Propane Nightmares | XY HYPER-OFFENSE

Propane Nightmares
XY Hyper-Offense
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Hello, and welcome to my new hyper-offense team, Propane Nightmares. The playstyle of this team, is, as you guessed it - the currently popular hyper-offense. As with most HO-styled teams, the strategy is fairly simple and almost formulaic in fashion. Obliterate shit with powerful wallbreakers and repeated fast attacks for DD M.Gyarados to clean shit up once the dust clears. Lead with Deo-D for hazard stacking unless against Espeon or faster Taunters like Sableye, Thundurus, or the rare Froslass in which case I will pick an appropriate check. From there, it's all "click the correct move" with a bit of thinking and prediction and we're golden with a recipe for destruction.

The Team

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Gyarados @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 144 Spd / 252 Atk / 112 HP
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang


Here he is, the star of the show. Gyarados is my primary win condition in the majority of games as his teammates are very suited to removing his counters, allowing him to freely set up with impunity and easily clean up the game. I'm using a standard bulky D/D set, with the EVs to outspeed max invested positive natured base 110s (notably Lati@s) after one D/D, with the rest invested into HP to aid with setting up once he gets in. His attacking moves get almost perfect coverage, necessary for a win condition. Pretty much all there is to say about this guy, he's very self-explanatory.

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 200 Spd / 56 SAtk
Naughty Nature
- Ice Beam
- Outrage
- Earth Power
- Fusion Bolt

The primary wall/stallbreaker of the team, and he's one of the greatest in the game for it. Opted for an all-out Life Orb attacker set as opposed to Sub as its purpose isn't to sweep, but to punch as many holes in all sorts of walls to ease the sweeping of Gyarados or whoever may be suited to the role depending on the game. He also serves as a secondary win condition should Gyarados faint or Kyurem can muscle through whatever's left by himself, which is usually the case against most offensive teams. EVs are used to maximize attack for destructive Outrages and to secure the Fusion Bolt 2HKO on physically defensive Mandibuzz, while there is just enough speed investment to outspeed fully-invested Adamant Excadrill. The rest is pumped into special attack to reliably shut down the likes of Togekiss and Rotom-W with EP and Ice Beam. Long story short, it kills shit that isn't faster than it.



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Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 252 Spd / 4 Def
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Thunder Wave
- Taunt

Perhaps the most reliable and viable hazard setter in the current OU metagame. Standard suicide lead set, laying down a guaranteed SR in most cases, with a layer or two of Spikes. If I can predict a hit which I can grab an immunity off of (like Volt Switch), I'll try to preserve Deo for fodder later on in the match in case I need to switch the move on my banded Talonflame, or just for scouting purposes. EVs are also the pinnacle of standard, 252 HP to survive most hits, with the rest invested into speed for very fast Taunts to shut down neutral-natured base 90's and most hazard setters or setup sweepers in general. Timid nature and 0 attack to essentially cut Confusion damage down to zero and minimize damage from Foul Play.

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Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Hidden Power [Ice]

My Defiant Defog blocker who also serves as the team's source of Knock Off in case of opposing Chansey that need to be crippled. I specifically chose Thundurus over Bisharp as I wanted a reliable check to Defog Skarmory, and who also isn't threatened out by Mandibuzz - though, they have not proven to be monumental problems to my team so I may opt to switch back to the standard DeoSharp core if further testing suggests I do. Wild Charge is the standard spammable STAB, with Knock Off to cripple Chanseys (and maybe even unsuspecting Gliscors or Scarfers), and Superpower to KO the likes of Tyranitar and Bisharp. HP Ice to utilize its solid special attack even without heavy investment, and to round out the BoltBeam coverage while keeping that ever so precious coverage against Gliscors and Landorus.

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Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Tomb

My emergency spinner in case of unexpected hazards who weren't controlled by Deoxys-D or if I haven't put enough pressure on the team to discourage hazards. Also serves as my Steel for opposing Outrage-locked Garchomps and Dragonites. Air Balloon set here for an additional Ground immunity in case of choice-locked Earthquakes as well. Jolly was chosen over Adamant to outspeed Kyurem-B's that run an EV set like mine, and to outspeed neutral-natured 90's like Lucario. I chose Rock Tomb over Rock Slide so I can hit things like D/D'd Dragonite or Scarfers and revert their speed back to normal to prime them from a hit from the other attacks. Also to hit Talonflames and Greninjas on the switch which causes them to be outsped and KO'd.

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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Here it is, the ubiquitous "oh shit" button who can also serve as the tertiary win condition on the team. Everyone already knows the strategy for Smogonbird, but I chose Tailwind over Will-O-Wisp as I feel Choice-locked Will-O-Wisp can destroy HO's momentum if I don't have anything to fodder off, and Tailwind serves as a fantastic martyrdom move that sets up Kyurem to just blow everything out of the water with its ridiculous firepower. Again, besides that, everything here is standard so there isn't much to say.

Conclusion
Thank you all for coming to check out the team. I'd love for you guys to do some quick playtesting at all levels of play and come back for some criticism - the team is far from perfect and I'm looking to improve as much as I can. Thanks all for taking a look again, hope you enjoyed! I should probably go do my work now. Until next time~

Importable
Gyarados @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 144 Spd / 252 Atk / 112 HP
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 200 Spd / 56 SAtk
Naughty Nature
- Ice Beam
- Outrage
- Earth Power
- Fusion Bolt

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 252 Spd / 4 Def
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Thunder Wave
- Taunt

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Hidden Power [Ice]

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Tomb

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind


 
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