Crystal Assassins: My Bulky Offensive/Stall Breaking Team

*scratches head ferociously*
Well, I have no idea what I'm doing. So lets get started!

This is my first RMT, only my 3rd post on Smogon iirc. The reason for the team name 1. Sounds AWESOME. 2. I named one of my other teams that was very good and had much success "Double Assassins" Due to having Zard X and Cube. This team has the same template to it. I found a lot of flaws, and finally came around to fixing those up. Btw, any suggestions for the layout, general stuff I should do, let me know :)



Killing with FAAAR
Charizard Charizardite X
Ability: Blaze
252 Atk, 252 Speed, 4 Def, Adamant Nature
-Fire Punch
-Dragon Claw
-Earthquake
-Dragon Dance

This thing is a monster. Not just literally, it tears things apart like a fat kid tears through a Cookie Store. I usually start with Zard, even though it is then obvious what Zard I am. Our team is built around trying to have a way to safely switch into at least one Poke to beat another. On move choice, you might be wondering "Why Fire Punch?" I use FP because the recoil can screw you over when all you need is the move to NOT kill you. Such as Iron Barbs+Rocky Helm Ferro. The recoil added on is dumb. Fire Punch is perfectly fine IMO. Just a few things you need to know about Zard that will help you later.

+1 252+ Atk Mega Charizard X Earthquake vs. 252 HP / 0 Def Azumarill: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO

(Banded Adamant Play Rough is also a Guaranteed 2HKO, and then Aqua Jet, just be aware of that.)

+2 252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 252 HP / 252+ Def Rotom-W: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO after Leftovers recovery

Try and switch in on meh Rotom-W. (BTW, you are not hallucinating, that is FIRE PUNCH)

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1.21 JigaWatts
Kyurem-B Leftovers
Ability: Teravolt
56 HP, 200 Sp. Atk, 252 Speed, Rash Nature
-Outrage
-Earth Power
-Ice Beam
-Substitute

Good old SubCube. If you didn't know, the 56 HP is so Seismic Toss/Night Shade doesn't break Sub. It is very basic, but works well in getting rid of Mega Venu, Heatran, Rotom-W, Dragonite, and Mandi just to name a few.

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Manny
Mamoswine @Assault Vest
Ability: Thick Fat
168 HP, 88 Atk, 252 Def, Impish Nature
-Ice Shard
-Icicle Crash
-Earthquake
-Knock Off

One: MAMO GETS KNOCK OFF?! Two: AV Mamo?! You would be surprised how specially bulky it is. I messed around with it a bit, and found out with 168 HP and AV (Yes, I know it is kinda irrelevant) can take a Life Orb Fire Blast from Modest Infernape. 88 Atk is enough to be able to 2HKO using Icicle Crash and Ice Shard back-to-back on Lando-T at -1. This very nicely scares out Lando-T for Zard X, allowing Zard X to switch in and pull a double switch at times. Very nice overall.

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Easter Bunny
Azumarill Mystic Water
Ability: Huge Powaaa
212 HP, 252 Atk, 44 Speed, Adamant Nature
-Aqua Jet
-Waterfall
-Play Rough
-Superpower

This thing is very, very, very good. The 44 speed is to outrun Blissey/Chansey, as well as itself with the 40 speed set to outspeed Chans/Bliss. Solid on many teams this Gen.


Zappy
Zapdos @Choice Scarf
Ability: Pressure (duh)
252 Sp. Atk, 252 Speed, 4 HP, Modest Nature
-Thunderbolt
-Heat Wave
-HP Ice
-Volt Switch

Scarfed Zappy is a mini version of Mega Manectric. It cleanly switches into Talonflame's BB, can VS on the switch, kill Scizor for Cube, take on CroCune before it boosts, and much more. Also, it easily kills Talonflame, which can be a threat to Zard X and can hit Cube fairly hard as well. It is definitely a fit on many teams that can fit many roles like Azu this Gen.

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I'm A Derp
Conkeldurr @Assault Vest
Ability: Guts
184 HP, 188 Def, 136 Sp. Def, Relaxed Nature (0 Speed IV's)
-Mach Punch
-Drain Punch
-Knock Off
-Ice Punch

Just your everyday AV Conk set, sort of. The EV's allow Conk to live a LO Psyshock from Latios with much left, and then Knock Off to finish it off, or get rid of LO. The 136 Sp. Def allows the both defenses to be equal, making certain predictions slightly easier, and giving Conk very good balanced bulk. I also found in using Bisharp over Conk, I was getting destroyed by Weavile after the Dragons were killed. (ironic right?) So I decided to bring in something that was still bulky, has Mach Punch, but kept Knock Off. It has worked so far. (P.S. Conk is my counter attack to TR teams, hence the 0 Speed IV's and -Speed.)

Threats: The one thing Poke that can really put a beating on this team is Weavile, but ConkelDerp takes care of it easily. Tflame can hurt a lot if Zappy goes down, but Azu can clean up Tflame from full health. Otherwise, nothing much else can throw a huge wrench in this team. Stealth Rocks can hurt a bit with all of the switches, so you can throw Defog on Zapdos and get rid of Hazards.

So what do you guys think? Anything I could do to the format? I have had a ton of success with this team, getting to the highest rank on the ladder that I have ever been. (Not too impressive, but I am above 1400) IF you don't know me, I am a regular contributor to OU room on PS. Any questions? Leave'em below :)
 
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Yo Blonde, pretty nice looking team you've got here. Just a couple things to note, calm mind Clefable rips apart this team as well as Mega Cham if Zapdos is koed. I'd suggest replacing Mamo with either para-flinch Rachi or Aegislash, as they would both fit well on the team. For a smaller fix you could give Conk Poison Jab>ice punch as Mamo and Cube already deal with lando and chomp. Aegislash not only deals with annoying fairy types on common stall teams but also is annoying as hell for mega Cham, just watch out for fire punch on the switch as it 2hkoes. That's all I see, good luck with the team :)
 
Hey there! I like the team, and I have a few suggestions.

(1) If one of the main focuses of the team is to be a stall-breaking team, I would suggest adding some longevity. For example, Char's set could easily replace Dragon Claw for Roost, which I've run and I don't really miss Dragon Claw, seeing as how it's been given so much for longevity (you could even put on flare blitz for added power now that you have some recovery, or you can enjoy the health it will sustain with Fire Punch although I'd personally go for Flare Blitz).

(2) Kyurem-B is a very underrated/underutilized pokemon. Sub +3 attacks is the best set, and the only thing I'd change is Outrage. It's so easily avoided/dealt with (for example, King's Shield or Counter ~which I run on Skarmory over Brave Bird, and it is incredible~ or any fairy type to come set up while you Outrage). I'd either switch Outrage for Dragon Claw or Fusion Bolt. Fusion Bolt is good for the bulky waters like Crocune which you mentioned, but I honestly think you've got it covered, so Dragon Claw might be the best option, especially if you take it off of Char X for Roost. Also, Dragon Claw does more than Fusion Bolt to Chansey/Blissey, so keep that in mind.

(3) I don't know enough about Mamoswine to make an informed comment about it, so I might get back to you on that.

(4) I think if you're going for stall-breaking, Belly Drum is the way to go on Azumarill. You can run more HP EVs with the added power, and you can switch the Mystic Water for Sitrus Berry. I think this will be more successful as an end-game rather than just being there with the odd water type boost. I wouldn't run Speed EVs, because let's be honest, you're not outspeeding anything worth outspeeding. I'd run this set:

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough

Only thing you're missing is Superpower, but I'm not sure you really need it. Try this out, let me know what you think.

(5) Again, if you're going for stall-breaking and something to shut down Crocune early on, I'd run Thundurus-T over Zapdos.

Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Thunderbolt has a 50% chance to OHKO Suicune without any boosts, and with Nasty Plot you're taking 2 steps while they take 1 with Calm Mind. Thundurus has more speed, but there's not much that sits between 101-111 speed, with exception of Infernape, Garchomp, Latios/as, Espeon, Gengar, Keldeo, and Terrakion. That might seem like a hefty threat list, but keep in mind if you're going for stall-breaking, that shouldn't be much of an issue. You also need to keep in mind the longevity factor that will help your play style, where switching enforces preservation. If you find you want the extra speed, just try switching Thundurus-T for Thundurus.

(6) Conk is a beast.

Overall, I really like this team, and let me know what you think if you decided to use any of these suggestions. Feel free to message me here on Smogon or on Showdown (My name is Phaenon there also, you can find me in the tournaments room where I am a driver) for a battle or a conversation.

Good luck, and well done~
 
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1. I like Dragon Claw over Roost, considering that Dragon+Fire+Ground Coverage is damn near unstoppable.

2. I will probably switch up Outrage, the power isn't worth it with Fairies all over the Metagame.

3. I don't like BellyJet b/c it has such a "one and done" or sacrificial playstyle. Azu is around to take the Dragon hits on the switch for Cube and Zard X. I just want him to stay around and revenge on low health pokes w/ priority.

4. I will DEFINITELY try out Thundy-T. I don't know if I'll run LO, both Thundy's are pretty physically frail. Plus Zappy has Heat Miss, I mean Wave, which can destroy worlds.

5. I will switch Ice Pawnch and Poison Jab, I really do have enough to take on Lando's, Chomp, Nite, and the others.

6. Aegi gets destroyed by Lando-T, which is why Mamo is on the team. Plus, Clef would die quickly w/ Poison Jab from Conk if Unaware unboosted or CM, and Magic Guard Clef gets popped hard by Zard X. So yes, Clef is a bit of a problem, but I can deal with it most of the time.

One more threat: Latios can really hurt this team. However, this team can laugh at Scarf Latios. If Latios would get Draco off and kill say Cube, Azu comes in and has a turn to 1. Double Switch 2. Hit something... IN THE FAAACE. But again, Conk can eat up a Psyshock and hit with Knock Off to kill, so it can be a problem, but also can get killed easily.

I guess my goal was more bulky attacking than bulky stall breaking. I just wanted to be able to defend myself from Offensive threats as well as be able to wear down walls easily. Thank you for the advice :)
 
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