Albacore
sludge bomb is better than sludge wave
Keys and Blades : A Mega-Gallade Hyper Offense Team
Introduction :
Hi there! The name's Albacore, I've been pretty active both on Smogon and PS for over a year. I've built a good number of teams over that period of time, and when ORAS came around, I suddelnly made a lot of them. I didn't really feel like most these teams were really worth putting up for RMT though.
I'm mostly a balance/bulky offense player who often dabbles into stall, I don't really play much Hyper Offense, mostly because it often relies on predicting what move your opponent is going to go for which I am honestly terrible at. However, when I decided to build a team around Mega-Gallade, one of my favorite new ORAS megas, an HO team is what I ended up creating. Why am I RMTing this team in particular? Well, even though I find it to be a pretty good team, it still struggles against a few things, and though it is pretty standard (like pretty much everything else I build), there are one or two slightly unconventional things in it. I'm not running Calm Mind Mega-Gallade or Assault Vest Greninja or anything like that though, don't worry. Another reason I decided to RMT this that a member of this team is probably getting banned quite soon, so I might as well do something with it before I have to scrap it. Anyway, here we go :
Teambuilding process :
Started off with the very popular Gallade+Bisharp core, this core basically works by weakening physically defensive stuff with one to break it with the other. Bisharp destroys Fairy-types and Psychic types which might give Gallade problems, while Gallade smashes Fighting types, Dark Types and Steel types which can be annoying for Bisharp. Gallade also really loves hazards being up which Bisharp helps maintain thanks to Defiant. Gallade is also threatened by faster attackers in general which Bisahrp can pick off thanls to Sucker Punch. In short this is a really good core that I wanted to try out.
As solid as this core is, it happens to be completely and utterly walled by Mega-Sableye. The best Mega-Sableye counter is Clefable, however I felt like it would be a tad too passive for the team I was trying to build, so I went with Choice Specs Sylveon instead, who hits very hard and has excellent synergy with the Galladesharp core, being able to bait in Steel and Poison types for Gallade, and stuff like Jirachi for Bisharp.
I soon realized that my current team really appreciates Spikes support. I decided to use Greninja, simply because the amount of switches it forces makes it a very good Spikes setter, and Greninja is just a really good addition to any HO team in general.
Now, there are actually two different paths I took here for filling up the rest of my team, and I ended up with 2 slightly different teams.
The first one just has Phys Def Landorus-T and Rotom-W as pivots for Greninja, Gallade and Bisharp and make my team into bulky offense. That team isn't bad by any means and I don't really have a reason to scrap it, but it's honestly kinda lazy and I'd like to have something a bit more interesting than another goddamn Lando-T/Rotom-W bulky offense team. It also wasn't able to keep up enough momentum to keep spikes up, despite the VoltTurn core, which can be a problem.
The second option was to take more of an all-out offensive route and runs Thundurus as a sweep stopper, basically providing a check to Water types which are kind of a problem for me.
But then I remembered this thing called Klefki. Klefki fit perfectly on my team because, not only did it give me prankster Thunder Wave, it could also carry Spikes, freeing up a moveslot on Greninja. I also just wanted to try it out to see if it was actually good, and turns out it really is.
All I needed now was a rock setter. I wanted one that could 2HKO Mega-Sableye since this thing is still really annoying for my team and I want to be able to actually get rocks up vs it. I first decided to try out Focus Sash Explosion Lando-I, mostly for a laugh, but it honestly kinda sucked as you'd imagine.
Next pick was Earth Plate Landorus-T. This was a much better pick, but even with an Earth Plate it still can't 2HKO Ferrothorn which was starting to annoy me given how common it is.
My last and current choice is Air Balloon Heatran, and it worked overall better than Lando-T, though its inability to consistently check Ground-types can be a problem, I've always been able to keep my balloon when I needed it. I'm still not 100% sure that it's what I need for my team, but it's certainly puts in major work and I have no complaints about it.
The team :
Gallade @
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Substitute
- Knock Off / Swords Dance
The main threat of the team and usually the MVP. Hits hard and is pretty fast too, and its coverage makes it a pain to switch into. It can also take a hit if needed, which comes in handy against fast stuff such as Greninja, Lopunny and Sceptile.
- Close Combat is my main STAB, no reason not to run it.
- Zen Headbutt was chosen over Psycho Cut for no real reason, I kinda just like the power and though I don't have the greatest luck, I haven't has a gamechanging miss yet and the extra damage is always nice. Plus cheeky flinches can let me break through some defensive Pokemon like Clefable. I definitely need a Psychic STAB here for the OHKO on Keldeo as well as hit Azumarill for actual damage.
- I'm using Substitute here because otherwise, Bisharp just cleans through my team if it gets an SD up. It also really helps improve my matcup against Offense by easing prediction, while also enabling me to avoid status and abuse the many switches Gallade forces.
- Knock Off is useful against offensive teams too, removing items such as Landorus-T's Choice Scarf and making it a non-factor, as well as hitting Psychic types.
- Swords Dance is also a very good move here, Sub+SD just makes defensive teams cry and not running SD at all on MGallade is kind of a shame, but I don't really need an improved macthup vs balance/stall as much as I do vs Offense, so Knock Off is generally a better pick even if it means I can't set up on bulkier stuff.
Bisharp @
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Aerial Ace / Pursuit / Swords Dance
Second half of the GalladeSharp core, Bisharp provides me with a good check to Fairy-types, a Defog dissuader, powerful Priority which is really important on this team to beat faster stuff, and all-around very strong offensive Pokemon.
- Sucker Punch is the most important move on the set, it enables it to clean weakened teams and gives me a way to check faster threats such as Greninja, Scarf Landorus-T and which are otherwise really annoying for my team
- Knock Off is Bisharp's most powerful move and also has a fantastic secondary effect.
- Iron Head is pretty obvious secondary STAB for hitting Fairy types, also can flinch which is always fun.
- You're probably wondering why the hell I would even consider running Psycho Cut on Bisharp over Pursuit. Well, this team happend to be very weak to Keldeo, and I can definitely afford a very good Keldeo lure (Keldeo being a very obvious and usually very safe switch into Bisharp). Furthermore, Pursuit isn't all that useful : the main things it traps, Chansey and Latis, are not threats to my team at all (Latis in particular are very hard pressed to do anything vs this team period) edit : Changed to Aerial Ace becuase it also hits Chesnaught.
- As I said, Pursuit is useful, but not all that useful. However, it is a necessity if I decide to run SD on Gallade, because then it is walled by bulky Psychic-types so I need a way to remove them.
- Swords Dance is very good in theory but honestly, I never find myself using it. While Gallade and Bisahrp seem like they should be running SD to break through slower Pokemon, Spikes enables me to do that anyway so I don't really need SD on either of them. It's still a good option though
Sylveon @
Ability: Pixilate
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Baton Pass
- Psyshock
- Hidden Power Fire / Hidden Power Ground
Man I love this thing. Not only does it provide me with a necessary counter to Mega-Sableye, it also hits really hard, doing crazy stuff like dealing 65% to Magnezone. It's a great glue for my team, checking dangerous stuff like Thundurus, Mega-Manectric, Mega-Sceptile, Keldeo and Conkeldurr and switching into annoying crap like Rotom-W and Lando-T U-Turns. Speed enables me to outspeed Skarmory and 2HKO with Hyper Voice before it gets a Defog off (yes, it can actually do this lol) and also lets me outspeed most Azumarills.
- Hyper Voice is pretty obvious, hits hard as all hell and even smacks resists hard.
- Baton Pass lets me pivot into Gallade as I bait in a Steel or Poison type or into Bisahrp if the opponent send in Jirachi
- Psyshock is kinda just filler, I never use it since most of its targets are hit harder by Baton Passing into the appropriate check, though it does hit SpD Talonflame harder than any other move
- I honestly have no idea whether to run Hidden Power Fire for Ferrothorn and Scizor or Hidden Power Ground for Heatran, HP Fire is probably better since it hits Scizor who is kind of a threat I guess? Ferro and Heatran don't trouble my team at all, but I literally never use either of these hidden powers, Baton pass is there for a reason. I'm pretty sure you could run Heal Bell here and it would probably be better if anything.
Greninja @
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Dark Pulse
- Grass Knot / Extrasensory
This thing is kinda dumb lol. It's arguably the best Pokemon in the metagame, and for good reason : its insane speed, coverage, and power make it an absolute force. I gave it 40 Atk because the guaranteed OHKO on Azumarill with Gunk Shot is much, much more important than the guaranteed OHKO on Latios with Ice Beam. Naive>Hasty to take Azumarill's +6 Aqua Jet from full.
- Ice Beam is Greninja's main STAB move, it hits tons of stuff and is pretty much a must.
- Gunk Shot is needed for Azumarill and Clefable, and does a chunk to Chansey too.
- Dark Pulse is needed if I don't want to be walled by Mega-Metagross, and it also hits Mew as well as Jirachi, though those aren't too much of a problem for my team.
- Grass Knot enables me to deal with Bulky Waters such as Mega-Gyarados, Mega Slowbro, and Suicune better, as wel as bulky Ground types like Hippowdon. Although I have rarely used it, it covers up a weakness in my team decently.
- Extrasensory is nice for OHKOing Keldeo as well as luring Tentacruel so that it can't spin away my hazards.
Klefki @
Ability: Prankster
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise
Klefki is actually really good, as I discovered while using it. It provides 2 very important things for my team : Spikes, which lets me wear down defensive Pokemon and even offensive ones like Greninja a lot, and Prankster Thunder Wave, which enables me to deal with Greninja, MLopunny, etc. Klefki is just an excellent Spikes stacker, it usually gets 2-3 up each match. It also gives me a switch to scary stuff like Weavile. Speed is for outspeeding Max Speed Azumarill in case it wants to use me as setup fodder, or if it's already gotten a Belly Drum off I can TWave it in the hopes it'll get paralyzed. Oh, and it's usually the thing I go to when I need something to die. Dedicated death fodder may not be the most prestigious role, but it is a noble one nonetheless
- Spikes is the point of the set, let me wear down opponents for my offensive stuff to abuse.
- Thunder Wave stops sweepers and faster Pokemon from running all over me, and is extremely useful if there's one fast threat I just want removed.
- Play Rough over Foul Play to deal more damage to the likes of Azumarill, Garchomp, Kyurem-B and Mega-Sceptile and crucially break MLopunny and MAltaria's Sub.
- Magnet Rise is just amazing, it lets me completely troll Landorus-T, non-Fire Blast Garchomp, Mamoswine and a bunch of other stuff.
Heatran @
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Ancientpower / Taunt
My SR setter and other offensive glue, protects me from Mega-Scizor and Talonflame and is my best switchin to Clefable and opposing Heatran. Air Baloon helps a ton against ground types such as Landorus-T and Excadrill. This is definitely the most disposable member of my team though, so I'm completely fine with discarding it.
- Stealth Rocks are the purpose of the set, they are neefed on almost every team and this one is no exception.
- Fire Blast is my most powerful move and main STAB, just generally hits stuff hard.
- Earth Power is mainly for hitting opposing Heatrans as well as Charzard-X and provides great coverage in general.
- Ancientpower stops my team from getting destroyed by SD Talonflame, I really don't want to play Roost/Earth Power mindgames with it (Chosen over Stone Edge because more accurate and already does anough to Talon, Stone Edge is mainly for YZard which Heatran isn't trying to hit in the first place) I guess I could Taunt it and then just spam Fire Blast but this is a much more direct and reliable way of dealing with it. (also getting the boost is literally the best thing ever).
- Taunt is very nice for slower defoggers and rock setters and also disables Clefable, though in practice it doesn't come all that handy for whatever reason, probably because defoggers don't really get many opportunities to defog vs my team in the first place.
Threatlist :
will update
Closing thoughts :
Gallade (M) @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Substitute
- Knock Off
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Psycho Cut
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Hyper Voice- Baton Pass
- Psyshock
- Hidden Power [Fire]
Greninja @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Dark Pulse- Grass Knot
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Ancientpower
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Substitute
- Knock Off
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Psycho Cut
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Hyper Voice- Baton Pass
- Psyshock
- Hidden Power [Fire]
Greninja @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Dark Pulse- Grass Knot
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Ancientpower
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