GG Physical Offense (just passed 1850)

Quick Look:

MManectric / CB Genesect / Unaware Clefable / ChestoRest Rotom-W / SR Pivot Lando-T / Sableye

This team was slowly built up based around a few of my favorite Pokes, a couple of great OU cores and something new I wanted to try out after hearing some good stories. They naturally fell together into a VoltTurn team that's designed to completely shut down opponents that rely on physical attackers. There are also a few things that transition nicely from VoltTurning into late-game cleaning, so I have the perfect synergy for wearing down the opponent and then finishing them off.

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Overheat
- Hidden Power [Ice]
- Magnet Rise

This is the new thing I wanted to try out. MManectric has a very unique role, being the only thing with Intimidate, Volt Switch and crazy speed that allows it to even beat out a lot of Scarfers. Admittedly, it has to take a turn to MEvo in order to do that, but it's worth it for his amazing pivoting skills. It also does unexpected stuff like check some Talonflame sets. His coverage is very limited so the first three moves are pretty standard. Magnet Rise is something I'm trying out against opponents that need a Ground move to OHKO Manectric but I can only 2HKO them back - I Magnet Rise when they EQ, then 2HKO before they can 2HKO back. It's absurdly situational, but Tbolt and Electric Terrain are really the only other options in the last slot and they're both mostly filler. I guess Tbolt could have some use for last game cleaning, if someone convinces me that's worthwhile I'm down for it.

Genesect @ Choice Band
Ability: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Iron Head
- Extreme Speed
- U-turn
- Ice Beam

Easily my favorite Genesect set. Aside from the ridiculously painful +1 CB U-Turns he fires off, this thing cleans like no other late-game. If your opponent only has slow, bulky things like, Iron Head will probably 2HKO all of them. If they only have frail sweepers left, ESpeed does the trick. It plays extremely well into the idea of a VoltTurn team softening up the opponent so they can be swept later.

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Wish
- Flamethrower
- Moonblast
- Heal Bell

This is an admittedly weird set that I built specifically to cover weaknesses this team has. Wish support helps me deal with chip damage from constant switching, Heal Bell makes sure my physical attackers don't get crippled by a random WoW and the other two moves are for coverage. This is my main special tank/wall, so the EVs are dumped into bulk there. Unaware works really well against special attackers since so many of them rely on CM/NP these days, allowing Clefable to stop them cold. My one problem is that this lacks some offensive oomph. I had Fire Blast originally to get more KOs but got screwed too many times by untimely misses. I even tried Expert Belt Flamethrower but it still wasn't quite enough. Not sure how to handle that, but I can't find any other Poke that can simultaneously neuter setup sweepers, check special attackers and serve as a cleric. Blissey is a decent option that I've used before, but it's too obvious what it's going to do and I can't use it to scout mixed sets as well.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 30 Spd
- Rest
- Volt Switch
- Hydro Pump
- Will-O-Wisp

It's Rotom-W. I don't really need to say much. ChestoRest is my favorite set since you basically have to kill it twice. Also serves as a early-game sleep absorber in a pinch, though it's not ideal. 30 Spd IV is so I always Volt Switch after opposing Rotom-Ws, allowing me to maintain momentum. Some opponents try to boost through WoW in order to overcome the damage reduction, so Rotom-W plays very nicely with Clefable in that regard, taking the hit, crippling, then switching out to Clefable to wall the opponent.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Spd
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Stealth Rock

Standard physical pivot and the other half of the Intimidate core with Manectric. These guys bounce off opponents together, completely crippling any physical late-game sweepers and using the momentum to clean up themselves with their good speed and power. Since switching so much also forces my opponent to switch as well in order to keep up, the residual damage from SR is appreciated. EQ/RS is just generic EdgeQuake coverage, it works okay but if there's a reason to replace RS I'm open to it.

Sableye (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

Sableye is seriously amazing this generation. Taunting leads is the main focus as it keeps hazards off the field early on, then I can fire off a few WoWs to cripple attackers and allow me to outstall anything that lacks recovery thanks to Prankster Recover. Only faster Prankster users really bone me, so if I see one on the opponent's team I usually lead with Genesect instead. The other problem is WoW's obnoxiously unreliable accuracy, which I swear is more like 50% and not 85%. I even considered running Wide Lens at one point to mitigate it a little, but that extra 12.5% from Lefties helps Recover stalling so much that I'm not sure I can lose it.

Known Threats:
-Special MLuc is trouble if it runs Flash Cannon to KO Clefable. MManectric can outspeed and KO with Overheat as well, but I have to predict really well and hope I can scout out what it's doing. Though I don't know if there's any team that's really prepared for Special MLuc, that thing sucks.

-Teams that rely heavily on special attackers in general. Fortunately a lot of them aren't as bulky or as fast as their physical counterparts so I can wear them down and/or revenge them with ESpeed, but it's not ideal. Clefable can easily handle one special sweeper; three is another story.

-Teams that get down a ton of entry hazards. One layer of Spikes or just SR is actually not too bad, especially with Wish backing me up if I get really worn down, and I can reliably delay anything going up until mid-game with Prankster Taunt. But if Sableye goes down and the opponent has something like Deo-D that can throw out a few layers before I can kill it, that can be troublesome and threaten my ability to maintain momentum. The issue is that I couldn't find a Defogger/Spinner that fit well on my team without losing another important aspect. Maybe Latias over Clefable?

Overall, this is the most successful OU team I've built myself so far, so I'd really ilke feedback on it. Thanks in advance!
 
Pretty well-built team around Mega-Manetric you have going. Never could get that thing to work myself. I see you have a lot of pressure put on your Clefable to do a variety of jobs, and it can only juggle so many balls, the poor fairy. You sure you don't need a Mew or Smeargle? Heh. You can consider doing a dual change - Espeon over Clefable and Mandibuzz over Sableye. While you lose prankster taunt, you gain defog, trap and status reflection, and Espeon resists Special MLuc's vacuum wave and can hit it back decently, and also has Wish, while Mandibuzz can do the stall tanking. However, it may create problems that I cannot foresee. Just a thought.
 
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