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CAUSE AH RIOT
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CAUSE AH RIOT
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Introduction:
So here we have my favorite offensive team I’ve made to date. I’m sorry if some of the descriptions are short because it’s a bit hard to talk about how each team member when all they do is fire off fast and strong attacks rather than check or wall specific pokes. Like most offensive teams these pokes aren’t meant to take powerful hits (aside from Forretress), rather they are able to switch in on weak resisted hits from walls. I’ve been floating around the 1300 mark on the PO ladder with this team and would really appreciate it if I had some constructive criticism to help me push past that and reach my goal of 1400 points…Also, epically major cookie to whomever gets the team name reference.
At a Glance:
Team Building Process:
Bear with me as constructing an offensive team doesn't really share the same deep team building process that a balance or stall team has. The first thing I did was take the most threatening poke in the game, Terrakion. I’m running Choice Scarf on this team.
The most common switch-ins to Terrakion are Gliscor, Forretress, Jellicent, Slowbro and Landorus-T. I decided to add Life Orb Alakazam to eliminate these threats. However, I can’t just rely on one fragile poke to take out a lot of these threats as most of them can work together on a single team. I added Nasty Plot Celebi who can also take care of these threats (outside a Scarf Landorus-T).
Now I added my weather inducer, Tyranitar. 90% of the Tyranitars I run are Choice Scarfed because it’s a great revenge killer and wrecks sun teams. Celebi would also help out against the rain teams.
To keep the offensive pace going, I added Starmie as my Rapid Spinner. I made Starmy bulky with Recover and Leftovers.
For my last poke I wanted a physical based attacker with access to Stealth Rocks. I settled on Gliscor with Sand Veil.
After working with this team I really wanted to get more entry hazards to bring more pokes into KO range. I replaced Gliscor with Skarmory. Another nitpick was putting Focus Sash on Alakazam.
I fiddled around with a lot of pokes with the Skarm/Starmie position. The poke that ended up working the best was Forretress who could set up all the hazards I needed and Rapid Spin others away. Another important thing about Forretress was that it opened up a slot for another offensive heavy poke. I added the extremely threatening Swords Dance Scizor.
After peer review, I decided to replace Scizor with Heatran.
And with all that said here’s the final version of the team.
In Depth:
Riot (Tyranitar) (F) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Rock Slide
- Superpower
My favorite Tyranitar is the Choice Scarf variant because it is one hell of a surprise that almost guarantees an unplanned death for the enemy team. And even when the surprise is out, Scarf Tyranitar still rips massive holes in the enemy teams. It’s very important to keep sandstorm up not only to keep the weather on my side, but to render things like Tornadus-T much less effective. Crunch handles Reuniclus/Starmie/Espeon/Celebi/Gengar/Lati’s…and it’s reliable STAB for hitting anything that doesn’t resist it. Pursuit is in the same vein, trapping the mentioned and other weakened pokes so that they can’t escape to fight another day. You’ll notice that I run Rock Slide on both Tyranitar and Terrakion. I absolutely HATE missing Stone Edges and I’ll gladly trade the lower damage for better accuracy and a small flinch rate. Rock Slide is what really makes this Tyranitar awesome. When it’s paired with Terrakion both of their scarf Rock Slides run through almost every sun team. Superpower is for things like Ferrothorn and other Tyranitars. It’s also for Heatran who is a huge threat offensive-wise to this team. While I’m on threatening offensive pokes to this team, things like Infernape and Darmanitan (especially scarfed) that have U-Turn and fire attacks on the same set can be a little tricky to get around until I can bring in Scarf Terrakion or Alakazam with his Sash intact.
TNT (Forretress) (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Spikes
- Rapid Spin
- Volt Switch
My only non-offensive poke. Forretress’s main job is to lay down as many entry hazards as possible and Rapid Spin the others away. The only other thing Forretress is used for is as a defensive pivot. I decided to run regular Spikes and Toxic Spikes because Heatran has Stealth Rock and I need as much entry hazards as possible to keep the pressure on. Volt Switch is for easing prediction as well as taking a hit to give another team member a free switch-in. Leftovers > Shed Shell because Magenzone/Magneton switch-ins are easy as pie to see coming, and they won’t get a free switch in unless they fodder something out to entry hazard damage. If it comes to that, so be it. I can afford to lose Forretress as long as it has some entry hazards up. On a side note, the nickname on this thing is so hilarious since I don't actually have Explosion, and people switch out a lot not wanting to risk keeping in one of their more fragile sweepers especially after I have my hazards up.
Do or Die (Terrakion) @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- X-Scissor
- Earthquake
The center poke of the team. Terrakion can just bulldoze his way through teams that don’t have a few checks to him. His main move, Close Combat, is basically is the “Click me and win!” button after all the threats that I mentioned before are taken care of. Rock Slide is another STAB move that, in my opinion, much better than Stone Edge (see mini-rant in Tyranitar’s description). Paired with a Choice Scarf, Rock Slide reliably kills two of the most threatening special attackers, Tornadus-T and Volcarona even after one Quiver Dance. X-Scissor is just there for coverage to hit some Psychic types like Alakazam and bringing Slowbros into 2HKO range on predicted switch-ins. This last slot is kinda meh. I used to run HP Ice to 2HKO Gliscors that would switch in after taking some prior damage, but changed to Earthquake because Jirachi is a bit of a problem.
Erupt! (Alakazam) (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Ice]
- Psychic
- Focus Blast
- Shadow Ball
Alakazam is perfect for this team because he can take out just about any poke that walls Terrakion. I used to run Life Orb but switched to Focus Sash and haven’t looked back since. Alakazam’s ability, Magic Guard, keeps his sash intact and lets him absorb status moves. With an intact sash, Alakazam is guaranteed to get at least one big hit off on anything even if the opposing poke outspeeds. From there I can revenge kill with Scarf Terrakion or Scizor's Bullet Punch (even Terrakion's Quick Attack if it has to come to that). The first move I decided to put on him is HP Ice because it takes care of Terrakion’s main counters, Gliscor and Landorus-T. HP Ice also hits the dragons hard even if they have a Dragon Dance under their belt because of Focus Sash. Focus Blast and Shadow Ball defeat the other common Terrakion counters in Forretress and Slowbro. They also cover things like Heatran/Ferrothorn and the Lati’s. A STAB Psychic backed by a monstrous base 135 SpAtk is a force to be reckoned with. It’s my go-to move for a lot of situations and takes out Terrakions, Venusaurs, Tentacruels, and Amoonguss’s with super effective damage.
Ragga Warfare (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Fire]
- Recover
- Giga Drain
Very, very, very, very important poke on this team. Celebi holds my only Fire move which is crucial in taking down Scizors. Celebi lures Scizor in sooo well and takes it out the next turn. I really don’t understand it because I will always scout HP Fire on Celebi when I bring my Scizor in the first time. Giga Drain is all powerful. It stops things like Gastrodon in their tracks and provides recovery for Celebi. I switched from Nasty Plot to Recover (credit to Jirachi) so I can keep taking resisted hits and Recover back my health on a free turn. I went with Psychic as the final move, and it works pretty much the same way as Alakazam. I chose Leftovers over something like Life Orb because of the sandstorm Tyranitar brings.
Metal Warfare (Heatran) (F) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SpAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Earth Power
- Stealth Rock
- Hidden Power [Ice]
I replaced Scizor with Choice Scarf Heatran (from a mix of suggestions from Jirachi and Novaray). Even though running 3 scarfers on the team may be a bit risky, but it helps outspeed a lot of things and keep the momentum on my side. I had Air Balloon before but it was being broken a lot and, like Novaray mentioned, I need a solid counter to Lucario. Heatran also helps tremendously against sun teams as Jirachi pointed out. Flamethrower is the main STAB and I use it over Fire Blast for the more consistent accuracy. Earth Power is the second STAB move that will hit opposing Heatran without Air Balloon and other things for super effective damage. Stealth Rock may seem weird on a Scarf poke, but it really helps fake the enemy out and lets Forretress run Toxic Spikes. HP ice is nice for the dragons, and is a nice surprise for a Dragonite that thinks it can outspeed after one Dragon Dance.
Past Team Members:
And with that…
Lighter crew, one thing I wanna know…ARE YOU ENTERTAINED!?
Closing Comments:
Hey thanks to you for taking the time out to read about this team! Yeah you! Well whoever YOU are, if you have some input please feel free to leave a comment! I’d really like to improve this team as much as I can and I’d appreciate your help! More exclamatory sentences! Yay!
Exportable Version:
Riot (Tyranitar) (F) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Rock Slide
- Superpower
TNT (Forretress) (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Spikes
- Rapid Spin
- Volt Switch
Do or Die (Terrakion) @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- X-Scissor
- Earthquake
Erupt! (Alakazam) (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Ice]
- Psychic
- Focus Blast
- Shadow Ball
Ragga Warfare (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Fire]
- Recover
- Giga Drain
Metal Warfare (Heatran) (F) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SpAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Earth Power
- Stealth Rock
- Hidden Power [Ice]
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Rock Slide
- Superpower
TNT (Forretress) (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Spikes
- Rapid Spin
- Volt Switch
Do or Die (Terrakion) @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- X-Scissor
- Earthquake
Erupt! (Alakazam) (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Ice]
- Psychic
- Focus Blast
- Shadow Ball
Ragga Warfare (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Fire]
- Recover
- Giga Drain
Metal Warfare (Heatran) (F) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SpAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Earth Power
- Stealth Rock
- Hidden Power [Ice]
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