ORAS OU Hyper Offense: Team Mega Gallade (My first RMT)

Introduction:
Howdy everyone \(^ω^)/
Ever since Mega Gallade's release I've been having trouble trying to come up with a team centered around him i.e. whenever I'd put him into a team he'd just seem so out of place and would often be the first to get KO'd.
However, I've finally hit the jackpot team! Prior to this I would often get the strange feeling that Mega Gallade was meant to be used on Hyper Offense teams, but for reason I ever had the guts to actually try it out (because it has no method for boosting it's decent speed stats).

In any case, I've been having success with this team, but I still as though it has the potential to go the next level i.e. to be a very good "solid" team. If you have any hints and tips -don't hold back, please tell me. Your suggestions are much appreciated, thanks everyone.

Team Overview:
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Notification:
1)
I tend to position my team in a particular order. So, although Gallade is the star of show; I would rather have Azumarill be the first Pokemon my Opponent sees or thinks I'm going to send out.
The reason for this, is so that they switch in a "counter" i.e. something with "Will-o-Wisp", Hazards, Toxic, Paralysis etc.

However, in reality, my first Pokemon is usually Espeon. He's far too fragile and I want maximize my chances of having them send out the wrong Pokemon so that I can set up my screens (as they switch out). Based on the Pokemon I think they'd want to send out to KO'd Espeon, I choose whether or not to set up "Reflect" or "Light Screen" first and then the move "Yawn" or "Baton Pass" follows shortly after.

2) With Hyper offense the strategy is rather simple i.e. set up "once" and try to sweep. Do not get too cocky with setting up! Because "luck hax" is a major factor in Pokemon and I cannot risk receiving a crit.

Team Details:
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Aquamaster (Azumarill) (M) @ Mystic Water
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower

This little guy is ironically responsible for the majority of my sweeps and not Mega Gallade.

Under both Screens Azumarill doesn't even need the Sitrus berry and that 20% boost to Aqua Jet from the item "Mystic Water" becomes fatal. Credit goes to Serebii for this moveset. Play Rough is specifically for Garchomp and Rotom Wash. Super Power is simply a filler move for Ferrothorn.
Note: Since Espeon usually succeeds in bouncing back at least one entry hazard e.g. Stealth Rock. That 20% Boost to "Aqua Jet" from the item "Mystic Water" becomes lethal (thanks to Stealth Rocks).
He is also my "priority-attack-mon".
-Damage Calculations-
+6 252+ Atk Mystic Water Huge Power Aqua Jet vs...

252 HP / 252+ Def Hippowdon: 492-578 (117.14 - 137.61%)
252 HP / 4 Def Skarmory: 283-334 (84.73 - 100%)
4 HP / 252+ Def Blissey: 690-813 (105.82 - 124.69%)
252 HP / 0 Def Mew: 381-448 (94.3 - 110.89%)
0 HP / 0 Def Latios: 229-270 (76.07 - 89.7%)
4 HP / 0 Def Garchomp: 399-469 (111.45 - 131%)
4 HP / 0 Def Rotom-W: 180-212 (74.38 - 87.6%)
0 HP / 0 Def Breloom: 229-270 (87.73 - 103.44%)
0 HP / 0 Def Salamence: 229-270 (69.18 - 81.57%)
248 HP / 252+ Def Mandibuzz: 265-313 (62.64 - 73.99%)
252 HP / 4 Def Jirachi: 379-447 (93.81 - 110.64%)
0 HP / 0 Def Starmie: 218-257 (83.52 - 98.46%)
0 HP / 0 Def Greninja: 264-311 (92.63 - 109.12%)
0 HP / 0 Def Delphox: 998-1176 (342.95 - 404.12%)

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Checkmate (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Bisharp and Mega Gallade form a brilliant offensive core, in the sense that they both beat each others threats hard. Under both screens Bisharp finds a world of opportunity to easily set up "Swords Dance" -thus raising it's attack stats to insane levels. It's weapons of choice from then on is either the moves "Knock Off" or "Sucker Punch". The move "Iron Head" is specifically for Clefable.

Note: Since Espeon usually succeeds in bouncing back at least one entry hazard e.g. Stealth Rock. Bisharp works as my "Defog" counter. He is also my "priority-attack-mon".


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Gladiator (Gallade) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Ice Punch
- Zen Headbutt

Mega Gallade and Bisharp form a brilliant offensive core, in the sense that they both beat each others threats hard. Under both screens Mega Gallade finds a world of opportunity to easily set up "Swords Dance" -thus raising it's attack stats to insane levels.

I replaced the move "Close Combat" with "Drain Punch" because the move Swords Dance already makes Drain Punch powerful. Plus the Health Points gained is highly important i.e. to survive priority attacks and to still remain bulky thanks to the Screens. Thanks to this, Gallade often survives many of he's fights with Max HP and can afford to go up against it's counters e.g. Latias (thanks to the HP gained and the screens).
-Damage Calculations-
252 SpA Life Orb Latios Psyshock vs. 0 HP / 4 Def Mega Gallade through Light Screen: 88-105 (31.7 - 37.9%) -- 93.5% chance to 3HKO

"Zen Headbutt" is the move I click if I need more power!!! It often one shots Clefable (lacking Unaware) and carries that ever so useful chance to flinch.
Ice Punch is specifically for Rock Helmet Garcomp. Mega Gallade cannot waste time beating up that thing and the damage from Rock Helmet and Rough Skin really makes me cringe.

Note: Since Espeon usually succeeds in bouncing back at least one entry hazard e.g. Stealth Rock. Bisharp works as my "Defog" counter.

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Priority (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

TalonFlame is there as the final sweeper and to get rid of pests such as Keldeo. Talon Flame also works as a brilliant lure i.e. by drawing out Landorus, Tyranitar and Heatran. By the time Talonflame faints, Mega Gallade or Azumarill can then KO them or pick up the pace by getting a free Swords Dance or Belly Drum as Heatran, Landorus and Tyranitar switch out. Talonflame also works as my WilloWisp absorbed.

"Brave Bird" and "Flare Blitz" nails everything that isn't Heatran, Tyranitar or Landorus. But even then, a few boosts from "Sword Dance" really starts to pack a noticeable punch. The move "Roost" is there to boost longevity and get over it's Stealth Rock weakness to some extent.

Note: Talonflame is sometimes my late game cleaner if Heatran, Tyranitar or Landorus have been KO'd. He is also my "priority-attack-mon" and easily KO's most faster Pokemon e.g. Scarfedmons and Mega Alakazam etc.

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Destiny (Espeon) (M) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Baton Pass
- Yawn

Without this little guy ...my team would be in trouble. And that's why I always try to maximize my chances to setting screens safely.

The support moves "Reflect" and "Light Screen" are there to greatly aid out victory by boosting my Pokemon teams defenses i.e. all of them are fragile and need it to badly.
"Baton Pass" is actually there to make sure Espeon takes a hit, so that I can switch something else safely in.

Note: Since Espeon usually succeeds in bouncing back at least one entry hazard e.g. Stealth Rock. Bisharp works as my "Defog" counter.

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Dust Bunny (Diggersby) (M) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance

Under both screens Diggersby finds a world of opportunity to easily set up "Swords Dance" -thus raising it's attack stats to insane levels.
Sword Dance is the main move to get it going. After that, if Diggersby can out speed it ...he can KO it with a 1HKO with a combination of the moves "Return" and "Earthquake".

Note: Diggersby works as my paralysis absorber and reliable wall-breaker (Azumarill needs Belly Drum to pull it off but that takes half it's health down). Funnily enough, after Azumarill (the rabbit) Diggersby is the next Pokemon that get's the most kills and sometimes sweeps. He is also my "priority-attack-mon".

Threats to the Team:A) Rain Teams short and simple ...or specifically "Mega Swampert":
All my Pokemon are fragile, so it often pops my Pokemon with a 1HKO "Waterfall", boosted by Stab and the Rain itself. Unless Reflect is up, but even then it often has "Power-up Punch".

It's too bulky, only Talonflame can do some good damage. Everything else gets KO's before they can even touch it (TwT)

B) Stall ...or more specifically, Whimscott.
The cheap piece of crap cotton just spams "Encore" as a Pokemon sets up, hides behind substitutes and spams leech seed and Moonblast.

Team In Action:
http://replay.pokemonshowdown.com/ou-285517790

Here's where I got the nicknames for my Pokemon:
http://pokemonname-rater.tumblr.com/
 
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Hey cool team you have there showing Gallade+Bisharp core. However, I do have some suggestions that might make the team better.
  • First of all, the biggest threat to the team is definitely Mega Slowbro. Mega Slowbro beats 4 out of 6 members on your team indefinitely: Talonflame, Diggersby, Gallade, and Espeon. Your only way of dealing with it is with Bisharp and Azumarill if it's at +6, who are both just very susceptible to Scald burns. This is why I'm suggesting Raikou>Espeon. Raikou is a pokemon that can check/counter Mega Slowbro and do over 50% even if Slowbro gets up a Calm Mind and it can also take on pokemon such as Rotom-W Furthermore, this might sound harsh so I apologize if it does, but Espeon is just flat out not viable at all in OU. It's outclassed by other dual screeners such as Klefki and cannot use it's Magic Bounce ability to switch into hazards because most rockers just beat Espeon 1v1.
252 SpA Raikou Thunderbolt vs. +1 252 HP / 24 SpD Mega Slowbro: 212-252 (53.8 - 63.9%) -- guaranteed 2HKO

4 SpA Mega Slowbro Scald vs. 0 HP / 0 SpD Raikou: 109-129 (33.9 - 40.1%) -- 31.2% chance to 3HKO after Leftovers recovery

Raikou @ Leftovers
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power Ice
- Extrasensory / Toxic

  • Next up, I'd go Sitrus Berry>Mystic Water. Azumarill really needs that recovery to make it easier to sweep your opponents team and Gallade should have Close Combat>Drain Punch, just because of higher damage output.
  • Last but not least, you don't have any Stealth Rocker on your team. Stealth Rock is prevalent in OU for one reason: It helps pick of the KOes. Whether you're fighting balance, HO, bulky offense, stall(maybe not stall cause sableye) Stealth Rocks always help. Defensive Landorus T>Talonflame gives you a bird check and also provides Stealth Rocks for your team. It can also wall PuP Mega Lopunny, the most popular set if you ask me :]
Landorus-Therian (M) @ Rocky Helmet / Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Hope I helped! :]
 
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Hey,

I would recommend using a rocky helmet Garchomp over Diggersby, as it can easily set up rocks, and the contact damage can help put mons in range of one of your priority moves, since you are using a priority spam team. You can also use rocky helmet Landorus-T, which has a better matchup vs sand, but opposing Bisharp are pretty threatening and the priority you have can revenge kill Excadrill. The second change I would make is to use a different screens user. Klekfi over Espeon can get up priority screens and use thunder wave to revenge kill threats, while punishing physical attackers with foul play. You can also use dazzling gleam or spikes over foul play, with dazzling gleam being able to lure Sableyes which think that you're setting up spikes (this helps gallade), or spikes if you want to weaken the other teams threats to put them in range of priority. Note that if you do not use foul play on Klefki, you probably have to run close combat over drain punch on Gallade to actually be able to revenge kill threats like Charizard X. The 3rd change I would make is to have Azumarill carry a sitrus berry, as even though mystic water makes aqua jet stronger, sometimes Azumarill needs to tank a hit and then fire back a play rough over an aqua jet, which it has a much easier time doing with 25% more HP. I would also run knock off over superpower, since it hits the same things that superpower hits, without the defense drop, while also hitting Amoongus. At this point, the team looks pretty weak to stall since Diggersby is no longer there, but you can use stallbreaker Talonflame to help with that. Finally, I would recommend Lum Berry on Bisharp, as nothing really wants to take a will-o-wisp (except Talonflame) or scald and Bisharp can severely pressure teams which depend on status to kill it.

Sets:

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
IVs: 0 SpA
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

(Garchomp over Diggersby)

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 176 Def / 92 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
IVs: 0 SpA
- Brave Bird
- Roost
- Bulk Up
- Taunt

(Klefki over Espeon)

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk / 0 SpA
- Reflect
- Light Screen
- Thunder Wave
- Foul Play

Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Close Combat
- Zen Headbutt
- Ice Punch

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
 
Thanks a million everyone (especially you DANN3)!

I believe my team is finally at the level it needs to be. Thanks again, much appreciated.

PS: I was aware of Klefki serving a much better role and being able to set up the screens instantly. But I was sick and tired of seeing the same OU Pokemon over and over. So I wanted to try out Espeon. But Klefki it is.
 
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