Team Iron Fist
Thanks for viewing.
So for the past month I have been tutored by ReyScarface from Smogon and have been learning the art of Hyper Offence, which Sthatakis was the great pioneer of, this team got me a rating of 1600+ on TU's shoddy server and and rating of 1500+ on Smogon's server, which is my best team record.
Sthatakis's words: First, to understand this team, you must understand how I play. Basically, to play offense, all you have to do is get in a sweeper, set up, do as much damage as possible, sacrifice said sweeper, get in the next one, etc etc. By using stuff that is walled by the same things, you sacrifice one guy to weaken the counter (a bulky water/ground in the case of this team) and then the rest of the team has a party. there is a lot of longterm thinking involved, because you have to sacrifice the right stuff and find openings to sweep and stuff. with this team, you don't have to predict, but you have to be thinking about the lategame from turn one, keeping the right stuff alive, sacrificing the right stuff, etc. otherwise, you'll find yourself unable to break through the opponent. It is also imperative, that, to not get swept, you have to not let anything be able to set up anywhere. if you want to effectively beat stall, scarfers are a huge no-no, therefore you can't revenge kill. since you can't revenge kill, the only way to not get swept is to not let anything set up on you. it follows that choice items in general are a no-no, due to the amount of free turns you give. It is also not good to switch, as by switching, you take two attacks, or worse, give your opponent a fee turn to set up. by doing your own thing and not switching out and giving your opponent free turns, you are never on the defensive, the pressure is always on the opponent, and you don't have to predict. It also follows that since we don't want to predict, explosion is a no-no as well, because it causes blind switches, which are even more guess-like than predictions. By doing all this, you play without having to predict. as long as your long-term thinking is solid and your team is good, you can win, no guessing necessary. this is the better way to play offense, the more reliable way.
So for the past month I have been tutored by ReyScarface from Smogon and have been learning the art of Hyper Offence, which Sthatakis was the great pioneer of, this team got me a rating of 1600+ on TU's shoddy server and and rating of 1500+ on Smogon's server, which is my best team record.
Sthatakis's words: First, to understand this team, you must understand how I play. Basically, to play offense, all you have to do is get in a sweeper, set up, do as much damage as possible, sacrifice said sweeper, get in the next one, etc etc. By using stuff that is walled by the same things, you sacrifice one guy to weaken the counter (a bulky water/ground in the case of this team) and then the rest of the team has a party. there is a lot of longterm thinking involved, because you have to sacrifice the right stuff and find openings to sweep and stuff. with this team, you don't have to predict, but you have to be thinking about the lategame from turn one, keeping the right stuff alive, sacrificing the right stuff, etc. otherwise, you'll find yourself unable to break through the opponent. It is also imperative, that, to not get swept, you have to not let anything be able to set up anywhere. if you want to effectively beat stall, scarfers are a huge no-no, therefore you can't revenge kill. since you can't revenge kill, the only way to not get swept is to not let anything set up on you. it follows that choice items in general are a no-no, due to the amount of free turns you give. It is also not good to switch, as by switching, you take two attacks, or worse, give your opponent a fee turn to set up. by doing your own thing and not switching out and giving your opponent free turns, you are never on the defensive, the pressure is always on the opponent, and you don't have to predict. It also follows that since we don't want to predict, explosion is a no-no as well, because it causes blind switches, which are even more guess-like than predictions. By doing all this, you play without having to predict. as long as your long-term thinking is solid and your team is good, you can win, no guessing necessary. this is the better way to play offense, the more reliable way.
In-depth look
Azelf@ Light Clay
Ability: Levitate
EVs: 252 HP | 4 Attack | 252 Speed
Nature: Jolly (+speed, - Special Attack)
` Reflect
` Light Screen
` Stealth Rock
` Explosion |Taunt
.......................
Comments & Suggestions:
]So I start the match with suicide azelf. Here's the reasoning. I use Azelf's Speed and to help win out against many common leads. I get up SR and screens early, and I sacrifice azelf, giving me a free switch in to whatever kills it, generally giving me a free turn to set up and sweep or sacrifice or whatever. Generally I don't set up SR right away, but set up screens then set-up SR. This set is a standard for a reason. This sets the tempo for my team, setting up stealth rocks blazingly fast. I don’t use taunt as explosion is more important to me and the threat of Taunt is usually good enough If azelf gets SR and scouts a little, he's done his job. Besides, worst comes to worst, if I don't get a kill with explosion, I still get the free turn from bringing in whoever I want. Azelf has failed me maybe once or twice to get a good start in the match, despite how prepared people are for him.
Kingdra@ Lum Berry
Ability: Swift Swim
EVs: 6 HP | 252 Attack | 252 Speed
Nature: Adamant (+Attack,-Special Attack)
` Substrate
` Dragon Dance
` Waterfall
` Outrage
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Comments & Suggestions:
Salamence@ Life Orb
Ability: Intimidate
EVs: 4 HP | 252 Attack | 252 Speed
Nature: Adamant (+Attack, -Special Attack)
` Dragon Dance
` Outrage
`Stone Egde
` Earthauzke
.......................
Comments & Suggestions:
Lucario@ Life Orb
Ability: Inner Focus
EVs: 4 HP | 252 Attack | 252 Speed
Nature: Adamant (+Attack, -Special Attack)
` Swords Dance
` Close Combat
` Crunch/Stone Egde
` Extremespeed
.......................
Comments & Suggestions:
Suicune @ Life Orb
Ability: Technician
EVs: 4 HP | 252 Attack | 252 Speed
Nature: Adamant (+Attack, -Special Attack)
` Swords Dance
` Bullet Punch
` Brick Brake
` Quick Attack
.......................
Comments & Suggestions:
I still do think that scizor is the weak link of this team allowing gyarados and zapdos onto the field which can do a number on my team.
Metagross@ Life Orb
Ability: Clear Body
EVs: 252 Attack | 4 Defense | 252 Speed
Nature: Adamant (+Attack, -Special Attack)
`Agility
` Meteor Mash
` Thunderpunch
` Earthquake
.......................
Comments & Suggestions:
Agiligross. Most people aren’t usually prepared for this guy, as leadgross is much more prevalent. As they send their Zapdos, Heatran, Fire Poke, Vaporeon, Suicune, any other bulky water, etc, I MMash or EQ the switchin. This guy sometimes gets early sweeps, but that usually doesn’t happen. He does however play an essential part in breaking down these physical walls. He often clears up holes for everyone, especially Gyarados. Clear Body is an awesome ability, allowing him to negate Intimidate from the likes of Gyarados and Salamence, who would cut his sweep short with Intimidate. Meteor Mash off this guy is ridiculously powerful, easily OHKOing stuff like Flygon, Azelf, etc. The attack boost that I get occasionarily almost guarantees a gg from the opponent. I also use this guy to absorb Outrages and set on Salamence using agility, then smashing him with a nice steel fist. I prefer Life Orb over all the other items as it really gives that extra kick that is required. All in all, this guy has definitely earned his place in this team.
Credit for most of the art work goes to Blue Ace
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