ORAS OU Abra, Kadabra...

MEGA ALAKAZAM
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Hey everyone! Shlappz here, I'm new to this forum but a regular on other rmt forums. I wanted to build a team around Mega Alakazam and it has been in development for a few weeks now. I've built up and ripped this team down to shreds again more times than I could count to try and get it perfect. In the end, it looks almost exactly like it did when I started but somehow performs a lot better. Considering how radically it changed, I'm pretty surprised.

TEAM BUILDING PROCESS
The team building process was pretty sporadic at times, with me just swapping out one pokemon for another whenever I saw fit. That's probably not the best way to build a team, but I'm still kind of new to this and in the end it's all good.

1) I made an RMT of the original version of the team here, and I went off of feedback to try and improve the team.

2) After attempting to follow the advice of the first RMT, I decided it wasn't working and tried to go with a Fire/Water/Grass core to solve my coverage problems. A sort of in between version of the team got an RMT over on reddit here.

3) The advice I got over there changed to team to be a little too defensive and I didn't like where it was going. I attempted to switch out various Water, Fire, and Grass types to make the team more offensive, but none of them seemed to do any better than the reddit version I started with. The team sat in limbo for a few days and eventually I decided to return to the original and work from there. Now here we are with the newest version of the team and whatever comes from this will probably be the finished product.

THE TEAM

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This team is hyper offense with a dedicated lead, core, and late game cleaner to finish things off.

ANALYSIS

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Alakazam @ Alakazite
Ability: Magic Guard
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psyshock/Psychic
- Focus Blast
- Shadow Ball
- Substitute

The star of the team. He only comes in as the late game cleaner when all the opponent's pokemon are weakened. I based it off a competitive shiny Alakazam I have in game, so I couldn't use HP Ice or Fire, unfortunately. Substitute is my counter to opposing Bisharp's Sucker Punch, the rest are coverage moves. I can't decide between Psychic or Psyshock but it's really a choice of hitting physically or specially defensive pokemon. I am leaning towards Psyshock to prevent being stopped by the likes of Chansey and other special walls.

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Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Taunt

Terrakion is my dedicated lead and is usually a suicide lead. He attempts to feign a choice item and sets up rocks on the second turn, unless the opponent's lead is faster. In that case rocks would go up immediately. Taunt is to shut down opposing leads such as Ferrothorn, Skarmory, etc., who may want to set up.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Starmie is the rapid spinner and provides much needed coverage for the team. It can switch in to fire type attacks for Bisharp and help Latios with dragon types with ice beam. Hazards aren't actually too big of a problem except for sticky web, so I may replace Rapid Spin for another attack. 29 HP IVs allow it to reach a life orb number to receive minimal recoil each turn.

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Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch

Bisharp, Sylveon and Latios create the Steel/Fairy/Dragon core of the team. Bisharp is a powerhouse of utility with Knock Off and Pursuit, and priority with Sucker Punch. Iron Head is specifically for fairies to help remove threats to Latios.

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Sylveon @ Choice Specs
Ability: Pixilate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Hidden Power [Fire]
- Baton Pass

Sylveon uses a choice set for maximum damage output. Shadow Ball over Psyshock because Latios already has it, and there is Alakazam. HP Fire is necessary because of a lack of fire type moves on the team. Baton Pass can lure in threats to be eliminated by the others.

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost

Latios has roost to patch up life orb recoil and three attacks. Thunderbolt over HP Fire because I wanted the 31 speed IVs. Draco Meteor is a nuke against most pokemon of average bulk and is more of a last resort than a coverage move.

END NOTES
The team is pretty solid, but has some problems with coverage, such as a lack of fire, grass, ice, and/or ground moves which are a staple on most offensive teams. I'm also not familiar with damage calcs and just went with what Smogon recommended, so EV adjustments are welcomed. Sylveon seems a little slow for a hyper offense team so maybe recommend another EV spread or other pokemon. Thanks.

IMPORTABLE

I had no idea how to format this so I went with a pastebin.
 
Hi, nice team!
But I've some suggestions;
I don't like SpecsSylveon, ok it's a good wall breaker but block in a move isn't good for its, you could try CM Clefable over it. It solves your problems against status thank to Magic Guard.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Only Alakazam, after Mevolution, solves your problems of speed. You could try a Scarf set on Terrakion, that is the only real counter for bisharp, and a suicide lead role isn't good for this.

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Iron Head

Now you haven't SR setter, you could try
Bisharp for this role.
Bisharp @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off / SR
- Iron Head
- Sucker Punch /SR
- Pursuit / SR
To me over pursuit is the best option, you haven't problems against Latwiins

Clefable<-Sylveon
ScarTerrakion<-SuicideTerrakion
SRBisharp<-Pursuitbisharp
 
Hi, nice team!
But I've some suggestions;
I don't like SpecsSylveon, ok it's a good wall breaker but block in a move isn't good for its, you could try CM Clefable over it. It solves your problems against status thank to Magic Guard.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Only Alakazam, after Mevolution, solves your problems of speed. You could try a Scarf set on Terrakion, that is the only real counter for bisharp, and a suicide lead role isn't good for this.

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Iron Head

Now you haven't SR setter, you could try
Bisharp for this role.
Bisharp @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off / SR
- Iron Head
- Sucker Punch /SR
- Pursuit / SR
To me over pursuit is the best option, you haven't problems against Latwiins

Clefable<-Sylveon
ScarTerrakion<-SuicideTerrakion
SRBisharp<-Pursuitbisharp

alexxjak, i agree with you in most of this, but remember, this is a HO team, and Sylveon is a wallbreaker here.

Shlappz , keep sylveon, but give a try to scarf terrakion for a revenge killer
 
alexxjak, i agree with you in most of this, but remember, this is a HO team, and Sylveon is a wallbreaker here.

Shlappz , keep sylveon, but give a try to scarf terrakion for a revenge killer
Yes, you're right about Clefable, but I think that there are best Wall Breaker than SpecsSylevon, such as SpecsKeldeo. It resists to Dark and hits stronger than Sylveon.
 
Hey Shlappz, pretty interesting team. I like how the build pressures bulkier builds a lot with your multiple wallbreakers and the use of Specs Sylveon as I find it to be potent when used correctly.

Despite this, there are many issues that can be fixed to be made more optimal indefinitely. As you may or may not have noticed, a plethora of Physical attackers such as SD Mega Scizor, Bisharp, Scarf Landorus-T, Azumarill, Talonflame, and Excadrill, are extremely problematic to this team as you provide them a lot of set-up opportunities or cleaning potential. Aside from Mega Alakazam, the build contains several Pokémon with a middling speed tier, making it slow and heavily reliant on either Mega Alakazam or Bisharp. In addition to this, it makes the team extremely weak to pretty much any Set-up sweeper due to the lack of speed control. While Terrakion does prevent Stealth Rock and set them on the opponent's side of the field, suicide leads aren't really good in the current metagame. I strongly recommend to utilise TankChomp over Terrakion; This would help in checking the many threatening Physical attackers, while also whittling down threats to your team with Rough Skin + Rocky Helmet allowing Mega Alakazam to clean freely in the end game.

When you have a match-up against Sand Offense or Physical spam cores, Garchomp will definitely help, but it would get overwhelmed and pressured by hazards as it constantly switches in, and this would mean the rest of your team may get swept. As I honestly feel Starmie does nothing for the build, I'd recommend using Thunder Wave Rotom-W over it. This would provide you speed control and checking boosting sweepers such as DD Charizard X, Mega Gyarados, and Weavile, while providing a pivot and free switch-ins for your frailer members through Volt Switch. Not only this, but it relieves a lot of pressure of Garchomp by pivoting into Physical threats.

A few nitpicks I have is changing your Sylveon spread to 140 HP / 252 SpA / 116 Spe as this allows you to creep standard 24 Spe SpD Skarmory and 2HKO with HP Fire, as it is extremely hard for your team to break. Running either Encore or Calm Mind over Substitute on Mega Alakazam would pressure many fatter builds which commonly have mons such as SpD Skarmory, Jirachi and Mega Scizor, which supports the rest of your team as well. As the build is more Offensively inclined, it will naturally be weak to Offensive Electric types such as Thundurus, Mega Manectric, and Raikou, to remedy this, I'd recommend using Recover > Thunderbolt on Latios for longevity.
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Hidden Power [Fire]
- Baton Pass

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock / Psychic
- Focus Blast
- Shadow Ball
- Encore / Calm Mind
Good luck with the team!
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I love all the advice you guys are giving, thanks again. The only thing I am confused about is using Recover over Thunderbolt on Latios. Unless I missed something, that would leave Latios with Roost and Recover, and that seems redundant. I was thinking maybe a BoltBeam combo on Latios instead of psyshock, or maybe even surf, otherwise I am still trying new versions of the team based on the advice.
 
The biggest overall issue I can see with the team is the lack of really dedicated win-cons or set ups. As a Hyper-Offense, it'll function a lot more aggressively (and as a result more effectively) if you can fit in some set up. This way you can capitalise on sacking Pokemon for free switches to keep setting up and putting pressure on.

I'd start to solve that by working in Swords Dance on both Terrakion and Bisharp. Even if Terrakion is leading, if you're suiciding you're rarely going to prevent rocks for very long even with Taunt; not to mention you have no massive hazard weaknesses to worry about early on, and one of the most reliable spinners available. Plus, your team should be putting on too much offensive pressure to let your opponent stack Spikes easily or early, and SD achieves that too. Even if Terrakion rarely sets up SD, it gives you the opportunity to make him into a huge threat if your opponent doesn't react fast - Taunt is a good option but overall SD more pressure, faster, than Taunt on your team. Same thing with Bisharp; Pursuit is a good option if it covers a weakness to any fast/bulky Psychic/Ghost types, but I dont actually see any glaring weaknesses to any of those on your team; in fact the only major concern in that regard is an opposing Substitute M-Alakazam, in the hands of a player making good counter plays. Swords Dance lets him put on more pressure faster, and Bisharp is a Pokemon that naturally finds lots of opportunity to set up, particularly in a metagame that no longer heavily favours Keldeo in the way that it did in XY or early ORAS.

If you're running Swords Dance on Bisharp, I'd try out a Lum Berry too - Sucker Punch and Knock Off don't miss out on too much without the BlackGlasses, but Lum Berry lets you beat a lot of WoW users while setting up, the only exception really being faster ones that you can't OHKO without +2 (not many... what like Bulky ZardX, Bulky TF, and like maybe Arcanine? TF might even take a OHKO from Knock off and if Arcanine Intimidates you get Defiant boost anyway, so...). This also lets you switch in and whack Clefable and Slowbro without the fear of a Thunder Wave (or a Scald burn too in the latter case).

I like Sub on Alakazam, as without it you're pretty vulnerable to Bisharp as you say. Particularly variants carrying Low Kick, as your Bisharp can't do anything to touch it and would otherwise be the only safe switch in. Personally I'd lean towards Psychic over Psyshock - the extra power is handy, and you don't have huge issues with Chansey anyway between Bisharp using Knock Off, and Terrakion who with the right plays could potentially get a chance to bump her off too. Not to mention, you're probably already on the back foot anyway if you're trying to clean with Alakazam while Chansey's still up and healthy. If push comes to shove you have Psyshock on Latios too which works if you choose option 6 below.

Next, Sylveon - great choice on this team and in general it functions beautifully with Choice Specs. Real shame it's not more common that it is! However, the primary benefit of choice specs is the ability to muscle through and 2HKO even heavily defensive or threatening steel types such as Phys Def Skarm, lots of Scizors, and Mega Metagross. I don't see huge issues with these in the long run as it is, so I'd be inclined to suggest you use either Pixie Plate or Leftovers. The ability to switch moves will let Sylveon bait, surprise and break down more defensive threats early on without forcing you into switching in some of your frailer win conditions. I think on a balanced or bulky offensive team, specs is definitely the best option, but here you don't really want lots of forced switches, and if you just need to keep Baton Passing you should probably consider how much Sylveon's adding to your offensive pressure. Another option is HP Ground over Fire, to surprise Heatran, the premier switch in to Sylveon. It leaves you a little more vulnerable to Skarmory, Scizor and Ferrothorn (particularly without Specs) but patches up the fact that Heatran is actually a lot harder for you to switch into than 2/3 of those. Test Ground out, but I won't say that that's a necessary change like all the others. Baton Pass is a good option but you could find space for another support option there too like Heal Bell, keeping you from being less vulnerable to speed control, in users of Thunder Wave.

I love all the advice you guys are giving, thanks again. The only thing I am confused about is using Recover over Thunderbolt on Latios. Unless I missed something, that would leave Latios with Roost and Recover, and that seems redundant. I was thinking maybe a BoltBeam combo on Latios instead of psyshock, or maybe even surf, otherwise I am still trying new versions of the team based on the advice.

Naturally you're right about not wanting both Roost and Recover! However Nedor is correct that Thunderbolt isn't really the right coverage for Latios. As it's a pretty offensive team I can see merit in going for 4 attacks on Latios - quite often you'll be more inclined to sack it for a stack of damage against it's usual checks so you can then send out something to set up and win. That said, I won't say it's the best or only option, you'll need to test to find out. I'd say, given that keeping Thunderbolt is pretty unnecessary, your options are:
(1) Earthquake, to bait Heatran, although I dont see big issues with Heatran on your team so long as you're on top of momentum and you're not playing recklessly with Sylveon (that would also necessitate a naive nature to guarantee the 1HKO on a healthy Tran, since you're primarily going to be wall breaking with Latios),
(2) HP Fire, which means you're not relying on Starmie as your best early answer to Skarm; this would also help you bait Scizor who I can see being a minor threat if you're holding a weakened Bishapr/Starmie (only cost is the 30 Speed IV, not a big concern unless you're relying on ties with opposing 350's, not many of which you can beat 1v1 even with a tie,
(3) Memento which will ease opportunities for something else to set up should you find space for another set up sweeper
(4) Both Earthquake and HP Fire simultaneously dropping Roost lets you get all of that coverage to bait just about everything that likes to see itself as a good answer to Latios, but comes at the cost of using a speed IV of 30,
(5) EQ/HP Fire and Memento see previous explanations, at cost of roost or,
(6) Calm Mind - new option, keep roost with this one; gives you a set up sweeper which is an improved wall-denter, at the cost of coverage. Overall no better against pursuit trappers and many other physical threats, but finds lots of chances to set up against the likes of Keldeo and also lets you 2HKO Chansey at +1. Provides with another potential win con without sacrificing too much early game potential for Latios in situations where you can just fire off massive Dracos. I think CM could work in a more measured play style here, as although it would require you to play more carefully, you have dedicated wall breakers already. Using CM lets Latios function well early and late game at the cost of a little coverage, but since you're not using the most effective coverage as it is, it might be worth a try. Test all the options and decide yourself -they all have merits and they all provide coverage/utility that you don't have much of elsewhere (even HP Fire, as Sylveon finds a lot less opportunities to use it).

Overall I think this is a nicely thought through combination of Pokemon, without any glaring issues (that haven't been mentioned above by others) outside of opposing Bisharp and opposing Sub Alakazam, who really just need to be muscled through before they can cause you havoc. I like how it's got some good defensive type synergy in the Dragon-Fairy-Steel core, combined with some nice offensive coverage in the Psychic-Fight-Dark core. I think really my main point to take away here outside of clarifying Latios' role and coverage, is that you should really capitalise more on the offensive synergy of Bisharp and Terrakion than you currently are to make your team more threatening, more quickly, to really get into the essence of Hyper Offense; by resigning Terrakion to setting out Rocks and maybe annoying with Taunt, you're sacrificing the great offensive support he gives to Alakazam and Bisharp! That addressed, and some practice with the offensive play style, and you'll have a really solid team :)

Hope you try out some of my suggestions - good luck!
 
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