the hint
 
Hello.

You can try replacing Mew by defensive Starmie. It is good good switch for Heatran, Keldeo and Hippowdon, Natural Cure is amazing because Burn from Lava Plume and Scald. Rapid Spin removes Hazards without removing your.

I hope this helps.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
 
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