INTRO:
A bunch of OU mons recently got put down to UU. What does that mean for the metagame? Hyper Fuckin' Offense. When I heard the OU drops, I immediately made the stupidest team I could, and the scary thing is that it works.
IN DEPTH
Cloyster
Cloyster @ Never-Melt Ice
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Shell Smash
- Ice Shard
- Icicle Spear
- Rock Blast
Priority doesn't counter shit when you have ice shard! Ice-Rock coverage is very good coverage barring steel. Cloyster acts as a late game sweeper, or just a sweeper from turn 1 if the opponent has no checks or counters (in all honesty, it's rare). I know my douche level is pretty high already by using Cloyster, but I opted for Never-Melt Ice over King's Rock, but Never-Melt Ice gives you a pretty good chance of OHKOing defensive swampert after a shell smash. (+2 252+ Atk Never-Melt Ice Cloyster Icicle Spear (5 hits) vs. 252 HP / 252 Def Swampert: 375-440 (92.8 - 108.9%) -- approx. 93.8% chance to OHKO after Stealth Rock). Ice Shard OHKOs scarf Salamence which I don't want to risk a speed tie with my Salamence. (252+ Atk Never-Melt Ice Cloyster Ice Shard vs. 0 HP / 0 Def Salamence: 336-400 (101.5 - 120.8%) -- guaranteed OHKO).
Salamence
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Outrage
- Earthquake
- Sleep Talk
- Dragon Claw
Salamence's scarf set can just flat out revenge kill 1 pokemon and then proceed to sweep the rest of the opponent's team! Dragon claw is useful for when you don't want to lock yourself into outrage incase the opponent has a fairy. I use sleep talk because I have no status absorbers, and having salamence roll an outrage and not be locked into it is very good. Earthquake is useful for checking scarfed Darmanitan, weakened Mega-Manectric, scarfed Chandelure, and useful for wearing down Metagross and the new Klefki.
Magnezone
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SAtk / 160 HP / 96 Spd
Modest Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
It's a trap! Magnezone's sole purpose is trapping. This team reminds me much of last gen's DragMag, probably because that's what this team is. Flash cannon destroys any fairy in sight, while HP fire is used on the new Forretress. I run enough speed to outspeed base 70's, namely Metagross. Volt Switch provides the momentum needed to keep this team on its toes, and it also creates a Volt-Turn core with Foretress and Tornadus. Thunderbolt hits those bulky waters that Cloyster has trouble with. While this team is hyper offense, Magnezone can take ice attacks aimed at Salamence and Tornadus, and can take rock attacks aimed at Salamence, Tornadus, and Cloyster. Magnezone is also useful for taking incoming T-waves, since they're commonly aimed at Cloyster, Salamence, and Tornadus.
Forretress
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Damn those hazards! Forretress is the best hazard setter in the tier. It provides the best utility to any hyper offense team by setting hazards, spinning, and becoming a defensive pivot with volt switch. Volt switch also allows Magnezone to trap easier, and take an outrage from Salamence then volt switch into Cloyster who can OHKO it. If Salamence wants any hope of getting a moxie boost sweep, it needs hazard support. Since Mega-Manectric is constantly volt switching before I can hit it, hazards allow it to be worn down until it gets to ~65% where Salamence can kill it off with EQ.
Banette
Banette @ Banettite
Ability: Frisk
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Taunt
- Destiny Bond
- Will-O-Wisp
- Pursuit
Don't switch! Mega Banette is really underrated, it just needs hazards support. Destiny Bond allows me to choose which pokemon die, or at the very least get worn down because of all the switching. Will-O-Wisp is great so Cloyster can set-up on the burn victim. Banette also acts as the team's spin-blocker, and in my opinion the best spin blocker because it can also prevent Defog with Taunt. Pursuit is used to play mind games with the opponent, and capitalize further on switches, which Banette causes a lot of.
Tornadus
Tornadus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Knock Off
- U-turn
- Brick Break
- Aerial Ace
Fuck yo defog! If for whatever reason Banette can't prevent a defog from happening, I have backup. Tornadus at +2 has a crippling knock off, useful for knocking off eviolites and scarfs. U-turn provides momentum, which most switch ins to tornadus are steel types, so I can hit them with a Brick Break or trap them with Magnezone. I look at Tornadus as more of a support mon rather than a sweeper because brick break is useful for dual screening Klefkis which I assume are going to be popular. Aerial Ace is for STAB, plus it gives pretty good coverage.
CONCLUSION
I would say this is a pretty solid team, but I may be looking over some obvious stuff. Please give me your meanest rates, and be sure to make the smallest nitpicks, anything is appreciated. Feel free to use this team / copy / whatever, I don't really care. Edits are in bold.
A bunch of OU mons recently got put down to UU. What does that mean for the metagame? Hyper Fuckin' Offense. When I heard the OU drops, I immediately made the stupidest team I could, and the scary thing is that it works.
IN DEPTH
Cloyster
Cloyster @ Never-Melt Ice
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Shell Smash
- Ice Shard
- Icicle Spear
- Rock Blast
Priority doesn't counter shit when you have ice shard! Ice-Rock coverage is very good coverage barring steel. Cloyster acts as a late game sweeper, or just a sweeper from turn 1 if the opponent has no checks or counters (in all honesty, it's rare). I know my douche level is pretty high already by using Cloyster, but I opted for Never-Melt Ice over King's Rock, but Never-Melt Ice gives you a pretty good chance of OHKOing defensive swampert after a shell smash. (+2 252+ Atk Never-Melt Ice Cloyster Icicle Spear (5 hits) vs. 252 HP / 252 Def Swampert: 375-440 (92.8 - 108.9%) -- approx. 93.8% chance to OHKO after Stealth Rock). Ice Shard OHKOs scarf Salamence which I don't want to risk a speed tie with my Salamence. (252+ Atk Never-Melt Ice Cloyster Ice Shard vs. 0 HP / 0 Def Salamence: 336-400 (101.5 - 120.8%) -- guaranteed OHKO).
Salamence
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Outrage
- Earthquake
- Sleep Talk
- Dragon Claw
Salamence's scarf set can just flat out revenge kill 1 pokemon and then proceed to sweep the rest of the opponent's team! Dragon claw is useful for when you don't want to lock yourself into outrage incase the opponent has a fairy. I use sleep talk because I have no status absorbers, and having salamence roll an outrage and not be locked into it is very good. Earthquake is useful for checking scarfed Darmanitan, weakened Mega-Manectric, scarfed Chandelure, and useful for wearing down Metagross and the new Klefki.
Magnezone
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SAtk / 160 HP / 96 Spd
Modest Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
It's a trap! Magnezone's sole purpose is trapping. This team reminds me much of last gen's DragMag, probably because that's what this team is. Flash cannon destroys any fairy in sight, while HP fire is used on the new Forretress. I run enough speed to outspeed base 70's, namely Metagross. Volt Switch provides the momentum needed to keep this team on its toes, and it also creates a Volt-Turn core with Foretress and Tornadus. Thunderbolt hits those bulky waters that Cloyster has trouble with. While this team is hyper offense, Magnezone can take ice attacks aimed at Salamence and Tornadus, and can take rock attacks aimed at Salamence, Tornadus, and Cloyster. Magnezone is also useful for taking incoming T-waves, since they're commonly aimed at Cloyster, Salamence, and Tornadus.
Forretress
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Damn those hazards! Forretress is the best hazard setter in the tier. It provides the best utility to any hyper offense team by setting hazards, spinning, and becoming a defensive pivot with volt switch. Volt switch also allows Magnezone to trap easier, and take an outrage from Salamence then volt switch into Cloyster who can OHKO it. If Salamence wants any hope of getting a moxie boost sweep, it needs hazard support. Since Mega-Manectric is constantly volt switching before I can hit it, hazards allow it to be worn down until it gets to ~65% where Salamence can kill it off with EQ.
Banette
Banette @ Banettite
Ability: Frisk
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Taunt
- Destiny Bond
- Will-O-Wisp
- Pursuit
Don't switch! Mega Banette is really underrated, it just needs hazards support. Destiny Bond allows me to choose which pokemon die, or at the very least get worn down because of all the switching. Will-O-Wisp is great so Cloyster can set-up on the burn victim. Banette also acts as the team's spin-blocker, and in my opinion the best spin blocker because it can also prevent Defog with Taunt. Pursuit is used to play mind games with the opponent, and capitalize further on switches, which Banette causes a lot of.
Tornadus
Tornadus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Knock Off
- U-turn
- Brick Break
- Aerial Ace
Fuck yo defog! If for whatever reason Banette can't prevent a defog from happening, I have backup. Tornadus at +2 has a crippling knock off, useful for knocking off eviolites and scarfs. U-turn provides momentum, which most switch ins to tornadus are steel types, so I can hit them with a Brick Break or trap them with Magnezone. I look at Tornadus as more of a support mon rather than a sweeper because brick break is useful for dual screening Klefkis which I assume are going to be popular. Aerial Ace is for STAB, plus it gives pretty good coverage.
CONCLUSION
I would say this is a pretty solid team, but I may be looking over some obvious stuff. Please give me your meanest rates, and be sure to make the smallest nitpicks, anything is appreciated. Feel free to use this team / copy / whatever, I don't really care. Edits are in bold.
Cloyster @ Never-Melt Ice
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Shell Smash
- Ice Shard
- Icicle Spear
- Rock Blast
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SAtk / 160 HP / 96 Spd
Modest Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Outrage
- Earthquake
- Sleep Talk
- Dragon Claw
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Banette @ Banettite
Ability: Frisk
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Taunt
- Destiny Bond
- Will-O-Wisp
- Pursuit
Tornadus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Knock Off
- U-turn
- Brick Break
- Aerial Ace
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Shell Smash
- Ice Shard
- Icicle Spear
- Rock Blast
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SAtk / 160 HP / 96 Spd
Modest Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Outrage
- Earthquake
- Sleep Talk
- Dragon Claw
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Banette @ Banettite
Ability: Frisk
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Taunt
- Destiny Bond
- Will-O-Wisp
- Pursuit
Tornadus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Knock Off
- U-turn
- Brick Break
- Aerial Ace
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