





--=Introduction=--
Hello. Welcome to my RMT topic.
As you might notice from my join date, I have been engaging in Smogon’s competitive scene for years. During Gen 4, when heavy stall ran rampant as the dominating style of play, I constantly sought to build offensive teams designed to pummel the opposition and have been doing so ever since. This RMT will describe a heavy offense team I created that harkens back to the classic heavy offense style while implementing various aspects of the modern OU metagame. I have been pretty successful with this team and many people have asked for it, so I decided to make a RMT.
Because this type of heavy offense deviates so much from other styles such as stall, balance, and other types of offense, I believe that it is important to know and understand the concepts and philosophies behind heavy offense to use this team effectively. A good place to start is here:
http://www.smogon.com/forums/threads/heavy-offense.61631/
Despite this being a link from past generation, many of the principle tenets and concepts are the same.
What Sprinkles’ topic did not describe is one of the typical weaknesses of heavy offense – the fact that it is inherently flimsy. I wanted to create a team that put significant offensive pressure on the opponent while at the same time retaining some semblance of durability. To achieve this goal I came up with this heavy offense team that draws upon the foundation of the effective Dragon-Water-Steel core which combines firepower and defensive synergy. Interspersed within this core are other combinations such as Dark spam, strong bulky ground types, anti-stall mechanisms, priority, and cleric abilities.
--=Team Building Process=--
I began by choosing which Mega Pokemon to use. I decided to go with DD Mega Gyarados over Mega Charizard due to the fact that Mega Gyarados fit the vision of my team better than Charizard X did. Mega Gyarados offers bulky water, useful typing and ability pre-evolution, lesser Stealth Rocks weakness, dual STAB (Dark and Water are excellent offensive typings), and the key ability to pressure Quagsire stall while maintaining an immense offensive presence. To top it all off, I believe Mega Gyarados is underrated and therefore prepared for less than a lot of other setup sweepers.
I complemented Mega Gyarados with SD Bisharp and DD Zygarde. Not only do they form a dragon-water-steel core, but they also offer me a steel-water-ground core (bulky grounds are important in this metagame), two 80 BP priority moves,wall-breaking ability, and the ability to Dark spam. They have great offensive synergy to boot. Bisharp was chosen as it offers immense offensive pressure, including against Intimidate spam and stall, while providing Knock Off utility. Zygarde is another poorly prepared for sweeper with phenomenal bulk, Stealth Rock resistance (as opposed to dragonite), and great dual STAB.
I chose offensive Garchomp as my Stealth Rocker. Garchomp is a phenomenal Pokemon – a bulky Dragon/Ground capable of hitting hard. With Garchomp I could get Stealth Rocks up while maintaining offensive pressure. I gave Garchomp SD to help wear down checks and counters to my other physical sweepers.
I wanted a cleric, of sorts, on this team. Heavy offense, and offense in general, often has difficulties if the battle becomes a war of attrition. Sweepers could become useless after a burn or paralysis. I needed something to both give my sweepers another chance and maintain offensive pressure. Scarf Jirachi was my choice in that it added a cleric, a revenge killer, a steel type with great bulk, and an overall pain in the ass to my team.
Finally I looked for another bulky water type to complete my defensive backbone and help me against sand and rain teams. I originally went with Azumaril, as I figured it hit hard while offering an option against dangerous weather sweepers such as Kingdra and Excadrill.
However, my team was somewhat weak against certain things like bulky grass types and Shedinja stall. I soon replaced Azumaril with Tail Glow Manaphy with Psychic and HP Fire as coverage moves.
--=Analysis=--
Claymore (Garchomp) (M) @ Lum Berry/Yache Berry
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw
Garchomp is often my lead. It acts as the vanguard of the team, and depending on the opponent’s team, I have the option to set up Stealth Rocks or go straight on the offensive. With the popularity of TankChomp, offensive Garchomp has the advantage of getting some surprise hits, which is a small but welcome bonus.
Garchomp’s main jobs are to set up rocks if needed and then get some damage on the common blanket checks to physical attackers, making life easier for my other physical attackers down the road. Weakened TankChomps, Lando-Ts, Keldeos, Clefables, Ferrothorns, what have you, go a long way in helping maintain a sweep later in the game. I usually don’t mind sacking Garchomp in the process unless I see the opponent has a lot of ground weakness.
Lum Berry is the item of choice. It is an all around great item for any setup sweeper or offensive Pokemon. In this particular case,it allows Garchomp to heavily threaten M-Sabeleye's, Mews, etc that expect the Stealth Rock and go for burns. Rotom-W's that think they can stay in, burn Garchomp, and tank its hits are in for a rude awakening and will be facing a +2 Dragon Claw.
Yache Berry allows me to survive weaker Ice attacks and do damage in return. Be aware that Yache doesn’t protect you from things like Weavile’s Icicle Crash, Mamoswin’s Icicle Crash, Conkeldurr’s Sheer Force Ice Punch, and Kyurem’s Ice Beam, all of which OHKO, so Lum Berry or Focus Sash work too. Just be aware that this ain’t your Daddy’s YacheChomp and that there are a small but significant number of Ice attacks that will OHKO.
Black Jack (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Bisharp a straight up very dangerous Pokemon that forces the opponent to immediately react. It is very effective against both offense and defense and as long as it’s alive and healthy, it gives me a punchers chance in any game. Smart players know this and I can therefore often exploit this when it comes to the 50-50 mind games that often arise when Bisharp is on the field.
Adamant maximum attack combined with Life Orb allows Bisharp to hit like a truck. Knock off is extremely useful against defensive teams and Bisharp can find itself wearing down opposing tanks and walls so that other team members will have an easier time later on. Sucker Punch, despite relying on winning 50-50 mind games, allows Bisharp to be a potent threat to offense. Bisharp is also my number one threat to Trick Room teams, which, while rare, are matchup nightmares to more conventional offense. Bisharp exploits the fact that Trick Room teams are often Psychic type heavy. Bisharp is potent at any point in a match, whether it is a mid or early game breaker or a late game cleaner with sucker punch.
Bisharp may often be used pretty recklessly. Its main goal is to dish out damage and it doesn’t particularly mind dying in the process due to several other potential win conditions waiting in the wings.
Faerie (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP / 84 SpA / 172 Spe
Timid Nature
- Tail Glow
- Scald
- Hidden Power [Fire]/Energy Ball
- Psychic
Manaphy is a vital piece of artillery and is the workhorse for this team. Its main roles are to help break balance cores, tank hard hits, lure and blow holes in bulky grass types that otherwise give this team a headache, and combat the notorious Shedinja stall teams if HP Fire is used. With annoying Pokemon like Mega Venusaur, Ferrothorn Amoongus, Garchomp, bulky waters heavily damaged, burned or outright defeated, the other sweepers have a much easier time wrecking shop. It is also a pseudo-pivot due to its deceptive bulk. Energy Ball is an option over HP Fire, as it allows you to defeat the exceedingly rare boosting (Stockpile/Curse) Quagsire, which is the Achilles Heel of this team if there was ever one.
The EV spread gives Manaphy some really solid bulk and makes it very difficult to OHKO. It can survive hits from dangerous sweepers, including Sand Rush Excadrill, most Swift Swimmers, and attack back in an attempt to put them into sweeper range if that’s what it comes down to. The speed investment allows Manaphy to outspeed a lot of common tanks and things like Neutral Base 100s with max speed investment.

I began by choosing which Mega Pokemon to use. I decided to go with DD Mega Gyarados over Mega Charizard due to the fact that Mega Gyarados fit the vision of my team better than Charizard X did. Mega Gyarados offers bulky water, useful typing and ability pre-evolution, lesser Stealth Rocks weakness, dual STAB (Dark and Water are excellent offensive typings), and the key ability to pressure Quagsire stall while maintaining an immense offensive presence. To top it all off, I believe Mega Gyarados is underrated and therefore prepared for less than a lot of other setup sweepers.



I complemented Mega Gyarados with SD Bisharp and DD Zygarde. Not only do they form a dragon-water-steel core, but they also offer me a steel-water-ground core (bulky grounds are important in this metagame), two 80 BP priority moves,wall-breaking ability, and the ability to Dark spam. They have great offensive synergy to boot. Bisharp was chosen as it offers immense offensive pressure, including against Intimidate spam and stall, while providing Knock Off utility. Zygarde is another poorly prepared for sweeper with phenomenal bulk, Stealth Rock resistance (as opposed to dragonite), and great dual STAB.




I chose offensive Garchomp as my Stealth Rocker. Garchomp is a phenomenal Pokemon – a bulky Dragon/Ground capable of hitting hard. With Garchomp I could get Stealth Rocks up while maintaining offensive pressure. I gave Garchomp SD to help wear down checks and counters to my other physical sweepers.





I wanted a cleric, of sorts, on this team. Heavy offense, and offense in general, often has difficulties if the battle becomes a war of attrition. Sweepers could become useless after a burn or paralysis. I needed something to both give my sweepers another chance and maintain offensive pressure. Scarf Jirachi was my choice in that it added a cleric, a revenge killer, a steel type with great bulk, and an overall pain in the ass to my team.






Finally I looked for another bulky water type to complete my defensive backbone and help me against sand and rain teams. I originally went with Azumaril, as I figured it hit hard while offering an option against dangerous weather sweepers such as Kingdra and Excadrill.






However, my team was somewhat weak against certain things like bulky grass types and Shedinja stall. I soon replaced Azumaril with Tail Glow Manaphy with Psychic and HP Fire as coverage moves.
--=Analysis=--

Claymore (Garchomp) (M) @ Lum Berry/Yache Berry
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw
Garchomp is often my lead. It acts as the vanguard of the team, and depending on the opponent’s team, I have the option to set up Stealth Rocks or go straight on the offensive. With the popularity of TankChomp, offensive Garchomp has the advantage of getting some surprise hits, which is a small but welcome bonus.
Garchomp’s main jobs are to set up rocks if needed and then get some damage on the common blanket checks to physical attackers, making life easier for my other physical attackers down the road. Weakened TankChomps, Lando-Ts, Keldeos, Clefables, Ferrothorns, what have you, go a long way in helping maintain a sweep later in the game. I usually don’t mind sacking Garchomp in the process unless I see the opponent has a lot of ground weakness.
Lum Berry is the item of choice. It is an all around great item for any setup sweeper or offensive Pokemon. In this particular case,it allows Garchomp to heavily threaten M-Sabeleye's, Mews, etc that expect the Stealth Rock and go for burns. Rotom-W's that think they can stay in, burn Garchomp, and tank its hits are in for a rude awakening and will be facing a +2 Dragon Claw.
Yache Berry allows me to survive weaker Ice attacks and do damage in return. Be aware that Yache doesn’t protect you from things like Weavile’s Icicle Crash, Mamoswin’s Icicle Crash, Conkeldurr’s Sheer Force Ice Punch, and Kyurem’s Ice Beam, all of which OHKO, so Lum Berry or Focus Sash work too. Just be aware that this ain’t your Daddy’s YacheChomp and that there are a small but significant number of Ice attacks that will OHKO.

Black Jack (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Bisharp a straight up very dangerous Pokemon that forces the opponent to immediately react. It is very effective against both offense and defense and as long as it’s alive and healthy, it gives me a punchers chance in any game. Smart players know this and I can therefore often exploit this when it comes to the 50-50 mind games that often arise when Bisharp is on the field.
Adamant maximum attack combined with Life Orb allows Bisharp to hit like a truck. Knock off is extremely useful against defensive teams and Bisharp can find itself wearing down opposing tanks and walls so that other team members will have an easier time later on. Sucker Punch, despite relying on winning 50-50 mind games, allows Bisharp to be a potent threat to offense. Bisharp is also my number one threat to Trick Room teams, which, while rare, are matchup nightmares to more conventional offense. Bisharp exploits the fact that Trick Room teams are often Psychic type heavy. Bisharp is potent at any point in a match, whether it is a mid or early game breaker or a late game cleaner with sucker punch.
Bisharp may often be used pretty recklessly. Its main goal is to dish out damage and it doesn’t particularly mind dying in the process due to several other potential win conditions waiting in the wings.

Faerie (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP / 84 SpA / 172 Spe
Timid Nature
- Tail Glow
- Scald
- Hidden Power [Fire]/Energy Ball
- Psychic
Manaphy is a vital piece of artillery and is the workhorse for this team. Its main roles are to help break balance cores, tank hard hits, lure and blow holes in bulky grass types that otherwise give this team a headache, and combat the notorious Shedinja stall teams if HP Fire is used. With annoying Pokemon like Mega Venusaur, Ferrothorn Amoongus, Garchomp, bulky waters heavily damaged, burned or outright defeated, the other sweepers have a much easier time wrecking shop. It is also a pseudo-pivot due to its deceptive bulk. Energy Ball is an option over HP Fire, as it allows you to defeat the exceedingly rare boosting (Stockpile/Curse) Quagsire, which is the Achilles Heel of this team if there was ever one.
The EV spread gives Manaphy some really solid bulk and makes it very difficult to OHKO. It can survive hits from dangerous sweepers, including Sand Rush Excadrill, most Swift Swimmers, and attack back in an attempt to put them into sweeper range if that’s what it comes down to. The speed investment allows Manaphy to outspeed a lot of common tanks and things like Neutral Base 100s with max speed investment.
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 0 SpD Manaphy: 374-439 (92.5 - 108.6%) -- 50% chance to OHKO
252 SpA Thundurus Thunderbolt vs. 252 HP / 0 SpD Manaphy: 288-338 (71.2 - 83.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Manaphy: 277-328 (68.5 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Rotom-W Volt Switch vs. 252 HP / 0 SpD Manaphy: 158-188 (39.1 - 46.5%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Raikou Thunderbolt vs. 252 HP / 0 SpD Manaphy: 270-320 (66.8 - 79.2%) -- guaranteed 2HKO after Leftovers recovery
160 SpA Tornadus-T Hurricane vs. 252 HP / 0 SpD Manaphy: 148-175 (36.6 - 43.3%) -- 98.8% chance to 3HKO after Leftovers recovery
252 SpA Thundurus Thunderbolt vs. 252 HP / 0 SpD Manaphy: 288-338 (71.2 - 83.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Manaphy: 277-328 (68.5 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Rotom-W Volt Switch vs. 252 HP / 0 SpD Manaphy: 158-188 (39.1 - 46.5%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Raikou Thunderbolt vs. 252 HP / 0 SpD Manaphy: 270-320 (66.8 - 79.2%) -- guaranteed 2HKO after Leftovers recovery
160 SpA Tornadus-T Hurricane vs. 252 HP / 0 SpD Manaphy: 148-175 (36.6 - 43.3%) -- 98.8% chance to 3HKO after Leftovers recovery

Scimitar (Gyarados-Mega) (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute
Mega Gyarados is one of the two Dragon Dance sweepers on the team and is a behemoth. If common checks such as Keldeo and Azumaril are weakened then the opposition has a big problem.
Gyarados plays a variety of roles on the team. Any early game action usually sees it making use of its excellent pre-Mega typing and ability, Intimidate, tactically switching into aggressive Keldeos, Scizors, Lando-Ts and such. I rarely attempt to setup right off the bat unless the opponent has absolutely nothing to stop +1/+1 Gyarados. It is a phenomenal partner for Jirachi, as normal Gyardos can switch into Heatrans, Earthquakes, etc aimed at Jirachi without too much fear of status and hazard damage since Jirachi is able to heal Gyarados for a sweep later on in the game if needed. Of course the most important role it has on the team is to get a DD or two and go to town at the opportune moment.
I elected to go with Substitute + Dual STAB in order to be able to better survive against Rotom-W’s Volt Switch, stall, and status users such as Thunder Wave Clefable, Will-O-Wisp Mew and M-Sabeleye, and Toxic Heatran. Jolly Max Speed allows me to outspeed Mega-Lopunny and Mega-Manectric, two menaces to offense, after a Dragon Dance. It also allows me to get the jump on some of the faster tanks and status-move users.

Javelin (Zygarde) @ Lum Berry
Ability: Aura Break
EVs: 16 HP / 236 Atk / 240 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
Zygarde is the second Dragon Dancer and is a formidable threat that is often underprepared for. It brings a lot to the table – bulky Ground, Dragon typing, great dual STAB, the ability to setup, and priority. It has the bulk to survive a variety of threats in the metagame and can dish out surprising damage in return. In fact, it even beats premier tanks such as Lando-T (any version except choice band) and Mega-Venusaur one-on-one if need be.
Adamant max attack was chosen to make use of whatever lackluster, but useable, attack it had. The speed investment allows it to outspeed M-Manectric and M-Lopunny after a Dragon Dance. The rest of the EVs were put in to bolster its already superb bulk.
252+ SpA Mega Venusaur Giga Drain vs. 16 HP / 0 SpD Zygarde: 135-160 (37.3 - 44.3%) -- guaranteed 3HKO
0 SpA Mega Venusaur Giga Drain vs. 16 HP / 0 SpD Zygarde: 102-120 (28.2 - 33.2%) -- guaranteed 4HKO
160 SpA Tornadus-T Hurricane vs. 16 HP / 0 SpD Zygarde: 156-184 (43.2 - 50.9%) -- 4.7% chance to 2HKO
0 Atk Landorus-T Earthquake vs. 16 HP / 0 Def Zygarde: 127-150 (35.1 - 41.5%) -- guaranteed 3HKO
252 Atk Landorus-T Earthquake vs. 16 HP / 0 Def Zygarde: 151-178 (41.8 - 49.3%) -- guaranteed 3HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 16 HP / 0 Def Zygarde: 145-172 (40.1 - 47.6%) -- guaranteed 3HKO
+2 84 Atk Technician Mega Scizor Bullet Punch vs. 16 HP / 0 Def Zygarde: 166-196 (45.9 - 54.2%) -- 53.1% chance to 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 16 HP / 0 SpD Zygarde: 284-336 (78.6 - 93%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 16 HP / 0 Def Zygarde: 177-208 (49 - 57.6%) -- 95.7% chance to 2HKO
0 SpA Mega Venusaur Giga Drain vs. 16 HP / 0 SpD Zygarde: 102-120 (28.2 - 33.2%) -- guaranteed 4HKO
160 SpA Tornadus-T Hurricane vs. 16 HP / 0 SpD Zygarde: 156-184 (43.2 - 50.9%) -- 4.7% chance to 2HKO
0 Atk Landorus-T Earthquake vs. 16 HP / 0 Def Zygarde: 127-150 (35.1 - 41.5%) -- guaranteed 3HKO
252 Atk Landorus-T Earthquake vs. 16 HP / 0 Def Zygarde: 151-178 (41.8 - 49.3%) -- guaranteed 3HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 16 HP / 0 Def Zygarde: 145-172 (40.1 - 47.6%) -- guaranteed 3HKO
+2 84 Atk Technician Mega Scizor Bullet Punch vs. 16 HP / 0 Def Zygarde: 166-196 (45.9 - 54.2%) -- 53.1% chance to 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 16 HP / 0 SpD Zygarde: 284-336 (78.6 - 93%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 16 HP / 0 Def Zygarde: 177-208 (49 - 57.6%) -- 95.7% chance to 2HKO

Trident (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- Trick
- Healing Wish
Scarfed Jirachi is the linchpin of the team. It is simply a phenomenal Pokemon for offensive teams, in general. It may never have the flashy setup sweeps that rest of the team can achieve, but it fills a number of vital roles that elevate a group of setup sweepers to the next level. These roles include pivot, cleric, revenge killer, Fairy and Dragon switchin, and even makeshift win condition with its legendary flinchhax BS.
Iron head, with its “60%” (we all know it’s higher) is Jirachi’s notorious bread and butter and gives the opponent another headache to deal with on top of all the offensive pressure. As if abusing flinch hax with one of its STABs wasn’t enough, Jirachi was gifted the ability to abuse flinch hax with its other STAB aka Heart Stamp. With these two moves, Jirachi threatens everything and their moms, including some of the top dogs of OU like Tornadus-T, Keldeo, Neutral +1 CharizardX, Dragon Dancers, Clefable, Mega-Lopunny, Mega-Venusaur, Mega-Pinsir, etc. Trick was chosen over U-Turn as another anti-stall mechanism. Finally, Healing Wish support gives a sweeper of your choice another shot at destroying the enemy. This is incredibly important, as heavy offense is all about chances to setup and sweep. Ideally, a sweeper would have already did damage and wore down its checks and counters before being revitalized with Healing Wish.
Jirachi’s role on this team cannot be overstated.
--=Major Threats=--

Mega-Gyarados: If I misplay and let this thing get some momentum, it can do some serious damage to my team seeing as how it is resists Bisharp's sucker punch, all of Manaphy's attacks, all of my own Gyarados' attacks, Jirachi's revenge killing attacks, and is bulky enough to tank Zygarde quite well.

Quagsire: The bane of many physical setup sweepers, this thing is an asshole that I thought I had covered until I started running into Curse and Stockpile variants. Manaphy, and sometimes Mega-Gyarados if played correctly, can muscle through these variants; and Jirachi can Trick it to cripple it. However, these mofos are often part of a well-built stall team meaning they just switch out.

Mega-Latias: If this is the bulky Thunder Wave variant, it has the potential to be a major problem if I make a mistake in my planning. This thing is so bulky that it can cripple my Darks while tanking hits, and Zygarde is decimated by Ice Beam.

Breloom: A well-played Breloom could do a good amount of damage to my team with Spore and its potent Dual STABs. Caution must be taken when up against this
--=Miscellaneous=--

This is actually a test account, hence the low GXE. Not that it really matters lol.
Black Jack (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Claymore (Garchomp) (M) @ Yache Berry
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw
Trident (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- Trick
- Healing Wish
Scimitar (Gyarados-Mega) (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute
Javelin (Zygarde) @ Lum Berry
Ability: Aura Break
EVs: 16 HP / 236 Atk / 240 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
Faerie (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP / 84 SpA / 172 Spe
Timid Nature
- Tail Glow
- Scald
- Hidden Power [Fire]
- Psychic
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Claymore (Garchomp) (M) @ Yache Berry
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw
Trident (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- Trick
- Healing Wish
Scimitar (Gyarados-Mega) (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute
Javelin (Zygarde) @ Lum Berry
Ability: Aura Break
EVs: 16 HP / 236 Atk / 240 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
Faerie (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP / 84 SpA / 172 Spe
Timid Nature
- Tail Glow
- Scald
- Hidden Power [Fire]
- Psychic
http://replay.pokemonshowdown.com/ou-324256967
http://replay.pokemonshowdown.com/ou-325786960
http://replay.pokemonshowdown.com/ou-326101251
http://replay.pokemonshowdown.com/ou-326244103
http://replay.pokemonshowdown.com/ou-326097936
http://replay.pokemonshowdown.com/ou-326276817
http://replay.pokemonshowdown.com/ou-325782457
http://replay.pokemonshowdown.com/ou-325799119
http://replay.pokemonshowdown.com/ou-325786960
http://replay.pokemonshowdown.com/ou-326101251
http://replay.pokemonshowdown.com/ou-326244103
http://replay.pokemonshowdown.com/ou-326097936
http://replay.pokemonshowdown.com/ou-326276817
http://replay.pokemonshowdown.com/ou-325782457
http://replay.pokemonshowdown.com/ou-325799119
I am looking forward to rates and ideas for improvement. Thank you.
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