ORAS OU Focus punch Breloom [Peak 1600]

Hello yet again, everyone.


So, I like playing hyper offense, but what I like even more is packing some nice surprise factor. Whether it is some crazy gimmick stuff or just some good lure, I just like it. It just disorients [is that a word?] people and that gives me an advantage.
I feel like that is the case with focus punch Breloom - you don't see it everyday. Besides, Breloom itself is quite commom, and people do expect it to either be sashed or SD LO. They often don't know what to do when Breloom gets behind a subs. And I can tell you that it is really threatening behind a subs. So, expecting either the revenge mach punch or the common spore, they let me freely behind a subs and sometimes that might just mean GG.
So I went ahead and "built" a team around it.
Anyway, let's move on, shall we?

Here's proof of peak, right above the brazilian infamous killer, Goleiro Bruno.

peak.png

286.gif
485.gif
479-wash.gif
641-therian.gif
642.gif
metagross-mega.gif

There's quite a story to this team. I wanted to use focus punch Breloom and I found this:
485.gif
151.gif

I got this team from this link right here http://www.smogon.com/forums/threads/mixed-offensive-ou-team.3543981/

[I took the advice from the comments in the post, cause the original team looked like this:
212.gif
].

It was a nice team , but got destroyed by Talon and zard, being mew the biggest fodder. I put stone edge on heatran AND mew, but then I thought Clef became a huge threat. I made some changes, brought back rotom-w as a Talon hard counter and also threw lopunny + hazards, which go together well, and I ended up with this:

485.gif
479-wash.gif
428-mega.png
545.png

[I really like lead Scolipede, mainly due to these 2 teams I had success playing with:
http://pokemonshowdownteams.com/ou-team-21-tropical-onesie-mega-sharpedo/
http://www.smogon.com/forums/threads/dannys-agiligross-offense-ft-banded-landorus-t-peak-8.3549415/
]

Testing it, I got convinced that I needed a bulkier mega, because my team was being late-game cleaned by scarfed stuff such as Staraptor with easy. I lacked priority bar fake out. Rotom-w, once a little weakened, allowed the team to be swept by a variety of things. It wasn't holding together well. I also felt LO Scolipede was easy to play around, even though I like it a lot. So Lop and Scoli left and now I have this:

286.gif
376-mega.png
641-therian.png
479-wash.gif
485.gif
642.png


I kept the nice grass-water-fire core, Torn and Rotom-W have great synergy, making a good volt-turn core, metagross hits HARD and thundurus is really useful all in all, both by stopping other threats and by wallbreaking. Basically, from the very original team, we have Torn and Breloom [rotom eventually came back].

Hope this wasn't too confusing =]


Ok, now, for the individual analysis [and sorry for the long Breloom description, but I felt such an underrated set needed it]:
breloom.jpg

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Substitute
- Seed Bomb
286.gif
286.gif
We start of with - you guessed it - Breloom. Honestly, there's so much to say here. This set everyone has probably seen it before. This is the type of set you love to use but hate to face. And yet, I feel like this is so underrated - I mean, so very underrated. It has the potential to turn tables, for real.
First of all, Loom has what is arguably the most annoying move in the entire game: Spore, 100% accurate sleep move, which, combined with the otherwise gimmicky Focus Punch, turns Breloom into a serious offensive threat. If Breloom is behind a Substitute it can be "good game" for the opponent. They get confused and Breloom has the freedom of firing off a 150 Base Power STAB move off a base 130 Attack stat. If that is not power, I do not know what power is. Behind a Substitute, if Sleep Clause is not activated, Breloom gets a free Spore on something else and can continue the chain of Spore, Substitute, and Focus Punch until the opponent has no Pokémon left. With Toxic Orb and Poison Heal, Breloom can continue to make Substitutes throughout the course of the match. Seed Bomb is an alternative STAB to take down azu, ohko diancie and hit lando for a little more damage, basically.
The EV's spread is to get the most heal of toxic.
Max speed, because, honestly, whatever is not faster than Breloom IS going down. Clef, Skarmory, Scizor, you name it. I actually like to think Breloom is my main Clef counter, though I do have Metagross - you put Clef to sleep cause you're faster, subs up and keep punching holes in it [Seed bomb does more].
Of course, this set is not entirely broken because Breloom is slow and frail. Not to mention it does have its counters - Crobat, Gengar, Chesnaugh, Mandibuzz and, if it's not behind a subs, anything faster and a bit strong. Still, it works so very well it amazes me.
I also want to point out that Breloom is a GREAT lead against Diancie. People bring it, mispredict the switch or the spore or whatever, you sub up on the protect and there you have it, you are ready to go. Seed bomb 1hkos Diancie, or you can predict a switch and focus punch [though that is not a guarantee 1hko].
Next.

heatran.jpg

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 28 SpA / 188 SpD / 44 Spe
Calm Nature
- Stealth Rock
- Stone Edge/Toxic/Roar
- Protect/Taunt
- Lava Plume
485.gif
485.gif
I needed rocks and i decided to build a fire-grass-water core. So Heatran naturally came to mind (and Torkoal, but... wasn't really an option). The set I am running allows Heatran to outspeed some Venusaurs and most spd Heatrans. Lava Plume and Stealth Rock both go without saying. I run lure Stone Edge to hit hard Talons and Zards who try to switch in or set up on Heatran. Toxic is an option, but, since Heatran main roll in the team is to be a switch in to fast electric types (MManectric, Raikou...), I feel like Toxic would be a waste - the things I would like to toxic will probably run away before I can do so, I might as well just click Lava Plume. Roar is imo the worst option, making, yet again, my team more weak to fast electric types. As the fourth move, Protect is probably the best option, due to Scarf Lando-Ts in general, but Taunt can be useful against Clef/Sylveon or something that packs Wish.​
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Stone Edge/Earth Power/Roar
- Stealth Rock
I needed rocks and i decided to build a fire-grass-water core. So Heatran naturally came to mind (and Torkoal, but... wasn't really an option). This set I run is quite popular these days, with balloon max speed taunt to prevent other slow mons from hazarding up [is that an expression?], while not straight up dying to some random EQ from Lando-T, Chomper or whatever. SR, of course, and, in the last slot, I'm running Stone Edge for Zards and Talons who think they're smart to come in before rocks. Earth Power is an option to hit other Heatrans, whereas Roar might be a good option to phaze Zards and Talons, though it looks weird in a more offensive set. Magma Storm is to trap and kill some threats, doing nice damage to Lando-T and pretty much killing the rare Unaware Clefs, also working nicely against Chanseys and weakened Sableyes. Just be careful to not stay in on a Starmie switch in just to rocks up, 'cause you lose a lot of momentum - double into Rotom or Torn and you shall be fine.
rotom-wash.jpg

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
479-wash.gif
479-wash.gif
To complete my water-grass-fire core, I have Rotom-Wash. Try hardery or not, it goes really well with Heatran. The set is standard, allowing Rotom to outspeed all Azu variants [bar scarf?] and either doing good damage with volt switch or burning it. Hydro is STAB, Pain Split for longevity. I also needed the slow Volt Switch to bring in Breloom safely, activating its toxic orb. Rotom counters Landos, Excadrills, Chompers [with some limitation], Azus, Starmies, Talonflames, M-Pinsirs and, mainly, M-Lopunnys - though Rotom needs to be full health to do so.
Honestly, not much to say, though i did say a lot. Rotom-W is pretty much self-explanatory, just make sure you volt-switch if you see a Zard, cause they will switch in on a possible willo and pretty much destroy you from there.

tornadus-therian.jpg

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off
641-therian.gif
641-therian.png
At this point, I was really weak to Gengar. To solve that problem and to make a sweet volt-turn core, I brought standard AV Tornadus-T, which is also pretty self explanatory. Goes really well with Rotom, Hurricane as its STAB strong move, I can safely switch into Gengar [though a willo would not be appreciated] and Knock it Off, a move that is also really useful to hit Starmie, Chansey and stuff that try to switch in. I chose Heat Wave over Superpower mainly to make Metagross' job easier, getting rid of Ferrothorn, Scizor and doing nice damage to Skarmory. It hits Bisharp well enough and TTar is not a problem to the team. All in all, this is a Rank S threat, and it is really valuable to the team. Fast, great ability, very good pivot.

thundurus.jpg

Thundurus @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
642.gif
642.png
Next, we have Thundurus-Incarnate. Despite Heatran, the team was still pretty weak to Zard-X and Thundy can easily stop that with a beautiful T-Wave. The team also lacked an Ice move, so, even better. Nasty plot is great to wallbreak stuff, specially Sableye and magic guard Clef, not to mention Klefki and Mandibuzz. Thunderbolt, because duh. Yache Berry is there because the team is pretty weak to Weavile [I assume most players will go ice shard, fearing the t-wave - that's where you eat that and retaliate]. All in all, works really well in this team.​

mega_metagross_by_dashinghero-d7uxx79.png

Metagross-Mega @ Metagrossite
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm/Earthquake
- Bullet Punch
metagross-mega.gif
376-mega.png
Lastly, I still had a mega slot. I decided to go Metagross here for some extra bulk, for the priority and for the fact that... this thing is so strong. Standard set, once again, it serves as a great wallbreaker and fairy killer. I don't like Meteor Mash + BP, but i really needed the priority, as you can see, and that set is quite popular lately. I guess one can consider Rock Polish or even Hone Claws over BP. Anyways, running 2 STAB moves, Hammer Arm to punch hard Ferrothorn and Skarmory, being able to take down the latter 1 on 1 due to the speed drop granted you hit. EQ is fine, I guess, since I do have Thundurus and enough Ferrothorn counters. I am not sure, I might change it, but I am currently running Hammer Arm.



534.png

Conk hits hard everything on the team. Absolutely no mon wants to switch into it, and the fact that it might be AV scares Torn and Thundy. Metagross is the best answer to that (or you might be lucky to knock it off on the switch in with Torn).

243.gif
642-therian.png
310-mega.png
642.png

Opposing Thundurus, Specs/CM Raikou, Mega Manectric and Double Dance Thundurus-Incarnate are all threats. They cannot be slowed down by t-wave and they can wear down Rotom, by voltswitching, or they can set up. Heatran can check them, but not reliably. Torn can often take a hit, but 1) it can't do much back and 2) with enough volt-switches, Torn goes down. Basically, fast electric mons can be very annoying, with all that switching. Specially CM Raikou - yache berry can only take me so far.

647.png

Finally, Keldeo. Of course it depends on the opposing teams and how the game goes, but Scarf + rocks+burn can take down Torn, whereas Specs hits hard everything in the team. Thundy works well against Keldeo, though, so that's a relief.


Overall look

All in all, this teams works like this: if it is slower than Breloom, it is going down. Bring Breloom in safely (that is what the volt-turn core is for) and you are pretty much guarantee to have a nice time against the enemy. Ferrothorn could be and issue, but the rest of the team deals with that. If you get behind a subs, you are in a very good position 95% of the time.
For the other not-so-slow mons, I believed I have adressed above what would be otherwise big threats to the team. The rest of the team is pretty solid against the metagame, and Thundy can slow down the huge-threat Zard X, as well as some other stuff, like Gengar, Serp, Lopunny... [though, yeah, make sure to rocks up and to keep Thundy healthy if you see a Zard - or, if you have Breloom behind a subs, you are not in the worst position].
I might throw in some ground moves, maybe on Heatran, maybe on Metagross, to deal better with fast electric mons.
As a small piece of advice, do not - I repeat, DO NOT - forget about the infiltrator ability. Crobats and Noiverns do exist in the tier and staying in behind a subs against them is quite stupid frustrating. Same goes to hyper voice.
Watch out for specs Sylveon, which predicts the Torn and psyshocks, or shadow balls Metagross.
Also, against Clef, bringing Tornadus on the T-wave might be a good idea, so you can slow-turn safely into Breloom, put Clef to sleep and go from there, behind the safety of your subs.
That said, suggestions are very welcome. If you read the teambuilding process, you are probably aware that I am willing to change anything in the team, but Breloom and its set.

Anyway, be my guest to suggest changes you believe will make this team work better and also try the team out if you also think this Breloom set deserves more credit.

Metagross-Mega @ Metagrossite
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Bullet Punch

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 28 SpA / 188 SpD / 44 Spe
Calm Nature
- Stealth Rock
- Stone Edge
- Protect
- Lava Plume​

Thundurus @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Substitute
- Seed Bomb
 
Last edited:
Nice team.

Biggest things to watch out for:

Mega Manectric is a nightmare to deal with. Can't be paralyzed with Thundy, Intimidates all your physical attackers, and outspeeds the entire team so it can Volt Switch without taking more than hazard damage.
Mega Gardevoir is a close second because once it gets a free switch in, something is going to get damage - either Megagross with Shadow Ball, Psyshock if Tornadus-T, or Hyper Voice if Breloom.

So the idea for this team is fairly straightforward: paralyze stuff with Thundurus and then have Breloom clean up at the end of the game. Early game either lead with Loom or Torn-T / Rotom-W / Heatran to get rocks up, pivot around the opponent to look for a Breloom setup, then Breloom does its thing. Improving this team will have to center around things that get in the way of that strategy: Substitute attackers (Kyurem-Black); hit and run attackers that don't care about Thundurus para (Fake Out Lopunny + Medicham, ESpeed Dragonite / Entei, CM Sableye is an issue here with Magic Bounce, too); attackers with multi-hit moves that can break Breloom's subs (Mamoswine is really dangerous to this team if it has Icicle Spear / Freeze Dry / Earthquake and a Jolly nature); Hyper Voice users that can go through Substitutes and OHKO Breloom (Sylveon, Crobat, Gardevoir-Mega as mentioned), or things with Taunt that outspeed Breloom and prevent a Spore (Gengar, Talonflame, Mew).

I think your team is aware of most of these threats, but some are really tough to take care of without making drastic changes. Specially Defensive Heatran covers a lot of these threats nicely. Protect on Heatran would catch Lopunny and Medicham from using High Jump Kick and make them suffer recoil damage. It is not set up to handle Talonflame all that well mainly because you would need Ancient Power for that. Switching to Rotom-Wash would be much easier.

There's another Heatran variant worth messing around with, and that is Old School Torment Heatran from the DPP era.

heatran.png


Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 36 SpA / 12 SpD / 216 Spe
Calm Nature
- Torment
- Substitute / Toxic / Earth Power
- Protect
- Lava Plume

This Heatran can help with scouting for Breloom and by dealing with Choiced mons that break through the Volt-Turn core. It gives Breloom a chance to switch in against a Choiced mon because once it's tormented, it has to use Struggle (and what better way to get in Breloom than a pokemon using Struggle?) Also helps deal with Standard Megazard-X with only Dragon Claw + Flare Blitz because you can Torment it to only let it use a move once before switching, Toxic is there for chip damage, and Protect comes in handy because it's easier to predict when Charizard only has 3 move options instead of 4. Or you have Spore + para and stick with Sub. Earth Power is worth a try, as well.

That set takes care of most of your problems, but will take practice to use. Breaking past 1600 requires a well designed gimmick or two and this certainly qualifies. Metagross will have to have Stealth Rock instead of Heatran, but Metagross's role should be to punish those who can wall most of your team. There's a set in the ORAS Creative Sets V2 Thread worth trying out:

metagross-mega.gif


Metagross @ Metagrossite
Ability: Clear Body
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Meteor Mash
- Pursuit / Coverage
- Stealth Rock
- Toxic Coverage (Bullet Punch, Hammer Arm, Zen Headbutt)

Again it gives you bulk on the Specially Defensive side and can help against Gengar, the Latis, and Kyurem-Black. There's probably a speed number that lets Metagross get past Kyurem-B / Mamoswine that would require looking up or tinkering with the EV spread.

Otherwise the team is pretty solid. Less is more with tinkering with this team and I tried to be as surgical as possible to fulfill that goal. Hope this helps!
 
Last edited:
I'll be sure to check that heat nice torment Heatran once I wake up. And yeah, since I need rocks, shall be fun to at least try it on Metagross - who knows.
Thanks for the feedback! I'll be sure to try those ideas out!
 
LOL at saying "gg" at turn 28. You didn't think you were going to lose there, right? ;)

Also found the RMT that made that set famous. Shoutouts to Philip7086 for building the set in the first place, I'm sure he'll be glad to know that his sets still live on after he left to work for Sony.

Fun fact you can notify people for shoutouts if you put the "@" sign before their name.
 
Last edited:
Hey man after read your RMT the team looks really solid on paper but after a deeper look I founded very hard to deal against Mega Lopu which basically 2hko your entire team. The suggested heatran above fits better. The electric wellness is still there so I'll try to give some solution to it. Keldeo is also a problem because your only water resist is Rotom which gets 2hko after rocks by Secret Sword.
  • Without losing the synergy and your FWG core I would like to suggest Celebi > Breloom, with Celebi on the team you have better answer for Lopu and Keldeo as well a backup check for Electric Types. You can make it support or SD pass to Metagross, or Nasty pass to Torn or Thundy and make this last 3 attacks.
  • If you don't wanna drop loom because is the mon you build around, the life orb set could help you more. This set allow you to have a priority answer to Lopu and don't rely only on Twave Thundy.
  • And last as you don't have hazard control, Leftovers > Yache is better on Thundy just for longevity.
Here the sets.
Breloom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Mach Punch
- Bullet Seed

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain / Paychic
- Nasty Plot / Swords Dance / Thunder Wave
Hope I help you man and Gl.
 
  • Like
Reactions: Sun
Hey man nice team there,althought there some really huge weaknesses,mainly electric types as you said and Lopunny,Zard X,and Altaria.so I think that adding a Rocky Helmet defensive Lando-T would make the team less weaker to those and to Sand too.If you choose to add it you should problaby make Hetran fast offensive Tran to check Scizor (wich your team is also a bit weak to).Good luck and have fun with the team bro :)
 
Hi cool looking team you got there,

I noticed your team struggled with weavile despite having yache thundurus lmao, I figured I could help make the team a little bit better off vs fast electric types and also tried to make your team have an easier time handing lopunny and metagross.

642.png
-->
645-s.png

Rocky Helmet Landorus-t
Landorus is a cool mon to add to the team, landorus can help with charizard and it can also help your team handle lounny and metagross. Also my running rocky helmet landorus-t you now do not need to run rocks on heatran which opens up heatran and allows it to be used as a scarfer.

485.png

Scarf Tran
Scarf tran allows you with a more reliable answer to weavile, manectric, raikou, and alakazam. Having a fast fire type can be invaluable when playing vs offensive teams and heatran can also take advantage of the fact that you have breloom and rotom-w for water types and you can double to rotom-w if you predict them to switch out so something like azumarill on scarf fire blast and that will allow you to gain some momentum. Heatran scarf will also give you something to possibly surprise charizard y as it would otherwise be a little troublesome to switch into

485.png
645-s.png
286.png
376-m.png
641-s.png
479w.png

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

GL and hope I was helpful :]
 
What I think About Your Team First Glance

This looks very nice..wait that breelom has toxic orb 0.0, this isnt dpp rmt 0.0 haha.
I think this team has a nice innovative set in yache thundy and a not so commonly seen toxic orb breelom.
This team seems to most likely struggle with any powerful fairy even with the towering metagross along side its teammates.


How You Can Improve Your Team

metagross-mega.png

Metagross-Mega @ Metagrossite
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Pursuit
- Bullet Punch

I feel like you already have many measures to ferro.
I think your team also doesn't struggle with tran and zen headbutt does impressive damage anyway.
I feel you need pursuit to handle threats as lati bro's and mega gardevoir.

heatran.gif


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 28 SpA / 188 SpD / 44 Spe
Calm Nature
- Stealth Rock
- Earth Power
- Taunt
- Lava Plume

There isn't really much to add on this side it allows you not to lose to bulky flame 1v1 so easily and gives it problems.
If you do change your metagross set you will need ep for other trans to weaken them for your mega gross.



Conclusion

This team is nice not many changes needed I like your ideas and mindset bud.
I wish you massive success buddy and hope you take my changes into consideration.
 
Last edited:
Thanks, guys, for all the reviews.

atm I'm trying lando+scarf heatran, as not having a scarf bothers me a little.

Only thing I don't intend to try is a different set on Breloom, cause subpunch has won me so many games and has also made so many people ragequit right away when their lead Diance protect on the subs.
 
Last edited:
Hey there!
Cool breloom set I´ll make sure to check it out sometime :P
Here some suggestions I can bring you:
Since breloom lures in ferrothorn situationally you could consider to run something weaker to it.
Metagross is good and all but there is little to no point to running it on this team as it doesnt bring many new aspects to the team (you already have the steel typing defensively).
You are also shockingly weak to driller.

I´d suggest running either fatchomp
445.gif
or defensive Lando-T
645a.gif
over Metagross as it bring you a DEFENSIVE GROUND wich is rather important on a BALANCED team.
That frees up your mega turning
106px-Guardevoir_Pokk%C3%A9n_Tournament.png
into an interesting choice as it is currently the best stallbreaker and your matchup against stall,specifically sableye is horrible.
You also have a lot of pivots for this monster wich has a cool matchup against the so common balance as well.
Lastly it pairs well with breloom since it gets rid of Lati@s and pressures Talonflame/Skarmory together with Breloom while loom is taking care of the steel types.
I´d consider running this over THUNDURUS as, again, it brings too few advantages to the team as you already have rotom/torn-t.

Set should be standart Hyper/Psyshock/FB OR Shadow Ball/ Taunt
 
What this forum loves to do is suck the originality out of teams rather than try to improve on the team. As far as my help goes, I suggest replacing Nasty Plot for Flash Cannon on that Thundurus. It checks fairies a little better and after the T-Wave on a Weavile, you can actually do 11-13.2% more damage on it giving it a chance for a OHKO after rocks. On a plus side, it is also less vulnerable to a taunt (Although many of the Taunt users are slower bar Talonflame).
 
What this forum loves to do is suck the originality out of teams rather than try to improve on the team. As far as my help goes, I suggest replacing Nasty Plot for Flash Cannon on that Thundurus. It checks fairies a little better and after the T-Wave on a Weavile, you can actually do 11-13.2% more damage on it giving it a chance for a OHKO after rocks. On a plus side, it is also less vulnerable to a taunt (Although many of the Taunt users are slower bar Talonflame).
Flash cannon Thundy, sweet.
As for the creativity, I agree, but, fortunately, I am running commom mons in OU, so nobody is surprised to see umbreon or something and suggest the clef right away.

Hey there!
Cool breloom set I´ll make sure to check it out sometime :P
Here some suggestions I can bring you:
Since breloom lures in ferrothorn situationally you could consider to run something weaker to it.
Metagross is good and all but there is little to no point to running it on this team as it doesnt bring many new aspects to the team (you already have the steel typing defensively).
You are also shockingly weak to driller.

I´d suggest running either fatchomp
445.gif
or defensive Lando-T
645a.gif
over Metagross as it bring you a DEFENSIVE GROUND wich is rather important on a BALANCED team.
That frees up your mega turning
106px-Guardevoir_Pokk%C3%A9n_Tournament.png
into an interesting choice as it is currently the best stallbreaker and your matchup against stall,specifically sableye is horrible.
You also have a lot of pivots for this monster wich has a cool matchup against the so common balance as well.
Lastly it pairs well with breloom since it gets rid of Lati@s and pressures Talonflame/Skarmory together with Breloom while loom is taking care of the steel types.
I´d consider running this over THUNDURUS as, again, it brings too few advantages to the team as you already have rotom/torn-t.

Set should be standart Hyper/Psyshock/FB OR Shadow Ball/ Taunt
Gardy seems a pretty good choice as well. Ofc it needs to be healthy to do well those jobs you suggest. I am giving it a try.

Thank you guys so very much.
 
Gardy seems a pretty good choice as well. Ofc it needs to be healthy to do well those jobs you suggest. I am giving it a try.

Thank you guys so very much.

Keep in mind that gardevoirs matchup against offense is obviously worse. However it is not dead weight against offense as it can take hits on the special side. Avoid physical attackers if posible.
Also remember that a good team should be prepared for all matchups and that is exactly what gardevoir brings to this team turning an auto-loss against sab stall into a very favorable matchup as they usually dont run crazy stuff like Doublade as counter.
 
Back
Top