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OU El Stupido Offense

:Heracross: :Tyranitar: :swampert: :Salamence: :Starmie: :Metagross:
https://pokepast.es/44e07b008f3d5622
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These 6 are completely braindead. I originally grabbed these 6 with the intent of simply picking the 6 most stupidly offensive mons in ou, totally ignoring synergy,and just clicking buttons, but somehow it worked. At first glance they don't look great, but after a great deal of tweaking and testing, I've found a lot of success. The main idea is to throw all of your mons into your opponent in a psuedo no-switch HO style and clean with either tar mence or mie.

:Heracross:

El Crosso (Heracross) @ Choice Band
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Megahorn
- Focus Punch
- Rock Slide
- Hidden Power [Ghost]

This thing has some of the strongest buttons you can click, period. You should play super aggresive with it. Choice band punch is roll on skarm, so its really important you chunk it hard early, as the team can have issues late game if they preserve skarm well. Against skarm lead I like to punch, because even if they peck, that just means free starmie entry and they haven't set spikes. I normally like to punch against tar lead in order to hit skarm switches as hard as possible. You even do enough to mence through intimidate to put it into rock slide range for the next time you hit the field. If you can, its good to save your Hera for blissey switch-ins because sometimes you need an immediate threat, and simply clicking Megahorn into some teams demands a sacrifice. I went with Guts and ghost because this team can struggle into wisp gar if you aren't. I'm also adamant, because Jolly Hera is for weebs and losers.

:Starmie:

El Starro (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunder
- Ice Beam
- Psychic

Offmie is one of the scariest threats on this team. With huge base power stab, blazing speed, and perfect coverage, it demands very specific responses from your opponent. This pairs greatly with the explosive pace of the team, as you can often double in your other threats when starmie is threatening a ko. I run Thunder over tbolt on this starmie for a few reasons. Firstly, Hydro into thunder almost always kills skarm, even after protect, which again is a huge deal, as late game skarm can be an issue sometimes. It also lets you 1v1 milo, as thunder is a chance to 2 hit ko, wheras tbolt never does. Additionally it allows you to muscle through suicune after it starts calm minding. In a pinch, it has a roll to ohko other offmie where they don't have an ohko with tbolt. Spreading para more reliably is always a nice feeling too. With that being said, you could reasonably drop it for tbolt. The other thing about this Starmie is it's lack of rapid spin. Early versions of the team had spin over psychic, but I found myself seldom spinning. The team does a pretty good job of pressuring skarm hard enough to deny early spikes, and even if it does get a layer or two, you're generally so frail in the case of mie and hera, immune in the case of mence, and explosive in the case of pert meta and tar to be fine (more on those last 3 in their own sections). Psychic lets you threaten gar and fighters with huge damage, and it doubles as strong neutral damage into a lot of the tier if you don't want to risk pump missing or predicting the right coverage.

:metagross:

El Grosso (Metagross) @ Choice Band
Ability: Clear Body
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Meteor Mash
- Explosion
- Earthquake
- Rock Slide

As silly as it seems, choice band meta is kind of the defensive backbone of this team. We run a decent amount of HP because this thing is often switching in on hits when its not capitalizing on the doubles that starmie gives it. This HP as well lives jolly dug eq, which isn't the worst thing to die to due to our mence set, but a little insurance against the moles never hurts. Meta normally plays one of two ways in a given game. It either comes in as much as possible and clicks meteor mash into skam and pert for the benefit of the rest of the team, then finds a boom somewhere later, or it stays in the back as a get out of jail free card to alleviate pressure against any problem mon once with its boom. Much like hera, its a great way to immediately pressure blissey. We run rock slide last because in some situations zapdos can be a pain, and denying firebird switch ins can be necessary. In the spikes matchup you can try and Houdini their skarm, or just use your limited swit ins to do as much damage as possible and ignore spikes altogether. Just don't be el stupido, and get mag trapped before you've done anything.

:swampert:

El Perto (Swampert) @ Salac Berry
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Endeavor
- Surf
- Toxic

End-pert is a great partner with CB meta, as they both make up about half of a rock resist. Much like some slop builds, endperts ability to punch holes in the opponents walls is greatly appreciated by the DD sweepers in the back. I chose to go with surf over pump because the extra power didn't often feel necessary and you really appreciate the accuracy for some of the checkmate situations you set up in the endgame. I went toxic as well because it helps you beat the natural curers, ice beam does literally nothing, and while roar has value in "breaking subs", without spikes it doesn't feel as powerful. Try and get as much offensive defensive value as you can during the midgame, as use its passable bulk to pivot once or twice before subbing down. Spikes aren't the worst thing for this pert to go up against because it can often let you decide when you want your salac to go off.

:tyranitar:

El Ciffo (Tyranitar) @ Lum Berry
Ability: Sand Stream
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Double-Edge

Tar on this team feels really flexible. Sometimes its just a sand machine, but when you have an end-pert that can be enough. It can (and often should) be used as a suicide breaker, as its great at forcing damage on important pieces (pert, gon, meta, milo, etc) and enabling a mence sweep. It can act as a win condition in its own right if you recognize a path early enough and play accordingly. It has really nice synergy with hera, in both beating the flyers that stuff Hera, and getting free setup if hera gets dugged or meta gets magged. On top of that, if they then dug your tar, mence gets free setup. Often times the line Hera ko --> dug revenge --> tar dd and ko --> dug revenge --> mence dd can win games, especially if your meta and pert have done their jobs in trading. In some matchups its best to almost play like a BKC tar, staying helathy enough to check jolteon or dissaude an aero from clicking slide/dedge and simply clicking the most damaging move into whatever's in front of you. Double edge is the coverage of choice for smacking pert and gon as hard as possible and sometimes getting cheeky early turn ends to deny an opponents move with a self kos. Spikes do kind of suck a bit for tar as it often lives pert moves on low health, but on the other hand in those matchups you usually only come in once, so the effect of spikes is limited with respect to how much offensive firepower you unleash. Overall tar does a great job at both benefitting from your other mons' breaking, and breaking a great deal for mence or starmie.

:salamence:

El Salamo (Salamence) @ Leftovers
Ability: Intimidate
EVs: 196 Atk / 200 SpD / 112 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Dragon Dance
- Hidden Power [Flying]
- Rock Slide
- Earthquake

Salamence is often the last mon to come out in the game and can reverse sweep. In most matchups your priorities should be eliminating whatever stands in the way of a mence sweep and finding an opportunity to setup. Sp def on mence makes that a lot easier, as it always lives bold blissey ice beam and defensive pert as well. You're generally fine being slow as mence shouldn't often be clicking moves before a dragon dance on this team. Sometimes it can be used as an EQ pivot as the teams only immunity (though heras resistance is often enough to get back on the offensive), but often you want to be saving it in the back. I went with standard coverage because you really need slide for zapdos and aero, flying is great for picking off low grounds and waters, and eq is often enough to beat meta after its taken a hit from starmie, tar or pert. The lack of brick break sucks a bit into tar and blissey, but the rest of the team does a great enough job at threatening those two.



Conclusion: The team has some really strong mons. It has some difficult matchups like mix mence spikes or harder stall, but it also has the explosivity and ex-factor to create outplay potential. If you're someone who can predict lasts, make offensive doubles, and sequence a cascade of threats well, I'd highly reccomend giving the team a try.
 
I had a ton of fun testing out this team. Most of my test games were in high 1500 and low 1600 range. The 6 actually have some nice defensive synergies despite being offense focused makes this team function better than most “HO” I see slapped together.

Major issue with this team is that avoiding hazards on your side of the field is going to be near impossible, and with no rapid spinner your team is forced to win fast. Opposing DD Sweepers or fast attackers like Aerodactyl paired with spikes will decimate your team if it takes too much damage. Your Mence doesn’t even outspeed Aero after a DD. In general the ground weakness affects even Starmie that can quickly get in KO range with the combination of spikes, sand, and the lack of spin or recover. Celebi could be a little tricky to deal with because Mence was often my desired switch in, but it’s also your only Earthquake switch in which puts too much on 1 mon imo. I think I’d prefer HP Bug on your Tyranitar for that reason.

That said I do think this team is capable of winning tournament games and is a cool example of HO. This team is very good at forcing progress every turn. The double CB users in Heracross/Metagross lead the charge in that front by dealing massive damage to things in front of it. Unfortunately both lack any form of recovery and will be permanently chipped every time they step in spikes or take sand chip. In some ways Tyranitar’s sand stream actually works against some of your party and exacerbates the fragility issues.


Some changes I’d recommend trying out;
  • Hidden Power Bug over Double Edge on Tyranitar to more effectively deal with Celebi
  • Rapid Spin on Starmie to give your team a chance to compete in longer games. If you find that some coverage moves aren’t needed , Recover would be a great luxury to have as well.
  • Bump up Salamence’s speed so you can avoid being outsped by things like Heracross and Medicham.
  • Lefties over CB on Metagross or Heracross. I don’t love having two CB users typically. I’d prefer lefties on Hera to help it fit better alongside Tar since Metagross ignores sand chip.
  • Roar over Toxic on EndPert. This will give you a phaser to help manage setup sweepers. Also a great tool for letting Swampert stay behind a Substitute against opposing phasers like Skarmory that want to see it gone.
Example paste with changes

Overall, really fun team to pilot and play. I think a few tweaks will help deal with the issues this team faces in longer battles. The team feels solid as currently constructed however, I’d be curious to know what your elo peak was?
 
So glad you enjoyed testing it! One thing that I often used to pressure celebi was cb gross, you take pretty little damage from everything besides hp fire, and band mash is enough to easily threaten bi out. I tried out your changes on ladder and was really missing all of the attack on gross, as being able to click mash beligerantly into pert and skarm switch ins was a huge was to progress towards a DD sweep. Not having band also eliminates a lot of houdini plays you can make, and means if hera goes down (as it often does extremely early) you don't really have a way to immediately threaten out the blisseys that offmie so easily invites in. I haven't often found myself wishing I had Bug on tar, as +1 slide if enough to dissuade it from sitting on me, and if they do stay in and slug it out with tar, then mence is often able to set up. Going without dedge on the other hand leaves you incredibly weak to flygon and defensive perts, who without big enough holes punched into them, can often protect out of mence range really easily. Roar on endpert felt similarly redundant, as aside from very specific variants of super-rachi and sub cune, pert doesn't feel like it should be roaring them out, as its either better to either surf it down, sub down and end it low enough for revenge, or just switch out to a threat (usually tar mie or meta) as they set up. It also seemed to thud really really hard into blisseys, milos and def mies/bis, as without toxic they don't really ever reason to switch out, and without spikes, you can't punish them just coming back in after a roar. Spin on mi felt like I was playing more of a balance structure, which isn't necessarily bad, just not the screamingly fast braindead offense this was built with in mind. Missing ohkos with gengar means you often have to go tar to revenge it, which again isn't always bad, but just means you lose the ability to hold it back until after a few more chips have fallen. I will say that the salamence speed feels great, as being able to outspeed a lot at neutral has been a big deal. I made a new alt when I had the "complete" version of this team done and pushed up to the low 1600s within a day which is usually about where I peak. I did also have some issues with repeat opponents doing stupid stuff like staying in with tar turn 1 and breaking my banded punches, but thats just ladder. I think a lot of your suggestions though sacrifice immediate power for defensive backbone, and without said power the team felt like it often fell short. Perhaps there could be some sort of spikes variant that takes a more balanced approach, maybe with cloyster, but I'm not sure. I will try to keep experimenting with the structure. I'm not the greatest builder out there, but hopefully some pieces fall into place.
 
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