ORAS OU Mega Absol Squad

So I made a team today, and it happened to have some cool mons in it and I wanted to see how I could make this more competitive.

The team at a glance -
feraligatr.png
alakazam-female.png
heatran.png
hippowdon.png
tornadus-therian.png
absol-mega.png


feraligatr.png
alakazam-female.png

These 2 provide a nice life orb offensive core that can hit hard with taking little life orb damage with their abilities.
feraligatr.png
alakazam-female.png
heatran.png

I decided to add heatran because it provided good bulk for the team and a nice type as well as a reliable rocker.
feraligatr.png
alakazam-female.png
heatran.png
hippowdon.png

Hippowdon provided an sweep stopper with whirlwind and a a physical wall to pair with heatran.
feraligatr.png
alakazam-female.png
heatran.png
hippowdon.png
tornadus-therian.png

Tornadus T provided a bulkier attacker that proveded more momentum with u-turn, a resistance to fighting, and great coverage to stop some common threats in the meta.
feraligatr.png
alakazam-female.png
heatran.png
hippowdon.png
tornadus-therian.png
absol-mega.png

Mega Absol provided speed and power, along with a great utility move. It gives me a stab knock off user, as well as a thunder wave mon to abuse SD gatr.

mega absol.gif
RedBull (Absol-Mega) (M) @ Absolite
Ability: Magic Bounce
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- Thunder Wave
Mega Absol is the star of our team. He has a great stab knock off with a base 150 attack stat, which is monstrous, and jolly this thing hits 399 attack. it has a good speed tier of 115, which beats latis and most of the metagame. Play Rough allows for great coverage and SD allows it to set up on forced switches and cause pain. Overall, this is a great cleaner and a strong mon that I would love to get more love.

feraligatr.gif

MarshawnLynch (Feraligatr) (M) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Feraligatr is a great mon after the release of sheer force because it takes no life orb damage for its most common stab, waterfall. Dragon Dance, Crunch, and Ice Punch allows me to hit for more immediate damage, as well as hit for great coverage and hit hard with a good speed boost. This is one of my better options for flying types such as talonflame because gatr gets a respectable 100 def. (if not hippo)
alakazam.gif

David Blaine (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Thunder Wave
Alakazam is a speedy powerhouse which has seen has a great rise in this meta game which really appreciates its immediate speed and power. Its focus sash allows it to live any hit no matter what because the ability magic guard, which gives it that little bit more of longevity, for zam being a very frail mon. Psychic Shadow Ball and Focus Blast give very good super effective coverage. It helps add to my offensive core very well. T-Wave allows me to cripple mons that outspeed other sweepers like absol.
tornadus therian.gif

Category 5 (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 160 HP / 96 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Tornadus is a great life orb user in this meta because it has good natural bulk and it has the ability regenerator which gives it longevity and it is easy to invest evs into speed and spA. also, rumor is if you nickname a tornadus t after AM, you will never miss a hurricane. However, standard evs for tornadus that m00ns gave me and pretty standard moveset except for heat wave, which allows me to hit scizor, which causes a threat to my team. Overall,tornadus is a good pivot for my team.
heatran.gif

Frogger (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge
Choice Scarf Heatran has became a really nice mon to help out clean out teams for late game sweeps. It takes taunts from thundys that expect defensive and get a stone edge. Fire blasts are great except for RNG. Flash Cannon allows for you to hit clef harder which is very important for a team weak to it. Overall, this can punch a hole in many teams and provides a great help.
hippowdon.gif

Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Force
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Hippo is one of the best walls in this metagame because of its great hp stat and defense. it also gets reliable recovery in slack off, and whirlwind lets it stop most set up sweepers (gyara/gatr). EQ allows it to hit alot of mons and a lot of the others can be whirlwinded or rocked on. The ground typing allows it to stop volt switching that could be a problem for my team.

Threat List-

weavile-female.gif
- This monster outspeeds everything on my team and can do a hell of a lot to all of them. hippo can eat some hits and gatr has priority as well as heatran, but all 3 take damage from common moves (knock off, icicle crash, low kick)

(Edit)
keldeo-resolute.gif
-As Crzyzyko said, this thing provides hell to my team with no reliable switch ins to it while many weak to it. It can be played around, but overall its speed and immediate power make it a problem to the team.
clefable.gif
-Unaware Clef can really stop my team considering it has the ability to soak up special hits while eating normal physical attackings and recovering, which makes it a great annoyance to my team.
Thanks for all advice :]

Edit:
MarshawnLynch (Feraligatr) (M) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

David Blaine (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Psychic
- Shadow Ball
- Focus Blast
- Thunder Wave

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

Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Force
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

AM (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 160 HP / 96 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave

RedBull (Absol-Mega) (M) @ Absolite
Ability: Magic Bounce
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- Swords Dance
 

Attachments

  • heatran.gif
    heatran.gif
    316.7 KB · Views: 3,082
Last edited:
Hi nice team! A few suggestions:

-First, I'd run D-Dance Gatr > SD Gatr (set below). D-Dance Gatr can still wallbreak, but it has more sweeping potential due to the speed boost. Also, this would definitely help with Weavile. You resist its priority, and you can outspeed after 1 Dragon Dance.

-Next, I'd change Torn-T's EVs to 160 HP / 96 SpA / 252 Spe. This is enough SpA to kill Keldeo after SR, max speed, and the rest thrown into HP. You really wanna run 252 speed on Torn-T in general because speed creep is common, and there's no point in running the exact minimal speed on something only to get outsped and killed lol.

-Next, you may want to consider running SD > Thunder Wave on Mega Absol. Two main reasons for this: 1.) Your team can use another breaker/setup Pokemon (also an additional win condition). 2.) Thunder Wave could be better on Alakazam.

-Speaking on Alakazam: I'd test Focus Sash > Life Orb and Thunder Wave > HP Fire. You really don't need the coverage of HP Fire here, so it would be nice to test out Thunder Wave on Zam instead of Absol. I like the utility Thunder Wave provides on this team a lot tbh; it makes life easier for Feraligatr, and it can help to gimp Scarfers. Sash makes it a lot easier for Zam to TWave an opposing scarfer/speedmon, and it also makes revenge killing a whole lot easier for him.

-edit: Sorry I forgot this, but I'd also change Hippowdon's spread to a mixed one. 252 HP / 144 Def / 112 SpD Bold Nature is a nice one. This can really help your team with Mega Manectric and Thundurus; these two are pretty threatening ATM + they can't be TWave'd by Zam. Also, change Sand Stream to Sand Force. Sand doesn't really do anything but hit your team with residual damage, and you don't want to give sand to an opposing team that might benefit from it :p

-edit2: Damn sorry I keep on missing shit, but I forgot to mention... on Heatran, it usually isn't that great to run Magma Storm on a slower set. It's usually used to trap stuff that can counter stuff on your team. TBH, you don't really need Magma Storm's utility here, so I'd just run Lava Plume > Magma Storm. It's more reliable, and it has 30% chance to burn which is always nice.

-edit3: I put the wrong Torn-T spread originally... it's fixed now. Sorry about that :(
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Hopefully these changes could benefit your team! Usually Mega Absol teams aren't that great, but I like this one n_n
 
Last edited:
Very solid team, TheAmericanSniper ! I don't have much to say about it, as everything seems good here.

641-therian.png

I would really use Life Orb here, giving you a solid Life orb core. With Regenerator Life Orb becomes a great option for it.
641-therian.gif

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt

Hello, this section of my RMT is here because I do not want to make too many changes / just options you can easily decide. here are some options you may want to consider. Of course, I have some threats to your team as well. These are threats I noticed right off the bat, and I have provided some tips you may find helpful when dealing with these threats. The potential additions have an explanation of what Pokemon it should be used over, why and a moveset(s). Feel free to consider these ideas if you feel the need to at some point!

479-wash.gif
This would make for a decent addition over Feraligatr. It gives you a VoltTurn core, but you lose an SD sweeper. This is simply your choice to make, so there you go! I will provide a set below. This isn't only an addition, it is also a massive threat! It can burn your main attacker, check your phaser and stealth rocker and eats up hits from Torn T. You'll likely have to bring in your Absol on a predicted Will-O-Wisp and then go for a KO with it and Alakazam.
Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest


227.gif
Skarmory could be added over Hippo. It is a phaser and provides hazard removal as well as Spikes if needed. Here is a moveset for it below:

Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog / Spikes
- Brave Bird / Counter
- Whirlwind / Taunt


EDIT: Dragon Dance Feraligatr is an option for it, which is why I brought it up as a way to
beat Weavile.
160.gif

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch / Ice Punch
- Superpower / Ice Punch

You've already states Weavile and it is. Bring in Feraligatr safely and Dragon Dance up (or just waterfall) to get rid of it!

That is all I have. I don't have much since everything here is pretty good overall. Good team and good luck!
 
Very solid team, TheAmericanSniper ! I don't have much to say about it, as everything seems good here.

641-therian.png

I would really use Life Orb here, giving you a solid Life orb core. With Regenerator Life Orb becomes a great option for it.
641-therian.gif

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt

Hello, this section of my RMT is here because I do not want to make too many changes / just options you can easily decide. here are some options you may want to consider. Of course, I have some threats to your team as well. These are threats I noticed right off the bat, and I have provided some tips you may find helpful when dealing with these threats. The potential additions have an explanation of what Pokemon it should be used over, why and a moveset(s). Feel free to consider these ideas if you feel the need to at some point!

479-wash.gif
This would make for a decent addition over Feraligatr. It gives you a VoltTurn core, but you lose an SD sweeper. This is simply your choice to make, so there you go! I will provide a set below. This isn't only an addition, it is also a massive threat! It can burn your main attacker, check your phaser and stealth rocker and eats up hits from Torn T. You'll likely have to bring in your Absol on a predicted Will-O-Wisp and then go for a KO with it and Alakazam.
Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest


227.gif
Skarmory could be added over Hippo. It is a phaser and provides hazard removal as well as Spikes if needed. Here is a moveset for it below:

Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog / Spikes
- Brave Bird / Counter
- Whirlwind / Taunt

EDIT: Dragon Dance Feraligatr is an option for it, which is why I brought it up as a way to beat Weavile.
160.gif

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch / Ice Punch
- Superpower / Ice Punch

You've already states Weavile and it is. Bring in Feraligatr safely and Dragon Dance up (or just waterfall) to get rid of it!

That is all I have. I don't have much since everything here is pretty good overall. Good team and good luck!
Just gonna throw in a correction here... not meaning to sound rude/disrespectful. If you decide to go with LO Torn-T (which IMO is worth testing at least), use a spread of 76 Atk / 180 SpA / 252 Speed Naive Nature. I talked about why you should go 252 Speed on Torn-T in my main post, and that still stands here. Also, on the additional options: Skarmory > Hippo on this team would just increase the weakness to Birdspam (pretty much all of your offensive Pokemon dislike birdies), and Rotom-W is a pain, but it can be managed by Zam (Sash + Magic Guard), and Mega Absol like Exodus Latios mentioned.
 
Hi nice team! A few suggestions:

-First, I'd run D-Dance Gatr > SD Gatr (set below). D-Dance Gatr can still wallbreak, but it has more sweeping potential due to the speed boost. Also, this would definitely help with Weavile. You resist its priority, and you can outspeed after 1 Dragon Dance.

-Next, I'd change Torn-T's EVs to 132 HP / 88 SpA / 252 Spe. This is enough SpA to kill Keldeo after SR, max speed, and the rest thrown into HP. You really wanna run 252 speed on Torn-T in general because speed creep is common, and there's no point in running the exact minimal speed on something only to get outsped and killed lol.

-Next, you may want to consider running SD > Thunder Wave on Mega Absol. Two main reasons for this: 1.) Your team can use another breaker/setup Pokemon (also an additional win condition). 2.) Thunder Wave could be better on Alakazam.

-Speaking on Alakazam: I'd test Focus Sash > Life Orb and Thunder Wave > HP Fire. You really don't need the coverage of HP Fire here, so it would be nice to test out Thunder Wave on Zam instead of Absol. I like the utility Thunder Wave provides on this team a lot tbh; it makes life easier for Feraligatr, and it can help to gimp Scarfers. Sash makes it a lot easier for Zam to TWave an opposing scarfer/speedmon, and it also makes revenge killing a whole lot easier for him.

-edit: Sorry I forgot this, but I'd also change Hippowdon's spread to a mixed one. 252 HP / 144 Def / 112 SpD Bold Nature is a nice one. This can really help your team with Mega Manectric and Thundurus; these two are pretty threatening ATM + they can't be TWave'd by Zam. Also, change Sand Stream to Sand Force. Sand doesn't really do anything but hit your team with residual damage, and you don't want to give sand to an opposing team that might benefit from it :p

-edit2: Damn sorry I keep on missing shit, but I forgot to mention... on Heatran, it usually isn't that great to run Magma Storm on a slower set. It's usually used to trap stuff that can counter stuff on your team. TBH, you don't really need Magma Storm's utility here, so I'd just run Lava Plume > Magma Storm. It's more reliable, and it has 30% chance to burn which is always nice.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Hopefully these changes could benefit your team! Usually Mega Absol teams aren't that great, but I like this one n_n
Thanks man, im leaving tomorrow for a couple of days so ill be sure to test that out and update it when it works!
Very solid team, TheAmericanSniper ! I don't have much to say about it, as everything seems good here.

641-therian.png

I would really use Life Orb here, giving you a solid Life orb core. With Regenerator Life Orb becomes a great option for it.
641-therian.gif

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 216 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt

Hello, this section of my RMT is here because I do not want to make too many changes / just options you can easily decide. here are some options you may want to consider. Of course, I have some threats to your team as well. These are threats I noticed right off the bat, and I have provided some tips you may find helpful when dealing with these threats. The potential additions have an explanation of what Pokemon it should be used over, why and a moveset(s). Feel free to consider these ideas if you feel the need to at some point!

479-wash.gif
This would make for a decent addition over Feraligatr. It gives you a VoltTurn core, but you lose an SD sweeper. This is simply your choice to make, so there you go! I will provide a set below. This isn't only an addition, it is also a massive threat! It can burn your main attacker, check your phaser and stealth rocker and eats up hits from Torn T. You'll likely have to bring in your Absol on a predicted Will-O-Wisp and then go for a KO with it and Alakazam.
Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest


227.gif
Skarmory could be added over Hippo. It is a phaser and provides hazard removal as well as Spikes if needed. Here is a moveset for it below:

Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog / Spikes
- Brave Bird / Counter
- Whirlwind / Taunt

EDIT: Dragon Dance Feraligatr is an option for it, which is why I brought it up as a way to beat Weavile.
160.gif

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch / Ice Punch
- Superpower / Ice Punch

You've already states Weavile and it is. Bring in Feraligatr safely and Dragon Dance up (or just waterfall) to get rid of it!

That is all I have. I don't have much since everything here is pretty good overall. Good team and good luck!
Thanks man, these are good helps that i probably will make the skarm switch tonight :] ill test and respond back the results
 
Hey, cool team! You seem to have a very solid foundation for the team as it is, with Hippowdon, Heatran, Alakazam, and Tornadus checking a majority of the metagame and giving you plenty of room to play around threats. However, the team does have weaknesses in its current state- but I think that a few changes can help mitigate that.

First off, your Absol set is funky. I understand that it's what you built the team around originally but I just don't see it pulling its weight here. Quite a few mons that you're rather weak to: Azumarill, Scarfed Keldeo, Manaphy, DD Altaria w/ EQ, and Mega Diancie can be checked easily with a Mega Venusaur instead of Absol. You mention that Absol checks Latis, but between Heatran, Life Orb Zam, and AV Torn-T, I don't think your team really needs the insurance there. Not to mention, Absol can barely ever switch in safely, and is outsped pre-mega. Also, without pursuit, you just invite it to switch out into something that hard walls your set (which isn't hard considering you don't even have SD.) So yeah, I feel that change would be the first change to make your team more solid overall.

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Next, you mention that you're weak to Weavile, and I agree. The way I see it, there are two ways you could go about fixing this. The first would be to run CB or BD Azumarill > Feraligatr, which allows you to retain a wallbreaker with powerful water-type priority while offering you a much more solid answer to Weavile. CB might be a bit more consistent here, but BD will give you a win condition that can threaten to end games in one turn. The choice is entirely yours there. You could also consider running Scarfed Heatran > your current set, and give Hippo SR > Stone Edge, which gives you a better check to Talon and Zard Y and a soft-check to Weavile, as well as something that can actually help you deal with Kyurem-B with some prior damage. You could even try both if you so desire, it might be better.

Azumarill @ Choice Band
Ability: Huge Power
EVs: XX HP / 252 Atk / 1XX Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Knock Off
- Play Rough

or

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

and/or

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


M00ns suggestion of T-Wave sash Zam isn't bad, and you may test it out and end up preferring it; but I think I would prefer LO for this team just for the sheer wallbreaking power and ability to do more damage to the things you're using it to check. I do agree that HP Fire isn't really needed much here though, seeing as you will have Whirlwind Hippo to delay Scizor from sweeping, as well as Heatran, and a fire move on Torn-T and Venusaur to play around it. I would probably run Encore in the last slot to help you play around sucker punch Bisharp and opposing setup sweepers like CM Slowbro, Latias, Celebi, Clef, etc. as well as give Azumarill a free turn to set up Belly Drum if you choose to go that route.

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- Psychic
- Focus Blast
- Shadow Ball

I 100% agree with max speed on Tornadus-T, outspeeding opposing Alakazam is a must. Not sure if I agree with Life Orb seeing as you're going to be pivoting with Torn-T into special attackers like Zam/Gengar, but feel free to try it out if you wish. I think Knock Off > Focus Blast would be a better option here personally, knocking off items and doing reliable damage to the Latis and Gengar is kinda important here IMO.

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

For Hippowdon, I highly recommend running a slightly more specially defensive set. The team is pretty weak to offensive Electrics in its current state (may as well forfeit if you see a Mega Manectric), and being able to survive a 2hko from random Hidden Power ices is much appreciated- and is a small sacrifice to help your team be much more solid overall.

Hippowdon @ Leftovers
Ability: Sand Stream / Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock / Stone Edge
- Slack Off
- Earthquake
- Whirlwind

If you have any questions or suggestions, just ask! Good luck with the team and get from this what you will. :)
 
Last edited:
Hey, cool team! You seem to have a very solid foundation for the team as it is, with Hippowdon, Heatran, Alakazam, and Tornadus checking a majority of the metagame and giving you plenty of room to play around threats. However, the team does have weaknesses in its current state- but I think that a few changes can help mitigate that.

First off, your Absol set is funky. I understand that it's what you built the team around originally but I just don't see it pulling its weight here. Quite a few mons that you're rather weak to: Azumarill, Scarfed Keldeo, DD Altaria w/ EQ, and Mega Diancie can be checked easily with a Mega Venusaur instead of Absol. You mention that Absol checks Latis, but between Heatran, Life Orb Zam, and AV Torn-T, I don't think your team really needs the insurance there. Not to mention, Absol can barely ever switch in safely, and is outsped pre-mega. Also, without pursuit, you just invite it to switch out into something that hard walls your set (which isn't hard considering you don't even have SD.) So yeah, I feel that change would be the first change to make your team more solid overall.

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Next, you mention that you're weak to Weavile, and I agree. The way I see it, there are two ways you could go about fixing this. The first would be to run CB or BD Azumarill > Feraligatr, which allows you to retain a wallbreaker with powerful water-type priority while offering you a much more solid answer to Weavile. CB might be a bit more consistent here, but BD will give you a win condition that can threaten to end games in one turn. The choice is entirely yours there. You could also consider running Scarfed Heatran > your current set, and give Hippo SR > Stone Edge, which gives you a better check to Talon and Zard Y and a soft-check to Weavile. I think Azumarill is a bit better here since Scarf Heatran will leave you a bit weaker to the Latis, but I just thought I'd highlight the Zard Y weakness. You could even try both if you so desire, it might be better.

Azumarill @ Choice Band
Ability: Huge Power
EVs: XX HP / 252 Atk / 1XX Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Knock Off
- Play Rough

or

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

and/or

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


M00ns suggestion of T-Wave sash Zam isn't bad, and you may test it out and end up preferring it; but I think I would prefer LO for this team just for the sheer wallbreaking power. I do agree that HP Fire isn't really needed much here though, seeing as you will have Whirlwind Hippo to delay Scizor from sweeping, as well as Heatran, and a fire move on Torn-T and Venusaur to play around it. I would probably run Encore in the last slot to help you play around sucker punch Bisharp and opposing setup sweepers, as well as give Azumarill a free turn to set up Belly Drum if you choose to go that route.

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- Psychic
- Focus Blast
- Shadow Ball

I 100% agree with max speed on Tornadus-T, outspeeding opposing Alakazam is a must. Not sure if I agree with Life Orb seeing as you're going to be pivoting with Torn-T into special attackers like Zam/Gengar, but feel free to try it out if you wish. I think Knock Off > Focus Blast would be a better option here personally, knocking off items and doing reliable damage to the Latis and Gengar is kinda important here IMO.

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

For Hippowdon, I highly recommend running a slightly more specially defensive set. The team is pretty weak to offensive Electrics in its current state (may as well forfeit if you see a Mega Manectric), and being able to survive a 2hko from random Hidden Power ices is much appreciated- and is a small sacrifice to help your team be much more solid overall.

Hippowdon @ Leftovers
Ability: Sand Stream / Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock / Stone Edge
- Slack Off
- Earthquake
- Whirlwind

If you have any questions or suggestions, just ask! Good luck with the team and get from this what you will. :)
i like the azu idea , ill be sure to test it, as well as scarf tran, just to see if it works well. the hippo set has changed to the one that m00ns suggested, which is 144+ 112, and i think im going to stick with t wave on zam and mega absol for now. thanks for the suggestions and ill get back to you on updates after im back on saturday :]
 
Tell me why Keldeo's not on the threat list. 3 major Keldeo weaknesses and no reliable switch ins. Ima make this quick. Switch out either Hippowdon or Tran for a spdef Mandibuzz. DDANCE Gatr and take out Aqua Jet for Crunch. Your already fast at +1 and hits Slowbros for like 70% damage. Put Swords Dance and Superpower in place of Play Rough and Twave on Absol. Absol is frail, so np need for status moves, plus magic bounce bounces them back anyway. SUperpoeer allows you to 2HKO Ferro. Looks decent other than that
 
Tell me why Keldeo's not on the threat list. 3 major Keldeo weaknesses and no reliable switch ins. Ima make this quick. Switch out either Hippowdon or Tran for a spdef Mandibuzz. DDANCE Gatr and take out Aqua Jet for Crunch. Your already fast at +1 and hits Slowbros for like 70% damage. Put Swords Dance and Superpower in place of Play Rough and Twave on Absol. Absol is frail, so np need for status moves, plus magic bounce bounces them back anyway. SUperpoeer allows you to 2HKO Ferro. Looks decent other than that
hey sorry just got back from a camp so a lot of these changes have been already made lol like ddance crunch gatr and SD absol, but play rough allows me to beat non scarf keldeo better, which is a major threat to my team, (if it is, it can be dealt with easier) and hippo is my rocker and just overall needed mixed wall to stop birdspam and other forms of offense. Thanks for the input tho :]
 
So anyways guys, after some testing, (not too much) i think i have the team fixed up better. the importable is edited on the bottom but the changes are pretty much as follows-
DDance + Crunch Gatr
Sash Zam with T-Wave
Scarf Tran Everything Different Except For Flash Cannon
Torn-T has Life Orb + Knock Off>Focus Miss
Hippo has 252/144+/112 Defenses now with Rocks>Stone Edge
Absol has SD over T-Wave

That's pretty much it, so imma edit the descriptions so if you want to change that thats what we are going for.
 
hey sorry just got back from a camp so a lot of these changes have been already made lol like ddance crunch gatr and SD absol, but play rough allows me to beat non scarf keldeo better, which is a major threat to my team, (if it is, it can be dealt with easier) and hippo is my rocker and just overall needed mixed wall to stop birdspam and other forms of offense. Thanks for the input tho :]

Scarf Keldeo isnt really a thing. Plus you have Sash Zam to check or revenge kill Keldeo. Whatever floats your boat
 
There is one threat that comes to mind when looking at your team and that's CM Suicune. I've been testing your team a little bit and there is no way to take out this thing. I don't actually have any suggestions, but if you or someone else sees this comment and thinks of something then it would be very beneficial to your team.
 
Back
Top