That's right. SPEED IS KEY!!! That's pretty much the entire point of this team. As the name implies, this is a serious hyper offense. Unlike all my other team posts, I'm going to try and keep this one short. ((My finger slipped and posted it early. Sorry.
THE POST IS COMPLETE NOW))
Also, please answer the poll. I'm pretty interested in what you guys think. Anyway, I'm going to end up showing this team a second time on my youtube channel in the future.
Send me a PM for a link to my channel if you're interested. (I'll eventually get to it when I have time).
Enjoy using the team.
Alrighty then let's get started. I actually made this team during Hoopa-Unbound's suspect test because I was getting sick and tired of all the defensive and stall teams. I pretty much just wanted to give anybody using stall a serious challenge, as one mistake on their part against this team can mean game over.
The way I feel about hyper offense is: "Everything on the team has one job. Everything is expendable. Every move should be a kill switch. Everything loves stealth rock support."
The team has undergone about 2 changes ever since it was made. I think that the main concern for me as far as the team goes is the mon for my mega slot. Sometimes I absolutely adore and love it, while other times I wish I had a different move or a different mon entirely. You'll really see why in the 3 replays I've selected while laddering. So far I've pushed to 1459 for my account name Complicating (I have 3 for different primary purposes: laddering, testing/experimenting new ideas and theories, and for doing whatever and or randomly typed teambuilding via random number generator). I'm not done laddering on my experimenting account XD. Regardless, the point of my team is to outspeed pretty much everything bar a handful of mons, dish out heavy damage, and catch opponents off-guard.
Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off
Okay, this one is a bit weird, but very specific. I needed 168 HP investment to have a better chance at getting rocks up against Lopunny-Mega leads and to live Diance-Mega anti-leads a little better after I use skill swap. I have skill swap specifically for anti-leading magic bounce users, namely Sableye. It helps get rocks up easier though. Knock Off is the only attack and provides really nice early utility. Taunt is self explanatory. Skill swap also helps against Heatran, though swapping levitate does make it immune to its main weakness until it switches out. But Azelf does a wonderful job getting up rocks with this set and catches nearly everybody off guard when I use it. Skill swap also severely punishes pure/huge power users that may want to anti lead as well by giving my Azelf crazy high attack and cutting the opposing mon's by 1/2.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect
Alakazam is the fastest pokemon you can have without a speed boost of some kind. I have protect to specifically help against sand and rain teams, (aka, stealing sand rush or swift swim as an ability before mega evolution). I don't actually see a need for max speed investment because facing mega-Aero or another mega-Zam is actually pretty rare in practice. Psychic is powerful STAB. Focus Blast provides awesome coverage and is the primary way I can reverse sweep sand teams. Shadow Ball is the main third coverage move, and I wish I could change it sometimes because I want to hit dark types without relying on 70% accuracy (dazzling gleam) and I also want to hurt rain teams more (energy ball). All in all, this mon has been the best fit for my team so far and I haven't really found an alternative. it hits 431 speed specifically to outpace positive nature max speed Gyarados at +1, which hits 430. The rest goes to offense and then defense to help take priority moves a little better.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail
Okay, I'm gonna be honest, this was not originally Garchomp. I actually don't remember what was here before either. I actually was in serious need of this mon because of how badly a Scarfed Excadrill threatened my entire team by itself. Adamant Scarfchomp is insanely powerful and has awesome coverage with EdgeQuake + Water and Dragon. Water+Ground is already really good coverage. So why not add more? Aqua Tail is chosen over Dragon Claw. Apart from being unexpected, Aqua Tail slams several common checks and counters to Garchomp, such as Defensive Lando-T, Air Balloon Heatran, Hippowdon, Scarf T-tar, and Magnet Rise Klefki among others. It also gives me a second coverage to Talonflame with better accuracy if the game comes down to it. Outrage is usually saved for cleaning for the late-game, but can easily punch holes in teams early and mid-game.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
Honestly, I don't think anybody legitimately prepares for this monster. I've had a few battles where this was sent out from turn 1, and earning a 6-0 several turns later. Raikou has an immensely useful ability in pressure, essentially cutting opponent's PP in half, which is great for things like Ferrothorn's Gyro Ball. I've checked the calcs, and the difference between 329 and 328 special attack is literally 0 before and after boosts. So I got to hit an even HP number for passive recovery and neutralize the IV drop from HP Ice. The sub+CM set should be very self-explanatory, so I'm not going to babble about it.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard
When it comes down to it, Weavile is honestly one of the most dangerous pokemon in the tier. I really don't want to explain this choice because it should be blatantly obvious. Weavile rips teams apart without warning sometimes. Fast. Powerful. Wallbreaker. Cleaner. Who cares if it's frail?
The best defense is a good offense.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz / Will-O-Wisp
- Swords Dance
- Roost
I've gotten so much shit for using Talonflame time and time again. "You don't have skill, you're just spamming moves" "F****** ONE MOVE LIKE A NEWB!" Etc. Etc. I'm sure you've heard it before too. I apologize, but what is the best move on Talonflame? -cough- Brave Bird or Acrobatics -cough- It doesn't take a genius to figure out how effective it is at cleaning, sweeping, and even wallbreaking despite the low attack stat. I run an Adamant Nature because I don't give a damn about Raikou. I'm not outspeeding Mega-Manectric let alone ever beating it 1v1. The amount of damage increase that adamant gives over jolly is between 6% and 12%. Which allows much much easier revenge killing and cleaning. Flare Blitz is used to hit steel types, such as skarmory, ferrothorn, and Scizor. Without a boost, Talonflame OHKOs Zard-X with the Adamant + Sky Plate + Brave Bird after rocks. It can't always do that with a jolly nature. I've basically added excessive power to the bulky SD set. I can usually bluff a banded set thanks to sky plate as well, which has the wonderful benefit of sometimes giving me a matchup where Talonflame gets a free attack boost. At +2, there is very very little that counters. Defensive Lando-T is not one of them unless it's at 100% HP before rocks. I don't care about Raikou because I'm not trying to check Raikou with Talonflame. I don't ever really need to, let alone want to. And after one SD, Sky Plate + Brave Bird from this thing...
+2 252+ Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Raikou: 238-281 (74.1 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock. (Sharp Beak = Sky Plate. Don't get picky)
I know that's not a great roll at all, but Raikou usually has taken more than 12% damage by the time I use Talonflame in battle, so it rarely matters. This is my main win condition in general and is an exceptionally more valuable wincon against stall. The reason I have 24 (it was 20) EVs in Defense is to take Weavile's Ice Shard slightly better and actually be able to survive Banded Dragonite's E-Speed with Talonflame's Recoil damage from Brave Bird much more often. But yeah, that's my Talonflame for you. I don't mind the handful of matchups where a Jolly Nature would be more useful either. I want to beat more things in general, not specific things that might be a problem (that I can usually already handle with something else to begin with)
Prior to Alakazam, I had Mega-Sceptile. It worked out pretty well, but I had issues with Weavile and needed a better way of hitting all dark types in general while also outspeeding Lopunny-Mega. So that's how Mega-Zam came to be on the team. Anyway, that's my team. Here are 3 replays:
http://replay.pokemonshowdown.com/ou-361502057
http://replay.pokemonshowdown.com/ou-361500904
http://replay.pokemonshowdown.com/ou-361498874
THE POST IS COMPLETE NOW))
Also, please answer the poll. I'm pretty interested in what you guys think. Anyway, I'm going to end up showing this team a second time on my youtube channel in the future.
Send me a PM for a link to my channel if you're interested. (I'll eventually get to it when I have time).
Enjoy using the team.
Alrighty then let's get started. I actually made this team during Hoopa-Unbound's suspect test because I was getting sick and tired of all the defensive and stall teams. I pretty much just wanted to give anybody using stall a serious challenge, as one mistake on their part against this team can mean game over.
The way I feel about hyper offense is: "Everything on the team has one job. Everything is expendable. Every move should be a kill switch. Everything loves stealth rock support."
The team has undergone about 2 changes ever since it was made. I think that the main concern for me as far as the team goes is the mon for my mega slot. Sometimes I absolutely adore and love it, while other times I wish I had a different move or a different mon entirely. You'll really see why in the 3 replays I've selected while laddering. So far I've pushed to 1459 for my account name Complicating (I have 3 for different primary purposes: laddering, testing/experimenting new ideas and theories, and for doing whatever and or randomly typed teambuilding via random number generator). I'm not done laddering on my experimenting account XD. Regardless, the point of my team is to outspeed pretty much everything bar a handful of mons, dish out heavy damage, and catch opponents off-guard.
Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off
Okay, this one is a bit weird, but very specific. I needed 168 HP investment to have a better chance at getting rocks up against Lopunny-Mega leads and to live Diance-Mega anti-leads a little better after I use skill swap. I have skill swap specifically for anti-leading magic bounce users, namely Sableye. It helps get rocks up easier though. Knock Off is the only attack and provides really nice early utility. Taunt is self explanatory. Skill swap also helps against Heatran, though swapping levitate does make it immune to its main weakness until it switches out. But Azelf does a wonderful job getting up rocks with this set and catches nearly everybody off guard when I use it. Skill swap also severely punishes pure/huge power users that may want to anti lead as well by giving my Azelf crazy high attack and cutting the opposing mon's by 1/2.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect
Alakazam is the fastest pokemon you can have without a speed boost of some kind. I have protect to specifically help against sand and rain teams, (aka, stealing sand rush or swift swim as an ability before mega evolution). I don't actually see a need for max speed investment because facing mega-Aero or another mega-Zam is actually pretty rare in practice. Psychic is powerful STAB. Focus Blast provides awesome coverage and is the primary way I can reverse sweep sand teams. Shadow Ball is the main third coverage move, and I wish I could change it sometimes because I want to hit dark types without relying on 70% accuracy (dazzling gleam) and I also want to hurt rain teams more (energy ball). All in all, this mon has been the best fit for my team so far and I haven't really found an alternative. it hits 431 speed specifically to outpace positive nature max speed Gyarados at +1, which hits 430. The rest goes to offense and then defense to help take priority moves a little better.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail
Okay, I'm gonna be honest, this was not originally Garchomp. I actually don't remember what was here before either. I actually was in serious need of this mon because of how badly a Scarfed Excadrill threatened my entire team by itself. Adamant Scarfchomp is insanely powerful and has awesome coverage with EdgeQuake + Water and Dragon. Water+Ground is already really good coverage. So why not add more? Aqua Tail is chosen over Dragon Claw. Apart from being unexpected, Aqua Tail slams several common checks and counters to Garchomp, such as Defensive Lando-T, Air Balloon Heatran, Hippowdon, Scarf T-tar, and Magnet Rise Klefki among others. It also gives me a second coverage to Talonflame with better accuracy if the game comes down to it. Outrage is usually saved for cleaning for the late-game, but can easily punch holes in teams early and mid-game.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
Honestly, I don't think anybody legitimately prepares for this monster. I've had a few battles where this was sent out from turn 1, and earning a 6-0 several turns later. Raikou has an immensely useful ability in pressure, essentially cutting opponent's PP in half, which is great for things like Ferrothorn's Gyro Ball. I've checked the calcs, and the difference between 329 and 328 special attack is literally 0 before and after boosts. So I got to hit an even HP number for passive recovery and neutralize the IV drop from HP Ice. The sub+CM set should be very self-explanatory, so I'm not going to babble about it.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard
When it comes down to it, Weavile is honestly one of the most dangerous pokemon in the tier. I really don't want to explain this choice because it should be blatantly obvious. Weavile rips teams apart without warning sometimes. Fast. Powerful. Wallbreaker. Cleaner. Who cares if it's frail?
The best defense is a good offense.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz / Will-O-Wisp
- Swords Dance
- Roost
I've gotten so much shit for using Talonflame time and time again. "You don't have skill, you're just spamming moves" "F****** ONE MOVE LIKE A NEWB!" Etc. Etc. I'm sure you've heard it before too. I apologize, but what is the best move on Talonflame? -cough- Brave Bird or Acrobatics -cough- It doesn't take a genius to figure out how effective it is at cleaning, sweeping, and even wallbreaking despite the low attack stat. I run an Adamant Nature because I don't give a damn about Raikou. I'm not outspeeding Mega-Manectric let alone ever beating it 1v1. The amount of damage increase that adamant gives over jolly is between 6% and 12%. Which allows much much easier revenge killing and cleaning. Flare Blitz is used to hit steel types, such as skarmory, ferrothorn, and Scizor. Without a boost, Talonflame OHKOs Zard-X with the Adamant + Sky Plate + Brave Bird after rocks. It can't always do that with a jolly nature. I've basically added excessive power to the bulky SD set. I can usually bluff a banded set thanks to sky plate as well, which has the wonderful benefit of sometimes giving me a matchup where Talonflame gets a free attack boost. At +2, there is very very little that counters. Defensive Lando-T is not one of them unless it's at 100% HP before rocks. I don't care about Raikou because I'm not trying to check Raikou with Talonflame. I don't ever really need to, let alone want to. And after one SD, Sky Plate + Brave Bird from this thing...
+2 252+ Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Raikou: 238-281 (74.1 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock. (Sharp Beak = Sky Plate. Don't get picky)
I know that's not a great roll at all, but Raikou usually has taken more than 12% damage by the time I use Talonflame in battle, so it rarely matters. This is my main win condition in general and is an exceptionally more valuable wincon against stall. The reason I have 24 (it was 20) EVs in Defense is to take Weavile's Ice Shard slightly better and actually be able to survive Banded Dragonite's E-Speed with Talonflame's Recoil damage from Brave Bird much more often. But yeah, that's my Talonflame for you. I don't mind the handful of matchups where a Jolly Nature would be more useful either. I want to beat more things in general, not specific things that might be a problem (that I can usually already handle with something else to begin with)
Prior to Alakazam, I had Mega-Sceptile. It worked out pretty well, but I had issues with Weavile and needed a better way of hitting all dark types in general while also outspeeding Lopunny-Mega. So that's how Mega-Zam came to be on the team. Anyway, that's my team. Here are 3 replays:
http://replay.pokemonshowdown.com/ou-361502057
http://replay.pokemonshowdown.com/ou-361500904
http://replay.pokemonshowdown.com/ou-361498874
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard
Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect
Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off
Ability: Gale Wings
EVs: 224 HP / 252 Atk / 24 Def / 8 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard
Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Protect
Azelf @ Focus Sash
Ability: Levitate
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Knock Off
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