SM OU Beedrill-Mence Offense, broke 1500


Introduction

Although the battle that got me over 1500 was only 1 turn before my opponent was sad Beedrill OHKO'd his Greninja, I'm excited about this new offensive team I've put together.

Teambuilding Process


Had a few games where I had trouble with Beedrill, especially Fell Stinger variants if I wasn't paying attention, so I decided to build a team around it.

Naturally the first things that need to be removed are steels, so Zone was an obvious partner

Salamence also really appreciated having steels gone, so I figured I would use him as a set-up sweeper


I wanted a fast special attacker and scarfer next, and I always use Ash-Greninja so I wanted to try Potean Greninja

Gotta put this guy on every team...but actually needed a rocker and something with physical bulk wouldn't hurt, especially a Garchomp-Zygarde switch in

The first couple games I had some trouble breaking through certain bulky pokemon, and although Hoopa-U is slow, it has triple volt-turn support on this team and so gets a number of opportunities to switch in. Against offensive teams it is often just useless from the beginning, but in that case the rest of my team matches up well so I am not that worried


The Team


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Fell Stinger
- U-turn
- Drill Run
Standard set except with Fell Stinger > Knock Off. Turns simple revenge kills into set ups and plows through weakened teams.


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Scarf Zone outspeeds base 100s and gives volt-turn support. Does a lot to Landorus-T with Flash Cannon and outspeeds, which can be a nice way to open up holes for my two physical attackers.


Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Hidden Power [Fire]
- Gunk Shot
- Dark Pulse
- Surf
HP Fire for more steel obliteration. Ice Beam was chosen over Dark Pulse because Landorus is overloaded in terms of dealing with 4x Ice weak pokes. I'm often reluctant to click Gunk Shot but sometimes it does a lot to the opponent's whole team and can get them backpedaling. Surf is nice for Volcarona, against which I don't have much else.


Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fly
Like Beedrill, one turn of momentum for this thing can often spell gg. Dragon Claw over Outrage bc the only time the extra power matters is before I get a kill and its rare that I want to lock in that early, especially since Supersonic Skystrike gives me a nuke already.


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Hidden Power [Ice]
- Stealth Rock
- Earthquake
Standard defensive set, gives me rocks, slower U-turn support for Hoopa and good physical bulk.


Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 152 SpD / 100 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Knock Off
Wanted something with more immediate power than what the rest of my team has. Very slow, so not used much against offensive teams, except that it can be handy against Ash-Greninja as along as I avoid U-turn (but most are choiced anyway). Knock off is kinda weird and I don't really use it much, but I use the two stabs 90% of the time anyway. Doesn't outspeed anything really even with max speed, and with some Spd I can survive more attacks from things like Fini and Greninja, which sometimes I need it for.

Conclusion

I often lead Beedrill, Lando or Gren and either get rocks or momentum. If I can remove steels early then Beedrill or Mence will often get a chance to sweep. Spin support would be nice bc sweepers are weak to Rocks and fastest pokes are grounded so webs hurt too. Set up sweepers, especially DD or QD can be a pain but that is why Gren is scarfed so as to outspeed even at +1. Often I have to fodder a couple things to stop the sweep though if I let them get set-up, but Landorus is the only thing that is really set-up fodder for much and it makes it hard for physical sweepers to sweep as even at +1 they usually 2HKO which means I get a hit plus rocky helmet recoil.

Looking forward to hearing your criticisms!


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Fell Stinger
- U-turn
- Drill Run

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Hidden Power [Fire]
- Gunk Shot
- Ice Beam
- Surf

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fly

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Hidden Power [Ice]
- Stealth Rock
- Earthquake

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 152 SpD / 100 Spe
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Knock Off


Replays:

http://replay.pokemonshowdown.com/gen7ou-578438869

http://replay.pokemonshowdown.com/gen7ou-578437844
 
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