edits made in red. just see rates below for reasons
First I started with Froslass + Sceptile because the inspiration to build the team was to show how good Sceptile is with spikes. I had other options like Forry and Quilphish but I felt forry would be dead weight must of the time due to how it would get weakened so quickly and I have never used Phish outside of rain so Froslass was the best fit. Also Froslass can weak things really easily early game which can but certain pokemon in range of either Sceptile or Salamence.
Next I noticed I needed some fast Priority to handle things like Slurpuff if i only get a small amount of hazards up. Also Lucario gives me a lure for whimsicott with ice punch which is really handy because then I can just spam powerful outrages with mence. Lucario also helps nicely against steel types that would other wise suck up Sceptiles attacks. Lucario can also soak up and abuse Dark Type moves directed towards the team's Ghost types.
Next was Chandy. For some reason all my HO teams just come back to having Chandy on it. It just fills so many cool slots the team needed like a stall breaker, Spin Blocker, Powerful Spike Abuser and a check to entei's espeeds.
I now notice how I need a late game cleaner that was faster than Maero so I could check it. This is where mence comes to play. With hazards up so many things become in range of Outrage or Dragon Claw. Scarf mence also helped me vs some match ups VS Beedril and Sharpedo.
Now all I needed was a Maero Check that could set up SR and give me a backbone to fall on if Lucario is dead. Whats also cool about this empo set is that it lures in mamoswine which I can live the hit and ohko which means mence and sceptile can just keep firing off nukes. I have been really enjoying seeing people clicking EQ with mamo or Maero vs emp or seeing them try to set up with Gatr seeing how it looks like an offensive empo w/ no roar but in reality I just roar them out to gain even more hazard chip damage.
Team In Depth:
Schiana (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
Shiny: Yes
EVs: 96 Atk / 160 SpA / 252 Spe
Mild Nature
- Iron Tail
- Dragon Pulse
- Leaf Storm
- Giga Drain
After always hating on Mega Sceptile for so long I have been starting to enjoy it a lot more. Personally I think the All Out Attacker set is still a little underwhelming even with spikes so I went with a mixed set. I really like this set because of how I can lure in fairies and either 2ohko with a combo of iron tail + giga or just flat out OHKO the switchin... that is if I hit Iron Tail. 96 Atk evs help get a 2ohko on defensive Florges and Whimsicott and rest is all standard. I have tried HP Poison and HP Fire over Iron Tail just to avoid the horrible accuracy Iron Tail has but they are all either more situational than Iron Tail or just don't break enough.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Icy Wind
- Destiny Bond
- Spikes
This set is just as standard as it gets for Froslass. I have tried TWave over Taunt in order to cripple things off the bat but then I lose the ability to prevent hazards which sucks a lot. If I ran Twave I would be force to run Defog on empo which is just stupid because I would Defog my own hazards away and I would lose the ability to shuffle things around. What I really like on Froslass that fits nicely with the team is that I can Icy Wind switch ins so I can either set up another spike or Destiny Bond if I didnt out speed in the first place.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Bullet Punch
- Extreme Speed
- Swords Dance
Once again, a really standard set however I have been seeing and using EQ a lot more for Doublades and Nidos, however that set is usually ran if you are really weak to Doublade and need to get rid of it so something like Slurpuff can sweep. With this set I opted to use Ice Punch because then mence couldn't safely set up VS luke and Ice Punch also hit Florges neutrally if I needed to and it also lures in defensive whimsi which is always awesome. Also lucario is a check to defog in the sense that the opponent would realize they could defog VS lucario and use it so I have a harder time cleaning up. While they click Defog, I can click SD so the following turn I can either knock out their hazard control or at least weaken it a lot. Ice Punch also helps me against Gligar.
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Trick
- Memento
I love this set so much. I always found scarf chandy to be very underwhelming and even with a scarf it still loses out on big threats to HO like Mega Aero and other things depending what you are locked into. With Specs + Spike support this thing can 2ohko or at least put something in range of mence, sceptile, or Lucario's espeed. Most switch ins that would usually be rather safe like Florges or tenta get 2ohko'd and stuff like Hydreigon gets weakened to a point where it can switch in again or else it would faint. Chandy + Lucario also makes a really cool core because a common chandy switch in is Hydreigon, which Lucario's ability can take abuse of. If Hydreigon comes in a specs fire blast with rocks up it will take about
50% min which means it can only switch in once more if I click Shadow Ball and not Fire Blast. Now that Hydreigon comes in and is already so weakened a good player would send off either a draco or dark pulse unless they are running Earth Power on hydreigon (yuck). If Hydreigon uses Dark Pulse, Lucario gets to +1 and can start firing off strong moves, or if the Hydreigon uses Draco on Lucario, I can just kill either weaken it to a point where Hydreigon just dies on switch in or if its a bad player, I can click SD with luke on the switch out and then just put holes through their team. Trick is also a really neat thing on Chandelure because I can cripple porygon2, Snorlax, and Blissey, which are very safe switch ins to Chandy. With something tricked, Lucario can just start putting holes through teams or I can just start to shuffle with Empoleon. I don't really know where to put the last 4evs because if I go into HP I lose my Stealth Rock number, which leaves me with putting it in either SpD to take Scalds better or Defense so I can lean the roll of a +6 Slurpuff play rough w/o rocks up in my favor.
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Tailwind
Next is mence, another classic I love to through on HO. I usually end up throwing MixMence on because of how it surprises most people but I figured I already have 3 powerful pokemon that can hit hard even without Spike chip damage so I went with a late game cleaner Mence. Once again, a lot of things get in range of Mence because of the offensive pressure this team strives for and the easy spike damage. On this set I really did not know what to run in the last spot because the obvious options were either covered already or just didn't benefit me. Those options were Defog, Iron Tail, and Stone Edge. I ended up just using Tailwind because if I need to I can just click it, sac mence, then let either Chandy or Sceptile speed up the game so I can get the win. Now looking through the rest of Mence's movepool, I can see the benefits of Fire Fang for Forry and Whimsi but then again tailwind is also something cool that catches people off guard.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 124 HP / 252 SpA / 132 Spe
Timid Nature
- Stealth Rock
- Hydro Pump
- Ice Beam
- Grass Knot
Finally is empo. Empoleon just filled so many roles I needed without being to burdened to actually provide benefits. First off, I have Shuca Bery because now I have a safe answer to Mamoswine, which is a big problem because Ice shards hurt a lot, especially when your situational win con (sceptile) is obliterated by it. Next Empoleon provides a check to Mega Aero, which also can be very threatening. Stealth Rocks are obvious for why they are there and roar is there for certain set up sweepers that think this is an AoA Empo and think they can set up safely, plus the ability to get spike chip. Hydro and Ice Beam are pretty obvious as well. 132 Speed plus a Jolly Nature lets me hit 207 which outspeeds uninvested base 85s which allows me to be able to remove Gligar if needed, I get faster roars then cune, and the ability to get a lot of chip damage on things like Pert before Mega Evolving and Machamp. The HP helps me survive a little longer so I can check more if needed and then I just poured the rest of the EVs into SpA so I can still hit like a truck.
I really would like if you kept the nicknames :]
Schiana (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
Shiny: Yes
EVs: 96 Atk / 160 SpA / 252 Spe
Mild Nature
- Iron Tail
- Dragon Pulse
- Leaf Storm
- Giga Drain
@Cham (Froslass) @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Icy Wind
- Destiny Bond
- Spikes
Luke (Lucario) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Ice Punch
- Extreme Speed
- Swords Dance
Assombrada (Chandelure) @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Trick
- Energy Ball
Invincible (Salamence) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Tailwind
Asas de Aço (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 124 HP / 252 SpA / 132 Spe
Timid Nature
- Stealth Rock
- Hydro Pump
- Ice Beam
- Roar
Schiana (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
Shiny: Yes
EVs: 96 Atk / 160 SpA / 252 Spe
Mild Nature
- Iron Tail
- Dragon Pulse
- Leaf Storm
- Giga Drain
@Cham (Froslass) @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Icy Wind
- Destiny Bond
- Spikes
Luke (Lucario) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Ice Punch
- Extreme Speed
- Swords Dance
Assombrada (Chandelure) @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Trick
- Energy Ball
Invincible (Salamence) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Tailwind
Asas de Aço (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 124 HP / 252 SpA / 132 Spe
Timid Nature
- Stealth Rock
- Hydro Pump
- Ice Beam
- Roar
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