Putting my OU Omastar analysis up with a few changes here and there as a WIP
Overview
########
########
name: Shell Smash
move 1: Shell Smash
move 2: Hydro Pump / Surf
move 3: Ice Beam
move 4: Hidden Power Grass
ability: Swift Swim / Weak Armor
item: White Herb / Life Orb
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe
Moves
========
Set Details
========
Usage Tips
========
========
########
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Hydro Pump / Scald
move 4: Ice Beam
ability: Weak Armor
item: Focus Sash
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
Moves
========
Set Details
========
Usage Tips
========
========
########
name: Defensive Hazard Setter
move 1: Spikes
move 2: Stealth Rock / Toxic Spikes
move 3: Scald
move 4: Ice Beam
ability: Shell Armor
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpA
Moves
========
Set Details
========
Usage Tips
========
========
Other Options
########
Checks & Counters
########

Overview
########
- Omastar possesses a decent base 115 Special Attack stat.
- It has access to one of the best boosting moves in the game, Shell Smash.
- Access to all forms of entry hazards bar Sticky Web
- It possesses an excellent base 125 Defense stat.
- It has good typing in conjunction with Weak Armor.
- Its access to Swift Swim makes it a potent threat in the rain.
- Rock typing allows it to resist the Normal and Flying type attacks that Gorebyss, a similar Shell Smash user, does not, while also giving it extra resistance to Fire.
- It is slow; it can be outsped by common Choice Scarf users even at +2 Speed.
- It has a massive weakness to Grass, as well as possessing common weaknesses such as Fighting, Ground, and Electric
- Its movepool is extremely small, though it gets good coverage with Hydro Pump, Ice Beam, and Surf, as well as Shell Smash as stated before
- It is weak to priority moves such as Mach Punch
########
name: Shell Smash
move 1: Shell Smash
move 2: Hydro Pump / Surf
move 3: Ice Beam
move 4: Hidden Power Grass
ability: Swift Swim / Weak Armor
item: White Herb / Life Orb
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe
Moves
========
- Access to godly boosting move Shell Smash turns Omastar into a dangerous boosting sweeper
- Surf is more reliable than Hydro Pump, but it loses out on some KOs on tanks such as Mega Aggron at max HP
- Ice Beam is a great coverage move to hit Grass-types
- Though Hidden Power got nerfed, Hidden Power Grass is still a vital coverage move to have if it wishes to hit opposing Water-types
- Earth Power can be used to get past Empoleon and other Steels
Set Details
========
- Timid allows it to outpace neutral base 100 Speed Scarfers, though Modest is preferred for extra power
- White Herb allows it to keep its defenses, which is the ideal item for a mid- or late-game sweep, and also because Omastar is slow
- Life Orb can be used to give extra power and allow Omastar to do some immediate damage before setting up
- Lum Berry prevents it from being paralyzed or otherwise statused, allowing it to continue its sweep and not be crippled
Usage Tips
========
- If using Weak Armor, use Omastar's great defense to its advantage to switch in on a multitude of physical Fire-type moves.
- Shell Smash Omastar can be a serious threat if used right, but it usually only has one shot to pull off a sweep so make sure that checks and counters are either eliminated or seriously weakened before bringing it in
- Make sure specially defensive Pokemon like Snorlax are seriously weakened, while Choice Scarf users faster than Omastar or priority users that could be a threat should be eliminated altogether unless they are weak enough to die on the switch to hazards or they could easily come in and ruin your day
- Bring Omastar in on a Fire-, Flying-, or Rock-type such as Darmanitan when checks and counters are gone or severely weakened and profit
- Though it is quite a gambit, if you bring in Omastar a little early, instead of setting up, you could try to score a hit on a check or counter on the switch and switch out to sweep later
========
- A Fire-type teammate such as Darmanitan or Victini is extremely useful for getting rid of Grass-types.
- A hazard setter is useful for any sweeper to turn quite a few 2HKOs into OHKOs - Omastar is no exception
- If using Swift Swim, be sure to have a Rain Dance user on the team to take advantage of it
- Omastar has trouble with many special walls, so strong physical attackers like Darmanitan can be used to get rid of them. Some of the top-tier special walls, such as Snorlax and Porygon2, are weak to Fighting, so having one like Mienshao is also useful.
########
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Hydro Pump / Scald
move 4: Ice Beam
ability: Weak Armor
item: Focus Sash
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
Moves
========
- Stealth Rock is easier to set up and tends to do more immediate damage in a single turn of setup
- Spikes can stack on top of Stealth Rock to do even more damage, especially to Pokemon who resist Stealth Rock
- Hydro Pump is Omastar's most reliable STAB
- Scald is more reliable than Hydro Pump and despite being weaker, its nifty burn rate could potentially cripple common defoggers like Crobat
- Ice Beam for coverage against things that resist Hydro Pump, especially for super-effective coverage against Grass-types
Set Details
========
- Weak Armor to increase Speed after every hit
- Focus Sash to set up an extra layer of hazards or to at least get something down in case something that would usually OHKO hits you
- Nature and Speed EVs maximize Omastar's capability to set up hazards as fast and as much as possible
- Special Attack EVs increase Omastar's damage output in case it has hazards all set or it needs to hit something
Usage Tips
========
- Set up as much hazards as possible and die lmfao
- Set up Stealth Rock first because it does more damage to more things and only requires one turn of setup; especially good for the many Fire-types that roam UU
- Spikes comes next; set up as many layers as possible
- If somehow Omastar is still alive after setting up hazards, attack stuff
- If an opportunity arises where Omastar can do heavy damage to something that can otherwise threaten the team, don't hesitate to attack.
========
- Spinblocker
- Sweepers / wallbreakers to take advantage of the many hazards on the field
########
name: Defensive Hazard Setter
move 1: Spikes
move 2: Stealth Rock / Toxic Spikes
move 3: Scald
move 4: Ice Beam
ability: Shell Armor
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpA
Moves
========
- Stealth Rock is again the most important hazard in the game
- Toxic Spikes can be used if there is another SR setter on the team
- Spikes to lay down in addition to Stealth Rock
- Scald to potentially burn physically offensive threats
- Ice Beam for coverage - especially against Grass-types
Set Details
========
- EVs and nature maximize physical defense
- Leftovers for passive recovery
- Mental Herb can be used to bypass Taunt
- Rocky Helmet can also be used to punish physical attackers
- Shell Armor to avoid nasty critical hits, as well as the other two abilities being relatively useless for a defensive set like this
Usage Tips
========
- Usually better to use mid-game since Omastar can be taunted easily early-game with its poor Speed stat
- If using Stealth Rock, it should be the first hazard set up due to its ability to wear down more things and only requiring a single turn of setup
- If there are no Poison-types and no hazard control on the other team, get two layers of Toxic Spikes down ASAP if using it. This is especially useful for wearing down more bulky / stall teams if they lack a way to remove them.
- Set up Spikes after Stealth Rock or first if opponent seems to be able to easily remove Toxic Spikes
- This is not a suicide lead, and should not be treated as such. Switch it out if it is in immediate danger, unless its HP is so low that it can only be used as fodder.
========
- A fast Taunt user to allow Omastar to set up hazards without being Taunted itself
- Special wall to cover its base 70 Special Defense
- Grass / Poison types like Roserade and Amoonguss resist Electric, Grass, and Fighting and are able to threaten Grass-types with Poison STAB
- Grass-types in general, as well as Rotom-H, also resist Grass and Electric
- Spinblockers are immune to Fighting and can block Rapid Spin. Chandelure also resists Grass
- Sweepers / wallbreakers to take advantage of hazard support
- Something to take care of Mega Blastoise, since it can spin hazards and beat Omastar 1v1
Other Options
########
- Earth Power
- Ancient Power secondary STAB
- Knock Off (especially for defensive spikes)
Checks & Counters
########
- Choice Scarf users (Mienshao, etc.)
- Special walls (Assault Vest Snorlax and/or Snorlax, Porygon2)
- Grass-types
- Bulky Water-types
Last edited: