Introduction
Well, this is the first time I have made in six months. I have played with it a bit and it seems to be doing good, but obviously, it is going to have oh so many flaws as I haven't played in a month or two. It is an offensive team, as they are awesome. Yeah, it is standard, but oh well. Standard works. Also, this happens to be my first offensive team.
The Team At A Glance
The Team In-Depth
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stealth Rock
- Crunch
- Taunt
---
Generic suicide lead. Earthquake stops Heatran and Metagross, Crunch hits Azelf. Taunt stops them from setting up, using Trick or whatever else they want to do, and Stealth Rock helps with the offensive nature of my team. EV's simply give Aerodactyl the best chance possible of stopping and setting up Stealth Rock first.
Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 80 HP/252 Spd/176 SAtk
Modest nature (+SAtk, -Atk)
- Ice Beam
- Hydro Pump
- Trick
- Thunderbolt
---
Provides a check to Salamence, Gyarados, and Heatran. Outruns positive 252 Speed +1 Salamence which is awesome. Ice Beam OHKOs it, along with every Dragon not named Kingdra. Hydro Pump is horribly strong and beats Heatran and anything else it hits neutrally. Thunderbolt destroys Gyarados. Trick lets me break the opponent's Pokemon and rid me of the Choice Scarf once I am done with it. 176 Special Attack guarantees the OHKO on 4 HP Heatran.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP/148 Atk/124 Spd
Adamant nature (+Atk, -SAtk)
- Spore
- Swords Dance
- Mach Punch
- Seed Bomb
---
Generic Swords Dance Breloom. Spore is oh so useful, stopping a possible counter and giving me set-up time. Swords Dance gives me the Attack boost I need to sweep with. Mach Punch makes up for Breloom's low Speed, and is still relatively strong. Seed Bomb is the main STAB and destroys bulky Waters if they decide to stay in. Outruns no Speed base 85s. 236 HP gives amazing longevity, and max Poison Heal. Leftover in Attack.
Salamence @ Life Orb
Ability: Intimidate
EVs: 112 Atk/180 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Earthquake
- Fire Blast
- Outrage
- Draco Meteor
---
Oh my, what a beast. Outruns positive max Speed base 90s, and has obscene power. Loads of Special Attack to boost Draco Meteor, the rest in Attack to boost Outrage. Earthquake destroys Heatran and other Fire or Steel types. Fire Blast takes out any floating Steels, so Bronzong and Skarmory. Outrage is just insane. It hurts anything. Draco Meteor also hurts anything.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 24 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
---
Standard Magnezone. Max Speed puts it ahead of oh so much, specifically positive max Speed base 110s. It provides a check to Scizor, as well as bulky Waters not named Swampert and other Steels. Thunderbolt is generic STAB and is the main attack being used. Flash Cannon hits Rock types, so Tyranitar, harder than the other moves. Good times. Hidden Power [Fire] destroys Scizor, which is really all it is there for. Explosion severely damages or takes out another Pokemon. Always useful.
Weavile @ Life Orb
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Brick Break
- Ice Shard
- Night Slash
---
Such a forgotten threat. After a Swords Dance, it hurts. Oh so much. Brick Break hurts any Steels, Rocks or Dark types that has escaped the rest of my team. Ice Shard gives me a second STAB, a priority, and another way to deal with Dragons. Night Slash gives reliable damage, and that delicious critical hit chance is just... delicious.
Well, this is the first time I have made in six months. I have played with it a bit and it seems to be doing good, but obviously, it is going to have oh so many flaws as I haven't played in a month or two. It is an offensive team, as they are awesome. Yeah, it is standard, but oh well. Standard works. Also, this happens to be my first offensive team.
The Team At A Glance
The Team In-Depth
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stealth Rock
- Crunch
- Taunt
---
Generic suicide lead. Earthquake stops Heatran and Metagross, Crunch hits Azelf. Taunt stops them from setting up, using Trick or whatever else they want to do, and Stealth Rock helps with the offensive nature of my team. EV's simply give Aerodactyl the best chance possible of stopping and setting up Stealth Rock first.
Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 80 HP/252 Spd/176 SAtk
Modest nature (+SAtk, -Atk)
- Ice Beam
- Hydro Pump
- Trick
- Thunderbolt
---
Provides a check to Salamence, Gyarados, and Heatran. Outruns positive 252 Speed +1 Salamence which is awesome. Ice Beam OHKOs it, along with every Dragon not named Kingdra. Hydro Pump is horribly strong and beats Heatran and anything else it hits neutrally. Thunderbolt destroys Gyarados. Trick lets me break the opponent's Pokemon and rid me of the Choice Scarf once I am done with it. 176 Special Attack guarantees the OHKO on 4 HP Heatran.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP/148 Atk/124 Spd
Adamant nature (+Atk, -SAtk)
- Spore
- Swords Dance
- Mach Punch
- Seed Bomb
---
Generic Swords Dance Breloom. Spore is oh so useful, stopping a possible counter and giving me set-up time. Swords Dance gives me the Attack boost I need to sweep with. Mach Punch makes up for Breloom's low Speed, and is still relatively strong. Seed Bomb is the main STAB and destroys bulky Waters if they decide to stay in. Outruns no Speed base 85s. 236 HP gives amazing longevity, and max Poison Heal. Leftover in Attack.
Salamence @ Life Orb
Ability: Intimidate
EVs: 112 Atk/180 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Earthquake
- Fire Blast
- Outrage
- Draco Meteor
---
Oh my, what a beast. Outruns positive max Speed base 90s, and has obscene power. Loads of Special Attack to boost Draco Meteor, the rest in Attack to boost Outrage. Earthquake destroys Heatran and other Fire or Steel types. Fire Blast takes out any floating Steels, so Bronzong and Skarmory. Outrage is just insane. It hurts anything. Draco Meteor also hurts anything.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 24 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
---
Standard Magnezone. Max Speed puts it ahead of oh so much, specifically positive max Speed base 110s. It provides a check to Scizor, as well as bulky Waters not named Swampert and other Steels. Thunderbolt is generic STAB and is the main attack being used. Flash Cannon hits Rock types, so Tyranitar, harder than the other moves. Good times. Hidden Power [Fire] destroys Scizor, which is really all it is there for. Explosion severely damages or takes out another Pokemon. Always useful.
Weavile @ Life Orb
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Brick Break
- Ice Shard
- Night Slash
---
Such a forgotten threat. After a Swords Dance, it hurts. Oh so much. Brick Break hurts any Steels, Rocks or Dark types that has escaped the rest of my team. Ice Shard gives me a second STAB, a priority, and another way to deal with Dragons. Night Slash gives reliable damage, and that delicious critical hit chance is just... delicious.
ps: Again, this is my first team in sixth months, and my first offensive team.