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Frust kommt auf, denn der Bus kommt nicht
Hi there and welcome to my very first RMT (and post lol) on Smogon!
Most of you probably don't know me, even though some of you might remember me from the UnderUsed or WiFi chatroom on PS.
However, I've actually been around for quite some time now (lurking) and decided to start things off with a RMT.
However, I've actually been around for quite some time now (lurking) and decided to start things off with a RMT.
I wanted to create a fast paced, hyper offensive team that would help me climb up to the mid-range of the ladder with a new alt, as quickly as possible. Using Balance on the lower ladder can be dangerous sometimes, because you never know what to expect from your opponent and his/her team, as well as being more susceptible to hax. So the best way to beat your opponents on low ladder is usually overwhelming them with offensive pressure. Unfortunately, I'm not the greatest builder when it comes to Hyper Offensive teams, so I needed some inspiration. About two weeks ago, I noticed that 3mv33 was doing very well with his Mega Banette HO on the OU ladder, and was pretty impressed by it.
And since Mega Banette is usable in UU too, I thought I'd give it a try. I was not disappointed.
The Team:
The Team In-Depth:
Banette-Mega @ Banettite
Ability: Insomnia
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Shadow Sneak
- Will-O-Wisp
- Gunk Shot/Taunt
- Destiny Bond
"Spin-Blocker, Prankster, Emergency Button"
Possibly caused by an awful childhood memory, Banette has evolved into a mischevious creature,
playing infamous pranks and seeking for vengeance on humanity...
On this team though, its thirst for revenge and skill as a mischief-maker are both highly appreciated. STAB Shadow Sneak, coming off from a Base 165 Attack Stat is nothing to laugh at, steadily chipping away its foe's health in combination with Will-O-Wisp. The latter is especially useful versus fast physical threats. The next slot is a toss-up between Gunk Shot and Taunt. While Taunt shuts down opposing Status moves such Defog, Hazards and SetUpMoves, Gunk Shot offers the oppurtunity to OHKO Fairy Types to support a Salamence sweep, without having to rely on hitting an Iron Tail. Unfortunately you don't get priority off Prankster the turn you Mega Evolve, which is the main reason I generally opt for Gunk Shot over Taunt. Last but not least is Destiny Bond, which is a great utility move, taking everything Banette can't beat with it. Be wary when using it, because your opponent may know about Banette's little trick and can play around it! The EV Spread is pretty straightforward: Maximum Atk Investment to hit as hard as possible, 16 Speed IVs to creep Florges and OHKO with Gunk Shot, while the rest is dumped in HP.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Explosion
- Rapid Spin
"Hazard Setter, Minimalist, Suicide"
Unlike its relatives, this fellow actually turns out to be rather impatient and explosive by nature,
possibly provoked by the excessive consumption of a certain berry species...
Standard Custap Lead Forretress. Maximum Attack and Speed Investment combined with a Hasty Nature allow Forretress to do what this set does best: Spam hazards and Boom. I didn't feel the need to run Gyro Ball, because Banette can deal with most Suicide and Anti-Leads quite well, and I wanted to have the option to clear hazards from my side of the field, because I have a Sash user.
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Iron Tail
- Dragon Claw
"Scarf, Moxie, GG."
Some people say that pride comes before a fall. I think Salamence can relate to that.
Only difference: It is going to be your fall.
For being a Choice Scarf User, I find Salamence to be very reliable and versatile. It acts as Revenge Killer, Win Condition and Wallbreaker. Its ability to break opposing cores early-game, start sweeping in the middle of a battle or clean late-game makes it an excellent addition to the team. I chose EQ and Iron Tail for my coverage moves to hit Steel and Fairy Types respectively. Because the probability of sweeping with either of them is rather low, it is in your best interest to use those moves on the switch. The late-game Outrage Moxie sweep is very real on this team, trust me.
Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum
"Cotton Candy, Smiley Face, Cold-Blooded Killer"
Countless lives have fallen to the rage of Slurpuff after tripping over the hazards layed down by its partner in crime, Forretress. The partners share an interesting trait, which is the excessive consumption of berries. The Sitrus Berry has an interesting effect on Slurpuff, making it feel all light and relieved for a moment, prior to realizing that the battle it had participated in already ended.
Standard Belly Drum Slurpuff. I went with enough speed to get the jump on Max Speed Base 70s without the Unburden boost, while also outspeeding Mega Pert under Rain, should the situation ever come up. Some Slurpuff run Aromatherapy over a 2nd coverage move, but I find Frustration more reliable, picking off Mons that aren't weak to Drain Punch and without relying on Play Rough to hit.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Sucker Punch
- Reversal
- Memento
"Trapper, Try-Hard, Trinity"
Rumor has it that at the sight of a Dugtrio, Pokémon become so obsessed with the question what Dugtrios feet look like,
that they become unable to retreat from the battlefield (Yes, it has feet. Didn't you play PMD? smh).
Instead of Choice Band or Life Orb I run Focus Sash Dugtrio, because I felt like I needed a back-up check for faster Mons, which is also the reason why I don't have Stone Edge but Reversal (200 Base Power Fighting Move when at 1 HP). Reversal OHKOs Mamoswine and deals decent damage to Umbreon, Blissey and Porygon2, as well as to faster Mons like Mega-Aerodactyl and Mega-Sceptile. 21 HP IVs allow Dugtrio to survive two Seismic Tosses from Blissey, while 0 IVs in Def and SpD combined with an Hasty Nature make Dugtrio as frail as possible. Sucker Punch for priority and Memento to help Slurpuff set up. Don't expect to much from Dugtrios damage output, sometimes it is better to go for Memento right away, especially when the Sash is broken by hazards. Still, Slurpuff appreciates any prior damage. Dugtrio also prevents physical fire types, like Entei and Darmanitan, locked into Flare Blitz or Sacred Fire, from utterly destroying the team, because you can't simply Will-O-Wisp them with Banette and Salamence does not enjoy switching in to these moves.
Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunderbolt
- Trick
"Pivot, Wallbreaker, Trickster"
Would you spill boiling water over a mowing machine? Yeah, I wouldn't either.
The last thing you want it to do, is to discharge, or worse, blow all the cut grass back at you (Seriously, don't Scald burn me).
Rotom-Mow fulfills multiple roles on this team, but its most important function is to deal with Bulky Water Types. Being the only Special Attacker on the team, I wanted Rotom-Mow to be as powerful as possible, to reliably break the bulkiest of Water and Ground Types. I opted for Thunderbolt over HP Ice, because its double STAB already has nice coverage and I don't feel like Hydreigon and Mega Ampharos are that troublesome. Also I don't always want to be forced out when using an Electric Type Attack. Volt Switch grabs momentum and pairs well with Dugtrios Arena Trap, while Trick cripples Walls and bulky SetUpSweepers like Florges.
Play Style:
And since Mega Banette is usable in UU too, I thought I'd give it a try. I was not disappointed.
The Team:
The star of the team. I <3 Prankster.
Obviously I wanted to use Mega Banette, which offers Spin-Block Support, alongside with hazard spam. I found Custap Lead Forretress to pair perfectly with Mega Banette.
To add speed and power to the team, I added Choice Scarf Moxie Salamence...
...and Belly Drum Slurpuff for sweeping potential, while also forming a nice fantasy core with Forretress. Both of them are deadly to many teams, especially with hazards up. They break each others checks and counters very reliably, paving the road for a sweep.
Next, to support the sweepers, I added Focus Sash Dugtrio. It traps Steel Types, who are annoying for Mence and Puff, adds priority in the form of Sucker Punch and, most importantly, has Memento to help Slurpuff set up.
Finally, I added Choice Specs Rotom-Mow to deal with Bulky Waters and to grab momentum with Volt Switch, as well as to cripple Bulky Set Up Sweepers and Walls with Trick.
The Team In-Depth:
Banette-Mega @ Banettite
Ability: Insomnia
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Shadow Sneak
- Will-O-Wisp
- Gunk Shot/Taunt
- Destiny Bond
"Spin-Blocker, Prankster, Emergency Button"
Possibly caused by an awful childhood memory, Banette has evolved into a mischevious creature,
playing infamous pranks and seeking for vengeance on humanity...
On this team though, its thirst for revenge and skill as a mischief-maker are both highly appreciated. STAB Shadow Sneak, coming off from a Base 165 Attack Stat is nothing to laugh at, steadily chipping away its foe's health in combination with Will-O-Wisp. The latter is especially useful versus fast physical threats. The next slot is a toss-up between Gunk Shot and Taunt. While Taunt shuts down opposing Status moves such Defog, Hazards and SetUpMoves, Gunk Shot offers the oppurtunity to OHKO Fairy Types to support a Salamence sweep, without having to rely on hitting an Iron Tail. Unfortunately you don't get priority off Prankster the turn you Mega Evolve, which is the main reason I generally opt for Gunk Shot over Taunt. Last but not least is Destiny Bond, which is a great utility move, taking everything Banette can't beat with it. Be wary when using it, because your opponent may know about Banette's little trick and can play around it! The EV Spread is pretty straightforward: Maximum Atk Investment to hit as hard as possible, 16 Speed IVs to creep Florges and OHKO with Gunk Shot, while the rest is dumped in HP.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Explosion
- Rapid Spin
"Hazard Setter, Minimalist, Suicide"
Unlike its relatives, this fellow actually turns out to be rather impatient and explosive by nature,
possibly provoked by the excessive consumption of a certain berry species...
Standard Custap Lead Forretress. Maximum Attack and Speed Investment combined with a Hasty Nature allow Forretress to do what this set does best: Spam hazards and Boom. I didn't feel the need to run Gyro Ball, because Banette can deal with most Suicide and Anti-Leads quite well, and I wanted to have the option to clear hazards from my side of the field, because I have a Sash user.
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Iron Tail
- Dragon Claw
"Scarf, Moxie, GG."
Some people say that pride comes before a fall. I think Salamence can relate to that.
Only difference: It is going to be your fall.
For being a Choice Scarf User, I find Salamence to be very reliable and versatile. It acts as Revenge Killer, Win Condition and Wallbreaker. Its ability to break opposing cores early-game, start sweeping in the middle of a battle or clean late-game makes it an excellent addition to the team. I chose EQ and Iron Tail for my coverage moves to hit Steel and Fairy Types respectively. Because the probability of sweeping with either of them is rather low, it is in your best interest to use those moves on the switch. The late-game Outrage Moxie sweep is very real on this team, trust me.
Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum
"Cotton Candy, Smiley Face, Cold-Blooded Killer"
Countless lives have fallen to the rage of Slurpuff after tripping over the hazards layed down by its partner in crime, Forretress. The partners share an interesting trait, which is the excessive consumption of berries. The Sitrus Berry has an interesting effect on Slurpuff, making it feel all light and relieved for a moment, prior to realizing that the battle it had participated in already ended.
Standard Belly Drum Slurpuff. I went with enough speed to get the jump on Max Speed Base 70s without the Unburden boost, while also outspeeding Mega Pert under Rain, should the situation ever come up. Some Slurpuff run Aromatherapy over a 2nd coverage move, but I find Frustration more reliable, picking off Mons that aren't weak to Drain Punch and without relying on Play Rough to hit.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Sucker Punch
- Reversal
- Memento
"Trapper, Try-Hard, Trinity"
Rumor has it that at the sight of a Dugtrio, Pokémon become so obsessed with the question what Dugtrios feet look like,
that they become unable to retreat from the battlefield (Yes, it has feet. Didn't you play PMD? smh).
Instead of Choice Band or Life Orb I run Focus Sash Dugtrio, because I felt like I needed a back-up check for faster Mons, which is also the reason why I don't have Stone Edge but Reversal (200 Base Power Fighting Move when at 1 HP). Reversal OHKOs Mamoswine and deals decent damage to Umbreon, Blissey and Porygon2, as well as to faster Mons like Mega-Aerodactyl and Mega-Sceptile. 21 HP IVs allow Dugtrio to survive two Seismic Tosses from Blissey, while 0 IVs in Def and SpD combined with an Hasty Nature make Dugtrio as frail as possible. Sucker Punch for priority and Memento to help Slurpuff set up. Don't expect to much from Dugtrios damage output, sometimes it is better to go for Memento right away, especially when the Sash is broken by hazards. Still, Slurpuff appreciates any prior damage. Dugtrio also prevents physical fire types, like Entei and Darmanitan, locked into Flare Blitz or Sacred Fire, from utterly destroying the team, because you can't simply Will-O-Wisp them with Banette and Salamence does not enjoy switching in to these moves.
Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunderbolt
- Trick
"Pivot, Wallbreaker, Trickster"
Would you spill boiling water over a mowing machine? Yeah, I wouldn't either.
The last thing you want it to do, is to discharge, or worse, blow all the cut grass back at you (Seriously, don't Scald burn me).
Rotom-Mow fulfills multiple roles on this team, but its most important function is to deal with Bulky Water Types. Being the only Special Attacker on the team, I wanted Rotom-Mow to be as powerful as possible, to reliably break the bulkiest of Water and Ground Types. I opted for Thunderbolt over HP Ice, because its double STAB already has nice coverage and I don't feel like Hydreigon and Mega Ampharos are that troublesome. Also I don't always want to be forced out when using an Electric Type Attack. Volt Switch grabs momentum and pairs well with Dugtrios Arena Trap, while Trick cripples Walls and bulky SetUpSweepers like Florges.
Play Style:
This is Hyper Offense, so don't ask for Switch-Ins. Generally you lead Forretress and throw up them layers. Do your best to keep those on the field. Don't be afraid to double switch, this team wants to be played agressively. Eliminate and burn threats with Banette, break/cripple walls with Rotom-C and trap stuff with Dugtrio. Preferably sweep with Salamence or Slurpuff. Once you picked up how the team works, it doesn't really require much thinking, what makes it perfect for easy laddering.
Conclusion:
All in all, this is just a very fun team I've had no trouble with climbing the low-to-mid-ladder in no time. Even though it might seem like brainless Spike Stack HO (which it kind of is lol), it can actually perform quite well on the higher ladder, assuming you start thinking a little bit more long term than you did on low ladder ;) Breaking well-built defensive cores can be very difficult though, which is why I'd recommend to use this team for quick laddering purposes and fun sessions. Try it out!
The Team in Action:
3mv33 recently featured my team in a UU Live, check it out!
if u find typos, u can keep em
Conclusion:
All in all, this is just a very fun team I've had no trouble with climbing the low-to-mid-ladder in no time. Even though it might seem like brainless Spike Stack HO (which it kind of is lol), it can actually perform quite well on the higher ladder, assuming you start thinking a little bit more long term than you did on low ladder ;) Breaking well-built defensive cores can be very difficult though, which is why I'd recommend to use this team for quick laddering purposes and fun sessions. Try it out!
The Team in Action:
3mv33 recently featured my team in a UU Live, check it out!
http://replay.pokemonshowdown.com/uu-329055200
Close game I had whith the edited version of the team.
Close game I had whith the edited version of the team.
Banette-Mega @ Banettite
Ability: Insomnia
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Shadow Sneak
- Will-O-Wisp
- Gunk Shot
- Destiny Bond
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Stealth Rock
- Spikes
- Explosion
- Rapid Spin
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Sucker Punch
- Memento
- Reversal
Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Trick
- Thunderbolt
Ability: Insomnia
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Shadow Sneak
- Will-O-Wisp
- Gunk Shot
- Destiny Bond
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Stealth Rock
- Spikes
- Explosion
- Rapid Spin
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Sucker Punch
- Memento
- Reversal
Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Trick
- Thunderbolt
if u find typos, u can keep em
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