When people discuss the CAP metagame, you will inevitably hear about how everything leans towards stall. In an effort to show people that offense is still a very viable option in CAP, Plus, Beej, and I got together to make a team that could cut through defenses like a knife. If our run on the ladder is anything to go by, we succeeded. There's not really a definitive version of this team. There are a fair few places where you can customize it with different moves or spreads, but this is what we used. Just to note, we're not specifically looking for advice on how to fix the team up. We're trying to show that offense is a perfectly viable strategy in CAP. The Support Stratagem @ Focus Sash EVs: 4 HP, 252 Special Attack, 252 Speed Ability: Levitate Nature: Timid (+Speed, -Attack) -Stealth Rock -Earth Power -Paleo Wave/Ice Beam -Flamethrower/Energy Ball When playing offense, you always want to be the one who gets the ball rolling, so to speak. A lot of how well the match is going to go for you depends on who's doing the pushing: you or your opponent. Therefore, you want a lead that gives you the first push and puts you in a position to keep pushing. Pressure, pressure, pressure. Stealth Rock is always appreciated when going on the offense, and so is being able to hit where it hurts right from turn one. Suicide leads can accomplish this. Stratagem makes for an excellent suicide lead with its incredible speed and excellent type coverage. A good amount of the time it manages to kill the opposing lead while setting up Stealth Rock, and can do even more damage to the unprepared opponent. Stratagem helps to ensure that the team can get itself started off on the right foot, and in certain scenarios it can survive later into the battle to help deal with certain threats. *Energy Ball and Ice Beam should be chosen based on how badly you want Stratagem to deal with certain Ground types. Usually, it's better coverage to pack Flamethrower and Paleo Wave (especially with the STAB boost), but you could use Energy Ball or Ice Beam to get the jump on Hippowdon/Flygon/Swampert. Rotom-h @ Choice Scarf EVs: 4 HP, 252 Special Attack, 252 Speed Ability: Levitate Nature: Timid (+Speed, -Attack) -Thunderbolt -Shadow Ball -Overheat -Trick In the event your opponent has the power to push your momentum back a little, you want to do anything you can to tip the balance back into your favor. You can't let your opponent too far into their swing if you want to be able to swing back. Having a solid way to stop your opponent dead in their tracks isn't enough on its own. You need a way to stop them while getting going yourself. A Rotom with a Scarf makes an excellent revenge-killer for various threats to this team. Threats that could otherwise cause the team problems, such as Infernape, can be mitigated thanks to Rotom. Its typing allows it to be a solid switch-in to various threats, and from there transition into other Pokemon. It can boast enough power to take out some frail sweepers as well. Trick gives Rotom the oppurtunity to ruin a wall such as Blissey, or otherwise trap an opposing Pokemon with a bad item.