Adamant Zoroark
catchy catchphrase
Hello. So seeing as I had a #86-peaking heavy offense team in BW2 OU, it seems offense is what I do best. However, the odd thing is, like 99% of the teams I've made for XY OU and ORAS OU haven't been that, or at least have been considerably bulkier than the teams I grew accustomed to in DPP OU and BW OU. This RMT is pretty much a return to the style I used basically religiously in DPP OU and BW OU.
The song choice I have picked for this RMT is "Army of Me" by Björk. This is an interesting composition; the song's bass line is written in Locrian, a mode so dissonant it's practically never used in popular music. But that's not important to why I picked it. It's about standing up for yourself and not just sitting there whining about it. This song is a piece that taught me to stop bitching about my problems and just fix them, so I picked this song out of pure attachment to it. Plus, in this case, it's like my team is the "Army of Me" spoken about in the song, as if I'm making my opponent meet an Army of Me.
The team
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Thunder Wave
Alakazam is listed here first for one simple reason: It is the MVP of this team. Thanks to Sash Alakazam, this team is capable of fighting its way through an unfavorable matchup, which is pretty important because if I were using any other Alakazam set, Bisharp would be cutting through me like tissue paper, for example. However, the presence of Alakazam allows me to beat it, even though I have three Pokemon weak to Dark and no resists, and it isn't just Bisharp either. Volcarona, which would otherwise be a major annoyance, gets crippled by Thunder Wave and takes a Psychic or two, putting it in KO range for Garchomp's Earthquake. Weavile would slaughter this team once Magneton goes down if it weren't for Alakazam being able to take a hit due to Sash and blow it away with Focus Blast. How you use Alakazam on this team pretty much dictates how effective the team will be for you. If it's used incredibly generously, frequently put into situations where the sash can be broken, then that kind of playing becomes dangerous for the whole team if they have some of those threats I mentioned. However, if it is played conservatively, and only used if absolutely necessary, then it is a powerful team player that can make the team come out on top through an unfavorable matchup.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot / Bullet Punch
Confession time: During the Mega Metagross suspect test, I was actually in favor of a ban on this thing. However, looking back and realizing how manageable it really is (Tankchomp LOLOLOLOLOL), I realize now that if I had put in the effort to get reqs, I would have voted to ban and I would have regretted it now.
Okay, but let's talk shit actually important to this team now. You all know what Mega Metagross does. It punches holes in shit, and boy is it good at that. Basically, all you have to do in order to use this thing well is click Meteor Mash, click Zen Headbutt when you gotta, and click Hammer Arm when you gotta. Tough Claws + 145 base Attack means this thing is a heavy nuke, and 150 base Defense means it takes physical hits like a fucking champ. However, it still has a few thorns in its side - one of them is named Slowbro, and that's why Grass Knot is here; however, Bullet Punch would be nice just to have priority to pick off some weakened threats (and give fewer shits about Weavile) and it's not like Slowbro is something that this team just can't handle or anything.
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Earthquake
- Stealth Rock
Mega Sableye? Fuck that shit. Swords Dance, Outrage. Your Stealth Rock user just muscled past Mega Sableye. It might be left at, like, 16%, at which point its best shot is to come in on Latios's Psyshock and heal up. No, really, though, Tank Chomp is a kickass set, but I didn't use it on this team because I feared it would end up being a momentum sink. On the other hand, this set functions as a Stealth Rock user that can actually beat Mega Sableye 1v1 and function as a win condition if that's what you need it to do. Fairy-types did fuckall to stop this thing, huh?
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Trick
Latios functions as a primary revenge killer (again, playing Alakazam conservatively is mandatory, can't have it handling 100% of the revenge killing duties) which can also use Defog to get entry hazards away - although one team member is immune to entry hazards and nothing is weak to Stealth Rock, Spikes are still annoying and having something to eliminate them makes things a lot easier. It can also use Trick to cripple something like Chansey, which would make life better for Serperior, or remove Skarmory's Shed Shell, which would enable Magneton to trap it. Latios's job is pretty straightforward; it stops me from getting swept by Mega Charizard X and clears entry hazards.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Recreant: "magneton doesn't count because it's ass"
Yeah I know, Magneton < Magnezone, but Scarf Magneton outspeeds a few key threats Scarf Magnezone just doesn't: Tornadus-T, Weavile, Jolly Talonflame, and Starmie. Jolly Talonflame and Tornadus-T are especially important as they'd be major headaches otherwise. Beyond keeping this team safe from those threats (and avoiding putting too much pressure on Alakazam to bail this team out), Magneton also eliminates Skarmory, Ferrothorn, Mega Scizor, and Klefki, just a few examples of Steel-types that would otherwise be painful to handle.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Giga Drain
Serperior is the team's primary win condition. Simple: Come in on something weak to Leaf Storm like Slowbro or Rotom-W (both of which you probably baited with Mega Metagross or Garchomp or something) and you basically use a damaging Nasty Plot. If you thought it was hard to get to +2 with users of Swords Dance / Nasty Plot, well, Serperior makes that shit easy.
You're probably wondering: "Why are you using Hidden Power Ground?" Because Heatran. Heatran isn't unbeatable or anything, but just about every target of Hidden Power Fire should already be taken care of (*cough* Magneton), so it's better to be able to bait Heatran than it is to have something that you're probably not even going to use.
Threats
Weavile: You can RK with Magneton, and.... okay yeah I should probably just run Bullet Punch on Metagross
Bisharp: Keep Alakazam's Focus Sash intact until you can get it in vs. this thing. If you miss Focus Blast... Well, there's that X in the upper right corner.
Talonflame: Revenge killing it really isn't a problem. Switching in on it, though? Yeah, just don't.
Volcarona: You pretty much have to have Alakazam cripple it with Thunder Wave. If you do, you're golden. If you don't, you're fucked.
Thundurus: Magneton and Alakazam can team up to beat this, but you can forget about switching in.
Mega Lopunny: Take advantage of your Scarfers, don't let it break Alakazam's Focus Sash. Anything other than those, have fun.
Importable
Code:
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Thunder Wave
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Earthquake
- Stealth Rock
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Trick
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Giga Drain
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