Welcome to my very first Battle stadium team. I have played Pokémon for around 10 years but only competitive for the last year. This is my first team for battle spot which I have some success with I feel I have now got as far as I can with this team and I am unsure if the team is much able to progress above 1500.
I like to build more offensive/hyper offensive teams but I also found with this team that Quagsire was massively needed in order to stop certain pokemon for sweeping my team, other than HO-OH and Quagsire the other four members I am up for any suggestions. Either to make the team more bulky (but not stall I hate it haha). Or more hyper offensive in order to just blast and move on.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Iron Head
The main player, I have found two key plays for Ho-oh either lead or wait to clear and then sweep. In earlier ranks I found it very beneficial to open up and dynomax on leads were Ho-oh has a advantage to push momentum. However in later rankings especially with Regieleki leads I have found it best to take out all of the opposing checks. Once threats such as zapdos, Regieleki have been removed Ho-oh is often able to sweep as long as it has been persevered with enough HP.
If anything my main weakness with the overall team is that it does not always seem to give Ho-Oh the best chance to sweep. Ho-oh seems to really work some games then not work at others. I arent sure if this is becuase the team is failing to remove some of the major counters or if the sets do just not fit.
Tyranitar @ Weakness Policy
Ability: Sand Stream
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Fire Punch
I added Tyranitar as a wall to remove many of the threats that Ho-oh cannot remove such as electric types and Yevtal. I feel that out of all the pokemon I use this one the least. On a couple of occasions especially against weakened teams I have found use of where Tyranitar can really abuse the weakness policy and especially when Dynomaxed as the coverage deals with a lot of threats bar bulky waters which this team is especially weak too. I also have found Weakness policy when used well timed it can really make or break the team giving it at times a much needed power boost.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
Probably one of the most important Pokémon on this team, able to stall out ditto and to stop those that abuse stat boosts. It deals with the vast amount of these pokemon, however I do feel at times too much pressure is put on this team member. I find it often useful to poison major threats and ware them down to the extent that Ho-oh or another attacker can finish them off. While i have said that i dislike stall and i really do Quagsire is also very useful at dealing with the stall pokemon in the meta. I find sometimes trying to out-stall stall is my best option. I also find the burns and poison useful in wearing down other pokemon in order for Ho-oh or others to take a hit better or for the damage to mount up.
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fishious Rend
- Outrage
- Psychic Fangs
- Sleep Talk
This pokemon makes the team for the sheer usefulness of it, able to deal with lots of powerful dragon, fire, and other threats to the team. Fishious rend is almost like click and your done, especially against threats that attempt to outspeed the team or sometimes when I need to just knock out a pokemon that is slower and bulky. I also find that Dracovish does very well against a lot of stealth rock setters and I therefore often have a lot of use for it in the team.
Nihilego @ Power Herb
Ability: Beast Boost
Level: 50
EVs: 72 HP / 4 Def / 176 SpA / 4 SpD / 252 Spe
Timid Nature
- Meteor Beam
- Sludge Wave
- Grass Knot
- Thunderbolt
More a utility pick than anything, something that deals with fairy Pokémon and also can gain effective stat boosts in beast boost, often coming in on weakened pokemon a power herb meteor beam and a kill on a zapdos or Cinderace which are ever common. I find that this has come in useful on a few occasions. I find that especially if it can get the two stat boosts and dynamx it is verry often stopped unless there is a counter with full health on the opposing team.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch
For the last pick in the team i picked Tapu Koko this seems to deal with the main issues of Toxapex, Lapras a range of other water type pokemon that otherwise can wall and wipe out the team. I often find that koko and effectively deal with these threats which on many occasions allow ho-oh or more recently Nihielgo to sweep late game. i also find koko to be very useful in having volt switch as it is very easy to use as a pivot which is very useful for this team in order to deal with the many threats and to be able to adapt and switch quickly.
Overall I think that the team has a few good starting points that have allowed me to do ok. However maybe due to lack of ability, skill or abit of both I currently am at a block. I just don’t seem to know where to go. When I have made the team more offensive it seems to be over run by stall. Then when I try to bulk it up it seems far to weak to really push and allow ho-oh or the others to sweep. I am open to any suggestion that might allow the team to push and become more powerful.
Any help is much appreciate and anything that you think of let me know.
The import for the team is bellow
HO-OH offensive team (pokepast.es)
I like to build more offensive/hyper offensive teams but I also found with this team that Quagsire was massively needed in order to stop certain pokemon for sweeping my team, other than HO-OH and Quagsire the other four members I am up for any suggestions. Either to make the team more bulky (but not stall I hate it haha). Or more hyper offensive in order to just blast and move on.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Iron Head
The main player, I have found two key plays for Ho-oh either lead or wait to clear and then sweep. In earlier ranks I found it very beneficial to open up and dynomax on leads were Ho-oh has a advantage to push momentum. However in later rankings especially with Regieleki leads I have found it best to take out all of the opposing checks. Once threats such as zapdos, Regieleki have been removed Ho-oh is often able to sweep as long as it has been persevered with enough HP.
If anything my main weakness with the overall team is that it does not always seem to give Ho-Oh the best chance to sweep. Ho-oh seems to really work some games then not work at others. I arent sure if this is becuase the team is failing to remove some of the major counters or if the sets do just not fit.
Tyranitar @ Weakness Policy
Ability: Sand Stream
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Fire Punch
I added Tyranitar as a wall to remove many of the threats that Ho-oh cannot remove such as electric types and Yevtal. I feel that out of all the pokemon I use this one the least. On a couple of occasions especially against weakened teams I have found use of where Tyranitar can really abuse the weakness policy and especially when Dynomaxed as the coverage deals with a lot of threats bar bulky waters which this team is especially weak too. I also have found Weakness policy when used well timed it can really make or break the team giving it at times a much needed power boost.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
Probably one of the most important Pokémon on this team, able to stall out ditto and to stop those that abuse stat boosts. It deals with the vast amount of these pokemon, however I do feel at times too much pressure is put on this team member. I find it often useful to poison major threats and ware them down to the extent that Ho-oh or another attacker can finish them off. While i have said that i dislike stall and i really do Quagsire is also very useful at dealing with the stall pokemon in the meta. I find sometimes trying to out-stall stall is my best option. I also find the burns and poison useful in wearing down other pokemon in order for Ho-oh or others to take a hit better or for the damage to mount up.
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fishious Rend
- Outrage
- Psychic Fangs
- Sleep Talk
This pokemon makes the team for the sheer usefulness of it, able to deal with lots of powerful dragon, fire, and other threats to the team. Fishious rend is almost like click and your done, especially against threats that attempt to outspeed the team or sometimes when I need to just knock out a pokemon that is slower and bulky. I also find that Dracovish does very well against a lot of stealth rock setters and I therefore often have a lot of use for it in the team.
Nihilego @ Power Herb
Ability: Beast Boost
Level: 50
EVs: 72 HP / 4 Def / 176 SpA / 4 SpD / 252 Spe
Timid Nature
- Meteor Beam
- Sludge Wave
- Grass Knot
- Thunderbolt
More a utility pick than anything, something that deals with fairy Pokémon and also can gain effective stat boosts in beast boost, often coming in on weakened pokemon a power herb meteor beam and a kill on a zapdos or Cinderace which are ever common. I find that this has come in useful on a few occasions. I find that especially if it can get the two stat boosts and dynamx it is verry often stopped unless there is a counter with full health on the opposing team.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch
For the last pick in the team i picked Tapu Koko this seems to deal with the main issues of Toxapex, Lapras a range of other water type pokemon that otherwise can wall and wipe out the team. I often find that koko and effectively deal with these threats which on many occasions allow ho-oh or more recently Nihielgo to sweep late game. i also find koko to be very useful in having volt switch as it is very easy to use as a pivot which is very useful for this team in order to deal with the many threats and to be able to adapt and switch quickly.
Overall I think that the team has a few good starting points that have allowed me to do ok. However maybe due to lack of ability, skill or abit of both I currently am at a block. I just don’t seem to know where to go. When I have made the team more offensive it seems to be over run by stall. Then when I try to bulk it up it seems far to weak to really push and allow ho-oh or the others to sweep. I am open to any suggestion that might allow the team to push and become more powerful.
Any help is much appreciate and anything that you think of let me know.
The import for the team is bellow
HO-OH offensive team (pokepast.es)
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