Prebank Offensive OU (Peaked ~1900)

Quick summary:
I've been testing this team with pretty good success so far. Only problem I have really encountered is it having some major trouble with SubProtect Gliscor if my Rotom is gone / Hydro Pump misses. Other than that it can work around most of the OU threats. I use Rotom as my defensive scout and Florges as my specially defensive cleric. The rest is all out offense. Another note is that I have no Rapid Spinner or Defog user, so I have no way of clearing hazards which hasn't been a huge problem but residual damage sometimes racks up.

The Team:

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Lucario @ Lucarionite
Ability: Justified -> Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Crunch

I chose Lucario as my mega due to him functioning as a great sweeper, especially if he can get off a Swords Dance. Bullet Punch is great due to it getting the 2x STAB boost from Lucario's ability and having priority. And then Close combat's base 240 coming from Lucario kills everything that doesn't resist it and bar a couple walls. Crunch is there for coverage and I think it's the better move over Earthquake and Extremespeed for Prebank. Overall I like MegaLuke but in my team he has been the weakest link and I am considering other options; just not sure what yet.

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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psyshock
- Shadow Ball
- Focus Blast
- Energy Ball

Alakazam works great as a revenge killer, which is his main purpose on my team. He also has a high potential to sweep late game or even take out a couple 'mons in the mid game before being dealt with. Focus Sash aids in his function as a revenge killer and Magic Guard works wonders in protecting the item's integrity. Psyshock to hurt things like Goodra and Chansey/Blissey that may try to come in to take a hit from 'Zam. The rest are pretty standard coverage moves; not sure how I feel about Energy Ball as the fourth move but it has come in handy against a few teams.

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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Earthquake
- Fire Fang
- Stone Edge

Another great revenge killer, ScarfChomp can really dish out damage. I am debating switching Fire Fang for Iron Head or Poison Jab to really destroy fairies that can otherwise threaten him. Also, Fire Fang rarely comes in use, it mixes often and only really helps against Scizor. Rough Skin isn't usually relevant but granted I have no Sandstreamer it is usually more relevant than Sand Veil. All in all a great Pokemon that usually gets at lest 1-2 kills per match. Also has great synergy with Florges.

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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Brick Break

I guess you could also call my Scizor a revenge killer, really. Banded Scizor hits like a bus and has some decent bulk to back it up. Can take pretty much any non-boosted hit that isn't Fire type. Bullet Punch with the Technician boost and STAB functions similarly to MegaLuke's Bullet Punch and with Choice Band's boost it really hurts everything that tries to get in the way of a revenge kill. U-Turn is for pivoting and STAB coverage. Pursuit is for revenge trapping and coverage. And lastly Brick Break is there to round off the coverage and is sometimes relevant for breaking screens. Great synergy with Rotom-Wash.

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Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Rotom-Wash is a hard counter to the very present Talonflame and my bulkiest defensive Pokemon for the team. It also is great for absorbing statuses with it's combination of RestoChesto, which also acts as Rotom's very efficient recovery. Hydro Pump for main source of damage and Volt Switch for damage/pivoting. Will-O-Wisp for crippling offensive Pokemon and getting extra damage on opposing threats. Also, Levitate is my only escape from Earthquakes that aren't backed by Mold Breaker as I have no airborne 'mons.

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Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 128 Def / 128 SDef
Calm Nature
- Aromatherapy
- Wish
- Toxic
- Moonblast

Last but not least is Florges. Unfortunately not equipped with a useful ability, but a great set of utility moves to make up for it. For the EVs I split the defenses and maxed HP but I might put more into Special defense because its main switch in is for sponging special attacks. Aromatherapy is for healing the team when it's necessary, which has saved me a couple of times. Wish is great for recovery and team support. I added Toxic as a way to stall out and hurt walls. Lastly, I put on Moonblast; I wanted Protect but the Moonblast prevents it from being completely useless under Taunt and also gives me a great move to deal out some additional damage.

So, that's the team, let me know what you guys think I can do to improve it.
 
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I have used this team and it works really well, I changed the alakazam and scizor for a nidoking and azumarill to try and replace what they brought to the team and i have been able to go 17 and 3 and get up to over 1900 I really like your team and will be breeding it on pokemon x
 
Thanks. Might I ask what sets you decided to use in their stead?

Does anybody have any suggestions on how to more readily adapt this team to post-bank meta?
 
Hazards, hazards, hazards. You did mention that you have no spinners, and that hazards have not bothered you, but it could be a problem when you start to get higher in the ladder. You also have no hazards of your own, which can help you turn 2HKOs into OHKOs.

I suggest trying a Special Attacking Lucario. You stated that Gliscor gives you problems, so this could be a good solution. Switch into something like a Forretresss, and precede to set up Nasty Plots. You could also avoid the nasty chance for a burn when facing Volcorona, as well as avoiding stuff like Rocky helmet, Iron barbs, or Rough Skin. Try a
  • Nasty Plot
  • Aura Sphere/Vacuum Wave
  • Flash Cannon
  • Dark Pulse/Shadow Ball/Aura Sphere
Set with 252 Speed, 252 SpA, 6 HP, and Timid nature. Really you could go Aura Sphere and Vacuum Wave in the same set, but this does take away coverage. It really depends on if your team provides coverage. The SpA set has the added benefit of not being forced to play mindgames with Aegislash(If you carry Dark Pulse or Shadow Ball), and not caring about Sableye burns or Intimidate.

Steel Types like Genesect will make your Florges cry. Really don't know what can rectify that problem.
 
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