The Team






A little while ago I threw together some random offensive pokemon for a casual battle against a friend. I enjoyed using the team so much that I decided to start laddering with it. After gradually making improvements to the team I resulted with the team I have now, and I'm extremely happy with it. The team is completely offensively based, and is the most successful team I've made. Here it is:
Arcanine
Item: Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature

Item: Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Flare Blitz
- Extreme Speed
- Crunch
Arcanine has become one of my favorite physical attackers in the tier. Intimidate is always useful to have, as it will force a lot of switches on Arcanine. It also gives Arcanine the ability to switch in on hits much easier than the rest of the team. But switching in, stealth rock damage, and various forms of recoil usually mean that it will often be easily taken out. This is ok most of the time however, as Arcanine can do a lot of work in a short amount of time. Extreme speed is the most used of Arcanine's moves, for obvious reasons. Crunch sees little use, Wild Charge may be a better option.
Medicham
Item: Life Orb
Ability: Pure Power
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature

Item: Life Orb
Ability: Pure Power
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature
- Drain Punch
- Bullet Punch
- Thunder Punch
- Ice Punch
Medicham may seem like an odd choice in general, but I've found that this set can be extremely effective. The elemental punches give Medicham great coverage, and most importantly, the ability to take out a lot of walls that would other wise bother this team (bulky water-types, and Gligar). Drain punch is a very powerful stab, and helps regain health from the life orb recoil. Bullet punch gives this team another priority attack, which is always useful. In general bullet punch isn't used much, but it is still useful to have around. The given speed EVs are enough to out-speed any regular wall, and Medicham's impressive attack enables it to 2HKO any wall in the tier. Medicham can absolutely thrash slow teams, but is unable to take any powerful neutral hits. I usually keep Medicham out of the way of fast threats, and wait for a good time to let it take down a wall or two.
Nidoqueen
Item: Life Orb
Ability: Sheer Force
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature

Item: Life Orb
Ability: Sheer Force
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
- Earth Power
- Flamethrower
- Thunderbolt
- Stealth Rock
Nidoqueen is usually my lead, as it can handle a lot of common leads and set up rocks. In general Nidoqueen is the first team member that dies, due to her usually being at around or below half health after setting up rocks. If Nidoqueen does stick around however, she is great for taking fighting type or bug type attacks that can cause the rest of the team problems.
Zoroark
Item: Life Orb
Ability: Illusion
EVs: 52 Atk / 204 SAtk / 252 Spd
Hasty Nature

Item: Life Orb
Ability: Illusion
EVs: 52 Atk / 204 SAtk / 252 Spd
Hasty Nature
- Dark Pulse
- Flamethrower
- Hidden Power (Fighting)
- Sucker Punch
Zoroark is often not a huge factor in most battles, but can often net a KO with the help of Illusion. Zoroark is also useful to take out bulky ghosts, as it won't mind getting burned or hit with ghost type attacks. Often the most useful thing about Zoroark is Sucker Punch, which a lot of people don't expect to come from a special attacker. Zoroark does have the problem of being easily revenge killed, especially by fighting types. I often wonder if Extresensory would be worth it, I think it could possibly replace flamethrower.
Sharpedo
Item: Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamanant Nature

Item: Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamanant Nature
- Protect
- Waterfall
- Crunch
- Earthquake
Sharpedo is my most recent change to the team, and in general it gives me mixed feelings. On one hand I can sweep entire teams as long as they're weak to his attacks, but neutral attacks will most likely not manage to KO anything at all, and due to Sharpedo's terrible defenses it will most likely die. It can function well as a clean up sweeper however, outspeeding and then taking out weakened pokemon. Of all the pokemon on my team this is the one I'd be most willing to change.
Flygon
Item: Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature

Item: Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- U-Turn
- Fire Punch
This is a plain old standard Flygon build, and I like it a whole lot. Most of the time I use it to gain momentum with U-Turn or clean up in the end of a game with Outrage. Having such a fast scarfed pokemon is very useful, the only thing that really threatens it is another Jolly Flygon, or scarfed Meinshao. I almost always keep Flygon around in a battle, as most of the time it outspeeds everything on another person's team. Fire Punch is almost never used though, and I wonder if there's a better move to have there.
Well, that's my team. I'd love any input on it, I'm open to any criticism or changes that people think will help it out. Thanks!