ORAS OU Knights of Smogalot: Mega Alakazam Balance (1600+)

Hi. Alohan Agumon here, a newbie to the RMT thing. So, I have always loved Alakazam, ever since Gen 1. Easily my favorite Pokemon, you can't even imagine the happiness I felt when I found out it got a Mega form. Thus, I made me a nice Mega Alakazam balance and it did surprisingly well, peaking at 1695. I want to break into 1700, so I need help from you guys (shoutout to my friend ThousandFtSkillet who helped me build this team). So without further ado, here's the team.

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Pokemon Jesus here starts off my team as my sweeper, cleaner, revengekiller, wallbreaker and stallbreaker. It's powerful enough to clear whole teams with ease.
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Sadly, with no room to be able to setup, Zam struggles to break through stall. Thus, I needed a setup sweeper. My friend ThousandFtSkillet suggested Manaphy, due to it's Tail Glow boosting it's Special Attack to 3 stages, meaning I only had to click it twice to explode on stall like yo momma on some pancakes. Needless to say, this was a perfect fit. This allowed each of them to open doors for a sweep for the other, making a pretty sweet core.

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The core hated fat psychic types and..well generally the fat pink Pokemon (looking at you Cancey). So, to counter this I put in Banded Scizor, my priority revengekiller (CB-boosted Technician STAB Bullet Punch wins games) and secondary cleaner. Furthermore, Scizor is blessed with U-Turn, which easily allows me to bring the beasts above to wreak havoc.

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Entry hazards were needed in this team, as Zam and Scizor rely on them to net some KOs. Also, with the team as it is, I had a crippling weakness to Talonflame. Thus, I brought in Heatran as my hazard setter, special tank, and Tflame counter.

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Since I'm not running Defog because my team doesn't have anything weak to Stealth Rocks, I wanted some Wish passing and a physical tank to pair with the Heatran. Plus, Mega Sableye is an ass to deal with. So Unaware Clefable was added to the team, as a physical tank, a setup counter, and cleric.

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The team had no Ground resists, plus with 4 special attackers and only one physical attacker, Cancey and co. are still going to give me trouble. So to round out my team, we have Breloom, my physical wallbreaker to assist Scizor, plus it gives me a nice FWG core.
THE MAGIC KNIGHTS

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Merlin (Alakazam) @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Substitute

To start out, we have my stallbreaker, wallbreaker, revengekiller and sometimes my special sweeper, Merlin the Mega Alakazam. By God's bones, this guy is a MONSTER. He outspeeds the WHOLE TIER and even some scarfers while you're at it (TTar, the uncommon Diggersby, Excadrill, etc), making him the BEST unscarfed revengekiller in the whole game. He cuts through squishies like a hot knife through butter, and with Trace, I effectively beat down weather teams (ooh look, traced Swift Swim in rain. heheheheh) and pranksters. The moveset is the basic SubMegaZam set, with Psychic being the main killer of Merlin due to the STAB. Focus Miss is for Steels and Darks like Tyranitar and Ferrothorn, and Shadow Ball is for other Psychic types, such as Starmie. Substitute is chosen over my last move to turn Merlin into an impressive stallbreaker, taking status like a champ, most notably the notorious Thunder Wave, which can stop Merlin in it's tracks and proceeding to die horribly due to it's paper-thin defenses. The EVs are very standard as well, to give Mega Alakazam as much damage and speed as possible, basically to kill the opponent before it kills me. The 4 EVs are not on HP to keep Zam's HP at 251, an odd number, so I can hit 4 Substitutes by living on 1%. IVs are 0 Attack to take less damage from a Foul Play, but thinking of Alakazam and his defenses, it doesn't really matter, does it?

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Morgan le Fay (Manaphy) @ Lum Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Energy Ball
- Tail Glow

As amazing as Alakazam is, it does have one glaring weakness, and that is the inability to be able to setup properly. Defensively inclined teams like bulky offense will have a field day with MegaZam, as long as they are not weak to MegaZam. Thus, this is where Merlin's magical partner Morgan le Fay comes into play, as the second special sweeper, and wallbreaker. With Tail Glow, Morgan quickly turns into a force of nature, unstoppable and undefeatable, shitting on all those bulky fools giving MegaZam trouble, such as defensive Lando-T, Azumarill, Gliscor, etc. Lum Berry is the item of choice for Morgan over Lefties because of the aformentioned TWave, and occasionally the Spore. Status like those will completely halt the momentum of my team and my sweep. I can't afford to put Substitute or Taunt over one of my moves lest I lose coverage, so Lum Berry is the best choice. Besides, I would just kill the opponent right after the Tail Glow. The remaining three moves are standard Tail Glow Manaphy, with Scald as a STAB, Ice Beam for the grass and dragons, and Energy Ball for the bulky waters that resist the above two moves. The EVs are like MegaZam, maximum speed and special attack to hit as hard and fast as possible for the sweep. IVs are 0 Attack to take less damage from Foul play, and this time it matters.

THE TRUE KNIGHTS

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Arthur (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower

Since Alakazam is fragile, and Manaphy is uninvested in bulk, it is a bit difficult to carelessly and recklessly bring them in. Thus, I needed a SLOW but powerful U-Turner to bring the beasts above in safe and sound, while dealing a crazy amount of damage at the same time. Arthur the Choice Banded Scizor was a perfect fit. Arthur functions as my nuke, priority revengekiller and wallbreaker for the special walls, most notably that fat pink blob, Chansey. This is a standard Choice Band Scizor, so I won't elaborate too much. U-Turn for momentum and to bring the Pokemon above inside, Bullet Punch for a priority fairykiller that 2HKOs all non-physical walls that doesnt resist, Knock Off for utility and killing item-reliant Pokemon (Eviolite Chansey). Superpower is for the other steels and Chansey. EVs give Arthur as much bulk and power as possible to kill effectively.

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Lancelot (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore

To join Arthur in the physical beatdown is his most trusted knight, Lancelot. As the name suggests, Lancelot is here to back up Arthur and keep the pressure on the opponent, giving them no rest. If anything, Breloom is a one-time psuedo-switcher, somewhat doing Arthur's job when he is not present on the field. With Spore, I put the enemy to sleep (he most likely switched out to a less valued target or smth), and then switch accordingly. The opponent will either take out one turn on the sleep counter, doing nothing as MegaZam/Manaphy is allowed to Sub/Tail Glow. Or, he could switch into something else, where I can either outpredict him or slow down the mon with Rock Tomb so my team can respond to the situation easier. In both situations, I gain the tempo and control of the battle flow and proceed to grab me a nice well-deserved win. Focus Sash is Lancelot's chosen item as a last-ditch counter for Tflame, and give it a 99.9% guaranteed Spore (fuck flinches) and do it's pseudo-switching. The movesets are quite self-explanatory, Bullet Seed as the technician-boosted STAB to counter the bulky water types like Unaware Quagsire and Gastrodon, Mach Punch for STAB, priority and revengekilling, Rock Tomb for the Technician slow, and countering the flying types like Charizard and Talonflame on the switch, or with the sash. The EVs are also standard, making Lancelot as fast and hard-hitting as possible.

THE FAT KNIGHTS

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Bors (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power

Looking at the team now, Talonflame was a big issue, along with Mega Scizor since I had no fire moves (every OU team needs a counter to Mega Scizor). I also needed hazards on the enemy board as MegaZam relied on those to net some much-needed KOs. The perfect candidate to fill in all three was Bors the Heatran, my special tank, hazard setter, and status tank since Will-o-Wisp and Toxic don't do jack shit against me. The EVs are standard utility Heatran, with max speed due to the high-speed meta now. Heatran needs his full 278 Speed to outspeed a large number of Pokemon currently on the rise, such as Bisharp, Magnezone, Mega Scizor, Skarmory, Mega Heracross, etc, plus the bulky walls to successfully Taunt them and force a switch or render them nearly useless. IVs are 0 Attack for minimum Foul Play damage, and the moveset is also standard Utility Heatran, but Earth Power over Protect to catch the opposing Heatrans and the occasional Volcanions off-guard.

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Perceval (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Wish
- Protect

To round this team off, we have Perceval the Clefable, my cleric, Sableye counter, anti-setup counter, and physical tank to pair with Heatran. Mega Sableye is a right pain in the arse with my team now, with it's Magic Bounce and Calm Mind shenanigans. So to counter that, I brought in Perceval with it's Unaware to disregard that Calm Mind and Moonblast to mess it up. Since many players try to lead with Mega Sable to catch the hazard setters off guard, I can bluff a Magic Guard, which has fooled surprisingly a lot of people. Perceval has also saved me many games due to stopping the setup sweeper that was just about to completely team wipe me (gotcha DDnite). Perceval furthers assists my team with Wish, as with Stealth Rocks whittling me down, I needed some form of recovery to cover for a lack of Defog. Since all my mons don't have recovery moves, this was highly appreciated, most especially from Manaphy who was given a second chance at sweeping if it couldn't sweep at first due to being countered. Protect helps me scout a move or prediction and outpredict that move, plus it gives me a guaranteed Wish hit on Clef for longevity. Flamethrower is used over Heal Bell as Will-o-Wisp and Toxic are dealt with through Mordred and Arthur on the topic of Toxic, plus those two don't really mind the TWave tanking either. Morgan's Lum Berry and Merlin's Substitute further alleviates this, so it was not really that needed, thus choosing Flamethrower to wreck those Ferrothorns/Scizor on the switch. The EVs make Clef as physically tanky as possible to allow her to perform to the best of her abilities.

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If it's defensive, it's easy pickings for my Manaphy. But if it's scarfed, I have a lot of trouble dealing with this guy. Since I have no scarfers, it outspeeds my whole team and can easily sweep it. To deal with this, I probably have to sack one of my Pokemon since Manaphy is 2HKO'd by EQ, and then switch in the Phy to kill it. Otherwise, I would Knock Off it, which has saved me more times than one (ayyy Arthur).
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This isn't too big of a threat, but if Tran is dead and it's banded, I'm gonna have a bad time. It would take out at least 2-3 mons for his remaining team to finish up. If Tran is a goner, my only hope would be Breloom, or Clef and wishstall it to kill it with recoil or force the switch.
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This thing is quite dangerous, especially with EQ. It's moveset is so diverse it is very hard to predict him, plus it can potentially sweep my team, seeing MegaZam's Shadow Ball doesn't OHKO. The worst would be Meteor Mash, EQ, Zen Headbutt, and ThunderPunch, making Arthur and Lancelot the only line of defense standing in front of him. If I see a MegaGross, I am forced to play defensively and lose momentum to figure out his set and kill it accordingly.
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Same thing with Lando-T. If it's Specs/CM, Manaphy and Zam eat this up. But if it's scarfed, I don't have much that can take a hit from this well. I usually have to sack a Pokemon to bring in the Phy for the revengekill.
Hazard Stacking
I have only encountered this once during my laddering, and that was when I barely won. Since I have no spin and Defog, I am hazard fodder for the enemy team, stacking their Spikes and Rocks and occasionally the Toxic Spikes.

Well we have come to the end of my RMT. Thanks for reading and I hope you enjoyed!

Morgan le Fay (Manaphy) @ Lum Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Energy Ball
- Tail Glow

Merlin (Alakazam) (M) @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Substitute

Arthur (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower

Bors (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power

Perceval (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Wish
- Protect

Lancelot (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore


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hello there! nice to see someone building around the old man himself. your team is really interesting. cleftran helps with softening up opposing teams while being amply strong blanket checks to your opponents while having base zam and clef have magic guard allows you to mitigate the lack of hazard controller so that you can pile up the damage later. also, having a strong fire water grass core is essentially an amazing backbone for a team like yours since it hinges between balance and offense alike. i do have some suggestions for you since it seems you have issues with lando-t , megagross , talon and whatnot so i'm going to try and mitigate those weeknesses.

first off, i suggest that we put in a bit of hazard controlling since we have a sasher and having to wishpass to it just so it can restore it's sash is kinda bad. having loom is nice but since we have a problem with hazards, i suggest that we swap up loom for hp fire LO latios. without psychic stab on latios may seem a bit weird but since you have mzam which optimally deals with most of the things that psychic stab on latios deals with already, it gives you an option as it allows you to deal with opposing scizors which can potentially run through your team should they be running superpower with max speed as well as deal with sufficient damage to gross on the predicted draco switch in. not only that but this change also now gives you a ground immunity, which is vitally important if you want your team to stay competitive in the current metagame.

next up are some minor ev + moveset changes: clef should optimally run magic guard cm bolt beam over wishtect unaware. this is because for your team, you have mentioned a weakness to lando-t and talon. both of which are dealt with by cm bolt beam. again, the same problem with latios is that you lose an important stab here but since you're running balance, your main priority should be softening up threats so that your other monsters can break through the opposing team instead of just mindlessly walling the opposing mons.

pursuit over knock off on bandzor should be the preferred choice here since it allows you to trap annoyances like gross / latis as well as damaging scarf lando-t on the u-turn out should they not eq.

hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/

lol i forgot the sets, here you go
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Calm Mind
- Thunderbolt
- Soft-Boiled

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Hidden Power [Fire]
- Draco Meteor
- Roost

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
 
Hi zbr, thanks for replying and rating my RMT. I quite like the changes that you sent me, especially that bolt beam clef. Really helps with lando-t, as you said. Been working really well, though I now have one big problem. Mega Sableye fucks me over. As such, I'm thinking of replacing Thunderbolt with Moonblast, to keep it in check, and since that I have Heatran already and Manaphy can live ONE Brave Bird. Besides, it's Brave Bird 2HKOs me anyways so I can't exactly switch into it, so Tbolt doesn't have much use. What are your thoughts?
 
BoltBeam comes in a pair (achieving unresisted coverage) so it's not exactly advisable to change it.

Also, I don't really see MSab being a big problem to your team considering the fact that Heatran annoys it a lot. Also, with enough boosts, Clef beats it anyway.

If you really need something else for MSab, Dazzling Gleam > Substitute on MZam is a nice option to hit MSab hard on the switch.

252 SpA Mega Alakazam Dazzling Gleam vs. 252 HP / 144+ SpD Mega Sableye: 156-184 (51.3 - 60.5%) -- guaranteed 2HKO after Stealth Rock
 
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