- THE MUSIC -
- THE INTRODUCTION -
After ORAS came out, I was starting to loose interest on mons, I started playing in Platinum, and I used to have so much fun with the games. When X and Y got released i tried going for competitive Pokémon. But as from X&Y through ORAS I couldnt battle as well as I expected to, I was getting kind of bored. Suddenly, with Sun & Moon getting announced. My hype was revived and here I am waiting for the release of S&M. In those last 8 months I've been doing much better competitive and peaking on almost 1500 in OU Ladder (wich means a lot for me actually). As a final effort to create a good ORAS OU Team. I decided do to this team. I started with Mega Gardevoir (My 2nd favorite X and Y Mega)(cuz' Mega Garchomp is kind of hard to make good use of) and built the rest of the team around her. I hope you enjoy the team and this RMT gives you benefits (from possibily using the team and liking it) as well as benefits to me (from getting your rates :) Now let's get started:
- THE TEAM BUILDING -
Gardevoir is an amazing wallbreaker by itself, and as it is the starting point of my team, it had to be the first mon.
Gardevoir really enjoys a pursuit partner so I went with Weavile, which turned out to be an amazing revenge killer, and a great option as a Pursuitter, as it outspeed most mons it needs to take down.
Keldeo pairs well with the latter two forming an unusal Psychic/Fighting/Dark Core. Keldeo works as an special revenge killer and performs well against many OU threats.
Hippowdon tanks many physical hits and can check electric types very well, as generally, their HP Ice cannot 2HKO, and Hippo can retaliate with EQ or Stone Edge for Thundurus. Powdon also works as my Birdcheck.
Latias switches into those Special Attackers and provides Defog support, specially for Weavile who's weak to rocks.
Scizor closes the teams as he is a very powerful physical wallbreaker and can provide slow U-Turns to its frailer partners (the first half of the team). Scizor also forms a Steel/Fairy/Dragon Core with Garde and Latias.
- THE TEAM IN DEPTH -
Gardevoirite... Duh!
Ability
Trace before evolving is extremely handy, it can Intimidate many Pokémon, such as Lando-T. make use of ablilities like Flash Fire, Water Absorb, or Lightning Rod. Revenge kill weather sweepers, such as Sand Rush Excadrill or Swift Swim Swampert. With Trace you can also switch into toxic from Poison Heal Pokémon or switch in status from Synchronize, Magic Bounce or even Natural Cure Pokémon. Steal Regenerator to recover HP from switching out, from mons like Amoongus or Slowbro. And Finnaly, Trace allows you to ignore Unaware Calm Mind Clefable's boosts. After mega-evolving, Gardevoir will always have Pixielate, that, together with Hyper Voice, deals massive damage, due to an 1.3x Boost, as well as Fairy STAB.
Moves
-Hyper Voice
Hyper Voice does insane damage alongside Pixielate, Gardevoir's ability after mega-evolving, and really tears through most teams. Hyper Voice litteraly outclasses any possible Fairy STAB on Gardevoir.
-Psyshock | Psychic
Psyschock helps can deal with specially defensive Pokémon that would soak up a Psychic, such as Goodra. And generally, having the ability to attack a foe through both its physical defense or special defense is simply amazing. Alternatively Psychic can be used, specially if you want to avoid having two Psyshock users in the team (the other possibly being Latias) but overall, even though it has lower BP Psyshock is significantly better in Gardevoir's case. Regardless of which one you choose, A Psychic STAB is mandatory on Gardevoir, being needed to deal with the likes of Amoongus and Venusaur, and also doing well against typings that resist Fairies, such as pure fire types.
-Focus Blast
I know that it always misses, but Gardevoir benefits a lot from this Fighting coverage, and it helps to deal with Steel types on the switch, such as Heatran and Magnezone.
-Will o' Wisp | Calm Mind | Healing Wish | Taunt
The last moveslot is always the toughest for Garde. Will o' Wisp is probably the most efficient from the four, as it criples Metagross and Bisharp on the switch. Calm Mind can be used to further wallbreak, but normally it isn't too necessary, but as Gardevoir, being the powerhouse that it is, forces a lot of switches you might get some opportunity to use Calm Mind. Healing Wish can give other team members another chance, though, because of Gardevoir's average speed, it is kind of tricky to pull off. Finnaly, Taunt can be used to shut down Chansey, Clefable, and similar Pokémon from recovering their HP, and it also avoids Bisharp for setting up on you, but overall, Wisp looks like the best choice.
Spread
The EV spread allows Gardevoir to avoid the 2HKO from a Life Orb Latios using Psyschock. Either Timid or Modest can be run. Timid allows for crucial outspeeds such as Jolly Landorus and Excadrill and Timid Heatran. However Modest nature can be used on this team instead for more raw power. 0 IVs on attack are used to minimize confusion and foul play damage, as gardevoir isn't using its attack stat anyways, but tin case you're breeding, any number of IVs for the attack work just as great.
Role
Megardevoir is a speedy special wallbreak and can take on huge portions of the metagame. It is very difficult to switch to due to its absurd Special Attack. Steel Types threaten Gardevoir the most, but if they're switching in you can either Focus Blast or Will o' Wisp on the switch and cripple them HARD. Generally it is not safe to rely on Focus Blast to kill take a Steel-Type Down because it has terrible accuracy so normally your best bet is striking them on the switch, and deal with those steel types with other mons. Garde is also a decent awnser to Rotom-W as Gardevoir walls it and can 2HKO or 3HKO with its STABs. Also Gardevoir's base 100 speed doesnt let it down, securing tons of important outspeeds.
Life Orb helps increase the damage output from Weavile's moves and is overall your best item to use on her.
Ability
Pressure and Pickocket don't do much for Weavile, though, the former is generally prefered, as you have an item and it helps wasting PP from moves such as Serperior's Leaf Storm. Pickpocket might see some use in case Weavile gets Knocked Off, but generally you are better off with Pressure.
Moves
-Icicle Crash
Icicle Crash is her main Ice STAB and it helps taking on the likes of Latios and non-scarfed Landorus. Ice Punch is constantly inferior, because even though it has higher accuracy, Ice Punch is weaker.
-Knock Off
There are few Pokémon in this meta that don't mind switching in a Knock Off. The move also serves as Weavile's main Dark STAB and coupled with its huge Attack stat deal absurd damage.
-Ice Shard
Even tough Weavile is pretty fast on its own, there are so many priority users this gen that Weavile needs the Shards, it helps defeating weakened Talonflame, Scizor and Breloom, and deal chip damage before fainting to even faster mons, such as Mega Alakazam, Mega Loppuny or Mega Manectric.
-Pursuit
Pursuit as the last move helps Weavile trap mons such as Latios/Latias, Alakazam, Gengar or any other Pokémon. It can also be used to trap a weakened Pokémon in case Pursuit is guaranteed to kill the opposing Pokémon even if it doesnt switch out. Low Kick could be an option, but trapping Psychic and Ghost types is Weavile's main role on the team.
Spread
The EV Spread maximizes Weav's attack and speed. Always run Jolly to make use of the crazy speed Weavile offers.
Role
Weavile can revenge kill many powerful OU mons out there, list includes the Lati twins, Scarfless Lando-T and Scarfless Garchomp, Gengar, Alakazam, Dragonite (it can kill through Multiscale) and the list goes on... Weavile also has an amazing offensive typing and the team really appreciates the Pursuit support that it provides, eliminating various threats. Also, due to its huge Attack and Speed stats almost any Neutral STAB is not going to be appreciated, and because of that many teams have a problem to check it, allowing it to run wild late game.
Choice Specs improves Keldeo's attacks even further, giving it much powerful options to play with, though, it is a little bit hindering for him to play the "locked into one move game" it is almost vital for him to use his stylish glasses. Life Orb could be run, but honestly, the added power from Specs really benefits our mighty pony.
Ability
Justified doesn't do anything to a special attacker and is straight up useless. But it is the only ability Keldeo gets as of ORAS.
Moves
-Hydro Pump
Hydro Pump decimates anything that doesnt resist or isnt Chansey. Even though it has the miss chance, running it alongside Scald won't be a huge problem as Keldeo has poor movepool anyways...
-Secret Sword
Secret Sword allows Keldeo to hit Specially Defensive Pokémon, as it hits them on the physical side, examples include Chansey, but be careful with the Specs locking you to one of the other three moves, as the team hates switching into Chansey's T-Wave, with the exception of Hippo.
-Scald
Scald is a safer option that Hydro Pump, and even though it may seem stupid to run both in the same set, it isn't. Keldeo can potentially burn many mons on the switch-in, and Scald is also 100% accurate, so if both Hydro Pump and Scald can pick the kill, keeping both might be a great choice, as I'm sure you don't wanna loose your games beacuse Hydro Pump missed where Scald would have KOed too.
-Focus Blast | Icy Wind
Focus Blast is pretty unusual on Keldeo, but it helps against physically defensive steel types, such as Ferrothorn, as Secret Sword can't OHKO the standard set from full, where Focus Blast can. Also, Focus Blast has a surprise factor and deals massive damage as well. Icy Wind can work so it can guarantee a 2HKO on the following: Garchomp, Multiscale Dragonite and Latios, Though, Icy Wind has pretty bad base power, and can be only fired on things that resist water or are quad weak to ice, because even with double damage, Icy Wind can't reach Hydro Pump's damage with STAB boost.
Spread
Timid maximizes Keldeo's speed and ensures many vital outspeeds. The EVs improve Keldeo's Sp. Atk stat and speed.
Role
Keldeo works as a Special Revenge Killer and he can trouble huge portions of the metagame due to its great typing, both offensively and defensively. Keldeo, unlike Weavile, has decent bulk, meaning it can switch into resisted moves well and attack from there, and also survive +6 Azu's Aqua Jet. Keldeo synergizes amazingly with Gardevoir and Weavile, as the three form a powerful Dark/Fighting/Psychic Offensive Core.
Leftovers is very useful for Hippowdon, as it allows it to turn possible OHKOs into 2HKOs and passively restores the Hippo's health.
Ability
Sand Stream may not look ideal at first, but it helps wear down opponents with chip damage and it might screw up pokémon that rely on Synthesis to recover or Drought + Solar Beam users, such as Charizard-Y and Ninetales, as Hippo switches on the first turn, and in the seconds takes little from a reduced damage Solar Beam, and finally OHKOes them both with Stone Edge and EQ respectively.
Moves
-Earthquake
Earthquake is a very powerful move, and honestly, it is alomost mandatory on Hippo, as he can utilize his powerful Attack Stat in conjunction with this move.
-Slack Off
This move gives Powdon reliable recovery, and helps him deal with huge portions of the metagame much better. Coupled with leftovers, Hippowdon can heal very quickly using Slack Off, meanwhile, sand is doing chip damage to your opponent... Sounds like a great combo for me.
-Stealth Rocks
Stealth Rocks is very important in OU as it wears opponent's pokémon down very easily, unless you have another SRer in your team, which is not the case for this one, its almost stupid not to run this powerful move on Hippo.
-Stone Edge
Stone Edge makes Hippowdon able to check Flying-types, such as Staraptor, Talonflame, Charizard-Y and to an extent Tornadus. Many people put whirlwind in this guy's last slot, but if you do, your only way to deal with those pesky birds would be to revenge kill with Weavile, which is definately not the safer option.
Spread
Impish is vital for Powdon to keep its defensive capabilities, the Sp. Def investment allows Hippo to ensure a 3HKO from LO Thundurus's and M-Manectric's HP Ices, the Defense investment, allows Hippo to avoid the OHKO from +2 LO Terrakion's Close Combat. 4 EVs in Speed allows it to outspeed opposing Hippowdons.
Role
Hippowdon is the team physical wall and the Stealth Rock setter, the Hippo can also deal with Electric and Flying types, which would otherwise threaten the team a lot.
Leftovers can help Latias recover HP passively, specially beacuse this set is leaned towards defense not much offense. It also helps even further if you're running Healing Wish over Roost.
Ability
Levitate is the only ability Latias gets, and it is quite useful, actually, as it allows you to switch into choiced Earthquake's, such as Landorus-I's or MB Excadrill's.
Moves
-Draco Meteor
Draco Meteor is extremely powerful, and very little pokémon can switch into it, as Latias is constantly switching around, the SpAttack drop isnt minded too much.
-Psyshock | Psychic
This Psychic STAB allows Latias to deal with physical walls better, as well as damage lots of pokémon that don't appreciat it. Psychic can be run, as Gardevoir already run Psyschock, but generally, Psyshock is better.
-Roost | Healing Wish
Roost allows Latias to get some HP back and avoid early KOes. Healing Wish, in the other hand, sacrifices Latias, in other to fully heal a pokémon. Even though you don't get to use Roost to much, and Healing Wish supports the team very well, Roost just helps making 2HKOes not a threat at all, and also, HW is kind of difficult to pull off, so most of the time, you're better off with Roost.
-Defog
Defog is one of the main reasons to use Latias, as it helps immensily Latias's teamates in Weavile and Volcanion. Defog allows you to remove hazards, including Sticky Webs, which destroy this team, Stealth Rock, like said before, threatens Volcanion and Weavile, Spikes, that are always annoying to deal with, and Toxic Spikes, which may also annoy the team.
Spread
Timid allows Latias to outspeed many pokémon it wouldn't otherwise, The EV spread allows Latias not to be 2HKOed by LO Thundurus's HP Ice, while at the same time, maximizes speed, allowing the dragon to outspeed pokémon such as Keldeo, Terrakion, Infernape and more.
Role
Latias can eat up many special hits, and heal the off with Roost. Defog support helps the team a lot, and Latias, as well as Gardevoir, benefit a lot from Weavile's Pursuit Support.
Choice Band allows Scizor to deal massive damage with its STABs, even though it does lock Scizor into an specific move.
Ability
Technician boosts Bullet Punch by a lot, though, its Scizor's only use of technician in the set used...
Moves
-Bullet Punch
Bullet Punch may seem stupid with its pitiful 40 BP, but boosted by technician and getting priority makes Bullet Punch insanely great, and able to deal massive damage to frailer Pokémon without priority, such as Latios.
-U-Turn
U-Turn allows for switch iniciative and its a very powerful STAB, unfortunately, it doesnt get boosted by Technician, but its still powerful.
-Superpower
Superpower is very good coverage, and allows Scizor to damage Heatran and other steel types, like Magnezone, on the switch in. The unfortunate part of this move is that it does lower Scizor's attack, but you'll probably be switching out after using Superpower anyways.
-Knock Off
Knock Off can remove the opponents item and its just an amazing move overall, Pursuit can be seen as superior in Scizor, but as Weavile already has it, Scizor's better keeping Knock Off. Alternatively, you could use Pursuit on Scizor and go with Low Kick on Weavile, but Scizor doesn't get STAB on Pursuit, like Weavile does.
Spread
Adamant boosts Scizor's attack even further, the EV spread allows it to have better bulk and attack as well, 4EVs in Speed allows Scizor to outspeed opposing Scizor.
Role
Hippowdon is the team physical wall and the Stealth Rock setter, the Hippo can also deal with Electric and Flying types, which would otherwise threaten the team a lot.
- THE THREATS -
I currently can't think of any major threat from the top of my head, and honestly I think I loose mostly because of my bad plays, not because a specific mon causes trouble to the team as a whole. I'll update this as soon as I or anyone replying identifies any major threats to the team.
- THE CONCLUSION -
This team came out quite well and I'm very happy with it, with Sun & Moon coming next week, I think this team has a solid place in ORAS's past gen and is quite fun. The team has tons of synergy and if you play well you have no major problem with most OU teams out there. Have fun using this team, and please, help me improve it :)
Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Weavile (F) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Pursuit
- Ice Shard
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Focus Blast
Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 140 Def / 112 SpD / 4 Spe
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Stone Edge
Latias @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Weavile (F) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Pursuit
- Ice Shard
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Focus Blast
Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 140 Def / 112 SpD / 4 Spe
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Stone Edge
Latias @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off