When people make HO teams the people use good coverage and switch initiative to get an eventual sweep. A minority of teams, however, choose the simple tactic of forced trading of pokemon until something has no check or counter for an eventual sweep. To achieve this, they go through the route of kamikaze wall breaking. Kamikaze wall breakers have just one objective which is just to punch a big hole in enemies' defense. Potentially having a 5v5 or 4v4 situation which your prepared for and your opponent, most likely, has a broken defensive structure.
Here are some wall breaking sets. I am excluding the 4 EV thing because it's really irrelevant to this topic.
Heracross @ Toxic Orb/Flame orb (just to avoid any argument about orbs)
Trait: Guts
EVs: 252 Att / 252 Spe
Adamant Nature
- Sword Dance
- Close Combat
- Megahorn
- Stone Edge
This is probably the most popular wallbreaker in UU. It sword dances on the switch and hits something hard with +4 to either OHKO or bring it down to a smidgen of HP to an easily revenge-able range.
Victini @ Choice Scarf
Trait: Victory Star
EVs: 252 HP / 252 Spe
Jolly Nature
- Final Gambit
- V-create
- U-turn
- Fusion Bolt/Brick Break
Victini is pretty straight foward. Final gambit with 404 HP and take something with it. It's wonderful for baiting bulky waters like suicune and blastoise. A team can be created around this with exploiting the fact that your opponents' bulky waters are no longer.
Darmanitan @ Left Overs/Life orb
Trait: Sheer Force
EVs: 252 Att/ 252 Spe
Jolly Nature
- Belly Drum
- Fire Punch
- Rock Slide
- Super Power
This set looks gimmicky, but still does the roll of a wallbreaker. What do you when you see a darmanitan? Your first thought is scarf/ life orb/ four attacks and instantly switch in a bulky water or your best physical wall to stop it if your conservative. If this is the case, say bye to one of your pokemon. It belly drums on the switch and proceeds to obliterate something. Would be funny if your opponent can't out speed it or have no priority *cough*The Greatest Playstyle*cough* because from there, my bet is 5 turns for the finish, no more.
Fire Punch over flare blitz, you don't want to die to recoil. Lefties or life orb is your choice. With sheer force you only get LO recoil with superpower, but maybe having LO is overkill, maybe.
Omastar @ Focus Sash
Trait: Weak armor/Swift Swim
EVs: 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Surf/Hydro Pump
- Ice beam
- Hidden Power (Electric)
Wasn't sure whether to include this, but if played right it should get at least one kill and with rain it can technically boast +3 STAB and +6 Speed. This looks like the roll of a sweeper and I guess double ups as one, but it still doesn't hide the fact it will 95% of the time KO something when it's still alive with a shell smash. With hydro pump in the rain it guarantees a 2HKO on almost every specially defensive wall (I'm thinking ferroseed as the sole survivor) so the the logs so similar to this.
Shell smash, opponent switches, hit wall, get hit to focus sash, hit wall and wall faints.
Shell smash, frail poke hits to focus sash, OHKO frail poke.
Obviously this wall breaker needs an intact focus sash to operate to its full potential.
Here are some wall breaking sets. I am excluding the 4 EV thing because it's really irrelevant to this topic.
Heracross @ Toxic Orb/Flame orb (just to avoid any argument about orbs)
Trait: Guts
EVs: 252 Att / 252 Spe
Adamant Nature
- Sword Dance
- Close Combat
- Megahorn
- Stone Edge
This is probably the most popular wallbreaker in UU. It sword dances on the switch and hits something hard with +4 to either OHKO or bring it down to a smidgen of HP to an easily revenge-able range.
Victini @ Choice Scarf
Trait: Victory Star
EVs: 252 HP / 252 Spe
Jolly Nature
- Final Gambit
- V-create
- U-turn
- Fusion Bolt/Brick Break
Victini is pretty straight foward. Final gambit with 404 HP and take something with it. It's wonderful for baiting bulky waters like suicune and blastoise. A team can be created around this with exploiting the fact that your opponents' bulky waters are no longer.
Darmanitan @ Left Overs/Life orb
Trait: Sheer Force
EVs: 252 Att/ 252 Spe
Jolly Nature
- Belly Drum
- Fire Punch
- Rock Slide
- Super Power
This set looks gimmicky, but still does the roll of a wallbreaker. What do you when you see a darmanitan? Your first thought is scarf/ life orb/ four attacks and instantly switch in a bulky water or your best physical wall to stop it if your conservative. If this is the case, say bye to one of your pokemon. It belly drums on the switch and proceeds to obliterate something. Would be funny if your opponent can't out speed it or have no priority *cough*The Greatest Playstyle*cough* because from there, my bet is 5 turns for the finish, no more.
Fire Punch over flare blitz, you don't want to die to recoil. Lefties or life orb is your choice. With sheer force you only get LO recoil with superpower, but maybe having LO is overkill, maybe.
Omastar @ Focus Sash
Trait: Weak armor/Swift Swim
EVs: 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Surf/Hydro Pump
- Ice beam
- Hidden Power (Electric)
Wasn't sure whether to include this, but if played right it should get at least one kill and with rain it can technically boast +3 STAB and +6 Speed. This looks like the roll of a sweeper and I guess double ups as one, but it still doesn't hide the fact it will 95% of the time KO something when it's still alive with a shell smash. With hydro pump in the rain it guarantees a 2HKO on almost every specially defensive wall (I'm thinking ferroseed as the sole survivor) so the the logs so similar to this.
Shell smash, opponent switches, hit wall, get hit to focus sash, hit wall and wall faints.
Shell smash, frail poke hits to focus sash, OHKO frail poke.
Obviously this wall breaker needs an intact focus sash to operate to its full potential.