Hey all, so I've been toying around with BoomBloon offensive core teams, and I think this one is a winner. There are very few defensive cores it loses to, and as long as you don't foolishly lose key mons early, most match-ups are very winnable. Also, there are even fewer mons that you can't at least semi safe switch in on and then threaten in return, which lends itself very well to it's offensive capabilities. Without further ado, here is the team:
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Drain Punch
Undeniably the most key member of the team. Sets up Grassy Terrain for Drifblim, while also threatening many tanky mons like no toxic Ferro, Slowbro, and Hippowdon. Also very good for finishing off threatening mons that have been chipped with Grassy Glide. All around very diverse, and good switch-ins and/or sac's of this mon can easily turns the tide of the game. I gave it just enough speed invests to outspeed 252+ speed Magnezone, 176 speed Mandibuzz, and most importantly, 252 speed Magearna, as well anything slower. It has enough health that it can tank a Scarf Hydreigon Flamethrower, and in return, kill it with Drain Punch into Grassy Glide. All around super important mon to the team.
Drifblim @ Grassy Seed
Ability: Unburden
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Strength Sap
- Thunderbolt
Main Grassy Terrain Sweeper. Is surprisingly bulky with the +1 Def, and can get off Calm Mind at least once on most mons, provided you don't switch it in on a threat. 2HKOs most walls with +2 SpA, oblivious mons being the exception, and Strength Sapping a Sucker Punch Cinderace while on low HP is probably the most satisfying thing possible. Some teams don't have Ghost/Electric resist, and just kind of lose. Speed investment is there solely to outspeed +252 speed Volcarona with 1 Quiver Dance up, and with no unburden, it still outspeeds the same things that Rillaboom does. Very hard to kill with 2 Calm Minds up, since physical attackers just get Sapped and then brutally murdered, and +2 SpD Drifblim lives even Specs Dragapult Shadow Ball with 30% HP to spare.
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Baneful Bunker
Classic Pex build, the team is quite weak to Cinderace, which Toxapex can deal with most of the time. I usually Bunker to scout Zen Headbutt, and if not, then it is no longer a threat. Also can tank Banded Urshifu Wicked Blow with a decent amount left, which is extremely important, as it chunks most if not all of the team VERY hard. Just does what Pex does, sits there and Scald burns things, and Hazes set-up mons that are trying to sweep. Can take Earthquake from a Hippowdon if necessary, which is nice as well.
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 200 HP / 252 SpA / 12 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Aura Sphere
- Trick
Magearna plays the role of Wall destroyer. Fleur Cannon does more that 50% to all non Steel types in the tier (to my knowledge), and Aura Sphere chunks the rest. It can easily shut down Amoonguss with Trick, which walls a majority of the team. It can then pass on the Sludge to whatever it wants. Volt Switch hits as hard as you would expect, and allows for pivoting shenanigans. It also provides Dragon resist, which is always helpful. Speed investments allow it to outspeed 0 speed Skarm, as well as other 0 speed Magearnas.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 8 SpA / 248 Spe
Hasty Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Main lead of the team. The only reason I brought it's speed down by 1 is because it still outspeeds Dragapult, but does more damage with Volt Switch, which I valued over 50/50s with other Zeraora, especially since it is normally just Knock Off into switch out. I was originally running magnet, but most Dark types were able to live with low HP when Close Combatted, so I opted for Life Orb instead. Always keep in mind while using Zeraora that it technically heals from normal type moves because of Plasma Fist, making it an option against unsuspecting Conkeldurr and other Facade users.
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Brave Bird
- Roost
- Defog
- U-turn
Defogger/Wall, opted for Brave Bird over Foul Play simply because I lost so often to Volcarona, still not sure on that decision though. Overcoat makes it a good switch in on Amoonguss, which as previously stated, ruins my offense, and Brave Bird does a solid chunk to it in return. Walls most common Stealth Rockers, other than Rhyperior. It is faster than most other Walls, but slow enough to allow it to take a hit and then U-turn against offensive threats. This is probably the least utilized member of the team in my experience.
So yeah, that's the team. I am very open to suggestions and questions, but I urge you to try the team for yourself. This is by far the most fun team I have ever made, and possibly ever played. I am admittedly pretty low ladder, but I have gotten very good results for my skill set.
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Drain Punch
Undeniably the most key member of the team. Sets up Grassy Terrain for Drifblim, while also threatening many tanky mons like no toxic Ferro, Slowbro, and Hippowdon. Also very good for finishing off threatening mons that have been chipped with Grassy Glide. All around very diverse, and good switch-ins and/or sac's of this mon can easily turns the tide of the game. I gave it just enough speed invests to outspeed 252+ speed Magnezone, 176 speed Mandibuzz, and most importantly, 252 speed Magearna, as well anything slower. It has enough health that it can tank a Scarf Hydreigon Flamethrower, and in return, kill it with Drain Punch into Grassy Glide. All around super important mon to the team.
Drifblim @ Grassy Seed
Ability: Unburden
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Strength Sap
- Thunderbolt
Main Grassy Terrain Sweeper. Is surprisingly bulky with the +1 Def, and can get off Calm Mind at least once on most mons, provided you don't switch it in on a threat. 2HKOs most walls with +2 SpA, oblivious mons being the exception, and Strength Sapping a Sucker Punch Cinderace while on low HP is probably the most satisfying thing possible. Some teams don't have Ghost/Electric resist, and just kind of lose. Speed investment is there solely to outspeed +252 speed Volcarona with 1 Quiver Dance up, and with no unburden, it still outspeeds the same things that Rillaboom does. Very hard to kill with 2 Calm Minds up, since physical attackers just get Sapped and then brutally murdered, and +2 SpD Drifblim lives even Specs Dragapult Shadow Ball with 30% HP to spare.
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Baneful Bunker
Classic Pex build, the team is quite weak to Cinderace, which Toxapex can deal with most of the time. I usually Bunker to scout Zen Headbutt, and if not, then it is no longer a threat. Also can tank Banded Urshifu Wicked Blow with a decent amount left, which is extremely important, as it chunks most if not all of the team VERY hard. Just does what Pex does, sits there and Scald burns things, and Hazes set-up mons that are trying to sweep. Can take Earthquake from a Hippowdon if necessary, which is nice as well.
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 200 HP / 252 SpA / 12 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Aura Sphere
- Trick
Magearna plays the role of Wall destroyer. Fleur Cannon does more that 50% to all non Steel types in the tier (to my knowledge), and Aura Sphere chunks the rest. It can easily shut down Amoonguss with Trick, which walls a majority of the team. It can then pass on the Sludge to whatever it wants. Volt Switch hits as hard as you would expect, and allows for pivoting shenanigans. It also provides Dragon resist, which is always helpful. Speed investments allow it to outspeed 0 speed Skarm, as well as other 0 speed Magearnas.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 8 SpA / 248 Spe
Hasty Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Main lead of the team. The only reason I brought it's speed down by 1 is because it still outspeeds Dragapult, but does more damage with Volt Switch, which I valued over 50/50s with other Zeraora, especially since it is normally just Knock Off into switch out. I was originally running magnet, but most Dark types were able to live with low HP when Close Combatted, so I opted for Life Orb instead. Always keep in mind while using Zeraora that it technically heals from normal type moves because of Plasma Fist, making it an option against unsuspecting Conkeldurr and other Facade users.
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Brave Bird
- Roost
- Defog
- U-turn
Defogger/Wall, opted for Brave Bird over Foul Play simply because I lost so often to Volcarona, still not sure on that decision though. Overcoat makes it a good switch in on Amoonguss, which as previously stated, ruins my offense, and Brave Bird does a solid chunk to it in return. Walls most common Stealth Rockers, other than Rhyperior. It is faster than most other Walls, but slow enough to allow it to take a hit and then U-turn against offensive threats. This is probably the least utilized member of the team in my experience.
So yeah, that's the team. I am very open to suggestions and questions, but I urge you to try the team for yourself. This is by far the most fun team I have ever made, and possibly ever played. I am admittedly pretty low ladder, but I have gotten very good results for my skill set.