ORAS OU Zoroark Team: Fun to Use, and very tricky haha

So far I've been on a good streak with this team. However, I'd like to hear your thoughts! Thanks in advance!! :)
Zoroark @ Focus Sash
Ability: Illusion
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Foul Play
- Counter
Zoroark tends to be the main attraction of the team. With it's unique ability Illusion,
I tend to disguise it as Gengar, Azumarill, and Victini. This has allowed me to obtain count less
KOs using counter and knock off. Sucker punch is particularly useful when finishing off focus
sashed Pokemon. Also, once you have learned of Zoroark's value, you will learn that the common
Zoroark lead doesn't apply to this team. You may disguise it as Azumarill if you can predict the
Garchomp lead and whatnot. However, there will be several times where disguising it as a
seemingly dangerous Pokemon to your opponent will be best saved for later. Focus Sash allows
Zoroark to survive attacks that would otherwise KO it.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Taunt
- Destiny Bond
Gengar is mostly used as a vital part of Zoroak's disguise. However, it also serves it's own
devious purpose with destiny bond. Taunt may be used to shut down trick rooms which may be
detrimental to the double choice scarfed Pokemon and also when predicting a set-up. This can be imperative especially if you haven't used Zoroark yet and want to preserve your sash. Sludge Wave
and shadow ball are solid STAB attacks that can be used to rack up damage so that the opponent
can be finished off by the rest of the team.

Azumarill @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Belly Drum
- Waterfall
- Play Rough
Azumarill is a ploy that can be used by Zoroark to scare off common leads such as Garchomp and Landorus-Therian. Other than being a ploy, Azumarill itself is no joke. Sporting belly drum, Azumarill can become an immediate threat all on its own.

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Quick Attack
- Fake Out
- Return
With limber as a useful way of avoiding widespread paralysis and several means for cleaning up, Lopunny serves more than just the purpose of being a disguise for Zoroark. Since most people expect fake out to be the only source of priority on this nimble Pokemon, quick attack serves as quite a surprise. Be wary of when you mega evolve since you will lose limber and your team will be left with the infamous crippling effects of paralysis. If you are sure that the opponent lacks thunder wave, however, you should mega evolve as soon as possible for you will gain significant increases in attack and speed.

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- V-create
- Final Gambit
- Fusion Bolt
Victini and Landorus can certainly tango around with each other with U-turn since they are very compatible and are powerful offensive threats. Victini also tends to be one of the major masks of Zoroark. With such a fearsome mask, Zoroak is able to throw out free knock offs, foul plays if you predict an offensive threat, and counter if the opponent attempts to physically attack.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Explosion
- U-turn
- Knock Off
- Earthquake
A useful way of putting dents in the opponent's team, and also a means of cleaning up. However, it is best not to save this set of Landorus for the end. This is especially true if the opponent has several flying or levitating Pokemon.
 
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Big Problems addresed:
a) Azu is slower than minspeed Skarmory
b) Adamant Landot gets outspeed by Mega Alakazam, +1 Adamant Zardx
c) you are using two U-turn users and you dont have Rocks and no hazard removal for Victini
d) and you NEED a hazard remover because you are using Scarf Victini with Uturn and Sash Zoroark. Victini likes to switch out alot with Uturn and you will probably take Rocky Helmet/Roughskin dmg
e) you lose to soo many threats it is incredible


Possible Solutions:
a) make Landot defensive with Rocks
b) change Victini from Scarf to the Lure set with stuff like Glaciate, Focus Blast, Energy Ball and V-Create
c) replace MLopunny with MManectric to have Voltturn with Landot
d) make a new RMT with no risk of inducing eyecancer. Use smart paragraphs and maybe some pictures of your Pokemons and before you present your team, tell us what your goal is, srs
 
Your team seems to be weak to bulky water types such as Mega Swampert and Mega Gyara after one DD. First off, I would strongly suggest replacing Zoroark with a better dark type, such as Bisharp. Bisharp is slower but gives you more ways to combat opposing fairies and mega Mane if Mega Lop dies, and makes it hard for the opponent to use defog. Zoroark relies too much on being gimmicky. Also, you have no hazard setters or hazard removal. Hazards greatly benefit Mega Lopunny. The two go together like chips and salsa. c: Also, no hazard removal means your team gets worn down very quickly, especially Victini (if you decide not to change him). You also can't really do anything for an opposing Talonflame after Lando is gone. Lando can also be worn down easily as Brave Bird will keep doing 37-45% on the switch in. If the opponent has an Azu and a Talonflame, it's pretty much over for you. Also, with no hazards Talonflame is even more dangerous, as well as the Zards.So let's try working on all of these problems now. ^^

Alright, so let's start with hazards and Talonflame. I'd suggest changing your Lando-T's set from Scarf to Defensive. This will make it a bit easier to switch into Talon. Lando pressures Talon out so you can freely set up rocks on the switch. Even if the Talon goes for the SD, you will survive and fire off a stone edge afterwards Leftovers are very important on this set to get hp back to come in against Talon even more if you fail to kill it the first time. Defensive Lando-T also helps you against Zard X as it can come in with little risk most time, because most people just DD and even if they hit you, the intimidate will make it so you only take 28-34% from Flare Blitz and 19-22.7% from dragon claw. If it goes for the DD, it was faster than you anyway, so it doesn't matter. It just got neutral attack back and still can't OHKO you, unless flare blitz crits and you came in on rocks. Only 87.5% percent, though. That's like 10% in pokemon. cx <-That was clearly a joke. This will more against Scarf Drill as well.

Next, let's look at hazard removal. I'd suggest getting rid of Victini for LO Latios. You really need hazard removal and Victini isn't that awesome anyway. Latios can still check mega Venu for your team and also add some dragon coverage, which is nice on any team (even with all these goddamn fairies). Clef (except unaware wall) and Azu can't switch into psyshock. If Clef switches in, it will be forced to recover as you can switch into this next teammate I'm about to suggest.

For my last two suggestions, I would say getting rid of Gengar for Choice Scarf Jirachi is a good idea. Scarfed Rachi can add healing wish support to help Lopunny sweep late game. It can also do 71.5-85.2% to Mega Zam with a U-turn or 2HKO it with iron head, if you end up in this situation. Rachi is a great scarfed mon with base 100 speed and the most annoying ability in the game, being Serene Grace. Jirachi can switch into moonblasts from Clef after Latios hits the psyshock. It actually happens pretty frequently, so keep that in mind. My last suggestion is changing BD Azu to CB Azu because CB Azu is great for hitting hard immediately and making it much easier for Lopunny to sweep late game. CB Azu can also help with your Excadrill problem by having a 93.8% chance to OHKO before SR and having a 100% after either SR or LO recoil on Sand Rush Drill.

After all of this, you're still pretty weak to Mega Pert in the rain. I'll mess around with some grass types on the team for a while and see if any of them work better on the team, but until then you'll have to wear it down with fake out, hazards, and sucker punch. I also noticed we have a bit of weakness to calm mind mega bro, so only because of this, I would say put Encore over Quick Attack on mega Lopunny. It will also help you deal with setup mons and stall a lot better. If I find something better, I will come back and edit this post for you. Anyway, I hope these suggestions helped your team. Have a good day.

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

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp / Zen Headbutt / Fire Punch <-- Fire Punch for Scizor and Zen Headbutt is more damage but lower accuracy and flinching chance than Heart Stamp
- Healing Wish

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Recover <-- HP Fire is in case you don't want fire punch or just more coverage
- Defog
 
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