That could be quite effective, you can just lead with it and halve the health of the opposing lead.
Still, momentum is quite important here if you're not running hard stall, wallbreakers are just sick, so I don't know if it's worth it
Just a silly little gimmick, but min HP Duskull at Lvl. 1 with Pain Split effectively halves the opponents HP on switch in as long as there's no Sub; might have legs in very VERY niche situations?
I've never played this OM, looks like fun though, what's the thought on belly drum/choice band sets? Obviously haze ruins anything there but if you can lure and remove haze users then linoone could sweep with espeed, azumarill with aqua jet etc.
You're pretty much limited to coming in once, is there any viability in sets like that?
You have extremely strong hitters that don't suicide themselves when they come in.
And linoone still loses to iron defense corviknight (azumarill too if locked on aqua jet), so even with haze/topsy-turvy users down you still aren't auto-winning.
That's an high risk high reward strategy but the risk surpasses the rewards on high ladder. You are forced to play 5v6 for most of the game.
tip: if you REALLY want to run a BD sweeper, don't give it even HP. You can BD twice this way if no hazards
Here's my team that got me to 1400 (before deladdering because I kept forgetting match search active while doing other things).
It's a tailwind
volt-turn hyper offense team with strong momentum.
PROS:
- destroys most offensive teams
- potent wallbreakers can break through all relevant defensive threats
- doesn't rely heavily on setup
CONS:
- huge fairy weakness (but defensive fairies are rare in the current meta, and I can revenge kill offensive ones)
- struggles against TR (expecially Hattarene)
- burn weakness and no hazard control makes it hard to break hard stall if the opponent keeps all of his mons alive in the early game. Sap sippers are a pain because they block both urshifu and zygarde.
(healing wish partially solves it but only if you manage to remove the wow user)
PLAYSTYLE:
against offensive teams: grapploct and archeops have to stay alive for the longest time possible. With tailwind on urshifu is extremely threatening
against defensive teams: focus energy hydreigon can 2HKO almost all the meta, even if it doesn't get 0HKOs it's still extremely problematic for most stall teams. Opening a hole in the early game can make most opposing team crumble in the long run.
Grapploct @ Eject Button
Ability: topsyturvy
EVs: 252 HP / 252 Atk
Brave Nature
IVs: 0 Spe
- Brutal Swing
- Protect
- Sucker Punch
- Superpower
Problem with grapploct is that after a topsy-turvy you have a grapploct in the field, and in most situation you have to switch it out. How better would it be if you could just tank a weakened hit with grapploct and then send in your sweeper/wallbreaker that can 0HKO/2HKO the opposing team? With eject button, once per game you can do it. And did I say it negates u-turn? I seriously expect eject button to become the standard grapploct item on offense, it's just so good.
Grapploct actual moves are far less important,since it's not supposed to stay in the field at all. So I just gave it protect and min speed to better check stakataka (75bp gyro ball is far less threatening), brutal swing to threaten a gengar switchin, and sucker punch to help in endgames so it can dent something before dying.
I should consider some defensive investment instead of full attack but I fear it would make it more of a sitting duck
Archeops @ Choice Band
Ability: tailwind
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Head Smash
- U-turn
- Earthquake
tailwind support is extremely helpful against offense, since it's the only way to speed creep fast electric types.
Archeops is still a powerful sweeper with a CB, and if your opponent hasn't a corvinight or a burn user it can be hard to switch into.
Head smash is preferred over stone edge for the bigger power but its recoil is massive
Hydreigon @ Scope Lens
Ability: focusenergy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Iron Tail
Scope lens hydreigon is an underrated sweeper, but I'd argue it's better that the nasty plot variant.
His peak power output is the same as the standard specs set, but its versatility is so great. Against stall, it isn't an hit and run anymore, but something with virtually no switchins.
The ability to fire multiple draco meteors is extremely good. It's far from the strongest attack in the game but it 2HKOes everything bar resists and blissey. I might consider running +spa instead of +spe (I'll probably do this), but naive still does 47-55% to full spd mantine
The other huge advantage over nasty plot is that hydreigon's physical moves are boosted too. Superpower 2HKOes chansey and blissey by a large margin (and likely 0HKOes blissey after a draco meteor switchin), and damages ferrothorn slightly more than dark pulse.
Last move here is iron tail because I'm weak to fairies and it can 2HKO all of them.
Sadly, knock off and trick severely cripple this hydreigon and turn the games into an haxfest. Still, usually hax favors the attacker against stall if the opponent is forced to recovery.
Against offense, it's still good but it lacks speed and the power to nab some 0HKOs. +spa could mitigate this
Jirachi @ Eject Button
Ability: thunderwave
EVs: 252 HP / 124 Atk / 132 Def
Impish Nature
- Stealth Rock
- U-turn
- Light Screen
- Healing Wish
Jirachi mainly provides paralysis support. In addition to that, it's got precious resists and can assist the team with stealth rock and healing wish.
Healing wish is necessary to give a burned attacker the chance to sweep again and can be a powerful weapon against stall.
Light screen is just a desperate anti-hatterene countermeasure, and can help in some endgames. I tried reflect, iron head, and even my own trick room in that slot. Sadly, jirachi lacks better moves like heal bell or defog that I needed far more.
Eject button can give momentum, but sometimes it gets in the way.
I'm not fully satisfied on this Jirachi, I might consider to get a victini instead since it offers similar resists, but it would change my playstyle a lot and it would leave me with no rocks at all.
Urshifu-Rapid-Strike @ Choice Band
Ability: bulkup
EVs: 252 Atk / 252 Spe
Adamant Nature
- Surging Strikes
- Thunder Punch
- Aqua Jet
- U-turn
Urshifu-R is an underrated threat. Not only it's one of the few offensive setup sweepers that can defeat corviknight (it can even 0HKO not full def variants), but with thunder punch it can 2HKO toxapex, and surging strikes does 65%+ damage to grapploct since it's unaffected by the atk drop.
Another benefit of bulk up is defense boost. Urshifu can tank powerful physical attacks in a pinch and can switch into a +2 corviknight body press.
Aqua jet is extremely strong priority that can 0HKO all water weak offensive mons.
No close combat is controversial, I could consider getting it over u-turn because I've got nothing that can 0HKO ferrothorn and it always gets some painful knock offs.
Zygarde-10% @ Choice Band
Ability: dragondance
EVs: 252 Atk / 252 Spe
Jolly Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Facade
Pretty standard set. Fast sweeper with few resists, good switchin to regieleki and immune to paralysis. Strong priority can win endgames. While not killing full health corviknight, it can sack itself to take it to low health since super effective thousand arrows does around 50% damage.
It can break toxapex but not grapploct.
Moderator edit:
3 posts merged