A good friend of mine, for some reason, hates using legends on teams, because he feels that "you should be able to win without legends" or "legends don't mean a victory." Although both of these are, in part, true, I decided to make a team using exclusively legends, just to piss him off. :]
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
Started as a running joke, because when I first started playing pokemon competitively, on almost every team I built, I had Landorus-T. The thing is just so damn versatile. My favorite set to run on this thing is Defensive, so that's what I'm doing here. It's pretty standard, I just included the speed EVs to outspeed defensive Rotom-W. Not much explanation. Everybody knows how good this thing is.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 248 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Defog
- Earthquake
I wanted to run something a little different on Latios, just to break away from standard use. Also, having Earthquake on Latios deals with pokemon who are likely to pursuit trap it (i.e. Bisharp and Tyranitar), as well as catching SpDef Heatran off guard, Dragon, Psychic, Ground coverage is just insane. Even though EQ on Bisharp and Tyranitar is not an OHKO, it still does a decent amount of damage to the point where it should knock it out if these pokemon have taken damage already, even just a little bit. Latios is my only form of hazard control, which is a bit annoying, if I have to take away my own rocks too (if I let them get their rocks up) but all in all, it's not so bad I suppose. Latios is an extremely good pokemon in general, and I wanted to run Hasty instead of Naive because I wanted that SpDef bulk do check Keldeo and other water, fire, and electric type attacks.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 44 HP / 252 SpA / 4 SpD / 208 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Heat Wave
At this point, I noticed that my team was extremely weak to ice type pokemon and Heatran is just a monster to ice types and fairies. Scarfed tran takes a lot of people off guard because it's still relatively unused and it is such a threat. I'm running just enough speed to outspeed offensive Starmie, but it outspeeds so many more threats. It deals with Mega-Diancie, Latios late game, Starmie, opposing Heatran, and more. I love this thing (mostly because I lost a battle to it once and now I think it's the coolest thing ever). Played right, it can take apart teams, having one of the best coverages in the game. If only it weren't 4x weak to ground.
Manaphy @ Leftovers
Ability: Hydration
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam
So far, my team was looking weak to ice beams and HP ice (since hardly anybody actually runs actual ice types in ou) and water types in general. All the 100 base legends (Celebi, Mew, Manaphy, Shaymin) have incredible, underrated bulk if you invest in HP, and can definitely take a hit. You need a high roll to 2HKO this thing using Thunderbolt from a Thundurus, just to give you an idea of how bulky it is. And Manaphy is such a fantastic late game sweeper; the only thing it can't really deal with is Ferrothorn, but you could exchange a move for Hidden Power Fire if you want, but I find that this moveset offers more coverage and deals with water types (Rotom and Keldeo) a lot better.
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Superpower
- U-turn
- Knock Off
- Hurricane
What a monster. Honestly, I know it makes me weaker to Ice types, but this thing outspeeds everything that can use an Ice type move, bar Mega Lopunny and Mega Manectric. Regenerator+LifeOrb works really well, as this thing can deal damage, and then U-turn out and recover all the damage it lost due to Life Orb. It's fantastic. I wanted to run a more physical set because of the access to Superpower, Knock Off, and U-Turn, three extremely good attacks. Hurricane, although it can miss quite a bit, is an extremely good move to have, and come on. This is Hyper Offense. You either win or you lose. A miss can make or break the game for you. Deal with it, and move on.
Mew @ Leftovers
Ability: Synchronize
EVs: 242 HP / 4 Atk / 108 Def / 48 SpD / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Roost
Stallbreaker Mew. Every Hyper Offensive team needs a way to deal with stall. This is mine. Mew is insanely good in general and 108 speed allows it to outspeed most leads, or things that would set up rocks, or leads in general, like Sashed Lead Breloom, Defensive Lando, Ferrothorn, Rotom, etc. Mew's bulk also allows it to take hits and Roost lets it recover. Standard Stallbreaker, except for the spread. I ran just enough to outspeed everything, put 4 in attack to give it that completely irrelevant attack boost in Knock Off, almost the rest in HP and then divided the remainder into Defense and Special Defense, so that this thing could take a hit.
TLDR;
Latios with Earthquake. Defensive Landorus. Scarfed Tran. Tail Glow Manaphy that's kinda bulky too. Stallbreaker Mew. Tornadus is cool.
Threat List:
Mega Lopunny with Ice Punch, although it can be worked around.
Mega Manectric with HP Ice.
Rock Polish Landorus.
Klefki is extremely annoying, but that's just in general.
Thundurus can basically sweep, except for Heatran.
Scarfed Keldeo.
what does this annoy you Dylan?
Importable:
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 248 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Defog
- Earthquake
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 44 HP / 252 SpA / 4 SpD / 208 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Heat Wave
Manaphy @ Leftovers
Ability: Hydration
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Superpower
- U-turn
- Knock Off
- Hurricane
Mew @ Leftovers
Ability: Synchronize
EVs: 242 HP / 4 Atk / 108 Def / 48 SpD / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Roost
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
Started as a running joke, because when I first started playing pokemon competitively, on almost every team I built, I had Landorus-T. The thing is just so damn versatile. My favorite set to run on this thing is Defensive, so that's what I'm doing here. It's pretty standard, I just included the speed EVs to outspeed defensive Rotom-W. Not much explanation. Everybody knows how good this thing is.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 248 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Defog
- Earthquake
I wanted to run something a little different on Latios, just to break away from standard use. Also, having Earthquake on Latios deals with pokemon who are likely to pursuit trap it (i.e. Bisharp and Tyranitar), as well as catching SpDef Heatran off guard, Dragon, Psychic, Ground coverage is just insane. Even though EQ on Bisharp and Tyranitar is not an OHKO, it still does a decent amount of damage to the point where it should knock it out if these pokemon have taken damage already, even just a little bit. Latios is my only form of hazard control, which is a bit annoying, if I have to take away my own rocks too (if I let them get their rocks up) but all in all, it's not so bad I suppose. Latios is an extremely good pokemon in general, and I wanted to run Hasty instead of Naive because I wanted that SpDef bulk do check Keldeo and other water, fire, and electric type attacks.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 44 HP / 252 SpA / 4 SpD / 208 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Heat Wave
At this point, I noticed that my team was extremely weak to ice type pokemon and Heatran is just a monster to ice types and fairies. Scarfed tran takes a lot of people off guard because it's still relatively unused and it is such a threat. I'm running just enough speed to outspeed offensive Starmie, but it outspeeds so many more threats. It deals with Mega-Diancie, Latios late game, Starmie, opposing Heatran, and more. I love this thing (mostly because I lost a battle to it once and now I think it's the coolest thing ever). Played right, it can take apart teams, having one of the best coverages in the game. If only it weren't 4x weak to ground.
Manaphy @ Leftovers
Ability: Hydration
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam
So far, my team was looking weak to ice beams and HP ice (since hardly anybody actually runs actual ice types in ou) and water types in general. All the 100 base legends (Celebi, Mew, Manaphy, Shaymin) have incredible, underrated bulk if you invest in HP, and can definitely take a hit. You need a high roll to 2HKO this thing using Thunderbolt from a Thundurus, just to give you an idea of how bulky it is. And Manaphy is such a fantastic late game sweeper; the only thing it can't really deal with is Ferrothorn, but you could exchange a move for Hidden Power Fire if you want, but I find that this moveset offers more coverage and deals with water types (Rotom and Keldeo) a lot better.
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Superpower
- U-turn
- Knock Off
- Hurricane
What a monster. Honestly, I know it makes me weaker to Ice types, but this thing outspeeds everything that can use an Ice type move, bar Mega Lopunny and Mega Manectric. Regenerator+LifeOrb works really well, as this thing can deal damage, and then U-turn out and recover all the damage it lost due to Life Orb. It's fantastic. I wanted to run a more physical set because of the access to Superpower, Knock Off, and U-Turn, three extremely good attacks. Hurricane, although it can miss quite a bit, is an extremely good move to have, and come on. This is Hyper Offense. You either win or you lose. A miss can make or break the game for you. Deal with it, and move on.
Mew @ Leftovers
Ability: Synchronize
EVs: 242 HP / 4 Atk / 108 Def / 48 SpD / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Roost
Stallbreaker Mew. Every Hyper Offensive team needs a way to deal with stall. This is mine. Mew is insanely good in general and 108 speed allows it to outspeed most leads, or things that would set up rocks, or leads in general, like Sashed Lead Breloom, Defensive Lando, Ferrothorn, Rotom, etc. Mew's bulk also allows it to take hits and Roost lets it recover. Standard Stallbreaker, except for the spread. I ran just enough to outspeed everything, put 4 in attack to give it that completely irrelevant attack boost in Knock Off, almost the rest in HP and then divided the remainder into Defense and Special Defense, so that this thing could take a hit.
TLDR;
Latios with Earthquake. Defensive Landorus. Scarfed Tran. Tail Glow Manaphy that's kinda bulky too. Stallbreaker Mew. Tornadus is cool.
Threat List:
Mega Lopunny with Ice Punch, although it can be worked around.
Mega Manectric with HP Ice.
Rock Polish Landorus.
Klefki is extremely annoying, but that's just in general.
Thundurus can basically sweep, except for Heatran.
Scarfed Keldeo.
what does this annoy you Dylan?
Importable:
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 248 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Defog
- Earthquake
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 44 HP / 252 SpA / 4 SpD / 208 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Heat Wave
Manaphy @ Leftovers
Ability: Hydration
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Superpower
- U-turn
- Knock Off
- Hurricane
Mew @ Leftovers
Ability: Synchronize
EVs: 242 HP / 4 Atk / 108 Def / 48 SpD / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Roost
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