Gen 4 Explosions Sure To Leave You Paralyzed! - TWave + Boom Hyper Offense - Gen 4 OU

hi! ive been into gen 4 since 2014 but never got into it competitively till lately, which is unfortunate because young me would have loved it. alas here i am dipping my toes into the meta and seeking out advice for how to improve my competitive knowledge of where the meta is at currently and how that should be reflected in my teambuild. without further ado, here is my team!


Ass Elf (Azelf) @ Colbur Berry
Ability: Levitate
EVs: 44 HP / 248 Def / 216 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Thunder Wave
- Explosion

the idea here is simple; deny entry hazards, set sr, spread para and boom on something for momentum. evs enable max survivability of scarf ttar's crunch and is bolstered by colbur, giving ass elf a chance to twave and explode. been flirting with fire blast over one of the moves, perhaps taunt?

MicrogroupReview (Tyranitar) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 8 SpD / 248 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

a focal point of the team, twave + boom spam enables ttar to much more reliably utilize their INSANE attack stat to the fullest extent possible. pursuit and crunch are a given on any trapper set from what i've gathered. stone edge is great stab that strikes fear into a vast majority of pokemon, and superpower threatens physically frail normal types, opposing ttar and steel types.

Star? Me (Starmie) @ Colbur Berry
Ability: Natural Cure
EVs: 136 HP / 156 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Thunder Wave
- Psychic
- Rapid Spin

probably my most unorthodox set as they're not running recover, but the idea is to not be toothless in the face of pursuit users so having surf feels necessary as a deterrent. with the given evs psychic hits loom and gar as hard as possible and helps against kingdra.

MRI Machine (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Explosion

magnezone helps compensate for the teams innate steel issue. choice scarf compensates for low base speed, twave fits for slowing down threats for ease of breaking opps mons more reliably, explosion is used to hit all but rock, steel and ghost types for decent damage. tbolt is obvious stab, hp fire is to spite steel types trying to wall other physical attackers on the team. evs ensure that zone outspeeds the entire meta bar max speed azelf with a positive nature and choice scarfers beyond base 61 speed with max ev investment and a positive speed nature and max special attack for hard hitting attacks.


Frangible Nut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Impish Nature
- Spikes
- Rapid Spin
- Explosion
- Earthquake

spikes helps to chip down opponents pokemon and makes it easier for wearing down the opposing team. rapid spin is already present on starmie but incase something goes wrong with them it's nice to have a backup. explosion is explosion, making an otherwise semi passive mon a real threat to be respected. earthquake hits steels and infernape who otherwise blank them. the evs give earthquake some punch while retaining physical walling prowess.

Steven Steelberg (Metagross) @ Iron Ball
Ability: Clear Body
EVs: 252 HP / 140 Atk / 40 Def / 56 SpD / 20 Spe
Adamant Nature
- Trick
- Meteor Mash
- Earthquake
- Explosion

trick+iron ball's a tride and true strategy that can really put the pressure on foes that rely on certain items/abilities/their typing to fufill a specific role and metagross breaks right through that. attacking moves are the standard and for good reason, if it ain't broke, don't fix it. 252hp/40 def evs provides survivability against +1 gyarados eq after 2 rounds of sr, 252hp/56spdef enables survival of life orb flygon's fire blast after a layer of spikes and stealth rock, 20 spe outspeeds starmie and azelf after tricking them and the rest of the evs are dumped into attack.



that's all! thanks :)
 
I feel like this team needs a ground immunity, curretnly you dont even have a resist with your only main switchin being forretress which can be easily chipped down.
 
I was also thinking of putting Bronzong on this team. OTR Zong could help with the slow speed of the team, and is a good partner for CB Ttar.

As far as that Azelf set, 8 Hp + a Colbur berry is all the phys def you need to live Metagross' Meteor Mash and Ttar's Crunch. The rest of the Evs should go into SpD to take Special Attacks better. If you wanted to run Fire Blast on Zelf, it would replace Twave. With OTR Zong, you might consider running a slower CB Ttar.

I'd replace Starmie and Forretress. With Azelf preventing hazards early in the game, the need for a spinner, much less two, is not great. You could replace them with two offensive Pokes instead to help bolster your team's offensive gameplan. Examples include Empoleon, Dragonite, Gengar, Scizor, Lucario, and Gyarados.

Lastly, I'm not sold on the Magnezone set. Don't get me wrong, if it works, it works, but on these offensive teams I usually see Magnet Rise or Endure Custap Zone. The first set can trap and remove Zong and Meta, the second can act as a revenge killer in emergency situations.

Here is an example team that I put together to illustrate my thoughts. I built it quickly and haven't tested it at all, so I'm sure it has some flaws that I overlooked.

https://pokepast.es/158c188ec30e6633
 
you will want more protection against the dragon dancers, you're in a lot of trouble if any of dnite, gyarados, or tyranitar get to +1, which its not uncommon for teams to have multiple, maybe bronzong over metagross and scarf rotom over starmie
 
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