RMT: All out Offensive Fire Power

TURN IT UP!
charizard-2.gif
bisharp.gif
entei.gif
dragonite-4.gif
zapdos.gif

venusaur.gif



So the team I made is focused on hard hitting power and priority. With this team, the best defense is a powerful offense! A team that wants to end a match as fast as possible and destroy all counters in their way.

So here is the set I have.

THE LEAD

006-my.png


Charizard Y

EVs:
252 Sp.Attk.
252 Speed
4 HP
Timid

Ability: Drought

Moveset: Air Slash, Overheat, Solar Beam, Focus Blast

I start off with Charizard Y as my lead to counter any weather inducer they send out first. Usually, when players see I run Zard, they don't know if it is X or Y. So, when they start their weather, I send out
Zard Y and have it Megaevolve to Y to set up weather. This is the main purpose of Zard Y. Set up that sun, hit hard, and get out. Overheat any steel types, and hit hard resisting switch ins. Solar Beam Ttar, Hippowdon, etc. Focus blast all the dark types.


The Sweeper

venusaur.gif


Venusar w/ Black Sludge

EVs:
252 Sp.Attk.
252 Speed
4 HP
Modest

Ability: Chloryphyll

Moveset: Growth, Hidden Power Fire, Sludge Bomb, Solarbeam

This guy is my sweeper. With great coverage of fire, poison, and grass, it will hit hard, and even harder with a x2 growth boost. Seriously, this guy has saved my bacon so many times. This thing can usually sweep most of my opponents if played and boosted correctly. So it forms a strong core with Zard Y. This Venusaur does fear Aegislash a bit. If Aegislash tries to come in and counter on a Solarbeam, it gets hit for a good chunk, and a boosted HP Fire will finish it off. But if they come in on Sludge Bomb, that's a different story, so I have to predict accordingly. But Venusaur is not my counter for Aegislash anyway. The next team member is.


The Sucker Puncher
bisharp.gif


Bisharp w/ Dread Plate

Ev's:
252 Attack, 252 HP, 4 Def
Adamant

Ability: Defiant

Moveset: Sucker Punch, Night Slash, Iron Head, Swords Dance

This guy is meant to clean up and counter. He just loves Aegislash as set up bait. A max attack Night slash hits Aegislash hard, and may even OHKO depending on what Aegislash is running. Even if it Kings Shield, Bisharp don't care. And almost all the time, they will King Shield. So that gives me the chance to SD up. And once that Aegislash is gone, I usually pick off the team one by one with Sucker Punch if they have no priority. A weakened Azumarill, will usually take 50 % with sucker punch, since most Azumarills want to finish off a healthy Bisharp and won't risk a Aqua Jet KO.
The Breaker

entei.gif


Enteri w/ Choice Band

Ev's: 252 attack, 252 speed, 4hp

Adamant

Ability: Pressure

Movset: Extreme Speed, Sacred Fire, Bulldoze, Stone Edge

I love Entei. Ever since Gold and Silver, I knew this was one of my favorite legendary beasts. Now this monster has STAB SACRED FIRE. This thing does crazy damage with a choice band equipped. The burn rate is also a plus! Add this with the Sun up, and anything that resists it will either be hurt bad or burned! I mean, wow! Seriously! Look it up, any bulky waters will get at least 50% Damage.

Azumarill, Mega Blastoise, Jellicient, all get hit close to 50%

This Beast even does clean up on weekend pokes for me. I use this to counter pesky Talonflames. They can't even come in and switch safely on a Extreme Speed or a Sacred Fire. Here is the calc of Sacred Fire/ Extreme speed in the sun vs Talon Flame

Sacred Fire Vs. Talonflame- 82.2-96.6
Extreme Speed vs Talonflame- 58.7-69.1

Such a beast indeed!


The Cleaner
dragonite-4.gif

Dragonite w/ weakness policy

Adamant: Ev's: 252 attack, 252 speed, 4hp

Ability: Multiscale

Moveset: Extreme Speed, Dragon Dance, Outrage, Fire punch


Dragonite is my main cleaner and forms a defensive core with Entei. Entei soaks up all the Ice and Fairy moves. Dragonite will take the ground and water moves. Both are comin with extreme speed. If weakness policy activates, this thing will be cleaning up anything that does not resist or at low health with the boosted Attack power. While Adamant, I learned the hard way that this thing will not outspeed Megamanetric after a Dragon Dance. It cost the match, and I will always remember to always Extreme Speed at weakened opponents. With a sun boosted fire punch, this thing does not fear any ferrothorn, scizor, but will be cautious of at Heatran with full health. Fire punch will hit anything neutral for good damage, but this ofc requires sun. Outrage is placed here to punish anything who gets in Dragonite's way. Such as Goodras, Kingdra, and any other Dragon type w/o a speed boost.

The Bulky Defoger

zapdos.gif

Zapdos w/ Leftovers

Bold
Ev's:
252 HP, 212 Def, 40 Special Attack
Ability: Pressure

Moveset: Defog, Roost, Discharge, Heatwave


This poke is the savior and relief for my team. It provides Defog to knock away any pesky rocks or hazards and bring down evasiveness for Entei to hit Sacred fire with. Zapdos has synergy with Entei as well, taking any ground attacks and punishing any water types who want to come in. This Zapdos is the support. W/ Discharge, it will hopefully paralyze and slow down any fast sweepers, and Heat Wave is included in the moveset to take care of any fire or steel types w/ or w/o the sun up. This zapdos is essential in keeping my Zard y alive. And usually, I only need Zard to set up sun no more than twice a match. Zapdos can take unboosted sucker punches like a champ and OHKO or 2HKO anything using it back. I.E., bisharp and mega mawile.

CONCLUSION

I know this team may have a rock weakness, but once you break through that, it will have a good time picking off the other team. It is very offensive, and puts pressure on the other players team to switch it up. If you guys can add any improvements, I'd be very appreciative.
 
006-my.png
Mega Charizard Y
Roost > Air Slash
4 Def > 4 HP

You want the Roost to be able to come in and be able to recover of damage that you have already taken previously in the match. Predict the opponent to switch out and get a Roost of before hitting hard or switching out yourself to use again later on in the match. Also, Air Slash doesn't hit anything that Overheat/Fire Blast/Flamethrower can't take care of. If you find the Overheat SpA drop is causing you to force a switch when it really isn't need, I would suggest change it to Fire Blast/Flamethrower. The 4 Def is simple for coming in on Stealth Rock twice and still being able to survive unlike with 4 HP where you can only come in once and then die the next turn due towards it doing 50%. A simple mistake, can really be game changing in the long run!
149.png
Dragonite
Earthquake > Fire Punch
4 Def > 4 HP

You mentioned that your team has a weakness to Rock. With you having access to Charizard-Y(With the Sun), Zapdos with Heat Wave AND Entei, I see no reason not to run Earthquake instead of Fire Punch for the coverage. It allows you to Dragon Dance, survive with the Multiscale depending on the current and proceed to attack without getting locked into Outrage against those Rock Type Pokemon. Earthquake can prove to be useful against Heatran once you've already set up and don't want to waste it. The 4 Def EVs is for the same thing posted on the Charizard Y.
 
Mhhh, your team such as the rocks, so, i prefer a good spinner/defogger over Venusaur.
I've choose mandibuzz. Why ? because your team is weak to ScarfChomp.
 
Mhhh, your team such as the rocks, so, i prefer a good spinner/defogger over Venusaur.
I've choose mandibuzz. Why ? because your team is weak to ScarfChomp.

Scarfchomp if locked with good prediction, and can only do 60% or less to venusaur. If weakened, Scarfchomp can be picked off by sucker punch, or extreme speeds by Entei . At +2, a solarbeam is a OHKO guaranteed. If I need to replace Venusaur, it has to be with another fast sweeper that can benefit from sun. Zapdos scares away azumarill, something Mandibuzz can't. But I see where Scarfchomp is a problem.
 
006-my.png
Mega Charizard Y
Roost > Air Slash
4 Def > 4 HP

You want the Roost to be able to come in and be able to recover of damage that you have already taken previously in the match. Predict the opponent to switch out and get a Roost of before hitting hard or switching out yourself to use again later on in the match. Also, Air Slash doesn't hit anything that Overheat/Fire Blast/Flamethrower can't take care of. If you find the Overheat SpA drop is causing you to force a switch when it really isn't need, I would suggest change it to Fire Blast/Flamethrower. The 4 Def is simple for coming in on Stealth Rock twice and still being able to survive unlike with 4 HP where you can only come in once and then die the next turn due towards it doing 50%. A simple mistake, can really be game changing in the long run!
149.png
Dragonite
Earthquake > Fire Punch
4 Def > 4 HP

You mentioned that your team has a weakness to Rock. With you having access to Charizard-Y(With the Sun), Zapdos with Heat Wave AND Entei, I see no reason not to run Earthquake instead of Fire Punch for the coverage. It allows you to Dragon Dance, survive with the Multiscale depending on the current and proceed to attack without getting locked into Outrage against those Rock Type Pokemon. Earthquake can prove to be useful against Heatran once you've already set up and don't want to waste it. The 4 Def EVs is for the same thing posted on the Charizard Y.

Thank you for the tips with the Def to Hp. I'll make sure to incorporate that in the EV Build. I had Airslash for dang mega venusaurs. Overheat does the same amount of damage, and I believe at max, even with -2 sp.attk drop, it can 2hko Megavenasaur. I had Air Slash mainly for flinching. I mean, I know it's not good to count on Hax, but when you do, it is so worth it. I flinched a Assault Vest Goodra 4x til it fainted. But it might be better to roost instead.
 
Why no one know that this gen Venusaur gets weather ball?

252+ SpA Venusaur Weather Ball (100 BP Fire) vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 210-248 (64.8 - 76.5%) -- guaranteed 2HKO after Leftovers recovery

instead of

252+ SpA Venusaur Hidden Power Fire vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 128-152 (39.5 - 46.9%) -- guaranteed 3HKO after Leftovers recovery
 
Why no one know that this gen Venusaur gets weather ball?

252+ SpA Venusaur Weather Ball (100 BP Fire) vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 210-248 (64.8 - 76.5%) -- guaranteed 2HKO after Leftovers recovery

instead of

252+ SpA Venusaur Hidden Power Fire vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 128-152 (39.5 - 46.9%) -- guaranteed 3HKO after Leftovers recovery

Thanks for that! Guess I have to breed a new Venusaur.\

-edit-

Oh, wait. I just read up on this. Weather Ball is a strictly event-obtainable move for Venusaur (As a bulbasaur), and the only legal Bulbsaur (the released one) had the ability Overgrow. So it's illegal to be running Chlrophyll + Weather Ball.

Right?
 
Back
Top