If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh. -Magus
Disclaimer: I realize #11 on Showdown is hardly impressive. I haven't laddered in a few days, and I think I could have done better, but I have a crippling addiction to Civilization V. The fact that I peaked at 11 is just to emphasize that this team has potential. I hope to make it top-tier with your help.
I. TEAM CONCEPT:
Heavy Offense is a playstyle that can be best described as 'high risk, high reward'. If it fails, it fails spectacularly, but if it succeeds, your opponent is all but helpless as their team is torn to shreds. Prediction is an absolute must and you cannot afford to be conservative or you might lose your offensive momentum, and the match soon after.
With the release of Genesect, I have been trying multiple ways of building a team around him, including sun and Voltturn, but I couldn't find anything that really WORKED for me, until I went with this. The underlying concept is simplicity itself: hazards, offensive pressure, and maintaining momentum.
II. TEAM BUILDING PROCESS:
At the very core of the team you have Genesect, the reason behind it and my initial starting point. Since his heavy abuse of U-Turn lends itself to a Voltturn core, but I didn't want to do an 'all Voltturn team' I decided to pair him up with Thundurus-T rather than Rotom-W. Looking for a good offensive and defensive match for Thundurus, as well as a fighting type, I picked out Keldeo. Lastly, Gengar was added as both a spinblocker and stallbreaker, while Salamence was designated as late-game sweeper.
III. MEET THE TEAM:
Give me your best shot...if you are prepared for the void!! -Magus
Corridor of Time (Deoxys-D) @ Leftovers
Ability: Pressure
Nature: Timid (+Spe, -Atk)
252 HP, 4 Def, 252 Spd
Stealth Rock
Spikes
Taunt
Night Shade
Your standard hazard lead. Deoxys-D's fantastic bulk, access to Taunt, and good speed make it one of the best hazard setters you could ask for. Simply Taunt the opposing lead (if it's something that's likely to set up on you) and start laying down your hazards. There are a few opposing leads that might force me to switch out Deoxys. Genesect and Sableye are probably the most prominent threats I've encountered. Scarf Politoed is also highly dangerous, but fortunately I rarely see it. Since forcing switches and stacking residual damage is part of this team's primary intent, Deoxys-D is of vital importance to me. However, I've been wondering if perhaps I could replace Night Shade with Psycho Boost? Tentacruel is a serious annoyance to me, and the only common spinner my Gengar truly struggles with (aside from Starmie carrying Hydro Pump, or in the rain)...and a psychic gem powered Boost might be an effective means of ending Tentacruel before it can do anything of note. Thoughts on this?
Being alive means you're creeping closer to death with every second... -Miguel
Tower of Ruin (Genesect) @ Choice Band
Ability: Download
Nature: Lonely (+Atk, - Def)
252 Atk, 4 SpAtk, 252 Spd
U-Turn
Iron Head
Quick Attack
Flamethrower
When Genesect first came into the metagame, its choice scarf set was widely considered to be its best option. Looking at its barren physical movepool, the idea of running a choice band seemed laughable. Doesn't Scizor do a Choice Band set better than Genesect ever could? The answer is 'not necessarily.' Genesect has two important advantages over Scizor: Download, giving him a free boost to one of his attack stats upon coming in; and the stats to be an effective mixed attacker.
With that in mind, Choice Band Genesect is not only viable, but very effective in its own right. The biggest selling point is U-Turn. With a Choice Band and a Download boost, it becomes deceptively powerful. Many would-be counters to Genesect will find themselves being smacked hard by U-Turn, if not outright OHKO'd (especially after hazard damage). The main move is U-Turn. If not only hits hard with a Choice Band, it keeps the enemy off balance as you bring in a counter to their Genesect counter. If you can snag a KO with it, so much the better.
The other moves are less used but equally valuable. Iron Head is secondary STAB, and though Steel is a poor offensive type overall, it still hits damn hard, and is especially useful against stuff like Mamoswine that are expecting something like Flamethrower. Quick Attack might seem weird, but it's more useful than you'd think. With a Choice Band and Download boost, it actually hits frailer opponents fairly hard. You will find it easily disposes of weakened faster threats like Infernape, Starmie, Latios, etc. It's actually saved me from losing a match on a couple of occasions. Lastly, Flamethrower is there for Scizor, Forretress, Ferrothorn, etc...though in all honestly I rarely have cause to use it.
Genesect is a fantastic member of my team. I sometimes lose it to pure stupidity on my part, but its power and unpredictability are unmatched. Obviously, its worst enemy is Heatran, and its second worst enemy is entry hazards. Heatran laughs at Genesect's attacks, while entry hazards punish Genesect for switching in repeatedly. Should I make any changes to the moveset? I'm not sure if Flamethrower is really all that useful...
The black win howls again... - Magus
Silent Light (Thundurus-Therian) @ Choice Scarf
Ability: Volt Absorb
Nature: Timid
4 HP/252 SpAtk/252 Spd
Volt Switch
Thunderbolt
Grass Knot
HP Ice
The original Voltturn partnership was Rotom-W and Scizor. Thundurus-T and Genesect make for a less bulky but far more offensive Voltturn core. With a Choice Scarf, Thundurus can outrun most of the metagame, and with its massive base special attack, can hit plenty hard. Volt Switch is there for grabbing momentum while doing damage at the same time. Thunderbolt is for STAB that doesn't force me to switch out. Grass Knot is for the inevitable Gastrodon and Swampert switch-ins. HP Ice is there mostly for Gliscor and to revenge kill dragons that have gotten a +1 speed boost, such as Dragonite or Salamence. Though I lose out on coverage by choosing not to run Focus Blast, I find the ability to OHKO stuff like Gastrodon more valuable for me. Overall, he's a fantastic member of my team. He also partners very well with Keldeo, and the two of them together are fantastic for handling Genesect.
There are two sides to every coin. Love and hate. Life and death. They are all the same. -Lynx
Lost Child of Time (Keldeo) @ Choice Specs
Ability: Justified
Nature: Timid
252 SpAtk/4 SpD/252 Spd
Surf
Secret Sword
Icy Wind
HP Grass
Keldeo's an interesting Pokemon. Featuring identical stats to Terrakion (aside from their attack stats being switched), and a fantastic dual STAB that is as good in rain as out of it, Keldeo also has the honor of being one of the few special attackers who DGAF about the pink blobs thanks to Secret Sword. Most notably, Keldeo partners extremely well with Thundurus-T, resisting all of his weaknesses, while Thundurus resists all of Keldeo's weaknesses (aside from Psychic). This made Keldeo a natural fit for my team, as he also resists Genesects sole weakness (fire), and is a potent special attacker. Choice specs is the item of choice to maximize my power, while Surf was picked for accuracy rather than Hydro Pump. The 4 evs in special defense give genesect an attack boost from download, ensuring that Keldeo can survive thunderbolt comfortably. Even so, Thundurus can easily switch in on Thunderbolt, so the two of them are fantastic for forcing choiced Genesect to switch out and take residual damage. Icy Wind was chosen to hit anything 4x weak that resists surf, such as Dragonite and Salamence. HP Grass is strictly for any Gastrodon, Vaporeon, or Jellicent that try to switch in. Being able to catch Gastrodon by surprise is especially useful.
(Image courtesy of DeviantArt. I find it absolutely hilarious, and had to use it - apologies to Pikachu lovers)
For you there will be no tomorrow! - Zeal
Black Omen (Gengar) @ Black Sludge
Ability: Levitate
Nature: Timid
4 HP/252 SpAtk/252 Spd
Shadow Ball
Focus Blast
Substitute
Disable
Gengar is my favorite pokemon, yet I have not often given him a serious shot on my team. However, now that I'm actually giving him a try, I find him to be a major asset. He fulfills a number of roles for me. With SubDisable, he shuts down choiced attackers and walls comfortably, and can be frustrating for an opponent to get around. He can also block rapid spins when he needs to, and can take out most spinners 1 on 1. Even Starmie loses to Gengar unless it's packing hydro pump or rain is up (Gengar can take a surf or scald at full health, while Starmie is always 1HKO'd by Shadow Ball). Since Gengar's role on the team is specialized, I can comfortably use him as sleep or death fodder if need be (that is to say, once he's done his job). Also of note, he can take down Latios (especially Latios that is running an HP that lowers their speed IV), which is useful for my team if I don't want to bring in Salamence yet.
A future that was destroyed before it was even born lies here - condensed into the Dead Sea. - Miguel
Star Stealing Girl (Salamence) @ Choice Scarf
Ability: Moxie
Nature: Naive (+Spe, - SpD)
252 Atk/4 SpAtk/252 Spd
Outrage
Dragon Claw
Earthquake
Fire Blast
Here it is, my late game cleaner. I typically bring him out to finish a match, and he does that exceptionally well. With a Choice Scarf, he outspeeds most threats (especially late game), and thanks to moxie, every KO just grants him more momentum. Outrage is for more power, Dragon Claw if I want to be able to switch out. Earthquake is for stuff like magnezone or Heatran, while Fire Blast roasts the steel bugs and Skarmory. I try my absolute hardest to keep mence off the field until I'm ready to have him sweep, because I don't like to take unnecessary risks with him. Losing him early in the match seriously compromises my overall strategy. I might use him early in the match if I really need to pick off a +1 Dragonite or Haxorus, though.
IV. TEAM STRATEGY:
1.) Attempt to lay hazards with Deoxys-D. If they have something out that prevents that, try and force it out and create a safe switch in for Deoxys. This doesn't always work, and sometimes I lose Deoxys without getting hazards on the field, or I'm unable to prevent them from spinning. I also try to predict when the enemy will try to lay their own hazards and taunt to prevent them. My team doesn't like switching into hazards very much, so keeping them off the field really helps.
2.) Apply pressure to the enemy team. If a slower choiced enemy or a wall comes in, use Gengar to wear them down or force them out, or to block a rapid spin. Use Genesect and Thunudurs to force switches, with Keldeo as needed to wear down what the other team members can't handle.
3.) Once the enemy team is sufficiently weakened by a combination of hazard damage and wallbreaking, bring in Salamence to finish the game. Obviously, Mamoswine and Weavile need to be removed first.
V. MAJOR THREATS:
This team wins quite consistently. Most of my losses have generally been due to either A.) being overly cautious or B.) making sloppy predictions which cost me a key member of the team. Very rarely do I lose due to a particular poke or playstyle. There are, however, some major threats I've noticed.
A.) VOLCARONA: Timid Volcarona is the absolute worst, especially as a lead, and I have significant problems dealing with it if I let it boost or if Keldeo goes down.
B.) CHOICE SCARF KELDEO IN RAIN: Sweeps my team so fast it's not even funny.
C.) CELEBI: Really, Gengar is the only member of my team that can consistently deal with this jerk thanks to sub blocking thunder wave.
D.) FERROTHORN IN RAIN: A serious pain to deal with, especially if it's carrying thunder wave. Again, I usually need to have Gengar deal with it, but Keldeo can also perform decently well.
E.) VENUSAUR, DEPENDING ON ITS SET: If Venusaur is packing HP Fire or Earthquake, I'm going to struggle to beat it. If not, it won't be a major threat to me. Other Chlorophyll sweepers are much more manageable.
IN CONCLUSION: I love this team. I haven't had so much fun battling in a long time, to be honest. However, I think some minor tweaks could help this team be even better. I'd rather not entirely get rid of a member of my team (especially Gengar), but if you have any solid moveset changes or a different poke that would REALLY help patch up any weaknesses, feel free to share. Your help is, as always, greatly appreciated.
(All quotes are from either Chrono Trigger or Chrono Cross, two of the best RPGs ever made. All nicknames are the titles of some of the best tracks from the OSTs of either game, fantastic names referencing fantastic music.)