INTRODUCTION:
Hello! This is my 3rd RMT, and probably one of my more unique builds. I've always loved HO as a playstyle, and often when checking out tiers, I look for HOs first. Seeing all kinds of offensive threats stacked one on top of the other is just so mesmerizing to me. However, it does lead to kind of a problem - I quickly lose interest after I've gotten used to the threats available. But, on the flip side, it means that I tend to look beyond common established norms (which isn't necessarily a good thing, but it makes building a little more fun). As of lately specifically, I've been straying away from the concept of a dedicated lead for HO. Very rarely can you always lead the same thing and end up making effective progress, but, as many of these leads require Focus Sashes to feasibly make the progress they want (and considering the opponent is likely getting up rocks as well,) it means that there's a high chance that the mon basically goes without an item. Furthermore, it's not always possible to reliably punish Defog without getting U-Turned on, or hit with something like a stab attack, or a status move that cripples your ability to exert pressure on the opponent. A dedicated lead has just too many flaws in my opinion in theory and practice. This team showcases 2 mons that tend to set hazards, often functioning as dedicated leads, and while their hazard-setting skills are still on showcase, they are not dedicated leads. They have the ability to come in later in the game and effectively exert pressure at their own pace.
BUILDING PROCESS:
Mew was the mon I started with, with an atypical set to boot: NP 2a. The final moveslot was occupied by Spikes, a unique tool for a setup mon.
Bisharp synergizes incredibly with Mew, between punishing defog, providing speed control, checking Weavile well, and breaking through common specially defensive mons as well as mons that Mew has trouble breaking, like Unaware Clefable, Slowbro and Heatran after an SD.
Landorus Therian once again proving itself to be slappable on so many teams, providing a valuable electric and ground immunity, in addition to Stealth Rocks, and a nuke in the form of Supersonic Skystrike.
Mega Gyarados is important on this team as it provides some speed control after a DD, outspeeding most of the unboosted metagame. It also has great defensive utility, providing this team with a solid check to Ash Greninja.
Serp is insane on HO, fast, strong, and puts the opponent in a defensive position. Additionally, a lot of things that "check" Serp often either fall after it's boosted enough, or end up pretty weakened after it's down.
I initially had Volcarona here, don't remember why, I think I just wanted smth else to piss off Ferro.
I then changed it to Garchomp, as this team did really poorly against opposing Volcarona. Although, truth be told, I don't really like stacking the Weavile weaknesses on this team...
THE SETS:
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Mew @ Red Card
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Ice Beam
- Spikes
The mon I built around, I got the idea for this set after seeing how NP and DD variants of Mew are used in SSOU. Now, Mew itself is a mediocre setup mon, due to it's middling offenses, but Spikes means that even your multiple answers are being pressured now. Psyshock is used over Psychic to hit specially defensive mons like Gastro and the blobs, while Ice Beam tears apart Landorus and Gliscor. Red Card can be a variety of items, but it allows you to annoy things further with spikes. You can try things like Lum Berry, Twistedspoon, Mental Herb, Z Crystals, etc, although I haven't tested all of those.
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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Bisharp, as previously stated, synergizes incredibly with Mew. With EVs that maximize it's offensive potential, it has Swords Dance to bring it even further. Sucker Punch adds some very appreciated speed control to the team, Knock Off adds utility in knocking off the items of some annyoing mons for this team, like Tapu Fini, and Iron Head is a great secondary STAB that hits many dark resists hard, like Clefable and the Tapus. A Life Orb is used to increase damage output, however, again, you can try other items, like Z Crystals, Blackglasses or Shuca Berry, although I don't know how effective they would be.
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Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Fly
As stated, Landorus fufills a lot of roles here, with it's 2 valuable immunities, it gives us not only a solid SD user with 2 very threatening STABs, but Stealth Rocks as well, which stack with Mew's Spikes to make the opponent's checks to the various offensive threats here even weaker than they were before. Flyinium Z is used here as a nuke against Ground immunes like Gliscor, opposing Landorus, Mega Latias, and Mega Charizard Y. If you wish to give another Pokémon a Z Crystal, you're likely best off going Sash Explosion here, as most other items would likely only be useful in niche scenarios anyways, that a Sash is probably your best bet anyways.
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Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Power Whip
Mega Gyarados lowers the opponent's attack with Intimidate before Mega Evolving, which in conjunction with Mega Gyarados' amazing bulk, allows you to find various setup opportunities throughout a match. Gyarados packs 2 STAB moves, and a killer coverage move in Power Whip, which has effectively the same base power as a third STAB move, allowing you to dismantle threats like Tapu Fini.
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Serperior @ Rocky Helmet
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Taunt
- Glare
Serperior is capable of breaking through some threats that this team has difficulties against, namely, seriously annoying stall. Unaware Pokemon and blobs are stopped cold by Taunt, and in addition, it helps this team more reliably break Ferrothorn. Glare allows us to slow down faster threats, a blessing on a team like this which is, admittedly, kind of slow. Rocky Helmet means things like Landorus can't spam U-Turn, blobs can't click Seismic Toss too much, and Urshifu can't be too trigger-happy with it's STABs.
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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Fire Fang
Last mon here, Garchomp compresses some roles here, such as another Ferrothorn answer, another ground, a speed-booster, and a check to Volcarona, who'd normally eat this team up for breakfast. Life Orb is used to deal the extra damage and to OHKO Volcarona after some chip. However, I would be totally down for an alternative, as it makes this build very Weavile-weak, as you effectively need to keep either Gyarados or Bish healthy, likely the former, as Bish really wants to come in early in the game.
WEAKNESSES:
As previously mentioned, this team has 4 mons that die to Weavile, and the 2 that don't aren't exactly mons that can't be broken through, either, nor do they like being saved. Furthermore, the rare Low Kick Weavile basically solos this entire team.
Mew fails to threaten Corv well, and Body Press variants can't even be effectively punished well by Bisharp. It can be worn down, but it's not an easy matchup.
The Stall MU is rough on this team should Serperior be effectively played around, and even if not, Leaf Storm only has so much PP.
IMPORTABLE:
https://pokepast.es/ac9361e0924aee72