Steeplechase
Introduction:
With Aegislash probably heading towards a ban, thought I'd share this team. I wanted to build an offensive team but also use some cool and interesting sets at the time instead of the standard Deo-S / Genie 1 / Genie 2 / Bisharp base. I tend to enjoy using offence mainly because I don't have the attention span to use stall n_n and because it is hands down the most effective play style this gen. The team started off as a fun team I used on the ladder (got to like top 20 till ggbatonpass got annoying and I didn't try further) but was later fine tuned for a World Cup match. I ended up making about 10 different versions of this team, but this is the version I feel most comfortable playing with and is the most effective one.
The team is definitely weak to certain common threats, but I just wanted to break from the norm and have some fun with the sets :)
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In-depth:
Starscream (Garchomp) (M) @ Roselli Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Stealth Rock
- Outrage
- Fire Blast / Swords Dance
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First three sets of the team are pretty standard (ok maybe I'm one of the few retards running around with a Roselli Berry). It's probably one of the best users of Stealth Rock on an offensive team due to the sheer amount of switches it causes. It also instantly applies pressure to the main defoggers of the metagame, Latios, Latias and Skarmory. The former two have to be very careful to Defog on chomp itself, because if I decide against switching out from the threat of a Draco Meteor and go for the Outrage, Keldeo will have a field day. Since most Garchomp usually don't carry Fire Blast nowadays, I tend to catch Skarmory off guard as well thinking they have a free turn to Defog because they assume I have SD.
As you could tell from the preview under the title, this team has a weakness to Azumarill, and if I see one on the opposing team I try not to play as recklessly with Garchomp (same thing if they have a Talonflame), and keep it relatively healthy to tank a Play Rough and weaken it with Earthquake.
I used to run Swords Dance over Fire Blast a lot in the past, but with Lum Berry, mainly for the annoying Rotom-W who like to lead off predicting either Lando-T or Garchomp as my own lead. With Lum Berry I would pretty much nab a free SD off of them and go to town. But yeah, it's just that I despise Ferrothorn and Mega Scizor trying to be cute, so I usually go with Fire Blast.
Luftwaffe (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor / Dragon Pulse
- Psychic
- Hidden Power [Fighting]
- Defog
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Best option for a defogger on offence. It's importance to the team is huge as it's my main switch-in to Rotom-W and Keldeo. Admittedly though, it can get worn down fairly quickly versus Rotom-W, especially if I pick up a Will-O-Wisp burn. This is the main reason why I've used Latias over it on a different version of the team, but the reason I keep coming back to Latios is because of its power, and it's definitely noticeable with Latias. For example, I can't weaken out Tyranitar and Heatran for Houndoom through HP Fighting (fuck xy for making it 60 bp btw) as reliably. It also checks shit like Charizard-Y and it's sweet resistances give it plenty of chances to come in and defog for Houndoom, or launch a Draco Meteor and hit something hard right off the bat.
Sultan of Bling (Aegislash) (M) @ Air Balloon
Ability: Stance Change
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- Sacred Sword
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What a monster. With this set Aegislash is able to hit most things on stall teams very hard, the common Heatran / Venusaur / Skarmory core gets hammered with correct prediction. Opted for an all out attacker to keep up with the fast paced nature of the team and also because I need it to hit as hard as possible vs defensive teams. Usually if the opposition's main Ghost resist is weakened, in which case if it's Tyranitar that's not too hard to do with Latios / Houndoom, I will usually spam Shadow Ball. Priority is very important to a team like this and Shadow Sneak also somewhat mitigates Aegislash's abysmal speed against faster mons, and it's great to pick off weakened Landorus / Thundurus with. Flash Cannon is more than a secondary STAB in that it can hit CM Clef hard even after a boost, else it can do work against this team. Air Balloon is useful against SubToxic Gliscor who otherwise can be annoying to face.
Solum (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 236 HP / 52 Atk / 92 Def / 128 Spe
Adamant Nature
- Stone Edge
- Rock Polish
- Earthquake
- Swords Dance
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Lando-T functions as my check to numerous physical threats, as well as having the ability to instantly become a win condition with Rock Polish versus offence, or punch holes in stall teams with SD boosted hits. Garchomp is a big help in weakening Skarmory and Ferrothorn with Fire Blast to allow Landorus to muscle its way through them. I usually keep Rock Polish / Swords Dance hidden and let my opponent think that I'm carrying the standard tank set, then whenever an opportunity arises, boost up and get to work. I'd love to run max attack on this thing, but the truth is I need him for Banded Talonflame as well, I don't really like having Garchomp as my only switch-in to it.
With these EVs CB Talonflame cannot 2HKO Landorus-T, and the speed EVs allow me to outpace Scarf Garchomp after a Rock Polish. In other versions of the team with Latias, Healing Wish is very helpful in allowing Landorus to regain health after it has absorbed a good couple hits from physical threats and prevents priority users from KOing him if he wants to attempt a sweep. I have used HP Ice over Swords Dance in the past to make it easier to get by Gliscor and other Landorus-T, but the option to puncture stall after an attack boost (yes even with 52 atk he still hits like a truck after a Swords Dance) is too good to pass up.
Featherweight (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
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Revenge kills Dragon Dance Mega Tyranitar and Gyarados (after the mega evolution) who otherwise rip through this team. Also has the potential to sweep late-game if I've weakened Scald / Secret Sword switch-ins beforehand. Being able to outspeed and KO Greninja is also a huge bonus because it can be very troublesome against everything on the team. Most of the time they stay in, get outsped and get knocked up not expecting Scarf. Icy Wind is piss weak without Specs, but it's there to reliably take out Dragonite and a healthy Garchomp (without resorting to Hydro Miss). Lati@s can also be picked off with it when weakened.
Gunmetal Grey (Houndoom) (M) @ Houndoominite
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Fire Blast
- Taunt / Sludge Bomb
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After a Nasty Plot (which isn't that hard to set-up), this thing will definitely get in a couple kills, and against fast and frail offensive teams, it's moves will hurt even when unboosted. Tyranitar, Keldeo, Terrakion and Azumarill are the 4 top tier threats that resist both its STABs and it only has so many moveslots so not all 4 can be covered. I'm honestly not too worried about Tyranitar because all the other members of my team can make quick work of it, and I have Latios to lure it out too. Keldeo and Terrakion do not enjoy +2 Dark Pulse / Fire Blast and cannot switch-in directly or risk getting 2HKOed. Azumarill is an overall bitch to the team, and Sludge bomb will take care of it. Same reason why I have Roselli on Garchomp as well, to soften the bunny up for Houndoom and Latios. Taunt and Sludge Bomb are interchangeable really. In tournaments if I think my opponent will bring stall I'll usually go with Taunt, to completely shut down Chansey and non Earth Power Heatran and rack up some massive damage. If I think they'll probably use offence or a balanced team I'll usually pack Sludge Bomb for the threat of Azumarill. Houndoom also helps check Aegislash as long as I don't recklessly switch in to a Sacred Sword.
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Major Threats:
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Conclusion:
So yeah in conclusion this was a very fun team to use. Seeing Landorus-T shred the remains of an offensive team with Rock Polish or Houndoom rip through a team at +2 is very satisfying to watch because you don't see those things everyday in this metagame. The flaws with the team and weaknesses to threats could probably be patched up if I switched to some standard sets, but then it would become another bog standard offensive team.
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