The Hera-Land Coalition of Chaos
Introduction
I've been playing Pokemon in the OU meta for the last 2 years now, but I have mostly been trying other peoples teams, so I decided to make my own offence based team taking my favourite Pokemon from the current meta, and making a team from it.
The idea started from the core of Mega Heracross and Landorus-T, a combination I'm not seeing being used too much, however it works perfectly for the offensive team I was aiming for. Mega Heracross' ability to deal massive amounts of damage after Swords Dance boost mixed with his ability Skill Link make him a powerful threat that shouldn't be messed with. Landorus-T on the other hand is used to set up traps and counter the threats to Mega Heracross and vice versa.
The rest of the team were built around the remaining issues with the team, which I will go over briefly before covering in more depth in each Mon's individual section. Greninja is used to deal with fire types that will bother Heracross, along with dealing with other threats. Jirachi is used as well as a solid Choice Scarf user that also in an emergency is able to use healing wish to support the team. Celesteela is powerful special attacker that after an Autotomize will make him a speedy and surprisingly light powerhouse. Finally Hoopa-U is used to take down walls that appear in the tier, and demolishing the final opponents that could appear.
Now that I have gone through a "brief" summary of my team, let's get into the details of the team!
The Team
Heracross @ Heracronite
Ability: Moxie
EVs: 252Atk / 128Hp / 128Spe
Nature - Adamant
- Swords Dance
- Pin Missile
- Close Combat
- Return
So, here he is, the meat of the team, the complete powerhouse. After mega evolving and using Swords Dance in his first turn out, his attack reaches incredibly high levels that are able of either OHKO or denting anything that doesn't resist his attacks. Due to Skill Link, Pin Missile will have a whopping power of 125 if it hits. This allows it to completely destroy Psychic types in the tier such as Mew and Alakazam. Close Combat is an incredibly powerful attack, even though it does cause both defences to fall, it is still worth it due to its immense power that will be feared by opponents. Finally, I chose Return over Rock Blast due to the widespread neutral damage it'll do, which is always appreciated for any Pokemon. The pre mega ability isn't too important, but Moxie is used to gain potential extra boosts before evolving. I decided for my EV's that Attack needed to be full, but there should be an equal balance between Hp and Speed, as it should still be quick enough to outspend many Pokemon, but also bulky enough to take a couple of stronger hits.
Landorus-Therian@ Rocky Helmet
Ability: Intimidate
EVs: 252Hp / 252Spe / 4Atk
Nature - Adamant
- Stealth Rock
- U-turn
- Earthquake
- Hidden Power (Electric)
Landorus, the other core in the team and the best way to start fighting. Stealth Rock is a vital trap on any team, causing pressure on teams to avoid switching. Due to this, Landorus should be the first Pokemon you send out, and that should be the first move used to start the chaos immediately. Due to its deterrence towards flying type Pokemon, it assists Heracross very well, stopping them from coming at him straight away. U-turn is very important for adding momentum towards the game, allowing for quick switches and forcing the opponents to try and figure out who's gonna be sent in next. Additionally, as a bug type move, it deals 4x damage to Hoopa-U, one of the biggest threats in the current meta game. Earthquake is a very spamable move, dealing large amounts of damage to everything that doesn't resist it. Additionally it deals super effective damage to Tapu Koko, a frequently seen Pokemon currently. Finally, Hidden Power is used to deal super effective damage to bulky water and flying types such as Keldeo and Charizard Y. Rocky Helmet is my preferred item for Landorus, as it stops Pokemon from using any physical damage against it. Max EV's in both Health and Speed is used to ensure it is able to take hits and quickly jump in and attack. The final 4 are used in attack to just boost damage the extra little bit. An adamant nature allows for the final vital boost in attack to turn it into the major threat that it is.
Greninja @ Life Orb
Ability:Protean
EVs: 252Spe / 156SpA / 100SpD
Nature - Naive
- Hydro Pump
- Shadow Sneak
- Extrasensory
- U-turn
For confusing your opponents or revenge killing, Greninja is the perfect choice. Protean is a fantastic ability, allowing for STAB on every attack. Hydro Pump is a very powerful water type move that can take on threats such as Heatran and Landorus-T. Shadow Sneak is a very useful priority move, letting Greninja revenge kill opponents on low life. Extrasensory is a strong Psychic move that allows for him to destroy opposing bulky water-types Toxepex and Keldeo. Finally, U-turn is yet again used for momentum, and it creates a separate U-turn core within the team allowing for quick and spamable changes. Life Orb is the preferred item for Greninja, as it gives him an extra boost of power whilst allowing him to change his moves unlike the choice band. Full EV's in speed allow him to be one of the quickest threats in the tier, allowing him to out speed Landorus-T and anything below him. 156 EV's in SpA allow for an easier time taking out opponents at higher healths, whilst the 100 Ev's in SpD allow him to take a couple more hits than usual. Finally, the Naive nature further boosts Greninja's speed to even higher levels, making him one of the quickest threats to opponents.
Jirachi (Shiny) @ Choice Scarf
Ability:Serene Grace
EVs: 252Spe / 132SpA / 124Atk
Nature - Hasty
- Iron Head
- Moonblast
- Healing Wish
- Psychic
Jirachi is a great Choice Scarf user, and Serene Grace allows her spamable moves to have an even greater impact, with a 60% flinch chance on Iron Head. The move is able to deal large amounts of damage to Fairy types in the tier such as the Tapu's. Moonblast on the other hand is an incredibly powerful Fairy type move that destroys Dragon types such as Garchomp and Zygarde. Healing Wish should be used as a suicide move when low on health, as it can fully heal another fighter (preferably one of the cores), making Jirachi act also as a cleric. Finally, Psychic is used to take out poison and fighting types in the tier, making it perfect at taking out the bulky water types Toxepex and Keldeo. The 252Spe Ev's allow for Jirachi to overtake many Pokemon in speed and to get the first move in, whilst the 132SpA and 124Atk Ev's are used to boost her attack power, with more in SpA due to the move set. Finally, a Hasty nature further boosts her speed to even higher levels.
Celesteela @ Steelium Z
Ability:Beast Boost
EVs: 252SpA / 200HP / 56SpD
Nature - Modest
- Autotomize
- Flash Cannon
- Giga Drain
- Air Slash
Celesteela is a fantastic and powerful threat that after an Autotomize boost, is a fast threat that opponents will need to think about twice. Flash Cannon is a strong steel type move that destroys Fairy's with massive amounts of damage. Giga Drain is a vital form of recovery for Celesteela, and it deals super effective damage against Tyranitar and all Water Pokemon in the tier. Air Slash is a very strong STAB move for Celesteela that is a very powerful neutral coverage move that can hit hard. Steelium Z allows for a very strong Corkscrew Crash with a base power of 160. 252 EV's in SpA allow for even stronger attacks from Celesteela, whilst the 200HP EV's allow for even more bulk whilst the 56SpD EV's allow for further defence. Finally, a modest nature allows for an even larger boost in SpA, making it a powerful and dominant special sweeper.
Hoopa-U @ Choice Band
Ability: Magician
EVs: 252HP / 252Atk / 4SpA
Nature: Lonely
- Hyperspace Fury
- Psychic
- Fire Punch
- Knock Off
The final card, my Band wallbreaker. Hoopa-U is an incredible Pokemon, and another great offensive threat. Hyperspace Fury is a stupidly powerful move that punishes protect users and causes massive amounts of damage to anything that doesn't resist it. Psychic is used here to take out pesky poison types such as Scolipede and Gengar. Fire Punch is a vital grass type repellant, taking out Pokemon such as Mega Venasaur with a 2HKO. Finally, Knock Off is used to remove items from the opposing team, destroying walls such as Chansey and taking away Leftovers from Pokemon such as Mew. Choice Band is the preferred item here to allow for continuous spam that will create fear within the opponents. 252HP EV's allow for extra bulk on Hoopa-U, whilst 252Atk and 4SpA EV's allow for even extra damage to be given towards targets. Finally, a Lonely nature is chosen to raise Atk for Hoopa-U, at the expense of a final bit of defence.
Conclusion
As you can see, this offensive team is a powerful threat to any team, and it can take a few hits whilst dealing out even more damage. I have tested the team and I have won the majority of battles with it, only real threat is mass entry hazard spam, although this isn't too problematic. Please leave comments and stuff below, I will read and reply to all. Thank you for the help :)
Introduction
I've been playing Pokemon in the OU meta for the last 2 years now, but I have mostly been trying other peoples teams, so I decided to make my own offence based team taking my favourite Pokemon from the current meta, and making a team from it.
The idea started from the core of Mega Heracross and Landorus-T, a combination I'm not seeing being used too much, however it works perfectly for the offensive team I was aiming for. Mega Heracross' ability to deal massive amounts of damage after Swords Dance boost mixed with his ability Skill Link make him a powerful threat that shouldn't be messed with. Landorus-T on the other hand is used to set up traps and counter the threats to Mega Heracross and vice versa.
The rest of the team were built around the remaining issues with the team, which I will go over briefly before covering in more depth in each Mon's individual section. Greninja is used to deal with fire types that will bother Heracross, along with dealing with other threats. Jirachi is used as well as a solid Choice Scarf user that also in an emergency is able to use healing wish to support the team. Celesteela is powerful special attacker that after an Autotomize will make him a speedy and surprisingly light powerhouse. Finally Hoopa-U is used to take down walls that appear in the tier, and demolishing the final opponents that could appear.
Now that I have gone through a "brief" summary of my team, let's get into the details of the team!
The Team
Heracross @ Heracronite
Ability: Moxie
EVs: 252Atk / 128Hp / 128Spe
Nature - Adamant
- Swords Dance
- Pin Missile
- Close Combat
- Return
So, here he is, the meat of the team, the complete powerhouse. After mega evolving and using Swords Dance in his first turn out, his attack reaches incredibly high levels that are able of either OHKO or denting anything that doesn't resist his attacks. Due to Skill Link, Pin Missile will have a whopping power of 125 if it hits. This allows it to completely destroy Psychic types in the tier such as Mew and Alakazam. Close Combat is an incredibly powerful attack, even though it does cause both defences to fall, it is still worth it due to its immense power that will be feared by opponents. Finally, I chose Return over Rock Blast due to the widespread neutral damage it'll do, which is always appreciated for any Pokemon. The pre mega ability isn't too important, but Moxie is used to gain potential extra boosts before evolving. I decided for my EV's that Attack needed to be full, but there should be an equal balance between Hp and Speed, as it should still be quick enough to outspend many Pokemon, but also bulky enough to take a couple of stronger hits.
Landorus-Therian@ Rocky Helmet
Ability: Intimidate
EVs: 252Hp / 252Spe / 4Atk
Nature - Adamant
- Stealth Rock
- U-turn
- Earthquake
- Hidden Power (Electric)
Landorus, the other core in the team and the best way to start fighting. Stealth Rock is a vital trap on any team, causing pressure on teams to avoid switching. Due to this, Landorus should be the first Pokemon you send out, and that should be the first move used to start the chaos immediately. Due to its deterrence towards flying type Pokemon, it assists Heracross very well, stopping them from coming at him straight away. U-turn is very important for adding momentum towards the game, allowing for quick switches and forcing the opponents to try and figure out who's gonna be sent in next. Additionally, as a bug type move, it deals 4x damage to Hoopa-U, one of the biggest threats in the current meta game. Earthquake is a very spamable move, dealing large amounts of damage to everything that doesn't resist it. Additionally it deals super effective damage to Tapu Koko, a frequently seen Pokemon currently. Finally, Hidden Power is used to deal super effective damage to bulky water and flying types such as Keldeo and Charizard Y. Rocky Helmet is my preferred item for Landorus, as it stops Pokemon from using any physical damage against it. Max EV's in both Health and Speed is used to ensure it is able to take hits and quickly jump in and attack. The final 4 are used in attack to just boost damage the extra little bit. An adamant nature allows for the final vital boost in attack to turn it into the major threat that it is.
Greninja @ Life Orb
Ability:Protean
EVs: 252Spe / 156SpA / 100SpD
Nature - Naive
- Hydro Pump
- Shadow Sneak
- Extrasensory
- U-turn
For confusing your opponents or revenge killing, Greninja is the perfect choice. Protean is a fantastic ability, allowing for STAB on every attack. Hydro Pump is a very powerful water type move that can take on threats such as Heatran and Landorus-T. Shadow Sneak is a very useful priority move, letting Greninja revenge kill opponents on low life. Extrasensory is a strong Psychic move that allows for him to destroy opposing bulky water-types Toxepex and Keldeo. Finally, U-turn is yet again used for momentum, and it creates a separate U-turn core within the team allowing for quick and spamable changes. Life Orb is the preferred item for Greninja, as it gives him an extra boost of power whilst allowing him to change his moves unlike the choice band. Full EV's in speed allow him to be one of the quickest threats in the tier, allowing him to out speed Landorus-T and anything below him. 156 EV's in SpA allow for an easier time taking out opponents at higher healths, whilst the 100 Ev's in SpD allow him to take a couple more hits than usual. Finally, the Naive nature further boosts Greninja's speed to even higher levels, making him one of the quickest threats to opponents.
Jirachi (Shiny) @ Choice Scarf
Ability:Serene Grace
EVs: 252Spe / 132SpA / 124Atk
Nature - Hasty
- Iron Head
- Moonblast
- Healing Wish
- Psychic
Jirachi is a great Choice Scarf user, and Serene Grace allows her spamable moves to have an even greater impact, with a 60% flinch chance on Iron Head. The move is able to deal large amounts of damage to Fairy types in the tier such as the Tapu's. Moonblast on the other hand is an incredibly powerful Fairy type move that destroys Dragon types such as Garchomp and Zygarde. Healing Wish should be used as a suicide move when low on health, as it can fully heal another fighter (preferably one of the cores), making Jirachi act also as a cleric. Finally, Psychic is used to take out poison and fighting types in the tier, making it perfect at taking out the bulky water types Toxepex and Keldeo. The 252Spe Ev's allow for Jirachi to overtake many Pokemon in speed and to get the first move in, whilst the 132SpA and 124Atk Ev's are used to boost her attack power, with more in SpA due to the move set. Finally, a Hasty nature further boosts her speed to even higher levels.
Celesteela @ Steelium Z
Ability:Beast Boost
EVs: 252SpA / 200HP / 56SpD
Nature - Modest
- Autotomize
- Flash Cannon
- Giga Drain
- Air Slash
Celesteela is a fantastic and powerful threat that after an Autotomize boost, is a fast threat that opponents will need to think about twice. Flash Cannon is a strong steel type move that destroys Fairy's with massive amounts of damage. Giga Drain is a vital form of recovery for Celesteela, and it deals super effective damage against Tyranitar and all Water Pokemon in the tier. Air Slash is a very strong STAB move for Celesteela that is a very powerful neutral coverage move that can hit hard. Steelium Z allows for a very strong Corkscrew Crash with a base power of 160. 252 EV's in SpA allow for even stronger attacks from Celesteela, whilst the 200HP EV's allow for even more bulk whilst the 56SpD EV's allow for further defence. Finally, a modest nature allows for an even larger boost in SpA, making it a powerful and dominant special sweeper.
Hoopa-U @ Choice Band
Ability: Magician
EVs: 252HP / 252Atk / 4SpA
Nature: Lonely
- Hyperspace Fury
- Psychic
- Fire Punch
- Knock Off
The final card, my Band wallbreaker. Hoopa-U is an incredible Pokemon, and another great offensive threat. Hyperspace Fury is a stupidly powerful move that punishes protect users and causes massive amounts of damage to anything that doesn't resist it. Psychic is used here to take out pesky poison types such as Scolipede and Gengar. Fire Punch is a vital grass type repellant, taking out Pokemon such as Mega Venasaur with a 2HKO. Finally, Knock Off is used to remove items from the opposing team, destroying walls such as Chansey and taking away Leftovers from Pokemon such as Mew. Choice Band is the preferred item here to allow for continuous spam that will create fear within the opponents. 252HP EV's allow for extra bulk on Hoopa-U, whilst 252Atk and 4SpA EV's allow for even extra damage to be given towards targets. Finally, a Lonely nature is chosen to raise Atk for Hoopa-U, at the expense of a final bit of defence.
Conclusion
As you can see, this offensive team is a powerful threat to any team, and it can take a few hits whilst dealing out even more damage. I have tested the team and I have won the majority of battles with it, only real threat is mass entry hazard spam, although this isn't too problematic. Please leave comments and stuff below, I will read and reply to all. Thank you for the help :)
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