Offensification (Hoopa-U BANNED)

Kit Kasai

Love colored magic
Medicham @ medichamite
-Psyshock
-HJK
-Vacuum Wave
-filler

wow. yes, I'll take the deth on a stick with a side order of deth crystals.
Then you realize you have no way of getting past bulky psychic types (mew, cress, slowbro etc)

You're probably better off running Gallade-Mega (there's a reason why it's A+ ranked and Medicham isn't)
 

Kit Kasai

Love colored magic
Shadow Ball over "filler". Done, set complete.
and then you realize it gets both shadow ball and signal beam
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 160+ Def Cresselia: 198-234 (44.5 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 0 Def Slowbro-Mega: 174-206 (44.1 - 52.2%) -- 14.8% chance to 2HKO
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 252+ Def Slowbro-Mega: 136-162 (34.5 - 41.1%) -- guaranteed 3HKO
 
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 160+ Def Cresselia: 198-234 (44.5 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 0 Def Slowbro-Mega: 174-206 (44.1 - 52.2%) -- 14.8% chance to 2HKO
252 Atk Pure Power Mega Medicham Shadow Ball vs. 252 HP / 252+ Def Slowbro-Mega: 136-162 (34.5 - 41.1%) -- guaranteed 3HKO
252+ Atk Mega Gallade Knock Off vs. 252 HP / 0 Def Mega Slowbro: 112-132 (28.4 - 33.5%) -- 0.1% chance to 3HKO

252+ Atk Mega Gallade Knock Off (97.5 BP) vs. 252 HP / 160+ Def Cresselia: 190-224 (42.7 - 50.4%) -- 1.2% chance to 2HKO

252+ Atk Mega Gallade Knock Off vs. 252 HP / 160+ Def Cresselia: 128-152 (28.8 - 34.2%) -- 2.5% chance to 3HKO

Why, again is gallade A+ when medicham is not?
 

Kit Kasai

Love colored magic
252+ Atk Mega Gallade Knock Off vs. 252 HP / 0 Def Mega Slowbro: 112-132 (28.4 - 33.5%) -- 0.1% chance to 3HKO

252+ Atk Mega Gallade Knock Off (97.5 BP) vs. 252 HP / 160+ Def Cresselia: 190-224 (42.7 - 50.4%) -- 1.2% chance to 2HKO

252+ Atk Mega Gallade Knock Off vs. 252 HP / 160+ Def Cresselia: 128-152 (28.8 - 34.2%) -- 2.5% chance to 3HKO

Why, again is gallade A+ when medicham is not?
Swords dance, higher bulk, more speed, better coverage, access to close combat. You could have just looked that up.
 
Darmanitan @ Life Orb
Ability: Zen Mode
EVs: 128 Atk / 128 SpA / 252 Speed
Hasty Nature
- Flare Blitz / Fire Blast / Overheat
- Stone Edge / Rock Slide
- Solar Beam / Grass Knot
- Earthquake / Superpower / Hammer Arm

Drop down to half HP and you are now special instead of physical, allowing you to now counter the physical walls that once walled you. Overheat could work because it switches from physical to special and hits harder than Flare Blitz. Fire Blast has no recoil or attack drop, but is weaker and inaccurate. The rest of the moves are just coverage.


Exploud @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 252 Spe / 4 whatever
Adamant / Jolly Nature
- Boomburst
- Fire Blast
- Earthquake
filler

Surprise the foe with a physical Boomburst.
 

Lcass4919

The Xatu Warrior
well, skarmchans just got a pretty nice buff now that (barring secret sword/psyshock) nothing can run mixed sets anymore without compromising offensive power, however, finding out which side of the spectrum they are on is another story.
ANYWHO something i think will be cool:

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Earth Power
- Rock Slide
- Focus Blast
- Knock off/psychic/Bulk Up
 
Wow, this is an awesome idea for a metagame. :)
A Sheer Force suspect seems plausible, as it may benefit Lando-I, Darmanitan and the Nidos a bit too much.
Interesting that the metagame gives a hidden buff to defensive Pokemon since there will be no mixed Pokemon aside from Psyshock users and Keldeo.

Alakazam @ Alakazite/Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
- Psyshock
- Knock Off
- Drain Punch/Focus Blast
- Protect/Encore/Taunt/Fire Punch/Ice Punch/Thunder Punch

Alakazam is one of the few special attackers able to easily take on Chansey with the Knock Off + Psyshock combo. Other Psychic types like Reuniclus, Azelf and Meloetta.

Dragonite @ Expert Belt/Leftovers/Life Orb/Lum Berry/Weakness Policy/Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Hurricane
- Thunder
- Aqua Jet/Extreme Speed/Dragon Dance/Roost
- Dragon Pulse/Dragon Dance/Rain Dance
Dragonite makes for an interesting Rain abuser with physical ThunderCane. Thunder breaks through Skarmory and Slowbro easily and Hurricane has great power and no immunities. After that, Dragonite has a fair amount of options. It can sweep with Dragon Dance, use Aqua Jet to pick off faster threats, have Dragon Pulse for a second STAB move, have Roost for longevity, or even set up its own rain.

Porygon-Z @ Life Orb
Ability: Adaptability
EVs: 80 HP / 252 SAtk / 176 Spe
Modest Nature
- Return
- Dark Pulse/Shadow Ball
- Nasty Plot
- Agility
+2 252+ SpA Life Orb Adaptability Porygon-Z Return vs. 4 HP / 252 SpD Eviolite Chansey: 333-393 (51.8 - 61.2%) -- guaranteed 2HKO after Stealth Rock
Yep.
 
Another thing I would like to bring up is special Foul Play, which attacks using the target's Special Attack stat. If given the choice, is it better to stick with physical Foul Play or use special Foul Play instead? Is it worthwhile to run both on a single team? As special attackers run a 0 IV in Attack to reduce Foul Play damage, is it advisable for physical attackers to do the same with their Special Attack?

Sample set (subject to modification):

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Recover
- Foul Play

If Sableye has 31 in all IVs, even with a -Atk nature, its Attack surpasses its Special Attack by 1 point, making Foul Play physical. However, with an Attack IV of 29 or less, its Foul Play becomes special, taking the effect mentioned earlier. This means that even if it Will-O-Wisps, its Foul Play damage will not be reduced.

Thoughts?
 

Ununhexium

I closed my eyes and I slipped away...
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It would technically be a physical attack but game mechanics use the opponents Attack stat regardless of whether the move itself is physical or special
 
Swords dance, higher bulk, more speed, better coverage, access to close combat. You could have just looked that up.
Medicham gets Bulk Up if you care for boosting and High Jump Kick is more lethal than Close Combat. Also, it gets Fake Out, which is always neat, though that's getting into 4MSS.
 
GI gave drain mega drI'll should be good with its attack and give it a way to mitigate stealthrocks, it also gets sludge bom bas a poison stab now.
and physical hidden power on scizor.
 
Another thing I would like to bring up is special Foul Play, which attacks using the target's Special Attack stat. If given the choice, is it better to stick with physical Foul Play or use special Foul Play instead? Is it worthwhile to run both on a single team? As special attackers run a 0 IV in Attack to reduce Foul Play damage, is it advisable for physical attackers to do the same with their Special Attack?

Sample set (subject to modification):

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Recover
- Foul Play

If Sableye has 31 in all IVs, even with a -Atk nature, its Attack surpasses its Special Attack by 1 point, making Foul Play physical. However, with an Attack IV of 29 or less, its Foul Play becomes special, taking the effect mentioned earlier. This means that even if it Will-O-Wisps, its Foul Play damage will not be reduced.

Thoughts?
Burn already does not reduce Foul Play's damage output unless the Foul Play user is burned. It does however mean that Sableye's offensive capabilities would be unaffected by foes who try to burn it.

It would technically be a physical attack but game mechanics use the opponents Attack stat regardless of whether the move itself is physical or special
I presume it would change to use the relevant offensive stat just like Secret Sword, Psyshock, etc. always use the opposing defensive stat. On the other hand, having it use the foe's Attack to hit their Sp. Def might be useful against physical tanks with high Atk/Def but low special stats.
 
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpA
Lonely Nature
- Hurricane
- Earthquake
- Extreme Speed
- Fire Blast

So, this guy is scary. Hurricane is inaccurate, but with a 110 BP and STAB, it can kind of afford to be, and the amount of damage it outputs while retaining stab makes it seem viable to me.
 
For all those who posted threats and sets, thank you very much. I will add them to the OP very soon, sorry for the delay.

Another thing I would like to bring up is special Foul Play, which attacks using the target's Special Attack stat. If given the choice, is it better to stick with physical Foul Play or use special Foul Play instead? Is it worthwhile to run both on a single team? As special attackers run a 0 IV in Attack to reduce Foul Play damage, is it advisable for physical attackers to do the same with their Special Attack?
It would technically be a physical attack but game mechanics use the opponents Attack stat regardless of whether the move itself is physical or special
I presume it would change to use the relevant offensive stat just like Secret Sword, Psyshock, etc. always use the opposing defensive stat. On the other hand, having it use the foe's Attack to hit their Sp. Def might be useful against physical tanks with high Atk/Def but low special stats.
Yeah, because of Game Mechanics, Foul Play will always use the opponent's attack stat in damage calculation. Being Physical or Special doesn't affect it. I'll add to the OP when I add the sets and threats.

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpA
Lonely Nature
- Hurricane
- Earthquake
- Extreme Speed
- Fire Blast
I don't think that extra 4 Sp.Atk is needed, since even with burn, that Dragonite's attacks will always be Physical. Thanks for the set though. :)
 
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Wait so Overheat lowers SpA still? Choice Band Victini Overheat Spam.
Wait a moment, doesn't it say in the OP that special drops now go to physical? If not, meet your new based god flareon with a spammable physical fire type attack that doesn't kill it
 

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