Geek Bar Offense
This team intends to enable DD tar sweeping through aggressively trading and spreading status in the early game as a way to maneuver in the enemy mon we want to trade with (physical walls and special threats). This is ultimately to allow the unrevealed and unsignaled tar to achieve a sweep. As a team with a lead lum breloom alongside regirock and snorlax, you can often bait the opponent to think you are setting up for a calm mind sweeper (typically suicune) in the end game, causing them to trade or stay in with mons that would disrupt our endgame sweeping scenario. We have a few other fast mons that can potentially win endgame situations, enabling some games where we exclusively use our five non tar mons to win the game. Breloom and magneton function as speed control, and can therefore actually also win some endgame situations. However, revealing the tar to set up these other endgames is often not advisable with this team, as it removes the critical endgame potential to sweep through the hax we are creating with status. With almost every mon, the goal is to spread status and then trade, typically earning a 2 for 1, as dd tar is really good at cleaning up paralyzed pokemon.
Pokepaste:
https://pokepast.es/7616fb77c5bfd2b0
:rs/Breloom: @ Lum Berry
Ability: Effect Spore
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Stun Spore
- Mach Punch
A key part of the team, gaining lots of initiative in the early game. Spore+stun spore often leads you off with two status'ed enemy mons in most circumstances. Focus punch allows us to pressure switches (or risky stays against para'd mons). Typically it's best to preserve the breloom, because it disincentivizes enemies from trying to wake up the mon or heal belling due to the threat of re-sleep. Preserving the breloom also currently helps beat a suicune in the back, since rest cune can't speed creep breloom while withstanding other physical pressure on the team. I currently just have max max, with a lum berry. This is a part of the element of signaling the lack of sand on our team, since if we ever chip and don't heal on breloom they may assume we are sandless. (this works until the team is played before/scouted). Also the lum lets us beat enemy sleep leads, or as a way to get entry on status to try and sleep later in a matchup where we have to swap out in the early game.
:rs/Salamence: @ Leftovers
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Hydro Pump
- Flamethrower
- Hidden Power [Grass]
- Dragon Claw
Salamence's starter coverage is exemplary on this team. Water grass is great, as pump+grass kills defensive swampert. Most mence's drop hp grass if they run hydro, so people are willing to click ice beam into us and trade, and die to hp grass most of the time. Pump also pressures claydol who often likes to swap in and boom the mence to simplify in endgame situations. For that intent of trading/hitting into enemy physical walls means or our mence can't be positive speed nature, which fundamentally hurts us in some matchups. Also noteworthy is that on this physical offense team, I think that rash nature and brick break is a foolish move against an enemy Blissey, since staying in and taking an ice beam or thunder wave is death. Being modest instead of rash allows us to live enemy mixed naive mence dclaw always at full hp, where they would die to us. Flamethrower is necessary for hitting forretress, since our magneton can't. We can afford to be flamethrower over fire blast, since magneton checks skarm. I really like modest, but I don't over rely on dragon claw. When I click it for middle ground, it gets absorbed by special walls and often feels as though I should have doubled regardless. Maybe a super weak brick break for tar, a crunch to more consistently hit the claydol/gar switch in, a sub to read switches or even toxic could take its place depending on how the rest of the team is built. Wish would be here if it was compatible with hydro
:rs/Magneton: @ Salac Berry
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Endure
This team is willing to weaken the ability to remove the skarmory in one shot with a magnet modest, due to the rapid tempo being enabled. Salac boost lets us get faster than anything besides aero or jolt. This lets us pressure out enemy special attackers (notably Starmie), and inflict status with thunder wave before trading out. Grass is to pressure an enemy swampert or claydol, to open the game for the dragon dance Tyranitar in the back. Due to the team having no steel resist, often the mag will come in on metagross if mash is predicted, which the team pretty much exclusively baits. Damage then tells me if it is banded, allowing this mag to trap meta pretty often. This team in its current state actually dissuades an earthquake middleground for enemy meta, since the other mons either resist or are bulky enough to make the proposition of attack raise off of mash very valuable. In extremely rare situations mag can function as a secondary sweeper in plan, though that is mostly emergent in game and not something to play for.
:rs/Tyranitar: @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Double-Edge
The king of the tier, and the endgame for the paraspam and trading that this team wants to do. I went with max speed to get the increased existence of raikou in the metagame and to help against starmie, but I could potentially see a bulkier DDtar or adamant do something here. Personally though, I think hitting the low speed dugs, the starmies, and the raikous are really important, and worth sacrificing in other areas. Lum is non negotiable, since you need to not be one-shot by status. Personally I think dedge is important for damage into bulky pokemon that you are in a situation where you need a para, helping you get that bit of damage to secure a kill. Generally the goal is to get to +2 speed, and at least one attack boost (after intimidates)
:rs/Regirock: @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Focus Punch
- Thunder Wave
- Explosion
Here we get into the random boom rock that I have on the team with just some trash EVs. It has been pretty functional at trading with paraflinching, and then getting the boom later. It helps in potentially baiting in mons that counter rock slide to be boomed, as well as being the team's aero check. Rock slide, thunder wave, explosion is important in whatever takes this slot, since it trades and enables ddtar endgames. Focus punch gives a way to punish on a sleeping pokemon with bulk, as well as denying bliss entry. Regirock also is one of the mons to handle the fast flying leads which punish breloom in salamence, since an unrevealed salamence almost always clicks fire or flying into the lead breloom.
:rs/Snorlax: @ Leftovers
Ability: Immunity
EVs: 92 HP / 116 Atk / 144 Def / 144 SpD / 12 Spe
Adamant Nature
- Focus Punch
- Body Slam
- Shadow Ball
- Self-Destruct
Standard utility lax spread, helps deal with zapdos leads as well as the other fast electrics in the tier. Earthquake-less means you have to be smart about punishing the metagross or tyranitar that are likely to come in and deal with you. This means a lot of double switching, focus punching, or clicking body slam and praying. Not super creative by me, but I like lax as a bulky trader here, able to absorb special mons and boom them most games
REPLAYS:
https://replay.pokemonshowdown.com/gen3ou-2686244415
https://replay.pokemonshowdown.com/smogtours-gen3ou-977539?p2
Any suggestions on changes/variants to this team are appreciated. Thanks for reading!
This team intends to enable DD tar sweeping through aggressively trading and spreading status in the early game as a way to maneuver in the enemy mon we want to trade with (physical walls and special threats). This is ultimately to allow the unrevealed and unsignaled tar to achieve a sweep. As a team with a lead lum breloom alongside regirock and snorlax, you can often bait the opponent to think you are setting up for a calm mind sweeper (typically suicune) in the end game, causing them to trade or stay in with mons that would disrupt our endgame sweeping scenario. We have a few other fast mons that can potentially win endgame situations, enabling some games where we exclusively use our five non tar mons to win the game. Breloom and magneton function as speed control, and can therefore actually also win some endgame situations. However, revealing the tar to set up these other endgames is often not advisable with this team, as it removes the critical endgame potential to sweep through the hax we are creating with status. With almost every mon, the goal is to spread status and then trade, typically earning a 2 for 1, as dd tar is really good at cleaning up paralyzed pokemon.
Pokepaste:
https://pokepast.es/7616fb77c5bfd2b0
:rs/Breloom: @ Lum Berry
Ability: Effect Spore
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Stun Spore
- Mach Punch
A key part of the team, gaining lots of initiative in the early game. Spore+stun spore often leads you off with two status'ed enemy mons in most circumstances. Focus punch allows us to pressure switches (or risky stays against para'd mons). Typically it's best to preserve the breloom, because it disincentivizes enemies from trying to wake up the mon or heal belling due to the threat of re-sleep. Preserving the breloom also currently helps beat a suicune in the back, since rest cune can't speed creep breloom while withstanding other physical pressure on the team. I currently just have max max, with a lum berry. This is a part of the element of signaling the lack of sand on our team, since if we ever chip and don't heal on breloom they may assume we are sandless. (this works until the team is played before/scouted). Also the lum lets us beat enemy sleep leads, or as a way to get entry on status to try and sleep later in a matchup where we have to swap out in the early game.
:rs/Salamence: @ Leftovers
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Hydro Pump
- Flamethrower
- Hidden Power [Grass]
- Dragon Claw
Salamence's starter coverage is exemplary on this team. Water grass is great, as pump+grass kills defensive swampert. Most mence's drop hp grass if they run hydro, so people are willing to click ice beam into us and trade, and die to hp grass most of the time. Pump also pressures claydol who often likes to swap in and boom the mence to simplify in endgame situations. For that intent of trading/hitting into enemy physical walls means or our mence can't be positive speed nature, which fundamentally hurts us in some matchups. Also noteworthy is that on this physical offense team, I think that rash nature and brick break is a foolish move against an enemy Blissey, since staying in and taking an ice beam or thunder wave is death. Being modest instead of rash allows us to live enemy mixed naive mence dclaw always at full hp, where they would die to us. Flamethrower is necessary for hitting forretress, since our magneton can't. We can afford to be flamethrower over fire blast, since magneton checks skarm. I really like modest, but I don't over rely on dragon claw. When I click it for middle ground, it gets absorbed by special walls and often feels as though I should have doubled regardless. Maybe a super weak brick break for tar, a crunch to more consistently hit the claydol/gar switch in, a sub to read switches or even toxic could take its place depending on how the rest of the team is built. Wish would be here if it was compatible with hydro
:rs/Magneton: @ Salac Berry
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Endure
This team is willing to weaken the ability to remove the skarmory in one shot with a magnet modest, due to the rapid tempo being enabled. Salac boost lets us get faster than anything besides aero or jolt. This lets us pressure out enemy special attackers (notably Starmie), and inflict status with thunder wave before trading out. Grass is to pressure an enemy swampert or claydol, to open the game for the dragon dance Tyranitar in the back. Due to the team having no steel resist, often the mag will come in on metagross if mash is predicted, which the team pretty much exclusively baits. Damage then tells me if it is banded, allowing this mag to trap meta pretty often. This team in its current state actually dissuades an earthquake middleground for enemy meta, since the other mons either resist or are bulky enough to make the proposition of attack raise off of mash very valuable. In extremely rare situations mag can function as a secondary sweeper in plan, though that is mostly emergent in game and not something to play for.
:rs/Tyranitar: @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Double-Edge
The king of the tier, and the endgame for the paraspam and trading that this team wants to do. I went with max speed to get the increased existence of raikou in the metagame and to help against starmie, but I could potentially see a bulkier DDtar or adamant do something here. Personally though, I think hitting the low speed dugs, the starmies, and the raikous are really important, and worth sacrificing in other areas. Lum is non negotiable, since you need to not be one-shot by status. Personally I think dedge is important for damage into bulky pokemon that you are in a situation where you need a para, helping you get that bit of damage to secure a kill. Generally the goal is to get to +2 speed, and at least one attack boost (after intimidates)
:rs/Regirock: @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Focus Punch
- Thunder Wave
- Explosion
Here we get into the random boom rock that I have on the team with just some trash EVs. It has been pretty functional at trading with paraflinching, and then getting the boom later. It helps in potentially baiting in mons that counter rock slide to be boomed, as well as being the team's aero check. Rock slide, thunder wave, explosion is important in whatever takes this slot, since it trades and enables ddtar endgames. Focus punch gives a way to punish on a sleeping pokemon with bulk, as well as denying bliss entry. Regirock also is one of the mons to handle the fast flying leads which punish breloom in salamence, since an unrevealed salamence almost always clicks fire or flying into the lead breloom.
:rs/Snorlax: @ Leftovers
Ability: Immunity
EVs: 92 HP / 116 Atk / 144 Def / 144 SpD / 12 Spe
Adamant Nature
- Focus Punch
- Body Slam
- Shadow Ball
- Self-Destruct
Standard utility lax spread, helps deal with zapdos leads as well as the other fast electrics in the tier. Earthquake-less means you have to be smart about punishing the metagross or tyranitar that are likely to come in and deal with you. This means a lot of double switching, focus punching, or clicking body slam and praying. Not super creative by me, but I like lax as a bulky trader here, able to absorb special mons and boom them most games
REPLAYS:
https://replay.pokemonshowdown.com/gen3ou-2686244415
https://replay.pokemonshowdown.com/smogtours-gen3ou-977539?p2
Any suggestions on changes/variants to this team are appreciated. Thanks for reading!