ORAS OU Hot Sap Sipper Azumarill Balance (1570 ELO and climbin)

Hey guys first RMT here!

So me and a buddy were sick of using the same old OU teams so we decided to make a "heat" squad one night. Didn't think it would be all that good but it actually worked pretty well. This stupid team we made in like 20 minutes seemed to be packing 90% of the competition home. Definitely has many flaws though and with a bit of tuning this squad could probably be my go-to OU team.

THE SQUAD:
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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Fire Blast
- Taunt
Just your classic suicide azelf lead. Really solid lead since it has a pretty fast taunt which shuts down other leads and guarantees rocks most of the time. Explosion pressures the opponent hard which forces them to go into a normal resist or risk takin like 5 million. If I boom on a steel type, it allows me to go directly into mag for a free kill.

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Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Crunch
- Ice Punch
- Stone Edge
- Dragon Dance
We wanted to use an unpopular mega and came up up with DD mega-ttar. The win-con of the team. Needs at least 2 dd's for a comfortable sweep though. Pretty bulky and can act as an alright defensive check to a bunch of mons like mega-mane, zard x, lati etc.

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Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Superpower
- Knock Off
- U-turn
- Hurricane
This was originally banded with fly but that I wanted W's so changed it to LO. This thing is amazing. We all know how annoying this mon is. With LO it just slowly demolishes teams while constantly sustaining itself with regen+u-turn. 121 speed is amazing for OU and acts as a revenge killer for an otherwise slow team. Slays latis, gengars, keldeos, venusaurs EVERYTHING.

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Salamence @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Dragon Claw
- Toxic
Defensive Salamence is pretty good with access to intimidate and an amazing defensive typing. Acts as a check to lando-t, mega-medi, mega lop, keldeo and a bunch of other mons thanks to intimidate. Defog+Roost is a must for sustaining and removing hazards. I'm not too sure what to put for the last 2 slots though. I've tested so many things like fire blast, pump, dragon tail, roar and draco meteor but I don't really know what's best. I'm going with Dragon Claw and Toxic for now.
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Azumarill @ Chesto Berry
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Scald
- Knock Off
- Rest
The star of the team. The GOAT. Wanted a fun way to check grass and fighting types for Tyranitar and came with up with this monster. Poor grass types don't see it coming. This thing is an absolute counter to breloom, serp, zard y and checks so many other things like zard X, lopunny, chansey and gyarados. Once in, it can just wreak havoc by spamming knock, scald or toxic to cripple everything. Restochesto also gives it some much needed sustain. Surprisingly good mon.

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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Literally the entire team baits in steel types which magnezone just demolishes. Also destroys Clefable which is really annoying for the team. Fires off huge flash cannons and tbolts which do a shitload to everything. Can also tank 1 +6 Azu aqua jet which is otherwise a big problem to the team. Puts in huge work every game and compliments the team perfectly.

Salamence @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Dragon Claw
- Toxic

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Superpower
- Knock Off
- U-turn
- Hurricane

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Ice Punch
- Crunch

Azumarill @ Chesto Berry
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Scald
- Knock Off
- Rest

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Fire Blast
- Taunt

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Overall a very fun team to use and catches everyone off-guard.

 
Now that's what I call a team, not those boring Lando-T MScizor spam.

On a serious note, MSableye seems to hurt the team quite bad. I would be replace salamence by zapdos as it checks pretty much what Salamence does, and is less afraid of burns, and can hit pretty hard with TBolt. And also it doesn't die to any HPIce.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Roost
- Defog
- Hidden Power [Ice]

Otherwise it s a pretty cool team, gonna try it.
 
Seems a little odd to have a suicide lead and defog on the same team. In fact, it's odd to have a suicide lead on balance in general. I know it's not meant to be some hyper competitive team, but maybe look into a different rocker for the team. Otherwise, it looks like fun and I look forward to trying it out.
 
Hey sneaky., your team has potential but it has a few issues structurally though.

You referred to this team as balance but it's honestly just hyper offense with two awkwardly placed niche Pokemon who just kill your momentum. You have a suicide lead but a Defog user (which is the only member of your team that really cares about hazards), and you have Sap Sipper Azumarill which only really has a use on specific stall builds, not offensive ones. Your team also struggles quite a bit with Substitute + Calm Mind Keldeo since your Keldeo check in Azumarill fails to break it's Substitute, and Salamence can't do much to it outside of a weak Dragon Claw which can't break its Substitute if it gets burned by Scald. Tornadus-T and Magnezone are the only Pokemon on your team which can realistically break its Substitute (assuming Azelf already went for Explosion), but they can't take a second hit from it later on when it comes back in and gets up a Substitute on either Azumarill, potentially Salamence, or M-Tyranitar. Belly Drum Azumarill also 6-0s your team since it sets up on both of your water resists, which do nothing in return to it outside of fish for a Scald burn or Toxic it, and cleans through your team with Aqua Jet. Lastly, M-Pinsir can set up on your Salamence and clean through your team very easily at +2. My rate will unfortunately be removing the "heat" members of your team (sorry bout that) to try to fix its structural flaws and help it perform better as an offensively inclined team.

First, to help with your weakness to not only Keldeo, but also Choice Specs Volcanion which your team struggles to break, you should run Latios > Salamence. With Calm Mind Latios can be a fearsome wallbreaker, especially with Tornadus-T luring in and breaking Tyranitar + Heatran, and Magnezone trapping Ferrothorn, Scizor, and Skarmory. Latios also takes a +6 Aqua Jet from Azumarill so it can help in revenge killing it. Latios also helps take on fast electric types in place on M-Tyranitar to preserve its bulk for setting up, and also provides you team with a Rotom-W switch-in which you previously didn't have.

Speaking of Belly Drum Azumarill, I think it works quite well for your build since it weakens Keldeo for M-Tyranitar, plus Azumarill and M-Tyranitar help each other in setting up. For instance, if Celebi or Latios revenge kill Azumarill, M-Tyranitar gets off a free Dragon Dance, and if Hippowdon, a Keldeo or a Choice Band Azumarill (assuming it goes for Aqua Jet) revenge M-Tyranitar then Azumarill can get off a Belly Drum. They also help weaken Rotom-W for one another, so you should run Belly Drum Azumarill > Defensive Sap Sipper Azumarill.

You don't really need Dual STAB on M-Tyranitar since the coverage doesn't really help it break much. I think you should run Earthquake > Crunch on M-Tyranitar since it allows you to beat Bisharp, Terrakion, weakened Keldeo, as well as Choice (Scarf / Band) Tyranitar which can take a +1 Stone Edge from full and Superpower you for the kill. With Magnezone trapping Steel types, and Ice Punch hitting bulky Grounds, the Rock coverage is very effective, plus it provides you with solid EdgeQuake coverage.

Next, to help you check Charizard-X without having to rely on Azumarill or M-Tyranitar, provide you with a check to Sand Rush Excadrill which takes advantage of M-Tyranitar's Sand Stream, as well as an answer to M-Pinsir, you should run Defensive Landorus-T > Azelf. With Toxic it can help support your offensive core of M-Tyranitar + Azumarill by weakening bulky Ground and Water types that commonly switch into it. A notable instance of Toxic being helpful is it allowing M-Tyranitar to guarantee a 2HKO on standard Hippowdon at +1 with Ice Punch.

You should run Choice Scarf Magnezone > Choice Specs since your team is weaker to Manaphy after dropping Sap Sipper Azumarill (not that Azumarill could really do anything to it in return). With a Choice Scarf you also can force damage on M-Metagross so Azumarill can guarantee the on OHKO it with +6 Aqua Jet, and it also helps patch up your team's weakness to Swords Dance + 3 Attacks M-Scizor. Plus it acts as a backup check to Nasty Plot Thundurus and M-Pinsir.

Lastly, you I think you should run Taunt > U-Turn on Tornadus-T since this helps it in breaking stall and balance by preventing stuff like Clefable and Chansey from going for recovery or status moves, which allows you to continually wear them down to grant Calm Mind Latios more leeway in wallbreaking. You can keep U-Turn and drop Knock Off for Taunt instead, but I feel like getting rid of Skarmory's Shed Shell and Chansey's Eviolite is much more helpful.

You can also consider Healing Wish Latias instead of Calm Mind Latios if you find that Weavile can overwhelm Azumarill. This also helps with bringing M-Tyranitar back to full if it ends up taking damage so it can keep its insane bulk for setting up, or Landorus-T if you need it healther. Latias also checks electric types much more reliably than Latios but doesn't have the same sheer power. You can try out both and see which you prefer.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Calm Mind
- Recover

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Taunt
- Hurricane
- Superpower
- Knock Off / U-Turn

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Dragon Dance
- Ice Punch

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Knock Off
- Play Rough
- Belly Drum
- Aqua Jet

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Toxic
- Stealth Rock
- Earthquake
- Stone Edge

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Recover

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Taunt
- Hurricane
- Superpower
- Knock Off / U-Turn

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Dragon Dance
- Ice Punch

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Knock Off
- Play Rough
- Belly Drum
- Aqua Jet

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Toxic
- Stealth Rock
- Earthquake
- Stone Edge

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
I feel bad that I got rid of the two Pokemon that you felt were the most unique to the team, so I built you a (stall) team around defensive Salamence and Sap Sipper Azumarill.
Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Encore
- Rest

Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Bold Nature
- Dragon Tail
- Flamethrower
- Defog
- Roost

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Toxic
- Stealth Rock
- Earthquake
- Iron Head

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Curse
- Earthquake
- Recover

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 144 Def / 108 SpD / 8 Spe
Impish Nature
- Fake Out
- Knock Off
- Will-O-Wisp
- Recover

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 140 Def / 104 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Heal Bell
- Protect
I don't build or play stall (balance is the fattest playstyle I generally use) so that team is more than likely the worst thing since unsliced bread, but you can still try it out if you so desire.

Hope i was able to help!
 
Thanks a lot! Don't mind the changes at all since the team wasn't meant to be all that serious and I came here for improvements in mind.
 
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