ORAS OU Welcome to Casablanca

Hi guys, this is my first OU RMT of a team that a built around a core that I really like
that features Zard-Y and Ttar. This core is really hard if not impossible to switch into due to the massive power that both mons possess plus the fact that they clear each others checks out really well. Anyways let's take a more in depth look at the team.

006-mega-y.gif
248.gif
445.gif
707.gif
121.gif
641-therian.gif


I started with the Ttar Zard-Y core I mentioned earlier
006-mega-y.png
248.png


Then I noticed that I would need hazards because this team doesn't have a set up sweeper so it needs something to put pressure on switches and build damage, So I added Klefki and garchomp because they provide switch ins against offense and can stack hazards.
006-mega-y.png
248.png
445.png
707.png


Because I have zard-y I HAVE to have a way to spin away hazards, so chose Starmie because driller is only worth it if I have smooth rock in my opinion, plus it just compounds a water weakness.
006-mega-y.png
248.png
445.png
707.png
121.png


Because Zard-Y loves to safely get in I needed a good pivot, and I decided to go with AV Tornadus because it can come in and pivot reliably due to regenerator.
006-mega-y.png
248.png
445.png
707.png
121.png
641-therian.png

Charizard-Y:

006-mega-y.gif

Here's the sun of Casablanca. Zard-Y has always been one of my favorite mega evolutions due to it's fantastic typing and power. With drought and nearly base 160 Sp.Atk Fire Blast hits insanely hard basically dropping anything that doesn't resist it on its neck, and 2hKOing the mons that do resist it. Drought also gives it access to Solarbeam in one turn which gives it the coverage it needs to punch holes through teams. Focus Miss is there to hit TTar primarily because it loves to come in vs this monster because the sand ruins the Solarbeam which doesn't kill regardless. Timid to speed tie other base 100s and I just like it being in this speed tier.

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Tyranitar:

248.gif


Here's the sand that Casablanca is built on. I probably use TTar more than any other pokemon due to it's versatility. It's great offensively and defensively, and can play so many roles. In this case I went with banded tar because it's insanely powerful, mainly to OHKO chansey after rocks which otherwise causes problems for Zard. It's main role is to pursuit the Lati's which completely wall and outspeed zard. Ttar can switch into any hit and then trap it giving zard free will to decimate the other team. This also checks Talonflame which is another great switch in to Zard.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Superpower
- Stone Edge

Garchomp:

445.gif


Here's the guardian of Casablanca. With Fatchomp becoming very popular in this meta, I decided to try it out, and its amazing. With great bulk and typing it makes for an annoyingly fat pokemon that also has good speed and access to rough skin to punish spinning, and physical attackers in general due to it being virtually impossible to OHKO. Toxic is to wear down fat walls, EQ for stab damage, Dragon tail is amazing on this set because you can phase and rack up a lot of damage to slower teams. Rocky helmet + Rough skin causes so much recoil that just switching this in and sacking can be very productive. Speed evs are to outspeed max base 70s.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock

Klefki:

707.gif


Here are the keys to Casablanca. Klefki is the choice for this slot because it has amazing typing and one of the best abilities in the game. Klefki and Chomper are able to provide reliable switch ins against other offensive teams and slow them down significantly. With the yellow magic Klefki nulls speed boosting and just offers fantastic speed control which is crucial to this team. Magnet rise is great because it often lets it completely wall dragon pokemon that slot EQ for steel coverage. Spikes are the main reason it's here and dazzling gleam is so it can actually do some work offensively.

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise

Starmie:

121.gif


Here's the Casablanca star. Starmie is a great pokemon for a lot of different roles due to good typing and well rounded stats. I chose it because I obviously need hazard control and defogging is slightly counterproductive because my team relies on hazards. No psychic coverage because thunderbolt is actually pretty necessary in order to help get rid of bulky waters, Plus bolt beam is just fantastic coverage.

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Tornadus-T:

641-therian.gif


Here's the griffin of Casablanca. Tornadus acts as the glue to this team giving it a reliable switch in. Of course the knock off support is also very nice, but the fact that it can pivot so many times is crucial when this team has such heavy hitters that thrive on free switch ins. Also this is my all so important keldeo switch in which every team has to have. Heat wave over focus blast because Ferrothorn can be annoying to this team if the have rocks, plus it always surprises them for some reason.
When hurricane hits, it hits hard and can beat a lot of pokemon.

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

That's the team! All advice is appreciated as this is my first OU RMT and I want to make this team as competitive as possible.


Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Superpower
- Stone Edge

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
 
Hi n_n , Very Nice! i also love Charizard btw back to rate.
i have just a few points which make this team more effective.
  • 248.png
    The monster yea the sand that Casablanca is built on. you are using banded Tyranitar , i have two suggestions ,but only one of them can be enabled, Banded Tyranitar runs 252 Atk / 80 Spe / 176 HP , it gives it bulk and in sand its SpD is already boosted so its very good , it can take 2 dracos from latios and 80 speed helps you to outspeed Skarmory and u can ohko skarmory with stone edge after stealth rock damage. Now the next point , we know that Latias runs healing wish , and banded tyranitar can't outspeed it so latias can successfully use healing wish also banded tyranitar can be ohko'ed by Gengar's Focus Miss so i think Scarfed Tyranitar can solve that problem and it gives u a good check for Bisharp as your team is quite weak to +2 Bisharp.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Superpower
- Stone Edge
  • 445.png
    The TankChomp yea , i have just a simple suggestion i.e. Endure > Toxic , i think endure can help u to double the recoil that u mentioned i.e. rocky helmet and rough skin damage.
  • 121.png
    Starmie yea the Star of the team , your team is really weak to rocks so u need a consistent Spinner , so changing your Starmie to Bulky Spinner will help you against rocks.
Starmie @ Leftovers
Ability: Analytic / Natural Cure
EVs: 252 SpA / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald / Hydro Pump
- Rapid Spin
- Ice Beam
- Recover
Or
Starmie @ Leftovers
Ability: Analytic / Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Ice Beam
- Recover
Thats all , the team is very good itself so just a little suggestion by me , the chomp suggestion depends on you , if u wanna apply the change or not. btw good luck have fun with this team and have a nice day.
 
Last edited:
Back
Top