ORAS OU Trying to make Volcarona relevant again

Hello there.
I'm not a heavy competitive player but I play mostly for fun.
I vacuuming the moment before Oras come out and still wondering if my bro still relevant with Talonflame flying around in OU.

So here's my team.

Volcarona (F) @ Lum Berry
Ability: Flame Body
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe > 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Quiver Dance
- Will-O-Wisp
- Fiery Dance
Like I said before, My core team is volcarona.
Ev spread coming from smogon analysis because I think I don't need spend more speed since I will set up a quiver anyway. I try to safely bring it in to safely set up.
WoW come in my mind to scare any physical sweeper who resist both move try to enter and kill it.
Fiery dance picked over fire blast just because accuracy and love that boost chance.


Starmie @ Sitrus Berry > Expert Belt
Ability: Natural Cure > Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt > Psyshock
- Rapid Spin
- Surf > Scald
- Ice Beam
Picked because smogon analysis for rapid spinner and stated that they cover their weakness each other.
Mostly heatran and other bulky water. Should I replace my Ice beam ? My item ?


Conkeldurr (M) @ Assault Vest > Life Orb
Ability: Guts
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Need any fighting type for chansey blissey and fighting stab but also bulky.
Should I put both mach and drain punch ?

>


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Pursuit
The reason to pick this is to scare and pursuit trap lati@s.
Ev spread for taking special attack but wonder if I should hold assault vest instead.
And then, maybe I should move my rock setter to other pokemon too.
Anyway still hesitate to put Ttar and mega slot.


Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Temporary until I found better teammate

>

Granbull (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk
Adamant Nature
- Play Rough
- Earthquake
- Heal Bell
- Roar
Cleric fairy type to soften physical attacker.
But mostly don't have any use beside roar and intimidate.
Maybe I should pick another pokemon ?

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Flamethrower
- Calm Mind
Replacing phaser and dragon slayer.
Throw in Thunder wave rather than moonlight.
Still unsure though.


Milotic (F) @ Rocky Helmet
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
IVs: 0 Atk
- Icy Wind
- Sleep Talk
- Rest
- Scald
Only to make fun of physical attacker who got burned or intimidated yet still want to attacking.
Okay, just kidding. I want put Milotic as my second favourite pokemon.
And water/ice type move switch in.

Hmm, what else...
Okay, I don't know much about current meta trending since I'm on the low bottom.
thus I dont know what kind of threat other than on the paper.

I will appreciate any advice to improve my team.
 
Last edited:
Few suggestions:

Volcarona: If you're planning on just setting up quiver dance then i suggest maxing speed since you will just die anyway if you're hit by a supereffective attack, and more speed means you outspeed most of the pokemon in the tier. Bug Buzz > Will-o-wisp. You don't need status you need this pokemon to sweep. Due to its already bad defense will-o-wisp isnt gonna help you if you use it with this pokemon. :)

Starmie: Scald > Surf. Do not pass up the chance for burn, scald is a really incredible move. Psyshock > Thunderbolt. Use this to counter bulky fighting types, stab is also good. Analytic > Natural Cure. Sure status removal is good but analytic is a good boost to your attacks when a pokemon is switching in. Try to run a Life orb or Leftovers, whatever you find more useful, I'd suggest LO tho.

Conkeldurr: Well as I've seen in another RMT post AV conkeldurr is less usable compared to LO Conkeldurr. So try running Life orb. Drain punch regens your hp anyways. IDK but just choose b/w Thunder punch or Ice punch. Whichever you need. The set included here uses Flame orb to burn Conk which triggers Guts. Anyways just saying AV is bad.

These three are good to go, I have suggestions for the other three pokemon since Mega-Tar's sand will damage everyone except him, and Milotic and Granbull have much better replacements i guess.

Ferrothorn: Simple, put a rocky helmet on this guy, bait one of your pokemon, switch in, damage enemy, set rocks and seed, switch out. Max defenses ensure longer phys damage soaking. Toxic for pesky dancers. Gyro ball for fairies which are adamant in ou.

Clefable: Ah the soon-to-be-uber fairy bitch. JK sorry. Classic switch in to dragon types and to soak up boosted attacks. Unaware makes fun of boosted pokemon as long as they dont hit hard physically and try to avoid steel (duh haha). Calm mind for setup, moonblast is good stab. Moonlight for reliable recovery if your leftovers is knocked off. Flamethrower to catch steel types on switch in.

Pinsir-Mega: Since you will really try to remove rocks, why not add this guy on. This also appreciates hazard removal and is fantastic late game sweeper. Dunno about this but flying typing avoids earthquake which rekts your team, and priority attack in Quick Attack is always welcome. EQ is for coverage and a +2 quick attack from this hits like a truck.


Hope my insights were helpful.

Here is an importable

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Psyshock
- Rapid Spin

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Thunder Punch
- Mach Punch
- Knock Off

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Toxic
- Gyro Ball
- Stealth Rock

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Flamethrower
- Calm Mind

Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance
 
Instead of Mega Tyranitar you should try Mega Diancie as it appreciates Volcarona's ability to remove Steel and Grass-types for it, while being able to stop Talonflame for it. Lasty replace Granbull with Defensive Landorus-T as you need stealth rocks again and it works as a great check to Mega Charizard and other physical attackers that threaten your team.
Ah, I thought analytical only work when both attacking. And since starmie already has good speed, I always think it often go first.
Will replace the surf for scald.
Should I put expert belt in Starmie ? It's not funny to cripple my self from life orb drawback when i just want to rapid spin.

Might try Mega diancie.
And about Landorus, I just plainly hate it.

Few suggestions:
These three are good to go, I have suggestions for the other three pokemon since Mega-Tar's sand will damage everyone except him, and Milotic and Granbull have much better replacements i guess.

Ferrothorn: Simple, put a rocky helmet on this guy, bait one of your pokemon, switch in, damage enemy, set rocks and seed, switch out. Max defenses ensure longer phys damage soaking. Toxic for pesky dancers. Gyro ball for fairies which are adamant in ou.

Clefable: Ah the soon-to-be-uber fairy bitch. JK sorry. Classic switch in to dragon types and to soak up boosted attacks. Unaware makes fun of boosted pokemon as long as they dont hit hard physically and try to avoid steel (duh haha). Calm mind for setup, moonblast is good stab. Moonlight for reliable recovery if your leftovers is knocked off. Flamethrower to catch steel types on switch in.

Pinsir-Mega: Since you will really try to remove rocks, why not add this guy on. This also appreciates hazard removal and is fantastic late game sweeper. Dunno about this but flying typing avoids earthquake which rekts your team, and priority attack in Quick Attack is always welcome. EQ is for coverage and a +2 quick attack from this hits like a truck.
I think I make a mistake when I said put WoW in volcarona.
When I planning to set up but a check or counter (not counting fire type) still exist, I could bait to WoW on the face and then switch out.
Bug buzz has good damage and boosted by stab. But I think its only work lati@s.
And fire blast with flaw accuracy will make me think twice.

How often I need thunderpunch as coverage ? just curious.
Will use life orb but keep the guts. I just dont want burn stop my conk.

Say I want to replace moonlight, any better advice ? Coverage, status, or some other tricky move ?

Both Mega Pinsir and Mega diancie tempting me.
But I think I dont need two setup sweeper.

Thanks for the suggestion
This really improve my team a lot.
 
Few suggestions:

Volcarona: If you're planning on just setting up quiver dance then i suggest maxing speed since you will just die anyway if you're hit by a supereffective attack, and more speed means you outspeed most of the pokemon in the tier. Bug Buzz > Will-o-wisp. You don't need status you need this pokemon to sweep. Due to its already bad defense will-o-wisp isnt gonna help you if you use it with this pokemon. :)

Starmie: Scald > Surf. Do not pass up the chance for burn, scald is a really incredible move. Psyshock > Thunderbolt. Use this to counter bulky fighting types, stab is also good. Analytic > Natural Cure. Sure status removal is good but analytic is a good boost to your attacks when a pokemon is switching in. Try to run a Life orb or Leftovers, whatever you find more useful, I'd suggest LO tho.

Conkeldurr: Well as I've seen in another RMT post AV conkeldurr is less usable compared to LO Conkeldurr. So try running Life orb. Drain punch regens your hp anyways. IDK but just choose b/w Thunder punch or Ice punch. Whichever you need. The set included here uses Flame orb to burn Conk which triggers Guts. Anyways just saying AV is bad.

These three are good to go, I have suggestions for the other three pokemon since Mega-Tar's sand will damage everyone except him, and Milotic and Granbull have much better replacements i guess.

Ferrothorn: Simple, put a rocky helmet on this guy, bait one of your pokemon, switch in, damage enemy, set rocks and seed, switch out. Max defenses ensure longer phys damage soaking. Toxic for pesky dancers. Gyro ball for fairies which are adamant in ou.

Clefable: Ah the soon-to-be-uber fairy bitch. JK sorry. Classic switch in to dragon types and to soak up boosted attacks. Unaware makes fun of boosted pokemon as long as they dont hit hard physically and try to avoid steel (duh haha). Calm mind for setup, moonblast is good stab. Moonlight for reliable recovery if your leftovers is knocked off. Flamethrower to catch steel types on switch in.

Pinsir-Mega: Since you will really try to remove rocks, why not add this guy on. This also appreciates hazard removal and is fantastic late game sweeper. Dunno about this but flying typing avoids earthquake which rekts your team, and priority attack in Quick Attack is always welcome. EQ is for coverage and a +2 quick attack from this hits like a truck.


Hope my insights were helpful.

Here is an importable

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Psyshock
- Rapid Spin

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Thunder Punch
- Mach Punch
- Knock Off

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Toxic
- Gyro Ball
- Stealth Rock

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Flamethrower
- Calm Mind

Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance

^ These changes are not to be used as you are then 6-0'd by Talonflame, Please don't rate until you have experience in the tier.


Anyways my turn: A Diancie+Volcorona core is very effective at keeping offensive setters from getting rocks up on your side of the field and handles Talonflame well, Volcorona's spread gives it a Life orb Number (Divisible by 10), Defensive Starmie lets you have a reliable check to Keldeo who can spin throughout the game, and AV Conkelder IS good and gives you another status sponge who is able to remove items and come in on Heatran easily and start punching holes. Seconding KidMagic, Landorus is a much needed ground immunity needed for this team to succeed with nice Stealt Rock and U-Turn support.
To round this off Just finish it with a Volt Switch user to help gain momentum as well as help weaken physical attackers such as Azumarill

Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Volcarona (F) @ Life Orb
Ability: Flame Body
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Bug Buzz
- Quiver Dance
- Giga Drain

Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock- Scald
- Rapid Spin
- Recover

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 232 SpD / 20 Spe
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

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

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
 
^ These changes are not to be used as you are then 6-0'd by Talonflame, Please don't rate until you have experience in the tier.


Anyways my turn: A Diancie+Volcorona core is very effective at keeping offensive setters from getting rocks up on your side of the field and handles Talonflame well, Volcorona's spread gives it a Life orb Number (Divisible by 10), Defensive Starmie lets you have a reliable check to Keldeo who can spin throughout the game, and AV Conkelder IS good and gives you another status sponge who is able to remove items and come in on Heatran easily and start punching holes. Seconding KidMagic, Landorus is a much needed ground immunity needed for this team to succeed with nice Stealt Rock and U-Turn support.
To round this off Just finish it with a Volt Switch user to help gain momentum as well as help weaken physical attackers such as Azumarill

Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Volcarona (F) @ Life Orb
Ability: Flame Body
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Bug Buzz
- Quiver Dance
- Giga Drain

Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock- Scald
- Rapid Spin
- Recover

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 232 SpD / 20 Spe
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-Turn
- Stealth Rock

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
Just thought of that and AV conk in my defense is subpar really to LO conk. Just my opinion tho.
Yeah thought about it and Talon really rapes the team, sorry didnt realize. U-turn and Volt-switch is good too for momentum. Moonlight > Twave on clef tho.
I will be trying this team myself. Sorry if my ignorance has bugged you. Peace! :)
 
ng offensive setters from getting rocks up on your side of the field and handles Talonflame well, Volcorona's spread gives it a Life orb Number (Divisible by 10), Defensive Starmie lets you have a reliable check to Keldeo who can spin throughout the game, and AV Conkelder IS good and gives you another status sponge who is able to remove items and come in on Heatran easily and start punching holes. Seconding KidMagic, Landorus is a much needed ground immunity needed for this team to succeed with nice Stealt Rock and U-Turn support.
To round this off Just finish it with a Volt Switch user to help gain momentum as well as help weaken physical attackers such as Azumarill

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

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
Thanks for the suggestion.
I also thinking change starmie role from offensive to more supportive.
And Ev spread for conk also apreciated.
But I dont like these two and suggested by edward to have defensive/specially defensive chomp.
Have good suggestion for the spread or the 6th mon ?
 
But I dont like these two and suggested by edward to have defensive/specially defensive chomp.
Who is Edward? You really need a ground immunity on this team due to Volcorona and Diancie as most ground types have a rock move, landorus fits best and you kinda have a lot of flexibility with the last mon, but it should have a nice utility that your team doesn't currently have such as: Priority, Volt Switch, Water Immunity or Status. The reason I recomended Rotom was to stop Azumarill from steamrolling your team from a +6 Aqua Jet.
 

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