Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 48 Def / 208 SpD
Impish Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Toxic
- Recover
Sableye is one of the most disgusting megas in OU at the moment. It has allowed many playstyles to become far more viable through its control of hazards and spread of status. Knock off is good utility and helps the rest of my team wear down a mon quicker once it loses its leftovers, will-o-wisp is standard, and toxic is there for the annoying bulk up Talonflames and Charizards which switch in. It is also valuable against a lot of calm minders including Slowbro and Mega Latias. I use a mixed defense spread to live 2 shadow balls from life orb Gengar while being able to take on many rocks setters including Garchomp and defensive Landorus-T. It is important to keep Sableye healthy as long as rock setters are alive as otherwise this would severely hinder Volcarona. If you are faced with a really threatening team, it might be better to keep Sableye non mega just to get a prankster will-o-wisp.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 224 HP / 220 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Roost
Volcarona is the definition of a heat mon. It is an extremely powerful balance breaker and win-con that can easily countersweep a lot of offensive and balanced teams. Bulkarona is surprisingly bulky, as it can tank a variety of physical hits (see calcs below) and even super effective hits once it is at +1 or +2. Despite not having special attack investment, Volcarona hits decently hard and can pick apart offensive teams that are only slightly weakened. Fiery dance is a clutch move that can aid Volcarona's sweep by getting KOs from the special attack boost and prevent taking damage. Flamethrower is an option over fiery dance because of its higher PP and base power. Giga drain is used over bug buzz because it hits Azumarill, Keldeo, and Hippowdon harder, all of which can take a dump on Volcarona. Giga drain also heals back damage, which may be necessary for a sweep. Flame body is also useful because it allows Volcarona to roost stall physical attackers like Mega Lopunny and Metagross. The spread allows Volcarona to live a stone edge from Hippowdon, and outspeed Tornadus-T at +1, and then wall it after setting up another quiver dance.
0 Atk Hippowdon Stone Edge vs. 224 HP / 220+ Def Volcarona: 308-364 (83.9 - 99.1%) -- guaranteed 2HKO
232 SpA Mega Gardevoir Psyshock vs. 224 HP / 220+ Def Volcarona: 151-178 (41.1 - 48.5%) -- guaranteed 3HKO
252 Atk Mega Lopunny Return vs. 224 HP / 220+ Def Volcarona: 168-198 (45.7 - 53.9%) -- 3.1% chance to 2HKO after Leftovers recovery
252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 224 HP / 220+ Def Volcarona: 183-216 (49.8 - 58.8%) -- 72.7% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 224 HP / 220+ Def Volcarona: 234-276 (63.7 - 75.2%) -- guaranteed 2HKO after Leftovers recovery
160 SpA Tornadus-T Hurricane vs. +2 224 HP / 0 SpD Volcarona: 144-170 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. +2 224 HP / 0 SpD Volcarona: 258-306 (70.2 - 83.3%) -- guaranteed 2HKO after Leftovers recovery
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Explosion
- U-turn
Landorus-T is a really good pivot and check to a lot of fast wallbreakers which could easily wreck my team. Speed control is very important on balanced teams and Landorus is a powerful scarfer which also has defensive utility via intimidate. Explosion is the most important move on this set, as it severely weakens huge threats to my team (+1 Mega Gyarados, +3 Manaphy (if Serperior is dead), +1 Dragonite (without risking stone edge), etc.). In other words, explosion Landorus-T is like Gothitelle without the BS. Sadly, this is my main answer to Charizard X, which is a huge threat (rocks must be kept up and you need to apply as much offensive pressure as possible).
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Heal Bell
Vaporeon is an excellent cleric in OU that is often overshadowed by Alomomola due to its bulk and regenerator, but Vaporeon has its advantages: immunity to scald burns, access to heal bell, and better offensive presence with 110 special attack. I went with a full phys def spread to take Keldeo's specs secret swords well, and to take on various physical attackers including Excadrill, Landorus-T, and others. Meanwhile, its special bulk is good enough to survive 2 dracos from Latios. Wish passing is a convenient way to heal teammates and get momentum with a safe switch into either Volcarona or Serperior. Scald is fairly powerful and has a 65% chance to 2hko non-life orb Bisharp, which is a big threat to my team. Heal bell is important because Sableye and Serperior are vulnerable to scald burns and Serperior and Volcarona are vulnerable to toxic and paralysis. Alternative options over heal bell include ice beam to pressure Gliscor, baton pass to guarantee safe switch ins, and roar to phase out set-up mons, but heal bell is preferred because of this team's vulnerability to status.
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Leaf Storm
- Hidden Power [Rock]
- Substitute
- Leech Seed
Subseed Serperior is amazing and I have no idea why it is not used more. Because of Serperior's low base HP and decent defenses, leech seed can help it recover quickly and get back in the game, and sub seed helps Serperior wear down common switch ins including Chansey, Heatran, and unaware Clefable. HP Rock is a lure move which hits Torn-T harder (in case of being behind a sub) and has a 56% chance to ohko specially defensive Talonflame at +2 (which can not KO back with brave bird), and removing Charizard Y, paving the way for Volcarona to sweep. This is the teams main answer to Manaphy and water types in general, so it is important to keep it healthy via pivots, wish passing, or seeding back health.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 216 HP / 252 SpD / 40 Spe
Careful Nature
IVs: 0 SpA
- Stealth Rock
- Earthquake
- Iron Head
- Rapid Spin
Excadrill provides good role compression for the team, with mold breaker rocks and rapid spin in one slot. It is extremely bulky, being a very good switch in to non-EQ latis, Clefable, and electric types like Raikou. It is bulky enough to take focus blasts from powerful attackers like Mega Gardevoir and Gengar. Typically I only use Excadrill for hazard control, but sometimes its necessary to preserve its health if I want to get damage on a threat in order to revenge kill it.
http://replay.pokemonshowdown.com/ou-278447913 (Subseed serp putting in the work)
http://replay.pokemonshowdown.com/ou-278463771 (How to beat rain)
http://replay.pokemonshowdown.com/ou-279793981 (vs semistall)
http://replay.pokemonshowdown.com/ou-279335308 (vs Birdspam (hard matchup, but possible to win))
http://replay.pokemonshowdown.com/ou-279123392 (how to deal with rest manaphy effectively)
http://replay.pokemonshowdown.com/ou-278599849 (vs metagross offense)
http://replay.pokemonshowdown.com/ou-275951556 (finals of ou room tour with zard y and manaphy when 1st testing team, didnt have hp rock on serp)
http://replay.pokemonshowdown.com/ou-278463771 (How to beat rain)
http://replay.pokemonshowdown.com/ou-279793981 (vs semistall)
http://replay.pokemonshowdown.com/ou-279335308 (vs Birdspam (hard matchup, but possible to win))
http://replay.pokemonshowdown.com/ou-279123392 (how to deal with rest manaphy effectively)
http://replay.pokemonshowdown.com/ou-278599849 (vs metagross offense)
http://replay.pokemonshowdown.com/ou-275951556 (finals of ou room tour with zard y and manaphy when 1st testing team, didnt have hp rock on serp)
http://pastebin.com/Ts0FisBe
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