High Octane Offence - henryhychoi RMT


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First of all I'd like to introduce myself as this is my very first post on Smogon. But make no mistake I'm not a newcomer to this site as I've been lurking around these forums for quite a long time, using it as the basis for furthering my development as a competitive battler. What I present to you today is a semi-refined team that I have already tweaked and changed over the course of numerous test battles. But I feel that the potential of this team is alot higher than the state at which it stands right now. I hope with the expertise and knowledge of the members here, I can polish my team and use it to its full potential.

At A Glance:

373_salamence_1_m.png
212_scizor_1_m.png
130_gyarados_2_m.png
330_flygon_1_m.png
145_zapdos_2_m.png
248_tyranitar_1_m.png


Visual Overview of the Team's Weaknesses and Resistances:

team.jpg


Introduction:

Long story short: the majority of the battling styles were too slow and boring for me. While effective, the teams that I made failed to grasp my interest for extended periods of time. And so, this offensive team was born. Surprisingly, the team is without stealth rocks, the reason for this being that my unusual Salamence lead takes out at least 2 Pokemon on average, leaving the opponent's team severely dented and within striking range. I tried to combine a team with excellent typing synergy, with each Pokemon able to hold its own but also reliable on its teammates. The lack of an Exploder does irk me as an Explosion at the right time could have easily won some of the battles that I lost with this team. One thing you may notice:

1) Every Pokemon barring Tyranitar is immune to Toxic Spikes. Although during my tests I didn't encounter many teams carrying a Toxic Spiker, this proved very effective against the teams that did.

2) 4 Pokemon are immune to Spikes.

3) 3 Pokemon are weak to Stealth Rock, but actually Salamence is relatively unaffected by Stealth Rock damage in the strategy of this team, so only 2 Pokemon are weak to Stealth Rock.

In Depth Look:

373_salamence_1_m.png

Salamence @ Focus Sash
Ability: Intimidate
EV's: 232 ATK / 24 SP.ATK / 252 SPE
Nature: Naughty

~ Dragon Dance
~ Dragon Claw
~ EarthQuake
~ Fire Blast
______________________________

Description:

Salamence has gotta be my favourite OU Pokemon by far. It's power and versatility (especially with the Mix Mence set) is just amazing and without this guy, I would of lost numerous battles (with this team and previous ones.) But his achilles heel is his fraility to Stealth Rocks and at times, Residual damage (i.e. Sandstorm). What I've done to escape that is I've made him my lead pokemon.

I start of the game most of the time with a DD, as the opposing lead sets up stealth rocks or hits me with an attack that doesn't do much. After that boost up, it allows me to outspeed almost every lead out there along with whatever switches in to counter my Mence. The surprise factor and its diverse movepool allow him to get me a great start to the game most of the time. I run a Naughty nature on him as Ice Shards, Ice Punches and Avalanche are much more popular among leads. 24 SP ATK EV's give just enough push to make Fire Blast effective, though the attack's accuracy has sometimes cost me a kill.

VS. Common Leads

1. Azelf - I DD and it's smooth sailing from there. If it chooses to Explode, my focus sash saves me it and I out speed on the next turn to finish it off.

2. Metagross - Bullet Punch is abit of a problem. I DD and they SR or explode. Problem Solved.

3. Swampert - This guy is a little tricky. I'll DD and he'll SR or Avalanche or Ice Beam. Dragon Claw will finish him usually afterwards, if not, oh well.

4. Tyranitar - DD and EQ. Easy to handle. Only met one of these and he wasn't a issue.

5. Aerodactyl - He'll sometimes Taunt, but I punish him next turn by Clawing him to death. His Stone Edge hurts but I survive or focus sash so no biggie.

6. Bronzong - Surprisingly, didn't meet one of these during testing. But I expect I would DD and then Fire Blast it.

7. Hippowdon - His Stone Edge and occasional Ice Fang hurts and the Sand Stream actually knocked me out once. With prediction I'm sure I can handle it better next time.

8. Ninjask - forget the DD, I hit this mother - hard cuz those subs and protects get annoying as hell. No issue tho.

9. Heatran - His Explosion is the only thing that can really hurt me. I DD and EQ him.

10. Infernape - Simple to kill. Was stupid and got encored into a DD before. But nontheless very frail and easy to kill.

11. Mamoswine - Holy crap I get pissed when I see these things. I really can't do anything about it as they Ice Shard me. Gotta switch or just sacrifice at that point.

Team Work:

Depending on who it is, I'll sometimes forego the DD and attack right away if I can OHKO, as not having to worry about Stealth Rocks does help my team. In conclusion, I usually keep this guy in until he dies, cause chances are, he'll take a few of my opponent's pokemon with him. All in all, a pretty reliable lead that tears apart the opponent's unprepared team and lets my other Pokes get to work.

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212_scizor_1_m.png

Scizor @ Choice Band
Ability: Technician
EV's: 248 HP / 252 ATK / 8 SPE
Nature: Adamant

~ Bullet Punch
~ Pursuit
~ U-Turn
~ SuperPower
__________________________

Descripton:

The set that continues to grow in popularity is the one that I've chosen for my Scizor. Will usually come in after my Salamence has fainted to scout anything with U-Turn. I can also rely on it as a sponge for any Ice attacks directed at Salamence. The two work really well together, covering each other's weaknesses. In addition, if i predict well enough, I can switch into the Mamoswine lead that troubles my Salamence so much and take it out quite effectively.

Everybody knows what this guy can do on top of that. Revenge killing, finishing off crippled pokemon, and a very dangerous sweeper. Simply put, he's just worked wonders for me and is a very simple and effective Pokemon for my team. I'll usually scout and then retreat to save him for mid game, but he can stay in depending on the circumstances. The standard Adamant nature + STAB Bullet Punch + Technician + Choice Band = Godly. The 8 EV's in speed allow me to outspeed opposing CB Scizor.

Team Work:

Versatile. He can scout, sweep, revenge kill and most importantly win the game for me. His Ice resistance has proved useful to me countless times in trying to have Salamence wreak as much havoc as possible. If he manages to live till the end of the game, he can come in and clean up with Bullet Punch.

*************

130_gyarados_2_m.png

Gyarados @ Leftovers
Ability: Intimidate
EV's: 252 ATK / 252 SPE / 4 DEF
Nature: Adamant

~ Dragon Dance
~ Waterfall
~ Stone Edge
~ Bounce
___________________________

Description:

I started out with a Life Orb set, but I failed to really feel the difference in power and my Gyarados fainted alot more times than I liked. I took out Ice Fang because Garchomp ceases to be a problem now that it's been shunned to Uber, and replaced it with Bounce which does just as much damage to Celebi while racking up Leftovers regeneration.

If i fit a Dragon Dance in, he becomes very dangerous. If the opponent is somehow stupid enough to let me fit two DD's in, it's over. He's extremely bulky for a offensive Pokemon of his caliber and I strongly advice anyone who hasn't tried this beast out to go and make a team with Gyarados. He'll come in mid to late game to hopefully add upon the damage my Lead Mence created and blow the game open.

Team Work:

He'll gladly take and Fire or Ground moves directed at Scizor and hit back with lots of power. A great pokemon who works very well with this team. He really capitalizes on the damage that Salamence causes. A good deal of prediction is needed to effectively use him though. I've used Gyarados so many times that I'm a little bored with him. I've been desperate to try out CroCune but adding one to this team proved difficult.

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330_flygon_1_m.png

Flygon @ Choice Scarf
Ability: Levitate
EV's: 80 HP / 252 ATK / 176 SPE
Nature: Lonely

~ Outrage
~ EarthQuake
~ Stone Edge
~ Fire Blast
___________________________

Description:

This was my first time using a Flygon. I was a big Garchomp user before it was banned to Uber, so I was eager to try out its little brother as it provided the immunity to Electricity I needed to support my Gyarados.

At first it dissapointed me but as I started to get used to it, it really opened my eyes to how powerful this thing really is. Using it in a similar way to Garchomp resulted in a very capable revenge killer with enough power in its moves to complete a sweep. While I have rarely completed a sweep with Flygon (though I'm sure it could), it almost always takes out a Pokemon or damages it beyond hope before it leaves the battle field. I ran a Lonely nature because I was hit by many more Surf's and Ice Beam's then I was by Waterfall's and Avalanches. The given EV's give Fire Blast enough "oomph" to take out necessary Pokemon.

Team Work:

The Electric immunity is great for synergy with my Gyarados. Its Levitate ability has been extremely useful when switching to avoid a EarthQuake. When in doubt, go to Flygon. It really has been that way during my testing. This guy will come in literally whenever needed. The point is, he gets the job done and well. He's a great role Pokemon that compliments my major sweepers.

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145_zapdos_1_m.png

Zapdos @ Leftovers
Ability: Pressure
EV's: 248 HP / 228 DEF / 32 SPE
Nature: Bold

~ ThunderBolt
~ Heat Wave
~ Hidden Power Grass
~ Roost
_______________________________

Description:

A standard Physically Defensive Zapdos that makes sure the table is set for my final Pokemon to come in and end the game in decisive fashion (Tyranitar). The decision between him and Magnezone was tough and after testing out both of them, Zapdos proved to be more effective and my Magnezone was constantly pounded by EarthQuake's or something else. If Magnezone fainted without taking out the opponent's Tyranitar counter, it usually resulted in a loss. Zapdos was much more adept at taking out TTar's counters while acting as a stable offensive force.

I chose the Physical Tank version as it helps me deal with many of the Pokemon that trouble my team (Eg. Metagross, Heracross, Lucario, Gyarados and Scizor, and various tanks and walls such as Skarmory, Hippowdon and Gliscor). Nonetheless it is the Pokemon that I'm least confident about on my team. I chose Hidden Power Grass over Ice to aquire the triple coverage of Electricity, Fire, and Grass. I've tried both Roost and Roar, each to varying success. Advice and critique on how I should better use Zapdos would be greatly appreciated. A completely different Pokemon may also be suggested. The 32 Speed EV's let me barely outrun the threats that I deal with.

Team Work:

It has great synergy with Tyranitar and work very well as a duo. Zapdos also worked very well with Gyarados but switching back and forth between them caused SR damage to rack up like crazy. Overall, without it, I couldn't use Tyranitar effectively and it's a very sturdy and reliable Pokemon to fall back on.

*************

248_tyranitar_1_m.png

Tyranitar @ Life Orb
Ability: Sand Stream
EV's: 116 ATK / 144 SP ATK / 248 SPE
Nature: Naive

~ Dragon Dance
~ Crunch
~ Fire Blast
~ Ice Beam
_______________________________

I tried out countless diffrent Tyranitar sets during testing and this one turned out to be the most effective to clean up late game. After Zapdos takes care of its counters, it comes in and Dragon Dances, once or twice if I get lucky and closes out the game. The type coverage lets it effectively break walls while fainting any remaining Pokemon.

At all costs, I try and leave this guy to the very end. The sandstorm whipped up by Sand Stream is very annoying to my team and really benefits only Tyranitar. I've got a Naive nature on it so I can outrun as many things as possible with the DD boosts and the SpD drop is redundant as the Sandstorm raises TTar's SpD by 50% if I'm not mistaken. The EV set works well to capitalize on maximum damage. This set has recently been the most effective, but I'm very open to suggestions and changes.

Team Work:

The majority of my team is actually built to support and ensure a late game sweep by Tyranitar. Should my other Pokemon faint, it comes out and makes sure that I still have a good chance of winning the game. Tyranitar on any team is a formidable force, and after the beatings that my team has placed on my opponent, it's difficult for them to handle a closer like TTar.​
 
Team Building Process:

One thing that I've come to learn is that many offensive teams are wholly based on resistances and wall breaking. MixMence is no doubt the best wall breaker in OU today in my mind. But instead of utilizing it as a sweeper, I decided to use its capabilities as a lead.

So now I needed a Offensive pokemon who could stand his own and take Ice attacks. I've always prefered to stay away from Empoleon even though it is a formidable Pokemon. Infernape seemed to frail in my mind and I've used Heatran countless times before. CB Scizor seemed like a perfect fit.

Then I needed a Pokemon that could take Fire attacks and still serve a heavy beating. None other than Gyarados really popped into my mind. His added ground immunity was just a bonus.

A Pokemon immune to Electric attacks was next. I considered the electricity absorbing pokes like Electivire and Jolteon. Electivire is very under rated IMO but I decided to shy away from it. Jolteon was just not the kind of Pokemon for this team. Latias was the first pokemon I used and it worked pretty well and I also tried Dugtrio. But in the end I decided to use Flygon with awesome results.

So now I had a very potent core with great synergy in Salamence, Scizor, Gyarados, and Flygon.

I decided to add a late game closer to overwhelm anything that was left standing. Snorlax, Heracross, Infernape and many others came to mind. But I chose the beast that is Tyranitar. But TTar's power comes at a hefty price which is the vulnerable weaknesses it has to many of the metagame's top threats.

I needed a Pokemon that could combo up with Tyranitar while still meshing with the team. Gengar, Magnezone and Zapdos were my three choices. Gengar I found to be ill suited for this team and Magnezone just did not work out. In the end Zapdos was TTar's partner and he has worked pretty well so far.

As for what I'd like to improve? I would love to add a Exploder that could carry the same offensive burden that my team requires. A stealth rocker would also be nice. In general my team is in need of lots of improvements.
 
Nice presentation on this team; I really like it too. I too have been trying to find ways to use Salamence as a lead also. I can really help you with it, for it to succeed as a lead. Firstly, Salamence is more than bulky enough to take a few hits, so focus sash is not needed. Also, you cannot OHKO lead Metagross with Earthquake (405 Atk vs 299 Def & 364 HP (100 Base Power): 194 - 230 (53.30% - 63.19%)). It can't even OHKO with Life Orb, while Metagross can KO with the combo of Meteor Mash and Bullet Punch. Now, we can make Salamence able to survive this combination of attacks and easily 2HKO with Earthquake. The spread needed is 148 HP/184 Atk/176 Spe, with Leftovers. This will make your HP 368, which is a leftovers number. I also suggest a moveset change with Roost being put over Fire Blast. This will allow Salamence to switch in repeatedly with SR in play, and will prolonge his survivability (Salamence only survives with a measly 2-3% after dealing with metagross, so roost is very welcome on a mence lead).

With the OU metagame now full of speedy threats and positive speed nature dd-mences, Flygon HAS to have MAX speed and a Jolly nature, to outspeed some of those threats and to atleast speed tie with a +1 naive salamence. Secondly, Fire blast is not really needed on flygon, as there are other things that can deal with steels. You should really put in U-turn over Fire Blast there, which will allow you to scout for attacks, aswell as to do a number on Latias, Celebi, Azelf, and Starmie, without risking yourself into an outrage.

You are also very lucario weak, and ones with Ice Punch will 6-0 you, provided it gets a Swords Dance (Adamant will OHKO flygon with an ExtremeSpeed), and You are severely Stealth Rock weak, and only have 2 rock resist. I think a Choice Scarf Magnezone will fit very nicely over Zapdos, as it traps and kills steels, as well as provide you with a little bit more insurance against Lucario. He also resists Rock, which is very welcome on a team with Salamence, Scizor, and Gyarados. And with all of them having physical moves, getting those steels out of the way will greatly help this team start sweeping. Oh and the moveset

Magnezone @ Choice Scarf
Magnet Pull
Evs: 4 atk/252 SpAtk/252 Spe
Naive/Timid
- Thunderbolt
- Hp-Fire
- Flash Cannon
- Explosion/Signal Beam

The choice between Explosion and Signal Beam is a difficult one. With Explosion you get one super hard hit on your way down, but with signal beam you hit celebi hard for 4x damage. With Choice scarf, it gets to outspeed positive base 110s such as Latias, and Gengar.

Personally, I think a dd-babiri tar would work better over your current tar, but I can't hold any ground with this because I have not used dd-mixtar yet.

Hope I helped and good luck with the team :DD
 
Firstly, Salamence is more than bulky enough to take a few hits, so focus sash is not needed. Also, you cannot OHKO lead Metagross with Earthquake (405 Atk vs 299 Def & 364 HP (100 Base Power): 194 - 230 (53.30% - 63.19%)). It can't even OHKO with Life Orb, while Metagross can KO with the combo of Meteor Mash and Bullet Punch. Now, we can make Salamence able to survive this combination of attacks and easily 2HKO with Earthquake. The spread needed is 148 HP/184 Atk/176 Spe, with Leftovers. This will make your HP 368, which is a leftovers number. I also suggest a moveset change with Roost being put over Fire Blast. This will allow Salamence to switch in repeatedly with SR in play, and will prolonge his survivability (Salamence only survives with a measly 2-3% after dealing with metagross, so roost is very welcome on a mence lead).

Mhm, with all the Metagross around these days that would be wise to do. Roost over Fire Blast? I'd never thought about it but looking back it, there aren't many threats to Salamence that aren't covered by EQ so Roost would be welcome I guess.

With the OU metagame now full of speedy threats and positive speed nature dd-mences, Flygon HAS to have MAX speed and a Jolly nature, to outspeed some of those threats and to atleast speed tie with a +1 naive salamence. Secondly, Fire blast is not really needed on flygon, as there are other things that can deal with steels. You should really put in U-turn over Fire Blast there, which will allow you to scout for attacks, aswell as to do a number on Latias, Celebi, Azelf, and Starmie, without risking yourself into an outrage.

Thanks, Ill be sure to try that :D

You are also very lucario weak, and ones with Ice Punch will 6-0 you, provided it gets a Swords Dance (Adamant will OHKO flygon with an ExtremeSpeed), and You are severely Stealth Rock weak, and only have 2 rock resist. I think a Choice Scarf Magnezone will fit very nicely over Zapdos, as it traps and kills steels, as well as provide you with a little bit more insurance against Lucario. He also resists Rock, which is very welcome on a team with Salamence, Scizor, and Gyarados. And with all of them having physical moves, getting those steels out of the way will greatly help this team start sweeping. Oh and the moveset

Magnezone @ Choice Scarf
Magnet Pull
Evs: 4 atk/252 SpAtk/252 Spe
- Thunderbolt
- Hp-Fire
- Flash Cannon
- Explosion/Signal Beam

That's a great suggestion and seems like a very beneficial thing to do.

Personally, I think a dd-babiri tar would work better over your current tar, but I can't hold any ground with this because I have not used dd-mixtar yet.

That was the original set on that I had Tyranitar run, but I found it being walled to easily but the Physical walls left in late game. But with your Magnezone suggestion, I may be able to change that. Ill try it out.

Thanks so much for the advice. Lol, I wouldn't mind you looking through it again and finding further flaws that I could iron out. Thank you for your excellent observations again.
 
Why would you want your CB Scizor to outrun other CB scizors? If you both U-turn, the slower scizor gets to see what his opponent switches in. If you both superpower, you want him to go first so that YOU get to hit him after the defense drop.
 
Why would you want your CB Scizor to outrun other CB scizors? If you both U-turn, the slower scizor gets to see what his opponent switches in. If you both superpower, you want him to go first so that YOU get to hit him after the defense drop.

Actually No, the Speed Ev's are helpful i win most speed ties so i am able to U-turn out im not going to stay in and blast it with a Super Power when its at full Hp, I would kill it off when the HP is less than Half to play it safe i don't like to lose my pokes easily and the ev's are sticking to speed. Thanks for the suggestion though.
 
very cool team and excellent presentation.


with 2 4x weaks to ice, mamoswine is obviously a problem, but what morries me more is the lack of rocks on your own team! I'm really liking the gyarados set, but it would be much more effective if zapdos/celebi/random waters were detered by your bouncing via sr.

one idea is a 3 attack bronzong, sporting eq, gyro ball and explosion. as a bonus it help you with your mamo problem. you could try him over flygon (or even scizor..). Swampert could be an option, providing good synergy with zapdos, although he's not as good a mamo counter.

yet another idea is replacing mence. I've used a sash dance lead (albeit slightly different from yours) and it is a risky strat, especially with sand leads so common. Sure it can pay off, but a good deal of the leads you mentioned (pert and hippow for example) will put you at an immediate disadvantage. using the zong/pert i mentioned as a lead could help too. the main idea is that if you don't have a good answer to LO mamoswine, you should probably get rid of one of your 4x ice weaks.
 
The 8 EV's in speed allow me to outspeed opposing CB Scizor.

That is how most players think. However, this is now the way to go. When two Scizors fight each other, the one attacking last wins. If both use Superpower, the last ones damages more because the first one has a lowered defence. If both players chooses to use U-Turn, the one going last can choose his switch in according to witch one the opponent chooses.´
 
You might consider Discharge on your Zapdos. I've found it to be very useful as you're getting almost a 1 in 3 chance of Paralyzing your opponent for a small reduction in power. Might be something to try, since Para can absolutely ruin some pokes.
 
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