Impetus
To begin with, I have not long since returned from a 3 week holiday. Due to this, my standard of competitive play has dropped dramatically, so recently I have resorted to using balanced teams as they are easier to get to grips with, and are quite reliable, although during laddering, it consitantly come back with diminishing returns over time so I took a break from laddering.
Since this, I decided to have a go with my very first hyper offence team which is mediocre at best just to screw around a little. Every game I won from then ended at 5-0 or 6-0, as opposed to 1-0 or 2-0. I was amazed by this, although it required a fair amount of prediction (or luck as I call it) to win consistently. Because of this, I decided to create an offence team, with aspects leaning toward hyper offence, while still keeping some defensive aspects in it, trying to minimise the amount of prediction, or luck, needed to win, and rather rely on thinking... the best way to do this was through U-Turn/Volt Switch, as this allowed me to scout out my opponents move, whilst attaining a free switch in retaliation to your opponents next move. This puts pressure on your opponent, builds momentum for your team, and is not reliant on luck.
The first thing that came to mind for me was the Rotom-W/Scizor core, and this is where I began
Team Building Process
==Coming Soon==
Rotom-W @ Choice Specs
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Fire]
This is your typical Choice Trick Rotom-W set, adjusted slightly to give it greater offensive capabilities, and also part 1 of this teams main core. This set has been given Specs + Modest nature to maximise power, as using Timid/Scarf over this doesn't allow Rotom-W to outspeed any important major threats, especially given his great natural defences.
STAB Volt Switch is the main point of this set, as it follows the idea of the team, allowing him to build momentum and cause my opponent to start over predicting. STAB Hydro Pump is the next obvious choice, it provides Rotom with added coverage and allows him to make a major dent in almost any poke' thanks to his power. Trick is also manditory to this set, and vital to my team, as Trick allows me to act as a wallbreaker, this is required to prevent me being caught in a standstill against a stall team. Finally HP Fire to take care of any grass types who want a 4x SE attack on me, Ferrothorn imparticular. This is used over HP Ice as my team already has 2 powerfull and reliable Ice attacks along with only 1 fire coming from a predictable Heatran.
Scizor (M) @ Choice Band
Trait: Technician
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Pursuit
- Superpower
- Bullet Punch
Scizor is part 2 of this teams main core, and is your standard Scizor set with a small change in EV's. He carries his typical EV's however with enough speed to outspeed 76 Speed TTar and 8 Speed Metagross ( since gross was only 4 extra EV's away ). This is just incase I decide to U-Turn on TTar rather than Bullet Punching through overprediction etc. The rest of Scizors EV's and nature are to maximise his offencive capabilities, as is his standard CB.
Scizors moveset is standard, dual STAB within U-Turn (being the basis of the team) and Bullet Punch, BP providing me with priority. Pursuit allows for me to U-Turn/Volt Switch into Ghosts and Psychic types and pursuit trap them, also it, along with the previous 2 moves get a technician boost. Lastly Superpower is for extra power/coverage.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Earthquake
- Stone Edge
- Hammer Arm
A usual Scarf set for the almighty Genie, hs EV's and nature provide him with insane amounts of power with enough speed to outspeed Scarfed Darmanitan, as the only other poke it can possiably outspeed is Deoxys-A who is an uber, so those speed EV's would be wasted. The last of the EV's were used in HP in the hope of giving it some extra survivability. Also no HP Ice so nothing in Sp.Atk.
The move set is also somewhat standard, U-Turn to keep pressure on my opponent and fit with the team. Earthquake as a powerfull STAB move, providing great coverage. Stone Edge again for power and coverage on levitating/flying types, and lastly Hammer Arm is to to take on ballooned steels such as Heatran or Excadrill, simply because U-Turning to pop there balloon then switching back to EQ is both predictable and makes me lose momentum, so I prefer Hammer Arm over HP Ice, since Gliscor can be take by a few of my team members.
Gastrodon (M) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Earth Power
- Ice Beam
- Scald
- Recover
This is again a typical, yet slightly adjusted set, Gastrodons EV's and item are to improve his survivability, and act as a special wall. Along with his nature to boost his Sp.Def, this is your typical tank Gastrodon, also benifiting from storm drain to give him an offencive edge.
Gastrodons moveset is slightly different, almost to resemble that of a bulky sweeper. Firstly, Gastrodon carries dual STAB, Earth Power and Scald, providing good coverage. Scald also doubles to improve Gastrodons ability to tank physical hits by burning the opponent. Instead of the typical Toxic, I am running Ice Beam, this is to give him extra coverage, that my team definately needs, also with this being an offence team, Toxic only slowed me down and proved to be near useless, since only Heatran is an effective staller. Lastly, Recover allows Gastrodon to greatly improve its survivability, thus making it an effective tank.
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Protect
- Toxic
- Lava Plume
This is the only set that is 100% standard, Special defencive Heatran, he runs EV's and Nature to maximise survivabily and ability to take Special hits. Its running balloon to avoid ground attacks, and also allows me to switch into an excadrill and cripple it with lava plume. Also I know how much of a set back having to switch out and in again to pop a balloon then EQ him can be, so it can buy me some valuble time.
Heatrans moveset is also standard, Stealth Rocks work to my advantage as they break sashes that annoy this team, and help me 0HKO and 2HKO with greater ease. Typical Toxic Protect stalling combo to wait out bulkier poke's and cripple special attackers, while STAB Lava Plume cripples and burns Steels and Physical attackers.
Deoxys-S @ Life Orb
Trait: Pressure
EVs: 104 Atk / 252 SAtk / 152 Spd
Rash Nature (+SAtk, -SDef)
- Ice Beam
- Psycho Boost
- Thunderbolt
- Superpower
I love this Deoxys, I have underated it for so long and my good friend Shane introduced me too it... I repaid him by destroying him with his own poke :3 Deoxys' EV's and nature are to maximise his power while keeping him fast enough to outspeed all non-scarfers and all Scarfed base 95's. This allows him top his offensive stats while maintaining enough speed to outspeed everything it needs too. Life orb is to maximise his power, as he is too frail to utilise leftovers.
Deoxys-S has a fantastic movepool, first of all he can utilise an immensly powerfull STAB Phycho Boost, alongside the infamous SE Boltbeam combo giving him amazing coverage. Lastly he also runs Superpower, this allows me to hit steel types, and special walls, basically allowing me to break through nearly anything provided Deoxys doesnt die from recoil or priority.
Whats next?
-Try offencive Gastrodon
- Find Alternative to Gastrodon
- Try other sets on Heatran
- Finish the Threat List and Team Building Process
Threat List
To begin with, I have not long since returned from a 3 week holiday. Due to this, my standard of competitive play has dropped dramatically, so recently I have resorted to using balanced teams as they are easier to get to grips with, and are quite reliable, although during laddering, it consitantly come back with diminishing returns over time so I took a break from laddering.
Since this, I decided to have a go with my very first hyper offence team which is mediocre at best just to screw around a little. Every game I won from then ended at 5-0 or 6-0, as opposed to 1-0 or 2-0. I was amazed by this, although it required a fair amount of prediction (or luck as I call it) to win consistently. Because of this, I decided to create an offence team, with aspects leaning toward hyper offence, while still keeping some defensive aspects in it, trying to minimise the amount of prediction, or luck, needed to win, and rather rely on thinking... the best way to do this was through U-Turn/Volt Switch, as this allowed me to scout out my opponents move, whilst attaining a free switch in retaliation to your opponents next move. This puts pressure on your opponent, builds momentum for your team, and is not reliant on luck.
The first thing that came to mind for me was the Rotom-W/Scizor core, and this is where I began
Team Building Process
==Coming Soon==
Rotom-W @ Choice Specs
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Fire]
This is your typical Choice Trick Rotom-W set, adjusted slightly to give it greater offensive capabilities, and also part 1 of this teams main core. This set has been given Specs + Modest nature to maximise power, as using Timid/Scarf over this doesn't allow Rotom-W to outspeed any important major threats, especially given his great natural defences.
STAB Volt Switch is the main point of this set, as it follows the idea of the team, allowing him to build momentum and cause my opponent to start over predicting. STAB Hydro Pump is the next obvious choice, it provides Rotom with added coverage and allows him to make a major dent in almost any poke' thanks to his power. Trick is also manditory to this set, and vital to my team, as Trick allows me to act as a wallbreaker, this is required to prevent me being caught in a standstill against a stall team. Finally HP Fire to take care of any grass types who want a 4x SE attack on me, Ferrothorn imparticular. This is used over HP Ice as my team already has 2 powerfull and reliable Ice attacks along with only 1 fire coming from a predictable Heatran.
Scizor (M) @ Choice Band
Trait: Technician
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Pursuit
- Superpower
- Bullet Punch
Scizor is part 2 of this teams main core, and is your standard Scizor set with a small change in EV's. He carries his typical EV's however with enough speed to outspeed 76 Speed TTar and 8 Speed Metagross ( since gross was only 4 extra EV's away ). This is just incase I decide to U-Turn on TTar rather than Bullet Punching through overprediction etc. The rest of Scizors EV's and nature are to maximise his offencive capabilities, as is his standard CB.
Scizors moveset is standard, dual STAB within U-Turn (being the basis of the team) and Bullet Punch, BP providing me with priority. Pursuit allows for me to U-Turn/Volt Switch into Ghosts and Psychic types and pursuit trap them, also it, along with the previous 2 moves get a technician boost. Lastly Superpower is for extra power/coverage.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Earthquake
- Stone Edge
- Hammer Arm
A usual Scarf set for the almighty Genie, hs EV's and nature provide him with insane amounts of power with enough speed to outspeed Scarfed Darmanitan, as the only other poke it can possiably outspeed is Deoxys-A who is an uber, so those speed EV's would be wasted. The last of the EV's were used in HP in the hope of giving it some extra survivability. Also no HP Ice so nothing in Sp.Atk.
The move set is also somewhat standard, U-Turn to keep pressure on my opponent and fit with the team. Earthquake as a powerfull STAB move, providing great coverage. Stone Edge again for power and coverage on levitating/flying types, and lastly Hammer Arm is to to take on ballooned steels such as Heatran or Excadrill, simply because U-Turning to pop there balloon then switching back to EQ is both predictable and makes me lose momentum, so I prefer Hammer Arm over HP Ice, since Gliscor can be take by a few of my team members.
Gastrodon (M) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Earth Power
- Ice Beam
- Scald
- Recover
This is again a typical, yet slightly adjusted set, Gastrodons EV's and item are to improve his survivability, and act as a special wall. Along with his nature to boost his Sp.Def, this is your typical tank Gastrodon, also benifiting from storm drain to give him an offencive edge.
Gastrodons moveset is slightly different, almost to resemble that of a bulky sweeper. Firstly, Gastrodon carries dual STAB, Earth Power and Scald, providing good coverage. Scald also doubles to improve Gastrodons ability to tank physical hits by burning the opponent. Instead of the typical Toxic, I am running Ice Beam, this is to give him extra coverage, that my team definately needs, also with this being an offence team, Toxic only slowed me down and proved to be near useless, since only Heatran is an effective staller. Lastly, Recover allows Gastrodon to greatly improve its survivability, thus making it an effective tank.
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Protect
- Toxic
- Lava Plume
This is the only set that is 100% standard, Special defencive Heatran, he runs EV's and Nature to maximise survivabily and ability to take Special hits. Its running balloon to avoid ground attacks, and also allows me to switch into an excadrill and cripple it with lava plume. Also I know how much of a set back having to switch out and in again to pop a balloon then EQ him can be, so it can buy me some valuble time.
Heatrans moveset is also standard, Stealth Rocks work to my advantage as they break sashes that annoy this team, and help me 0HKO and 2HKO with greater ease. Typical Toxic Protect stalling combo to wait out bulkier poke's and cripple special attackers, while STAB Lava Plume cripples and burns Steels and Physical attackers.
Deoxys-S @ Life Orb
Trait: Pressure
EVs: 104 Atk / 252 SAtk / 152 Spd
Rash Nature (+SAtk, -SDef)
- Ice Beam
- Psycho Boost
- Thunderbolt
- Superpower
I love this Deoxys, I have underated it for so long and my good friend Shane introduced me too it... I repaid him by destroying him with his own poke :3 Deoxys' EV's and nature are to maximise his power while keeping him fast enough to outspeed all non-scarfers and all Scarfed base 95's. This allows him top his offensive stats while maintaining enough speed to outspeed everything it needs too. Life orb is to maximise his power, as he is too frail to utilise leftovers.
Deoxys-S has a fantastic movepool, first of all he can utilise an immensly powerfull STAB Phycho Boost, alongside the infamous SE Boltbeam combo giving him amazing coverage. Lastly he also runs Superpower, this allows me to hit steel types, and special walls, basically allowing me to break through nearly anything provided Deoxys doesnt die from recoil or priority.
Whats next?
-Try offencive Gastrodon
- Find Alternative to Gastrodon
- Try other sets on Heatran
- Finish the Threat List and Team Building Process
Threat List
Offensive Threats
Aerodactyl - Deoxys-S Outspeeds and KO'es, Rotom-W can switch on EQ and Volt Switch/Hydro Pump.
Breloom - Trick Rotom to prevent Sub-Spore set up, HP Fire to KO, U-Turn Scizor/Landorus, Ice Beam from Gastrodon/Deoxys (or psycho boost if I want overkill)
Conkeldurr - Can only do severe damage to Heatran + Deoxys, Trick can prevent Bulk Ups, Psycho Boost Deoxys, and Hydro Pump should be able to whittle away at his health.
Darmanitan - Scarf Landorus can Outspeed and EQ, Deoxys can outspeed and KO if its already hurt. Rotom can switch in and Hydro Pump. Heatran can wall scarf varients locked into Flare Blitz.
Deoxys-S -Gastrodon is my best bet at walling him along with Rotom who should be able to KO a weakend one as should Scizors BP since Deoxys is somewhat frail. Scizor can trap Choice varients.
Dragonite - Rocks should break Multi-Scale, then Deoxys can Ice Beam him to death, if Deoxys is gone, then I can wall Outrage and toxic stall with Heatran. Gastrodon should be able to take an unboosted hit to hit back with Ice Beam. Stone Edge Landorus can also take care of him.
Empoleon -Rotom Volt Switch, Deoxys T-Bolt, Landorus EQ or Hammer Arm for ballooned varients, Scizor Superpower, Gastro can wall.
Espeon - U-Turn, if not Scizor can pursuit trap.
Excadrill -Rotom can switch on EQ and Hydro Pump, Hammer Arm Landorus/EQ if balloon is popped, Super Power Deoxys.
Gengar - Deoxys Psycho Boost, Heatran can wall as can Gastro, Scizor can Pursuit trap.
Gyarados - Volt Switch Rotom, Stone Edge Landorus, T-Bolt Deoxys, walled somewhat by Gastrodon.
Haxorus - Ice Beam Deoxys/Gastro, Heatran can switch in on Choiced EQ if balloon is still intact to Toxic. Rotom can trick specs onto it.
Heatran - Rotom, Landorus and Gastrodon wall and KO.
Heracross -Somewhat walled by Rotom and Gastrodon, Psycho Boost Deoxys.
Hydreigon - U-Turn, Bullet Punch Scizor, Hammer Arm Landorus, Superpower/Ice Beam Deoxys. Walled by Gastro and maybe Heatran depending on the set.
Infernape - Deoxys can revenge kill, Gastro and Rotom can wall and KO as can Landorus.
Jirachi - Depends on the varient, usually Landorus switches in on a TWave/ is U-Turned in then EQ.
Jolteon - Landorus can KO with EQ, Heatran, Gastro and Rotom can wall.
Kingdra - Lack of Dragon type attacks make this difficult, Rotom can lock him into DD's, Gastrodon can somewhat wall him while Deoxys and Landorus can Revenge.
Kyurem - Scizor can BP, Deoxys can SP, Landorus can Stone Edge.
Landorus - Ice Beam Deoxys can revenge, and Rotom can switch into locked EQ and Hydro Pump.
Latios - U-Turning, Deoxys Ice Beam and Pursuit trapping Scizor.
Lilligant - U-Turns hurt it somewhat while Ice Beam Deoxys + Lava Plume on Heatran should KO it.
== Rest To Be Completed ==
Lucario -
Machamp -
Magnezone -
Mamoswine -
Metagross -
Mienshao -
Reuniclus -
Roserade -
Salamence -
Sawsbuck -
Scizor -
Scrafty-
Shaymin -
Sigilyph -
Smeargle -
Starmie -
Terakion -
Thundurus -
Tornadus -
Tyranitar -
Venusaur -
Victini -
Virizion -
Volcarona -
Weavile -
Zoroark -