ORAS OU Mega Manectric Spike Stacking

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I though I would give Mega Manectric a try and saw that spike stacking works well as it can add damage so Mega Manectric has KO potential.



Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Overheat
- Thunderbolt

Starting of with Manectric giving it a standard set as that is all it can really run due to it's lack of movepool. Volt Switch to give it momentum and to get chip damage. Overheat to deal with steel types and then Volt Switch out. HP Ice to deal with ground types, and the Lati twins. Last T-Bolt for an Electric move to spam.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 HP / 252 SpD / 24 Spe
Careful Nature
- Spikes
- Roost
- Brave Bird/Iron Head
- Swords Dance

Next up is the spiker. You spike up first, to help Mega Manectric, and if Mega Manectric is non-mega then it can switch in on the electric moves. It has roost to stay alive. Next is the fun part. SD to setup so that Skarm can do things. Brave Bird to beat grass types, or Iron Head to deal with Non Unaware Clef or the life orb offensive.


Bisharp @ Life Orb
Ability: Defiant
- Pursuit
- Sucker Punch
- Iron Head
- Swords Dance


Bisharp is here for Defoggers, the Latis (but mainly punish defog) and Rapid Spin Starmie. Pursuit to trap the Latis. Sucker Punch to hit faster things and stop sweepers that are non defensive setup sweepers. Iron Head to deal with fairies and a high power STAB move that doesn't require the other pokemon to attack and can't be stalled out. SD to bring Bisharps power to new levels.

Starmie @ Lum Berry
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Dazzling Gleam

Starmie is the spinner as I didn't want Exadrill as it would add another fire weakness and this covers it. It is offensive spin Starmie. Rapid spin to stop hazards. Scald is a busted move and needs no explanation. Psyshock to stop special walls to wall Starmie completely. D-Gleam to damage dragons and Kyurem-B along with Dark types.


Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 248 HP / 252 Atk / 8 SpA
Naughty Nature
- Dragon Claw
- Iron Head
- Fusion Bolt
- Ice Beam

Kyurem-Black is to break walls that Mega Manectric can't break. Dragon Claw as the main STAB move. Iron Head to it Clef hard as it KO's most sets on switch in, or pre setup. Fusion Bolt to hit bulky water types and Flying types. Ice Beam to hit Grass Types and to stop physical walls from completely walling Kyurem-Black.


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Facade

Lando-T for a volt-turn core and to be a threat to the opposing team. EQ for a stab move that can hit hard. Knock Off as a as a great Utility move that can help the other members of the team. U-turn to keep Momentum and get chip damage. Facade if you get burned and still want to do damage.
 

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