Sharpedo Offense
Introduction

Introduction
Hello and welcome to the first ORAS RU Staff RMT! This team, created by Arifeen, was selected for its major success on the ladder, particularly during the Sharpedo + Abomasite suspect test. This team utilised Sharpedo, a very dangerous Pokemon in RU due to its incredible ability and power, as its primary sweeper. Choice Scarf Tyrantrum was added as a powerful revenge killer whose Head Smash dismantles almost any Pokemon that does not resist it. The team also contained powerful special wallbreakers in Venusaur and Sigilyph, chosen due to RU having less specially defensive Pokemon and lacking solid Grass- and Psychic-type resists. Gurdurr and Steelix were added as important checks to a plethora of threats in the tier, most notably Tyrantrum, Durant, Sharpedo, Virizion, Sneasel, and Drapion. The team is a great representation of the massive impact Sharpedo had on ORAS RU, and, combined with its status as the pinnacle of bulky offensive teams during this era, is very deserving of a place in the archive.
In-Depth

Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Ice Beam
- Dark Pulse
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Ice Beam
- Dark Pulse
Sharpedo is the team's primary late game sweeper and is almost unstoppable after a few Speed boosts. With its near-unresisted coverage and powerful stats, Sharpedo has little to no problem in beating a worn-down team. Despite having a higher Attack stat, Sharpedo is better attacking specially as the tier has relatively few specially defensive Pokemon. Hydro Pump is the primary STAB move and hits any Pokemon that doesn't resist it very hard. Ice Beam provides coverage against the Grass- and Dragon-types that resist Sharpedo's Hydro Pump. Dark Pulse is the secondary STAB move, allowing Sharpedo to deal with bulky Psychic-type Pokemon which can tank Hydro Pump and Ice Beam fairly easily. Finally, Protect is used in order to allow Sharpedo to safely gain a Speed boost. Modest is the preferred ability as Sharpedo will have an astronomic Speed stat after a few boosts, rendering a Timid nature irrelevant.

Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 48 SpD / 112 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Toxic

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 204 Atk / 52 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Superpower
- Outrage / Aerial Ace
- Dragon Claw

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Dark Pulse
- Roost
Threatlist

Meloetta, especially Choice Specs versions, can pressure the team a lot as nothing tanks a Hyper Voice / Psychic easily. The best way to deal with it is to switch directly to Mega Steelix unless it is needed for a different reason, such as for checking Tyrantrum. Meloetta can only 3HKO Mega Steelix with its STAB moves, and is therefore forced to to either switch out or be attacked. Meloetta also does not like switching into anything on the team.




Trick Room teams, especially ones including Mega Camerupt, are a huge pain for the team to deal with. The best way to play against Trick Room is to lead with Sharpedo, weaken the Trick Room setter, and abuse Protect in order to waste Trick Room turns. Sigilyph, Sharpedo, and Gurdurr are the primary wincons against Trick Room teams, so be sure to preserve them at all costs.



Revenge killing Fire-types is pretty easy, but the team lacks a safe switch-in to them. The best method of dealing with them is to think ahead and predict which move makes most sense for the opponent. For example, if you're facing Emboar and predict a Flare Blitz, Tyrantrum is the best switch-in. If Superpower is predicted, Sigilyph is your go-to Pokemon. Of course, there's no certainty in prediction, which is what makes it a major threat. Similarly, Delphox also poses an issue. Houndoom is more manageable as Gurdurr can check it fine, but Fire Blast still does a huge amount of damage to it,. Houndoom can also trap Sigilyph with Pursuit, so Sigilyph should be used very carefully when Houndoom is on the opposing team.
Importable
Credits
Created by: Arifeen
Written by: Arifeen
Grammar checked by: IronBullet
Art done by: Lax
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Ice Beam
- Dark Pulse
Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]
Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 48 SpD / 112 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Toxic
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 204 Atk / 52 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Superpower
- Outrage
- Dragon Claw
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Dark Pulse
- Roost
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Ice Beam
- Dark Pulse
Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]
Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 48 SpD / 112 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Toxic
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 204 Atk / 52 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Superpower
- Outrage
- Dragon Claw
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Dark Pulse
- Roost
Created by: Arifeen
Written by: Arifeen
Grammar checked by: IronBullet
Art done by: Lax