ORAS OU Nate's Dogshit Offense - Peaked 1806

NATE'S DOGSHIT OFFENSE
dog_offense.jpg
Yo Smogon, this is Hector Hard Mode, but Nate is my real name. Today, I have with me the worst team in existence. I would never have made this RMT if my friends hadn’t convinced me to do it, because this is the most ghetto offense that I have ever seen or had the misfortune of making. Since I don’t enjoy putting 6 fats with twave on 3 or 4 of them and call it a day, I went for bare hyper-o. I want to control the pace of the game in a way that doesn’t involve paralyzing every other mon on the field. This team is not a good team, I’ll admit that straight up, but thanks to the power of the Showdown ladder it’s actually achieved a respectable peak and Elo.

Welcome and enjoy Nate’s Dogshit Offense.
I didn't want to ladder with this team in all honesty because I didn't see a lot of potential with it; I ended up delegating the laddering to my friends dukevesper and blarghlfarghl. dukevesper posted his ladder peak from Young Trendsetter on Twitter after he'd finished laddering and has since made an OU live featuring the team. It will have to do because neither saved winning replays of the team on the way up. Also, because Mistaken also used the alt to ladder there are conflicting replays concerning points as he tilted up and down.
https://twitter.com/iamdukevesper/status/683235668261236736
482.png
006-mx.png

I started with Azelf and Mega Charizard X; Azelf gets rocks up reliably with Focus Sash and Taunts opposing lead rockers, which is crucial for Charizard to sweep. Because the team is focused around a CharX sweep, I wanted to make sure that I don’t get stopped midsweep in the early game by the softer checks that most people use for CharX. On a lot of fatter balance, many people use Choice Scarf Tyranitar and Rocks Heatran as their initial Charizard X switchin. DD Earthquake can blow these checks away and ensure that CharX can wallbreak or clean for the rest of the team.

482.png
006-mx.png
149.png


While CharX is a great sweeper, it doesn’t enjoy taking priority from Talonflame and can sometimes have trouble with opposing fat teams if its checks, like Slowbro, haven’t been worn down. Banded Dragonite acts as a softcheck for sweepers like Talonflame with +2 priority Extreme Speed, can OHKO Tankchomp while taking the recoil so Zard doesn’t have to, and significantly weakens Landorus-T and Venusaur with Outrage. Clefable can get blown away by Iron Tail on the switch.

482.png
006-mx.png
149.png
286.png


Waters, Sand, and rain were all looking threatening to the team. Life Orb SD Breloom was a perfect fit, taking on Excadrill with ease, Sporing things like Clef which pack twave as we all know, and setting up on Choice-locked Azu.

482.png
006-mx.png
149.png
286.png
184.png


The Sand matchup was still looking a tad sketchy and the team needed more physical pressure in addition to a way to consistently beat sand builds with Amoonguss, as commonly seen in OLT (watch boudouche vs High Impulse). Belly Drum Azumarill is a good fit here, acting as a good tertiary wincon in addition to being a softcheck to CharX which while it couldn’t set up on much was looking threatening in the back.

482.png
006-mx.png
149.png
286.png
184.png
530.png


Finally, you can’t use CharX consistently without some form of hazard removal. Given the team’s reliance on Charizard to handle Electrics like Manectric, Choice Scarf Excadrill was a good fit to Spin away hazards once the setters had been overwhelmed while soft-checking Raikou, Manectric. It also handles +1 Altaria, which is otherwise a massive threat.

The Team:

azelf.gif


Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Explosion
- Taunt
- Fire Blast
- Stealth Rock

Azelf is used for consistent early game Stealth Rock, keeping hazards off the field with Taunt, and the chance to gain momentum in a best case scenario. Focus Sash is to survive any one hit, ensuring that at the worst against leads like Choice Scarf Tyranitar that the team lays up Stealth Rock. Explosion is to deal decent damage and provide momentum for the rest of the squad once Stealth Rock has been laid and opposing Rocks have been prevented. Fire Blast is used to nab some quick kills against Mega Scizor and Ferrothorn, while also preventing Choice Scarf Excadrill from Rapid Spinning endlessly. Azelf synergizes well with Charizard and Dragonite, as even during matchups where Stealth Rock isn’t very useful, preventing Stealth Rock is exceptionally important.

charizard-mega-x.gif


Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Earthquake
- Dragon Claw

Mega Charizard X serves as the team’s primary sweeper and wincon. Charizard provides exceptional power and forces your opponents to react, which can force them into a line of thinking that you can exploit with Breloom and Azumarill. Charizard benefits immensely from the good players who think that Garchomp is the counter to every physical attacker via recoil. Of those teams, a majority of players have a very soft answer to Charizard such as Choice Scarf Tyranitar or Heatran. Although the structure of the team has strong offensive answers to these Pokemon, switching in is not an easy task and they can still inhibit an early game sweep / breaking spree from Charizard, depending on what I need it to do in the game. Earthquake exploits these building patterns, and although running Earthquake means forgoing Roost and Charizard’s survivability, Earthquake is essential for Charizard’s role in the team to break open opposing defensive cores for the rest of the team to clean up. It also is a decent Electric soft-check and Scizor check provided that Stealth Rock isn’t up, although you may need to sacrifice your own Rocks to ensure that. An Adamant nature is necessary to ensure the OHKO with Earthquake on Scarf Tyranitar at +1 most of the time.

dragonite.gif


Dragonite @ Choice Band
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Outrage
- Iron Tail
- Superpower
- Extreme Speed

Dragonite serves as Charizard’s wallbreaking support against balance and response to common obstacles to a Charizard sweep. Dragonite handles threats such as Talonflame, Mega Venusaur with Multiscale, and weakens bulky Grounds with a Choice Band set. Outrage gives the team immediate OHKO power against bulky Garchomp and can 2HKO Hippowdon, Slowbro, and defensive Landorus-T after Rocks; in any case, well within range of a +1 Charizard. It also has the potential to clean with Extreme Speed against weakened offense. Iron Tail is useful for nailing Mega Diancie and Clefable on the switch; otherwise, the team would struggle overly much with breaking fatter balance. Finally, Fire Punch gives another option for Ferrothorn and Scizor, which are also annoyances given that Charizard is the primary check. However, you can run Superpower if Heatran is more threatening to your playstyle but you still want to hit Ferrothorn.

breloom.gif


Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

Breloom is an amazing anti-meta Pokemon right now; in @AM’s words, “Breloom wins again” in an awful lot of games. Breloom takes advantage of fatter cores without Amoonguss to wall it, and is important as the primary check for Waters like Suicune and Slowbro while pressuring Grounds like Landorus-T and Hippowdon. Swords Dance makes Mach Punch and Bullet Seed exceptionally powerful, nabbing some important OHKO’s against Pokemon like Keldeo, Raikou, and Diancie after a boost. Spore is to put pressure on opposing offense when you can get Breloom a free turn, as generally opponents will try to sleep fodder a Pokemon that’s not good in the matchup, which you can then exploit by doubling or attacking immediately. Adamant nature to increase the chances of knocking out Clefable at +2, while increasing the damage that you can do to Latios and Tornadus-T on the switch or with Mach Punch. Breloom can also check Excadrill sand builds without Amoonguss using priority Mach Punch, and extra priority is always nice. Breloom synergizes well with the next Pokemon, Azumarill, which appreciates the Lati twins and Quagsire being weakened before sweeping with Aqua Jet. It also can sweep weakened Rain offense if Tornadus-T has been eliminated.

azumarill.gif


Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Belly Drum Azumarill performs a utility role for the team, acting as a check to Rain, Sand (like Breloom), and Keldeo, and Dragonite while being able to sweep with Belly Drum late game. Aqua Jet provides the third form of priority on the team. Play Rough gives the team something to hit Keldeo, Garchomp, Latios, and Rotom-W on the switch. Knock Off OHKOs Ferrothorn and Amoonguss after Belly Drum, which is incredibly important for Breloom. It’s also a quasi-check to Heatran and Charizard X which looks quite threatening after a boost, although no Pokemon give it free set up.

excadrill.gif


Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Finally, I decided on Choice Scarf Excadrill for the last slot. Excadrill gives you counterplay to salvage Dragonite and Charizard if Azelf couldn’t prevent Stealth Rock from going up in the early game. In addition, it checks +1 Mega Altaria with ease and provides speed control for threats like Latios, Gengar, Tornadus-T, Electrics, and Adamant Charizard. In a pinch, it can also check Talonflame with Rock Slide and non-Flamethrower Clefable. Earthquake is STAB and necessary for handling Electrics, Tyranitar, and the like. Iron Head handles Clefable and Altaria even after a boost. Rock Slide is essential for taking on Talonflame if Dragonite isn’t a good option given your game circumstances. Rapid Spin to save Dragonite’s Multiscale and let Charizard come in at full health for a sweep.

Threatlist:

195.png
--> Can wall CharizardX and Azumarill quite reliably, which is a nuisance given that Azumarill is the main stallbreaking tool against Amoonguss Stall (which you can OHKO at +6).

663.png
--> lol Excadrill is the counter and DNite is the soft check. Banded Espeed thankfully does a lot while always outprioritizing Brave Bird but it's a very soft check. The gameplan against this is getting rocks up and praying.

310-m.png
--> CharizardX is the primary answer to MMane, but without Roost it can't check it reliably as it Volt Switches around on the team. Extreme Speed into Mach with Rocks should do it, but Manectric is a threat to this team for sure.

376-m.png
--> lol @ switchins. Charizard can soft check it, and Excadrill can revenge it after a few Rocks switchins / priority. Pretty nasty threat to face overall.

003-m.png
--> Dragonite has to Outrage this if Zard is the wincon in your particular game. GG

dukevesper - You were the only dude that actually believed in this team rof, it's totally dogshit. Thanks for taking the time to prove that this team actually can ladder well rof. the yt vid is also hilarious lmao
blarghlfarghl - You and vesper actually put the work in to ladder. Props, ya did a lot for this
GonxKillua gxkek
LORD ISSEI thanks for telling me that the team is bad, I'd never have known. baby hugo
PocketTrigger rofl kek lmao yolo sushi barlic gread
shui3 be merciful in your rate
NotFalse rate buddE
That's about all, thanks for reading! I'm not too artistic so there aren't too many big banners or anything, but that suits the team best. In the end, it's dogshit offense, but it's good ladder dogshit offense. The one banner's by LORD ISSEI :]
mlop counterlead (Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Explosion
- Taunt
- Fire Blast
- Stealth Rock

fuk stealth rock (Charizard-Mega-X) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Earthquake
- Dragon Claw

49's nightmare (Dragonite) @ Choice Band
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Outrage
- Iron Tail
- Fire Punch
- Extreme Speed

go to serp (Breloom) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

beats amoonguss (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

not pursuit bait (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
 
Last edited:
Hi there,

I like this team a lot and can see why it has done well on the ladder. I agree with most of your threatlist, but I don't see the big threats as pokemon, rather as cores. For instance, full stall with Quagsire + Amoonguss + Skarmory shits all over this team. On the offensive end, we have a safety blanket of CB Dragonite + LO Breloom + Azumarill + ScarfDrill, so we can revenge most stuff, but not everything - opposing win conditions such as Rock Polish Metagross, Talonflame, and Tail Glow Manaphy are tough to revenge kill. Fixing these problems requires some delicate tinkering at this point because the team has already proven it is successful on the ladder, but we have to accept in ORAS that every team is going to be weak to something - we just have to make sure the weaknesses aren't too common.

The team has the ability to handle full stall better with a few tweaks. Dragonite was a darned good stallbreaker back in DPP / BW. Right now it's banded to do more damage to Talonflame with Espeed (we'll address Talonflame in a bit). The problem with the current team is that most stall players at the 1800 level can pretty easily predict your sets, switch in the right counters when necessary, and eventually wear you down. The one thing stall players hate more than anything else is unpredictability, so we're going to do some experimenting with Dragonite and make it mixed. Stall can handle CB Dragonite by switching in Skarm or Clefable. If Dragonite goes mixed, it's a different story. Quagsire is easier to handle with Draco Meteor (and Unaware doesn't care about Draco Meteor drops), and Dragonite has a large enough movepool to take out Skarm and Clefable so Zard-X can sweep easier. So for movesets...we obviously need Draco Meteor and Fire Blast to handle Quagsire and Amoonguss, and Iron Tail / Iron Head is nice for Clefable and Diancie. The last move is either Extreme Speed or Roost depending on your preference.

dragonite.gif


Dragonite @ Life Orb
Ability: Multiscale
EVs: 56 Atk / 252 SAtk / 200 Spe
Mild Nature
- Draco Meteor
- Fire Blast
- Iron Tail / Iron Head
- Roost / Extreme Speed

The EV spread is for Dragonite to outspeed TTar and is an older spread, frankly. Feel free to tinker with that set.

Looking at that set gave me a lightbulb moment…Torn-T does that move set only better. Torn-T has Hurricane for Mega Venusaur; Heat Wave to take out Skarm, Mega Metagross, and other annoying Steel-types; enough speed and power to OHKO Diancie with Iron Tail; and and a wide enough move pool to either Knock Off Eviolites, U-Turn to Breloom, or Taunt to block recovery. The drawbacks of Torn-T are dealing with Hurricane misses and expanding the Talonflame weakness, but I would try both and see what you prefer.

tornadus-therian.gif


Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Iron Tail
- U-turn / #fuckstallmove

Now for the cherry on top and dealing with Talonflame. Either switch above expands the Talonflame weakness a little bit, so I was stuck on figuring out what to do about it. I checked your Teambuilding process and saw that you mentioned the Boudouche / High Impulse OLT playoff match. I watched that match again…Azumarill did nothing in that game, but it did give me a nice insight for the last suggestion. One option to check Talonflame better is to move to Choice Band Azumarill and forget Belly Drum, but that does more harm than good because we spent so much time getting rid of Azumarill’s counters to set up the sweep in the first place. Instead, we’re going to swap Azelf for Terrakion. This may seem like an odd move and I wouldn’t have thought about it had you not posted the replay, but there is a set worth trying out that will help your team. Shoutouts to my homie xtra$hine for making it. I’ll let him explain it for you below:

(link to the original post)

terrakion.gif

An eye for a Sableye (Terrakion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 6 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Stone Edge
- Safeguard

Remember when stealth rock terrakion was a thing? well with my cleverness and hindsight i expertly create a loophole to this NON OVERCENTRALIZING mega by arranging a few moves and items and what-not. safeguard turn 1 as they willowisp ur lum then proceed to swords dance and scare them off with those striking stone-edges until you feel like it is safe to lay stealth rocks, trust me it works 47% of the time. Not much needed to be changed from the original XY terrakion as sableye is just a minor issue and lando-i must be looked upon more for its sheer annihilation of poorly built HO teams that lose to exca in the sand anyways.​

Terrakion gives you another soft check to Talonflame as it can live a Choice Banded Brave Bird. There might be some EV adjustments to deal with other Talonflame spreads but I’ll let you tinker with that on your own.

Other cosmetic changes: I would also test out the Bulky DD Zard X set if you are testing the team with Tornadus-T. Same set you have, but Roost over Earthquake and an EV spread of 104 HP / 220 Atk / 184 Spe with a Jolly nature.

Again, great team! Hope this helps.

//If anyone can find me a good place to write these rates online without having to deal with multiple tabs and accidentally losing most of the rate right as I'm done that would be wonderful.
 
Last edited:
THAT TERRAKION SET WAS JUST A JOKE TO SHOW HOW RIDICULOUS SABLEYE IS!!

and since im tagged in this post i will give two pointers:

make azelf 252 speed 252 spatt timid with taunt energyball fireblast sr

make azumarill 160 hp 252 att 96 speed with LUM BERRY and waterfall playruff aquajet and toxic (TOXIC BEATS QUAGSIRE)

reason behind azu is because you can lead with it vs sable or use it as a keld switchin and not owrry bout scald burn

reason with azelf is because eball does shit to diance, could be good against hippo.
 
Last edited:
Hey dude, actually i really like your HO, i used the same archetype as your during Sableye suspect metagame and it worked out so nicely that i even won an OU suspect tour. I don't really have huge suggest for your team considering it's already solid but i guess i can help you out making it even better overall (i mean pratically).

First i would like to second Joshz on the fact that Skill Swap over Fire Blast would be better for your team, the purpose of Heavy Offense is basically to pressure your opponent as much as possible by setting up hazard and then hard hitting with all your complementary sweepers, however ORAS OU metagame brought 2 great hazard controllers in Mega Diancie and Sableye-Mega which means you will have a poor lead matchup as you won't be able to get Stealth Rock on the field and trust me Stealth rock is really mandatory when playing Heavy Offense since they can limit your opponent's switchs easily. Then let's be honest, who's gonna let Ferrothorn / Scizor / Skarmory against Azelf lead, they always have Fire Blast usually.

While i was looking at your team i was feeling like Azumarill would be better if Jolly, i noticed you're playing Azumarill + Breloom and that core used to be totally walled by Venusaur which means you will probably be forced to rely on Dragonite and Zard-X way too much but with Jolly Azumarill you can now pressure Venusaur as Azumarill will outspeed it and deal heavy damage preventing Venusaur from walling Breloom (or the opposite according to your game plan). Then Azumarill can still outspeed non invested Rotom-W which is really cool since you barely have something for Will-O-Wisp.

+6 252 Atk Huge Power Azumarill Play Rough vs. 232 HP / 0 Def Mega Venusaur: 272-321 (75.7 - 89.4%) -- guaranteed 2HKO

Last i would have used Jolly nature on Breloom as well seeing how weak you are against Gliscor SD, it can just get free sword dance on locked Dragonite, Excadrill, Zard and pressure your team easily, now you can at least outspeed and hard hit him with Breloom.

Hope i helped and good luck with your team. :toast:
 
How About TG 3 attacks Manaphy > Azumarill, it can help a lot vs things such as Sableye (wisp can burn azu, unless you run lum) or Diancie and can also break into physical walls such as Venusaur (psychic), Quagmire (scald 2HKOs), running TGRD can also work to help break stall teams, and Bulky CMRD can also handle things like Talonflame and Metagross a bit better.
Nice team btw, hope my advice helped. [:
 
Why is this my team with a couple changes?

We may have built similar teams, but I've never seen a team that's really similar to this on ladder or elsewhere. I mostly built from the premise of Azelf + EQ CharX + BandNite because it was a build that I hadn't made work before, but it's possible that there are other versions out there, I only posted what I've made and used. Feel free to post the version / team you have and I'll take a look.

To everyone else, thanks for the rates which have given me a lot to think about / improve :]] I'll answer them in more depth later as I get access to my computer.

EDIT: So I read your RMT and while 4/6 mons are the same the combination of Breloom + Azumarill > Serperior + Rotom-W are significantly different in the matchups that you handle. Additionally, Dogshit Offense peaked on Jan 2nd (re the Twitter date) and was built roughly during late December. Funny coincidence though using 4 of the same mons.
 
Last edited:
Is there a reason for Iron Tail over Iron Head or Dragonite? I'm pretty sure they're both 2HKOes of Clef and OHKO Mdiance

Good question. Against standard Clefable:

252+ Atk Choice Band Dragonite Iron Head vs. 252 HP / 172 Def Clefable: 308-364 (78.1 - 92.3%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Dragonite Iron Tail vs. 252 HP / 172 Def Clefable: 384-454 (97.4 - 115.2%) -- 87.5% chance to OHKO

Given that chipping Clef isn't that easy on the switch because nothing wants to come in on it, the chance to OHKO is well worth the miss. Clef surviving Iron Head is an obstacle to spamming Outrage to break walls, which can be hugely problematic with Rocks up as I have to win multiple 50/50s to wallbreak. If I get the prediction wrong the second time, some mon is taking a Thunder Wave or Moonblast which just blows.
 
What I think About Your Team First Glance

This sure is shitty...how shitty can one team be..this team makes shit look pleasant [: All jokes aside this looks super fun to use and was first bought to my attention by my homie false and his yt live with it.

How You Can Improve Your Team

Most of the generic stuff has been suggested and offered but people are trying to make it better. The concept of it was to be a shitty offense and just throwing powerful mons together and making it work. So here are some out of the box sets.

charizard-megax.gif

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Hidden Power Grass
- Dragon Claw

What is that blue fat unaware mon?
I don't remember saw it catch a body from this clean hp grass though [:



breloom.gif


Breloom @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Seed
- Mach Punch
- Natural Gift

Amoongus? Venusaur? Celebi? Gawn.
+2 252+ Atk Breloom Natural Gift vs. 252 HP / 136+ Def Amoonguss: 488-576 (112.9 - 133.3%) -- guaranteed OHKO
+2 252+ Atk Breloom Natural Gift vs. 232 HP / 0 Def Mega Venusaur: 400-472 (111.4 - 131.4%) -- guaranteed OHKO
+2 252+ Atk Breloom Natural Gift vs. 252 HP / 156+ Def Celebi: 374-442 (92.5 - 109.4%) -- guaranteed OHKO after Stealth Rock





azumarill.gif


Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

BOP THEM SLOW ROTOM'S! WE OUT HERE!


Conclusion
I have lost my mind haha.
In all seriousness I like this build and its good to see hyper offense giving other teams a run for their money.
I wish you massive success buddy and hope you take my changes into consideration.
 
Last edited:
Back
Top