New team for ORAS and beyond

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    • Seen Nov 19, 2014
    My current team going into ORAS and somewhat during. Please let me know of changes I should make, which pokemon don't work well together or what I should replace on my team. I am a fairly new competitive player so all tips are much appreciated!!

    Thanks!


    My team:

    1. Rotom-Wash (SpA counter)
    +252 HP/+128 Def /+128SpDef
    Nature: Calm
    Ability: Levitate
    Item: Assault Vest

    Moves:
    -Dark pulse
    -Volt switch
    -Hydro pump
    -Dazzling gleam

    2. Garchomp
    Nature: Adamant (couldn't get jolly nature 5 iv)
    Item:Choice Band
    Ability: Rough Skin
    +252 ATK/ +252 SP/ +4 SpD

    Moveset:
    -Outrage
    -Earthquake
    -Stone Edge
    -Poison Jab (coverage)

    3. Talonflame
    Nature: Adamant
    Item: Leftovers
    Ability: Galewings
    +252 Atk/ +252 HP/ +4 Def

    Moveset:
    -Bravebird
    -Swords dance
    -Flare blitz
    -U-turn

    4. Gengar
    Nature: Modest
    Item: Focus Sash
    Ability: Levitate
    +252 SpA/ +252 Spe / +4 Hp

    moveset:

    -Taunt (counter set up openers or teams)
    -Sludge bomb
    -Dark pulse
    -Thunderbolt

    5. Salamence(ORAS)
    Nature: Adamant
    Item: salamanite
    Ability: Aerilate
    +252 ATK/ +252 SP/ +4 HP

    Moveset:
    - Dragon Dance
    - Return
    - Crunch
    - Substitute

    (Basic set-up is to switch into Mence when it will force your opp to swap out, then set up Sub, DD and proceed to sweep the team.)

    6. Skarmory (physical counter/set-up)
    Nature: Impish
    Item: Sitrus Berry
    Ability: Sturdy
    +252 HP/ +252 Def/ +4 SPE

    moveset:
    -Roost
    -Stealth Rock
    -Spikes
    -Pursuit


    Please let me know about my team and any potential weaknesses to it! Thanks!
     
    Fire Fang is better for Garchomp than Poison Jab, as it let's it hit Scizor and Ferrothorn (who are common and can tank its other moves) very hard. STAB Earthquake does almost as much damage as a supereffective Poison Jab, so it's not exactly necessary.

    Gengar wants to have Shadow Ball. In its case, Shadow Ball > Dark Pulse, since Shadow Ball isn't resisted by Fighting and Fairy types like Dark Pulse is, and it's generally more powerful because of STAB. Gengar also likes the extra Speed provided by a Timid nature, if you can swing that.

    As for Skarmory, two entry hazards is too much, just one will do. Replacing one with either Whirlwind or Defog would be best, to punish set-up Pokemon or deal with enemy hazards.

    One issue I think that your team has is that you have 2 pokes with a 4x Ice weakness, and 2 with a Stealth Rock weakness. If you can get Defog on Skarmory, great, that's one problem solved. Ice has always been a common offensive type, and will be/is more common with stuff like Mega Salamence and Mega Sceptile running about. You have Rotom-W, yeah, bit it can't handle everything. Especially since Mega Sceptile wrecks it and 2 other members of your team. Sure, you have Talonflame, but most people pack a birdspam-prevention Pokemon these days.
     
    Wash Rotom can't learn Dazzling Gleam. Also, Assault Vest isn't really a good item on it, since Wash Rotom thrives on crippling opponents with Will-o-Wisp or Trick:
    -Volt Switch
    -Hydro Pump
    -Will-o-Wisp
    -Pain Split/Rest
    Nature: Bold/Calm
    EVs: 248 HP/216 Def/44 Spe (Bold) or 248 HP/216 SDef/44 Spe (Calm)
    Item: Leftovers/Chesto Berry

    or
    -Volt Switch
    -Hydro Pump
    -Hidden Power (Ice)/Will-o-Wisp
    -Trick/Thunderbolt
    Nature: Timid/Modest
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Choice Scarf

    Talonflame gets worn down fast between the omnipresent Stealth Rock, as well as the recoil of its STABs. U-turn also makes Talonflame waste away its Swords Dance boosts, so Roost is the better option over it to help mitigate recoil damage. Life Orb or Sharp Beak/Sky Plate should be the item, as Talonflame isn't that strong.

    If you want to keep U-turn on Talonflame, use a Choice Band set:
    -Flare Blitz
    -Brave Bird
    -U-turn
    -Tailwind/Roost
    Nature: Adamant
    EVs: 252 Atk/4 Def/252 Spe
    Item: Choice Band/Sharp Beak/Sky Plate
    Ability: Gale Wings

    Crunch honestly isn't that useful on Mega Salamence because Aerilated Returns outdamage 2x super effective Crunches:

    +1 252 Atk Aerilate Salamence Return vs. 252 HP / 252+ Def Cresselia: 225-265 (50.6 - 59.6%) -- 84% chance to 2HKO after Leftovers recovery

    +1 252 Atk Salamence Crunch vs. 252 HP / 252+ Def Cresselia: 180-214 (40.5 - 48.1%) -- guaranteed 3HKO after Leftovers recovery

    Dragon Dance Mega Salamence can go in two ways: offensive, which aims to get a Dragon Dance or two up before attacking, or a bulky set that utilizes defensive investment to get as many Dragon Dances up as possible before attacking; defensive walls are rendered setup bait as a result. The latter set runs Return as the sole attack, as Flying has good coverage by itself:
    -Dragon Dance
    -Return
    -Earthquake
    -Fire Blast/Outrage/Draco Meteor/Hydro Pump
    Nature: Naive/Jolly
    EVs: 252 Atk/4 SAtk/252 Spe
    Item: Salamencite

    or
    -Dragon Dance
    -Return
    -Substitute
    -Roost
    Nature: Adamant
    EVs: 168 HP/92 Atk/88 SDef/160 Spe
    Item: Salamencite
    Ability: Intimidate

    As Zekrom said, running both Garchomp and Salamence is a bad idea, due to their 4x Ice weaknesses. A better replacement over Garchomp is Excadrill, since it learns Rapid Spin to deal with this hazard weakness you have:
    -Earthquake
    -Iron Head
    -Rock Slide
    -Rapid Spin
    Nature: Adamant
    EVs: 252 Atk/4 Def/252 Spe (Choice Scarf) or 120 HP/136 Atk/252 SDef (Assault Vest)
    Item: Choice Carf/Assault Vest
    Ability: Mold Breaker

    Skarmory is a terrible Pursuiter because its Attack isn't strong enough to make Pursuit worth using, plus a STAB Brave Bird still outdamages a boosted Pursuit (when the target flees). You're also better off using only one hazard, as having two leaves Skarmory cramped for more space in its support options:
    (for 6th Gen Skarmory)
    -Stealth Rock/Spikes
    -Whirlwind
    -Roost
    -Brave Bird/Taunt
    Nature: Impish/Bold
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers/Shed Shell/Rocky Helmet
    Ability: Sturdy

    (for Skarmory imported from past gens):
    -Defog
    -Roost
    -Counter/Brave Bird
    -Whirlwind/Taunt
    Nature: Bold/Impish
    EVs: 252 HP/252 Def/4 SDef
    Item: Shed Shell
    Ability: Sturdy
     
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