core:
hey spamspammy, the original core is something that is pretty simplistic and found on common offensive teams nowadays. offensive sd mega scizor is extremely threatening in the current meta, solid bulk in unison with a good defensive typing allowing it to set-up on various offensive threats, as well as many more passive 'mons, especially considering this is offense and many members give it free set-up opportunities, but i'll get into that later on. i changed a few of the sets to fit the team in the best way possible- 4 attacks latios (hp fire + eq / stabs) is something i wanted to abuse. fast heatran is something thats rising in usage greatly due to offensive sd mega scizor and a few other things, so earthquake being capable of luring it greatly helps in enforcing a sweep. hp fire helped soften up various steels that can annoy a few members of the team and sap its momentum, which you definitely don't want with offense. went with belly drum azumarill as opposed to banded because i found it works much more effectively in the end; latios, thundurus, and heatran to an extent, giving a free set-up opportunity to either bd azumarill or sd mega scizor, or even sd garchomp if you keep it around.
starting with the building process, i went with thunder wave + nasty plot thundurus for a guaranteed way of breaking down waters types that troubled the main members of the team, provide speed control and a sweeper check in case things go wrong by a misplay. offensively checking talonflame is appreciated as it cleans teams of this playstyle relatively easily, but more importantly being capable of crippling many faster threats help in setting up late-game. i slashed grass knot if quagsire / gastrodon get annoying for you, but i honestly find nasty plot to be better in the long-run. for the next slot, i went with an offensive rocker in the next slot to limit opposing switch-ins on offense, yache berry sd garchomp. this helped a ton in luring offensive electrics, thus allowing sd offensive mega scizor to clean much easier, it also has the ability to break down stuff like rotom-w and landorus-t which bother the main cleaners of the build respectively. relieving some pressure from stuff like mega lopunny, bisharp, and excadrill is also nice despite not being the tankchomp set. garchomp also doesn't necessarily have to be sacked in the first few turns of the match, it can still clean out matches as a win-condition effectively if the match-up is in its favour. you can run jolly > adamant if you prefer the speed tier, but i find the extra damage output to be good. for the next slot, i originally concluded on band azumarill to take off pressure from mega scizor and latios in checking weavile and keldeo respectively as they both don't have reliable recovery, breaking down mega scizor checks was also really nice. having an extra form of priority is beneficial towards offense in dealing with stuff like sand excadrill which proves to be problematic, but manageable nonetheless. despite this, i decided on running bd azumarill due to the sheer amount of set-up opportunities it finds in many match-ups, and cleans many teams nowadays fairly easily. not much else to say about it, azumarill's an excellent choice on offensive builds because of the defensive and offensive utility it provides. aside from thunder wave thundurus, the build overall was looking rather slow and pressured by offensive builds, this meant a solid revenge killer was mandatory. scarf heatran was optimal for functioning as a back-up check to stuff like talonflame variants, charizard-x, mega gardevoir, gengar, lati, etc., while pressuring bulky steels and grasses. as for specific situations, fire blast from heatran helps put keldeo in range of +2 mega scizor's bullet punch which is fantastic for pressuring checks. not only this, but as mainly bulky waters cut momentum from heatran, you can simply double to either thundurus or latios to continue to pressure the opposition.
the team plays fairly straightforward: set rocks and / or break with garchomp early on -> use lures and wallbreakers to your advantage in putting stuff in range -> use speed control to your advantage if required -> find a set-up opportunity and clean with any member that has the best match-up.
there's not much to say about the team in general, specifically in the way most match-ups play out (provided above). although the team puts out immense offensive pressure constantly, it does have slight issues that requires a good thought process to play around; i am mainly referring to 'mons like sand rush excadrill, sd bisharp and mega lopunny. the main way to manage faster attackers like mega lopunny is either keeping chomper fairly healthy, forcing it out through thunder wave, revenge killing it with heatran, or putting it in range of mega scizor or azumarill's respective priority. sd bisharp, while threatening doesn't find set-up opportunities on anything. excadrill can get slightly more annoying and you're forced to play a bit more cautiously around it, but this also comes with pressuring sand teams with belly drum azumarill + sd mega scizor alongside lures, and stalling out turns carefully.
http://replay.pokemonshowdown.com/ou-331309448
| this replay shows how easily it is to put stuff in range of my priority abusers; garchomp breaking down the team early game with azumarill cleaning it out.
http://replay.pokemonshowdown.com/ou-331325245
| portrays how easily fatter builds are pressured, garchomp getting up rocks forced the opponent to waste a turn by defogging which gave me a set-up opportunity and not allowing the opponent to set-up either. eventually found a set-up opportunity with bd azumarill which would have cleaned the game, but put everything in range of np thundurus + lo latios.
i hope you enjoy the build as much as i enjoyed testing new options with it and have a good day!
p.s sorry for being a bit late on this, i had the team made a while ago, but was fairly busy the past few days.









famous (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
ultralight beam (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot / Grass Knot
waves (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Earthquake
feedback (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Dragon Claw
- Earthquake
fade (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off
facts (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 24 Atk / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
ultralight beam (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot / Grass Knot
waves (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Earthquake
feedback (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Dragon Claw
- Earthquake
fade (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off
facts (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 24 Atk / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge
starting with the building process, i went with thunder wave + nasty plot thundurus for a guaranteed way of breaking down waters types that troubled the main members of the team, provide speed control and a sweeper check in case things go wrong by a misplay. offensively checking talonflame is appreciated as it cleans teams of this playstyle relatively easily, but more importantly being capable of crippling many faster threats help in setting up late-game. i slashed grass knot if quagsire / gastrodon get annoying for you, but i honestly find nasty plot to be better in the long-run. for the next slot, i went with an offensive rocker in the next slot to limit opposing switch-ins on offense, yache berry sd garchomp. this helped a ton in luring offensive electrics, thus allowing sd offensive mega scizor to clean much easier, it also has the ability to break down stuff like rotom-w and landorus-t which bother the main cleaners of the build respectively. relieving some pressure from stuff like mega lopunny, bisharp, and excadrill is also nice despite not being the tankchomp set. garchomp also doesn't necessarily have to be sacked in the first few turns of the match, it can still clean out matches as a win-condition effectively if the match-up is in its favour. you can run jolly > adamant if you prefer the speed tier, but i find the extra damage output to be good. for the next slot, i originally concluded on band azumarill to take off pressure from mega scizor and latios in checking weavile and keldeo respectively as they both don't have reliable recovery, breaking down mega scizor checks was also really nice. having an extra form of priority is beneficial towards offense in dealing with stuff like sand excadrill which proves to be problematic, but manageable nonetheless. despite this, i decided on running bd azumarill due to the sheer amount of set-up opportunities it finds in many match-ups, and cleans many teams nowadays fairly easily. not much else to say about it, azumarill's an excellent choice on offensive builds because of the defensive and offensive utility it provides. aside from thunder wave thundurus, the build overall was looking rather slow and pressured by offensive builds, this meant a solid revenge killer was mandatory. scarf heatran was optimal for functioning as a back-up check to stuff like talonflame variants, charizard-x, mega gardevoir, gengar, lati, etc., while pressuring bulky steels and grasses. as for specific situations, fire blast from heatran helps put keldeo in range of +2 mega scizor's bullet punch which is fantastic for pressuring checks. not only this, but as mainly bulky waters cut momentum from heatran, you can simply double to either thundurus or latios to continue to pressure the opposition.
the team plays fairly straightforward: set rocks and / or break with garchomp early on -> use lures and wallbreakers to your advantage in putting stuff in range -> use speed control to your advantage if required -> find a set-up opportunity and clean with any member that has the best match-up.
there's not much to say about the team in general, specifically in the way most match-ups play out (provided above). although the team puts out immense offensive pressure constantly, it does have slight issues that requires a good thought process to play around; i am mainly referring to 'mons like sand rush excadrill, sd bisharp and mega lopunny. the main way to manage faster attackers like mega lopunny is either keeping chomper fairly healthy, forcing it out through thunder wave, revenge killing it with heatran, or putting it in range of mega scizor or azumarill's respective priority. sd bisharp, while threatening doesn't find set-up opportunities on anything. excadrill can get slightly more annoying and you're forced to play a bit more cautiously around it, but this also comes with pressuring sand teams with belly drum azumarill + sd mega scizor alongside lures, and stalling out turns carefully.





Last edited: