ARE YOU TIRED OF USING BALANCED TEAMS?
DO YOU LIKE HAVING EASILY EXPLOITABLE WEAKNESSES?
ARE SET-UP SWEEPERS OVERRATED?
DO YOU HATE FERROTHORN MORE THAN THE DEVIL HIMSELF?
If the answer to any of the above questions is "yes, you know me so well!" then this might just be the team for you. This team relies on predictions and outplaying in order to succeed, as it lacks safe switch-ins to quite a few threats, at the advantage of putting immense pressure on teams that tend to play defensively, and players who tend to make the safest plays possible. The games played with this team also tend to be very short, either through eliminating a key defensive component of the opposing team, or losing too much momentum to preserve a win condition. You will not win with this team unless you double-switch and even triple-switch.
Lust (Weavile) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Knock Off
- Icicle Crash
- Ice Shard
Team Captain / Revenge-Killer
Weavile is probably my favorite pokemon to use in this metagame, thanks to its ability to check or cripple the majority of the tier with Knock Off + Icicle Crash. Weavile's frail nature is general reflection of this teams nature. One of my favorite things about Weavile's synergy with this team is how it acts as Scizor bait, allowing for a relatively risk-free double switch to Charizard when Weavile is sent out to revenge kill an opposing threat that the opposing M-Sciz team needs to win.
Pride (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
Team Lead / Momentum Preserver
This is pretty standard stuff, but it really is appreciated for any physical mon that threatens the rest of the team. I dislike how it is easily outsped, but it really isnt here to apply offensive pressure (except against stuff like Heatran and SpDef Jirachi). U-turn is incredible for initiative; Earthquake is here because this is a Landorus. Stone Edge is here for anything that doesn't get hit by Earthquake, and to hit things on obvious EQ switch-outs. Landorus is amazing late-game death fodder, thanks to intimidate. Rocky Helmet is chosen over Lefties because the chip damage is really appreciated to make sure things can't recklessly switch around.
Wrath (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost
Wallbreaker / "The Threat"
I was thinking about using a bulkier spread, but honestly it didn't seem like there was much of a point. I like to lead with Charizard many times, as getting off my Mega Evolution and getting sun up can really help the rest of the team with water type attacks. Click Focus Blast whenever there is a Heatran around. Stay in on Band TTar. Switch in the turn Skarmory wants to set up stealth rocks. Click Fire Blast on Lati's if Tyranitar is still healthy.
Gluttony (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Trapper / Stallbreaker
TTar hits like a truck. I like to play my Tyranitar very conservatively, because it will often get a kill if it can get a free switch-in, and can break down defensive cores if played correctly. The standard CB set is used in order to make sure that my team is as predictable as possible. All jokes aside, Tyranitar's checks are handled pretty well by the rest of the team. Click Pursuit on scarf Landorus, because people love to use U-turn when Latios is alive. Click Superpower on Chansey, because people that use Chansey are usually not the brightest and will probably try to stay in on your Pursuit. Sack something against Mega Manectric so you can pursuit-trap it.
Envy (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Psychic
- Ice Beam
Special Threat / Fast Defogger / Water Resist
I chose Latios over Latias for its ability OHKO many more pokemon at the sacrifice of lower defense. This set has Ice Beam in order to snipe SpDef Gliscor, Landorus, Altaria, and hit opposing dragons without losing momentum. Ice Beam can easily be swapped out for roost (which I have used on this team in the past many times), preventing Latios from getting whittled down too easily. Psychic is used to hit clefable slightly harder, although I haven't noticed much of a difference between that and Psyshock on this team.
Greed (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
Speed Check / Bulkier Spinner
Sand Rush is pretty broken overall, and Assault Vest allows me to tank hits from Scarf Keldeo, Diancie, and random HP fires on faster pokemon. This pokemon acts as a late-game win condition if TTar can be brought in and the opposing ground resist has been weakend. Adamant is chosen over Jolly because Assault Vest > Life Orb means Excadrill needs to have higher attack in order to remain a threat. I use rapid spin because Charizard and Weavile really hate hazards, and hazards are pretty stupid overall. If i can get sun up with Charizard, Excadrill feels much less threatened by opposing water types thanks to AV, which is huge. Excadrill is my primary Metagross check as well, provided i can get a free switch in and sand is up.
Playstyle Notes
This team is different from most Hyper-Offense teams in that it lacks a Setup Sweeper, which I would consider a slight weakness, but not something that hampers the functionality of the team as a whole. In the team-building process I felt that a Setup Sweeper would lose too much momentum against stall and bulkier teams, which tend to have multiple checks to common setup sweepers. This team also lacks status infliction, which can be a serious problem at times when a t-wave or W-o-W is needed. Overall, the team is extremely predictable to experienced players, but still manages to succeed with enough outplaying, provided the matchup isn't horrendus. Stall matchups aren't that bad at all, although the lack of taunt on this team is problematic at times.
Threat List:
Jolly Mega Medicham - really a huge threat to any team, but it forces me to either risk a speed tie with Charizard or scout for bullet punch before letting Weavile get significant damage off.
Diancie - Excadrill is my main check to Diancie, however if I can force it to take enough chip damage, Weavile will be able to handle it thanks to Diancie's sup-par bulk.
Hazard Stacking teams with both Bisharp and a Spin Blocker - Bisharp in general is a pretty big nuisance, but low kick on weavile allows me to OHKO any non-sash variant. Scarf Bisharp (while uncommon) is simply not a threat, because it must switch out considerably allowing for outplays. This team is pretty reliant on hazard removal to maintain offensive pressure.
Mega Lopunny - I really dislike Lopunny, but can simply shuffle intimidate and get up sand to force it out. TTar + Excadrill are necessary for lopunny matchups.
Mega Pinsir after SD - Weavile's Ice Shard only does ~60%, but stealth rock + rocky helmet will easily put it in that range. I usually have to sack landorus to force it out after a swords dance.
Baton Pass - A.K.A "Skillful Strategies" - I am heavily considering Taunt Leftovers Thundurus on this team, however I struggle to find a good place to switch him in. This team gets 6-0'd by manaphy after tail glow at +2 speed.
Please let me know of how I can improve this teams overall bulk / ability to handle common threats. I have considered CM clef as a late-game win condition, or even unaware clef as a panic-button check to setup sweepers, but struggle to find places where I can make this addition.
DO YOU LIKE HAVING EASILY EXPLOITABLE WEAKNESSES?
ARE SET-UP SWEEPERS OVERRATED?
DO YOU HATE FERROTHORN MORE THAN THE DEVIL HIMSELF?
If the answer to any of the above questions is "yes, you know me so well!" then this might just be the team for you. This team relies on predictions and outplaying in order to succeed, as it lacks safe switch-ins to quite a few threats, at the advantage of putting immense pressure on teams that tend to play defensively, and players who tend to make the safest plays possible. The games played with this team also tend to be very short, either through eliminating a key defensive component of the opposing team, or losing too much momentum to preserve a win condition. You will not win with this team unless you double-switch and even triple-switch.
Lust (Weavile) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Knock Off
- Icicle Crash
- Ice Shard
Team Captain / Revenge-Killer
Weavile is probably my favorite pokemon to use in this metagame, thanks to its ability to check or cripple the majority of the tier with Knock Off + Icicle Crash. Weavile's frail nature is general reflection of this teams nature. One of my favorite things about Weavile's synergy with this team is how it acts as Scizor bait, allowing for a relatively risk-free double switch to Charizard when Weavile is sent out to revenge kill an opposing threat that the opposing M-Sciz team needs to win.
Pride (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
Team Lead / Momentum Preserver
This is pretty standard stuff, but it really is appreciated for any physical mon that threatens the rest of the team. I dislike how it is easily outsped, but it really isnt here to apply offensive pressure (except against stuff like Heatran and SpDef Jirachi). U-turn is incredible for initiative; Earthquake is here because this is a Landorus. Stone Edge is here for anything that doesn't get hit by Earthquake, and to hit things on obvious EQ switch-outs. Landorus is amazing late-game death fodder, thanks to intimidate. Rocky Helmet is chosen over Lefties because the chip damage is really appreciated to make sure things can't recklessly switch around.
Wrath (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost
Wallbreaker / "The Threat"
I was thinking about using a bulkier spread, but honestly it didn't seem like there was much of a point. I like to lead with Charizard many times, as getting off my Mega Evolution and getting sun up can really help the rest of the team with water type attacks. Click Focus Blast whenever there is a Heatran around. Stay in on Band TTar. Switch in the turn Skarmory wants to set up stealth rocks. Click Fire Blast on Lati's if Tyranitar is still healthy.
Gluttony (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Trapper / Stallbreaker
TTar hits like a truck. I like to play my Tyranitar very conservatively, because it will often get a kill if it can get a free switch-in, and can break down defensive cores if played correctly. The standard CB set is used in order to make sure that my team is as predictable as possible. All jokes aside, Tyranitar's checks are handled pretty well by the rest of the team. Click Pursuit on scarf Landorus, because people love to use U-turn when Latios is alive. Click Superpower on Chansey, because people that use Chansey are usually not the brightest and will probably try to stay in on your Pursuit. Sack something against Mega Manectric so you can pursuit-trap it.
Envy (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Psychic
- Ice Beam
Special Threat / Fast Defogger / Water Resist
I chose Latios over Latias for its ability OHKO many more pokemon at the sacrifice of lower defense. This set has Ice Beam in order to snipe SpDef Gliscor, Landorus, Altaria, and hit opposing dragons without losing momentum. Ice Beam can easily be swapped out for roost (which I have used on this team in the past many times), preventing Latios from getting whittled down too easily. Psychic is used to hit clefable slightly harder, although I haven't noticed much of a difference between that and Psyshock on this team.
Greed (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
Speed Check / Bulkier Spinner
Sand Rush is pretty broken overall, and Assault Vest allows me to tank hits from Scarf Keldeo, Diancie, and random HP fires on faster pokemon. This pokemon acts as a late-game win condition if TTar can be brought in and the opposing ground resist has been weakend. Adamant is chosen over Jolly because Assault Vest > Life Orb means Excadrill needs to have higher attack in order to remain a threat. I use rapid spin because Charizard and Weavile really hate hazards, and hazards are pretty stupid overall. If i can get sun up with Charizard, Excadrill feels much less threatened by opposing water types thanks to AV, which is huge. Excadrill is my primary Metagross check as well, provided i can get a free switch in and sand is up.
Playstyle Notes
This team is different from most Hyper-Offense teams in that it lacks a Setup Sweeper, which I would consider a slight weakness, but not something that hampers the functionality of the team as a whole. In the team-building process I felt that a Setup Sweeper would lose too much momentum against stall and bulkier teams, which tend to have multiple checks to common setup sweepers. This team also lacks status infliction, which can be a serious problem at times when a t-wave or W-o-W is needed. Overall, the team is extremely predictable to experienced players, but still manages to succeed with enough outplaying, provided the matchup isn't horrendus. Stall matchups aren't that bad at all, although the lack of taunt on this team is problematic at times.
Threat List:
Jolly Mega Medicham - really a huge threat to any team, but it forces me to either risk a speed tie with Charizard or scout for bullet punch before letting Weavile get significant damage off.
Diancie - Excadrill is my main check to Diancie, however if I can force it to take enough chip damage, Weavile will be able to handle it thanks to Diancie's sup-par bulk.
Hazard Stacking teams with both Bisharp and a Spin Blocker - Bisharp in general is a pretty big nuisance, but low kick on weavile allows me to OHKO any non-sash variant. Scarf Bisharp (while uncommon) is simply not a threat, because it must switch out considerably allowing for outplays. This team is pretty reliant on hazard removal to maintain offensive pressure.
Mega Lopunny - I really dislike Lopunny, but can simply shuffle intimidate and get up sand to force it out. TTar + Excadrill are necessary for lopunny matchups.
Mega Pinsir after SD - Weavile's Ice Shard only does ~60%, but stealth rock + rocky helmet will easily put it in that range. I usually have to sack landorus to force it out after a swords dance.
Baton Pass - A.K.A "Skillful Strategies" - I am heavily considering Taunt Leftovers Thundurus on this team, however I struggle to find a good place to switch him in. This team gets 6-0'd by manaphy after tail glow at +2 speed.
Please let me know of how I can improve this teams overall bulk / ability to handle common threats. I have considered CM clef as a late-game win condition, or even unaware clef as a panic-button check to setup sweepers, but struggle to find places where I can make this addition.
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