Hello RU players, I'm back from the dead with a new team for the new ORAS generation. What got me into creating this team is to show an example of a physical Normal-type that can perform way better than the infamous Ambipom, and so I searched for some ideas and eventually decided to create an offensive team aimed to make the most of the underrated Zangoose. So far, this team has been scoring me well in the matches I've played, but I'd like to see if there is anything that can make my team even better than it is right now.
Team Preview
The Roles
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Close Combat
- Quick Attack
Only cowards use Fake Out + Last Resort. Real men use Toxic Orb Facade and Quick Attack. Anyways, Zangoose serves as the main focus of this team. This thing is such a powerful wallbreaker that unless your name is Mega Steeliix, Rhyperior, Cresselia, Registeel, Tangrowth, Cobalion, Doublade, or Cofagrigus, you aren't taking a Toxic Boost Facade. Knock Off is a great move that Zangoose has access to, so Cresselia, Doublade and Cofagrigus will have to think twice before switching into Zangoose. Close Combat rounds off the coverage and smacks Steels and Rhyperior. Quick Attack also lets Zangoose have a secondary role as a revenge killer and can late-game clean once the opponent is significantly weakened. I run a Jolly nature because speed tying with Meloetta can be crucial.
Delphox @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Fire Blast
- Psychic / Psyshock
- Hidden Power [Water]
- Grass Knot
Of course, Zangoose's base 90 Speed means that it gets outsped by musketeers, and it doesn't like a Mach Punch from Hitmonlee either. This is where Delphox comes into play to revenge kill these threats. In addition, it also removes the bulky Steels so that Zangoose doesn't have to drop its defenses with Close Combat and can just spam Facade all it wants. The reason why I chose Delphox was a Mach Punch resistance so that Hitmonlee can't just wipe out my team with little effort. Grass Knot is such a good move, as Zangoose appreciates Rhyperior and Alomomola removed. HP Water may seem weird, but hitting Houndoom switch-ins is quite nice.
Crustle @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Spikes
- Stone Edge / Rock Blast
- Earthquake
Typical suicide lead. Crustle provides all of the hazard support that Zangoose absolutely loves, turning 3HKOs into 2HKOs and 2HKOs into OHKOs. With a Custap Berry, I can make sure that Crustle gets at least 1 hazard up. Earthquake is here mainly to strike any Qwilfish that think they can Taunt Crustle. Once Crustle has set up all of its hazards, it can be sacked later on to ensure a safe switch-in of its teammates.
Hitmonlee (M) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- High Jump Kick
- Knock Off
- Mach Punch
Seeing as Zangoose wears itself down with toxic poison, hazards will only reduce its lifespan by a chunk. This is where Hitmonlee comes in to spin them away. This thing carries a nice Sucker Punch resistance as well, allowing it to revenge kill Houndoom. Knock Off is there because it what makes Hitmonlee such an effective spinner in RU, so ghosts that expect a spin or a Fighting STAB will feel the pain. Hitmonchan doesn't even get Knock Off, take that, overused boxer!
Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Volt Switch
- Flamethrower
- Giga Drain
- Knock Off
None of my team members are really that bulky, so trying to switch them into attacks is very risky. Eelektross is added to the team to reduce the risks of switching in, with its slow Volt Switch providing the team with a way to switch in without taking a dent. Eelektross serves as the team's pivot this way, and it also provides the team with a way of dealing with Fletchinder and Electric-types. Flamethrower and Giga Drain are coverage to nail any Facade resists while Knock Off just makes it even more of a burden for ghosts.
Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head
- Superpower
- X-Scissor
Just in case things go out wrong, Durant acts as a secondary win condition. This slot used to belong to Feraligatr before it got banned. This thing hits like a truck even unboosted, allowing it to pluck off threats if needed. Once this thing uses Hone Claws, if your checks have been significantly weakened, good luck trying to take out this thing. Not even Cobalion is safe from this thing because Superpower can just leave a mark on it.
Some Options I'm considering:
Doublade @ Eviolite
Ability: No Guard
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Claw
- Shadow Sneak
Unless your Fighting-type has Knock Off or SE STAB, it's not breaking this thing. Tyrantrum is forced to run EQ, and Doublade can also deter a Rapid Spin.
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