Kinda in need of a better team name, but that's not the point. Really just started laddering about a month ago or so, but mostly been playing for kicks for a few years. I have more points in ubers than any other ladder (around 1500 or so) so I figured I'd put these guys through the ringer.
I've actually had this team for a really long time now, and as such, I really can't remember the team building process. I remember I had Blissey at one point, but decided I needed more "oomph" so the chicken was added. Anywho, LGI!
Team Preview:
And now the team and what they do. I never really intended for it to be one, but it's more or less a borderline hyper offensive team. Very little setup, and a lot of face punching.
Kamikaze
Frosslass@ Focus Sash
Timid Nature
EVs: 252 SpA/4 SpD/252 Spe
Ability: Cursed Body
*Taunt
*Spikes
*Destiny Bond
*Ice Beam
Frosslass@ Focus Sash
Timid Nature
EVs: 252 SpA/4 SpD/252 Spe
Ability: Cursed Body
*Taunt
*Spikes
*Destiny Bond
*Ice Beam
Probably my favorite hazard setter ever. It's nigh impossible to stop her from getting at least one layer of spikes. However, depending on the threat, at lot of times it's better to just start firing Ice Beams and killing stuff. When the job is done, it's Dbonding time. Most of the time, I can take down whoever she's up against, bar certain Deoxys loadouts. I can at least put large holes in them though.
Also, before you ask, why use her over a Deoxys form? Two reasons. Cursed Body really comes in handy to cripple certain attacks that would otherwise be an annoyance. Secondly, Destiny Bond is really really good. There are those who are smart enough to play around it, and there are those who aren't...like 9/10 Lead Geomancy Xerneas. I can't believe how many Xerneases I've taken out right at the get go, which is just a huge relief overall has he can become troublesome later on. However, I AM open to good arguments about why a Deoxys form might be a better option.
Chuck Norris
Blaziken@Blazikenite
Adamant Nature
EVs: 4 HP/252 Atk/252 Spe
Ability: Blaz-lol no, of course it's Speed Boost
Shiny: Yes
*Protect
*Baton Pass
*Flare Blitz
*High Jump Kick
Blaziken@Blazikenite
Adamant Nature
EVs: 4 HP/252 Atk/252 Spe
Ability: Blaz-lol no, of course it's Speed Boost
Shiny: Yes
*Protect
*Baton Pass
*Flare Blitz
*High Jump Kick
The original Karate Commando back for another round of feet in your face. I used to think the ban from OU was ridiculous, since Talonflame and Azu wreck his junk. After using him extensively, I get it now, cause he wrecks everything else. Well almost everything. He needs several speed boosts to mow past Geo Xerneas, and he dies to anything smart enough to use Espeed on the revenge, but there's been surprisingly little of that. HJK is chosen for being consistent damage against everything as opposed to the weight dependency of Low Kick. The crazy thing, is for all my accuracy woes, I almost never miss HJK. Hydro Pump hits 2 out of ten times, Play Rough will hit for 4 out of ten time. Focus Blast will never miss if used against me, but yet I will always land HJK, and whatever it hits will die. Adamant nature cause more power and when things get hairy, I can always BP out of there to soemone like this guy...
Billy Lee
Zekrom@Choice Band
Adamant Nature
EVs: 252 HP/252 Atk/4 Spe
Ability:Mold BreakerTerravolt
*Volt Switch
*Dragon Claw
*Bolt Strike
*Outrage
The BA dragon with the boss theme, it's Big Bad Zekrom kids! My go to Ho-Oh and Kyogre check (depending on the set), this dude hits like a semi. Thanks to Not-Mold-Breaker, Bolt Strike (when it feels like connecting) is usually a clean OHKO on both Ho-Oh and Lugia, and generally puts a large gaping hole in Kyogre. I pity the fairy that dares to set up in the middle of Bolt Strike spam cause they aint leavin in one piece. Dragon Claw is for all the Ground types out there when there are still steels and fairies afoot, and should you run out of those, well it's Outrage time! Pretty much everything that doesn't resist it dies, and some things that DO resist it die. He LOVES getting Speed Boosts from Blaziken cause it's like having band and scarf all in one.Zekrom@Choice Band
Adamant Nature
EVs: 252 HP/252 Atk/4 Spe
Ability:
*Volt Switch
*Dragon Claw
*Bolt Strike
*Outrage
Galvatron
Yveltal@Life Orb/Black Glasses (in case that pesky item clause happens)
Hasty Nature
EVs: 4 Atk/252 SpA/252 Spe
Ability: Dark Aura
Shiny: Yes
*Substitute
*Sucker Punch
*Dark Pulse
*Oblivion Wing
Yveltal@Life Orb/Black Glasses (in case that pesky item clause happens)
Hasty Nature
EVs: 4 Atk/252 SpA/252 Spe
Ability: Dark Aura
Shiny: Yes
*Substitute
*Sucker Punch
*Dark Pulse
*Oblivion Wing
I only just came up with that name now. He normally goes by "Death Bacon". At any rate, meet Super Honchkrow. No really, he's like Honchkrow on steroids. Same type stabs, same priority, but instead of losing HP with his Fly stab, he gains it. Only thing he needs is pursuit and we're good to go. In the meantime, the things he hits, he hits them really hard, and he can keep himself healed up all the same. The dark type buff is really great cause steels get smashed with reckless abandon. The flying typing is also great for switching into predicted Earthquakes (of which there are many). He outspeeds enough things to get a sub up most of the time, and then the sucker punch mindgames begin. He's also a great switch-in to enemy Blazikens thanks to taking pittance from their fighting stabs. When it comes to the other birds, it's a great long war, but if he doesn't come out on top, he's put them swiftly into revenge range. Sucker Punch makes him a fantastic Revenger in his own right.
Super Sonic
Shaymin S@ Life Orb/Expert Belt (really hate Item clause)
EVs: 4 HP/252 SpA/252 Spe
Timid Nature
Ability: Serene Grace
*Earth Power
*Hidden Power Ice
*Seed Flare
*Air Slash
Shaymin S@ Life Orb/Expert Belt (really hate Item clause)
EVs: 4 HP/252 SpA/252 Spe
Timid Nature
Ability: Serene Grace
*Earth Power
*Hidden Power Ice
*Seed Flare
*Air Slash
The king of flinching in all his mighty glory! Nobody pisses people off more than Skymin. Because a second EQ switchin never hurts, and look at all that speed. Only Deoxys, and select scarfers are going first, and all the rest are hoping to get a move in edgewise. Life Orb because I want the power, but also freedom to switch moves as needed. With his coverage options, the general idea is bring something in range to where it can be finished off by the more accurate move. HP Ice for dragons and anything 4X weak to it, Earth Power for opposing fire and steels, and seed flare just to lower the defenses of something that'll eventually beat me. With prior spikes damage, it can KO any Kyogre variant that isn't scarf Ice Beaming. Most of the time, he's his own downfall thanks to LO recoil. However, he's usually my go to guy when I have to fodder something. Sometimes, I just need that priority :/
Your God Now
Arceus@Life Orb
EVs: 200 HP/252 Atk/56 Spe
Adamant Nature
Ability: Multitype
*Swords Dance
*Extreme Speed
*Shadow Claw
*Earthquake
Arceus@Life Orb
EVs: 200 HP/252 Atk/56 Spe
Adamant Nature
Ability: Multitype
*Swords Dance
*Extreme Speed
*Shadow Claw
*Earthquake
I haven't run into anything that threatens me for the whole game, but depending on the time of the game, some things are tougher than others.
Early Game/Lead Threats
Deoxys A/Deoxys S - A moreso than S because he hits really hard. These are probably the best at limiting what Frosslass can do, thanks to their amazing speed. I've gotten into the habit of just going for the kill because 9 times out of 10 they throw out a taunt.
Prankster Users - With Thundy, I can see the taunt coming for a mile away, so I just go for the kill. Klefki is a bit different. He lacks taunt but he does have that Thunder Wave which really hurts cause lass needs her speed. Most of the time, I can get a taunt out against them which will at least allow me to try for a DBond unless hax kicks in
Mid Game Threats - most of these really depend on who's left at the time, as I have solid answers for most of them
Enemy EKillers - If both Blazken and Arceus are dead, this may as well be GG. For this reason, I tend to keep my own Ekiller in the wings. I don't know why they like to set up on Blaziken, but they should stop because that lands them a swift OHKO via HJK. The best I can really do is go for significant damage on the setup turn, and hope it's enough for my own Ekiller to dust them off.
Geomancy Xerneas - Blaizken NEEDS to end up at +3 speed after the Geomancy, or there's gonna be problems. This is another reason Ekiller and Yveltal stay in the wings so that this guy doesn't get out of hand. If Zekrom is in on the Geomancy turn, Bolt Strike does take a huge chunk out of him, and then I can try for the priority
Lugia and Giratina - The stally bastards, they like to fire out status and then start phazing. I'm much worse off for wear if they come out after Zekrom's gone, since he makes short work of both of them. Shamyin can try to flinch them out, and it works more on Giratina than Lugia. Lugia deserves special mention for being able to keep Ekiller at bay. Even a +2 Shadow claw does jack diddly to him.
End Game threats
Scarf Kyogre - Basically if Zekrom and Yveltal aren't at full health, it's GG. Ekiller is probably the best answer I've got to him, assuming he locks himself into Ice Beam. If he's locked into a Water move, he's much easier to deal with as Seed Flare does ridiculous damage to him.
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