ORAS OU Mega Pidgeot + Machamp (Peaked 1258)

Introduction

Hi everyone, I really enjoy the original Pokemon. Two of my favorites has always been Machamp and Pidgeot. Now that Pidgeot has a mega form I attempted to build a team around him. This team is highly unique, but has struggled settling in the 1200s on the ladder. I'm looking to make the adjustments necessary to allow this team to go to the next level.

The Team

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Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hurricane
- Heat Wave
- U-turn
- Roost

The star of the team. I hope to have him remain on the team after making the adjustments this thread suggests. Pidgeot has No Guard + Hurricane which can be annoying even if the opposing resists the attack. Heat Wave for common switch-ins. U-turn can gain momentum. Roost can help heal against stall teams.

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Machamp @ Assault Vest
Ability: No Guard
EVs: 100 HP / 252 Atk / 152 Spe
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Earthquake
- Ice Punch

Machamp is a solid Pokemon if he had more speed. Well, Scolipede helps Machamp with this problem. No Guard Dynamic Punch is tough to take thanks to the guarantee confusion. I am open to changing him however. Bullet Punch is the only priority move on the team-- it hits pretty pathetically, but has done alright to this point. Assult vest gives Machamp additionally bulk to increase his longevity.

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Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Baton Pass
- Endeavor
- Toxic Spikes
- Protect

Scolipede is a fun lead that can do a lot of different things. Toxic Spikes really assists this team to cripple the opposing Pokemon. Speed Boost + Baton Pass can give some additionally speed to Machamp or another Pokemon that could matchup favorably. Endeavor + Focus Sash can deal some serious damage for players that like to send out their Mega in first not named Heracross. If Machamp is taken off the team, Scolipede can be replaced as well

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Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Focus Blast
- Taunt

My team was pretty slow to this point and Gengar has been another one of my favorites. Toxic Spikes allows Hex to hit hard. Taunt for opposing Pokemon looking to set up. Gengar gives me a nice ground, fighting, and rapid spin immunity which can assist in keeping Toxic Spikes on the field.


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Quagsire @ Binding Band
Ability: Unaware
EVs: 248 HP / 152 Def / 8 SpA / 100 SpD
Bold Nature
- Infestation
- Sleep Talk
- Rest
- Stockpile

Quagsire is hard to kill. Serperior's popularity has really hurt Quagsire's longevity though. This set stockpiles Quagsire's defense to impressive levels meanwhile the opponent can not boost their own stats. Infestation wears the foe down. Rest + Sleep Talk assists with burn and poison. Sleep Talk for Scald is a move I'd considered.

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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Volt Switch
- Toxic
- Stealth Rock
- Rapid Spin

The anchor on the team is Forretress. He is able to spin away entry hazards that give Pidgeot a lot of grief. Volt Switch allows the team to gain momentum. Stealth Rock gives more assistance to the sweepers on the team. Toxic is to wear the foe down in case Toxic Spikes is not on the field. Forretress has good defensive synergy with Quagsire which makes for a good core.


Discussion

Based on it's low peak, you can tell this team has flaws. You may have noticed there aren't any legendaries on the team. I was hoping to build this team in ORAS by breeding. However, it seems I will have to accept adding legendaries to the team to be more competitive.

It'd be cool if someone who is looking to mentor a player through effective teambuilding to reach out and talk me through their advice. I've read the resources on this forum-- they just don't seem to click with me. I have played Pokemon for a long time, but teambuilding has always been a weakness for me. I consider myself to be a good battler. I signed up a couple times on the teambuilding mentoring forums, but had no takers yet.

Thanks in advance for your assistance!
 
Hi, I noticed that you haven't gotten any help yet so I thought I might try :)
Your team is nice on paper, but it doesn't really have any counters to many common threats in OU, especially Mega Alakazam, Excadrill or most forms of Azumarill. Since you liked the Machamp-M-Pidgeot core, my (modified) team has both those 'mons, but most of it is different, I'm afraid. Also, Speed on Machamp isn't too useful as you need to run too much to outspeed things like Heatran and Azumarill, and in doing so you sacrifice some useful bulk

Scolipede>Bisharp
First off, Scolipede, though it is a useful suicide lead, doesn't help too well with many of the team's weaknesses. I think Bisharp helps with Mega Alakazam, Lati@s and fairies that can cause your team grief. The set:

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


Gengar>Doublade

Sand Rush Drill really hits this team hard, and this Doublade can take any move from 100% and nearly OHKO it back, and can pick it off with priority that your team lacks:

Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Shadow Sneak
- Iron Head
- Swords Dance
- Sacred Sword


Quagsire>Rotom-W

Although Quagsire and Forretress have a good synergy, Quagsire doesn't have the moves to take out switch-ins to Forretress such as Heatran, Volcanion, Tornadus and Charizard. It also tanks a Leaf Storm for Serperior:

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Sp. Def Rotom surprises many people, and easily tanks a Draco Meteor from Lati@s, Thunderbolts from Mega Manectric, and serves as a useful check/counter to Heatran, Tornadus and Landorus-T. Volt Switch also adds to the nice Volt-Turn core you made.

You should make the Forretress physically defensive (if you want, because it really has the same function either way) to utilise that massive defense. Also consider a Custap Berry lead, it may come in handy.


If you feel like these changes aren't what you need, I'd recommend sending your team to a YouTuber by the name "Lord Emvee", who has a series called 'Pimp my Squad' where he upgrades subscriber's teams to the point where they can compete with the best high ladder teams. His teambuilding videos are insightful and are informative, and helped me a lot too.

(This is my first RMT-edit thingy so sorry if it sounds too harsh or something)
 
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hi boi

i won some games at 1500ish ladder using lowkey death's suggestions along some others I did after testing. I second all of them, except SpD Rotom maybe. It just didn't prove itself very useful :[ but it's better than Quag for this spot anyway. You could test Slowking or so, but I'm not sure.

I did Garchomp > Forretress. It means you lose your hazard removing, but from my little experience with the team, it really didn't affects it much. Pidgeot is the only one who takes 25% and it did fine.

Standard Tankchomp does a fine job denting Medicham and Scizor who threatens our Bird Jesus with priority. It also provides rocks and punishes spinners. 92 Spe allows it to outspeed base 70 'mons (Breloom and Bisharp, i.e.) and the rest go for bulk.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic/Fire Blast


I really encourage this change because Forretress does not adds much for the team beside hazard control. And mainly because it's another Heatran weakness - offensive variants just demolishes the team you originaly posted, which is sad. You could even test HP Ground over U-turn on Pidgeot lol, or use Dugtrio.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock


It's mainly job is rocks and trapping Heatran/Volcanion and KOing them with aid of Sash. I prefer Garchomp tho, since it is going to be there for more time during match. Dugtrio is frail and it's going to die after three movements or smtn most of time.



Now, Take this change as optional, as it's a legendary 'mon you said you didn't want to use, and changes the main core you built. But: Keldeo > Machamp :[ Keldeo is a very relevant threat in this metagame, it has great stats and access to a good movepool. I don't see many qualities in 'Champ other than it's powerful Dynamic Punch.

It should look like this, if you try it. Set is standard Specs, with HP Electric aiming for Volcanion and Azumarill.

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Good luck with team ^_^

 
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