Introduction
Since the start of 6th Gen, Forretress' viability has plummeted due to the power creep and the buff to Defog. This has caused Forretress to sink down into the realms of UU. But with the release of Custap Berry, Forretress can return to OU as a hazard setter for Hyper Offense.
Team at a Glance
Teambuilding Process
Custap lead Forretress was the starting point of this team, as an interesting idea I wanted to try out. It's ability to stack hazards, spin, and explode is a unique niche useful for Offense.
Bisharp and Gengar became obvious additions to the team to keep hazards up. Bisharp deter Defogs with Defiant and Gengar blocks spins. Bisharp and Gengar have great synergy together, which gives a good starting core for the team. Bisharp appreciates hazards weakening its foes into Sucker Punch Range, while Gengar appreciates its checks being worn down on entry as well.
Mega Manectric benefits the team with its high Speed stat, and gives it a much needed Talonflame check. Intimidate buffering helps defensively, and Mega Manectric also synergises well with Gengar. Hazards also help Mega Manectric wear down its checks with Volt Switch. It can also serve as a late game sweeper.
As with most Offense teams, I noticed that I was quite weak to Mega Lopunny. Scarf Landorus-T helps alleviate this problem, while also giving the team an offensive pivot. U-turn works well in combination with Intimidate, hazards and Volt Switch. Landorus-T is also another Talonflame check, and can beat setup sweepers such as Adamant Mega Charizard-X and Mega Gyarados at +1.
Volcarona was added as a setup sweeper, as Talonflame could be dealt with. This gives the team a Water weakness, but Volcarona has Giga Drain and Passho Berry to try and counteract this.. During testing, Volcarona rarely found opportunities to set up. Flame Body was effective in stopping some sweeps, though. Despite Passho berry, Scarf Keldeo easily beat this team.
Belly Drum Azumarill checks Keldeo, while having better type synergy with the team than Volcarona. Aqua Jet gives the team extra priority, while Belly Drum gives Azumarill means to sweep through weakened teams with only one turn of set-up.
As suggested by DracoNinja, Mega Manectric was switched to Assault Vest Raikou for more bulk and to free up the Mega slot. Mega Gardevoir replaces Bisharp, as it beats Stall far better while still threatening common Defoggers such as the Latis, Zapdos and Mandibuzz.
The Team
Forretress @ Custap Berry
Ability: Sturdy
EVs:252 Atk / 4 SpD / 252 Spe 252 HP / 252 Atk / 4 SpD
Brave Nature
- Stealth Rock
- Rapid Spin
- Spikes
-Explosion Gyro Ball (shoutout to DracoNinja)
The staple of this team, Forretress serves as both the hazard setter and remover. Most games Forretress will lead unless the opponent has a Magic Bounce user. Forretress can usually set up at least 2 hazards, due to the effective combination of Sturdy and Custap Berry. Forretress' ability to spin makes it invaluable when compared to Skarmory as a suicide hazards lead. Gyro Ball lets Forretress beat one the Magic Bounce users in Mega Diancie. The EVs maximize Attack and HP, to increase the power of Gyro Ball while giving the best overall bulk possible.
Gardevoir-Mega @ Gardevoirite (shoutout to DracoNinja)
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Taunt
- Psyshock
- Focus Blast
The second member of this team, Gardevoir is the dedicated stallbreaker of the team. Mega Gardevoir hits like a truck with its powerful STAB Pixelate boosted Hyper Voices. Focus Blast lets it hit Ferrothorn and Heatran on the switch-in, while Psyshock beats Mega Venusaur. Taunt stops opponents from setting up or recovering HP, while also preventing Defogs from slower opponents such as Zapdos. The standard Mega Gardevoir spread allows it to avoid the 2HKO from Life Orb Latios Psyshock, while also allowing it to outspeed and overpower as many threats as possible.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
-Destiny Bond Taunt (shoutout to scotti)
Gengar, like Bisharp, serves an important offensive and defensive goal for this team. Gengar is the spinblocker of the team, but its Ghost/Poison is also used to its advantage offensively. Gengar high Special Attack and base 110 Speed stat let it server as brilliant sweeper. STAB moves alone give Gengar great coverage due to Ghost's brilliant offensive typing, while Focus Blast provides perfect neutral coverage with Shadow Ball and beats Bisharp, Tyranitar, Ferrothorn and Heatran on the switch-in. A LO Focus Blast can even do decent damage to Chansey if needed. Taunt beats Mega Venusaur and helps against other members of Stall. Max Special Attack and Speed are used with Life Orb to improve Gengar's sweeping capabilities. Timid is used speed tie with other base 110s such as Mega Diancie and the Latis, and outspeed anything slower. 29 HP IVs again reduce Life Orb recoil, and 0 Attack IVs reduce damage taken from confusion and Foul Play.
Raikou @ Assault Vest (shoutout to DracoNinja)
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Boasting a strong Special Attack and Speed, with usable HP and Special Deffence, Raikou makes for a great offensive sweeper who can take a hit. Raikou's function early game is usually to Volt Switch out on its checks early game before attempting a sweep later on. Assault Vest boosts Raikou's great natural bulk, allowing it counter opposing Electric types with ease. Thunderbolt and Hidden Power Ice give the infamous BoltBeam coverage, while Volt Switch grabs momentum and Shadow Ball provides decent neutral coverage. 0 Attack IVs are again used to reduce damage from Foul Play and Confusion.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs:252 Atk / 32 Def / 224 Spe 252 Atk / 36 Def / 220 Spe (shoutout to scotti)
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Landorus-T, equipped with a Choice Scarf, can outspeed any unboosted threat, and most Dragon Dancers at +1. Landorus-T provides an offensive pivot to this team, serving as a second check to Talonflame and a check to threats such as Dragon Dance Mega Gyarados. Landorus-T also provides some defensive presence, and can scare off some physical attackers with Intimidate alone. The standard scarf set is used here, with Superpower over Knock Off to guarantee the OKHO on Mega Lopunny, which Landorus-T serves to check. U-turn gains needed momentum, and can get other members of the team onto the field safely. Attack is maxed out, while 224 Speed EVs with a Jolly nature lets Landorus-T outspeed Adamant Mega Charizard-X at +1. The remaining EVs are put in Defence to help Landorus take physical hits better.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs:84 HP / 252 Atk / 172 Spe 68 HP / 252 Atk / 188 Spe (shoutout to scotti)
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
With the recent legalization of using Belly Drum and Knock Off simultaneously, Azumarill can sweep through even more teams. Azumarill purpose is to check Water types such as Keldeo, but also to sweep with Belly Drum. Azumarill's great Water/Fairy typing means it gets many opportunities to set-up. Aqua Jet provides useful priority for threats such as Excadrill in Sand, while Play Rough provides great neutral coverage. Knock Off lets Azumarill beat Ferrothorn Amoonguss. With the hazards provided by Forretress, Belly Drum Azumarill serves as a reliable win condition against many teams.
Previous Members
Volcarona @ Passho Berry
Ability: Flame Body
EVs: 96 HP / 188 SpA / 160 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Fire Blast
- Hidden Power [Ground]
- Giga Drain
- Quiver Dance
Volcarona finds few opportunites to set-up, and even less to sweep. Giga Drain gives the team some recovery, Hidden Power Ground beats Heatran and Flame Body can get lucky burns. Volcarona was used as a sack more than a sweeper, leading to its removal from the team.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Sucker Punch
- Low Kick
- Knock Off
- Iron Head
Despite doing well against Offense, Bisharp left the team walled by many common Stall members. Defiant would rarely get boosts bar from Landorus-T, which threatened Bisharp out. Sucker Punch could also be underwhelming at times, and when Burned Bisharp couldn't do anything.
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Flamethrower
- Volt Switch
- Thunderbolt
Mega Manectric could often be found winning games for the team, pulling late-game sweeps with ease. Intimidate makes the already frightening Bisharp threaten the team even more. Raikou, despite lacking Flamethrower, can perform very similarly to Mega Manectric while boasting a greater Special bulk.
This team struggles a greatly against rain teams. Azumarill is the only thing that can reliably take a hit from Kingdra or Mega Swampert. Bisharp can Sucker Punch, but does requires major previous damage to get the kills.
Mega Lopunny is another problematic Fighting type. Fake Out is free damage on any member of the team, and it can use Ice Punch predicting Landorus-T. Landorus-T can check it with Superpower, but Mega Lopunny can safely just Fake Out and switch until it can sweep.
Mega Scizor can tank most moves from the team with little damage; giving it many free setup opportunities. Mega Manectric can reliably check it while Raikou somewhat can, but if Scizor sets up too many Swords Dances then it will sweep the whole team. Gengar can stop Swords Dances with Taunt, but will usually be OKHOed by Bullet Punch. Volcarona threated this as offensively as well, and could hope for a Flame Body Burn.
Since the start of 6th Gen, Forretress' viability has plummeted due to the power creep and the buff to Defog. This has caused Forretress to sink down into the realms of UU. But with the release of Custap Berry, Forretress can return to OU as a hazard setter for Hyper Offense.
Team at a Glance






Teambuilding Process

Custap lead Forretress was the starting point of this team, as an interesting idea I wanted to try out. It's ability to stack hazards, spin, and explode is a unique niche useful for Offense.



Bisharp and Gengar became obvious additions to the team to keep hazards up. Bisharp deter Defogs with Defiant and Gengar blocks spins. Bisharp and Gengar have great synergy together, which gives a good starting core for the team. Bisharp appreciates hazards weakening its foes into Sucker Punch Range, while Gengar appreciates its checks being worn down on entry as well.




Mega Manectric benefits the team with its high Speed stat, and gives it a much needed Talonflame check. Intimidate buffering helps defensively, and Mega Manectric also synergises well with Gengar. Hazards also help Mega Manectric wear down its checks with Volt Switch. It can also serve as a late game sweeper.





As with most Offense teams, I noticed that I was quite weak to Mega Lopunny. Scarf Landorus-T helps alleviate this problem, while also giving the team an offensive pivot. U-turn works well in combination with Intimidate, hazards and Volt Switch. Landorus-T is also another Talonflame check, and can beat setup sweepers such as Adamant Mega Charizard-X and Mega Gyarados at +1.






Volcarona was added as a setup sweeper, as Talonflame could be dealt with. This gives the team a Water weakness, but Volcarona has Giga Drain and Passho Berry to try and counteract this.. During testing, Volcarona rarely found opportunities to set up. Flame Body was effective in stopping some sweeps, though. Despite Passho berry, Scarf Keldeo easily beat this team.






Belly Drum Azumarill checks Keldeo, while having better type synergy with the team than Volcarona. Aqua Jet gives the team extra priority, while Belly Drum gives Azumarill means to sweep through weakened teams with only one turn of set-up.






As suggested by DracoNinja, Mega Manectric was switched to Assault Vest Raikou for more bulk and to free up the Mega slot. Mega Gardevoir replaces Bisharp, as it beats Stall far better while still threatening common Defoggers such as the Latis, Zapdos and Mandibuzz.
The Team

Forretress @ Custap Berry
Ability: Sturdy
EVs:
Brave Nature
- Stealth Rock
- Rapid Spin
- Spikes
-
The staple of this team, Forretress serves as both the hazard setter and remover. Most games Forretress will lead unless the opponent has a Magic Bounce user. Forretress can usually set up at least 2 hazards, due to the effective combination of Sturdy and Custap Berry. Forretress' ability to spin makes it invaluable when compared to Skarmory as a suicide hazards lead. Gyro Ball lets Forretress beat one the Magic Bounce users in Mega Diancie. The EVs maximize Attack and HP, to increase the power of Gyro Ball while giving the best overall bulk possible.

Gardevoir-Mega @ Gardevoirite (shoutout to DracoNinja)
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Taunt
- Psyshock
- Focus Blast
The second member of this team, Gardevoir is the dedicated stallbreaker of the team. Mega Gardevoir hits like a truck with its powerful STAB Pixelate boosted Hyper Voices. Focus Blast lets it hit Ferrothorn and Heatran on the switch-in, while Psyshock beats Mega Venusaur. Taunt stops opponents from setting up or recovering HP, while also preventing Defogs from slower opponents such as Zapdos. The standard Mega Gardevoir spread allows it to avoid the 2HKO from Life Orb Latios Psyshock, while also allowing it to outspeed and overpower as many threats as possible.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
-
Gengar, like Bisharp, serves an important offensive and defensive goal for this team. Gengar is the spinblocker of the team, but its Ghost/Poison is also used to its advantage offensively. Gengar high Special Attack and base 110 Speed stat let it server as brilliant sweeper. STAB moves alone give Gengar great coverage due to Ghost's brilliant offensive typing, while Focus Blast provides perfect neutral coverage with Shadow Ball and beats Bisharp, Tyranitar, Ferrothorn and Heatran on the switch-in. A LO Focus Blast can even do decent damage to Chansey if needed. Taunt beats Mega Venusaur and helps against other members of Stall. Max Special Attack and Speed are used with Life Orb to improve Gengar's sweeping capabilities. Timid is used speed tie with other base 110s such as Mega Diancie and the Latis, and outspeed anything slower. 29 HP IVs again reduce Life Orb recoil, and 0 Attack IVs reduce damage taken from confusion and Foul Play.

Raikou @ Assault Vest (shoutout to DracoNinja)
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Boasting a strong Special Attack and Speed, with usable HP and Special Deffence, Raikou makes for a great offensive sweeper who can take a hit. Raikou's function early game is usually to Volt Switch out on its checks early game before attempting a sweep later on. Assault Vest boosts Raikou's great natural bulk, allowing it counter opposing Electric types with ease. Thunderbolt and Hidden Power Ice give the infamous BoltBeam coverage, while Volt Switch grabs momentum and Shadow Ball provides decent neutral coverage. 0 Attack IVs are again used to reduce damage from Foul Play and Confusion.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs:
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Landorus-T, equipped with a Choice Scarf, can outspeed any unboosted threat, and most Dragon Dancers at +1. Landorus-T provides an offensive pivot to this team, serving as a second check to Talonflame and a check to threats such as Dragon Dance Mega Gyarados. Landorus-T also provides some defensive presence, and can scare off some physical attackers with Intimidate alone. The standard scarf set is used here, with Superpower over Knock Off to guarantee the OKHO on Mega Lopunny, which Landorus-T serves to check. U-turn gains needed momentum, and can get other members of the team onto the field safely. Attack is maxed out, while 224 Speed EVs with a Jolly nature lets Landorus-T outspeed Adamant Mega Charizard-X at +1. The remaining EVs are put in Defence to help Landorus take physical hits better.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs:
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
With the recent legalization of using Belly Drum and Knock Off simultaneously, Azumarill can sweep through even more teams. Azumarill purpose is to check Water types such as Keldeo, but also to sweep with Belly Drum. Azumarill's great Water/Fairy typing means it gets many opportunities to set-up. Aqua Jet provides useful priority for threats such as Excadrill in Sand, while Play Rough provides great neutral coverage. Knock Off lets Azumarill beat Ferrothorn Amoonguss. With the hazards provided by Forretress, Belly Drum Azumarill serves as a reliable win condition against many teams.
Previous Members

Volcarona @ Passho Berry
Ability: Flame Body
EVs: 96 HP / 188 SpA / 160 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Fire Blast
- Hidden Power [Ground]
- Giga Drain
- Quiver Dance
Volcarona finds few opportunites to set-up, and even less to sweep. Giga Drain gives the team some recovery, Hidden Power Ground beats Heatran and Flame Body can get lucky burns. Volcarona was used as a sack more than a sweeper, leading to its removal from the team.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Sucker Punch
- Low Kick
- Knock Off
- Iron Head
Despite doing well against Offense, Bisharp left the team walled by many common Stall members. Defiant would rarely get boosts bar from Landorus-T, which threatened Bisharp out. Sucker Punch could also be underwhelming at times, and when Burned Bisharp couldn't do anything.

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Flamethrower
- Volt Switch
- Thunderbolt
Mega Manectric could often be found winning games for the team, pulling late-game sweeps with ease. Intimidate makes the already frightening Bisharp threaten the team even more. Raikou, despite lacking Flamethrower, can perform very similarly to Mega Manectric while boasting a greater Special bulk.



This team struggles a greatly against rain teams. Azumarill is the only thing that can reliably take a hit from Kingdra or Mega Swampert. Bisharp can Sucker Punch, but does requires major previous damage to get the kills.

Mega Lopunny is another problematic Fighting type. Fake Out is free damage on any member of the team, and it can use Ice Punch predicting Landorus-T. Landorus-T can check it with Superpower, but Mega Lopunny can safely just Fake Out and switch until it can sweep.

Mega Scizor can tank most moves from the team with little damage; giving it many free setup opportunities. Mega Manectric can reliably check it while Raikou somewhat can, but if Scizor sets up too many Swords Dances then it will sweep the whole team. Gengar can stop Swords Dances with Taunt, but will usually be OKHOed by Bullet Punch. Volcarona threated this as offensively as well, and could hope for a Flame Body Burn.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Spikes
- Gyro Ball
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Taunt
- Psyshock
- Focus Blast
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Spikes
- Gyro Ball
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Taunt
- Psyshock
- Focus Blast
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
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