As the title might suggest, I built this team around hyper offense, simply because I don't like stall, and since I'm not the greatest battler I like to just try to hit hard and fast. This team got me the highest on any ladder I've ever gotten (peaked at 1331 :/ )
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Fire Punch
- Explosion
This is my suicide lead. His job is to lay down Stealth Rock, and generally promptly blow up. Knock Off is there to inflict damage if the opportunity presents itself; Fire Punch is to hit Steel types that are more susceptible to it i.e. Ferrothorn.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Bullet Punch
- Drain Punch
Every team ought to have Cawmodore, right? Obviously, this thing's job to set up and sweep and occasionally deal with the annoying Crucibelle or Stratagem or the like w/o setting up. And of course, Cawm can be useful when the other team lacks any sort of check.
Aurumoth @ Wise Glasses
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Bug Buzz
- Psychic
The team's Special set-up sweeper. I put it on here because there is, of course, absolutely no risk in using it and it has saved my rear end on more than one occasion. It deals with numerous threats the rest of the team can have difficulty with including (under certain circumstances) Tomohawk or Plasmanta.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Overheat
- Hidden Power [Grass]
- Volt Switch
Mega Manectric is the team's... er, well, sort of a Wallbreaker. Intimidate can come in handy with hit survival, and it can deal with Volkraken and Tomohawk and certain Krilowatt, checks Cawmodore. It can also deal severe damage with Overheat if necessary.
Colossoil @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Sucker Punch
- Pursuit
- Earthquake
The team's... physical... Wallbreaker/Priority user/Tanky "Sweeper". I sacrificed Speed for bulk obviously. Also functions as a Pursuit trapper, although it's pulled that off exactly twice so far. Capable of handling certain threats.
Volkraken @ Choice Scarf
Ability: Infiltrator
EVs: 64 Atk / 252 SpA / 192 Spe
Quiet Nature
- Hydro Pump
- Fire Blast
- Power Gem
- U-turn
My other Cawm check. I did a Quiet Nature to try to hit "hard" with U-turn, although whether I went Modest probably didn't matter the extra EVs going into Speed. Those Speed EVs, combined with Scarf boost, are the absolute minimum needed to outspeed Cawm.
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Problems for my team
*Bulky Pokemon* - ugh. When Pokemon my team can't hit for heavy damage start showing up, it really sucks the fun out of the party. And since my team doesn't switch particularly well due to lack of bulk, things can start going south fast. A lot of bulky Pokemon can also become a problem if certain Pokemon on my side have gone down, i.e. Cyclohm when Aurumoth can't set up and KO it with Ice Beam.
*Set-up sweepers* - Some of my Pokemon can be turned into setup bait for at least a turn - which can be all some Pokemon need to wreck at least a significant portion of my team.
*Unaware Quagsire running Amnesia* - this seems a tad niche, but if it gets ONE Amnesia off, my team literally cannot beat it without critting.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Fire Punch
- Explosion
This is my suicide lead. His job is to lay down Stealth Rock, and generally promptly blow up. Knock Off is there to inflict damage if the opportunity presents itself; Fire Punch is to hit Steel types that are more susceptible to it i.e. Ferrothorn.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Bullet Punch
- Drain Punch
Every team ought to have Cawmodore, right? Obviously, this thing's job to set up and sweep and occasionally deal with the annoying Crucibelle or Stratagem or the like w/o setting up. And of course, Cawm can be useful when the other team lacks any sort of check.
Aurumoth @ Wise Glasses
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Bug Buzz
- Psychic
The team's Special set-up sweeper. I put it on here because there is, of course, absolutely no risk in using it and it has saved my rear end on more than one occasion. It deals with numerous threats the rest of the team can have difficulty with including (under certain circumstances) Tomohawk or Plasmanta.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Overheat
- Hidden Power [Grass]
- Volt Switch
Mega Manectric is the team's... er, well, sort of a Wallbreaker. Intimidate can come in handy with hit survival, and it can deal with Volkraken and Tomohawk and certain Krilowatt, checks Cawmodore. It can also deal severe damage with Overheat if necessary.
Colossoil @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Sucker Punch
- Pursuit
- Earthquake
The team's... physical... Wallbreaker/Priority user/Tanky "Sweeper". I sacrificed Speed for bulk obviously. Also functions as a Pursuit trapper, although it's pulled that off exactly twice so far. Capable of handling certain threats.
Volkraken @ Choice Scarf
Ability: Infiltrator
EVs: 64 Atk / 252 SpA / 192 Spe
Quiet Nature
- Hydro Pump
- Fire Blast
- Power Gem
- U-turn
My other Cawm check. I did a Quiet Nature to try to hit "hard" with U-turn, although whether I went Modest probably didn't matter the extra EVs going into Speed. Those Speed EVs, combined with Scarf boost, are the absolute minimum needed to outspeed Cawm.
--------------------
Problems for my team
*Bulky Pokemon* - ugh. When Pokemon my team can't hit for heavy damage start showing up, it really sucks the fun out of the party. And since my team doesn't switch particularly well due to lack of bulk, things can start going south fast. A lot of bulky Pokemon can also become a problem if certain Pokemon on my side have gone down, i.e. Cyclohm when Aurumoth can't set up and KO it with Ice Beam.
*Set-up sweepers* - Some of my Pokemon can be turned into setup bait for at least a turn - which can be all some Pokemon need to wreck at least a significant portion of my team.
*Unaware Quagsire running Amnesia* - this seems a tad niche, but if it gets ONE Amnesia off, my team literally cannot beat it without critting.
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