Hazard Stacking Offense
Since the metagame is going to be flipped on its head once ORAS comes out and I don't really play much here's my usual team that I play around with for a quick rate. Its a hazard-stacking offense team that uses SR Garchomp + Spikes Greninja and builds itself around overwhelming the opponents checks. Greninja + Starmie is the first offensive pair and they overwhelm the opponent's checks to offensive water types. Talonflame + Pinsir is the second pair, and they overwhelm the opponent's checks to birdspam. To keep hazards down, instead of using a teamslot for a spinblocker I decided that I should go with a team that never gives the opponent the chance to spin. Against defensive teams, the strategy is get as many layers of hazards down and try to use Mega-Pinsir to break through. Against offensive teams, the strategy is to use my team's great speed to take down pokemon one at a time. Here it is:
SR Lead
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Outrage
- Earthquake
- Fire Blast
SR Garchomp is the most common SR lead in OU now and for good reason. It has the perfect balance of reliability, bulk, and power. SR is for the first hazard layer. Outrage > Dragon Claw is so that I have the ability to get a powerful hit off even without Swords Dance. I went with Fire Blast > Swords Dance because it gives me the chance to hit Excadrill hard even if it has a balloon. Fire Blast also gives me an option to hit Steel-types even when Talonflame is down. Fire Blast gives me a chance to maybe lure in Skarmory and it lets me check SD Scizor more reliably. Rocky Helmet + Rough Skin is great for catching low-health Starmie and Excadrill spinning and then keeping hazards down on the field. It also lets me prevent a Talonflame Brave Bird sweep because it just kills itself with Rocky Helmet + Rough Skin + BB / Flare Blitz recoil. Garchomp also acts as this team's "momentum stopper." It's ground-typing stops VoltSwitch and Rocky Helmet + Rough Skin punishes U-turn from the likes of Scarf Lando-T.
Lead Support
Bisharp @ Assault Vest
Ability: Defiant
EVs: 64 HP / 252 Atk / 192 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
Originally I had a Gengar or Mega-Banette in this spot, but Bisharp is a much better choice overall. AV Bisharp is an excellent partner for SR Garchomp, since anything that opponents tries to check Garchomp with Bisharp can handle. Latios / Latias, Starmie / Greninja, Fairy-types, Mega-Manetric, etc. Bisharp has it covered. Assault Vest is really nice because it allows Bisharp to be my team's pivot and Greninja check. Defiant makes the opponent wary of using Defog to clear my hazards.
Knock Off and Iron Head are Bisharp's primary STAB moves. Sucker Punch gives me a powerful priority option to revenge kill opponents. In addition, it kills Starmie as it tries to Rapid Spin because it is an attack (it can also hit Excadrill for a decent chunk). Pursuit is perhaps the most important move on this set. It traps Starmie and Latios that try to get rid of my hazards. In addition, it is extremely useful for wearing down checks and counters to other portions of my team. For example, if I switch Bisharp into a predicted Scarf Landorus-T's Stone Edge, I can Pursuit it to take a clean 43%-51% off of him. Other targets include Raikou, Mega-Manectric, and Chansey.
edit: forgot to mention doublade that one is important for mega pinsir
Spikes User / Offensive Water Type 1
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Spikes
Greninja is one of the best Pokemon in the metagame right now because it can wreck offensive teams with its good power and high speed. Hydro Pump is my most powerful move and helps wear down checks to Starmie. Ice Beam hits almost all Defogger's extremely hard, which is handy for keeping hazards down. Hidden Power Grass is an odd choice, but it is extremely helpful in luring in Rotom-W so that my birds and Starmie can play more easily. Also 2HKO'ing Azumarill unexpectedly is cool. Spikes is my team's second hazard. While not really useful for offensive teams, against defensive teams it is important to get as many layers down as possible to wear them down. Since the second layer only adds 4% damage, I usually lay down only one layer of Spikes because that turn could be spent doing something more fruitful.
Greninja is one of my main win conditions to offensive teams. In tandem with Starmie, I can usually wear down the opponent's checks to offensive water types such as Rotom-W, AV Azumarill, and Chansey. It is also a good choice for preventing hazards getting early game with its water-stab without risking starmie.
Rapid Spinner / Offensive Water Type 2
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
Starmie makes sure SR stays off my side of the field with Rapid Spin, which is important for Talonflame and Mega-Pinsir. Starmie second job is too help wear down the opponent's Greninja checks (and Greninja does the same for Starmie). Analytic is important for this because on the switch it applies the power boost. For example, with Analytic I have the capability of KO'ing Chansey with SR+Spikes support or a Pursuit from Bisharp. Hydro Pump is my most powerful STAB and Ice Beam is coverage. Psyshock lets me hit AV Azumarill and Chansey hard.
Sometimes Starmie can get pressure easily to Spin but it usually pulls off the job of keeping my side of the field clear of SR. Ussually I try to refrain from bringing it out early game and bring it out in the mid-game to Spin or wear down Greninja checks.
Bird #1
Talonflame @ Salac Berry
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Natural Gift
For Talonflame I decided to go with the SD + Natural Gift set, though I think its set is the most flexible on the team. I decided to go with SD to have a shot at breaking past opposing Mew. Brave Bird > Acrobatics because you need to the power to revenge kill things when you haven't used Natural Gift. Flare Blitz is coverage needed to break down Steel-types. I decided to go with Natural Gift because the extra coverage just make Talonflame a more potent sweeper. I forgo-ed Roost because Talonflame is so frail that even if it recovers it just gets KO'ed immediately afterwards. In this case, Natural Gift is a Fighting-type move to kill Tyranitar and Heatran. I am using Jolly Talonflame because the extra speed to outpace base 115's really screws over a lot of teams normal Bird checks like Scarf Tyranitar and Raikou (176 Spe reaches 365 speed). Also the 80 Hp gives me a buffer to take Brave Bird and Flare Blitz recoil slightly more easily.
Talonflame is my main win condition against offensive teams because of its powerful Brave Bird and high speed.
Bird #2
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack
The final member of my team is Mega-Pinsir. How this thing never got banned IDK but it simply is ridiculous. Power, speed, and priority all rolled up in one package. Nice. Frustration > Return to mess with Scarf Ditto's that run default of max happiness on the ladder. Close Combat hits Steel-types and Rotom-W's for a nice chunk. Quick Attack lets me beat weakened revenge killers, which is happens pretty commonly because of SR + Spikes + Chomp's Helmet and Rough Skin + Bisharp's Pursuit. Hyper Cutter stops the Lando-T + Mega-Manectric cores from weakening a boosted Quick Attack that could potentially take them out.
Pinsir is my main win-condition against defensive teams because of its insane power with SD + Aerialite Frustration.
Importable:
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Outrage
- Earthquake
- Fire Blast
Bisharp @ Assault Vest
Ability: Defiant
EVs: 64 HP / 252 Atk / 192 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Spikes
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
Talonflame @ Salac Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Natural Gift
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Outrage
- Earthquake
- Fire Blast
Bisharp @ Assault Vest
Ability: Defiant
EVs: 64 HP / 252 Atk / 192 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Spikes
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
Talonflame @ Salac Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Natural Gift
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack
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