pikacu221's (.Yusuf.'s) Bulky offense team
Introduction
Introduction
Hey! welcome to my RMT! Thanks for taking the time to read this, I really appreciate. This team has been working pretty well for me, and has gotten me to 1404 GXE. however, I want more insight on it, as it would help my team a lot. Thanks again!
In-Depth
Diancie-Mega @ Diancite
Ability: Magic Bounce
Nature: Hasty
EVs: 4 Atk | 252 SpAtk | 252 Spe
Moves: Protect | Moonblast | Diamond Storm | Earth Power
For my mega evolution, I chose Mega Diancie. This is because I needed a strong sweeper for my team, as well as a dragon immunity and Flying and Fire resistances. Also, it works well with my other sweepers and breakers, Manaphy and Breloom, as it packs resistances to types they are weak to, specifically a flying and fire resist for breloom. It also works well offensively with them, as they can eliminate Diancie's threats, such as steel types, and Diancie can get rid of certain walls, such as Unaware Clefable. EVs are to maximize speed and attacking stats, specifically special attack. Protect let's it safely mega evolve as well as scout. Moon blast is primary stab, and diamond storm and earth power offer great coverage in tandem with moonblast.
Manaphy @ Leftovers
Ability: Hydration
Nature: Timid
EVs: 4 HP | 252 SpAtk | 252 Spe
Moves: Tail Glow | Scald | Ice beam | Energy Ball
Manaphy is my secondary sweeper, which relies on set up instead. Defensively, it creates a core with diancie and breloom. This is because it takes the dangerous steel type moves that threaten Diancie, as well as water type moves, and Breloom takes the electric and grass moves that threaten manaphy. Offensively, manaphy can help defeat the things that wall diancie, such as skarmory and heatran, and can get rid of threats such as Hippowdon, which would otherwise threaten the team. The evs are used to maximize both speed and power, and the rest of the EVs are used to marginally increase overall bulk. Tail glow is its set up moves, and allows it to break and sweep things it normally wouldnt be able to. Scald+ice beam+energy ball all offer excellent coverage with each other. Scald is also nice to score burns to help tank physical hits a bit better.
Breloom @ Life Orb .
Ability: Technician
Nature: Jolly
EVs: 4 HP | 252 Atk | 252 Spe
Moves: spore | swords dance | Bullet seed | Mach Punch
Breloom is the final part to my core. I chose it because I needed a physical sweeper that could deal with special walls such as Chansey, which would otherwise threaten my team. Defensively, it offers valuable resistances to my team, as it helps alleviate Diancie's ground weakness, and covers both of Manaphy's weaknesses, electric and grass. Offensively, it can defeat common water type walls, such as rotom wash and Suicune. also, it covers the team's offensive weaknesses effectively. The evs are used to, again, maximize attack and speed. I chose jolly nature in order to speed tie with jolly bisharp, which is a big threat to my team. Spore can be used to cripple would be checks to breloom and other teammates. Swords dance boosts brelooms attack to sky high levels, and allows it to KO things it couldnt before. Bullet seed and mach punch are the main stab stab moves that breloom uses.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
Nature: Naive
EVs: 252 Atk | 32 SpAtk | 224 Spe
Moves: Outrage | Ice beam | Iron head | Fusion Bolt
I chose to use scarf Kyurem-B because i desperately needed speed control, as a lot of things can outspeed this team, such as Mega lopunny and weavile. Also, i chose choice scarf because a lot of teams dont expect it, meaning it can punch holes in a lot of teams. Kyurem-B functions as one of my main wall breakers. Outrage is its main stab, and is easily spammable if fairy types are gone. Ice beam is its secondary stab move. Iron head allows it to destroy fairy types on the switch in, and fusion bolt offers good coverage and power in general. The evs are used to maximize its attack while also investing in special attack in order to make ice beam stronger. finally, the rest of the evs are dumped into speed to make it as fast as possible.
Hoopa-U @ Choice Specs .
Ability: Magician
Nature: Modest
EVs: 252 HP | 252 Special attack | 4 Spe
Moves: Dark Pulse | Psyshock | Focus blast | Energy Ball
Hoopa is rather self explanatory. It functions as my other main wall breaker, as a specially inclined one. specs Hoopa is arguably the best wall breaker in OU, and that's for a reason. Hoopa lets me destroy stall teams, and helps me break through special walls. Often times, hoopa will get rid of at least one mon on the other team, and helps me deal with other BO teams well.
Clefable @ Leftovers .
Ability: Magic Guard
Nature: Calm
EVs: 252 HP | 4 Def | 252 SpDef
Moves: Stealth Rock | Soft Boiled | MoonBlast | Fire Blast
My team needed a stealth rock setter, so i chose clefable. it provides valuable support with stealth rock, and helps me absorb special attacks. It acts as a glue for my team, helping to patch up weaknesses. I chose to go specially defensive as a lot of my team is weak to special attacks. Soft boiled gives it a form of recovery. Moonblast is its stab move of choice, and fire blast allows it to hit incoming steel types, such as scizor and ferrothorn. The evs are used to maximize bulk, specifically special bulk.
Importable
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Earth Power
- Diamond Storm
Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Breloom @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Energy Ball
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Earth Power
- Diamond Storm
Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Breloom @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Energy Ball
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Earth Power
- Diamond Storm
Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Breloom @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Energy Ball
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Earth Power
- Diamond Storm
Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Breloom @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Iron Head
- Ice Beam
- Fusion Bolt
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Energy Ball
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast