INTRO:
Something I’d like you to note when reading this thread is that I don’t have a single set-up sweeper. This team is all-about inflicting some sort of damage every single turn. I also run 3 users of either Choice Band or Choice Specs…no Scarves! Prediction makes the game fun, and with Choice sets based off of neutrality, relying on prediction isn’t so risky (hence the title of this topic). I’ve found from past experience that Choice Scarves just come back to bite me in the end.
As far as ladder ranking goes, I peaked at #10 before I left for Spring Break, but when I returned and saw my CRE had dropped 40-some points, I really didn’t have the motivation to climb back up. All laddering for this team has been done under my Shoddy nick of CAL- Kiryoku.
Enough babbling about ladder stuff. I know that gets boring to read as a team rater.
BACKGROUND:
Skip this if you get bored easily…
Before the making of this team, all-out offensive play was something I had not tried in the OU tier for a long time. Not having the ability to restore the health of my Pokemon proved to be a difficult concept to for me to grasp. This team struggled in its early stages, and I almost decided to scrap the idea of offense altogether and just accept that I need a bulky team to fit my playing style.
But, as time went on, I grew tired of my stallish team so much so that I was on the verge of quitting Pokemon. I knew what every Pokemon would probably do. I knew how I would respond to every Pokemon. Simply put, I was bored, and I needed a challenge. Offensive play was the challenge I needed, and it has rekindled my interest in the game itself. RIP StauffenStall. You had a good run.
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Here we go!
Mamoswine (M) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Shard
- Endeavor
- Stealth Rock
Thank you Stellar for this incredible set. I consider this the best lead I have ever used.
I can count on one hand the number of times that this set has failed to get me a KO, whether it is through his basic STAB combination or through Endeavor + Ice Shard. Endeavor + Ice Shard does require a decent amount of prediction to pull off successfully, but it is great when it works and it is a very fun combination nonetheless. This guy has brought down quite a few of the Scizor he lures in that generally go for a Bullet Punch KO in the early game.
I consider this one of the best Stealth Rock leads in the game because no one ever Taunts Mamoswine, unless I’ve played them before (in which case I just attack first turn). This set is really a foolproof way to get the Rocks up early on with basically no risk, and for that reason alone, it should be more common in the metagame imo.
It is worth noting the surprise factor with this set. There is a stigma around Mamoswine that he is nothing more than another hard hitter in the OU environment. While he does have one of the best attack scores in the tier, this supporting lead role has opened new possibilities for him.
Considering Metagross and Jirachi leads are very, very common, I’d like to mention how I play against them. Against Metagross I always use Earthquake on the first turn. Sadly, Earthquake + Ice Shard fails to guarantee me a KO against the bulky Metagross sets, but I’ve found a way to turn this into my advantage. It works something like this (obviously not a real log lol):
Mamoswine used Earthquake
Metagross lost 80-90% of its health
Metagross used Meteor Mash
Mamoswine hung on with Focus Sash
--
CAL- Kiryoku switched in Infernape
Metagross used Bullet Punch
Infernape lost very little health
--
Infernape used U-turn
[here they either switch to an Infernape “counter” like Latias or Starmie and take huge damage or they sacrifice Metagross]
If they sacrifice Metagross, then I have a Mamoswine sitting at 1HP with no SR up, which is essentially a free KO from Endeavor later in the match (assuming they have something slower than Mamoswine, which is…always). Also, I’ve stopped them from getting SR up. If they go to a counter, I can be in an advantageous position again thanks to U-turn. Mamoswine vs. Metagross is a great position for me at the beginning of a match, even though it may not really look like it at first glance.
Mamoswine vs. Jirachi is different though. I don’t like risking the Iron Head flinch, so I go to Scizor right away and then fire off an early game U-turn, which again puts me in a good spot and also means they didn’t get Rocks.
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Infernape (M) @ Choice Band
Ability: Blaze
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- U-turn
- Flare Blitz
- Mach Punch
In a Lati@s OU, I believe this is the best way for Infernape to keep his spot as one of the game’s best hard-hitters.
With this set Infernape can, at worst, 2HKO, all of his so-called “counters” barring Gyarados. Even Tentacruel is 2HKOed by Flare Blitz or CC after taking SR damage. Vaporeon, Latias, Starmie, etc. all are 2HKOed.
Aside from overpowering most of his switch-ins, Infernape also helps keep a lot of Pokemon in check that would otherwise give me loads of trouble. Defensive Rotom-A’s are 2HKOed, Scarved Magnezones / Heatrans are kept in check, and Lucario / DD Tar are almost non-factors. I don’t normally endorse a Choice set that can’t hit really common Pokemon like Gyarados and Salamence neutrally, but I am prepared to handle them with my other Pokemon.
Mach Punch cannot be replaced by Stone Edge or Thunderpunch. I absolutely need Mach Punch in order to not be 6-0ed by Lucario.
Overall, this guy might be the MVP. I hope to see CB Infernape usage rise soon.
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Scizor (M) @ Life Orb
Ability: Technician
EVs: 252 HP / 56 Atk / 188 SpD / 12 Spe
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- U-turn
- Roost
This is a set that is very common in ubers, but for whatever reason is almost never seen in OU. The idea here is not type coverage, but instead, just pure utility. I lose a lot of power by using this over CB, but I do still retain Scizor’s [in]famous checkmate moves: Bullet Punch, Pursuit, and U-turn. I also get the benefits of Roost. Scizor is what keeps me from losing to Latias pretty badly, so the recovery is absolutely necessary. I don’t really care if I lose him to Magnezone. I only see that thing once every…20 battles or so.
EVs allow me to outspeed Vaporeon. 56 Attack gives me a bonus point, and still plenty of power. The rest was put in to HP and Special Defense to deal with Pokemon such as Gengar and Latias.
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Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Grass]
- Baton Pass
Blissey-less teams are going to be in a world of hurt from this guy. As touched on in the intro (and emphasized in RLs Choice items topic), neutrality is very important. Jolteon is ideal for this role since it obtains almost perfect coverage in just two moves- Thunderbolt and Shadow Ball. Only Magnezone resists both of them in OU. Hidden Power Grass is used almost never and is here only because of the lack of a better filler move.
A dry Baton Pass is a wonderful tactic imo. Excuse me for stating the obvious here, but it is like a U-turn without the damage. I’ve seen plenty of SpecsJolts that use Signal Beam as the final move, but Baton Pass is superior in every way; Shadow Ball hits Celebi hard enough. Baton Pass is fun to use early game to scout for electric immunes and CB Tars that are heavily EVed in SpD.
I’d like to add that Tyranitars that don’t invest in a lot of bulk are 2HKOed after SR. Other Pokemon like Zapdos and Salamence find themselves OHKOed after SR, which goes to show HP Grass > HP Ice.
Just like Scizor, I feel there is a better spread out there somewhere. If you have something that is better than a basic 252 / 252 / 4 then please say so.
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Swampert (M) @ Choice Band
Ability: Torrent
EVs: 108 HP/204 Atk/96 Def/100 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Punch
- Stone Edge
- Waterfall
These were the things said in the aformentioned Choice items topic that a good choice user should have:
Swampert defines a good Choice Bander. The “Uncertainty Factor” may not be great, but he makes up for it in sheer surprise value.RaikouLover said:1. Power - Pretty simple and straightforward. You don't want to waste your time slapping a Choice Band on a pokemon with base 70 Attack now do you??? Another VERY important overlooked think to note about power is the base power of the moves, which I will discuss in depth further down.
2. Neutral Coverage - This is THE MOST frustrating and important point I can make in this entire thread. Lately, I see many users submitting sets that concentrate on hitting targets Super Effectively. However, that is a terrible misconception about Choice Items. In fact, the reverse is true. The key to using Choice Specs / Band is to focus on your neutral coverage, regardless of the type chart. Why? It is more important.. that simple. Because you are boosting damage, super effective type coverage should be of little concern, and certainly not be first thing you think about when designing a Choice Set for your team. Realistically, you should try to choose a pokemon that can acheive nearly perfect coverage in just two moves. You should never have to use the fourth option, and will rarely use the third option in most cases. Therefore, omit any unneccessary moves that are disgned to hit specific pokemon Super Effective, rather than concentration on your own coverage. That is the whole nature of Choice Items... to fire off your most powerful attack to keep the other team off balance.
3. Accessibility: This is something many of you already know and consciously think about when assigning Choice Items to specific pokemon. How easy is it to get this Choice user in???? Picking a Choice user that has multiple attempts to get in will be most beneficial to your team in the long run, and allow you to punch more holes in the opponents team. So things here to consider are weakness / susceptibility to entrance hazards, immunities to attacks or status, and resistances.
4. The "Uncertainty Factor:" This is something I sort of came up with myself that makes certain Choice Users especially good. The uncertainty factor is more of a bonus than anything, but does distinguish a few Choice candidates from others. So what I mean by this is a pokemon thats entry into battle creates difficult decisions for the opponent. Rather than just thinking about who to switch to, they now have to think about "Do I switch? or do I stay in?" Yes, I'm talking about Pursuiters like Tyranitar, U-turners like Scizor and Flygon, and pokemon with dry Baton Pass like Jolteon. Their appearance in battle can really put an opponent in a tight spot.
His Waterfall is powerful enough to score 2HKOs on the likes of Zapdos, Hippowdon, and Blissey and his Earthquake packs the punch to 2HKO other Swampert and iirc Forretress. It is an OHKO against most Scizor as well. Ice Punch OHKOs Latias. Stone Edge OHKOs Gyarados (Swampert can take a DDed Waterfall).
EVs allow me to still take hits from Heatran and Tyranitar decently. I can also outspeed most Tyranitar.
Do not mess with a CB Pert. : )
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Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/240 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Outrage
- Earthquake
- Fire Blast
MixMence remains the icon for basic offensive force. He has the best attacking STAB that he can abuse from both sides of the attacking spectrum and then the perfect coverage moves to complement it. Everyone who has played this game for a decent amount of time has been in the horrible situation where you don’t know who to switch into Salamence. He truly does threaten everything in the game.
I’d like to touch on the combination of Salamence and Infernape, which happen to be the two Pokemon I began building this team with. Their type synergy is almost perfect, and the fact that Infernape is ideal for weakening bulky water switch-ins with U-turn is really appealing since ‘Mence only needs about 30-40% off their health for him to KO with Draco Meteor.
Max Speed is necessary to beat the other Salamence that think it isn’t a good idea anymore since Latias is OU now. Draco Meteor KOs opposing Salamence even if I’m at -2 SpA.
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No threat list- it’s too hard to make for an offensive team based on revenge killing. If you have questions on how I handle a specific threat, go ahead and ask.
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I’m posting this team because I’m retiring it, at least temporarily. For now, I’m going to concentrate on getting back into UU and ubers, and hopefully LC too.
I'd like to thank all those at the Crazy Amazing League who helped in the creation of this team- panamaxis, El Blecko, Ciaran, Mr. Whiscash, fallencaptain and anyone else I may be forgetting!"
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If you are still reading…thanks! I know its lots of reading.