INTRO
I'd like to start off by saying that the last time I truly played competitively before now was in Gen 4 (and just a bit in Gen 5). For this reason, I am not all that confident about posting this team, since I'm sure it has a number of issues (which obviously I'm hoping some of you can help me with!) higher up in the ladder.
However, against the teams I am playing currently (1400 - 1600~), it seems to rampage through everything in it's path with little effort. The vast majority of games I lose, I feel like I've misplayed horribly, and it's no fault of the team itself.
I'd like to start off by saying that the last time I truly played competitively before now was in Gen 4 (and just a bit in Gen 5). For this reason, I am not all that confident about posting this team, since I'm sure it has a number of issues (which obviously I'm hoping some of you can help me with!) higher up in the ladder.
However, against the teams I am playing currently (1400 - 1600~), it seems to rampage through everything in it's path with little effort. The vast majority of games I lose, I feel like I've misplayed horribly, and it's no fault of the team itself.
BACKGROUND
Probably the most fun part of the competitive scene for me is teambuilding, so when I returned to the game, I made perhaps an ill-advised decision of making my own squad. Unfortunately, I played exclusively OU in the past, but I am the type of person who prefers to use Mons I actually enjoy, or at least find tolerable. Really not a fan of Ultra-Beasts, and so I decided to get into UU first, as right now it has Pokes I'm most familiar with, from Gens 4 & 5.
I made a few balanced teams, using this incredibly helpful post (treating the checks & counters section as my bible, since I had / have no idea what I am doing), in order to learn the ropes of the game today.
Needless to say, I was losing a ton the first few days. Some of the teams I made I actually think are pretty good, but my play was atrocious - so I lost the vast majority of my games after an initial win-streak.
Once I felt somewhat of a grasp of the game again I decided to make some "real" teams, the latest of which is what this RMT is about.
I made a few balanced teams, using this incredibly helpful post (treating the checks & counters section as my bible, since I had / have no idea what I am doing), in order to learn the ropes of the game today.
Needless to say, I was losing a ton the first few days. Some of the teams I made I actually think are pretty good, but my play was atrocious - so I lost the vast majority of my games after an initial win-streak.
Once I felt somewhat of a grasp of the game again I decided to make some "real" teams, the latest of which is what this RMT is about.
ETERNAL'S HYPER OFFENSE
As the title of the RMT suggests, this team was based on the 'Remodeled Hyper Offense' team (OU) made by Eternal back in the day. Here are his own thought processes and explanations for anyone interested.
Now, as i said in the previous section, I did still want to make my own team, so I just took inspiration and ideas behind the build (Volt-Turn, Priority, and everything else for the goal of building an absurd amount of momentum), and hopefully made it my own. I suppose it is probably a fairly standard philosophy behind offensive teams nowadays, but still - it's special in my heart
So here we go:
TEAMBUILDING PROCESS
@ Sharpedonite
I was going to use Mega Sharpedo no matter what. For some reason, it seemed like a fun Pokemon to use (I wasn't wrong).
After checking the 'team options' section in the analysis, it mentioned that Mega Sharpedo fits best on offensive teams. I thought about Eternal's videos, and decided to try and replicate that for Gen 7 UU, with Sharpedo as my main late-game sweeper
@ Choice Band
Scizor has been a staple of my teams since I started playing competitively, with the CB Scizor being my favourite set.
Seeing as by this point I was already basing my squad on the Remodeled Hyper Offense team, It was a pretty easy decision, as it fits both of the core principles behind the team, as well as reliably handles some of the core threats in UU that Sharpedo struggles with (Clefable, Togekiss etc.).
@ Choice Specs
I needed someone to complete the mini Volt-Turn core, and aside from Rotom, Raikou is really the only viable Volt-Switch user who can actually threaten an OHKO with Volt-Switch, in addition to building momentum.
Banded Scizor and Specs Raikou put so much pressure on most teams early-mid game, that it often leads to some seriously dangerous (over)predictions by the opponent, as well as some entertainment.
Raikou is also an excellent partner for Scizor, as it can come in after the U-Turn on most of the bulky or tanky water types that are common switch ins, continuing the Volt-Turn chain, or heavily chunking Swampert / Gastrodon with HP Grass. Scizor can in turn come in on Latias, Celebi, Decidueye and others.
@ Firium Z
Infernape is the secondary sweeper on the team, during the mid-game he is here to handle Pokemon like Kyurem and Blissey, as well as serve as a revenge killer. His wallbreaking capability is fairly decent, as Inferno Overdrive should chunk pretty much anything that doesn't resist it, or isn't a physical wall.
If he is not needed early, he is there to back Sharpedo's sweep, either eliminating or severely weakening anything that can take on Mega Sharpedo, as they do not share many common counters.
@ Flame Orb
After making a list of remaining unchecked threats, Conkeldurr seemed to be the one who can most effectively glue the team together overall, as well as handle most Gliscor variants, which my team struggles with, as I opted for HP Grass on Raikou. This does make the team pretty weak to birds, however in practice I found that not to be a problem at all (again, that may change higher up the ladder).
Conkeldurr is also the only one who can potentially save the game if the momentum has been snapped, since he can hard switch comfortably and take all but the most powerful neutral hits well.
I am still not sure if the flame orb set is the most effective one here, but in practice it seems to be the one with the most consistency in establishing lost momentum / securing it.
@ Focus Sash
This one is pretty self explanatory, Azelf is here to prevent the opponent from setting up hazards, set up it's own and die.
I've found that the most common answer to this is Taunt Aerodactyl, so in cases where the opposing team is running one, I usually lead Scizor and U-Turn out into Azelf. This has not burned me yet, as they are too afraid of over-predicting and being OHKO'd with Bullet Punch.
DETAILS
Steph (Sharpedo) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Protect
- Crunch
- Waterfall
- Psychic Fangs
Now, as i said in the previous section, I did still want to make my own team, so I just took inspiration and ideas behind the build (Volt-Turn, Priority, and everything else for the goal of building an absurd amount of momentum), and hopefully made it my own. I suppose it is probably a fairly standard philosophy behind offensive teams nowadays, but still - it's special in my heart
So here we go:
TEAMBUILDING PROCESS
@ Sharpedonite
I was going to use Mega Sharpedo no matter what. For some reason, it seemed like a fun Pokemon to use (I wasn't wrong).
After checking the 'team options' section in the analysis, it mentioned that Mega Sharpedo fits best on offensive teams. I thought about Eternal's videos, and decided to try and replicate that for Gen 7 UU, with Sharpedo as my main late-game sweeper
@ Choice Band
Scizor has been a staple of my teams since I started playing competitively, with the CB Scizor being my favourite set.
Seeing as by this point I was already basing my squad on the Remodeled Hyper Offense team, It was a pretty easy decision, as it fits both of the core principles behind the team, as well as reliably handles some of the core threats in UU that Sharpedo struggles with (Clefable, Togekiss etc.).
@ Choice Specs
I needed someone to complete the mini Volt-Turn core, and aside from Rotom, Raikou is really the only viable Volt-Switch user who can actually threaten an OHKO with Volt-Switch, in addition to building momentum.
Banded Scizor and Specs Raikou put so much pressure on most teams early-mid game, that it often leads to some seriously dangerous (over)predictions by the opponent, as well as some entertainment.
Raikou is also an excellent partner for Scizor, as it can come in after the U-Turn on most of the bulky or tanky water types that are common switch ins, continuing the Volt-Turn chain, or heavily chunking Swampert / Gastrodon with HP Grass. Scizor can in turn come in on Latias, Celebi, Decidueye and others.
@ Firium Z
Infernape is the secondary sweeper on the team, during the mid-game he is here to handle Pokemon like Kyurem and Blissey, as well as serve as a revenge killer. His wallbreaking capability is fairly decent, as Inferno Overdrive should chunk pretty much anything that doesn't resist it, or isn't a physical wall.
If he is not needed early, he is there to back Sharpedo's sweep, either eliminating or severely weakening anything that can take on Mega Sharpedo, as they do not share many common counters.
@ Flame Orb
After making a list of remaining unchecked threats, Conkeldurr seemed to be the one who can most effectively glue the team together overall, as well as handle most Gliscor variants, which my team struggles with, as I opted for HP Grass on Raikou. This does make the team pretty weak to birds, however in practice I found that not to be a problem at all (again, that may change higher up the ladder).
Conkeldurr is also the only one who can potentially save the game if the momentum has been snapped, since he can hard switch comfortably and take all but the most powerful neutral hits well.
I am still not sure if the flame orb set is the most effective one here, but in practice it seems to be the one with the most consistency in establishing lost momentum / securing it.
@ Focus Sash
This one is pretty self explanatory, Azelf is here to prevent the opponent from setting up hazards, set up it's own and die.
I've found that the most common answer to this is Taunt Aerodactyl, so in cases where the opposing team is running one, I usually lead Scizor and U-Turn out into Azelf. This has not burned me yet, as they are too afraid of over-predicting and being OHKO'd with Bullet Punch.
DETAILS
Steph (Sharpedo) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Protect
- Crunch
- Waterfall
- Psychic Fangs
- Sharpedo is almost always the last switch I make in games I win.
- I decided to rock Waterfall instead of Ice Fang, as my team can handle grass types and flying types as is, and not using a secondary stab is really hard to justify. Plus, missing an Ice Fang would really piss me off. This is also partially the reason I decided to go with a physical Infernape set, instead of the Nasty Plot one, but I'll get into that later.
- Psychic Fangs is an amazing coverage move (Keldeo, Amoonguss), able to secure sweeps when otherwise they would fail.
Dray (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Superpower
- Pursuit
- I decided to rock Waterfall instead of Ice Fang, as my team can handle grass types and flying types as is, and not using a secondary stab is really hard to justify. Plus, missing an Ice Fang would really piss me off. This is also partially the reason I decided to go with a physical Infernape set, instead of the Nasty Plot one, but I'll get into that later.
- Psychic Fangs is an amazing coverage move (Keldeo, Amoonguss), able to secure sweeps when otherwise they would fail.
Dray (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Superpower
- Pursuit
- I was thinking of using an offensive Swords Dance variant at first, but since Scizor is almost always 'hit & run' for the majority of the game, I went with the Choice Band. It does feel awkward to have U-Turn take up a move slot on SD Scizor, leaving you with just Bullet Punch once set up, unless he is the last mon standing or doesn't run Roost.
- Pursuit is mainly ran for Latias, an extremely common switch for Raikou in my experience.
Klay (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power [Grass]
- For reasons explained above (obvious), there was no chance of running a Sub/CM or a Ghostium Z set, leaving me with Specs and Scarf as options.
- I am still very torn on this. There are still plenty of situations I face where a Scarf would be incredibly useful over Specs, but I do not like using entirely novelty sets which aren't mentioned in the analysis as there must be a reason for that, due to the amount of work going into them.
In practice though, I noticed the advantages would be very comparable to running Specs. The reason I am considering the Choice Specs version as the main one is because of the crazy pressure a Band/Specs Volt-Turn combo can put on a team. The number of times Raikou chunked something just hard enough for another member of my team to come in and either OHKO or comfortably win a 1v1 is too many to count.
- Hidden Power [Grass] is chosen mainly to deal with Quagsire and Swampert, seeing as non Sub/Protect Gliscor is handled by Conkeldurr.
There is a problem with this however, in that if you send Raikou out against a Swampert, they will know something's up. Normally when this happens, I 'double bluff' by taking Raikou out on the expected switch, hopefully tricking them into staying in the next time.
This does backfire sometimes though, against particularly careful players, so Hidden Power [Ice] is definitely an option, but that means Swampert will be harder to deal with, and an Unaware Quagsire will be a nightmare.
- Extrasensory is another choice I would like some specific input on. My reasoning for this is that Scizor can handle most common Psychic types pretty well, and Extrasensory is a useful thing to have on a predicted Amoonguss switch in. Not really sure it matters that much, but still.
Iggy (Infernape) (M) @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
- Swords Dance & Firium Z Infernape is something that could potentially be replaced with a Nasty Plot version, doing essentially the same things most of the time and having the option of another special sweeper. The problem is that I as a player am very hesitant to click on moves like Fire Blast, so I decided to go with SD for peace of mind.
- Firium Z is an effective wallbreaking tool in order to keep momentum and chunk switches that think they are totally safe, sometimes forcing them to either heal, switch or die allowing you to keep up the pressure.
- Electrium Z is an option (Mach Punch > T-Punch) to destroy Primarina and other water types, but I found that in most other cases the power of an Inferno Overdrive makes up for it pretty consistently anyway. Additionally, Mach Punch is extremely useful after an SD on the switch, allowing you to destroy certain unsuspecting Scarfers (Hydreigon) and proceed with the sweep.
Zaza (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
IVs: 0 SpA
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
- Flame Orb's extra juice allows Conk to perform as an emergency momentum grabber, as barely any thing I've faced so far in UU can tank it's hits for more than a few turns. Several times actually, he was the one to secure the game, weakening the opposing team and often taking out multiple threats. Potentially the MVP of the team, if Sharpedo wasn't so good.
I doubt another set can work much better, but I'm definitely open to suggestions.
- Knock Off is mainly for crippling defensive Pokemon seeking to halt the momentum, as well as stroking ghost types.
- Ice Punch I feel is absolutely required here, unless there are suggestions of HP Ice on Raikou, otherwise Gliscor could damn near 6-0 my team.
Shaun (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Taunt
- Knock Off
- There really isn't much to say here at all. Taunt, Rocks, Battlestar Galactica ;)
- Knock off is for ghost types that switch in expecting an Explosion.
REPLAYS
I forgot about replays before posting the RMT, so I'm going to make them as I play games now. I'll try to include some meaningful losses as well (not when I just misplay, but when any weakness of the team is highlighted)
An example of how great Mega Sharpedo is.
Looked like the game was over as my opponent got a nearly perfect opener, but M-Sharpedo came through and 5-0'd the team.
How vulnerable the team is to strong wallbreakers.
My bulkiest Pokemon got one-shot by (what I would hope is) a specs Volcanion.
I did misplay here, as there was absolutely no reason to go for Waterfall when I am predicting a switch, but the main reason I am posting the replay happened prior to that anyway.
PROS & CONS
Pros:
Quick games
Engaging
Solid against the meta, at least at lower-mid rankings
Unpredictable at times
Cons:
Prediction reliant
Punishing
Probably (only played against 4-5) bad against stall
Possibly not great against opposing hyper-offensive teams (small sample size again)
THREATS
Sometimes Primarina can be hard to switch into. Nearly every member of the team will be threatened to be OHKO'd with a correct prediction from the opponent, or nearly OHKO'd by a random Hydro Pump.
(Usually the team can handle it without casualties or 1 at the most, due to the Volt-Turn shenanigans)
Unless you can predict everything correctly, Scarf Hydreigon will be able to deal with a lot of the team, making it the biggest threat along with Primarina, as they both wall Sharpedo.
Gliscor (along with most ground types really) can be a huge pain if Conk isn't available to deal with it. Primarily because there is nothing else you can do about it, and also since he ends the Volt-Turn.
If the Gliscor is a Sub / Protect set - say goodbye. Unless your opponent does not realise that it walls the whole team, or Sharpedo can come in at full health and start sweeping, that's probably game.
I've had the pleasure of going against this unholy combo straight from hell a couple times, I did win one of the two, but that was solely because of my opponents mistake in letting both of the Unaware users faint early on (over-predictions).
CONCLUSION
Overall I find this team extremely fun to play, and feel like I have a chance against any team provided I don't make too many mistakes.
I gained about 250 elo using just this team in a short amount of time, so it's fine for my purposes right now, but doesn't mean can't be way better.
Proof of Peak
Since the team has went through very few iterations after the first pass I am certain there are a lot of improvements and fine tuning that can be done with suggestions from some veteran UU players.
Anyway, I hope I did this correctly and did not write too much or too little.
Thank you for reading & any suggestions
- Pursuit is mainly ran for Latias, an extremely common switch for Raikou in my experience.
Klay (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power [Grass]
- For reasons explained above (obvious), there was no chance of running a Sub/CM or a Ghostium Z set, leaving me with Specs and Scarf as options.
- I am still very torn on this. There are still plenty of situations I face where a Scarf would be incredibly useful over Specs, but I do not like using entirely novelty sets which aren't mentioned in the analysis as there must be a reason for that, due to the amount of work going into them.
In practice though, I noticed the advantages would be very comparable to running Specs. The reason I am considering the Choice Specs version as the main one is because of the crazy pressure a Band/Specs Volt-Turn combo can put on a team. The number of times Raikou chunked something just hard enough for another member of my team to come in and either OHKO or comfortably win a 1v1 is too many to count.
- Hidden Power [Grass] is chosen mainly to deal with Quagsire and Swampert, seeing as non Sub/Protect Gliscor is handled by Conkeldurr.
There is a problem with this however, in that if you send Raikou out against a Swampert, they will know something's up. Normally when this happens, I 'double bluff' by taking Raikou out on the expected switch, hopefully tricking them into staying in the next time.
This does backfire sometimes though, against particularly careful players, so Hidden Power [Ice] is definitely an option, but that means Swampert will be harder to deal with, and an Unaware Quagsire will be a nightmare.
- Extrasensory is another choice I would like some specific input on. My reasoning for this is that Scizor can handle most common Psychic types pretty well, and Extrasensory is a useful thing to have on a predicted Amoonguss switch in. Not really sure it matters that much, but still.
Iggy (Infernape) (M) @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
- Swords Dance & Firium Z Infernape is something that could potentially be replaced with a Nasty Plot version, doing essentially the same things most of the time and having the option of another special sweeper. The problem is that I as a player am very hesitant to click on moves like Fire Blast, so I decided to go with SD for peace of mind.
- Firium Z is an effective wallbreaking tool in order to keep momentum and chunk switches that think they are totally safe, sometimes forcing them to either heal, switch or die allowing you to keep up the pressure.
- Electrium Z is an option (Mach Punch > T-Punch) to destroy Primarina and other water types, but I found that in most other cases the power of an Inferno Overdrive makes up for it pretty consistently anyway. Additionally, Mach Punch is extremely useful after an SD on the switch, allowing you to destroy certain unsuspecting Scarfers (Hydreigon) and proceed with the sweep.
Zaza (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
IVs: 0 SpA
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
- Flame Orb's extra juice allows Conk to perform as an emergency momentum grabber, as barely any thing I've faced so far in UU can tank it's hits for more than a few turns. Several times actually, he was the one to secure the game, weakening the opposing team and often taking out multiple threats. Potentially the MVP of the team, if Sharpedo wasn't so good.
I doubt another set can work much better, but I'm definitely open to suggestions.
- Knock Off is mainly for crippling defensive Pokemon seeking to halt the momentum, as well as stroking ghost types.
- Ice Punch I feel is absolutely required here, unless there are suggestions of HP Ice on Raikou, otherwise Gliscor could damn near 6-0 my team.
Shaun (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Taunt
- Knock Off
- There really isn't much to say here at all. Taunt, Rocks, Battlestar Galactica ;)
- Knock off is for ghost types that switch in expecting an Explosion.
REPLAYS
I forgot about replays before posting the RMT, so I'm going to make them as I play games now. I'll try to include some meaningful losses as well (not when I just misplay, but when any weakness of the team is highlighted)
An example of how great Mega Sharpedo is.
Looked like the game was over as my opponent got a nearly perfect opener, but M-Sharpedo came through and 5-0'd the team.
How vulnerable the team is to strong wallbreakers.
My bulkiest Pokemon got one-shot by (what I would hope is) a specs Volcanion.
I did misplay here, as there was absolutely no reason to go for Waterfall when I am predicting a switch, but the main reason I am posting the replay happened prior to that anyway.
PROS & CONS
Pros:
Quick games
Engaging
Solid against the meta, at least at lower-mid rankings
Unpredictable at times
Cons:
Prediction reliant
Punishing
Probably (only played against 4-5) bad against stall
Possibly not great against opposing hyper-offensive teams (small sample size again)
THREATS
Sometimes Primarina can be hard to switch into. Nearly every member of the team will be threatened to be OHKO'd with a correct prediction from the opponent, or nearly OHKO'd by a random Hydro Pump.
(Usually the team can handle it without casualties or 1 at the most, due to the Volt-Turn shenanigans)
Unless you can predict everything correctly, Scarf Hydreigon will be able to deal with a lot of the team, making it the biggest threat along with Primarina, as they both wall Sharpedo.
Gliscor (along with most ground types really) can be a huge pain if Conk isn't available to deal with it. Primarily because there is nothing else you can do about it, and also since he ends the Volt-Turn.
If the Gliscor is a Sub / Protect set - say goodbye. Unless your opponent does not realise that it walls the whole team, or Sharpedo can come in at full health and start sweeping, that's probably game.
I've had the pleasure of going against this unholy combo straight from hell a couple times, I did win one of the two, but that was solely because of my opponents mistake in letting both of the Unaware users faint early on (over-predictions).
CONCLUSION
Overall I find this team extremely fun to play, and feel like I have a chance against any team provided I don't make too many mistakes.
I gained about 250 elo using just this team in a short amount of time, so it's fine for my purposes right now, but doesn't mean can't be way better.
Proof of Peak
Since the team has went through very few iterations after the first pass I am certain there are a lot of improvements and fine tuning that can be done with suggestions from some veteran UU players.
Anyway, I hope I did this correctly and did not write too much or too little.
Thank you for reading & any suggestions
Steph (Sharpedo) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Protect
- Crunch
- Waterfall
- Psychic Fangs
Dray (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Klay (Raikou) @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power [Grass]
Iggy (Infernape) (M) @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
Zaza (Conkeldurr) (M) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
IVs: 0 SpA
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Shaun (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Taunt
- Knock Off
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Protect
- Crunch
- Waterfall
- Psychic Fangs
Dray (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Klay (Raikou) @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power [Grass]
Iggy (Infernape) (M) @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
Zaza (Conkeldurr) (M) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
IVs: 0 SpA
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Shaun (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Taunt
- Knock Off
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