ORAS OU The Calm Mind Before The Storm (Mega Slowbro Balance) (Currently 1709)

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Hi, welcome to my first OU RMT. This is a team I built with no real expectations of performing well, and all the laddering I've done with it has been very casual, but it's risen up pretty well, and has performed better than nearly every other team I have built. It's also important to mention, I'm not an amazing player, so I feel that this team's success is largely due to the team itself as opposed to my skill.
Anyhow, this team was made because I wanted to use Mega Slowbro, and while it is a good mon, I find it needs a reasonable amount of support to flourish. In the majority of games, it comes down to Clef and Slowbro calm minding then sweeping through as much of the opposing team as possible, with the remainder of the team being used to weaken the opponent early game or clean up after the Clef/Bro setup.

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I started with Mega Slowbro, because it is a pokemon I love using, and wanted to build a team around it. The standard CM set is what I'm most accustomed to, and so that's how this team got started. Mega Slowbro, whilst bulky and very powerful once set up, is slow and has a few critical weaknesses, in the form of strong special attackers, status and grass, dark, bug and electric attacks.

To cover the weaknesses to electric and bug, and weaken physical attackers, Landorus was chosen. Lando adds the ability to get rocks up, a couple of nice immunities and some switch initiative.

For Slowbro's dark weakness and status weakness, Clefable seemed perfect. Running 2 bulky calm mind pokemon might seem a bit extreme, as it leaves one with two slow special attackers, but the pair match up well against each other's weaknesses, and once set up can break through nearly anything.

The team at this point was rather weak to Scizor and Ferrothorn, so Magnezone was added. It also handily provides a poison immunity and a resistance to grass.

The team needed a fast pokemon capable of beating Dark types, Serperior, Gengar and the Lati twins, all of which were somewhat problematic for the team, and Weavile fits this niche well. Ice type attacks and the utility of knock off are also great in the current metagame, and for this team, Weavile has little drawback.

Breloom is the last member, offering a great antilead, a solid response to unaware pokemon, a way to stop set up sweeping and a way to beat Talon and ZardY, if its sash is intact.

This team has some overall type weaknesses, with more fire and fairy weaknesses than resists, but the solidity of Slowbro as a fire check, and Landorus as an answer to physical fire attacks somewhat negates this for me. Fairy types are more of an issue, but if Clef or Slowbro can set up then most fairy types can be beaten

Team Analysis
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LUFTPANTHER (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

A pretty boring standard Landorus T bulky set, being used to set up rocks if I can, and as my primary check to strong physical attackers and electric types. Lando's solid base attack, even uninvested is nice for applying some pressure, and with U-Turn, I get some nice switch initiative and scouting. The lowered speed IV lets me underspeed other Landorus-Ts with the U-Turn, so I can switch after they U-Turn, and react appropriately to what they have in. Chosen over garchomp as a better Excadrill check, and a ground immunity, to help stop other Landoruses.

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PureRage (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

The best pokemon in OU by many people's reckoning, and I'm not going to disagree. Bold and Life orb is not that common a set, and probably seems kind of odd, given the standard set has EVs tailored for specific threats, but I find that most of the time, if the opponent's threats to Clef are special attackers I often have the chance to CM up, or T-Wave, and the physical threats I like having more defence to handle. Life orb gives this thing a pretty remarkable increase in power when it sets up, allowing it to better handle its walls, like SpDef Talonflame and Chansey. Yellow magic needs no explanation I'm sure. Magic Guard is helpful in giving the team a status absorber, which is super helpful to Slowbro. Overall, I feel like this thing puts in insane amounts of work in most matches, often taking down 3 or 4 of the opponents pokemon late game.

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BeyBlade (Slowbro-Mega) (M) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

The main focus of the team; Mega Bro acts as a pretty solid wall to a large amount of the metagame, and CM lets it increase bulk to the point where it ends up near unkillable. Regenerator is for mid game switches to keep slowbro healthy, and use it as an early game scout and pivot. The spread is standard and tries to max out the bulk in both stats as best as possible. Not much else to say about that really. I did run Iron Defence over Psyshock earlier in the team's run, but after encountering a few Volcanion and Chansey on ladder, I decided Psyshock might be better.

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Rex & Weevil (Weavile) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick

Some much needed speed on this team. Able to beat Torn-T, the Lati Twins, Tyranitar and Bisharp, all of which were pretty nasty threats to the team, at least when the above pokemon have yet to set up. Beating other pokemon which are less threatening, like Garchomp and Breloom is still nice, and if it makes it to late game, it cleans up pretty nicely. I prefer Low Kick to Pursuit 95% of the time, and given the threats to this team it definitely seems like the right choice.

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Breluke (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Tomb
- Mach Punch
- Bullet Seed
- Spore

I love this little mushroom dinosaur. A pretty common lead for the team, being able to sleep a lot of the metagames common leads, and against the fairly common Rotom-W lead, often picking up a KO. The sash rock tomb set is the one I use most often and play best with, and I love the guaranteed survival and KO against ZardY and Talon, and the ability to lower speed on pokemon like Latios is handy too. Also acts as a deterrent for TTar and Bisharp, two major threats to the team.

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Fridge Magnet (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Magnezone is here to trap pokemon like Scizor and Bisharp which are offensive threats to the Slowbro/Clef Duo, and adds some speed for revenging some mid speed tier pokemon. Ferrothorn, a defensive threat to the team is pretty solidly 2HKOed by the HP fire, and is the last part of Magnezone's job. Once this thing and Breloom have done their jobs, the game should hopefully be quite clear for Slowbro and Clefable to set up and win the game.

The Gameplan:

I know having aa specific gameplan that you use every game isn't the best plan, so this isnt a hard, fixed plan, but for most games, they play out as follows; Lead with Breloom, and sleep the opponent's lead or whatever they switch to. If Breloom looks necessary for the late game, switch into whatever has the best match up against what they'll switch into, and carry on switching and attacking until the opposing team is weakened. I set up rocks when it's possible, but I often don't prioritise it. When the opponent is in a weakened pokemon, like -2 Latios, bring in slowbro or Clefable, and set up,and knock out as many pokemon as possible. When the two set up mons are gone, clean up with weavile or magnezone.

Threats to the Team:

-Strong Dark Types with any coverage to beat Clefable, late game: Banded Tyranitar and Bisharp threaten this team's general playstyle quite badly, being able to 2HKO both of them fairly reliably (Bisharp only 2HKOs Slowbro after its set up, or if Bro is weakened, but Slowbro only 2HKOs Bisharp, so if Bisharp gets set up before slowbro can hit it, or slowbro is damaged, it's a difficult win), and this is a problem in the later stages of the game when Breloom is gone and weavile is weakened.

-Volcarona: I've only encountered one, but if it can set up, the game is probably lost. Fire Bug special attacks hits most of the team super effectively, and all of the team neutrally or better. This is a situation where rocks must be up

Hazard Stack teams: As you may or may not have noticed, this team has no hazard control. For the most part, it hasn't been a problem, with only 1 rock weak pokemon, and a hazard immune pokemon. However Hazard Stackers, especially the combination of spikes and T-Spikes has been very annoying, weakening everything except Landorus and Clefable. I really don't know how to handle this to be honest; I like the synergy of the team as it is, and I can't think of any hazard removers which will have the same typings and roles on the team. Any suggestions would be appreciated, though at this point i feel as though the team will just have to remain without Hazard removal.

-ZardY: one of the best wallbreakers in OU, this thing is able to decimate the team, OHKOing a lot of the team, and not being ohkoed in return by my team. It usually has to be played around until sun is gone and Slowbro is free to set up, or use weavile and Magnezone to KO it, sacrificing one in the process.

-Unaware Pokemon: Because the team relies quite heavily on late game set up to win, unaware pokemon like Quagsire and Clefable can be problematic, walling and stalling my pokemon quite hard, given the lack of volatile status on my team. The team ends up relying on Breloom, but it's such a predictable mon, and is so frail that it often doesn't live long enough to stop them.

I can't think what other threats there were from memory, though I'm sure there are others.

Anyhow, feel free to analyse and play with the team, and any feedback will be appreciated

Also, sorry for the cliche title

LUFTPANTHER (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

PureRage (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

BeyBlade (Slowbro-Mega) (M) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

Rex & Weevil (Weavile) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick

Breluke (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Tomb
- Mach Punch
- Bullet Seed
- Spore

Fridge Magnet (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
 
Hi. Nice team you've got!

It was nice that you already provided a threatlist, thus I shall work on it.

Here are my suggestions:

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Keldeo > Magnezone
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You chose Magnezone to beat offensive threats to Slowbro and Clef such as MZor and Bisharp. However, Keldeo does the same thing and gives you a good water spammer which your team appreciates greatly to wear down the threats to your team. It is also a good Dark check, one that you need pretty badly. I chose its Specs set for the much-needed power. Rotom-W does annoy your team so you might want to consider Focus Blast to surprise it.

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Pursuit > Low Kick
Now that you have got Keldeo, the fighting coverage isn't too needed. Pursuit is extremely useful in that it traps major threats to your team, such as Torn-T and Gengar. Keldeo really appreciates Pursuit support too. Here are some Pursuit calcs that you might like:
These are 80 BP Pursuit calcs vs threats to your team

252 Atk Life Orb Weavile Pursuit vs. 96 HP / 0- Def Tornadus-T: 216-255 (66.8 - 78.9%) -- 31.3% chance to OHKO after Stealth Rock

252 Atk Life Orb Weavile Pursuit vs. 0 HP / 0 Def Gengar: 486-577 (187.6 - 222.7%) -- guaranteed OHKO

252 Atk Life Orb Weavile Pursuit vs. 252 HP / 0 Def Starmie: 369-437 (113.8 - 134.8%) -- guaranteed OHKO

252 Atk Life Orb Weavile Pursuit vs. 16 HP / 8 Def Gardevoir: 226-266 (80.4 - 94.6%) -- 56.3% chance to OHKO after Stealth Rock

252 Atk Life Orb Weavile Pursuit vs. 0 HP / 4 Def Latios: 385-455 (128.7 - 152.1%) -- guaranteed OHKO
In short, Pursuit benefits your team more than Low Kick does.

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Heatran > Breloom
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Now that you lack a Steel, I think Heatran is a nice replacement for Breloom. It checks quite a few threats that you mentioned, so it should be helpful. Also, Breloom doesn't do too much for your team and you have Fighting STAB in Keldeo now. I considered Rachi over it at first but your lack of Fire switch-ins discouraged me from doing so. I chose the Stallbreaker set as I felt that it helped your team the most and partly because you have rocks in the form of Lando-T already. With the Stallbreaker set, you now have an excellent way to deal with Stall while being a soft check to several Fairies and Dragons.

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252 HP / 172 Def / 84 SpD Calm > your set; Lefties > LO
You already have Slowbro to take physical hits so that bold set isn't needed. Also, you have got a proper Stallbreaker in Heatran so I don't think LO is necessary. It also takes some special hits better such as Zard Y's Flamethrower. Another important thing it does is that it takes Psychic better from MZam. MZam is a pretty big threat to your team as far as possible you want to come in and force it out or cripple it.

252 SpA Mega Alakazam Psychic vs. 248 HP / 0 SpD Clefable: 202-238 (51.3 - 60.5%) -- 91.4% chance to 2HKO after Leftovers recovery

252 SpA Mega Alakazam Psychic vs. 252 HP / 84+ SpD Clefable: 168-198 (42.6 - 50.2%) -- guaranteed 3HKO after Leftovers recovery

Here are the sets:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast / Icy Wind

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
Try to keep Rocks up as much as possible if your opponent has a Zard Y. Your team has plenty of things that can revenge kill it once it drops to 50%. Strong waters still threaten the team a little, so make sure you play cautiously against them. Torn-T is also a threat so get rid of it asap.
Balance generally struggles against these few mons, but it's not difficult to beat them with some good plays!

And with that, I'm done with my rate. Hope I helped, and have a nice day!
 
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yo interesting team you've got here. your team is really interesting to say the least since it's like a 3 fat mons 3 incredibly offensive mons kinda team. idk how to feel about it tho honestly. im glad that it got you quite far up the ladder but i feel that mixing the archetypes of teams together to produce a mishmash of a weird team, then proceed to call it a balanced squad is a bit of stretch. idk could just be me but hey it got you quite far up on the ladder! [: im probably going to put in a bit of my own opinions and twist into the team.

first off, you have no hazard control and you have effectively two mons weak to hazards. i understand you have little issues about it but i don't think it's optimal to use weavile + sash loom on a balanced team without hazard controls. i honestly think that if you wanted to deal with zard y , talon , lati , bisharp, i rather you used a straight out switch in rather than a situational check that can only thrive mostly as a lead. echoing the rater above, i'm going to suggest running fast taunt toxic tran over loom. yes, for sure you'll miss effectively removing one mon from the game due to sleep but tran with lefties taunt can not only help you deal with the stall matchup a lot easier but also helps deal with what loom was meant to "deal" with by tackling them effectively. if you rly want a surefire zard y killer, then use stone edge over tox although it's kinda meh at best imo. also this change allows for you to deal with mons like quagsire easily since you can tox them and aggresively taunt them whenever you need to.

next, since you already have a bish , msciz and a volc check in the form of tran, we now need to deal with your ever looming problem of needing a dark check. for this, as unconventional as it is, i suggest running scarf terrak over magnezone. this is because you already have an issue with specs kou and fast electrics in general. tran can certainly live a hit but you might need it for later so having something fast and that can resist dark types in general is pretty good for your team. this also reduces your likelihood of losing to +1 volc and torn-t at the cost of praying to whichever pokegod you believe in that stone edge doesn't fall a bit to the left. not only that but this change also gives you a stronger faster revenge killer that can clean up teams should mbro fail to break the opposing team.

lastly, i think that the clef set can easily be reoptimised. running 252 HP / 236 Def / 16 SpD / 4 Spe with lefties and twave cm allows you to always win the cm war against opposing clefables as well as being optimised to switch in on more physically oriented mons such as lando's and chomp's eq as well as living random pjabs from mons with much more relative ease. if you really really want a unaware breaker and don't mind losing twave, running the og stored power set on clef actually ensures that you never ever lose to unaware mons but at the cost of you losing the most ridiculously aids and disgusting move in the game momentum gaining move in the game. Also, weavile with pursuit is much more effective on this team as it helps to ease predictions from all directions.

hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/
 
Hi! Your team is actually solid, but like you said it has some threats that im gonna try to fix.

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Heatran >
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Magnezone:
Like everyone here said, you need Heatran in your team. It still beats steel types like M-Scizor, Ferrothorn, Skarmory and Bisharp 1v1. I decided to go with stealth rock, taunt, lava plume and stone edge. Stone Edge is there because you're using this as your M-Charizard Y and Volcarona check, if you're going to use it for those mons you should at least have something to hit them.

  • 0- Atk Heatran Stone Edge vs. 0 HP / 0 Def Mega Charizard Y: 292-344 (98.3 - 115.8%) -- 81.3% chance to OHKO
  • 0- Atk Heatran Stone Edge vs. 72 HP / 0 Def Volcarona: 340-400 (103.3 - 121.5%) -- guaranteed OHKO
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Scarf > Defensive:
Since you have Heatran as your rocker and without Magnezone you lack speed control, I decided to go with Scarf Landorus. This takes off pressure from Slowbro because it's another check to Excadrill, M-Zard X and M-Lopunny. And it works as a revenge killer for fast mons like M-Manectric, Tornadus-T, Tyranitar, etc.
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Tangrowth >
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Breloom:
Breloom wasn't doing much for your team aside from Spore support. I wanted to go with Rocky Helmet Tang because it's still completes the FWG core and you have Sleep Powder which is like Spore but with less accuracy. Tangrowth while not the best it still checks Bisharp, you get chip damage on it before it Knocks Off and you're able to 2HKO with HP Fire. This is also a Breloom check, something that was annoying for your team.

That's it for my rate. Tornadus-T can be an issue for this team, you have Landorus to revenge kill it but you don't have good switch-ins. I added RH Tang as a soft check to Bisharp but like every team, you'll have to keep your checks healthy (tang and heatran) so you don't have a bad time with it. You still don't have hazard removal but if I added something like Starmie or Latios your team would change a lot. I hope you like the changes, have fun!


LUFTPANTHER (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

PureRage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

BeyBlade (Slowbro-Mega) (M) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

Rex & Weevil (Weavile) @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder
- Knock Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Taunt
- Stealth Rock
- Stone Edge
 
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Any replays? I like to see your game plan in action, and Mega Slowbro is somewhat rare so replays would be interesting. Not that I'm likely to offer any constructive criticism as a result, but I'd still appreciate it.
 
Any replays? I like to see your game plan in action, and Mega Slowbro is somewhat rare so replays would be interesting. Not that I'm likely to offer any constructive criticism as a result, but I'd still appreciate it.
I'll play some more with the team later, and try some of these changes and I'll post a couple of replays

Edit: not got any great matches so far, and i forgot to get replays for most of them, but here's two, though they dont show off the team amazingly:
http://replay.pokemonshowdown.com/ou-405138815
http://replay.pokemonshowdown.com/ou-405144075
Also the team is now sitting at 1779, though im going to carry on trying to climb. will test variants of the team on another account
 
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