https://pokepast.es/44e07b008f3d5622
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These 6 are completely braindead. I originally grabbed these 6 with the intent of simply picking the 6 most stupidly offensive mons in ou, totally ignoring synergy,and just clicking buttons, but somehow it worked. At first glance they don't look great, but after a great deal of tweaking and testing, I've found a lot of success. The main idea is to throw all of your mons into your opponent in a psuedo no-switch HO style and clean with either tar mence or mie.
El Crosso (Heracross) @ Choice Band
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Megahorn
- Focus Punch
- Rock Slide
- Hidden Power [Ghost]
This thing has some of the strongest buttons you can click, period. You should play super aggresive with it. Choice band punch is roll on skarm, so its really important you chunk it hard early, as the team can have issues late game if they preserve skarm well. Against skarm lead I like to punch, because even if they peck, that just means free starmie entry and they haven't set spikes. I normally like to punch against tar lead in order to hit skarm switches as hard as possible. You even do enough to mence through intimidate to put it into rock slide range for the next time you hit the field. If you can, its good to save your Hera for blissey switch-ins because sometimes you need an immediate threat, and simply clicking Megahorn into some teams demands a sacrifice. I went with Guts and ghost because this team can struggle into wisp gar if you aren't. I'm also adamant, because Jolly Hera is for weebs and losers.
El Starro (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunder
- Ice Beam
- Psychic
Offmie is one of the scariest threats on this team. With huge base power stab, blazing speed, and perfect coverage, it demands very specific responses from your opponent. This pairs greatly with the explosive pace of the team, as you can often double in your other threats when starmie is threatening a ko. I run Thunder over tbolt on this starmie for a few reasons. Firstly, Hydro into thunder almost always kills skarm, even after protect, which again is a huge deal, as late game skarm can be an issue sometimes. It also lets you 1v1 milo, as thunder is a chance to 2 hit ko, wheras tbolt never does. Additionally it allows you to muscle through suicune after it starts calm minding. In a pinch, it has a roll to ohko other offmie where they don't have an ohko with tbolt. Spreading para more reliably is always a nice feeling too. With that being said, you could reasonably drop it for tbolt. The other thing about this Starmie is it's lack of rapid spin. Early versions of the team had spin over psychic, but I found myself seldom spinning. The team does a pretty good job of pressuring skarm hard enough to deny early spikes, and even if it does get a layer or two, you're generally so frail in the case of mie and hera, immune in the case of mence, and explosive in the case of pert meta and tar to be fine (more on those last 3 in their own sections). Psychic lets you threaten gar and fighters with huge damage, and it doubles as strong neutral damage into a lot of the tier if you don't want to risk pump missing or predicting the right coverage.
El Grosso (Metagross) @ Choice Band
Ability: Clear Body
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Meteor Mash
- Explosion
- Earthquake
- Rock Slide
As silly as it seems, choice band meta is kind of the defensive backbone of this team. We run a decent amount of HP because this thing is often switching in on hits when its not capitalizing on the doubles that starmie gives it. This HP as well lives jolly dug eq, which isn't the worst thing to die to due to our mence set, but a little insurance against the moles never hurts. Meta normally plays one of two ways in a given game. It either comes in as much as possible and clicks meteor mash into skam and pert for the benefit of the rest of the team, then finds a boom somewhere later, or it stays in the back as a get out of jail free card to alleviate pressure against any problem mon once with its boom. Much like hera, its a great way to immediately pressure blissey. We run rock slide last because in some situations zapdos can be a pain, and denying firebird switch ins can be necessary. In the spikes matchup you can try and Houdini their skarm, or just use your limited swit ins to do as much damage as possible and ignore spikes altogether. Just don't be el stupido, and get mag trapped before you've done anything.
El Perto (Swampert) @ Salac Berry
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Endeavor
- Surf
- Toxic
End-pert is a great partner with CB meta, as they both make up about half of a rock resist. Much like some slop builds, endperts ability to punch holes in the opponents walls is greatly appreciated by the DD sweepers in the back. I chose to go with surf over pump because the extra power didn't often feel necessary and you really appreciate the accuracy for some of the checkmate situations you set up in the endgame. I went toxic as well because it helps you beat the natural curers, ice beam does literally nothing, and while roar has value in "breaking subs", without spikes it doesn't feel as powerful. Try and get as much offensive defensive value as you can during the midgame, as use its passable bulk to pivot once or twice before subbing down. Spikes aren't the worst thing for this pert to go up against because it can often let you decide when you want your salac to go off.
El Ciffo (Tyranitar) @ Lum Berry
Ability: Sand Stream
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Double-Edge
Tar on this team feels really flexible. Sometimes its just a sand machine, but when you have an end-pert that can be enough. It can (and often should) be used as a suicide breaker, as its great at forcing damage on important pieces (pert, gon, meta, milo, etc) and enabling a mence sweep. It can act as a win condition in its own right if you recognize a path early enough and play accordingly. It has really nice synergy with hera, in both beating the flyers that stuff Hera, and getting free setup if hera gets dugged or meta gets magged. On top of that, if they then dug your tar, mence gets free setup. Often times the line Hera ko --> dug revenge --> tar dd and ko --> dug revenge --> mence dd can win games, especially if your meta and pert have done their jobs in trading. In some matchups its best to almost play like a BKC tar, staying helathy enough to check jolteon or dissaude an aero from clicking slide/dedge and simply clicking the most damaging move into whatever's in front of you. Double edge is the coverage of choice for smacking pert and gon as hard as possible and sometimes getting cheeky early turn ends to deny an opponents move with a self kos. Spikes do kind of suck a bit for tar as it often lives pert moves on low health, but on the other hand in those matchups you usually only come in once, so the effect of spikes is limited with respect to how much offensive firepower you unleash. Overall tar does a great job at both benefitting from your other mons' breaking, and breaking a great deal for mence or starmie.
El Salamo (Salamence) @ Leftovers
Ability: Intimidate
EVs: 196 Atk / 200 SpD / 112 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Dragon Dance
- Hidden Power [Flying]
- Rock Slide
- Earthquake
Salamence is often the last mon to come out in the game and can reverse sweep. In most matchups your priorities should be eliminating whatever stands in the way of a mence sweep and finding an opportunity to setup. Sp def on mence makes that a lot easier, as it always lives bold blissey ice beam and defensive pert as well. You're generally fine being slow as mence shouldn't often be clicking moves before a dragon dance on this team. Sometimes it can be used as an EQ pivot as the teams only immunity (though heras resistance is often enough to get back on the offensive), but often you want to be saving it in the back. I went with standard coverage because you really need slide for zapdos and aero, flying is great for picking off low grounds and waters, and eq is often enough to beat meta after its taken a hit from starmie, tar or pert. The lack of brick break sucks a bit into tar and blissey, but the rest of the team does a great enough job at threatening those two.
Conclusion: The team has some really strong mons. It has some difficult matchups like mix mence spikes or harder stall, but it also has the explosivity and ex-factor to create outplay potential. If you're someone who can predict lasts, make offensive doubles, and sequence a cascade of threats well, I'd highly reccomend giving the team a try.