I wouldn't call it "Hyper Offense," but...

At a glance:​

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I played a bit of Ubers in Gen IV (my older brother was the one who REALLY liked it, and he got pretty high on the ladder), and as I switched from Gen IV OU to Gen V, I learned just how much I hated weather wars. Sure, stall was pretty irritating in Gen IV (I ran an anti-lead to stop SR and a rapid spin Starmie and a few other anti-metagame tricks), but I had not experienced true misery until the advent of Politoed.

So as I ragequit the OU tier, I figured I'd base most of my team around the Ubers team I ran in Gen IV. Of course, it didn't transfer all that well, and after a series of modifications, this is what I wound up with. It's basically a very offensively oriented team (as most of Ubers is) with Skarmory there as a check to the rampant dragon moves and also as an important check to ExtremeKiller Arceus (or virtually any variant, really) and also, of course, to set up entry hazards.

In-depth analyses

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Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Spikes
- Roost
- Whirlwind

As I understand it, this is mostly fairly standard for Skarmory in Ubers, so I won't go into too much detail describing it here. It is an excellent dragon resist and all-around incredibly difficult to kill. Even enemies sporting fire moves often have difficulty in the rain. I included both Stealth Rock and Spikes because I have no other decent source of Rocks, so Skarm has to provide both. Usually, it does a pretty good job. It also works to counter virtually any form of Arceus, and it usually gets a free layer of Spikes from the most common form, the ExtremeKiller.

Having a designated lead does not really work in Gen V because of the team preview. However, I use Skarm to lead a lot if I think the foe is going to lead with pretty much anything physical, such as Groudon (which is fairly common). They'll either switch it out as I get free rocks, or they will try to do something about it, which usually lets me get up more without taking more damage than I can simply Roost away.



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Garchomp (M) @ Choice Band
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- Dual Chop

While it is less common to run Garchomp without Sand Veil hax support, I like it quite a lot. It's generally assumed by the opponent that Garchomp is running a Choice Scarf rather than a Band, so they usually switch in something that can't quite take the hit. As an example, Outrage is often a 2HKO on Groudon (depending on its EV spread), and usually OHKO on 0 HP 0 Def Kyogre (definitely with Rocks up). So this thing packs a punch. The least standard thing on this moveset is probably Dual Chop which I run to take out Subs or the rare Haban berry. I originally had it as Crunch, but I found virtually no uses for it, and it seemed much better to have a non-locking Dragon move. Stone Edge, of course, is for Ho-Oh and Lugia.

I run Garchomp as a lead sometimes if Skarm isn't going to work, such as against Kyogre. Honestly, this is not that good of a plan, but I really don't know what to do against Kyogre leads since they're so often Choiced but not often enough to rely on it.

I used to have this slot filled with a Scarfed Darkrai, which I used most of the time as a lead just to put the Kyogre to sleep even if it was Scarfed, but, unfortunately, Darkrai's typing was not what I needed; I had absolutely no Pokemon that resisted Electric, and Zekrom and Thunder from Kyogre were a significant issues.



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Mewtwo @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Ice Beam
- Psystrike
- Thunder

This Mewtwo, along with Kyogre and Rayquaza, were directly stolen from my brother's Gen IV team. Mewtwo is fantastically fast, more durable than one would expect, and got a great new weapon in the form of Psystrike for Gen V. Actually, that was the one change; the previous Mewtwo ran Selfdestruct as a huge shock to special walls that came in; it's not even necessary any more. Unfortunately, I think the Timid nature is necessary to outspeed a lot of threats, most notably enemy Darkrai, which Mewtwo can OHKO with Aura Sphere.

This is not a particularly complicated set. Mewtwo comes in and attacks things. The things it's attacking die. It does fairly well against Arceus because of Aura Sphere, especially if they are the Steel or Rock Arceus variants meant to counter the ExtremeKiller. Ice Beam, of course, hits the majority of Ubers for at least 2x damage, and Thunder is very helpful in the rain. Although, I'm less sure of Thunder now since Psystrike already does plenty of damage to enemy Kyogre. I'm considering changing Thunder out, but I'm not sure what would be better; perhaps Grass Knot for a guaranteed OHKO on Groudon or maybe the rare Gastrodon? The thing is, nobody in his right mind uses Groudon against Mewtwo anyway, and Gastrodon is not something one generally takes into account when designing Uber teams. I also considered a fire move for threats such as Ferrothorn, but that has awful synergy with my deliberate attempt to set up rain.



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Rayquaza @ Life Orb
Trait: Air Lock
EVs: 252 Atk / 6 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Dragon Dance
- Outrage
- ExtremeSpeed
- Overheat

Rayquaza has been one of my very favorite Pokemon since its release in Gen III. After a single Dragon Dance, he outspeeds virtually any threat that is going to dare enter the field and can OHKO anything without a resistance (or anything called "Groudon with defense investment") with an insanely powerful Outrage. Steel types often switch in while the Dragon Dance goes off only to find that Overheat is not nearly as fun as they might have initially assumed. Among the biggest threats to this set is Choice Scarf Palkia, which takes a maximum of 77.3% of its health from a +1 ExtremeSpeed and otherwise outspeeds Rayquaza and kills it. Fortunately, Palkia is often baited into attacking Kyogre, which generally results in its death.

A common scenario is that Rayquaza comes in free of a teammate KO, gets a Dragon Dance on the switch to the Steel type, and then Overheats and proceeds to wreck everything. Well, maybe not everything, but it is nice to get the Ferrothorns of the world out of the way. It's also very important to have a fire move on a rain team uninhibited by the weather. On a similar note, Rayquaza functions as an excellent check to things like Kingdra and Excadrill which otherwise are major hassles in their respective elements. Usually any Excas come in on Mewtwo and hope for an easy X-Scissor kill but instead get destroyed by Overheat. I'm honestly not quite sure why that isn't commonly expected to be run on Rayquaza, but as far as I can tell, people rarely see it coming.



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Kyogre @ Leftovers
Trait: Drizzle
EVs: 236 HP / 252 SAtk / 22 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Ice Beam
- Thunder
- Surf


Calm Mind Kyogre is my personal favorite of Kyogre sets. Sure, Specs is fun, but being locked in isn't. I gave the Kyogre a couple of Speed EVs out of HP to outspeed other base 90s that happen to come against me, even if they gave theirs a little bit of speed for the same reason. I don't think the 4 HP will be that sorely missed since I am not making substitutes.

Basically, the premise is to get a Calm Mind or two and then absolutely destroy anything you can manage to hit. Palkia switch in to kill this set VERY frequently; if there's a Palkia on the team, I can bet it's going to switch in. However, Palkia actually loses if I get a Calm Mind in while it switches. Two +1 Thunders are enough to take down Palkia, but Palkia can't do enough to 2HKO Kyogre with its Thunder. This does, however, put a major dent in Kyogre; a switch to Garchomp is also an option. Usually they won't go with a Dragon move because after they see the Calm Mind, they realize failing to do damage could be quite detrimental. Unless I feel a particular need to keep the Kyogre healthy, however, I usually just kill the Palkia. If it has residual damage already (one Stealth Rock hit is usually enough), then using Calm Mind again puts Kyogre high enough to OHKO and take less damage from the Palkia's second Thunder.

One major concern is a Mewtwo's revenge kill Psystrike, which is not a fun experience for Kyogre. Skarmory, of course, can take that easily, but Mewtwo almost always carries Thunder or at least Fire Blast, the former of which is more than plenty to kill Skarm. Unfortunately, Skarmory does not have any easy switch-ins out of an enemy Mewtwo because they also use Aura Sphere and Ice Beam on Skarmory if they're not carrying anything more damaging, and sometimes even if they are. Usually at that point I sacrifice something with lower HP or sometimes Skarm unless I know something about the Mewtwo already.


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Arceus @ Lum Berry
Trait: Multitype
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- ExtremeSpeed
- Shadow Claw
- Earthquake

Any Ubers team without an Arceus is doing something seriously wrong. The number of ways this can be utilized are just ridiculous, and about half of them are to counter other Arceus forms. Mostly this one, actually. ExtremeKiller is the most common variant, and for good reason. Left unchecked for just one turn, +2 ExtremeSpeed wrecks most things.

I don't know how common it is to see a Lum Berry (I think it's usually a Silk Scarf, Life Orb, or Leftovers), but it works wonders. Most checks rely on taking a hit and then burning Arceus, such as most opposing non-Extremekiller Arceus sets and both Giratina forms. Fortunately, Arceus has time to get up +2 against these as they switch in. In the case of Rock and Steel Arceus, a +2 Earthquake is either a OHKO (or veeeery close) or they invested enough into both HP and Defense that they can't outspeed you. Either way, they only get a chance to activate the Lum Berry and die. Ghost Arceus can be OHKO'd by a +4 Shadow Claw, but it often runs a +Speed nature and cannot be OHKO'd by +2 Shadow Claw, nor can it be finished with Extremespeed after. Great Wall Giratina also is a problem for Arceus because it can't even be killed by a +4 Shadow Claw and can phaze it out with Dragon Tail after burning, or even before. Fortunately, Skarmory is there.







So that's my team. Any advice would be appreciated; it isn't quite as solidified as I'd like. Some of the biggest weaknesses that have been bothering me are lack of a Rapid Spin user or Spinblocker. I have considered using Forretress with SR, Toxic Spikes, Rapid Spin, and maybe Payback or Gyro Ball, but I do not want to lose Skarmory's ground immunity, reliable recovery, and phazing ability. Further, Forretress has a much worse weakness to fire than Skarmory does; Skarmory's is even neutralized in the rain. I also really liked Scarf Darkrai, but I really needed the electric immunity badly. It occurs to me that it could replace Mewtwo, but honestly, I think Mewtwo is better than Darkrai. Thoughts?

EDIT: I just looked up my ranking; I'm currently 23rd on the Smogon server with 1262 points. However, I'm not sure how much this means because I have been doing this for under a week, and the change to Garchomp occurred probably only a couple of days ago.
 
Hmm.... You need a more devasting lead. I just personally don't like a skarmory lead as Deoxys speed lead will always have max priority over you. Taunting you or predicting the switch gives him easy momentum turn 1. As you said you want to keep skarmory so i can't suggest anything better for you. Possibly lead with rayquaza and apply the pressure from the beginning? SR won't hurt your team much as rayquaza is the only one weak to it anyway, however you do need to avoid toxic spikes at all cost otherwise ALL your pokemon outside of ray +skarm will be stalled to death.

Suggestion for the kyogre set, try 252 hp + def bold calm mind rest talk. He can't be stalled due to rest and mewtwo can't revenge that much bulk. It will leave you just using scald but it works wonders though.

Scarf over band, but i do respect your decision for chomp as for some teams i find it to work better.

I can't put my finger on how to fix your team, but you are super stall weak. Kyogre is a somewhat fix but thats hoping they aren't running zekrom as he destroys any kyogre set. Offensive wise, you are great, with prediction you can probably beat most offensive teams, but I sense that even ferrothorn will have a field day setting up on your team (like 90% others), as rayquaza is the only stop but won't repeatedly come back in if SR is down.
 
I think that Dragon Claw should be an option over Outrage. With Ferrothorn everywhere, it can come in, set up free hazards as it does nothing to the Ferro and you take Iron Barbs, and then just switch out when you calm down into something to take the Overheat, which isn't the case with the weaker but more reliable Dragon Claw.
 
I like this team a lot, but I do have a few of suggestions.

To me it seems like Kyogre can wreck some havoc to your team; Kyogre can't kill and is 2HKO'd by opposing Thunder, Garchomp and Rayquaza are slaughtered by Ice Beam (or in Garchomp's case Water Spout, which I'm also pretty sure 2HKOes Quaza) and Arceus can only ExtremeSpeed, which I don't even think can kill. Plus, I see you run Stealth Rock and Spikes on Skarmory, which is not good at all. To fix that I'd suggest using Dialga

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Dialga @ Leftovers
252 HP / 56 SpA / 200 SpD
Modest Nature
~ Stealth Rock
~ Draco Meteor
~ Fire Blast
~ Thunder

This Dialga functions very well under rain, abusing Thunder against Kyogres. Fire Blast may seem odd, but it does a LOT to Ferrothorn, Forretress and opposing Scizor. EVs ensure you won't be 2HKO'd by Lustrous Orb Palkia's Spacial Rend or non-Specs Kyogre's Water Spouts, while you can strike back with Supper Effective moves. Thunder Wave can be used over Thunder, but I'd really run Thunder because Damage + 30% Para seems superior to me. I'd use it over Garchomp because it pretty much does the same job, besides against Ho-oh (well, Dialga kinda threatens with Thunder).

With that, you now have a free slot over Stealth Rock on Skarmory. Taunt or Toxic can work in that spot very well. Taunt shuts down Ferrothorns, while Toxic shuts down Pokemon that can set up on you while they predict the switch like Arceus Ghost, which can do some damage to your team.

With that said, your team is relatively slow. I'd suggest a Scarf Kyogre over the current set. Scarf Kyogre checks Arceus Ghost, Ho-oh (which you also have checked by Mewtwo's Psystrike - does 63.61-75.18%) and many more.

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Kyogre @ Choice Scarf
64 HP / 252 SpA / 192 Speed
Modest Nature
~ Water Spout
~ Surf
~ Ice Beam
~ Thunder
EVs by trickroom; they let you outspeed Mewtwo and hit as hard as possible.

On Mewtwo, I don't really see what both Thunder and Ice Beam are doing. Run Calm Mind over one of them depends on what you want to hit. I'd run it over Ice Beam as your team checks Dragons fairly well, and you need Thunder to kill Manaphy.

Toxic Spikes can be played around easily with this kind of team. This team is very offensive, just hit hard before they set up on it. That's my opinion though.


Besides of that, great team, good luck!
 
I'm currently testing the changes Furai recommended. I'm still not quite sure what to do about Speed Deoxys leads, but, to be honest, I don't see designated leads virtually ever because of the team preview. I ran a fairly similar Dialga to this last generation (It was a bit more support-based; I put T-wave on it), and I liked it, but I wasn't sure where to put it. I'm still not sure about going without any electric immunity. Dialga resists, yes, but he's the only one, and he can still be taken out by electric moves if his HP is low. Still, I'm trying it out. I had actually considered CM Mewtwo, but I decided my team had waaay too many set up sweepers. I don't like having Kyogre locked, but you do have a good point, so I'll try it out.
 
If you're that worried about Electric attacks, you could try Mixed Zekrom over Mewtwo, which does pretty much the same job, besides against Darkrai (which you have Kyogre for). x4 Electric resist is very nice, also checks Kyogre very well and checks Ho-oh (only fears Sacred Fire burn, and well, EQ).

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Zekrom @ Life Orb
104 HP / 148 Atk / 252 SpA / 4 Speed
Lonely Nature
~ Bolt Strike
~ Draco Meteor
~ Focus Blast
~ Dragon Claw / Outrage

You could slash in Volt Switch over Focus Blast or Dragon Claw/Outrage, but then you lose against Ferrothorn or lose coverage but gain momentun.
 
On a team like this, you always need momentum so nothing ever sets up on you because you're carrying nearly no defensive backbone outside of Skarmory, who can't support your other 5 members all by himself. This means that most of your losses are gonna result from your opponent setting up against Garchomp's choiced attack - say, SubRoost Ho-Oh taking advantage of you being locked into Earthquake. Since you lack a spinblocker, this means stall is a problem since Skarmory is bait for opposing Forretress to come in and Toxic Spike all over the place, which fucks up 4 of your Pokemon. How about replacing Chomp with Giratina-O? You keep dragon typing but gain a spin blocker and an extremely potent sweeper who gives stall teams hell.

Giratina-O @ Griseous Orb | Modest
212 HP / 72 Def / 224 SpA
Substitute | Calm Mind | Dragon Pulse | Aura Sphere


Just something to consider; cool team, hope I helped.
 
So, I'm currently fourth on the Ubers ladder in Smogon and in the top 15 or so on the PO server (where I go when nobody is on Smogon). I am running the changes Furai recommended, and they are working beautifully. I'm still thinking about Aura Sphere on Dialga to better deal with enemy Dialga or possibly Shadow Ball on Mewtwo (because enemy Mewtwo are a huge pain), but it's not that likely that I'll actually use either. Shadow Ball is the more likely of the two, at any rate.
 
Nice team.
Having never used the Extremekiller myself, I'm not quite sure how Shadow Force would work on him, but with Lum Berry it is a clean OHKO on max. Def. Giratina after two SD boosts. Might be worth a try.
And if you're still looking for a move over Thunder on Mewtwo, Taunt can come in very handy sometimes.
 
I'm not really a huge fan of Shadow Force. I tried it, and it was waaaay too easy to abuse the turn where Arceus is gone through switching and stuff. Also, lower PP is an issue (I beat one guy's +6 Arceus by PP stalling it to death with my Skarmory since you can't phaze the last Pokemon).

And as nice as Taunt is, I really like Calm Mind, being the offensively-oriented individual that I am. One of my bigger weaknesses currently is the lack of a reliable way to switch in on and kill enemy Mewtwo, but as I understand it, everyone has that problem since there really isn't one.
 
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