V2:
This is version two of my original rapid offensive team and has one major change to it, Swampert for Crocune. With this new addition, the element of Stealth Rock has been added to my opponents side as well as a phazer and makes it alot harder for him to free switch-in on my U-turns because of the punishment his poke's will be taking from Stealth Rock. The basic premise is still the same, outpredict, outmaneuver, and out punch the opponent with a lineup of heavy hitters, and the non-restricting presence of having to set up, other than subchamp who really needs no substitute.
Swampert @ Leftovers
Relaxed Nature
Torrent
Ev's: 240 HP/ 216 DEf/ 52 SpA
Moveset
~Roar
~Stealth Rock
~Earthquake
~Ice Beam
Role: Swampert came in and replaced zapdos as my lead for his bulkyness and ability to set up that all imporant stealth rock, as well as phaze those predictable ninjask leads and make him regret wanting to switch in. With Ice Beam and Earthquake he attains his traditional mixpert role with the ability to OHKO opposing salamence switch-ins who are looking to set up and try and OHKO with a life orb outrage, as well as destroy some of the common metagross leads, and phaze out before an explosion, making him think twice about switching it back in.
Moveset: Because my team lacks a phazer and stealth rock, swampert naturally gets the nod for both roar and SR, Surf is redundant on pert as the common leads who will take damage also usually will take massive damage from ice beam as well (Aerodactyl, mence, ninjask, etc) and EQ for the actual "Mixpert" title, as well as being a reliable STAB.
Zapdos @ Leftovers
Bold Nature
Levitate
Ev's:252 HP/ 220 DEf/ 36 Spe
~Roost
~Thunderbolt
~Heatwave
~HP grass
Role: So thanks to suggestions I changed zapdos set to a physically bulky set with roost, giving me much more flexbility since he is not a choice user anymore and providing me with the exact same usage that zapdos previously had with much more survivability provided from roost, the attacks are the same except for his damage absorbing move which is very helpful.
Machamp @ Leftovers
Adamant Nature
No Guard
Ev's: 216 HP/ 252 Atk/ 40 SpD
Moveset
~DynamicPunch
~Stone Edge
~Substitute
~Payback
Role: Ahh subchamp, a beast and problem for any team who isnt expecting it, his premise is simple yet when played right he can dent half of a team in a few turns easily. I switch him in on a pokemon that can't really do much or is locked in to a pursuit, like a CB scizor might be, substitute on the predicted switch out, then reak havoc from there. He can also be U-turned in on any of the numerous pokemon I have containing it to take a hit for them and allow me a free switch in/substitute.
Moveset: Machamp has No Guard, which gives him a nice amount of possibilities for moves, while moves like toxic and will-o-wisp will never miss, he has subsitute to help take care of these possible threats. DynamicPunch deals an incredible amount of damage to a wide variety of pokemon as well as throwing in that ever annoying factor of confusion. Payback is for unsuspecting ghost types looking to score a switch out( hi gengar) and stone edge, which because of his ability will never miss, takes care of all those flying types, provided a substitute is up.
Infernape @ Life Orb
Naive Nature
Blaze
Ev's: 252 ATk/64 SpA/ 192 Spe
Moveset
~Overheat
~Stone EDge
~Mach Punch
~Close Combat
Role: Still plays the same role as the last infernape but adds a little bit of a mix being physically based with priority moves that allow me to take on counter that may have previously outsped Infernape, Stone Edge provides a gyrados check- keeping him from really setting up on me, Overheat for a special move if needed, Close COmbat as always for a nice staple and boosted STAB move.
Scizor @ Choice Band
Adamant Nature
Technician
Ev's: 248 HP/ 252 Atk/ 8 Spe
Moveset
~Pursuit
~Bullet Punch
~Superpower
~U-turn
Role: Yet another U-turner that founds this team, CB scizor can deal out immense damage with every one of his attacks, pursuit destroys psychics that run, making him good at trapping, with Choice Band he hits 591 Atk which is just ungodly making him a threat for any team to handle, and one of my favorite members.
Moveset: Pursuit as I mentioned before takes care of most psychics. BUllet Punch is my most reliable STAB and does heavy damage to basically everything that doesn't resist it, especially dragons, U-turn is a staple of this team as well as Scizor's movepool, making him the best candidate to just come in, U-turn in your face and keep it going. Superpower is one of my most underused moves to this day, but is there just in case given it will have it's uses. ( Hi Blissey.)
Flygon @ Choice Scarf
Adamant Nature
Levitate
Ev's: 4HP/ 252 Atk/ 252Spe
Moveset
~U-turn
~Earthquake
~Outrage
~Fire Punch
Role: Quite a devastating pokemon when used right. HIs best move to this day is to switch in on a pokemon using earthquake, then fire punch predicting the OBVIOUS switch to a steel. He doesn't generally outspeed most things, but the 252 Spe puts him at 299 Spe giving him the ability to outrun most things like SD luke who are running a positive nature. Like scizor, with CB, he reaches 492 Atk which is enough to dent a ton of the metagame and makes him all the more attractive to my U-turn rotation.
Moveset: U-turn is obviously a necessary choice to keep the confusion going as apart of my U-turn rotation, and coupled with CB will hurt alot. Earthquake is a natural stab of Flygons and when predicting a switch in to zapdos thunderbolt can provide me with a free switch in to a neutral attack and immediately come back with a shot of his own, Outrage is extremely useful for lategame when all the pokes are weakened and not immediate threats to flygon, in which case ice poke switch ins as well as steels will take massive damage from Fire Punch and about 99% of the time provides me with OHKO-2HKO's on everything except skarmory who is handled by alot of my team.
How the team works: The team works on a basis of adaptability and whatever the situation calls for, there really is no set pattern as to how I use the team. Swampert is the only team member who really has a set role and that is to set up rocks, roar for scouting, or based on his survivability being as sturdy as he is, get a few nice KO's here and there from the opposing lead or whoever is unfortunately switched in thanks to roar. One of my favorite things about the team is the constant flexibility of using U-turns and Subchamps looming presence as one who can stay in there and deal heavy blows to the opponents team and frustrate them as to who to switch in, helping me even more with my scouting and predicting of the opposing team. So far it's given me a very impresive record with only 3 losses to date and most of those are from just a lack of palying the battle right and having bad mistakes or lucky breaks cost the game, which is the basis of any pokemon battle and really is no way around that.
Rate, Hate, but no stealing :D
This is version two of my original rapid offensive team and has one major change to it, Swampert for Crocune. With this new addition, the element of Stealth Rock has been added to my opponents side as well as a phazer and makes it alot harder for him to free switch-in on my U-turns because of the punishment his poke's will be taking from Stealth Rock. The basic premise is still the same, outpredict, outmaneuver, and out punch the opponent with a lineup of heavy hitters, and the non-restricting presence of having to set up, other than subchamp who really needs no substitute.
Swampert @ Leftovers
Relaxed Nature
Torrent
Ev's: 240 HP/ 216 DEf/ 52 SpA
Moveset
~Roar
~Stealth Rock
~Earthquake
~Ice Beam
Role: Swampert came in and replaced zapdos as my lead for his bulkyness and ability to set up that all imporant stealth rock, as well as phaze those predictable ninjask leads and make him regret wanting to switch in. With Ice Beam and Earthquake he attains his traditional mixpert role with the ability to OHKO opposing salamence switch-ins who are looking to set up and try and OHKO with a life orb outrage, as well as destroy some of the common metagross leads, and phaze out before an explosion, making him think twice about switching it back in.
Moveset: Because my team lacks a phazer and stealth rock, swampert naturally gets the nod for both roar and SR, Surf is redundant on pert as the common leads who will take damage also usually will take massive damage from ice beam as well (Aerodactyl, mence, ninjask, etc) and EQ for the actual "Mixpert" title, as well as being a reliable STAB.
Zapdos @ Leftovers
Bold Nature
Levitate
Ev's:252 HP/ 220 DEf/ 36 Spe
~Roost
~Thunderbolt
~Heatwave
~HP grass
Role: So thanks to suggestions I changed zapdos set to a physically bulky set with roost, giving me much more flexbility since he is not a choice user anymore and providing me with the exact same usage that zapdos previously had with much more survivability provided from roost, the attacks are the same except for his damage absorbing move which is very helpful.
Machamp @ Leftovers
Adamant Nature
No Guard
Ev's: 216 HP/ 252 Atk/ 40 SpD
Moveset
~DynamicPunch
~Stone Edge
~Substitute
~Payback
Role: Ahh subchamp, a beast and problem for any team who isnt expecting it, his premise is simple yet when played right he can dent half of a team in a few turns easily. I switch him in on a pokemon that can't really do much or is locked in to a pursuit, like a CB scizor might be, substitute on the predicted switch out, then reak havoc from there. He can also be U-turned in on any of the numerous pokemon I have containing it to take a hit for them and allow me a free switch in/substitute.
Moveset: Machamp has No Guard, which gives him a nice amount of possibilities for moves, while moves like toxic and will-o-wisp will never miss, he has subsitute to help take care of these possible threats. DynamicPunch deals an incredible amount of damage to a wide variety of pokemon as well as throwing in that ever annoying factor of confusion. Payback is for unsuspecting ghost types looking to score a switch out( hi gengar) and stone edge, which because of his ability will never miss, takes care of all those flying types, provided a substitute is up.
Infernape @ Life Orb
Naive Nature
Blaze
Ev's: 252 ATk/64 SpA/ 192 Spe
Moveset
~Overheat
~Stone EDge
~Mach Punch
~Close Combat
Role: Still plays the same role as the last infernape but adds a little bit of a mix being physically based with priority moves that allow me to take on counter that may have previously outsped Infernape, Stone Edge provides a gyrados check- keeping him from really setting up on me, Overheat for a special move if needed, Close COmbat as always for a nice staple and boosted STAB move.
Scizor @ Choice Band
Adamant Nature
Technician
Ev's: 248 HP/ 252 Atk/ 8 Spe
Moveset
~Pursuit
~Bullet Punch
~Superpower
~U-turn
Role: Yet another U-turner that founds this team, CB scizor can deal out immense damage with every one of his attacks, pursuit destroys psychics that run, making him good at trapping, with Choice Band he hits 591 Atk which is just ungodly making him a threat for any team to handle, and one of my favorite members.
Moveset: Pursuit as I mentioned before takes care of most psychics. BUllet Punch is my most reliable STAB and does heavy damage to basically everything that doesn't resist it, especially dragons, U-turn is a staple of this team as well as Scizor's movepool, making him the best candidate to just come in, U-turn in your face and keep it going. Superpower is one of my most underused moves to this day, but is there just in case given it will have it's uses. ( Hi Blissey.)
Flygon @ Choice Scarf
Adamant Nature
Levitate
Ev's: 4HP/ 252 Atk/ 252Spe
Moveset
~U-turn
~Earthquake
~Outrage
~Fire Punch
Role: Quite a devastating pokemon when used right. HIs best move to this day is to switch in on a pokemon using earthquake, then fire punch predicting the OBVIOUS switch to a steel. He doesn't generally outspeed most things, but the 252 Spe puts him at 299 Spe giving him the ability to outrun most things like SD luke who are running a positive nature. Like scizor, with CB, he reaches 492 Atk which is enough to dent a ton of the metagame and makes him all the more attractive to my U-turn rotation.
Moveset: U-turn is obviously a necessary choice to keep the confusion going as apart of my U-turn rotation, and coupled with CB will hurt alot. Earthquake is a natural stab of Flygons and when predicting a switch in to zapdos thunderbolt can provide me with a free switch in to a neutral attack and immediately come back with a shot of his own, Outrage is extremely useful for lategame when all the pokes are weakened and not immediate threats to flygon, in which case ice poke switch ins as well as steels will take massive damage from Fire Punch and about 99% of the time provides me with OHKO-2HKO's on everything except skarmory who is handled by alot of my team.
How the team works: The team works on a basis of adaptability and whatever the situation calls for, there really is no set pattern as to how I use the team. Swampert is the only team member who really has a set role and that is to set up rocks, roar for scouting, or based on his survivability being as sturdy as he is, get a few nice KO's here and there from the opposing lead or whoever is unfortunately switched in thanks to roar. One of my favorite things about the team is the constant flexibility of using U-turns and Subchamps looming presence as one who can stay in there and deal heavy blows to the opponents team and frustrate them as to who to switch in, helping me even more with my scouting and predicting of the opposing team. So far it's given me a very impresive record with only 3 losses to date and most of those are from just a lack of palying the battle right and having bad mistakes or lucky breaks cost the game, which is the basis of any pokemon battle and really is no way around that.
Rate, Hate, but no stealing :D