So I've been off PS for a long time waiting for ORAS to come out and I've predominantly used balanced teams up till now. I decided to try out an idea I had for an offensive team centred around volt turn and Im hoping to get some help with it.
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
The star of the team, able to put lots of pressure on my opponents team either by volt switching into another favorable match up when i scare my opponent out or dealing lots of damage with any of its strong attacks. Intimidate is a wonderful ability that really slows down my opponents offense as well. My most common lead which can deal with non scarfed Lando-t, garchomp, gyarados, greninja and many of the common steel types in the tier even checking talonflame to a certain extent.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
forms a strong double intimidate duo with manectric, which I think is quite useful given I have no dedicated walls. Also sets up rocks to wear down the opponents team given the constant switching he is likely to do and of course has uturn to gain the switch advantage when I scare my opponent out or when my opponent cant do much damage to me which happens often given its stellar typing and intimidate. Probably my next most common lead, being able to set up rocks and all that. Have been considering replacing this slot with intimidate staraptor to handle mega venusaur a bit better but i lose the ability to set up rocks, which has helped my team immensely given all the switches I force on their end.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower
More Uturn to gain switch advantage and also raw power and priority with CB bullet punch. knock off provides good support as well to take away leftovers recovery from walls. Takes care of those fairies easily, especially cosmic power clefable, which ive found more and more commonly on teams. Scizor brings both raw power in the form of stab uturn and bullet punch and also more bulk.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Extrasensory
- Ice Beam
Fitting into the theme of scaring out the opponent and gaining an advantage, heres greninja. Greninja is a very scary threat in todays meta and I've even found it possible to scare opponents pokemon out by bluffing moves I dont carry(eg darkpulse, grass knot) Greninja is just so scary given his wide movepool, my opponent really cant be sure what moves I'm carrying and often has to play safe and switch out. The difference here is scaring out the opponent can be used to set up spikes to further wear down the opponents team or hit the switch in for huge damage with a powerful stab move rather than gain momentum with uturn. Sheer power and coverage on the special side makes him a valuable member of the team. Another favourite lead to put pressure on the opponent on the very first turn.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
I figured since i have no dedicated walls, Id bring some bulkier offense in the form of azumarill. Assault vest to take Special hits better since intimidate support is available. azumarill also lures electric type attacks, which manectric can take advantage of with lightningrod. Forms a decent steel fairy core with scizor.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
same idea as azumarill. It also acts as the status absorber with guts, since I lack a cleric. Handles Bisharp and Heatran, 2 common threats in the meta right now. Invaluable knock off support.
Final thoughts
The basic Idea of the team is to use intimidate to handle physical hits and the 2 assault vests users to handle special hits, all while dealing huge damage or wearing the opponents team down by forcing them to switch, constantly gaining the switch advantage and momentum. Its worked alright so far and I really like the concept of the team. I've hit mid 1600 in the few games I've played. However I seem to have trouble with more defensive teams( skarmbliss, mega venusaur are all huge problems) though I generally have taken apart other offensive teams. Any thoughts and inputs to help would be great :3
Edit: been playing more games not and this team has peaked 1600++, having great difficulty laddering up :( would appreciate advice on my first run at a more offensive geared team.
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
The star of the team, able to put lots of pressure on my opponents team either by volt switching into another favorable match up when i scare my opponent out or dealing lots of damage with any of its strong attacks. Intimidate is a wonderful ability that really slows down my opponents offense as well. My most common lead which can deal with non scarfed Lando-t, garchomp, gyarados, greninja and many of the common steel types in the tier even checking talonflame to a certain extent.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
forms a strong double intimidate duo with manectric, which I think is quite useful given I have no dedicated walls. Also sets up rocks to wear down the opponents team given the constant switching he is likely to do and of course has uturn to gain the switch advantage when I scare my opponent out or when my opponent cant do much damage to me which happens often given its stellar typing and intimidate. Probably my next most common lead, being able to set up rocks and all that. Have been considering replacing this slot with intimidate staraptor to handle mega venusaur a bit better but i lose the ability to set up rocks, which has helped my team immensely given all the switches I force on their end.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower
More Uturn to gain switch advantage and also raw power and priority with CB bullet punch. knock off provides good support as well to take away leftovers recovery from walls. Takes care of those fairies easily, especially cosmic power clefable, which ive found more and more commonly on teams. Scizor brings both raw power in the form of stab uturn and bullet punch and also more bulk.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Extrasensory
- Ice Beam
Fitting into the theme of scaring out the opponent and gaining an advantage, heres greninja. Greninja is a very scary threat in todays meta and I've even found it possible to scare opponents pokemon out by bluffing moves I dont carry(eg darkpulse, grass knot) Greninja is just so scary given his wide movepool, my opponent really cant be sure what moves I'm carrying and often has to play safe and switch out. The difference here is scaring out the opponent can be used to set up spikes to further wear down the opponents team or hit the switch in for huge damage with a powerful stab move rather than gain momentum with uturn. Sheer power and coverage on the special side makes him a valuable member of the team. Another favourite lead to put pressure on the opponent on the very first turn.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
I figured since i have no dedicated walls, Id bring some bulkier offense in the form of azumarill. Assault vest to take Special hits better since intimidate support is available. azumarill also lures electric type attacks, which manectric can take advantage of with lightningrod. Forms a decent steel fairy core with scizor.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
same idea as azumarill. It also acts as the status absorber with guts, since I lack a cleric. Handles Bisharp and Heatran, 2 common threats in the meta right now. Invaluable knock off support.
Final thoughts
The basic Idea of the team is to use intimidate to handle physical hits and the 2 assault vests users to handle special hits, all while dealing huge damage or wearing the opponents team down by forcing them to switch, constantly gaining the switch advantage and momentum. Its worked alright so far and I really like the concept of the team. I've hit mid 1600 in the few games I've played. However I seem to have trouble with more defensive teams( skarmbliss, mega venusaur are all huge problems) though I generally have taken apart other offensive teams. Any thoughts and inputs to help would be great :3
Edit: been playing more games not and this team has peaked 1600++, having great difficulty laddering up :( would appreciate advice on my first run at a more offensive geared team.
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