I wanted to make an offensive team using Ninjask. Most Ninjask teams I could find are based around double dancing (no-attack Ninja Speed-pass to SD Marowak ect.) and I want something different. Imagine a scrafed u-turn pivoter in newer generations. Like the other team members in an offensive team, it comes in on resisted and immuned moves. Then you can either outspeed and attack what is in front of you or you can Baton Pass punishing a switch/swiching in your counter without getting doubled upon.
As a baseline I took the Smeargle offense sample team and made changes to it.
Zapdos @ Leftovers
Ability: Pressure
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Substitute
- Baton Pass
- Hidden Power [Grass]
Zaplead isnt something new. Sub and Pass for better pivoting. Can keep Speed-pass chain when opponent switches in Blissey. A bit more bulk, since you can pass it some speed if needed. Removed Thunderwave as it disables Brelooms Sleep. HP grass is needed for Swampert. The team is mostly physical offense. So putting pressure on Skarm and Swampert is important.
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Baton Pass
- Substitute
- Silver Wind
- Hidden Power [Rock]
Protect is not needed. Sub can stall a turn just as well and is more demanding on opponent to act. More than 1 boost is also not needed. 160 Speed outruns Jolly Aero and Timit Joltion. So the remaining EVs increase bulk. Maybe Def or SpDef investment let you tank specific hits better idk. Pass in mendatory.
For the 2 attacking options I try to cover every fast, strong and frail mon you usually face. Silver wind is not here for the boost, but I cant use HP bug and HP rock. Shadowball would be nice but Stab Bug hits every target harder, except Gengar. And Gengar is annoing. Maybe some random HP Ghost on another mon is good. HP fighting would only be for Tar. So effectivly We can pick 2 out of Ghost, Rock and Bug. And Rock + Bug look like the best covorage. Alternativly there is HP bug + Thief and no item. Maybe an option vs bulkier teams. This was worse vs more offensive teams tho.
Breloom @ Leftovers
Ability: Effect Spore
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Leech Seed
- Spore
- Focus Punch
I went though all the fighting types and found this one out the best for dismantling bulkier teams. Also we all know how frustrating it is to fight a sub-seeder that currently is outrunning all of your pokemon. Outside of that the mid-game utility of Sleep is really good. Even tho we sacrifice other status options on the team. Para is not that needed, because the team is made to outspeed other offensive teams anyway. And defensive teams usually have ways to deal with Toxic. So Sleep can put on the most pressure in general. Maybe Hera is worth it for the Celibi matchup tho.
Cloyster @ Leftovers
Ability: Shell Armor
EVs: 72 HP / 8 SpA / 244 SpD / 184 Spe
Timid Nature
- Spikes
- Surf
- Ice Beam
- Explosion
Replaced Swampert in the original build. As Smeargle provided Spikes and I replaced it with Ninjask, I feel like I needed spikes somewhere else on the team. And other than offensive Skarmory, the options for offensive Spike users are limited (I wish Deoxys-Speed was legal). Having multiable spikes up aginst you is really bad, but in testing I rarely had the oppurtunity to press rapid spin on Cloyster. So I cut Spin for Ice Beam. Maybe Magnaton is the solution vs spikes.
Metagross @ Choice Band
Ability: Clear Body
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Rock Slide
This feels like Ninjasks best partner. Can live any hit aimed and Ninjask. Gets rid of Skarmory. After subbing once for speed and passing into this you dont fear status, since noone is gonna click t-wave against a Ninja that just pressed sub last turn. Ontop Mash attackraise just steals games. Imagine the threat if the enemy agility metagross also had a choiceband.
Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Double-Edge
- Rock Slide
- Hidden Power [Bug]
Replaced the DD Tar from the original. To many teammembers are hit by sand. Its fine if sandstorm goes up by their Tar, but bringing it myself is to much anti-synergy for the team. So I replaced it with the other Rockslider. Band because the breaking power is nice. Maybe Pressure Sub Protect is better. Jolly because I usually dont pass into this. CB Aero usually just clicks one button and then has to switch out. In contrast to Meta, this one dislikes facing Protect a lot. Protect against a CB Mash? You still need to tank that hit on some switchin. Aero is way less threatoning, when you know which move its locked into.
I also considered a Magneton, because people love bringing in their Roar Skarm raw on Ninjask. And Passing into Magneton seems like an insane punish for that. Its like ZapDug. But I dont know what to replace.
https://pokepast.es/8fa4cfde7e853585
As a baseline I took the Smeargle offense sample team and made changes to it.
Zapdos @ Leftovers
Ability: Pressure
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Substitute
- Baton Pass
- Hidden Power [Grass]
Zaplead isnt something new. Sub and Pass for better pivoting. Can keep Speed-pass chain when opponent switches in Blissey. A bit more bulk, since you can pass it some speed if needed. Removed Thunderwave as it disables Brelooms Sleep. HP grass is needed for Swampert. The team is mostly physical offense. So putting pressure on Skarm and Swampert is important.
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Baton Pass
- Substitute
- Silver Wind
- Hidden Power [Rock]
Protect is not needed. Sub can stall a turn just as well and is more demanding on opponent to act. More than 1 boost is also not needed. 160 Speed outruns Jolly Aero and Timit Joltion. So the remaining EVs increase bulk. Maybe Def or SpDef investment let you tank specific hits better idk. Pass in mendatory.
For the 2 attacking options I try to cover every fast, strong and frail mon you usually face. Silver wind is not here for the boost, but I cant use HP bug and HP rock. Shadowball would be nice but Stab Bug hits every target harder, except Gengar. And Gengar is annoing. Maybe some random HP Ghost on another mon is good. HP fighting would only be for Tar. So effectivly We can pick 2 out of Ghost, Rock and Bug. And Rock + Bug look like the best covorage. Alternativly there is HP bug + Thief and no item. Maybe an option vs bulkier teams. This was worse vs more offensive teams tho.
Breloom @ Leftovers
Ability: Effect Spore
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Leech Seed
- Spore
- Focus Punch
I went though all the fighting types and found this one out the best for dismantling bulkier teams. Also we all know how frustrating it is to fight a sub-seeder that currently is outrunning all of your pokemon. Outside of that the mid-game utility of Sleep is really good. Even tho we sacrifice other status options on the team. Para is not that needed, because the team is made to outspeed other offensive teams anyway. And defensive teams usually have ways to deal with Toxic. So Sleep can put on the most pressure in general. Maybe Hera is worth it for the Celibi matchup tho.
Cloyster @ Leftovers
Ability: Shell Armor
EVs: 72 HP / 8 SpA / 244 SpD / 184 Spe
Timid Nature
- Spikes
- Surf
- Ice Beam
- Explosion
Replaced Swampert in the original build. As Smeargle provided Spikes and I replaced it with Ninjask, I feel like I needed spikes somewhere else on the team. And other than offensive Skarmory, the options for offensive Spike users are limited (I wish Deoxys-Speed was legal). Having multiable spikes up aginst you is really bad, but in testing I rarely had the oppurtunity to press rapid spin on Cloyster. So I cut Spin for Ice Beam. Maybe Magnaton is the solution vs spikes.
Metagross @ Choice Band
Ability: Clear Body
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Rock Slide
This feels like Ninjasks best partner. Can live any hit aimed and Ninjask. Gets rid of Skarmory. After subbing once for speed and passing into this you dont fear status, since noone is gonna click t-wave against a Ninja that just pressed sub last turn. Ontop Mash attackraise just steals games. Imagine the threat if the enemy agility metagross also had a choiceband.
Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Double-Edge
- Rock Slide
- Hidden Power [Bug]
Replaced the DD Tar from the original. To many teammembers are hit by sand. Its fine if sandstorm goes up by their Tar, but bringing it myself is to much anti-synergy for the team. So I replaced it with the other Rockslider. Band because the breaking power is nice. Maybe Pressure Sub Protect is better. Jolly because I usually dont pass into this. CB Aero usually just clicks one button and then has to switch out. In contrast to Meta, this one dislikes facing Protect a lot. Protect against a CB Mash? You still need to tank that hit on some switchin. Aero is way less threatoning, when you know which move its locked into.
I also considered a Magneton, because people love bringing in their Roar Skarm raw on Ninjask. And Passing into Magneton seems like an insane punish for that. Its like ZapDug. But I dont know what to replace.
https://pokepast.es/8fa4cfde7e853585