Meet the Dancers (Heavy Offense)

Introduction:

Well this is a team I have been working on for a while and I am very proud of it. It is a basically heavy offensive team that also has great synnergy, having 2 resists for each weakness, and has at least 1 supereffective move for each pokemon type. There are 3 dancers on this team which may seem like overkill but with all the switches I force, there is plenty of time for a quick dance.

Team Building:

I started out with these two pokemon because they resist eachothers weakness's nicely, and I have had a ton of success with both Jirachi as a lead and Gyara as a Dancer.

Next i decided that i needed someone to work with gyarados and keep the offensive flow of the team going. After careful consideration it came down to Gliscor, Jolteon, and Electivire. Since Gliscor isnt very offensive, he was out, and Jolteon is WAY to fragile in my opinion, so in went Electivire.

Now I was looking over these 3 pokemon and i noticed that 3 of the three are weak to ground so I new i needed another ground resist, and another destructive sweeper, so in went Salamence.

Now, since 1/3 of all teams have Scizor nowadays, I needed a way to deal with him, and another Ice resist since Jirachi sometimes dies early, so in went the best Scizor Counter, Magnezone.


Now I saw that 2/5 of my pokemon are weak to fire and I only had 1 good fire resist since I use Salamence as my Late Gamer, so I added my favorite pokemon of ALL TIME, Kingdra, and the team was complete.

Final Look:


In Depth Analysis:


Lead

Jirachi@Leftovers
Nature: Jolly
Ability: Serene Grace
252 Atk, 176 Spe, 80 Hp
Moves:
-Body Slam
-Stealth Rock
-U-Turn
-Iron Head

This is the lead I have had the most success with out of all my leads. I love it when people set up SR on the first turn, not expecting to be tricked into it. On the switch, I Thunderwave, therefore crippling two people off the bat, and if i feel i can parahax the switch-in to death, I Iron Head, and if not, I U-Turn the hell out of there.

This is an awesome Trick Lead. Choice Scarf and Trick are obvious, and Jolly is for the extra speed once I Trick off my Scarf. Thunderwave is to cripple the switch-in, and Iron Head is for ParaHaxing while U-Turn is to get the hell out of there.



PHAZE 1



Dancer #1

Gyarados@Leftovers
Nature: Jolly
Ability: Intimidate
156 Hp, 96 Atk, 72 Def, 184 Spe
Moves:
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt

Gyarados is my prime switch-in for Jirachi, countering almost every Fire type in todays metagame. He functions more as a lure than a sweeper early game, allowing my Electivire to set up, and often coming back for a late game sweep. Jolly and the speed Ev's allow me to outspeed even positive natured 130's and leftovers is for recovery with Bounce.

Dragon Dance is obvious on any Gyara, and Waterfall is a powerfull stab option. Stone Edge is a powerful move that helps with type coverage. Bounce is there for secondaty STAB and type coverage, while it also heals me a little by stalling a turn.



The MotorMan

Electivire@Expert Belt
Nature: Mild
Ability: Motor Drive
252 SpAtk, 164 Spe, 92 Atk
Moves:
-Thunderbolt
-Hidden Power(Ice)
-Cross Chop
-Flamethrower

Part 2 of the deadly duo that is Phaze One is here, Electivire. Now I realize a lot of you are probably thinking, "Electivire, WTF nobody uses him anymore," and thats exactly what makes him so good! He is barely ever seen in todays metagame, and if he is its the Physical attacker, who is much less destructive. Mild and the Ev's allow me to outspeed positive natured 130's, while still giving me more than enough power in both Atk and SpAtk.

Thunderbolt is an enormously powerful STAB option here, and is the move I use if i dont have a super-effective choice (Rarely). Hidden Power Ice gives Vire great coverage and there is a reason why the boltbeam combo is so famous. Flamethrower is mainly for steels(namely Scizor), and Cross Chop deals with Snorlax and Blissey.



PHAZE 2




Dancer #2

Salamence@Life Orb
Nature: Naive
Ability: Intimidate
232 Atk, 252 Spe, 24 SpAtk
Moves:
-Dragon Dance
-Earthquake
-Outrage
-Fire Blast

This is usually my late-gamer, to clean up the mess that was left from Phaze One, and does it very well. Life Orb and the Atk Ev's give me much needed KO's, While Naive and the Spe and SpAtk Ev's give my Fire Blast enough Power and allow me to Outspeed many common pokemon.

Dragon Dance is to increase my stats to phenominal levels, and Outrage is an insane STAB. Earthquake allows me to deal with most Steels that think they are gonna be cute and switch in, and fire blast deals with the likes of Bronzong and Scizor.



The Steel Killer


Magnezone@Choice Scarf
Nature: Naive
Ability: Magnet Pull
252 Spe, 252 SpAtk, 4 Atk
Moves:
-Thunderbolt
-Hidden Power(Fire)
-Flash Cannon
-Explosion

This guy works very well with Salamence, and they resist eachothers weaknesses perfectly. Whenever I see a steel not named Metagross, In comes Magnezone. Out of all Zone sets, the scarf has served me best out of a long period of trials, and Timid+the Ev's give me the speed and SpAtk I need to take out most steels.

Thunderbolt is a great and powerful stab here, and deals with most steels, and HP fire is for the KO on Scizor. Flash Cannon is simply for secondary STAB, and EXPLOSION allows me to go out with a !!BANG!!



CLEAN UP



The Cleaner

Starmie@Life Orb
Nature: Timid
Ability: Natural Cure
252 Spe, 252 SpAtk, 4 Hp
moves
-Hydro Pump
-Rapid Spin
-Ice Beam
-Thunderbolt

This guy was just kind of thrown in the team because I couldnt find a pokemon to really fill this slot, and Kingdra rounded out the team nicely with his one and only Dragon Weakness. Swift Swim is mainly for spoiling Rain Dance Teams, and Lum Berry is for the Outragous Confusion(pun intended). Adamant and the Ev's allow it to outspeed positive natured 130's after a DD and give it more than enough punch to rip apart a team.

Dragon Dance is a must on Kingdra, and Waterfall gives me a powerfull and reliable STAB. Outrage is there for anything that resists Waterfall, and rips through even pokemon that resist it after a DD, and Substitute is to block unwanted Status from stopping me cold.


If Any Pokemon Is To Be Replaced It Should Be This Guy, But The Replacement Must Be Able To Act As A Clean Up Sweeper.

Well there is my team thanks in advance for any tips.








 
Just a nitpick, you should really switch out Thunderwave for Stealth Rock on Jirachi. As a lead, its going to need to get up stealth rock as fast as possible to help out your 3 DD sweepers. Also, change the EV spread to 80 HP / 252 Atk / 176 Spe to add more bulk.

Also, I don't know if youve done this, but maybe consider MixMence over DD mence just to balance the team out and keep yourself from relying on set-up sweepers too much.
 
Jirachi@Choice Scarf
Nature: Jolly
Ability: Serene Grace
252 Atk, 252 Spe, 4 Hp
Moves:
-Trick
-Thunderwave
-U-Turn
-Iron Head

I second the above poster in saying that you should put Stealth Rock over Thunderwave. HO teams need SR more than most other teams and should definately be here. However, I believe that an Azelf lead would suit this team much more. Its a lot faster and has a better SPA stat, which does help a lot and it can stop SR being set up, which is beneficial to Gyarados and Salamence.
Azelf @ Focus Sash
Timid Nature
252 SPE, 252 SPA, 6 HP
-Taunt
-Stealth Rock
-Psychic
-Protect
Taunt the opposing lead if its slower than you (IE everything not named Aerodactyl or Electrode). Then set up SR and Protect if its a Suicide lead. Explosion may be used over Protect. If you do decide to go with Explosion, then I suggest that you use a Naive Nature and have 6 ATK EV's so Explosion becomes very dangerous.

Gyarados@Leftovers
Nature: Jolly
Ability: Intimidate
156 Hp, 96 Atk, 72 Def, 184 Spe
Moves:
-Dragon Dance
-Waterfall
-Stone Edge
-Bounce

Waterfall + Bounce gives unlimited type coverage in OU. For this reason and the EV's listed, I suggest using Taunt over Stone Edge. This gives you a way to break stall open since your team may have trouble with full stall teams.


Electivire@Expert Belt

Nature: Mild
Ability: Motor Drive
252 SpAtk, 164 Spe, 92 Atk
Moves:
-Thunderbolt
-Hidden Power(Ice)
-Cross Chop
-Flamethrower



The only suggestion I have here is I think you should use Low Kick over Cross Chop.

Magnezone@Choice Scarf
Nature: Timid
Ability: Magnet Pull
252 Spe, 252 SpAtk, 4 Atk
Moves:
-Thunderbolt
-Hidden Power(Fire)
-Flash Cannon
-Explosion

If you are going to use Explosion, I suggest that you use a Naive Nature as to maximise the power of Explosion.


I also agree with the idea of using Mixmence as a stall-breaker.
Salamence @ Life Orb
Mild Nature (Naive works too)
84 ATK, 216 SPA, 208 SPE

-Draco Meteor
-Outrage
-Earthquake
-Fire Blast

Roost may be used over Outrage, however, as this is a HO team, I do not believe that it is necessary.
 
I once tried a team like this, and the best lead you can use is one that has access to Encore. Fortunately, Infernape, one of the best leads for offensive teams, can use both SR and Encore.

Infernape @ Focus Sash
Naive / Hasty

64 Atk / 252 SpA / 192 Spe

~ Encore
~ Stealth Rock
~ Fire Blast
~ Close Combat



If, say, a Gyarados comes in and uses Waterfall on you after you've set up your Rocks, you would Encore it and let it kill you, giving something a free turn so you can start applying pressure from the very beginning. If you really want to keep Fake Out, you could replace Close Combat.
 
I once tried a team like this, and the best lead you can use is one that has access to Encore. Fortunately, Infernape, one of the best leads for offensive teams, can use both SR and Encore.

Infernape @ Focus Sash
Naive / Hasty

64 Atk / 252 SpA / 192 Spe

~ Encore
~ Stealth Rock
~ Fire Blast
~ Close Combat



If, say, a Gyarados comes in and uses Waterfall on you after you've set up your Rocks, you would Encore it and let it kill you, giving something a free turn so you can start applying pressure from the very beginning. If you really want to keep Fake Out, you could replace Close Combat.
No he already has a Trick lead and do not need Encore. It has the same effect, lets say they lead with Swampy and Earthquake you. You trick and are still faster so you can just Stealth rock on second turn, or switch to a Dragon dancer who resists Earthquake and start setting up.
 

Snorlaxe

2 kawaii 4 u
is a Top Contributor Alumnus
Hello. I think that you may want to consider running a different Jirachi lead set on your team. The current lead is the normal Choice Scarf lead, and while that is fine, it is still extremely predictable; generally when a Jirachi is leading it will be that set, so your opponent will more than likely switch to something like a Scarfed Heatran to take the Trick, forcing Jirachi to switch out. The Jirachi lead set that I am thinking of is, in my opinion, a much better fit for this team, as it can easily paralyze the opponent as well as do a lot of damage through it's STAB Iron Head. Jirachi is such a great Pokemon that I feel as if you are somewhat hampering it's potential as a lead in this instance, as it can very easily cripple half of the opponent's team when used correctly. Trick Choice Scarf Jirachi leads require much more prediction, while this Jirachi lead is a lot less prediction and follows more of a "steady" gameplan. Anyway, use this set:

Jirachi @ Leftovers | Serene Grace
Jolly | 80 HP | 252 Attack | 176 Speed
Iron Head | Body Slam | Stealth Rock | U-turn

Iron Head is, as you probably know, a great move on Serene Grace abuser Jirachi, as it has STAB as well as a very high chance for the opponent to flinch. Body Slam makes for a nice way to paralyze the opposing Pokemon, and will also paralyze ground types such as Gliscor. Body Slam is not guarenteed to paralyze, but it does have a 60% chance to do so, and it still can inflict a lot of damage on the opponent by using Body Slam. The one major downside to Body Slam is that Jirachi can no longer paralyze Ghost-type Pokemon, meaning that Gengar and Rotom-A become problems. If you are finding that your team is struggling in handling these Pokemon, then Thunder Wave is an acceptable choice in that slot. Stealth Rock is, of course, extremely important, as it turns many 2HKOes into OHKOes, as well as simply helping wear down your opposing team; it is especially important on a team such as this one, as this is a team filled with powerful offensive powerhouses. U-turn is important on leading Jirachi, as it allows it to escape from the ever-obnoxious Magnezone that will come in on Jirachi and attempt to trap and eliminate it.

Have you ever thought about running Taunt on your Gyarados? I think that you should consider running it in place of Bounce. While Bounce does provide Gyaradaos with a good (albeit somewhat unreliable) source of STAB, I feel like it really isn't helping to cover a lot of threats that this team otherwise could not handle. The only one I really see being a problem is Celebi, but due to its low offensive power it can easily be played around by your other Pokemon, most notably Salamence. Taunt, on the other hand, is a wonderful move to have on a bulky Dragon Dance Gyarados, as it gives Gyarados a much easier time at setting up a Dragon Dance. Gyarados can now easily set up against Pokemon such as Skarmory and Blissey. This is huge, as these Pokemon could previously stop Gyarados's sweep with relative ease by using a non-damaging move. Skarmory is especially notable as a Pokemon that Gyarados can set up on by using Taunt, as previously Skarmory could simply use Whirlwind to phaze out Gyarados and immeadiately erase all of its Dragon Dance boosts, thereby halting Gyarados's attempted sweep.

I think that you may want to consider a different Pokemon in Kindgra's place. Kingdra currently looks as though it was simply thrown onto this team for no apparent reason, as to be completely honost, it is extremely redundant being used alongside Gyarados and Salamence. Kingdra is like a weaker cross between these two Pokemon typing-wise, and I think Kingdra is kinda a waste on this team. I also think that this team really wants some Rapid Spin support, as two of your team's most important members are weak to the ever common Stealth Rock. Spikes can also take a toll on this team, as four members of your team are prone to Spikes. I think that in place of Kingdra, you may want to consider using a Life Orb Rapid Spin Starmie. Starmie is a great fit on this team and in Kingdra's place, as its typing is very similar to Kingdra's, so the team doesn't change a lot. Life Orb Starmie also has the distinction of being a great late-game cleaner, so your team can keep that aspect of Kingdra as well. Anyway, I think you should use this set:

Starmie @ Life Orb | Natural Cure
Timid | 4 HP | 252 Special Attack | 252 Speed
Hydro Pump | Rapid Spin | Thunderbolt | Ice Beam

Starmie boats amazing type coverage with its stellar movepool, and can really devestate a weakened team in the later stages of a game. Hydro Pump is a very powerful form of STAB, and while it may seem that Surf is the better option if only for accuracy, this isn't exactly true: Hydro Pump does much more damage to Scizor and Rotom-A, two Pokemon that are VERY common switchins to Starmie. Rapid Spin is great, and especially for your team. Salamence and Gyarados are currently weak to the ever-present Stealth Rock, which means that 25% of their health will automatically be stripped away each time they switch in. This is a large problem, as it drastically lowers their ability to take hits, and they won't have as large of an opportunity to sweep when they are low on health. Thunderbolt is a nice move on Starmie, as it allows it to easily handle Gyarados, who could otherwise easily set up Dragon Dances against Starmie. Ice Beam is good for hitting Salamence and Gliscor very hard (both of whom which Starmie outspeeds). While it may seems silly to run Rapid Spin on a set that utilizes a Life Orb, this isnt true; Starmie needs a Life Orb to be a true lategame menace, as with Leftovers its damage output just is not enough.

This is minor, but you should definitely run a Naive nature over Magnezone's current Timid nature. Timid nature decreases the damage that Explosion deals out, meaning that Magnezone will not have as powerful of an Explosion as possible. Anyway, I hope I helped, and good luck with your team! ;)
 
One thing i love about the Jirachi lead is the abilty to lure in a fire type, which gyara can get a free DD off of, but I really like the suggestion of putting taunt on Gyara because i usually bring him in late game and the opponent either brings in an electric, which i then switch to vire, or a phazer and taunt would really help the ladder. Naive nature on Magnezone is smart, and i will try out starmie, so thanks Snorlaxe, and FrogBandit, i will try SR over Twave, and i dont know if switching to the less destructive mixmence will be necessary once i switch kingdra for Starmie.
 
Mixmence is just as destructive as the DDMence. MixMence hits incredibly hard from both ends of the spectrum, which helps you break stall and it appears that your team may have some trouble with it.
 
I once had a team like this with the DD Salamence and DD Gyarados. The people above me are right. Switch Salamence to a MixMence. This spread should help.
Naive
@ Life Orb
16 Atk/ 240 Sp.Atk/252 Spe
Draco Meteor, Fire Blast, Brick Break, Roost.
You could also use Sheshi's spread for more physical power.
 

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