ORAS OU Wallbreaking 101

What's up smogon? I've been trying my hand at a new sort of playstyle in the hope it would kickstart me into playing more competetively. With my balanced team on lockdown, I wanted to move towards the delicate art of hyper offence. Let's look at the team first off:

The squad

skarmory.gif
serperior.gif
tyranitar-mega.gif
infernape.gif
scizor.gif
thundurus.gif


Firstly I needed what all HO teams need: a rock setter. More than that, I needed something that could reliably get it off, and if possible lay different hazards, so I chose Skarmory with sturdy, with the hope I can at least get rocks off. I then looked at my set-up sweepers. I settled on Serperior, as not only does it ruin lati@s, it also lays into Ferro/Scizor with HP Fire after only 1 contrary boost, as well as having reliable recovery and blistering speed. For my flagship physical sweeper, I wanted something that could handle the birds as well as give good coverage. Not only does Tyranitar do all that, he also has really decent bulk and access to Dragon Dance, which boosts him to scary levels with the aid of the sandstorm damage. Mega Lopunny gives me some stick here, as does Conkeldurr and Breloom with mach punch - having a physical Infernape complete with a swords dance boost and priority lets me deal comfortably with Breloom/Lop, and lets me whittle down Conk. This gives me secondary pressure on the steel types roaming OU, and a +2 fire punch actually KOs Gliscor, as well as +2 CC ripping Blissey a new one. I wanted more priority after that, and some backup fighting as well as a nice psychic and toxic immunity: Scizor fit the bill here, with a whopping 394 attack and bullet punch, OHKOing mega gardevoir in one hit, a nice feat considering it can go to town on T-tar and Infernape. Finally, I wanted a fast special sweeper, preferrably with a ground immunity, and I stumbled upon Thundurus. With 125/111 SpAtk/Spe it definitely fit the bill, and a lovely prankster thunder wave has helped me turn quite a few battles.

The team in detail

skarmory.gif


Skarmory @ Rocky Helmet / Custap berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Toxic
- Taunt

So, I've gone for 252 HP / 252 Spe in the hope I can taunt slower enemies, and to give me enough bulk to set up nicely. Sturdy so I at least get rocks out, and rocky helmet for it they attack physically, though I'm thinking of changing it to Custap berry, which would allow me to set spikes before I died too. Complete support set, running toxic and taunt on the offchance I manage to get them out; I had a game where a T-flame used flare blitz while i rocked, then roosted off the damage and got hit with toxic. If I set rocks and get the chance, toxic makes it really easy to clean up. Skarmory is literally there as suicide, as getting a sweeper of my choice on the field is really important in terms of momentum.

serperior.gif


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Hidden Power [Fire]

The beast himself. With 356 timid speed, he outspeeds the 110 benchmark, which is really important in terms of KOing Lati@s and Char-X with dragon pulse, especially if I get the +2 from leaf storm off. HP fire just for coverage, at +2 it brings a SpDef/HP Ferrothorn into a 2hko range, and a defensive one into an okho, and OHKOs Skarmory and Mega Scizor. I don't have to run a set-up move on this, as if it gets a leaf storm off, on the switch or whatever, it's moves become so strong, and has enough speed to keep on going. Life orb for maximum damage; this thing hits like a truck.

tyranitar-mega.gif


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Rock Slide
- Ice Punch/earthquake

So as I said, the birds were giving me some trouble, as they could rampage Serperior, Scizor and Skarmory, and dent Infernape and Thunderus too. I needed a really reliable way of stopping T-flame, as priority Brave bird sucks ass. Not only does T-tar give me a really nice bird spam counter, stopping both Charizard variants and ohkoing with rock slide, it also stops T-flame from running riot, and at +2 it really does ridiculous damage, hitting 580 speed too, which is jokes. The only thing that can stop this from 6-0 once it gets going is priority moves, though Breloom hits for 80% and while Mega Lopunny hits for 180% with a HJK, if I outspeed it at +2 I easily OKHO with crunch, taking minimal damage off fake out. All moves chosen are for coverage, two strong stabs and ice punch for Gliscor/Garchomp, but I could easily run earthquake too which would give me more reliable damage against Ferrothorn, netting a 2hko without taking damage from barbs. However, ice punch deals 150% damage to a Fatchomp, where earthquake ranks in with lower damage than Chomp's.

infernape.gif


Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Mach Punch
- Fire Punch

Alright, I love this guy, and can't understand why he's in UU. Maybe it's his bulk, because with 104/104/108 on his attacking stats he's no slouch. Swords dance puts hit attack stat to 614, and then it's gg, with priority moves, speed and good damage. Standard EV spread and coverage moves. I'm considering running thunder punch on it incase the enemy switches to their slowbro or T-flame or w/e, but I wouldn't know what to remove for it. Perhaps close combat, as a +6 Swords dance is the same damage as +2 CC, but it would lack real power then. It's only Skarmory where I run into trouble with this set, but a +2 fire punch kills it. The only way it can beat a T-flame though is if it switches in on rocks and I get a T-punch off on it. Still, for the dedicated Chansey and steel breaking wall, it does a fantastic job, with a +2 CC even comfortable ohkoing Conkledurr, another mon that threatens T-tar with Mach punch.

scizor.gif


Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe/ 252 HP
Adamant Nature
- Swords Dance
- Superpower
- Bug Bite
- Bullet Punch

My boy. He features on most of my OU teams because of his amazing potential. The only real counter to Xerneas says something, doesn't it? (I know we're not in Ubers but still). As you might have guessed on this team, it's running swords dance, because why not? even unboosted it ohkos mega gardevoir, which is really nice. It also runs rings around Mega Diancie, and generally any fairy/rock type out there. If it gets the chance to set up, thanks to it's resistances and typing it doesn't need a speed stat really, which is why I'm considering the HP/Attack EV spread rather than speed. It would allow me to tank way more hits, and keep hitting, considering I mostly use this for the bullet punch, and superpower on the switch. Superpower is great because it lets me ohko heatran unboosted, and gives me another move against Ferro-twat.

thundurus.gif


Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Dark Pulse/nasty plot

Finally, as I said, I wanted another fast special sweeper, and while it doesn't have access to a set-up move on this set, it fulfills everything I need it to do, ohkoing and outspeeding gengar, slowbro, and mega gyarados, who can also run riot after a D-dance. Having an immunity to thunder wave helps, and prankster thunder wave has saved my life quite a few times. Standard nature, EV spread and moves for coverage, though I'm considering running nasty plot instead of dark pulse to give it so much more kick. I'm not sure it really needs it, though; unboosted thunderbolt does 149% to skarmory, 113% to mega slowbro. It only does 91% to mega Gyarados, but it's guaranteed after stealth rock. However, HP ice only deals 51% to a physical hippodown, which sucks. I'd need to be +2 to kill it, considering it could toxic, slack off, etc. So, nasty plot or nay?

Afterthoughts

So there's the team. I've had 7 games with it and won 3, only losing 3 where it came down to the last turn, and lost 1 because of dumb mistakes. I know the playstyle works, and it's really fun, but this team needs tweaking to let it perform. I'm not attached at all to any of the mons, except probably scizor and infernape, so go crazy.

Threats

Anything with priority ruins this team. T-flame can 3-0 before it succumbs to recoil damage, and Weavile can 4-0 with priority ice and hax on icicle crash recoil chance, though T-tar can destroy it if it lands a rock slide. Status effects annoy me too, namely burns since most of my team is physical, though Infernape is immune to burns, and thundurus/scizor are immune to T-wave, with the latter being immune to toxic too. Mega Sableye can run circles too, since I have to use something other than skarmory to lead, and Infernape is my best bet at dodging WoW and using fire punch, though a foul play can put me on my arse.

What to do next?

Have a read, have a look, snort, laugh, despair, whatever, but come back to me with good criticism - I'd love to see this team really shine, as I'm having stacks of fun with the playstyle already.
 
Nice team you have there MaChew94. I have a couple of suggestions that may make your team better. I noticed that Mega Diancie will shut down your Custap Lead Skarmory, as you can't do anything to it since all you have are status moves. This is why I'm suggesting Iron Head>Toxic. Iron Head allows you to kill Mega Diancie so you can start setting up hazards. Another thing I noticed is that you're pretty weak to Mega Manectric and Scarf Keldeo. Mega Manectric threatens 5 out of 6 mons on your team, every single one except Tyranitar. It can flamethrower/overheat Serperior and Scizor, do a lot of damage to Thundurus I and Infernape with either Electric STAB it usually carries, whether it's Volt Switch or Thunderbolt. Mega Tyranitar can easily check it, but Manectric could just easily Volt Switch out of there keeping it healthy. For Scarf Keldeo, everything gets 2hkoed/ohkoed by its STABs. This is why I'm suggesting Latios>Infernape. I know what you're thinking: I'll get even more Mega Metagross and Skarmory weak! That's exactly why you have Thundurus I and Scizor for. And If you want you could just put Thunderbolt on it for Specially Defensive Skarmories and doing a decent amount to Mega Metagross. Another thing you can do is make Latios a Calm Mind set, allowing it to beat tons of STALL mons. GL with the team :]

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Iron Head
- Spikes
- Stealth Rock
- Iron Head
 
Hey, thanks for the rate. Firstly, I know what you mean about mega manectric. It's the reason I might run Earthquake on T-tar or maybe infernape. I don't want to lose infernape because i lose my priority and all my fighting control, which gives me pressure on darks, rocks and normal types, especially M-Lopunny. While Latios would give me Lopunny control, it gives my team a horrible weakness to being pursuit trapped, and as I said I can deal with M-Manectric pretty well, especially when some of my mons are most likely to be +2 when facing him; you forgot I have 4 set-up sweepers:

+2 252 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 4 Def Mega Manectric: 208-247 (74 - 87.9%) -- guaranteed 2HKO

or

+2 252 Atk Mega Tyranitar Earthquake vs. 0 HP / 4 Def Mega Manectric: 622-732 (221.3 - 260.4%) -- guaranteed OHKO - especially when I outspeed it because it's +2

As for Keldeo, I'm not sure what the problem is when my Serperior ohkos it unboosted:

252 SpA Life Orb Serperior Leaf Storm vs. 0 HP / 0 SpD Keldeo: 416-494 (128.7 - 152.9%) -- guaranteed OHKO, and Giga drain deals 79% of it's health while I only take 49% from it's specced sword.

Sorry man, didn't mean to piss on your rate, just saying I can deal with those threats you posted because most likely I've set up, there's rocks on the field, and I have speed and power on my side.

Thanks anyway!
 
Ttar needs stone edge for damage; you're really losing out on sweeping potential with rock slide. The standard lead skarm @ brave bird/spikes/SR/taunt is good too. 252 attack/252 speed w/ custap. You get SR up guaranteed and brave bird lets you kill yourself and prevent spinning/defogging =)
 
I'll have a look at changing the skarm set and T-tar, thanks. With regards to the rest of the team, anything else you see that might need work? After testing I'm getting a lot of stick off weavile, anything you can see that might help that? obviously with Infernape up he's no problem at all, but his priority plus the fact i have mons weak to ice is hurting.
 
Hey, thanks for the rate. Firstly, I know what you mean about mega manectric. It's the reason I might run Earthquake on T-tar or maybe infernape. I don't want to lose infernape because i lose my priority and all my fighting control, which gives me pressure on darks, rocks and normal types, especially M-Lopunny. While Latios would give me Lopunny control, it gives my team a horrible weakness to being pursuit trapped, and as I said I can deal with M-Manectric pretty well, especially when some of my mons are most likely to be +2 when facing him; you forgot I have 4 set-up sweepers:

+2 252 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 4 Def Mega Manectric: 208-247 (74 - 87.9%) -- guaranteed 2HKO

or

+2 252 Atk Mega Tyranitar Earthquake vs. 0 HP / 4 Def Mega Manectric: 622-732 (221.3 - 260.4%) -- guaranteed OHKO - especially when I outspeed it because it's +2

As for Keldeo, I'm not sure what the problem is when my Serperior ohkos it unboosted:

252 SpA Life Orb Serperior Leaf Storm vs. 0 HP / 0 SpD Keldeo: 416-494 (128.7 - 152.9%) -- guaranteed OHKO, and Giga drain deals 79% of it's health while I only take 49% from it's specced sword.

Sorry man, didn't mean to piss on your rate, just saying I can deal with those threats you posted because most likely I've set up, there's rocks on the field, and I have speed and power on my side.

Thanks anyway!

I mean, I'm not sure where you're getting all this time to boost when TTar gets dropped by stuff like Bullet Punch in a few hits and the Latis outspeed Infernape, but okay. srs tho who lets mttar get two dds lol and why is latios considered a lopunny counter

I think his point with Keldeo is that ScarfKeld 2HKO's everything on the switch. You mentioned yourself that Serp takes around 50 from Sword: well, that means that every time it comes in esp with rocks up something drops. When everything is slower than it that's a real problem. I agree with his other suggestion to include Iron Head > Toxic as losing to lead diancie is ass tbh.

Your response to BMH's rate has some misconceptions and is based on theorymon that assumes your opponent is going to let a ttar ddance to +2/+2. the manectric calc is a bit inaccurate, as it's assuming being up +3 (huh) bc intimidate is a thing, so it's actually closer to

+1 252 Atk Life Orb Iron Fist Infernape Mach Punch vs. 0 HP / 4 Def Mega Manectric: 157-187 (55.8 - 66.5%) -- guaranteed 2HKO

Lopunny also doesn't drop to +2 Crunch from mttar, even if you got +2.
+2 252 Atk Mega Tyranitar Crunch vs. 0 HP / 4 Def Mega Lopunny: 163-192 (60.1 - 70.8%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage

Like this is not the counter. I agree with BreloomMyHomie in that Latios is almost necessary for Keldeo and that Infernape is not a particularly viable sweeper in OU right now, based on its propensity for taking recoil and helmet damage plus being outsped by lati and gar on a sweeper is bad. If you're worried about Ferrothorn and other Scizor Focus Miss > Dark Pulse is viable on Thundy I to knock out Ferro and Scizor takes enough from TBolt. Right now Starmie actually 2HKO's like everything with Ice Beam and Pump eeehhh...to a lesser extent specs raikou clicks tbolt/sball and wins. I would honestly go Weavile>MTTar and offensive MZor > regular zor as Weavile gives you the speed control you need and taking recoil with regular sciz kind of blows, plus getting knocked off sucks D= and azumarill kind of wins whenever it switches in once rocks are up.

Hope I helped and gl!

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Spikes
- Stealth Rock
- Taunt

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Glare
- Dragon Pulse

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Thunderbolt

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Punch
- Superpower
- Swords Dance
- Bug Bite

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

Weavile @ Life Orb
Ability: Pressure
- Knock Off
- Ice Shard
- Icicle Crash
- Low Kick
 
Yo, thanks for the help guys. Also, sorry about the confusions; I'm new to the damage calc site, new to competitive in general and was trying so hard to justify my team. I ran the new team and went 4-1 quite easily, only losing the last one due to my weavile being paralysis haxed and dying, leading to me losing to his serperior, who swept once Weavile went down. I'm loving the new nasty plot Thundurus, too. On 3 occasions it went 3-0, finally dying to a mixture of attacks and life orb damage. Serperior is so common in this meta, and hp ice is really helping me out against it.

The one thing I noticed is that I'm hoplessly weak to Heatran; the only two mons with any fighting output are both weak to fire, and get steamrolled. Unboosted Mega Scizor can deal 97% to an offensive heatran, so I guess there's not too much to worry about, but it counters almost all of my mons.

Still, thanks for all the help! The new team is way better, more streamlined and is really performing. Still open to comments though regarding the new team.
 
LOL I RECOMMENDED A TEAM WITH NO HEATRAN ANSWER SIGH I'M BAD

you can try EQ Lati over TBolt with a Hasty Nature over Timid, but it'll be pree obvious that you're EQ if you switch it in directly. tbh the game plan against it is to tbolt it on the switch with thundy/break it that way and then weav/eq lati. IDK what else I could really replace w.out changing the team structure overmuch, I recommended tbolt for Azu but if you think it's covered run eq
 
Hi there MaChew94, really nice team you have there however there's a few suggestions I'll like to give to improve the team. :]
  1. For a Suicide Skarmory, you're better off with Brave Bird as your last move instead of Toxic when using Custap Berry because the idea for it is to get up your hazards quickly then either go for the extra layer of hazards with the priority boost by the berry before it dies or go for Brave Bird for a suicide to prevent free Defog/Rapid Spin by the opponent.
    227.gif
  2. To break stall efficiently with Serperior, it's stronger to have Leftover or even Miracle Seed along with Taunt as your last move instead of Giga Drain as it helps to stop Chansey and other Pokemons found in stall from healing themselves up as you Leaf Storm it till it dies while boosting up, Giga Drain lacks the power to break Chansey most of the time.
    497.png
  3. I wouldn't recommend having 4 Pokemons with Life Orb (3 if you remove it from Serperior), an Air Balloon Excadrill to replace Life Orb Scizor would be better to fulfill the role of a Steel Type in the team as it is able to abuse the Sandstorm provided by Tyranitar. This way, it also provides your team with a better form of speed control apart from Thundurus' Thunder Wave. The Excadrill can run Rapid Spin to help remove hazards for the team as well.
    530.png

  4. Nasty Plot is definitely the better choice on Thundurus as it allows you to OHKO Hippowdon and Latios with Hidden Power Ice at +2 with Life Orb and provides wall-breaking utility in general while Dark Pulse strictly only hit Latias/Latios when un-boosted.
    642.png
  5. Lastly, I would prefer using U-turn over Swords Dance on Infernape as it helps to grab momentum for the team so that either Tyranitar + Excadrill/Serperior/Thundurus can sweep. There isn't really a point in using so many set up sweepers if they're not able to provide momentum for each other to create opportunity for set ups.
    392.gif
That's all I have, hope it helps!
 
Hey, thanks for the comment. I've actually been trialing a new team as per suggested and forgot to update it; I replaced T-tar with weavile and infernape with latios, shifting the mega stone to scizor. This still however gives me 4 mons with life orb, and I really didn't like that, so I'll trial a leftovers perhaps for serperior. Without T-tar, there's no need for E-Drill, especially with sand force. To be honest, with the way that skarmory can taunt set up users, hazards aren't usually a problem; I've either got mine up or got some sweepers set up or both before they get their second chance to try their hazards, so rapid spin isn't really needed, and I much prefer Scizor over E-drill because of the utility it provides.

That said, I agree with you 100% on Landurus; the prankster T-wave into nasty plot is 2 strong, and has really helped me out, considering it sits above the 110 speed tier.

I also agree with you on Skarmory, I prefer BB over iron head since it also prevents the opponent from spinning if there's no-one there, and gives me momtenum, i.e. if they switch out or whatever, allowing me to bring in my choice of sweeper.

I'll leave the new team below this post; it would look too messy updating the team at the front of the page. I appreciate you helping me out, it was my fault completely for not updating the team. Perhaps I can be super cheeky and ask you to look at the new team I've been trialing? The only thing I've noticed is I'm super weak to fire; Heatran especially.

Thanks for your help!

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Spikes
- Stealth Rock
- Taunt

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Glare
- Dragon Pulse

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Calm Mind

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Low Kick

I like the new team, it's been working wonders. The only thing I've noticed is I'm basically using Weavile for ice shard, but I was thinking about running an offensive mamoswine instead. This outspeeds offensive heatran and ohkos with EQ if balloon is down, and has more attack that Weavile in terms of using ice shard; Adamant 394 vs 339. However, Weavile's low kick does 96% damage to heatran and outspeeds Lati@s, reliably ohkoing with knock off. Thoughts?
 
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