Comfortably Numb (HO, 1600+ ELO)

everything got banned : (


This is a hyper offence team that I've done decently with, and thought I could use some help with taking to the next level. I have to admit that not a lot of thought went into it- I threw together a boring balance team to test the waters of UU, decided that I wanted to use HO and put 4 threats and 2 supportive mons I thought would work well together. I'm 47-14 on the ladder atm, with most of the losses coming while testing on the same alt, or when I was playing with a 0 def, spdef and hp IV mew after originally having a custap forretress in that slot before realising custap isn't released. Anyway, here's the team:



Team Analysis:


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Curls (Mew) @ Normal Gem
Ability: Synchronize
EVs: 32 HP / 224 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Explosion
- Taunt
- Defog

This is my lead 90% of the time. I dunno why so few people expect Normal Gem Explosion on a blatant hyper offense team, but nobody has switched in a ghost or steel anticipating it. My reasoning for using it is that, since I don't have a spinblocker, explosion allows me to explode on Blastoise, Starmie (on the switch) and Donphan and prevent them from spinning for what will likely be the whole match. Taunt with max speed also prevents defoggers such as Empoleon and opposing Mew from clearing the field. I put 32 HP evs into HP so that if my opponent realises that Mew is the only mon that can set up any form of hazards and leads with Blastoise to try and keep them off the field, I am guaranteed to live a dark pulse and can explode to put it into range of Manectric and Hawlucha's +2 acrobatics. Defog is in the last slot so I can get rid of sticky web from Galvantula leads if I need to, usually at the expense of my own rocks. The 10% of matches in which I don't lead Mew are when I expect them to lead Tornadus-T and take the opportunity to M-evo with Manectric, volt switch and then go into Mew. Azelf also works in this slot; they both have their pros and cons and I'll be sure to test it some more.


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Yoshimi (Hawlucha) @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Sky Attack
- Acrobatics
- High Jump Kick
- Swords Dance

Hawlucha is so good in UU at the moment it's not even funny. A lot of teams I run into seem to have just given up on checking it and instead cross their fingers and hope they don't run into one because of how hard it is to handle currently. It sets up on Umbreon and Chesnaught (counters to Manectric and Crawdaunt respectively), as well as Mienshao and Heracross as Knock Off activates unburden so I am free to SD. I'm running jolly over adamant as outspeeding Starmie, Mienshao etc is more important to the team's success. I'm not sure if it's gonna get banned or not- it completely fucks most offence and balance teams, but Doublade is a safe switch in and works pretty well in this meta. On a sidenote, if anyone thinks one of the more funky Hawlucha sets like sub redcard would work better on this team let me know.

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cosmogramma (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Ah, Manectric. 135 base speed and intimidate make him indispensable to the team, gaining a ridiculous amount of momentum. Manectric can dispatch bulky waters, Tornadus-T, Magnezone, Crobat and pretty much any frail, fast attacker. Intimidate also provides a nice option should opposing Hawlcuha get off a sky attack and threaten to sweep my team. Everything about him is self-explanatory- overheat is superior in my eyes as it can KO Magnezone after rocks, amongst other things, and Manectric doesn't really mind the drops as it can function as more of a hit-and-run type of mon. The choice of HP Ice vs Grass is one I'm not at all sure about. I went with HP Ice for it's ability to hit dragons etc, but I'm having second thoughts as Water / Grounds such as Swampert, Quagsire and Gastrodon can be huge killjoys. This is another thing I will definitely be testing on a different alt.


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Crack Rock (Haxorus) @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Poison Jab

Big up Haxorus. If it's not punching gaping holes in teams, it's straight up sweeping them. I've gone for a dragon dance set over a banded one as locking yourself into a move is rarely a good idea unless you plan to sweep with it on hyper offence imo. Haxorus shares great offensive offensive synergy with the rest of the team, as the other members give up plenty of opportunities to set up a DD. For example, if scarf Darmanitan revenges Manectric, or if an opposing Manectric kills Crawdaunt, you get a DD for free and start your rampage. If scarf Mienshao revenges you with HJK, then it's over to Hawlucha, and if scarf Starmie (I've run into a few of these for some reason :/) revenges you Crawdaunt comes in and nets a kill if they don't have a Chesnaught. Poison jab is in the last slot to rek whimsicott, and to KO Florges who stay in and Moonblast fearing my setup after rocks and Volt Switch damage from Manectric. Jolly is chosen so I can set up a DD on scarf Darmanitan and outspeed it the next turn.


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Heath (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Swords Dance

The sadistic smile tells you all you need to know about Crawdaunt. Crawdaunt is the last piece of my offensive jigsaw and takes most teams (read: teams without Chesnaught) to pieces. Crawdaunt typically gets rid of stuff like Umbreon and Florges as my opponent just leaves them in for lack of a good switch in. Of course if they have a Chesnaught I'm always gonna click Knock Off. Crabhammer easily OHKOs sp def Florges, and deals 69% min to umbreon (usually OHKOs after rocks and volt switch). SD work nicely on predicted protects and on occasion lets me clean up in tandem with Aqua Jet. Not much else to say about Crawdaunt, other than it's a monster c:

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Alcazar (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SAtk
- Transform

I've never actually used Ditto on a serious team before (serious not including swagplay), and have to say it works surprisingly well. That said, Ditto is definitely the most replaceable member of the team, and I'm open to suggestions for things that perform most of its roles but aren't such a dead weight against stall. Ditto functions as a failsafe again set up sweepers such as DD mence (and scarfmence (ok not really)), DD Haxorus, Cloyster, as well as giving me a good matchup against manual weather teams and providing a useful pivot versus stuff like Victini and Magnezone. I have 30 special attack IVs for HP grass, as it lets me come in on Magnezone or a Manectric's volt switch and nail the incoming water / ground or Rhyperior with an HP grass. While situational, this has worked out for me twice on the ladder. Of course if I were to switch to HP grass on Manectric then this would be a bit redundant.​

So that's the team. On to the threats:

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Well built stall teams, especially ones with Doublade and Chesnaught can be cockblocks. Haxorus has to put in some serious work for me to come out on top in these matchups.
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Ironically Hawlucha poses a big threat to my team as Ditto doesn't copy the unburden boost. Faced with a Hawlucha I have to keep Manectric at full, or at least alive so Haxorus can take an HJK at +1.
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Well played Ground types, especially Quagsire are problematic, and for this reason I'm going to test HP grass on Manectric (I've mentioned this so many time I know). I usually have to bring in Crawdaunt on a predicted rocks or recover and put on some pressure with knock off or swords dance. Curse Quagsire is GG, unless it for some reason has toxic and lets me poison it with Ditto.

I'm sure there are more threats, but these are the big ones I can think of right now. That's all. Have fun with the team if you choose to try it out.

Yoshimi (Hawlucha) @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spd
Impish Nature
- Sky Attack
- Acrobatics
- High Jump Kick
- Swords Dance

Electric Feel (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Don’t Kill My Vibe (Mew) @ Normal Gem
Ability: Synchronize
EVs: 32 HP / 224 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Explosion
- Taunt
- Defog

Crack Rock (Haxorus) @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Poison Jab

Alcazar (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SAtk
- Transform

Heath (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Swords Dance
 
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Like you pointed out, physically defensive Water- and Ground-types like Swampert and Suicune can give you a major headache because you lack ways to break through them and Scald burns give you hell. Physically defensive Florges can also be a pain because it can deal with all three of your attackers in one way or another. I would consider using bulky Swords Dance Celebi over one of your sweepers (likely either Hawlucha or Crawdaunt), as SD + Grass typing + Natural Cure allows you to completely counter bulky Waters while not losing momentum thanks to Baton Pass. It can also set up on Florges, as well as provide you a bulky pivot that can switch in, take a hit, and take a lot of pressure off of your relatively frail team.

Also Scarf Salamence is a huge threat to your team so you might want to use Scarf Jirachi > Ditto, since it can revenge kill it with Ice Punch if it locks itself into a Dragon-type move. Oh and if you're having trouble against stall you could try using the Double Dance set on Haxorus, allowing it to boost faster against slower teams and wallbreak more easily.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 232 SDef / 24 Spd (outspeeds Adamant Honchkrow and BPs out)
Calm Nature
- Swords Dance
- Seed Bomb
- Recover
- Baton Pass

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Iron Head
- Ice Punch
- U-turn / Zen Headbutt
- Healing Wish / Trick

Haxorus: Poison Jab --> Swords Dance
 
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Like you pointed out, physically defensive Water- and Ground-types like Swampert and Suicune can give you a major headache because you lack ways to break through them and Scald burns give you hell. Physically defensive Florges can also be a pain because it can deal with all three of your attackers in one way or another. I would consider using bulky Swords Dance Celebi over one of your sweepers (likely either Hawlucha or Crawdaunt), as SD + Grass typing + Natural Cure allows you to completely counter bulky Waters while not losing momentum thanks to Baton Pass. It can also set up on Florges, as well as provide you a bulky pivot that can switch in, take a hit, and take a lot of pressure off of your relatively frail team.

Also Scarf Salamence is a huge threat to your team so you might want to use Scarf Jirachi > Ditto, since it can revenge kill it with Ice Punch if it locks itself into a Dragon-type move. Oh and if you're having trouble against stall you could try using the Double Dance set on Haxorus, allowing it to boost faster against slower teams and wallbreak more easily.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 232 SDef / 24 Spd (outspeeds Adamant Honchkrow and BPs out)
Calm Nature
- Swords Dance
- Seed Bomb
- Recover
- Baton Pass

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Iron Head
- Ice Punch
- U-turn / Zen Headbutt
- Healing Wish / Trick

Haxorus: Poison Jab --> Swords Dance
I really like the idea of scarfrachi, since it checking dragons lets me run hp grass on manectric. With that change in place i'll probably go for SD on Haxorus too, although whimsicott could become problematic. I'm a bit reluctant to replace Hawlucha or Crawdaunt with Celebi as they synergise really well together, but I'll definitely give it a shot. Thanks for the rate!
 
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