ORAS OU Mega Houndoom + Toxicroak Balance

How are we lads? This is my first ever post on this site and hopefully not the last. I thought I'd introduce myself by sharing a team I recently made, respectfully called Mega Houndoom and Toxicroak Balance.

Team Preview

houndoom-mega.gif
toxicroak.gif
latias.gif
rotom-wash.gif
ferrothorn.gif
landorus-therian.gif




Team Breakdown

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Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot

- Sludge Bomb


Ok, to kick things off we have Mega Houndoom. Mega Houndoom overall I find to be a nice mega within OU. It's typing allows it to check a lot of offensive and defensive mons within OU, such as the Lati twins, Mega Gross/Scizor, Bisharp and Mega Sableye.

I've decided to go with the standard Mega Houndoom set of Nasty plot with 3 attacks. After 1 Nasty Plot Houndooms instantly becomes a huge threat and being able to OHKO a lot of common threats in the OU meta. Such as the likes of Mega Scizor, Mega Metagross, Mega Altaria, Bisharp, mega Gardevoir, the lati twins to name a few.




toxicroak-female.gif


Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 152 HP / 128 Atk / 228 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Swords Dance
- Sucker Punch


To match up with Mega Houndoom we have the best mon to come out of Gen 4 ;). Toxicroak.
Mega Houndoom and Toxicroak has one of the best synergy in the game. While they do share a similar weakness in ground, they cover each others weaknesses immaculately.

Toxicroak helps deal the thing Mega Houndoom struggles with the most. Keldeo. With this spread Specs keldeo's Secret sword cannot 2hko Toxicroak at full. While allowing Toxicroak's Gunk shot to OHKO at +2. Toxicroak's Dry Skin ability also allows it to check things like Azumarill and SD Crawdaunt, while completely walling things like RestTalk Suicune which are all big threats that threatens Houndooms chances of sweeping.

latias.gif


Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost


Latias is in my mind the best thing to help rectify the core of Houndoom + Toxicroak with a much needed ground immunity while at the same time giving the team some form of hazard control.
The movepool on this one is pretty standard, I didn't feel like I needed anything crazy. I decided to op for roost over Healing wish, as I felt having recovery and keeping my defogger healthy is more important.

rotom-wash.gif


Rotom- Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


As our fourth member, we have everyone's favourite kitchen appliance. Rotom-Wash.

The reason I decided to go for Rotom-W is because I felt like my team was a little too weak to BirdSpam. Rotom also allows for another ground immunity and at the same time gives great team support with Will-O-Wisp as well as a good pivot with Volt Switch. Rotom also helps to deal with Chomp better which is a bit of a problem to this team. EV's are to speed creep defensive Landorus which can also prove to be a nuisance. Overall, I feel Rotom-W ties all the loose ends of this team the best.

ferrothorn.gif


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Iron Head/Power Whip
- Thunder Wave


Moving onto our fifth mon, we are now starting to focus more on contructing the defensive core of the team. My initial thought process was I needed something with rocks, a steel type to give me a fairy resist within the team as well as something that pairs well with Rotom.

Ferrothorn fits the bill in this case. I've decided to run Thunder Wave on this set to help slow down a lot of faster threats and/or setup sweepers to help support the team. Such as Scarf Victini, Mega Altaria, Gyarodos, Dragonite etc. Leech seed is just to be a nuisance and also assist Ferrothorn with sustain as well as the chance to assist team mates on switch ins.

Iron head is there as a form of STAB while also allowing you abuse the talentless potential that is Paraflinching. ;) PowerWhip is also a good option to help hit ground types a lot harder.

landorus-therian.gif


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower


-Annd last but not least, we have the OU lord himself. Landorus-T.

I've decided to run with Choice Scarf Landorus Therian to help deal with threats such as Mega Lopunny, Mega Manectric, Scarf TTar, Charizard X @ +1 and Tornadus -T which I felt was either really annoying to my team otherwise or very detrimental to my teams success. The spread is very standard and is to outspeed adamant Zard X at +1. :)

Other than a scarfer to outspeed faster Pokemon, Landorus also helps as another form of a pivot with U-turn while also another ground immunity as well as a much needed Electric immunity - and do I even need to mention how good of an ability intimidate is?


Weak points
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Bulky grounds are probably the biggest threats to this team, especially the likes of Hippowdon. As my only way to hit Ground types super effectively is through my defensive core of Rotom/Ferro or in Garchomp's aspect LO Latias.


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Ice Punch MegaLopunny is also very hard to switch into. As it 2HKO Rotom-W with HJK and does a good chunk to Lando-T with Ice Punch. Which makes it a huge threat for my team to switch into.


volcarona.gif


Max Speed Quiver Dance + 3 attack Volcarona can also tear apart this team after 1 QD. The coverage of Fire Blast, Bug Buzz and Giga Drain is too much. Best bet would be to get up rocks early game and not give them the opportunity to set up a QD.

.. and to a close.

Ok, so there you have it. I hope I didn't do too poorly of a job explaining my team. I understand the team might not be the best, but I really do have a lot of fun using this team. I do also appreciate any feedback, good or bad, So feel free to let me know what you think, I do really enjoy the concept of team building and do plan of uploading more over time.

Thanks for reading! :)
 
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Hey SpindaLAD very nice team , awesome synergy tho , I don't think you are sand weak or weak to any ground , as you have Rotom-W and Landorus-t to easily beat Sand Mons or ground types. You also looks quite weak to Mega
Altaria , so I think Gyro ball > Thunder Wave on Ferrothorn also I think Chople berry Ferrothorn gonna help you against Mons like Mega Loppuny and Mega Alakazam which can be easily deal with Gyro Ball.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock / Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Hope I helped :]…
 
Hey man nice too see Houndoom, I personally found the design so good but let's talk bout the team as you mentioned both mons of the main core are weak to ground types but you have solid answer in the back so I don't think ground types are really annoying for your team at least the defensive ones, because offensive chomp could be a problem but still manageable. Lopunny is really hard to switch into it to begin with so you need to at least check it which scarf lando-t does pretty well although isnt a switch in as you mentioned, but volcarona it's a huge problem speacially after +1, but your team doesnt let it set up so easily and you have priority sucker in the back too is a manageable threat too. Nonetheless wanna suggest a couple of thing that would help you team a bit more
  • First in the last slot of Houndoom you could go with Taunt > Sludge Bomb, yeah i know it is a coverage for fairies but after a nasty plot fire blast hit equally harder so Sludge isnt than necessary especially when you have a ferrothorn that can deal with Altaria. Taunt allow you to not become a set up fodder to volc and also prevents defog or just break stall in general.
  • Another suggestion is a better spread on toxicroak which it is the follow Jolly nature 112 HP / 160 Atk / 232 Spe this allow you to survive 2 specs secret from Keldeo and still HKO after SD, also have a chanche to hko standar Clef after a bit of damage, the speed is for outpace Speedy heatran, Excadrill without sand and also a huge threat for your team which is Kyurem-B.
  • The ferrothorn need Gyro Ball>T-wave and also Power whip as mandatory move because mega gyarados also threaten your team, if you make this change make it Relaxed nature with 0 Ivs on speed to power up the Gyro Ball. You can go with Chopple berry to handle Mega Gardevoir and mega kazam and have a shot too live HJK from Lopu too and rack a prior dame to put in range of Lando's EQ
  • And last the lando-T spread should be 252 Atk / 24 Def / 232 Spe with Jolly nature, enough speed to outpace scarf Excadrill.
That's it man hope i help you !
 
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