Hey guys, Biskit back here, with another team. After reading njnp's rmt on hoopa-u I decided to try that monster out for myself (again). I went on a bit of an unorthodox path this time around, but hey whatever works right.
Threatlist:
IDK you tell me, isn't that why you're rating in the first place?
TEAM OVERVIEW
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The Hoopa-U + mega pinsir core provides enormous wall-breaking potential, and can usually tear through most teams. I went with a scarf rachi to complement speed and some healing wish support. Double-Dragon defensive core, with an azu to round out. As much as I would have liked to add raikou for some nice volt-turn action, azumarill is just far too valuable to give up.-----------------------------------------------------------------------






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DETAILS
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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 48 Atk / 252 SpA / 176 Spe
Naive Nature
- Fire Punch
- Drain Punch
- Psyshock
- Dark Pulse
I swiped this set straight from that rmt so all creds for this go to njnp and ABR. Only change i made is switching out gunk shot for Fire punch. Just a quick rundown because I have to though: 48 Atk is to 2HKO chansey after rocks, heatran without rocks with drain punch. Dark pulse is for physical walls like tankchomp and hippo, while psyshock murks Torn-T (OHKO after rocks). Fire punch is for ferrothorn, which is otherwise very annoying for this team, as psyshock 2HKO's most variants of clef, and fairies aren't too big of an issue anyways.DETAILS
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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 48 Atk / 252 SpA / 176 Spe
Naive Nature
- Fire Punch
- Drain Punch
- Psyshock
- Dark Pulse
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Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
This is one scary bug. Hitting a whopping 409 Atk, this bug can sweep through teams with only a little bit of help required. Aerilate gives it STAB frustration and quick attack. SD is to boost his attack to unfair levels, and Close Combat rounds out its coverage making it walled by very little. With an impressive 120/90 defenses after mega and with healing wish support, it is usually safe to just SD up, get a kill, and then switch out. Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
This is the most standard, bread and butter scarf rachi. Its main role is to provide u-turn and healing wish support for hoopa and pinsir, as well as enough speed to revenge kill any mega and most of the other relevant scarfers. Everyone should understand this set by now but, Iron head is for patching up a fairy weakness, FP for scizor, U-turn and healing wish for the reasons stated above. It cannot be oversaid how crucial this mon is for the integrity of the team.Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
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Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog
DROP A DRACO and show dem fools u don't care nothing about no special attack drops. I was initially considering running dual healing wish, but seeing as this is my premier switch in for mega mane and keldeo, i opted for recover which helps in the long run. This spread originated (correct me if I'm wrong) back during the XY days to live greninja's ice beam, but I still use it for the extra bulk it provides that is really needed on this team. Defog is because pinsir especially hates rocks, and hoopa doesn't particularly like them either.Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Dragon Tail
- Toxic
Now a complete staple on HO, tank chomp is one of the best switch-ins to physical attackers like lopunny, talonflame, and bisharp, and in general, there isn't much reason to not use this man. Nothing more to be said.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Dragon Tail
- Toxic
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
Ah azumarill, what is there to not love about this bunny. Sand check, and good revenge killer. I really like creeping so I outspeed BD azu + a little extra, rest in HP. Really do need to fairy to check dragons (lati's) who otherwise really just go around being like DROP A DRACO. I ain't want none of that. Overall a very solid mon to finish up.Azumarill @ Choice Band
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
Threatlist:
IDK you tell me, isn't that why you're rating in the first place?
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