An HO Attempt

Hello everyone!
I consider my self a bit new to competitive, since i started at the end of BW2, but this has helped me to win a lot of games, and even clutch some of them in cases where i was about to lose.
A lot of people have told me "I've seen that team a lot of times dooood", but i made this team from scratch, else i wouldn't been posting a team that isn't mine here, so here we go:

How the team was first built:
Garchomp_icon.gif
Galvantula_icon.gif
Thundurus_avatar_icon.gif
Starmie_icon.gif
Bisharp_icon.gif
Medicham_icon.gif

Thats how my team started, i wanted to have stealth rocks to break sturdy, sash and all that stuff, so sash garchomp was my first mon. Then i needed something to be faster than other teams that have fast and powerful threats, so i picked galvantula with sticky web, also holding a sash.
Sticky web wasnt working o flying and levitating foes, so a T-Wave would come in handly, and it gets even better if it comes from a prankster mon, so thundurus got a space in my team.
Having 2 sashes on the team meant that i needed to keep hazards away, but without losing the offensive pressure, so a fast and strong starmie could fit the team.
Lastly, i had 4 special attackers (Garchomp was Fire blast/Draco meteor) so i needed 2 physical attackers. I went for bisharp cause i didn't have a spinblocker, but bisharp could be kinda like a defog counter, getting stronger when hazards were removed.
And lastly, holding the mega spot is medicham, having a high attack with no need to getting boosted can be helpful to punch through those sturdy physical walls.
I felt like the team needed those hazards in to actually do bigger damage, and big bulky mons that could get boosted (Suicune, for example) actually gave me a hard time trying to kill them, so i replaced galvantula and starmie, fitting in Deoxys-D, a better hazard setter and Gengar, a spinblocker.
Now i had 2 mons that were able to set up rocks, so i replaced the SR garchomp for a scarfed one.
And these are the final results.

deoxys-defense.gif

So Lead (Deoxys-Defense) @ Red Card Mental Herb
Ability: Pressure
EVs: 252 HP / 252 Spd / 4 SDef
Timid Nature
IVs: 0 Atk
- Taunt
- Thunder Wave
- Spikes
- Stealth Rock​

Deoxys' goal is just to be a good lead, taunt and hazards is all the team needs to begin. T-Wave is there so stop mons that try to setup up on Deo, being followed by taunt so the trigger deoxys' red card and switch out, and make the opposing team start to feel the hazard damage.
Full speed is needed to outspeed a whole lot of hazard set ups, and actually being able to fire thunder wave before Dragonite and Volcarona can start to boost.


bisharp.gif

Izaicinošs (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 24 HP / 252 Atk / 232 Spd
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
The boost to knock off, and its steel typing blessed bisharp in 6th gen. Being capable of disarming opposing stall teams, forcing switches and making for opponent think twice before the defog away the hazzards make bisharp a must-be for HO teams.
The set is pretty OU standard, knock off is used for what has been previously said, iron head demolishes fairies that can handle Garchomp and Medicham, and sucker is a great priority move, that when is paired with deoxys' taunt , you can either get a nice kill or get more power with a Swords dance.

gengar.gif

Chills (Gengar) (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Substitute
- Disable
- Shadow Ball
- Sludge Wave
Bisharp is a great partner to gengar, being able to resist ghost, dark, and being immune to psychic, and gengar finishes the coverage being immune to both fighting and ground (supposing no mold breaker).
Gengar isn't the strongest, the fastest or the bulkiest mon, but ive used him in a lot of teams and this set actually can make your opponent struggle if the don't predict correctly the disables or the subs.
Pretty standard gengar set, substitute is nice so you dont need to predict whats coming, and the last 2 slots are Stabs that allow gengar to hit hard before being forced to switch out.

Aegislash_XY.gif

Steelz Chillz (Aegislash) (F) @ Air Balloon
Ability: Stance Change
Shiny: Yes
EVs: 240 Atk / 16 HP / 252 SAtk
Quiet Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Shadow Sneak
The Steel-Cold ghost came to replace gengar, and it replaced it well. At first, i wasn't sure if i actually wanted to replace gengar, but aegislash has shown me he has the potential to counter excadrill, if the balloon is untouched. It also hits harder than gengar with it's powerful shadow ball, can get a free kill on a weakened mon with shadow sneak, or predict blissey an wreck her with sacred sword.
Aegislash has the great synergy gengar had with bisharp, but garchomp can take a weak fire attack usually coming from heatran, and gain momentum.



thundurus.gif

Voltolos (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Substitute Focus Blast
- Volt Switch
- Thunder Wave
- Hidden Power [Ice]​

Thundurus is one of the 2 mons i use to stop mega pinsir, which can be a real threat for my team, since no one can actually take a boosted Return and survive the quick attack. Thundurus T-waves any fast pokemon so any other pokemon can outspeed. Volt switch is there to get in a safe switch when you know your opponent is going to switch. HP Ice is for those landorus and garchomps that are immune to electric attacks and think they can switch freely to a Volt switch or Twave. Substitute has only helped me in a few moments, when i just go for it when i know my opponent is going to used a move like a Draco meteor or Overheat, but im not sure if i want Tbolt or focus blast in place of substitute.


garchomp.gif

Levitoroccia (Garchomp) (F) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Outrage Dragon Claw
- Fire Blast
- Stone Edge
- Earthquake
Garchomp's 102 isn't slow by any means, but a choice scarf makes him a really good revenge killer. I have swept teams spamming EQ with garchomp, but there are a lot mandibuzz, landorus, rotoms and things that can handle the scarchomp, thats why i use it to revenge kill. Outrage is pretty much the game cleaner when the opponent has a flying mon and the rest of the team is weak. I have nothing to kill ferrothorn (bar medicham), and since ferrothorn usually likes to face garchomp, a nice predicted switch in with fire blast can really hurt the spiky ball. Stone edge is to hurt those flying types like thundurus and mandibuzz that think that they are granted a free switch with garchomp being locked into EQ.

medicham.gif
medicham-mega.gif

Mega Jynx (Medicham) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Fake Out
- Drain Punch High Jump Kick
- Psycho Cut Zen Headbutt
- Ice Punch​

And finally, the mega mon. Medicham hits harder than a truck, being able to wear down mandibuzz after she switches into stealth rock twice, nailing venusaur with a hard psycho cut, and hitting everything else that doesnt resist drain punch to get healt back. When thundurus and garchomp are fainted, it can be almost imposible for the rest of the team to beat talonflame and other lightning fast pokemon, thats why i picked fake out, since it can keep on dealing damage and then switch medicham out to strike a fake out again.

Thats pretty much it, its the first time i post something like this, so any suggestions are really apreciated.

Try it yourself!

Steelz Chillz (Aegislash) (F) @ Air Balloon
Ability: Stance Change
Shiny: Yes
EVs: 240 Atk / 16 HP / 252 SAtk
Quiet Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Shadow Sneak

Izaicinošs (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 24 HP / 252 Atk / 232 Spd
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Thordurus (Thundurus) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Focus Blast
- Volt Switch
- Thunder Wave
- Hidden Power [Ice]

Levitoroccia (Garchomp) (F) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Dragon Claw
- Fire Blast
- Stone Edge
- Earthquake

Mega Jynx (Medicham) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Fake Out
- High Jump Kick
- Psycho Cut
- Ice Punch

So Lead (Deoxys-Defense) @ Mental Herb
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Taunt
- Thunder Wave
- Spikes
- Stealth Rock
 
Last edited:
Hello there,
I'm really new, just like you, but I think I have a few things to make your team better. Garchomp should have Dragon claw over Outrage, so it cannot get locked in to Outrage for three turns on a fairy type. Trust me, the extra damage is not worth it. On medicham, run High Jump Kick over Drain Punch, and Zen Headbutt over Psycho Cut for more damage that makes medicham menacing.

That is all. Looks good so far
 
Hello there,
I'm really new, just like you, but I think I have a few things to make your team better. Garchomp should have Dragon claw over Outrage, so it cannot get locked in to Outrage for three turns on a fairy type. Trust me, the extra damage is not worth it. On medicham, run High Jump Kick over Drain Punch, and Zen Headbutt over Psycho Cut for more damage that makes medicham menacing.

That is all. Looks good so far
Hey man thanks for the suggestions, im going to try it, althought what keeps me from using HJK and Zen Headbutt is that those aren't 100%, and may miss an important kill, but ill give it a go anyway and see how it works (:
 
cool team bro imma steal it muchas gracias senor :]

Nah, seriously, looks solid, I'll give it a try but I'm gonna highly recommend a better spread for Bisharp, you don't need jolly nature since it doesn't let you outspeed any real threat, try this:

Bisharp @ Life Orb
Ability: Defiant
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

252 Atk with an Adamant nature let you OHKO 252HP Aegislash in Shield Forme, also with 224 in speed you'll be able to outspeed Jolly Azumarill, Bulky Rotom-W that invest a little in Spe.

Also you should run Focus Blast in Thundurus since it lets you hit things like Ferrothorn or Mamoswine on the switch.

PD: Seems like Banded Tflame is a pain in the ass for this team, isn't it?

Bye :]
 
Nice team man!
Seems like excadrill can spin your hazards with a little prediction around gengar. So i suggest:

Aegislash @ Air balloon
Quiet nature
252spA/ 240atk/16hp
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
It can easily come in on exca and kill it with sacred sword or dent the switchin with shadow ball. It also provides you with priority which is invaluable on a hyper offensive team like this.

Hope i helped :-D
 
cool team bro imma steal it muchas gracias senor :]

Nah, seriously, looks solid, I'll give it a try but I'm gonna highly recommend a better spread for Bisharp, you don't need jolly nature since it doesn't let you outspeed any real threat, try this:

Bisharp @ Life Orb
Ability: Defiant
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

252 Atk with an Adamant nature let you OHKO 252HP Aegislash in Shield Forme, also with 224 in speed you'll be able to outspeed Jolly Azumarill, Bulky Rotom-W that invest a little in Spe.

Also you should run Focus Blast in Thundurus since it lets you hit things like Ferrothorn or Mamoswine on the switch.

PD: Seems like Banded Tflame is a pain in the ass for this team, isn't it?

Bye :]

Thanks a lot Rigo? lol
Im going to try all suggestions i have gotten, and i'm going to try the ladder to see how it goes.
I always thought jolly was necessary for mega TTars :p
 
Hey there, nice team here! The guys here already noticed some of the changes i'm about to suggest so yeah lol.

I agree with Aegislash replacing Gengar as a spinblocker. Sub Disable Gengar is good, but it's kinda frail. The only notable spinners you'll watch out for are Excadrill (who has Mold Breaker anyway) and Starmie (trust me, she's still viable in OU). Scarf Excadrill is actually pretty good now and Starmie can naturally outspeed Gengar and OHKO it. s_aman's Aegislash set is the standard one so it's pretty good.

Replace Substitute on Thundy with Focus Blast. Dodging status is good but with Sub and your lack of hazard control, Thundy won't last long as he'll be switching in and out a lot. Another option would be Taunt over Substitute as it allows you to stop stall teams and regain momentum. But Deo-D already has Taunt so.. yeah.

Finally, about hazard control. With a lack of a spinner / Defogger, your team will be whittled down by hazards as the game goes on. I really don't have a concrete suggestion now, but you need a spinner / Defogger.

Hope I helped and good luck with your team!!
 
Hey there, nice team here! The guys here already noticed some of the changes i'm about to suggest so yeah lol.

I agree with Aegislash replacing Gengar as a spinblocker. Sub Disable Gengar is good, but it's kinda frail. The only notable spinners you'll watch out for are Excadrill (who has Mold Breaker anyway) and Starmie (trust me, she's still viable in OU). Scarf Excadrill is actually pretty good now and Starmie can naturally outspeed Gengar and OHKO it. s_aman's Aegislash set is the standard one so it's pretty good.

Replace Substitute on Thundy with Focus Blast. Dodging status is good but with Sub and your lack of hazard control, Thundy won't last long as he'll be switching in and out a lot. Another option would be Taunt over Substitute as it allows you to stop stall teams and regain momentum. But Deo-D already has Taunt so.. yeah.

Finally, about hazard control. With a lack of a spinner / Defogger, your team will be whittled down by hazards as the game goes on. I really don't have a concrete suggestion now, but you need a spinner / Defogger.

Hope I helped and good luck with your team!!
Hey man thanks a lot for the suggestions, i have had trouble with those excadrills messing around, i replaced sub with focus and it really comes in handy (:
I already replaced aegi with gengar, so ill update the team soon.
And for the defogger/spinner, i really don't know if i wanna use starmie, since the thing i want the least is to lose momentum to stop and spin, hazards help my opponent to keep firing defog and cleaning away his hazards in the process
 
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