Second Chances by RobxLee and Beian [PEAKED 1705 ELO]

Welcome to my first RMT! Today I present to you a team that a friend and I built. We wanted to build a hyper offensive team utilizing Healing Wish so that we could play aggressively and give ourselves a second chance if things went wrong. This team was able to reach the high 2300s (ACRE) until the ladder was recently reset to the ELO system. Since then, I felt that this team was getting stale and simply not performing as well as it once did (losing speed ties, hax, etc.). As a result, I am retiring this team while it is still getting decent points on the ladder. Without further ado, here is the team.

Second Chances
by RobxLee and Beian
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Not Hyper Offense (Deoxys-Defense) @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt/Magic Coat
- Thunder Wave/Shadow Ball
Ahhh! Deoxys-Defense is arguably one to the best suicide leads in the metagame due to its immense bulk and access to entry hazards and utility moves. The set is pretty standard. Stealth Rock and Spikes for obvious reasons. Taunt is for shutting down Pokemon who try to set up. T-Wave for crippling fast Pokemon. 252 EVs in HP to maximize bulk. 252 Speed EVs to outspeed (or tie) other Deo-D leads and also to outspeed Smeargle leads. 4 Def to ensure that Genesect gets a SpA boost (since most carry U-turn over Bug Buzz). Alternatively, Magic Coat can be used over Taunt and Shadow Ball can be used over T-Wave (for Espeon). Red Card is used because it can phaze out an attacking Pokemon so that you can set up an extra hazard or cripple another Pokemon.

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Usain (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- Thunder Wave
Good ol' Thundurus returns to OU with a bang! Thundy is used to apply offensive pressure, and with base 125 SpA and 111 Speed, he is definitely a force to be reckoned with. Thunderbolt is the main STAB move of choice due to its reliability. Focus Blast is mainly used to knock out weakened Tyranitars/Excadrills. HP Ice provides great coverage against Pokemon such as Garchomp, Landorus, Gliscor, etc.. Thunder Wave is used to take advantage of Prankster, which often enables Thundy to cripple a speedy Pokemon before going down to an attack. Timid Nature is used to outspeed un-scarfed base 110s and below. 252 SpA and Speed EVs are used to maximize its offensive potential. 4 Def EVs to let Thundurus take moves such as Bullet Punch and Mach Punch a little bit better (although it probably won't make a difference).

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Scary (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball

- Tail Glow
Looks can deceiving. And that is definitely the case with this little guy. With 100 base stats across the board, Manaphy is a very solid Pokemon. After a single Tail Glow, Manaphy becomes an offensive behemoth. Surf is used for STAB. Ice Beam is used to hit Dragons and Grass Types that would otherwise eat up water attacks. Energy Ball is used to hit those bulky waters who think they have a chance against this beast. EV spread is simple: 252 in Speed and SpA for maximum offensive power. 4 SpDef EVs to ensure that Genesect receives an Attack boost (so that Manaphy can survive a Thunderbolt). A Timid Nature is recommended since it allows Manaphy to tie with Pokemon such as Mega-Charizard X/Y. Here are some calcs to show what a Manaphy can pull off after 1 Tail Glow:

+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Tyranitar in Sand: 294-348 (72.7 - 86.1%) -- guaranteed 2HKO after Stealth Rock
+3 252 SpA Manaphy Ice Beam vs. 252 HP / 252+ SpD Mandibuzz: 306-360 (72.1 - 84.9%) -- 75% chance to OHKO after Stealth Rock
+3 252 SpA Manaphy Energy Ball vs. 252 HP / 252+ SpD Rotom-W: 282-332 (92.7 - 109.2%) -- guaranteed OHKO after Stealth Rock

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Nice and Solid (Conkeldurr) (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 12 Def / 244 SDef / 252 Atk
Brave Nature
IVs: 29 Spd
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Conkeldurr has been getting a lot of hype recently due to the introduction of Assault Vest. With this item equipped, Conkeldurr is able to take on many Special Attacks that it could not have taken before. The ability Guts works hand in hand with Assault Vest as this enables Conkeldurr to take on Pokemon such as Rotom-W with ease. Drain Punch and Mach Punch are absolutely needed for STAB, recovery, and priority. Knock Off is great because of the BP buff it got this generation and also because it gets a 1.5x BP boost when it knocks off an item. Ice Punch allows Conkeldurr to handle Pokemon such as Gliscor. 252 Atk EVs are used for getting off powerful hits. 12 Def EVs give Genesect a Special Attack boost. The rest are dumped into SpDef to take advantage of the Assault Vest. Brave Nature and 29 Speed IVs makes Conkeldurr slower than Aegislash so that Aegislash gets OHKOd by Knock Off after it attacks in Blade Form. A -2 Knock Off from Conkeldurr still deals a big chunk of damage to Aegislash in Blade Form:
-2 252+ Atk Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Blade: 214-252 (66 - 77.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

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Sharkeisha (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Play Rough
- Fire Fang/Iron Head
- Sucker Punch
- Swords Dance

Mawile went from zero to hero this generation with access to a Mega Evolution. Mega-Mawile is a monster. Intimidate is useful before it Mega Evolves as it can force a lot of switches, thus making setting up a lot easier. After 1 Swords Dance combined with an Adamant Nature, Mega-Mawile is capable of running through entire teams. Play Rough decimates anything that doesn't resist it. Fire Fang lets Mega-Mawile take on Ferrothorns and Scizor. Sucker Punch for priority. Iron Head can be used over Fire Fang in order to hit Mega Venusaur harder, although you lose coverage against steel types. EV spread is relatively simple: 252 Atk for nuking things, 8 Spd to speed creep other Mega-Mawile and Azumarill (unless they decide to use Aqua Jet), and the rest is invested into HP to take advantage of Mega-Mawile's natural bulk. To demonstrate this thing's offensive power, consider the following:

252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Azumarill: 334-394 (82.6 - 97.5%) -- 68.8% chance to OHKO after Stealth Rock
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Rotom-W: 192-226 (63.1 - 74.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 232-274 (71.6 - 84.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Garchomp: 344-405 (96 - 113.1%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 0 HP / 0 Def Genesect: 344-405 (121.5 - 143.1%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 252+ Def Mega Venusaur: 307-363 (84.3 - 99.7%) -- 75% chance to OHKO after Stealth Rock

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No Dignity (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
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Healing Wish
- Iron Head
- Ice Punch
- U-turn

Jirachi is the star of the team (haha get it?). Choice Scarf enables Jirachi to be an effective revenge killer or gain momentum through U-Turn. Iron Head is for pulling off flinching shenanigans (which works very well with the Choice Scarf + Paralysis that Deoxys and Thundurus bring to the party). Ice Punch is used to revenge kill dragons/flying types. U-Turn for gathering momentum and switch initiatives. Now, lets talk about what makes this Jirachi special: Healing Wish. Healing Wish essentially acts as a Full Restore; it completely heals an incoming Pokemon in exchange for sacrificing itself. This move is complemented by the Choice Scarf so that it is easier to pull this off. Please read below to see the general play style of this team and why it has been relatively successful thus far.

General Style of Play


This team functions much like the Hyper Offensive teams of the BW2 era. Before the battle even begins, it is important to determine which Pokemon has the best match-up against the majority of the enemy team. We will call this Pokemon A. It is mandatory that Pokemon A be kept alive throughout the battle. Deoxys-Defense usually leads off, setting up as many entry hazards as possible and while shutting down/crippling the opponent using Taunt/T-Wave. If the opponent happens to have a Bisharp, Aegislash, or Greninja, they will most like lead off with one of those to try to knock out Deoxys-D on the first turn. If this is the case, Conkeldurr is the better lead since it has a favorable match-up against all three and can threaten them with Drain Punch/Knock Off. Should this be the case, you can either play it safe or directly switch into Deoxys-D predicting the opposition to switch into a Conkeldurr counter. From there, proceed to do what Deo-D does best, which should be obvious by now. After hazards are set and Deoxys is down, bring in a heavy hitter that can put a dent into the opposing team. The main objective is to pressure the enemy by repeatedly firing off powerful attacks. Aggressive play and prediction will most likely leave both teams severely weakened, which is fine. Keep in mind that Pokemon A should still alive. Once the enemy team has been adequately undermined, this is when you reveal the trump card. Pass a Healing Wish to Pokemon A and from there, it should be a piece of cake since we have already determined that it has the best match-up against the opposing team. Note that Healing Wish should only be used on a Pokemon that is your win condition. For instance, don't heal Thundurus if the enemy still has a Blissey at a decent amount of HP. When played correctly, this team will still be able to win when all hope seems to be lost.

Below are some featured replays utilizing Healing Wish.


http://replay.pokemonshowdown.com/ou-79153096
http://replay.pokemonshowdown.com/ou-75023817

Shout-outs to Beian for co-creating this team and being a pretty cool guy.

Leave any suggestions that you would like to share. This was my first RMT so it probably sucks :/

Feel free to steal this team if you want to try it out. PLEASE KEEP THE NICKNAMES IF YOU'RE GOING TO USE IT!!!

Code:
Scary (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball
- Tail Glow

Sharkeisha (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance

Not Hyper Offense (Deoxys-Defense) @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave

No Dignity (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Healing Wish
- Iron Head
- Ice Punch
- U-turn

Nice and Solid (Conkeldurr) (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 12 Def / 244 SDef / 252 Atk
Brave Nature
IVs: 29 Spd
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Usain (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- Thunder Wave
 
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The only pokemon I see that could give your team any sort of trouble is mega-Venusaur. Conkeldurr, Mnaphy, Thundurus, and Deoxys cannot touch Venu. Even then, Mega-mawile and Jirachi can easily dispose of Venusaur with Iron Head. Even if Venusaur runs Earthquake, Jirachi can easily flinch hax it to death.

Teams with Mega Zard X can also give you trouble. If you revenge kill something using Ice punch with Jirachi, someone could easily come in, set up a few DDs, probably live a sucker punch, and wreck shit. Even then however, you have a Thundurus sitting in the back, waiting with a Priority T-Wave.

Its a really solid team. The only thing I might change is put a bit more Bulk on Thundurus, or put on a Life Orb instead.

You'd need to find someone more experienced to really help you improve the team. Id say the majority of your problems is just bad luck or prediction. I would nominate this for RMT Archive, but Ill leave that to someone ele whose more versed in team rating, or who can really help spot errors and help you improve the team.
 
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