ORAS OU you just wasted 2 seconds reading this title



Hello Smogon, my name is Kudou Shinichi but I go by many other names on the ladder. I started playing competitive pokemon back in gen 4, but most of my competitive time was spent in gen 5. I played a little in gen 6 in the earlier XY days, but for the most part I took a break. I started to pick up pokemon again recently, and I made that I enjoy playing with. Thank you in advance for reading. I appreciate any help I can get! Now on to the team, which features, imo, the best pokemon in the OU metagame...​







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lol jk




The Team:


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Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Mega-Gallade is a beautiful pokemon. Super high attack, decent speed, access to swords dance and a vast array of attacking options. SD to boost your attack to sky high levels, close combat and zen headbutt for dual stab, and knock off to hit psychics like slowbro. I still prefer knock off to ice punch for Slowbro, even though I have Bisharp, and the utility for knock off is nice too. Zen headbutt still hits Lando-T, and I have other ways of dealing with Gliscor. Options I've thought about for replacing knock off include shadow sneak, ice punch, or even leaf blade. Jolly to be as fast as possible, and to speed tie Mega-Metagross, Lati@s, Mega-Diancie, and other common base 110s.




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Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Knock Off

Second half of the very solid GalladeSharp core. Fairy killer, dark spammer, threat. Knock off for the most broken move in the game, sucker punch for priority, iron head for stab and killing those fairies, and SD for boosting attack. Pretty standard set. Black Glasses are my choice of item, as I don't like life orb recoil. Gallade and Bisharp complement each other very well, and are a very common offensive core in OU. Also defiant is stupid lol.



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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Ice]

Pretty staple mon. Choice scarf because my team is pretty slow so far, and gen 6 speed creep =[. Hydro for POWER, scald for a nice and reliable move with a 100% chance of burn, secret sword is standard, and HP ice for coverage. Keldeo provides a nice and hard hitting, fast mon that hits from the special side, and is a reliable revenge killer.



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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Hidden Power [Fire]
- Giga Drain
- Recover
- Thunder Wave

Celebi is on my team to deal with waters like opposing Keldeos, Azumarills, and Rotom, and to take ground type attacks from pokemon like Excadrill. Recover is a necessity, giga drain for a nice stab move with a bit of recovery to go along, thunder wave to cripple fast threats, and HP fire for scizor specifically. Standard EV spread to maximize bulk, while still outspeeding adamant Bisharp. Natural cure is really nice for sponging status. Overall, celebi is fantastic defensive option.



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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Ancient Power
- Roar

Up until this point, Talonflame destroys this team, so I needed a counter. In addition, Heatran pairs well with celebi to form a defensive core, dealing with scizor and flying types, while also serving as my team's stealth rocker. Lava plume for stab and burn, ancient power to take out Talonflame, and roar to phase out pokes that set up.


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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Fire Blast

Clefable is the glue to this team. It acts as a stall breaker, can set up on common mons, dragon counter, and stops dark spam. Full defense Cm is standard, with moonblast for stab and soft-boiled for recovery. I like running fire blast to deal with steels.







Importable:


Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Knock Off

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Ice]

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Hidden Power [Fire]
- Giga Drain
- Recover
- Thunder Wave

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Ancient Power
- Roar

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Fire Blast



 
This sems like a pretty good team with pretty good cores, there are still a few problems with it though. So first of all, you seem kinda weak to sand, with Celebi, your only check to it, being hit really hard by LO Iron Head. You also have trouble handling EQ Charizard-X outside of revenge killing it with Keldeo. You're also kinda weak to Landorus-T, so yeah, you more-or-less need a ground immunity. A quick way of getting one would be running an offensive air baloon set on Heatran instead of the usual SpD set, that way you can check Sand Rush Excadrill and Mega Charizard X more easily. It's not a permanent immunity though, which can be a problem, but I'm not sure how to fit one on this team. NotFalse mentions Rotom-W over Keldeo, and given your weakness to XZard, Landorus-T could also be an option, but you become very weak to Bisharp and especially Weavile in the process and you need to fix that somewhere else so it's probably not a great idea. By the way, despite the lower accuracy, Stone Edge is generally prefferable to Ancientpower on Heatran since it hits SpD Talonflame and AV Torn-T harder, but I suppose that boils down to personal preference.

I would also run a Life Orb on Bisharp, for one simple reason : Mega Venusaur. This thing is a massive threat to your team, and the ability to hit it harder with Bisharp's Iron Head would really benefit you. Other ways you can deal with it are running Psychic on Celebi over HP Fire to hit it, or Thunder Wave over Fire Blast on Clefable so that you can actually outspeed it and set up on it, you don't seem weak enough to Scizor to really need fire coverage on both of these. I would reccmend the latter more, although 2 Thunder Wave users seems a bit redundant, so you may want to change Celebi's moveset around as well. Speaking of which, running more special defense on Clefable as NotFalse mentioned above would be a good idea, you rely on it to handle various Electric-types and Kyurem-B, which it can't properly do without SpD investement.

One of the biggest problems with your team is that you rely heavily on Heatran to handle fairies, and there are a couple it really can't handle, mainly Gardevoir and DD Altaria which you have no way of handling at all. This is especially true if you don't run Toxic or Flash Cannon since then, you have no way of actually threatening them, and while you can run Flash Cannon on the offensive set, it's hard to fit : you need Stealth Rocks unless you can fit them on something else, a Fire STAB for obvious reasons, Rock coverage for Talonflame, and Earth Power for XZard, and besides, Gardevoir can still hit you with Focus Blast. You also have a serious weakness to Mega Pinsir, which you rely on Bisharp to check, and can easily lose Sucker Punch vs SD/Quick Attack 50/50s to. Honestly, the best way I can think of to handle this is by running Mega Metagross over Mega Gallade, and while you do lose your mega, they both function in a similar way, Metagross is just able to handle a lot of threats to your team better, not just the aformentioned fairies but also Mega Venusaur.

The main thing you lose here is something that can break down defensive teams; if that's a problem, you can run Choice Specs over Choice Scarf on Keldeo since fast offensive threats are less scary with Metagross around, with exception of Scarf Landorus-T. Having 3 Steel-types may seem like a bad idea, but you still have 2 Fighting resists and 2 Fire resists on your team. That being said, Ground-types are still a huge problem (not that Gallade handles those at all), and Bisharp doesn't really seem necessary to have here, so you can probably get away with replacing it with a Ground immunity like Landorus-T (which can also set up, or act as a revenge killer, decreasing the need for Scarf on Keldeo), which means you can revert back to a SpD set on Heatran without even needing Rock coverage (you can instead run Toxic for bulky waters and grounds, Taunt for stallbreaking, and/or Protect for scouting and extra recovery). I realise this kinda ruins your original core, but I couldn't really find a neater alternative.

If you want to be able to deal with Gardevior, Altaria and Mega Pinsir but also keep the GalladeSharp core, then you could run Scarf Jirachi over Heatran, but this makes you unablke to beat Talonflame. This means you kinda have to run Rotom-W over Keldeo, which in return, makes you weak to Bisharp and XZard, which means you need to run Hippowdon as a SR setter, probably over Clefable, and by that point you've replaced half your team, and you're still weak to Weavile (you could run Klefki>Jirachi if you want to handle that+get spikes, but then you become super weak to Venusaur and offensive Scizor so you need to find answers to those that fit on your team as well), so it's probably nor worth it. Still, might want to try Scarf Jirachi if you can work it on your team.

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast / Lava Plume
- Stone Edge / Ancient Power
- Earth Power

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Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Knock Off

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Psychic / Hidden Power [Fire]
- Giga Drain
- Recover
- Thunder Wave

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Thunder Wave
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Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Bullet Punch (to revenge kill +1 Altaria and Weavile) / Grass Knot (for Hippowdon/Slowbro)
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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric] (lures bulky waters for Metagross) / Icy Wind

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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-Turn
- Stone Edge
- Knock Off

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch (for Scizor)
- Heart Stamp (for Venusaur) / Healing Wish

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

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

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Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Spikes
- Play Rough / Flash Cannon
- Magnet Rise
 
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