^ click sprites above for pokepaste
i. intro:
hello everyone, and welcome to my first rmt. with home supposedly coming out very soon, i decided to put a stop to my sv playing for now and make a rmt about a team i built back in january for ubers winter league and that, still 4 months later, is still giving good results both in tournament play and ladder. hyper offense, specially hazard stacking ho, was (and still is) one of the best playstyles in the tier, using extremely threatening breakers and sweepers to get consistent wins against pretty much every playstyle, bar some exceptions that i'll go over later. so, without further ado...
ii. the team:
hazard stack with gholdengo is a consistent way to ensure progress will be made in the course of the early game thanks to gholdengo blocking the defog and rapid spin attempts that would deny froslass's hazards. froslass was chosen instead of glimmora as the hazard lead of the team thanks to its ability to block rapid spin attempts from great tusk and iron treads and its access to thunder wave.
chien-pao and miraidon were chosen as the main breakers and setup sweepers of the team due to their fantastic offensive synergy and ability to easily sweep through teams. chien-pao also provides the team with a very strong priority in sucker punch, which is used to both revenge kill weakened threats like flutter mane under sun and koraidon, and to sweep teams effortlessly after a single swords dance.
both great tusk and flutter mane are this team's main way of handling threats like koraidon, kingambit, and opposing great tusk. flutter mane additionally gives the team another way of blocking rapid spin, in case gholdengo had died.
iii. member by member:
Froslass (F) @ Focus Sash
Ability: Cursed Body
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Taunt
- Shadow Ball
- Thunder Wave
froslass is the fastest viable spikes user in ubers and a game-to-game performer as a suicide lead. spikes are crucial for the team to function consistently, as they help massively for chien-pao, miraidon, and flutter mane to get ko's more easily. shadow ball punishes iron bundle's trying to anti-lead froslass and 2hkoes hatterene, making froslass have a good overall matchup against most anti-lead pokemon. thunder wave helps the team against offense matchups by paralyzing threats like non-taunt swords dance koraidon and flutter mane. tera steel makes froslass immune to glimmora's mortal spin, which can be favorable as glimmora teams get swept by miraidon pretty easily if their pokemon take spike damage.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Steel / Fight
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast
gholdengo works in tandem with froslass to ensure spikes stay up in the field, as good as gold denies defog attempts and gholdengo is immune to rapid spin. running nasty plot 3 attacks with an air balloon ensures gholdengo gets the most at pressuring opposing bulky teams. focus blast pressures ting-lu harder than make it rain and, if used in conjunction with tera fight, can allow gholdengo to turn the table against threatening dark-types like kingambit.
Chien-Pao @ Black Glasses
Ability: Sword of Ruin
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Crunch
- Icicle Crash
- Sucker Punch
chien-pao is the team's main facilitator and breaker. no team can consistently take attacks from +2 adamant chien-pao, let alone one, making this pokemon the most threatening and effective breaker in ubers. crunch and icicle crash desintegrate teams after a boost, with crunch ohko'ing phys def corviknight, toxapex, and alomomola. sucker punch is chosen over ice shard due to its notorious damage difference: mainly, ice shard fails to ohko flutter mane, and sucker punch hits tera fire pokemon like koraidon much harder.
Miraidon @ Leftovers
Ability: Hadron Engine
Tera Type: Ground
EVs: 236 HP / 252 SpA / 16 SpD / 4 Spe
Modest Nature
- Calm Mind
- Agility
- Electro Drift
- Tera Blast
miraidon is the team's main sweeper, and the pokemon that will on the winning screen most of the times. double dance miraidon is a nightmare for offensive teams to deal with, as a single agility coupled with its insane offensive stats can mean game over; said offensive teams often rely on assault vest iron treads to check miraidon, as the most common double dance miraidon runs dazzling gleam on the 4th move slot. this miraidon takes advantage of that and runs tera blast with tera ground instead, completely turning the tables over iron treads and using it as setup fodder. it also has the added effect of nullifying opposing double dance miraidon's recovery attempts with parabolic charge. the given evs maximize leftovers recovery while making miraidon faster than iron bundle at +2 speed, even under electric terrain.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin
great tusk functions as the team's only kingambit switch-in and pseudo-check to koraidon and opposing great tusk. bulk up + rapid spin can potentially make great tusk a sweeper while still giving utility to the team, with headlong rush and ice spinner offering the best coverage possible. ice spinner was chosen over close combat as a way to hit dragonite, tera flying kingambit, and check air balloon flutter mane all in one. ice spinner also beats koraidon and opposing great tusk without lowering great tusk's defenses. the given evs make great tusk receive a speed boost in sun while maximizing hp, allowing it to use non-scarf koraidon as setup fodder.
Flutter Mane @ Life Orb
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Psyshock
- Mystical Fire
flutter mane is the team's last member and second koraidon check. running psyshock and mystical fire allow flutter mane to hit all relevant checks to itself, like clodsire, blissey and iron treads for critical damage; shadow ball is not really missed as pokemon it hits like tera fire koraidon are already checked by great tusk and sucker punch chien-pao. tera fire lets flutter mane resist fairy-type attacks while empowering mystical fire to the point of it ohko'ing specially defensive corviknight at +1.
iv. threatlist:
: dual screens teams are tough because grimmsnarl is too good at offering offensive support via reflect, light screen and parting shot, allowing for its teammates to have an easy time living your attacks and setting up. furthermore, grimmsnarl commonly runs spirit break, making a chien-pao lead not being a efficient way of anti-leading. best way to deal with screens is leading gholdengo and clicking nasty plot, then attacking to deal as much damage as possible.
(or toxic spikes): mental herb sets can use toxic spikes on froslass and from there the game becomes basically impossible to win. toxapex can also use tera ghost to deny rapid spin attempts from great tusk. best way to deal with tspikes is not letting pex set them up, powering through it with a +2 crunch from chien-pao.
: if given a free turn this mon can 6-0 you on the spot, specially if its running substitute, as substitute can block thunder wave attempts from froslass. miraidon can burst through calm mind boosts with electro drift, but if espathra is at +2 special attack it can tera into a fairy and ohko miraidon with dazzling gleam.
v. closing words:
thanks for reading. i would like to shoutout Taka for helping me with the final version of this team, as well as Aberforth for playing this in UWL and also to the whole insomnia giratina's team for being a great environment to be in.
have a nice day.
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