Hey guys, just popping in to drop a fun team I've been using. This is my attempt at a hyper offensive team. The main goal is to get Lucario set up to sweep through their team. I use my two other sweepers as baits and sweeps in their own right, with Alakazam specifically meant to lure dark attacks that Lucario can switch on. Forretress is also good for taking down threats that otherwise scare the whole team.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Swords Dance
- Close Combat
-Crunch Poison Jab
The star of the show. Lucario is my main way to take down any threat that comes my way. The whole idea of the team is to get him out and safely boosted so he can ram through entire teams with extreme speed. If I can force a switch when I throw him in, I'll happily set up with a swords dance, but tossing him out against a dark move works as well, so if I cant force a switch I rely on that instead.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Dragon Pulse
- Flash Cannon
- Flamethrower
- Roost
My next Sweep. Hydreigon can do just fine against pokemon on their own, with Dragon pulse as his STAB being really effective against plenty of pokemon. He also uses Flash Cannon and Flamethrower to lure all of his Weaknesses except fighting. He takes down a good amount of threats that may stop Lucario in his tracks, as well as busting straight through any Physical walls in his path. Roost is used to keep him up for longer so he can beat them down more
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Recover
- Shadow Ball
Alakazam is on here for about the same reason as Hydreigon, with the added benefit of making dark luring a cinch, since it hurts him so much. Psychic is used as a powerful STAB, with Dazzling Gleam luring out dark types (Dazzling Gleam being used over Focus blast due to reliability and Mega Sableye) and Shadow ball taking down other Psychic types that try to switch in. Recover is used to alleviate the wear and tear he takes
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Tailwind
Torn is on here mainly for utility and a bit of coverage. Tailwind assists all of my sweepers, as double speed never hurts when you're trying to kill everything. Knock off is used to take out key items mons may have. U turn is used to deal a bit of chip as you pivot out of a bad matchup, or into a dark type move for Lucario. Hurricane is just STAB. He also runs with a Z move to surprise and take out anything that may annoy the rest of my team, or just as a last resort against a powerful but slow mon.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Ice fang
- Roost
A rocks setter and general annoyingly hard to kill mon. He basically works with Forretress to ruin any leads day. He stops Heatran in its tracks with earthquake, as well as Lando T with Ice fang, which also serves to check any grass types that dare try to set up in his presence. I originally ran Toxic on him, which is likely the better set, but I have a lot of trouble with Lando T otherwise, so there it is.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Spikes
- Explosion
- Rapid Spin
I love this little guy. He uses earthquake to take down any grounded fire types that may switch in to try and take him down, as well as taking out steel types that can annoy this team at times. Spikes to punish anyone trying to chip him down. Explosion (with priority in his tier) either for if he gets low on health, he's done dropping Spikes, or someone tries to defog (he doesnt like defoggers). Rapid Spin is to remove any hazards the other lead may try to set. all in all, he's basically a pokemon that does its thing, and even if you stop him he flips you off and tries to take you down with him.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Swords Dance
- Close Combat
-
The star of the show. Lucario is my main way to take down any threat that comes my way. The whole idea of the team is to get him out and safely boosted so he can ram through entire teams with extreme speed. If I can force a switch when I throw him in, I'll happily set up with a swords dance, but tossing him out against a dark move works as well, so if I cant force a switch I rely on that instead.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Dragon Pulse
- Flash Cannon
- Flamethrower
- Roost
My next Sweep. Hydreigon can do just fine against pokemon on their own, with Dragon pulse as his STAB being really effective against plenty of pokemon. He also uses Flash Cannon and Flamethrower to lure all of his Weaknesses except fighting. He takes down a good amount of threats that may stop Lucario in his tracks, as well as busting straight through any Physical walls in his path. Roost is used to keep him up for longer so he can beat them down more
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Recover
- Shadow Ball
Alakazam is on here for about the same reason as Hydreigon, with the added benefit of making dark luring a cinch, since it hurts him so much. Psychic is used as a powerful STAB, with Dazzling Gleam luring out dark types (Dazzling Gleam being used over Focus blast due to reliability and Mega Sableye) and Shadow ball taking down other Psychic types that try to switch in. Recover is used to alleviate the wear and tear he takes
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Tailwind
Torn is on here mainly for utility and a bit of coverage. Tailwind assists all of my sweepers, as double speed never hurts when you're trying to kill everything. Knock off is used to take out key items mons may have. U turn is used to deal a bit of chip as you pivot out of a bad matchup, or into a dark type move for Lucario. Hurricane is just STAB. He also runs with a Z move to surprise and take out anything that may annoy the rest of my team, or just as a last resort against a powerful but slow mon.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Ice fang
- Roost
A rocks setter and general annoyingly hard to kill mon. He basically works with Forretress to ruin any leads day. He stops Heatran in its tracks with earthquake, as well as Lando T with Ice fang, which also serves to check any grass types that dare try to set up in his presence. I originally ran Toxic on him, which is likely the better set, but I have a lot of trouble with Lando T otherwise, so there it is.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Spikes
- Explosion
- Rapid Spin
I love this little guy. He uses earthquake to take down any grounded fire types that may switch in to try and take him down, as well as taking out steel types that can annoy this team at times. Spikes to punish anyone trying to chip him down. Explosion (with priority in his tier) either for if he gets low on health, he's done dropping Spikes, or someone tries to defog (he doesnt like defoggers). Rapid Spin is to remove any hazards the other lead may try to set. all in all, he's basically a pokemon that does its thing, and even if you stop him he flips you off and tries to take you down with him.
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