ou standard quadruple water team: moving to 1400 and beyond

Inspired by the heavy offense thread in the general forum this team turned me into a 1400+ CRE from a rather meh high 1200s. It utilized a lot of similar typed highly offense pokes to crush people's hopes of beating it. Now lets take a look at what actually makes up the team...

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So now that you have gazed upon its magnificence lets take a look at how each one works


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Azelf @ light clay
timid
252 hp
252 sp
4 def
light screen
reflect
stealth rock
taunt

Starting off is the most common lead in ou, Azelf. Dual screeners tend to be a little less common, which usually works in my favor. When a metagross or some such pops out the normal expectation seems to be take out azelf with something like MM+BP. That does not work at all against a dual screener, if the lead is an offensive threat I first use a screen to protect myself, which varies based on what I am facing(ie reflect for metagross, light screen for infernape). With the screen up I can then taunt, set up rocks, finish my screens, and sometimes save my azelf for later. Slower non threatening leads like bronzong get taunted.

Where this lead fails is pretty obvious: fast taunters. Crobat, aerodactyl and taunt matches with azelf force me to switch out. Nothing can be done about that though. Trick scarfers are rare, but even then I can still set up at least 1 screen so they are not totally crippling.


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Empoleon @ life orb
modest
252 sp attack
232 sp
24 hp
hydro pump
ice beam
grass knot
agility

When I put empoleon on the team I did not really know what to expect. All I knew was it had pretty good special attack, and could take a hit or two. I certainly did not expect a monster capable of 2HKOing almost the entire ou metagame. After playing many games with this empoleon I have concluded that only 5 things can really stop it:

blissey
some vaporeons
tentacruel
scarf flygon
hydro pump misses(booo)

The damage this thing puts out is obscene. Even 'bulky' pokes like rotom and zapdos that should threaten the penguin get smashed for clean OHKOs after stealth rock damage. Things that resist hydro pump, like celebi or suicine, are 2hko'd by grass knot and ice beam. With screens up a latias thunderbolt only does ~30%, while ice beam hits her for 70%.

If I get a clean lead off with screens up I always try to bring in empoleon, agility, and hurt things. A lot of games end there unless they have one of the few pokes that can wall it or I get an untimely hydro pump miss.

Empoleon's fighting and ground weaknesses are covered by gyrados, who happily switches in, and the electric by swampert and celebi. A lot of times empoleon does not get a chance to be saved though, since a hydro pump miss is usually the difference between KOing scizor, or getting hit by superpower and fainting. His sacrifice is usually worth it, since I'm the one with an 80% chance to faint the other poke.


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Gyrados @ leftovers
adamant
156 hp
108 attack
100 def
144 speed
dragon dance
waterfall
taunt
stone edge

Next up in the water line-up is gyrados. Gyrados comes in to save empoleon from ground attacks. The set is pretty standard, and gyrados is a pretty simple poke to play. It comes in easily on ground attacks, or resisted attacks thanks to intimidate, then sets up with dragon dance.

Waterfall is the standard stab attack. Stone edge is the frustratingly inaccurate second move but I don't know what else offers better coverage. Being able to beat switch in gyrados is handy(if I don't miss). Taunt is to help against stallers.

The quadruple electric resist is covered by swampert, and celebi, leaving gryados with an often safe escape from things like rotom.




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swampert @ leftovers
relaxed
252 hp
252 def
4 attack
earthquake
surf
ice beam
roar

Third in the line of water pokemon is swampert. Swampert helps the team by intercepting all deadly electric attacks aimed at gyrados and empoleon.

Surf and earthquake are the STAB moves. Ice beam makes swampert a fine counter to several electric carrying attackers such as latias and zapdos, and defensive swampert is probably the best salamence counter I have used.

I try to direct tricks his way, since the others are useless without the ability to set up, which swampert requires none of. His grass weakness is offset by the other three water types, who are all neutral to it, and celebi.


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kingra @ lum berry
adamant
180 hp
252 attack
76 speed
swift swim
rain dance
substitute
waterfall
outrage

Thanks to kingra's excellent typing it has the option of intercepting SE attacks aimed at the other waters, but it can also take status with the lum berry and substitute. If a known status is in kingra can switch in thanks to lum berry, then substitute to block additional status, and set up a rain dance.

Originally I included rain dance over dragon dance because it ups all my water attackers power so I figured "hey empoleon or gyrados in the raid would do a lot of damage!", but without a damp rock the duration does not really last long enough to set up an agility/DD and start attacking after kingra is finished attacking. I keep it over dragon dance because the speed boost is higher, and it ups waterfall's damage by a considerable amount. A dragon tends to bring out the steel types, which waterfall hits for neutral damage so I tend to use it a lot more than outrage unless an opposing dragon type is out.

Empoleon resists dragon attacks aimed at kingra, but empoleon is usually the first poke out and the first to faint. If kingra cannot outspeed the opposing dragon it tends to gets sacrificed.


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celebi @ leftovers
modest
252 sp attack
252 speed
4 hp
psychic
earth power
hidden power: fire
thunder wave

The odd man out is celebi. Grass and water go really well together, and celebi can take pretty much whatever attacks get thrown at the 4 water pokes. It does this while still being a strong offensive threat by being able to thunder wave switch ins(ground types generally do not wish to switch in), and excellent coverage.

Originally celebi was using leaf storm, but it let too many things completely wall it. Overall the attack is not very useful because the attack drop forces you to switch, and way too many things resist grass with numerous quadruple resists. By replacing it with hp: fire the number of 'safe' switch ins celebi can counter is rather comical. There have been quite a few games where I have ko'd a scizor with hidden power, only to turn around and ko a heatran with earth power. Thunder wave and psychic give celebi the ability to take on a large portion of the metagame and still come out on top. I frequently see things like metagross, salamence, and gyrados switch in only to get paralyzed and 2hko by psychic.

Celebi has an awful lot of weaknesses, but gyrados can take a lot of them, and this set up specifically counters many of them with the principle of 'the best defense is a good offense'. Tyranitar can still be an issue, earth power is not a clean 2hko.

general issues, threats, questions coming in the next post
 
A lot of the common meta game threats seem to be no issue to this team

sczior: scizor is an after thought to this team. With many steel resists, one quadruple resist, gyrados, and hp fire on celebi the bug usually ends up being turned into a delicacy in some countries.

heatran: also int he same catagory as scizor. four water types and earth power on celebi means heatran can do nothing to me

salamence: empoleon can ice beam it, swampert avalanches it, and celebi can take it out with thunder waves. kingra in the rain beats it every time

infernape: gyrados switches into infernape all day long. again, 4 water types means a non issue.

latias: latias is a problem. The only thing that switches into draco meteor is empoleon, who is almost always fainted at that point. If she comes out against agility empoleon or kingra in the rain she is done, at least. otherwise it's a tough battle with celebi or swampert.

rotom: rotom is not that big of a problem, swampert grounds thunderbolt, empoleon OHKOs it with hydro pump, celebi can take it with thunder wave and psychic.

blissey: same as latias, trouble. Kingra can set up on her but that's about it, she just switches out. Gyrados sets up on her, but she can status it. celebi can take the status but can do nothing to blissey offensively.

tyrantiar: not too big of a deal, lots of SE water attacks vs it. I still get surprised by how much damage it can take, even empoleon struggles to 2hko it, and celebi has trouble with it. it's not a big problem though.

swampert: gets ohko by grass knot, usually if screens are up I'll just switch empoleon into leads and ko it. a lot of times it ends up being swampert vs swampert, but overall not a big threat since it's only netural to water.

vaporeon: also trouble, same as latias and blissey. Sometimes empoleon wins with grass knot, sometimes it does not. celebi can do decently against it.

zapdos: this thing tends to be a pain because stone edge cannot ko it, and runs out of pp. A lot of them thankfully come out against empoleon and get ohko'd by ice beam. otherwise it's a mess of stone edge and predicting earthquakes.

skarmory: like zapdos only more annoying since it whirlwinds. Celebi can take a nice chunk out of it with hidden power fire.

gengar: genar is faster than most of my team, so it can cause trouble. I hate the pain split version that is around sometimes, thunderbolt makes it tough to bring in empoleon. Usually I have to take it out with swampert or kingra, who do decently against it. celebi can't match it in speed so it's not a good option.

Jirachi: gyrados takes out the scarfers with earthquake, celebi does pretty well against other variants with earth power and thunder wave.

Celebi: empoleon 2hkos it, my celebi does decently with hp:fire. It's a pretty annoying poke

flygon: scarfers are really annoying since they tend to spam U-turn over and over and over and over, and ko empoleon.

Suicune: can be trouble sometimes, but if it comes out and tries to wall empoleon it's done, grass knot is a 2hko. swampert can roar out crocune but takes a lot of damage to do so. Most only carry surf/ice beam so they are not a big offensive threat.

gliscor: lots of water and ice attacks means it can't come in on any poke really. it's handled pretty well.

hippowdown: same as gliscor, too many water attacks.

breloom: celebi walls this guy all day long, and kos with pyschic

gyrados: can be trouble, but ones that switch into gyrados are taken out by stone edge. others have to be delt with by swampert.

lucario: gyrados threatens with earthquake and intimidate

metagross: lots of waters means lots of steel resists. I don't tend to bring empoleon out against it due to earthquake, swampert does a fine job of taking it out.



Things that make me lose:


first of all hydro pump misses. Can empoleon get away with surf, or do I need the power of hydro pump?

stone edge misses also frustrate me to no end. I hate stone edge, but rock is a good attacking type.

Stall: this is a cry for help. Stall causes me a lot of trouble, largely because of blissey and skarmory.

Dragons vs kingra: if I shifted all my evs into speed would it be possible to outspeed scarf latias/flygon in the rain?
 
Cool team, I've always wanted to try hyper offense, but I've never played with it past maybe 20~ matches. Still, I think there are a few minor things I can help you out with.

OK so first thing's first, your Empoleon. Keep Hydro Pump if you're going to continue using it in the Early-Mid game phase. Surf should only be used when you're trying for a late game sweep (or if you're just really unlucky). Also, I think you should change to a different type (sub-petaya) and spread, 252 Satk, 232 Spd, 12 Hp, 12 Def. This les you get the petaya boost after 3 subs, instead of 4, so you aren't dead to the first priority user you run into.

Next is your Gyarados. I would really consider running Life Orb on it, just for that extra power to help wear down counters. Moving on to Swampert, I'd suggest Waterfall over Stone Edge. It's giving you pretty redundant coverage with Avalanche, where as Waterfall gives you a good STAB to hit what you'd be using Stone Edge to hit for neutral anyway.

Lastly is Celebi. Recover over Psychic or ThunderWave sounds like a good plan, since you're using it to absorb different attacks directed at your waters. It'll also just let you live longer, which is always nice.

I'm sure it won't be long before someone can give a better rate, but these are just minor things I thought could help. Good Luck!
 
You can't beat stall. Blissey + Gyara breaks your team. I'd definitely replace Swampert with a Specs Jolt w/ Rain Dance and Celebi with a Scizor so you have a hope of trapping Latias and Blissey. Switch Empoleon to Petaya Sweeper.
 
What does sub petaya have over a tri attack one? it seems like I would have to pick between getting walled by grass types and getting walled by water types.
 
Unique team of course because it has quadrupole water-types. I'm just going to refer to your issues at the bottom and stall seems to hit the nail on the coffin on this team. Adding some tools to beat it shouldn't be a problem. Before anything, I believe you should try out a bulky Gyarados with Taunt to break some stall ground.

Gyarados
@ Leftovers
Adamant Nature (Atk+ / SpA-)
156 HP / 108 Atk / 100 Def / 144 Spe

- Dragon Dance
- Waterfall
- Stone Edge
- Taunt

This is a sweet set that currently patches or has a better chance of breaking this SkarmBliss your having troubles with. Assuming Skarmory comes in, Taunt shuts down its Roar, giving you an extra DD to OHKO Scarf Rotom next with SR down. Waterfall / Stone Edge is good coverage and will pretty much compliment each other. I believe that Taunt should be a staple on any teams just because today's metagames revolves heavily around set-ups and whatnot. Taunt shuts them down.

While I feel having 4 water-types is an odd idea, but has interesting concept, you probably would make it work with fast pace and I think Celebi slows the the team down a bit. Scarf Rotom needs a place in that slot to check SD Lucario with Stone Edge, as well as DD Gyarados for sure. Timid nature at 232 Hp / 20 SpA / 252 Spe is and movesets Overheat / Thunderbolt / Trick / Shadow Ball. 20 SpA 2HKOes Latias, while Overheat smashes Lucario even with small investment into the SpA department. This way you maintain a quick pace woth dual screens down without slowing you.

With Rotom adds immediate Speed and loves to lure in Pursuit users. Speaking of Pursuit users, you can take advtange of this by going for the standard SubPetaya Empoleon to get an easy set up. This way you can hurt Blissey much harder and can destroy frail offensive teams much easier.

As a slight nitpick, I think 252 hp / 252 def swampert is the best option against salamence, otherwise its going to run your team as Swampert can't take a Outrage with your current EVs. Earthquake / Ice Beam / Roar / Surf should work out if. Ice Beam hits Salamence harder than Avalanche. That's all I pretty much have to say, had to suggest alot to make this concept work. Hope I didnt rattle the concept too much for ya, gl. ......
 
Agili + 3 Attack Empoleon gets greater bulk due to not reducing its health to revenge kill heaven, and unresisted coverage. With Ice Beam, what Grass do you see walling this?

As mentioned, this gets beat pretty heavily by stall. 2/6 Team Members are weak to Toxic Spikes, 5/6 are hit by spikes, 3 Pokemon take neutral SR and 1 is weak to it. On an all out offensive team, you need some sort of Stall breaker. My personal favorite is:

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@ Leftovers
Ability: Sand Stream (With Tyranitar Support, if you don't like the Tyranitar idea change to Hyper Cutter)
Nature: Jolly (+Spe, -SAtk)
EVs: 252 HP/40 Def/216 Spe

~ Earthquake
~ Taunt
~ Roost
~ U-Turn

This DEMOLISHES stall, and with great speed + U-Turn, for the few things that wall this (Rotom among others), U-Turn to the appropriate counter. (No one on your team...). It also has great synergy with your team, together with Empoleon, this defensive combo resists every type except Grass, which Celebi takes care of. It also gives handy Ground and Electric immunities to your team. I'd suggest putting it in over Swampert, as it has more to offer on this team.

Also, as I mentioned, you are horribly Rotom-C weak; it has a way to super-effectively damage everything on this team. To fix this, I would put in:

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@ Choice Band
Ability: Sand Stream
Nature: Adamant (+Atk, -SAtk)
EVs: 164 HP/252 Atk/92 Spe

~ Stone Edge
~ Pursuit
~ Aqua Tail
~ Crunch / Earthquake

U-Turn from Gliscor into this and use the appropriate move. With any Rotom they are HEAVILY damaged by Pursuit (OHKO I think, no time to check), and OHKOd by Crunch. This has great synergy with Celebi and Gliscor, as well as Empoleon. Crunch / Earthquake depends on if you want to hit Bulky Ghosts/Psychics harder, or do you want better coverage. This could go in over Gyarados or Kingdra, whichever you find less useful.

One last change: that Celebi doens't do much for the team. Celebi is a great addition, yes, but I reccommend that you try a Defensive Celebi:

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@ Leftovers
Ability: Natural Cure
Nature: Bold (+Def, -Atk)
EVs: 252 HP/220 Def/36 Spe

~ Thunder Wave
~ Leech Seed
~ Recover
~ Grass Knot

Thunder Wave support is brilliant for a team of slower sweepers such as this, Leech Seed + Great defenses + Thunder Wave is amazing at stalling, Recover is great for use on paralyzed things you know won't take you out, and Grass Knot 2HKOs Vaporeon, Gyarados (after SR), Suicune, among others, and Celebi can take a hit from all three. This is a staple on my balance and offensive teams, as there are few things that can take it out in one hit (and they all involve a Choice item). I think you'll find it more useful. This is the #1 Gyarados counter in the game BTW, as it can switch into Gyarados after someone was KOd, survive to Paralyze and STALL it.
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Of course this is totally up to you =). It looks like a good team, so whatever works best.
 
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