Offense is The New Stall
Introduction:
This team was made to be used in a brazililian tournaument and lost in the quarter finals (even though I won the tournament with an alt using another team, ironically enough a full stall) and it is by far my favorite one at the moment, I was thinking of retiring it but I wanted to see some rates before I do that to try to improve it a bit :D. It was based on the concept of Suicide Offense and inspired by the Greek RMT that Stathakis posted a while ago. It was done with a help from friend of mine (Rurushu)...actually I gave him the idea, we discussed a bit and he ended up doing all the tests and came up with the final product.
And sorry for my english if it's not that good. English is not my first language and if you see any grammatical error, etc please send me a pm so I can edit the post, thx
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Battle Plan:
Basic Full Offense team here. The main idea is predicting the minimum possible (do you get the name of the team?), sacrificing some pokemons to open holes in the defense of the opponent and get a sweep with a member of the team. The plan is to do it with Metagross, but in many battles it wasabandoned and Gross worked as a lure to help with Gyarados or Suicune. Another principle is to scout the other team with Azelf and Jirachi and the proceed to conduce the whole battle to a final sweep, using the least switches possible.
The key Metagross counters are: Bulky Waters (more or less), Zapdos, Rotom, TWCelebi (more or less), Skarm (more or less) and Hippowdon. The team was designed to eliminate them through lures and some surprise pokemons. Therefore, if the adversary already know the team, it is much more difficult to win because he will not fall into certain traps and may also plan his battle with a better long-term view. It seens simple to attack like there's no tommorow, sacrificing a lot of pokemons, etc but it's far from that: you need a plan of how to lead the battle , which pokemons will be used in what time and understand the metagame well to do everything right, without being surprised in the late game when you thought you had everything under control and to know if tha plan a is really better then plan b or c.
I'd like to remember that when you play with such a fragile crew, giving one free turn of set up often means gg. One turn may be all Gyarados, Mence, Empoleon, or any other pokemon need to set up and destroy my team member by member, especially in the late game, so th euse of Choice items or defensive pokes are a big no no, you can argue that Cune is a defensive pokemon but the only thing that can come in against him is Blissey and she's harmless for the rest of the team.
Individual Sets:
Navi ~ Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Grass Knot
- Stealth Rock
- Explosion
Azelf is the best in its niche: Suicide Leads for offensive teams, and there's four reasons for that: it almost always ensures that SR will be in the field since the beginning of the battle, it has Explosion, thus having much more fire power than other leads like Nape or Aero, it has a much greater capacity than most of the leads out there to cause switches and scout the opponent team (again, thx to Explosion) and finally: since I am playing hyper offense based on not giving the opponent time to breath or do anything, it can be killed early in the game and its absence won't be felt.
Grass Knot is something rather unusual and I got several Swamperts and Hippowdons off guard helping my little Gross with his sweep. A tip here is to hit hard before using SR when possible, if you do it right (catching a Hippowdon with GK or a Gross using SR with Fire Blast, eg) you not only will have a turn to use SR without concern but also will scout the other team a little but. Explosion obviously is used when there's no other alternative or to get a key pokemon down.
Tatl ~ Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/6 SAtk
Hasty nature (+Spd, -Def)
- Shadow Ball
- Iron Head
- Thunderbolt
- Fire Punch
I am in love with Jirachi and this is the most captivating set I have ever used with it, seriously. It simply decimates several of its counters like Swampert, Bulky Gyara, Skarmory, Forretress and a lot of other pokes. EVERYONE assumes i am holding Choice Scarf when they see no leftovers recovery and Iron Head. SB works just like Grass Knot on Azelf, but this time against Rotom-A. It's worth to five GK and Ice Punch punch a try in that slot to own Pert and Zapdos too.
It is also a very good scouter as several times the the other player is obliged to change his pokemon when surprised by a unexpected Tbolt, SBall or Fire Punch, not to mention the number of resistances that it adds to the table with is sexy typing. Max Speed was used here to at least tie with Salamences and other base 100 pokemons, thinking of changing it to 307 (outspeeding positive nature base 90 and neutral nature base 100 but i dunno).
Wind Waker ~ Suicune @ Leftovers
Ability: Pressure
EVs: 40 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Calm Mind
- Hidden Power [Electric]
Oh the noes, Leftovers Offensive Cune, what the hell are you thinking man? You drunk? Yes my dear, I'm using Leftovers Offensive Cune and for a good reason: when someone sees that the legendary dog is not holding leftovers this person will shout: "Offensive Cune, I will not use my Zapdos or Celebi against him" and it completely loses the capacity to remove two of Metagross' (and Gyarados') counters (Let's not foget that Celebi can cripple Gross with the evil TW). With Leftovers Suicune can lure and kill Celebi and Zapdos, and it also perform better preventing DDMence and Scarftran to sweep my team.
Something magic about it is that Blissey is the only pokemon that can stop it and if the other player does not have one, it is almost certain that he will lose at least one pokemon, sometimes more than that (I sweeped entire teams with this monster even in the early game), not to mention that it's the best anti metagame pokemons I have ever used.
The speed Evs were placed to outspeed + Speed Mamoswine (and therefore everything below it including Adamant Lucario), with Max Satk I have a 46.15% chance of taking Zapdos down with one + 1 hit and 100% chance to 2hko in Celebi, even without CM). The 40 remaining points were used with HP to increase its stay power.
Fyrus ~Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/252 Spd/6 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Stone Edge
- Fire Blast / Overheat
- Mach Punch
Hm Infernape is used as a "revenge killer" and is almost always one of the first pokemons to die. His role is to lure Bulky Waters weakening or taking them down, oh he also help checking things like Zapdos, Mence and Rotom-A. The physical set with no Swords Dance was the chosen one because of Napes’s fragility (he hardly ever gets a turn to set up SD or NP) and to be more effective against the likes of Vaporeon or Gyarados, than the special based set would be.
Stone Edge is there to be used against certain flying pokes (the water dragon aforementioned and his intimidate fellow Mence) while Mach Punch works to take some HP from Scarftran and to increase its capacity as a mini RKiller (it saved my ass a few times against Empoleons, Tyranitar and Jolteons). The choice between Overheat and Fire Blast usually does not change the outcome of the battle, but I think FB is better because a smart player could take advantage of the Special Drop with a frail set upper.
Volvagia ~ Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Waterfall
- Stone Edge
- Ice Fang/Bounce
- Dragon Dance
Plan B and Gross’ best friend weakening Zapdos / Rotoms / Celebi / Bulky Waters for him. Dragon Dance Gyarados will give any team a headache and will severely damage one of the othe players pokemons for sure (when it is not the whole team) opening holes that will be exploited later. The cool thing about it is that often the Plan B becomes Plan A and when I realize that Gyarados needs less support than gross to get the sweep I do not hesitate to sacrifice the metalic spider to do it easily.
Jolly because he tends to save the whole team of the devastation a Jolteon could cause since they always switch in front of Gyarados only to be OHKOes by a + 1 Waterfall afterwards. The decision between Ice Fang and Bounce depends on personal preference: Ice Fang has a chance to Flinch, to Freeze and more accurary, besides being a better move against Latias and Mence while Bounce is better against Celebi and Bulky Waters not named Vaporeon. Earthquake is a good option too but I usually go with Ice Fang.
Gohma ~ Metagross @ Life Orb
Ability: Clear Body
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Agility
- Thunderpunch
The star of out show and its name is ... Gohma. The whole team was designed to take its counters in order to get a sweep from the preferred metallic spider of 11 in every 10 trainer in the world . It is true that Life Orb sometimes ends with the sweep but it’s much more of a helpful item than a hindrance, not to mention that because of Life Orb it can be used both as a cleaner as well as a mid game sweeper opening the path for Gyarados and other team members.
After an Agility he is faster than almost everything in the poke world, the only standards that can outspeed it are Scarf Gengar and Latias and still they have Trick as the only way to deal with it. And it resists the most useds priority attacks in the current metagame (Ice Shard, Extremespeed and BPunch) so it's usually gg after the Agility.
Summarizing: basic Offense team here, several pokes with similar counters, all of them attacking the whole time trying to open holes in the opponent's defense (and trying not to allow anything to set up). When the right time comes, Metagross (or Gyarados) enter the field and finish the service.
Threat List: troublesome pokemons in red
Defensive Threats
Blissey - Can’t come in against anything not named Suicune, easily beaten by Infernape, Azelf, Jirachi, Gross and Gyarados.
Bronzong - It does nothing but give free turns to Gyarados and Suicune
Celebi - Every member of the team has a way to deal with it
Cresselia - Read Celebi, can still be a pain with Light Clay and Double Screen (but any screener is).
Dusknoir - Come on, this guy doesn’t exist. Suicune and Nape do fine against him anyway.
Forretress - Hm, every poker but Gross can cause it damage.
Gliscor - Cune, Gyarados, Azelf and Nape can deal with him in some manner, set up fodder for Gyara and Cune.
Gyarados - Another one of those things that can be beaten by any member of the team 1 x 1.
Hippowdon - Azelf usually takes care of him, not a big threat anyway
Jirachi - Every member of the team can deal with him²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²
Rotom-A - They usually switch against Azelf taking some damage since the beginning of the game, Infernape revenge kills.
Skarmory - Can’t come in against anything. Tends to die against Jirachi.
Snorlax - Can be used against Cune but it’s not a threat for the rest of the team, even Suicune can cause some damage against him.
Suicune - Can’t set up, revenged by Nape and Jirachi and countered by my own Suicune.
Swampert - Usually dies in the first turn against Azelf...Gyarados and Suicune can kill it too.
Tentacruel - Set up fodder for Gross, Gyarados and Cune.
Tyranitar - Can’t come in at all.
Vaporeon - Annoying to face but it is a set up bait for Cune, tends to get a surprise Thunderbolt hit from Jirachi and even Gross, Gyarados and Infernape can revenge kill it.
Zapdos - The defensive variants are less threatening and are usually owned by Cune, Infernape + SR guarantee that it won’t live much.
Offensive Threats
Azelf - The leads one give me no problem since they always end up exploding/dying to my explosion…and they lack the coverage to cause havoc. A NP sweeper can easily 6 – 0 me but let’s be honest, when was the last time you saw one of those?
Breloom - Can’t come’in against anything, easily ohkoed by everyone but Jirachi (and we all know that Jirachi owns him with some flinchhax)
Dragonite - Simply a worst low speed Salamence against this team, can’t do anything.
Electivire - lol, never face one but Nape can revenge kill (even Suicune or Jirachi can take one hit before they die)...it won’t get a speed boost against this team (HP Electric Suicune and Thunderbolt Jirachi are pretty uncommon).
Empoleon - Suicune, Gyara and Mach Punch
Flygon - Can revenge kill a lot of pokemons, but give me some free set up turns too, LO variants are stopped by GyaraCune.
Gengar - Jirachi and Gross do ok, so does Cune, can’t really come in against anything nut can outspeed every poke of the team and cause some damage against them.
Gyarados - Suicune, but it tend to die against Jirachi.
Heatran - Gyara and Cune ftw
Heracross - See Flygon for the Scarf set, non Scarf Cross can’t come in at all and is easily revenged.
Infernape - Gyarados and Cune to the rescue (once more).
Jirachi - I t can’t do anything against me
Jolteon - Tend to die against Gyarados/Cune + Mach Punch but they can be a pain.
Kingdra - Gyarados and Cune ²²²²²²²²²²
Lucario - Can’t set up, Jirachi, Azelf,Metagross Gyarados, Cune and Nape beat him one on one.
Machamp - Always annoying but his low speed and defense guarantee that it won’t take more than one pokemon.
Magnezone- Can’t come in against anything and is easily revenged. Scarf variants are more troublesome but there’s always Mach Punch.
Mamoswine - Can’t do anything really²²²²²²²²²²²²²
Metagross - Gyarados, Cune and Nape.
Latias Jirachi and Suicune can handle it early/mid game. She gives Metagross some free turns to use Agility as well.
Porygon-Z - Non existent. Scarf ones give some free turns to Gross and are revenged by Nape’s Mach Punch. Non scarf are easily stopped just like Heracross or any other offensive but not that fast thing.
Rotom-A – Scarf Rotom-A are really annoying and hard to take down, Jirachi has its SB and Suicune, Gross and Nape can hit it before they die...
Salamence - Cune and Jirachi can handle it, can’t come in more than one time usually.
Scizor - Every single member of the team has a manner to deal with it.
Starmie - Infernape is the only thing that gives it a turn to enter the fied, tend to die against Gyarados, Cune or Jirachi, never had trouble against one.
Togekiss - Too slow to try anything.
Tyranitar - Can’t come in at all, Nape can revenge kill the Dragon Dance version if it manages to get a DD somehow.
Weavile - lol, people still use it?
Zapdos - Can ohko every single member of the team and it is a real pain, fortunately SR + Infernape + Life Orb Recoil make it difficult for this guy to come in more than once.
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Team Building:
It all started with a chat on MSN:
Mosh: Hey, let’s make a team together?
Rurushu: Wow, like a child hun? It means that our cyber sex will finally end up creating something? Love it baby, totally in
Mosh: Oh, I knew I could count on you pussycat. How about starting with Metagross + Gyara, we can build the team around Gross’s sweep and Gyarados would be like a plan B, and both of them have the same counters. Let’s make it a full offensive team.
Rurushu: Good, full offense to represent our aggressiveness in bed
We needed something to stop Swampert and Hippowdon for Gross, since they are almost always used as leads the idea of using GK Azelf came in no time. Azelf not only do its job, it’s the best lead I have ever used with offensive teams:
Now the Bulky Waters, which can counter both Gyarados and Gross and are annoying bitches in general, is there something better than Infernape for this task? I do not know anything:
We had a good core, the sure of not giving free turns to anything and even a mini revenge killer in Nape but nothing in the team could help luring and weaking Skarmory and Rotom (outside Gross and Gyarados, the main sweepers), Mix Rach was perfect for this role and it could even help against Bulky Waters faking a Choice Scarf set:
After that we thought about Sub Machamp with its ability to take down/damage Rotom, Celebi, Zapdos and Cresselias, his awesomeness against stall teams and his unique ability to win against almost all pokemons 1 x 1 so he could be used in the beginning of the battle after Azelf exploded or be saved for the late game to deal with some problematic pokemons that could appear depending on the other player’s lead.
After some tests (all of them made by Rurushu) we saw that Nape and Scarf Heatran gave us a hell of time and we discussed various options to fix this, without success. The team was doomed to misery and was about to be discarded. *drama*. But one good day of the week Rurushu came with something that looked like the perfect solution: offensive leftovers Cune > Machamp. Cune is as good as Machamp beating things 1 x 1, could lure and kill Celebi and Zapdos and gave us a check against fire type pokemons in exchange for less power against stall, but it was not that big deal since the rest of the team could beat stall without much effort (like any good offensive team) and surprise, surprise: Cune proved to be one of the best anti metagame pokemons that I've ever used:
That's it people, rate/hate/love/steal/copy/paste/whatever
Introduction:
This team was made to be used in a brazililian tournaument and lost in the quarter finals (even though I won the tournament with an alt using another team, ironically enough a full stall) and it is by far my favorite one at the moment, I was thinking of retiring it but I wanted to see some rates before I do that to try to improve it a bit :D. It was based on the concept of Suicide Offense and inspired by the Greek RMT that Stathakis posted a while ago. It was done with a help from friend of mine (Rurushu)...actually I gave him the idea, we discussed a bit and he ended up doing all the tests and came up with the final product.
And sorry for my english if it's not that good. English is not my first language and if you see any grammatical error, etc please send me a pm so I can edit the post, thx
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___
Battle Plan:
Basic Full Offense team here. The main idea is predicting the minimum possible (do you get the name of the team?), sacrificing some pokemons to open holes in the defense of the opponent and get a sweep with a member of the team. The plan is to do it with Metagross, but in many battles it wasabandoned and Gross worked as a lure to help with Gyarados or Suicune. Another principle is to scout the other team with Azelf and Jirachi and the proceed to conduce the whole battle to a final sweep, using the least switches possible.
The key Metagross counters are: Bulky Waters (more or less), Zapdos, Rotom, TWCelebi (more or less), Skarm (more or less) and Hippowdon. The team was designed to eliminate them through lures and some surprise pokemons. Therefore, if the adversary already know the team, it is much more difficult to win because he will not fall into certain traps and may also plan his battle with a better long-term view. It seens simple to attack like there's no tommorow, sacrificing a lot of pokemons, etc but it's far from that: you need a plan of how to lead the battle , which pokemons will be used in what time and understand the metagame well to do everything right, without being surprised in the late game when you thought you had everything under control and to know if tha plan a is really better then plan b or c.
I'd like to remember that when you play with such a fragile crew, giving one free turn of set up often means gg. One turn may be all Gyarados, Mence, Empoleon, or any other pokemon need to set up and destroy my team member by member, especially in the late game, so th euse of Choice items or defensive pokes are a big no no, you can argue that Cune is a defensive pokemon but the only thing that can come in against him is Blissey and she's harmless for the rest of the team.
Individual Sets:

Navi ~ Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Grass Knot
- Stealth Rock
- Explosion
Azelf is the best in its niche: Suicide Leads for offensive teams, and there's four reasons for that: it almost always ensures that SR will be in the field since the beginning of the battle, it has Explosion, thus having much more fire power than other leads like Nape or Aero, it has a much greater capacity than most of the leads out there to cause switches and scout the opponent team (again, thx to Explosion) and finally: since I am playing hyper offense based on not giving the opponent time to breath or do anything, it can be killed early in the game and its absence won't be felt.
Grass Knot is something rather unusual and I got several Swamperts and Hippowdons off guard helping my little Gross with his sweep. A tip here is to hit hard before using SR when possible, if you do it right (catching a Hippowdon with GK or a Gross using SR with Fire Blast, eg) you not only will have a turn to use SR without concern but also will scout the other team a little but. Explosion obviously is used when there's no other alternative or to get a key pokemon down.

Tatl ~ Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/6 SAtk
Hasty nature (+Spd, -Def)
- Shadow Ball
- Iron Head
- Thunderbolt
- Fire Punch
I am in love with Jirachi and this is the most captivating set I have ever used with it, seriously. It simply decimates several of its counters like Swampert, Bulky Gyara, Skarmory, Forretress and a lot of other pokes. EVERYONE assumes i am holding Choice Scarf when they see no leftovers recovery and Iron Head. SB works just like Grass Knot on Azelf, but this time against Rotom-A. It's worth to five GK and Ice Punch punch a try in that slot to own Pert and Zapdos too.
It is also a very good scouter as several times the the other player is obliged to change his pokemon when surprised by a unexpected Tbolt, SBall or Fire Punch, not to mention the number of resistances that it adds to the table with is sexy typing. Max Speed was used here to at least tie with Salamences and other base 100 pokemons, thinking of changing it to 307 (outspeeding positive nature base 90 and neutral nature base 100 but i dunno).

Wind Waker ~ Suicune @ Leftovers
Ability: Pressure
EVs: 40 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Calm Mind
- Hidden Power [Electric]
Oh the noes, Leftovers Offensive Cune, what the hell are you thinking man? You drunk? Yes my dear, I'm using Leftovers Offensive Cune and for a good reason: when someone sees that the legendary dog is not holding leftovers this person will shout: "Offensive Cune, I will not use my Zapdos or Celebi against him" and it completely loses the capacity to remove two of Metagross' (and Gyarados') counters (Let's not foget that Celebi can cripple Gross with the evil TW). With Leftovers Suicune can lure and kill Celebi and Zapdos, and it also perform better preventing DDMence and Scarftran to sweep my team.
Something magic about it is that Blissey is the only pokemon that can stop it and if the other player does not have one, it is almost certain that he will lose at least one pokemon, sometimes more than that (I sweeped entire teams with this monster even in the early game), not to mention that it's the best anti metagame pokemons I have ever used.
The speed Evs were placed to outspeed + Speed Mamoswine (and therefore everything below it including Adamant Lucario), with Max Satk I have a 46.15% chance of taking Zapdos down with one + 1 hit and 100% chance to 2hko in Celebi, even without CM). The 40 remaining points were used with HP to increase its stay power.

Fyrus ~Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/252 Spd/6 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Stone Edge
- Fire Blast / Overheat
- Mach Punch
Hm Infernape is used as a "revenge killer" and is almost always one of the first pokemons to die. His role is to lure Bulky Waters weakening or taking them down, oh he also help checking things like Zapdos, Mence and Rotom-A. The physical set with no Swords Dance was the chosen one because of Napes’s fragility (he hardly ever gets a turn to set up SD or NP) and to be more effective against the likes of Vaporeon or Gyarados, than the special based set would be.
Stone Edge is there to be used against certain flying pokes (the water dragon aforementioned and his intimidate fellow Mence) while Mach Punch works to take some HP from Scarftran and to increase its capacity as a mini RKiller (it saved my ass a few times against Empoleons, Tyranitar and Jolteons). The choice between Overheat and Fire Blast usually does not change the outcome of the battle, but I think FB is better because a smart player could take advantage of the Special Drop with a frail set upper.

Volvagia ~ Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Waterfall
- Stone Edge
- Ice Fang/Bounce
- Dragon Dance
Plan B and Gross’ best friend weakening Zapdos / Rotoms / Celebi / Bulky Waters for him. Dragon Dance Gyarados will give any team a headache and will severely damage one of the othe players pokemons for sure (when it is not the whole team) opening holes that will be exploited later. The cool thing about it is that often the Plan B becomes Plan A and when I realize that Gyarados needs less support than gross to get the sweep I do not hesitate to sacrifice the metalic spider to do it easily.
Jolly because he tends to save the whole team of the devastation a Jolteon could cause since they always switch in front of Gyarados only to be OHKOes by a + 1 Waterfall afterwards. The decision between Ice Fang and Bounce depends on personal preference: Ice Fang has a chance to Flinch, to Freeze and more accurary, besides being a better move against Latias and Mence while Bounce is better against Celebi and Bulky Waters not named Vaporeon. Earthquake is a good option too but I usually go with Ice Fang.

Gohma ~ Metagross @ Life Orb
Ability: Clear Body
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Agility
- Thunderpunch
The star of out show and its name is ... Gohma. The whole team was designed to take its counters in order to get a sweep from the preferred metallic spider of 11 in every 10 trainer in the world . It is true that Life Orb sometimes ends with the sweep but it’s much more of a helpful item than a hindrance, not to mention that because of Life Orb it can be used both as a cleaner as well as a mid game sweeper opening the path for Gyarados and other team members.
After an Agility he is faster than almost everything in the poke world, the only standards that can outspeed it are Scarf Gengar and Latias and still they have Trick as the only way to deal with it. And it resists the most useds priority attacks in the current metagame (Ice Shard, Extremespeed and BPunch) so it's usually gg after the Agility.
Summarizing: basic Offense team here, several pokes with similar counters, all of them attacking the whole time trying to open holes in the opponent's defense (and trying not to allow anything to set up). When the right time comes, Metagross (or Gyarados) enter the field and finish the service.
Threat List: troublesome pokemons in red
Defensive Threats



















Offensive Threats





























___
Team Building:
It all started with a chat on MSN:
Mosh: Hey, let’s make a team together?
Rurushu: Wow, like a child hun? It means that our cyber sex will finally end up creating something? Love it baby, totally in
Mosh: Oh, I knew I could count on you pussycat. How about starting with Metagross + Gyara, we can build the team around Gross’s sweep and Gyarados would be like a plan B, and both of them have the same counters. Let’s make it a full offensive team.
Rurushu: Good, full offense to represent our aggressiveness in bed


We needed something to stop Swampert and Hippowdon for Gross, since they are almost always used as leads the idea of using GK Azelf came in no time. Azelf not only do its job, it’s the best lead I have ever used with offensive teams:



Now the Bulky Waters, which can counter both Gyarados and Gross and are annoying bitches in general, is there something better than Infernape for this task? I do not know anything:




We had a good core, the sure of not giving free turns to anything and even a mini revenge killer in Nape but nothing in the team could help luring and weaking Skarmory and Rotom (outside Gross and Gyarados, the main sweepers), Mix Rach was perfect for this role and it could even help against Bulky Waters faking a Choice Scarf set:





After that we thought about Sub Machamp with its ability to take down/damage Rotom, Celebi, Zapdos and Cresselias, his awesomeness against stall teams and his unique ability to win against almost all pokemons 1 x 1 so he could be used in the beginning of the battle after Azelf exploded or be saved for the late game to deal with some problematic pokemons that could appear depending on the other player’s lead.






After some tests (all of them made by Rurushu) we saw that Nape and Scarf Heatran gave us a hell of time and we discussed various options to fix this, without success. The team was doomed to misery and was about to be discarded. *drama*. But one good day of the week Rurushu came with something that looked like the perfect solution: offensive leftovers Cune > Machamp. Cune is as good as Machamp beating things 1 x 1, could lure and kill Celebi and Zapdos and gave us a check against fire type pokemons in exchange for less power against stall, but it was not that big deal since the rest of the team could beat stall without much effort (like any good offensive team) and surprise, surprise: Cune proved to be one of the best anti metagame pokemons that I've ever used:






That's it people, rate/hate/love/steal/copy/paste/whatever