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ORAS OU Team

Prof. Leon Dias

Let your memes be dreams
  • 118
    Posts
    11
    Years
    Hello. This is a team ive made to use in ORAS OU tier on Pokemon Showdown. My goal is to reach 15-1600 on the ladder. Im open to criticism so I guess Ill get right to it.

    Charizard w/ Charizardite Y
    Ability: Blaze -> Drought
    Timid Nature 4 Def/ 252 SpAtt / 252 Speed
    Fire Blast
    Solarbeam
    Dragon Pulse
    Focus Blast

    I have no true planned lead, which I understand is generally an important part of the competitive metagame. Since this is Showdown, normally I can just predict the lead of the opponent based on prior knowledge and experience and switch in what I feel can effectively deal with it. For now, lets say the lead is something akin to Ferrothorn or Gliscor. A sun boosted Fire Blast can severely damage anything that doesnt resist it or is a monumental special wall. Solarbeam is a must as it usually one shots any water type without investment in special defense, or is bulky in general such as Azumarill. Dragon Pulse is for dragon coverage, such as when the opponent switches in a Garchomp or Latios/as. Focus Blast is to deal with a Tyranitar or Heatran switch in if need be.

    Latios @ White Herb
    Ability: Levitate
    Timid Nature 252 Speed / 252 SPAtt / 4 Def
    Draco Meteor
    Psyshock
    Hidden Power Fire
    Defog

    Latios is here for the purpose of providing Psychic type coverage and dealing massive damage with not one, but two draco meteors since the white herb resets the special attack lowering before switching out. Psyshock is there to deal with anything annoying like Chansey or Mega Venusaur. Hidden Power Fire is to deal with Scizor and Ferrothorn in the event that Charizard Y is KO'd, in addition to being boosted by the sun if it remains on the field. Defog is there to eliminate hazards, especially stealth rock which is DEADLY to Charizard Y, as well as chipping damage being annoying and detrimental in the long run. Latios also resists the potential threat of electric types.

    Azumarill @ Watmel Berry
    Ability: Huge Power
    Adamant Nature 252 Att/ 128 Def / 128 SpDef
    Play Rough
    Aqua Jet
    Ice Punch
    Natural Gift (Fire with berry)

    Youre probably saying "wat" when seeing a Watmel Berry on Azumarill. To explain, natural gift gives a base 100 power Fire attack while holding it, though sadly its one use per battle. A common switch in I see is Scizor and Ferrothorn, which will surprise then with a Huge Power boosted physical fire attack that is only slightly weaker than Flare Blitz would be (not that it can learn that XD)
    It can also deal with pokemon such as Klefki and Jirachi. As well as kill any Grass Type that threatens it, assuming it can survive an attack. Aqua Jet is for priority. Play Rough for fairy coverage and Ice Punch is a little surprise for people that think a Dragonite or Garchomp would survive a Play Rough, or switch into a grass type. Mega Venusaur is covered by Latios above, and Rotom Wash can be taken down with an attack from my next pokemon, if not killed by Charizard Ys solarbeam. Alternatively, I would use Leftovers and Power Up Punch to slowly jack up its attack while against a Bisharp, Tyranitar or Chansey, surviving with HP Gains and Bulk then killing with a 2x-3x aqua jet. Only thing Azumarill fears is Poison types and Burns at this point.

    Bisharp @Blackglasses
    Ability: Defiant
    Jolly Nature 252 Spe / 252 Att / 4 Def
    Knock Off
    Swords Dance
    Sucker Punch
    Iron Head

    Pretty standard set. A 2x boosted knock off on Rotom Wash will likely OHKO it, as well as a surprise Sucker Punch could take down Talonflame, providing it doesnt set up support or attack with Brave Bird. Iron Head is to cover fairies and or the instance of Mamoswine without a sash. If nothing else could, this is the pokemon that could take down Chansey and Blissey as well as destroy a Jirachi if need be. Latios and Azumarill can take care of Fighting Types and other team members can take down opposing dark types or mega evolutions which Bisharp fears. Furthermore Bisharp can take down Rock Types that may switch in on Charizard Y.

    Rotom Wash @ Lum Berry
    Ability: Levitate
    Bold Nature 248 HP / 8 Speed / 252 Def
    Volt Switch
    Hydro Pump
    Will O Wisp
    Rest

    Every physical sweeper that isnt Breloom essentially fears this physical tank who can whip out a burn on anyone unfortunate enough to not be fire type or have magic bounce (who are special based usually anyway). Rest is to heal off any damage coupled by the Lum Berry. Volt Switch is to provide a good switch in and do any damage, especially if super effective. Hydro Pump is for the sake of a powerful water attack. Good to switch in on an Earthquake for my next member. Alternatively I may run an Ice Beam or Pain Split with leftovers over rest.

    Terrakion @ Life Orb
    Ability: Justified
    Jolly Nature 252 Att / 252 Speed / 4 HP
    Close Combat
    Stone Edge
    Rock Polish
    Earthquake

    Now anyone would tell me to run X Scissor or Uturn (I think it can learn it?) over Rock Polish on a choice scarf Terrakion and have fun. But, I am not one for choice items especially considering its so easy to switch in on to counter. I prefer to 2x speed with Rock Polish and then basically proceed to wreck everything that passes with Close Combat and Earthquake/Stone Edge. Life orb boosts the damage as well, and being less frail with lots of HP, Terrakion can handle it better than say Latios or Bisharp.

    So tell me, what do you guys think?
     
    Even though White Herb cancels out Draco Meteor's Special Attack drop, it's not a good item to use here, as it's one-time only. Latios needs the extra power of Life Orb, and Draco Meteor's Special Attack drop can be reset by switching out. Shell Smashers normally use White Herb because they can't afford to switch out.

    172 HP/252 Atk/84 Spe allows Azumarill to outspeed Tyranitar. Your current spread is inefficient. Azumarill also has little use for Ice Punch, as Play Rough decimates Dragons anyway, and Gliscor and Landorus are hit hard by a Water STAB in Waterfall. And speaking of Waterfall, it should go over Ice Punch for that reason, so Azumarill has a reliable, stronger, Water STAB. Play Rough already OHKOs offensive Garchomp, and already does a number on the defensive variant, furthering Ice Punch's uselessness:

    252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 164+ Def Garchomp: 288-342 (68.5 - 81.4%) -- guaranteed 2HKO

    252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Garchomp: 372-440 (104.2 - 123.2%) -- guaranteed OHKO

    Dragonite still can take an Ice Punch with Multiscale active, while Play Rough still KOs Dragonite if Multiscale is broken:

    252+ Atk Huge Power Azumarill Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 208-246 (64.3 - 76.1%) -- guaranteed 2HKO

    252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Dragonite: 372-440 (115.1 - 136.2%) -- guaranteed OHKO

    Use Pursuit over Swords Dance on Bisharp, so it can catch any fleeing bulky Psychics/Ghosts, especially the Latis.

    If Wash Rotom holding a Lum Berry, it will be wasted once Rotom take a status other than sleep. This will make Rotom a sitting duck once it uses Rest. Chesto Berry is the preferred item, as it will only cure sleep, while Rest eliminates all other status conditions upon use anyway.

    Terrakion can also use a double dancing set consisting of Rock Polish, Swords Dance, and its STABs. It can pick the setup move depending on the team it's up against: Rock Polish for outspeeding offensive teams and Swords Dance for breaking through defensive ones. Also, Terrakion can't learn U-turn:
    -Swords Dance
    -Rock Polish
    -Stone Edge
    -Close Combat
    Nature: Jolly
    EVs: 252 Atk/4 SDef/252 Spe
    Item: Life Orb
     
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