Prebank OU Hyper Offense

About the origins of the team
I've been around since Gen IV and in that time I've seen a lot of Pokemon come and go from tier to tier. However, throughout all of that there has always been one Pokemon nearer and dearer to my heart than all the others. That Pokemon is Dragonite. So I decided to build around that lovable orange dragon.
If you find this is too long to read there's an importable version of the team at the bottom to give you a quick idea of what it is.

THE TEAM
dragonite.jpg


Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Punch

The main man I had in mind when putting this team together. Nothing special here at all. I don't run the weakness policy because too many people are doing that, which has made Dragonite the target of more status moves than SE moves. Especially since those allow other to break his multi-scale. Typically this guy comes in and acts as a very specific revenge killer. That is, he comes in when I know the opponent is going to try to paralyze, burn, or poison me. Then I get my free DD and proceed to go through teams like a wrecking ball. Things Dragonite does not like are stealth rocks upon entry, faries, and ice shards after multiscale is broken.


blastoise.jpg


Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Water Pulse
- Dragon Pulse
- Rapid Spin
- Aura Sphere

Once this thing Mega Evolves it is lethal. Anything short of a special wall takes some serious damage from it's mega-launcher everything. After STAB Water Pulse hits 120 BP with a chance to confuse. Aura Sphere also hits 120 BP and can't miss. Dragon Pulse hits 127.5 BP and rounds out the coverage nicely. Rapid Spin is on there over Dark Pulse because I have two focus sashers and Dragonite's multiscale to worry about. Also, Greninja can throw some pretty good Dark Pulses out to handle some of those sneaky ghosts. I'm considering giving Blasoise Dark Pulse and dropping Aura Sphere to get around spin blocking ghosts.
greninja.jpg


Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Spikes
- Surf
- Dark Pulse
- Ice Beam

Greninja is fast without a choice scarf and hits like it's got a choice specs on with life orb lenses. (Protean, everything gets STAB, then life orb, it's funny) Its speed allows me to use it as a revenge killer without putting a scarf on it. Most people say you don't need Dark Pulse on a Greninja but it does quite a number to the ghosts that run around the metagame. Surf and Ice Beam are nice. (Ice Beam can OHKO Dragonite through multiscale) Because of how strong Greninja is it forces lots of switches, or free opportunities for spikes. If I make the change on Mega-Blasoise what should I switch Dark Pulse to?


mamoswine.jpg


Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Icicle Crash

Mamoswine is my first choice as a lead. Focus sash guarantees I get off my rocks. After that this thing can usually finish off their lead so Blastoise can spin away the hazards and I don't have to deal with that nonsense anymore. Once the lead is out Mamoswine can typically go through and leave a dent in another Pokemon's HP too. I love it when the other leads don't break my sash because it almost always guarantees this thing coming in later and netting crucial KO by EQ on the turn the sash is activated and picking them off with an Ice Shard after.

breloom.jpg


Breloom @ Focus Sash
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb

I only lead with Breloom if I see a Smeargle or another Breloom. I hate having any of my Pokemon sleeping. However, I don't usually spore right off the bat. I like to save my spore for when my opponent doesn't have the chance to "sleep fodder" something. Honestly Breloom has cleaned up more games for me than I'd like to admit. It can come in later in the game, get the spore off on a big threat, then get usually two turns to attack without getting hit. Even if the things wake up I've got my sash and can hit them anyway.


drapion.jpg


Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Poison Jab
- Earthquake
- Whirlwind

And finally... Woah, wait a Drapion? Isn't he supposed to be bad and stuff. No, not at all. Drapion's base stats are 70/90/110/60/75/95. Base 90 Atk and 95 Spd is not bad at all. His two STAB moves are Poison Jab (over cross poison, 30% chance to poison > 10% to poison and high critical hit ratio) and Knock Off. Knock Off got a boost in BP from 20 to 65 this generation. It also does x1.5 damage when the opponent is holding an item that can be knocked off (everything but megastones and focus sashes). Two knock offs would be a combined BP of 162, two crunches would be 160. I have no problem with this. Earthquake is there to avoid the King's Sheild Atk drops, but really a knock off is much better to land. Whirlwind lets me make use of my hazards while just knocking off all the items of the Pokemon as the come in.

Importable

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Poison Jab
- Earthquake
- Whirlwind

Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Spikes
- Surf
- Dark Pulse
- Ice Beam

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Punch

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Water Pulse
- Dragon Pulse
- Rapid Spin
- Aura Sphere

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Icicle Crash
 
Replace Dark Pulse with Shadow Ball on Greninja. This gen, Ghost is the best attacking type, and it allows him to work as a pseudo-spinblocker

As well, there are 2 types of effective Hyper Offense teams: VolTurn, where most Pokemon have Volt Switch or U-Turn, or Mono-Sided Attacking

In VolTurn, you wear the opponent out by repeatedly switching out your Pokemon via Volt Switch or U-Turn into a counter to the one they sendout, causing them to switch again next turn. Make sure to have 2 Pokemon to resist each type of attack in case they choose to stay in and attack. You have no Volt Switch OR U-Turn, so this is probably not your playstyle

In Mono-Side, choose either Physical or Special Attackers, and stick with ONE of them. The idea is that if everyone is countered by the same Pokemon, but everyone has a way to wreck those certain Pokemon, they fall pretty quickly, and you can sweep the rest of the team easily. Yours seems to be a mix of both offenses
 
Back
Top