I'm still relatively new to Showdown, and before this team I was playing mostly with Bulky Offense. The lack of speed started to really annoy me. Thus, a speedy offensive team was born. This team has peaked around 1560 and I can't get it to go much higher.
1.
Buffy (Manectric) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
M-Mane may not be very original, it may be super predictable, but it is still crazy effective in the metagame. I hated having to play one of these and so when I went to start a speedy offensive team of my own, it was an obvious starting point. I picked Overheat instead of Flamethrower due to its ability to OHKO Ferrothorn, Mega Metagross, and non-Scarfed Excadrill. M-Mane doesn't mind the drop in SpA because it can just Volt Switch out. Predicting potential Scarf-holders with EQ is important.
2.
Angel (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Heat Wave
- U-turn
As a secondary special attacker, Torn-T can hit most things Mega-Manectric can't. This is the standard Assault Vest set with one substitution: Heat Wave over Knock Off. As we'll soon see, I have two Knock Off users elsewhere on this team, so I value the ability to hit Steels like Ferrothorn, Scizor, and Skarmory over the extra utility Knock Off would provide. Completes the infamous VoltTurn core, and compliments M-Mane's weaknesses fairly well. Torn-T hits a good speed tier, outspeeding almost everything outside of a few certain Megas, Weavile, and Scarf users.
3.
Xander (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Try as I might, I can never manage to build a team without Azumarill. I needed a physical attacker who can hit bulky Rock and Ground types hard and Azu once against fit the bill. I like the Assault vets for its added bulk. I've tried using both the BD and the Band set, but I just didn't like either nearly as much. Play Rough, Waterfall, and Knock Off is good coverage and Aqua Tail provides an important priority move. Azu is a great check to the mons that threaten one or both of M-Mane and Torn-T; notably, Weavile, Mega Diance, and Mega Lopunny. A Dragon immunity is obviously great in this metagame.
4.
Faith (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Yet another standard set... Is this getting boring? BTW one of the main things I'm hoping for from a Rater is to make this team a little more unpredictable, even if it is effective. Anyway, standard Swords Dance set. I like Black Glasses over Life Orb due to the lack of recoil and the fact that most things I'd choose to use Iron Head on instead of a Dark move are either going to be KO'd by a non-boosted Iron Head anyway, can't hit me back hard enough for me to care, or weren't going to be KO'd by a boosted Iron Head anyway. A +2 Sucker Punch Bisharp can be an absolute menace if used correctly. Azu pretty much covers the Ground, Fire, and Fighting types that Bish is weak to.
5.
Willow (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Psychic
- Thunder Wave
- Defog
- Soft-Boiled
This bulky T-waving motherfucker has gotten me cursed out by many a Ladder-climber. While M-Manectric and Torn-T are both extremely fast on their own and Bisharp and Azumarill have priority moves, T-wave is invaluable as a form of speed control against both Zards, Mega-Metagross, Keldeo, and Pursuit-trappers like TTar, although Will-o-Wisp was definitely under consideration. The combo of T-wave, Psychic, and Soft-Boiled can take down a surprising number of threats. Mew can stomach pretty much any move that isn't Dark or Bug (particularly U-Turn is annoying). Even then, it can take a Pursuit from TTar, Paralyze it, heal up, and then exit much more easily. It can take Dracos from the Lati twins, Fire Blasts from Zard-Y in the sun, you name it. Psychic is a pretty solid move in general and is great for taking out those pesky Poison types that otherwise wreck my team, like Mega-Venasaur, and the Fighting types like Keldeo that would go after Bisharp. Although my team isn't overly weak to Stealth Rock, Defog is just an obvious choice. Lastly, Synchronize is an incredible ability which allows me to gobble up burns meant for Azu or Bisharp and turn them back on their fire-ers. It completely shuts down Mega-Diancie by using Magic Bounce against it. I love this fucker. It's a bulky special tank with utility, recovery, and decent offensive presence. I'd rather not remove Mew from my team unless it just makes too much sense.
6.
Spike (Garchomp) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Yet another boring standard TankChomp, but incredibly useful regardless. Sets Rocks and Toxic's annoying bulky Grounds and Waters. Earthquake for general offense, Dragon Tail for phazing non-Fairies. Rough Skin + Rocky Helmet for chip damage, particularly to priority users late game. I usually don't mind taking Burns on this since it's not really used much offensively.
So that's my team. For a brief period I toyed with replacing Mew+TankChomp with Chansey+Defog Latias, since I really wanted a Cleric to get rid of the Burns that sometimes neuter Azu and Bisharp, but neither provided quite the utility I wanted, so I ended up going back to Chomp and Mew.
As for weaknesses: Scarf'd EQ from Lando-T/Exca/etc. can pretty much wreck my team after Chomp and Torn are done. The lack of a Fairy switch-in can be limiting. Anything that sets up Calm Mind after Azu and Bisharp are dead or burned is pretty much GG. I hate stall, but what else is new.
I do realize that this team is full of very standard sets. Therefore I invite anyone to change it up to give me a bit more of a surprise factor.
The purpose of this team is four hard-hitting attackers with speed or priority, and one each of a physical and special tank. I'd love to keep it that way.
Thanks guys!
1.

Buffy (Manectric) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
M-Mane may not be very original, it may be super predictable, but it is still crazy effective in the metagame. I hated having to play one of these and so when I went to start a speedy offensive team of my own, it was an obvious starting point. I picked Overheat instead of Flamethrower due to its ability to OHKO Ferrothorn, Mega Metagross, and non-Scarfed Excadrill. M-Mane doesn't mind the drop in SpA because it can just Volt Switch out. Predicting potential Scarf-holders with EQ is important.
252 SpA Mega Manectric Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 308-346 (87.5 - 103.4%) -- 25% chance to OHKO
vs.
252 SpA Mega Manectric Overheat vs. 252 HP / 168 SpD Ferrothorn: 444-524 (126.1 - 148.8%) -- guaranteed OHKO
252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Mega Metagross: 186-220 (61.7 - 73%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Mega Metagross: 270-318 (89.7 - 105.6%) -- 37.5% chance to OHKO
252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Excadrill: 288 -340 (79.7 - 94.1%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Excadrill: 414-488 (114.6 - 135.1%) -- guaranteed OHKO
vs.
252 SpA Mega Manectric Overheat vs. 252 HP / 168 SpD Ferrothorn: 444-524 (126.1 - 148.8%) -- guaranteed OHKO
252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Mega Metagross: 186-220 (61.7 - 73%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Mega Metagross: 270-318 (89.7 - 105.6%) -- 37.5% chance to OHKO
252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Excadrill: 288 -340 (79.7 - 94.1%) -- guaranteed 2HKO
vs.
252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Excadrill: 414-488 (114.6 - 135.1%) -- guaranteed OHKO
2.

Angel (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Heat Wave
- U-turn
As a secondary special attacker, Torn-T can hit most things Mega-Manectric can't. This is the standard Assault Vest set with one substitution: Heat Wave over Knock Off. As we'll soon see, I have two Knock Off users elsewhere on this team, so I value the ability to hit Steels like Ferrothorn, Scizor, and Skarmory over the extra utility Knock Off would provide. Completes the infamous VoltTurn core, and compliments M-Mane's weaknesses fairly well. Torn-T hits a good speed tier, outspeeding almost everything outside of a few certain Megas, Weavile, and Scarf users.
3.

Xander (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Try as I might, I can never manage to build a team without Azumarill. I needed a physical attacker who can hit bulky Rock and Ground types hard and Azu once against fit the bill. I like the Assault vets for its added bulk. I've tried using both the BD and the Band set, but I just didn't like either nearly as much. Play Rough, Waterfall, and Knock Off is good coverage and Aqua Tail provides an important priority move. Azu is a great check to the mons that threaten one or both of M-Mane and Torn-T; notably, Weavile, Mega Diance, and Mega Lopunny. A Dragon immunity is obviously great in this metagame.
4.

Faith (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Yet another standard set... Is this getting boring? BTW one of the main things I'm hoping for from a Rater is to make this team a little more unpredictable, even if it is effective. Anyway, standard Swords Dance set. I like Black Glasses over Life Orb due to the lack of recoil and the fact that most things I'd choose to use Iron Head on instead of a Dark move are either going to be KO'd by a non-boosted Iron Head anyway, can't hit me back hard enough for me to care, or weren't going to be KO'd by a boosted Iron Head anyway. A +2 Sucker Punch Bisharp can be an absolute menace if used correctly. Azu pretty much covers the Ground, Fire, and Fighting types that Bish is weak to.
5.

Willow (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Psychic
- Thunder Wave
- Defog
- Soft-Boiled
This bulky T-waving motherfucker has gotten me cursed out by many a Ladder-climber. While M-Manectric and Torn-T are both extremely fast on their own and Bisharp and Azumarill have priority moves, T-wave is invaluable as a form of speed control against both Zards, Mega-Metagross, Keldeo, and Pursuit-trappers like TTar, although Will-o-Wisp was definitely under consideration. The combo of T-wave, Psychic, and Soft-Boiled can take down a surprising number of threats. Mew can stomach pretty much any move that isn't Dark or Bug (particularly U-Turn is annoying). Even then, it can take a Pursuit from TTar, Paralyze it, heal up, and then exit much more easily. It can take Dracos from the Lati twins, Fire Blasts from Zard-Y in the sun, you name it. Psychic is a pretty solid move in general and is great for taking out those pesky Poison types that otherwise wreck my team, like Mega-Venasaur, and the Fighting types like Keldeo that would go after Bisharp. Although my team isn't overly weak to Stealth Rock, Defog is just an obvious choice. Lastly, Synchronize is an incredible ability which allows me to gobble up burns meant for Azu or Bisharp and turn them back on their fire-ers. It completely shuts down Mega-Diancie by using Magic Bounce against it. I love this fucker. It's a bulky special tank with utility, recovery, and decent offensive presence. I'd rather not remove Mew from my team unless it just makes too much sense.
6.

Spike (Garchomp) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Yet another boring standard TankChomp, but incredibly useful regardless. Sets Rocks and Toxic's annoying bulky Grounds and Waters. Earthquake for general offense, Dragon Tail for phazing non-Fairies. Rough Skin + Rocky Helmet for chip damage, particularly to priority users late game. I usually don't mind taking Burns on this since it's not really used much offensively.
So that's my team. For a brief period I toyed with replacing Mew+TankChomp with Chansey+Defog Latias, since I really wanted a Cleric to get rid of the Burns that sometimes neuter Azu and Bisharp, but neither provided quite the utility I wanted, so I ended up going back to Chomp and Mew.
As for weaknesses: Scarf'd EQ from Lando-T/Exca/etc. can pretty much wreck my team after Chomp and Torn are done. The lack of a Fairy switch-in can be limiting. Anything that sets up Calm Mind after Azu and Bisharp are dead or burned is pretty much GG. I hate stall, but what else is new.
I do realize that this team is full of very standard sets. Therefore I invite anyone to change it up to give me a bit more of a surprise factor.
The purpose of this team is four hard-hitting attackers with speed or priority, and one each of a physical and special tank. I'd love to keep it that way.
Thanks guys!