ORAS OU Prince Of Heart (A Bisharp/Gallade Core RMT)

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"The Prince is awake. Your shit is wrecked"
The Prince of Heart
Alternatively "HELP I'VE BECOME HOMESTUCK TRASH"

Team Breakdown

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

Bisharp is one half of the decent defensive core I have going for this team. He resists every type that this team is seriously weak to, resisting Dark, Ghost, Dragon, and Flying for Mega Gallade and Latias, Ice for Landorus T and Latias, Grass for Rotom and Rock for Talonflame. Other than that, he's just the standard LO Bisharp set, although he can be swapped out for a tankier build.

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Gallade-Mega @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Ice Punch
- Zen Headbutt

Ah, Mega Gallade, the unsung prince of OU. Outspeeding a good half of the metagame, he can really dish out some good damage, especially when boosted. Drain Punch is a very nice recovery move if you can take out a big portion of HP, which it usually does, while Ice Punch and Zen Headbutt are just for coverage if anyone that can counter Flying, Bug, Ground, or Grass types are KOd. Gallade can also be used as a pseudo-SDef tank if necessary, making him the other half of the Bisharp/Gallade core.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Landorus Therian is the premier defensive wall of OU alongside Rotom Wash, and it just so happens both of them are on this team in one of the premier Volt-Turn cores of OU. Lando and Rotom complement each other quite nicely, with both of them resisting each other's weaknesses decently well. I was originally deciding on a Skarmory or Mandibuzz for this spot, but since none of them had decent KO potential, I decided on this monstrous offensive tank instead.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

The ever-infuriating tank, Rotom Wash is a very versatile Pokemon if used correctly. This spooky washing machine can and will burn any hopes of a physical sweep to the ground with Will-O-Wisp, and especially so if he goes for a Volt Switch into Landorus T. Pain Split is a decent recovery option if Leftovers aren't quite working out and Hydro Pump can decently anything that's weakened enough and is weak to it, if it hits, that is.

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

The Smogonbird itself, fittingly placed in OU, has taken it's rightful place on this team. Brave Bird + Sharp Beak can really pack a punch, but if you want to be able to get the heavenly residual health regen, you can use Leftovers or if Acrobatics is used instead of Brave Bird, use no item. Swords Dance can get this bird off the ground and into a potential sweep, and Roost is one of the best moves for Talonflame because it has priority and removes the pesky Electric weakness for a turn.

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

Latias is actually a decent sweeper as well as being one of the best Defoggers in the game. Wish is a must have on this tank, because LO recoil plus the damage from the opponent can almost be fatal. This set has 0 Atk IVs so Foul Play is survivable from tougher foes. Defog is naturally on this set because Talonflame has very high demands and can not be taken down on the turn he enters. Psyshock absolutely demolishes special tanks and Draco Meteor is just sheer damage to most opponents (minus Fairies)

Importable

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

Gallade-Mega @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Ice Punch
- Zen Headbutt

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Wish
- Defog
 
Last edited:
Hey there PearlLunaris, this is a really solid team, but there's a few suggestions that I want to make to improve it.

Set Changes
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Wish-->Roost: Wish means that you have to wait 2 turns to get your healing and this can be really problematic vs threats like Thundurus-I and Keldeo that force Latias to recover its HP in order to consistently defeat them. Additionally, Latias is really going to be pressured by dark and steel types anyways, so it will be forced to switch out before it receives its healing.

Psyshock--->Psychic: Latias lacks the offensive firepower that Latias has, so it can't break through chansey in the first place and really appreciates the small Base Power increase to bolster its psychic STAB and get a lot more chip damage on key threats like Rotom-W.

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Drain Punch--->Close Combat: While the recovery from Drain Punch may look nice at first glance, the power increase from Close Combat is quite noticable and can really do a much better job sweeping at +2. Usually, Mega Gallade sets up on predicted switches as opposed to traditional setup sweepers that sweep using their bulk, so you won't be at a low amount of HP that requires recovery most of the time.

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Jolly Nature--->Adamant Nature: While Jolly nature may seem cool at first glance to be faster than base 60s and such, most Pokemon under base 70 speed usually aren't running max speed anyways and the difference in power is notable enough for you to make this change.

Life Orb---> Lum Berry: Normally, Life Orb is the most optimal item for Bisharp, but on this team lum berry is actually a lot better. Currently your team has an incredibly hard time dealing with Mega Sableye, and running lum berry sd means that you can get a swords dance vs Mega Sableye if need be and do a ton of damage to the opposing team.

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Run 44 Speed, and take EVs out of HP: Currently, belly drum Azumarill looks like it could really give your team a headache if it gets a bd off successfully, and you have Landorus-T as another blanket check to a lot of physical attackers, so running enough speed to outspeed max speed belly drum Azumarill is important, especially since you frankly don't give up that much bulk. Rotom-W is a physical attacker check, so its physical defense is more valuable to its role than its HP is. You can also run 128 speed to hop jolly bisharp if need be.

Pokemon Changes
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: As mentioned earlier, your team really struggles to deal with Mega Sableye, and Talonflame doesn't really check anything that Manaphy doesn't, so I recommend running tg rd mana over talon flame. This set lets you do v well vs msab teams and breaks down msab so that your other teammates can sweep. Also, Manaphy soft checks a lot more threats than talon if need be as it has much solid bulk. Obviously, the team gets a bit solid with the omission of talon, but you really can come through with the volturning of rotom lando coupled with the attacking power of Gallade and Bisharp.
Bisharp @Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Gallade-Mega @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Ice Punch
- Zen Headbutt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 216 HP / 252 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

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

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Rain Dance
 
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