I've been using this team for quite some time now. It does really well and has gotten me quite a few wins. It plays like any suicidal offensive team. Here is a brief discreption of how they are played for those who do not know.
To play offense, all you have to do send in a sweeper, set up, do as much damage as possible, let that sweeper die, get in the next one, and repeat. By using stuff that is walled by the same things, you can sacrifice the first guy to weaken the counter and then the rest of the members can break past the team's defenses. There is a lot of longterm thinking involved, because you have to sacrifice the right stuff and find openings to sweep. You don't need to predict very much but you must try to get an understanding of the opponents teams very early. You have to sacrifice the right stuff at the right time, otherwise, you'll find yourself unable to break through the opponent. If you want to effectively beat stall, scarfed pokemon are not the way to go, therefore you can't revenge kill. Since you can't revenge kill, the only way to not get swept by a set up pokemon is to not let anything set up on you in the first place. Therefore it is not good to switch, as by switching, you take hits, or worse, give your opponent a fee turn to set up. By doing your own thing and not switching out and not 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.
Anyways on to the team:
Infernape@Focus Sash
Naive
4 Atk/ 252 SAtk/ 252 Spe
-Stealth rock
-Encore
-Flamethrower
-Close Combat
Lead Infernape is a very good way to start the battle off. Due to his speed, he will almost always get up Stealth Rock, which helps the team quite a bit. The EVs let him deal decent damage while outrunning every common lead bar Azelf and Aerodactyl. Flamethrower and Close Combat dish out a very high amount of damage thanks to STAB. I originally ran Fire Blast but its accuracy gets annoying sometimes so I usually switch off between the two though I use Flamethrower as far as wifi is concerned. Encore is the real move that makes him so useful. He can use it to trap slower leads like Hippowdon, Swampert, and Metagross on stealth rock which forces them to switch out. He can also Encore the standard Lead Infernape since he outruns him and can Encore the Fake Out. It also lets me set up my sweepers if my opponents decides to use a Water or Ground move on Infernape. Usually, I just let him set up rocks, dish out damage and then die, letting me bring in my first sweeper.
Gyarados@Life Orb
Jolly
252 Atk/ 4 Def/ 252 Spe
-Dragon Dance
-Waterfall
-Bounce
-Stone edge
Gyarados is an excellent way to start tearing my opponents team early. The EVs let hit 430 Speed after a Dragon Dance, letting me outrun Jolteon and even Scarf Heatran which is pretty useful and dealing a OHKO to both. The move set is fairly simple. Waterfall lets me hit shit hard thanks to STAB. Stone Edge gives pretty good coverage, letting me hit Zapdos, Salamence, and enemy Gyarados. Bounce is also a very important move. It lets me scare off Celebi, and hit several bulky waters such as Starmie and has a chance to OHKO. it also has that nice paralysis rate which has been helpful in some cases. Usually, this guy comes in after Infernape, sets up, and weakens whatever is supposed to counter him(if not kill in the case of Jolteon and Starmie.) He usually helps weaken some bulky water which makes it easier for the rest of my team to sweep.
Heatran@Shuca Berry
Naive
4 atk/ 252 SAtk/ 252 Spe
-Fire Blast
-Earth Power
-Explosion
-HP Elec/Dragon Pulse
Heatran is one of the most important members on the team. His typing lets him resist Bullet Punch, which is often used to pick off my weakened sweepers, so he uses the oppurtunity to get a safe switch. I usually run HP Elec, as it lets me OHKO Gyarados, who is the most common pokemon used to counter Heatran. With Shuca Berry, Heatran passes off as a Scarf Heatran, which lets me get the jump on Blissey, Gyarados, Salamence, and several other "counters." Dragon Pulse is used on wifi as I don't have the time to get HP Elec though it has its uses, hitting Salamence and Flygon pretty hard. Usually, once he's gotten a surprise KO, I just blow up and let another sweeper switch in without having to take damage.
Latias@Life Orb
Timid
4 HP/ 252 SAtk/ 252 Spe
-Calm Mind
-Dragon Pulse
-Surf
-Recover
Latias is the glue of the team. It helps keep Infernape and other fast sweepers in check. I usually have an easy time using Calm Mind with her, as such I am able to smack whatever switches in pretty hard. I usually send her in after Heatran has done his job, meaning Blissey took the hit from Explosion. Dragon Pulse and Surf have pretty good coverage. Latias' most common switch in is Scizor in my experience, but I usually don't mind as I get to take off over half of its health with a +1 Surf, then he will either get locked in Pursuit which lets one of my sweepers set up, or use U-turn, giving me the adavantage. Recover isn't used much though helps a lot when it is. EVs are pretty straight forward.
Salamence@Life Orb
Naive
232 Atk/ 252 Spe/ 24 SAtk
-Dragon dance
-EQuake
-Outrage
-Fire Blast
Salamence is a monster late game. After the first Dragon Dance assault, most of his counters such as Swampert are usually weakened if not dead letting him have an easy time with my opponents team. The moves allow for perfect coverage and the EVs are pretty standard. Outrage gets STAB and dents pretty much everything. Fire Blast and EQuake complement it well, hitting Steels that resist Outrage. I went with a positive speed nature to ensure that scarfers can't revenge kill me, such as Jirachi and Flygon. The extra power although useful, usually isn't needed as much as the speed. It also lets me tie with other max speed base 100 pokemon at worst if I haven't used Dragon Dance quite yet. Once I send him in, it's usually close to the end of the battle.
Jolteon@Life Orb
Timid
252 SAtk/ 4 Def/ 252 Spe
-T-bolt
-Shadowball
-HP Grass
-Signal Beam
Jolteon is usually the late game cleaner. Once everything is said and done, he just comes in and finishes off any weakened pokemon with Thunderbolt. I usually only send him out late game, as there are too many pokemon danagerous mons that can use him as set up, such as DD Tyritar. The moves are simple, T-bolt does loads of damage and gets STAB. Shadow Ball helps with coverage. HP Grass lets me hit Grounds who are immune to T-Bolt such as Swampert and Signal Beam is mainly filler though it deals extra damage to Celebi and hits Umbreon and Tyranitar for SE damage despite how little it is. EVs are also simple, yet effective.
Well that's the team. Almost everything here is pretty fast which is pretty useful and can deal their own share of damage. This team's success has a lot to do with how you play it as every move is crucial. I'm done using it and have started on other teams. Rate it/ steal it/hate it, whatever floats your boat.
To play offense, all you have to do send in a sweeper, set up, do as much damage as possible, let that sweeper die, get in the next one, and repeat. By using stuff that is walled by the same things, you can sacrifice the first guy to weaken the counter and then the rest of the members can break past the team's defenses. There is a lot of longterm thinking involved, because you have to sacrifice the right stuff and find openings to sweep. You don't need to predict very much but you must try to get an understanding of the opponents teams very early. You have to sacrifice the right stuff at the right time, otherwise, you'll find yourself unable to break through the opponent. If you want to effectively beat stall, scarfed pokemon are not the way to go, therefore you can't revenge kill. Since you can't revenge kill, the only way to not get swept by a set up pokemon is to not let anything set up on you in the first place. Therefore it is not good to switch, as by switching, you take hits, or worse, give your opponent a fee turn to set up. By doing your own thing and not switching out and not 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.
Anyways on to the team:
Infernape@Focus Sash
Naive
4 Atk/ 252 SAtk/ 252 Spe
-Stealth rock
-Encore
-Flamethrower
-Close Combat
Lead Infernape is a very good way to start the battle off. Due to his speed, he will almost always get up Stealth Rock, which helps the team quite a bit. The EVs let him deal decent damage while outrunning every common lead bar Azelf and Aerodactyl. Flamethrower and Close Combat dish out a very high amount of damage thanks to STAB. I originally ran Fire Blast but its accuracy gets annoying sometimes so I usually switch off between the two though I use Flamethrower as far as wifi is concerned. Encore is the real move that makes him so useful. He can use it to trap slower leads like Hippowdon, Swampert, and Metagross on stealth rock which forces them to switch out. He can also Encore the standard Lead Infernape since he outruns him and can Encore the Fake Out. It also lets me set up my sweepers if my opponents decides to use a Water or Ground move on Infernape. Usually, I just let him set up rocks, dish out damage and then die, letting me bring in my first sweeper.
Gyarados@Life Orb
Jolly
252 Atk/ 4 Def/ 252 Spe
-Dragon Dance
-Waterfall
-Bounce
-Stone edge
Gyarados is an excellent way to start tearing my opponents team early. The EVs let hit 430 Speed after a Dragon Dance, letting me outrun Jolteon and even Scarf Heatran which is pretty useful and dealing a OHKO to both. The move set is fairly simple. Waterfall lets me hit shit hard thanks to STAB. Stone Edge gives pretty good coverage, letting me hit Zapdos, Salamence, and enemy Gyarados. Bounce is also a very important move. It lets me scare off Celebi, and hit several bulky waters such as Starmie and has a chance to OHKO. it also has that nice paralysis rate which has been helpful in some cases. Usually, this guy comes in after Infernape, sets up, and weakens whatever is supposed to counter him(if not kill in the case of Jolteon and Starmie.) He usually helps weaken some bulky water which makes it easier for the rest of my team to sweep.
Heatran@Shuca Berry
Naive
4 atk/ 252 SAtk/ 252 Spe
-Fire Blast
-Earth Power
-Explosion
-HP Elec/Dragon Pulse
Heatran is one of the most important members on the team. His typing lets him resist Bullet Punch, which is often used to pick off my weakened sweepers, so he uses the oppurtunity to get a safe switch. I usually run HP Elec, as it lets me OHKO Gyarados, who is the most common pokemon used to counter Heatran. With Shuca Berry, Heatran passes off as a Scarf Heatran, which lets me get the jump on Blissey, Gyarados, Salamence, and several other "counters." Dragon Pulse is used on wifi as I don't have the time to get HP Elec though it has its uses, hitting Salamence and Flygon pretty hard. Usually, once he's gotten a surprise KO, I just blow up and let another sweeper switch in without having to take damage.
Latias@Life Orb
Timid
4 HP/ 252 SAtk/ 252 Spe
-Calm Mind
-Dragon Pulse
-Surf
-Recover
Latias is the glue of the team. It helps keep Infernape and other fast sweepers in check. I usually have an easy time using Calm Mind with her, as such I am able to smack whatever switches in pretty hard. I usually send her in after Heatran has done his job, meaning Blissey took the hit from Explosion. Dragon Pulse and Surf have pretty good coverage. Latias' most common switch in is Scizor in my experience, but I usually don't mind as I get to take off over half of its health with a +1 Surf, then he will either get locked in Pursuit which lets one of my sweepers set up, or use U-turn, giving me the adavantage. Recover isn't used much though helps a lot when it is. EVs are pretty straight forward.
Salamence@Life Orb
Naive
232 Atk/ 252 Spe/ 24 SAtk
-Dragon dance
-EQuake
-Outrage
-Fire Blast
Salamence is a monster late game. After the first Dragon Dance assault, most of his counters such as Swampert are usually weakened if not dead letting him have an easy time with my opponents team. The moves allow for perfect coverage and the EVs are pretty standard. Outrage gets STAB and dents pretty much everything. Fire Blast and EQuake complement it well, hitting Steels that resist Outrage. I went with a positive speed nature to ensure that scarfers can't revenge kill me, such as Jirachi and Flygon. The extra power although useful, usually isn't needed as much as the speed. It also lets me tie with other max speed base 100 pokemon at worst if I haven't used Dragon Dance quite yet. Once I send him in, it's usually close to the end of the battle.
Jolteon@Life Orb
Timid
252 SAtk/ 4 Def/ 252 Spe
-T-bolt
-Shadowball
-HP Grass
-Signal Beam
Jolteon is usually the late game cleaner. Once everything is said and done, he just comes in and finishes off any weakened pokemon with Thunderbolt. I usually only send him out late game, as there are too many pokemon danagerous mons that can use him as set up, such as DD Tyritar. The moves are simple, T-bolt does loads of damage and gets STAB. Shadow Ball helps with coverage. HP Grass lets me hit Grounds who are immune to T-Bolt such as Swampert and Signal Beam is mainly filler though it deals extra damage to Celebi and hits Umbreon and Tyranitar for SE damage despite how little it is. EVs are also simple, yet effective.
Well that's the team. Almost everything here is pretty fast which is pretty useful and can deal their own share of damage. This team's success has a lot to do with how you play it as every move is crucial. I'm done using it and have started on other teams. Rate it/ steal it/hate it, whatever floats your boat.
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