
With the first Monthly OU Cup concluded and my victory, I decided to finally post this team. Public Enemy No.1 was originally made for killing time on the suspect ladder but I liked the idea a lot so I ended up attempting to develop it into a proper team. I used its latest version in the final against Equinox and led it to victory. The most offensive team I've made ever since Code Chaos, Public Enemy No.1 is a team that I still haven't completely mastered in terms of proper usage, but I believe has a lot of potential and overall like it very much. Starring Mega Lopunny in lead of an offensive juggernaut, the team is single-minded in its purpose. Break anything and everything in the way. We are public enemies, after all.







Lopunny was the main star and the reason I began building this team.


Tank Garchomp was added right after due to its good synergy with Lopunny.



Latios was next, acting as offensive Defogger as well as special attacker and wallbreaker.




Fairy weakness was beginning to hit red, so I added CB Scizor to cover that base.





Rotom-W came up next due to its synergy with Scizor as well as its function as a physical defender.






Heatran was added as an extra measure against Fairies as well as an additional special attacker and acted as glue for the team's first version.





I wasn't very satisfied with the initial performance, so I went around changing the team. I removed TankChomp and Latios and replaced them with mixed defensive SR Tyranitar and Sand Rush Excadrill. I also removed Scizor, since I now had Excadrill to cover Fairies.






I decided to add Contrary Serperior as a setup sweeper.






Since I lacked a proper way to revenge kill, I removed Heatran and instead added Scarf Keldeo.






Not satisfied enough with Serperior's power, I replaced it with SDPass Celebi to give Excadrill and Lopunny a chance at sweeping. Following that change I also went for SubCM Keldeo to keep a special setup sweeper.






To go even more on the offensive I replaced Rotom with Thundurus-I, leaving all the heavy defense job on Tyranitar.






Lack of a reliable revenge killer was affecting me badly, however, so for the first time ever, Talonflame became a member of a Chaos Jackal team.

Femme Fatale (Lopunny) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Mega Lopunny was a Pokemon I always wanted to use. Flawless coverage, great Attack and amazing Speed allow her to run over offensive teams and severely hinder balanced playstyles. While this particular set struggles against stall, being unable to break through solid physical defenders, it can in times of need function as a means to soften those walls up for the rest of the team. Hi Jump Kick and Return combined with Scrappy are Lopunny's powerful and unresisted STAB combo, allowing her to do major damage to just about everything. Fake Out allows for a safe Mega Evolution against faster targets like Keldeo, Terrakion and Lati@s and also gives Lopunny the chance to stop weakened setup sweepers or frailer targets. Ice Punch is Lopunny's best option for dealing with Gliscor, Landorus-T and TankChomp while providing a better means to beat other Garchomp variants and Dragonite.

Boss (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Earthquake
An offensive team always relies on hazards to rack up damage and allow for easier KOs. Stealth Rock is the best and most important of them and Tyranitar is a pretty solid user of it. With its amazing defenses under Sandstorm, Tyranitar reliably sets up Stealth Rock and is also the team's only defensive Pokemon, functioning as the most common switch in case of emergency such as a Draco Meteor or a Brave Bird. Crunch is the main STAB and hits Lati@s for severe damage as well as anything else that might come up and can't be dealt with an appropriate coverage move. Ice Beam hits Landorus-T, a common switch, as well as Gliscor, for large amounts of damage and can also dent Grass types that might attempt to switch in. Finally, Earthquake provides coverage against Heatran, Bisharp and other Steel switch-ins.

Muscle (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
As much as hazards are appreciated on the opposing side, they are frowned upon on mine. Excadrill comes here to remove them with its Rapid Spin, being its most reliable user due to the many switches it forces. Excadrill also works excellently with Tyranitar and Lopunny, covering their Fairy weakness and taking advantage of Tyranitar's Sand Stream to outspeed the entire metagame, making it much more threatening than it already is. Earthquake and Iron Head are the main STABs, hitting anything that doesn't resist them for high damage, especially the Fairy types that Excadrill is meant to check. Rock Slide provides necessary coverage, allowing Excadrill to hit Skarmory and Talonflame as well as hitting Mandibuzz for more damage than Iron Head. Air Balloon compliments Excadrill's offensive prowess and spinning capability, allowing it to come into predicted Ground moves and giving it more chances to spin away hazards.

Shooter (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind
SubCM Keldeo functions as the team's special sweeper as well as the primary way of dealing with stall. Substitute protects Keldeo from status conditions and hits and can be set up easily thanks to its unique typing and the switches it forces. Once its counters have been taken care of it can then set up Calm Mind and proceed to sweep. Scald and Secret Sword are the mandatory STAB moves, the former also packing a 30% burn chance that can cripple physical attackers, the latter hitting special walls on their weaker Defense stat, allowing Keldeo to defeat Chansey and Blissey. With its skillset, Keldeo can surpass those things that would otherwise wall or severely hinder the rest of the team.

Dealer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
Celebi provides an additional defense besides Tyranitar should the need arise, but its true purpose lies elsewhere. With Swords Dance and Baton Pass, Celebi can turn the many physical powerhouses of this team to formidable sweepers, allowing them to overcome physical walls and win games. Recover keeps Celebi healthy and in conjunction with Natural Cure compliments Celebi's ability to switch into status or not very effective physical hits as well as giving it more chances to pass boosts to the rest of the team. Seed Bomb prevents Celebi from becoming Taunt bait and also gives it a chance to sweep itself in cases, while also killing Quagsire, which is a major pain for the rest of the team to defeat. Finally, Baton Pass not only sends boosts around but also keeps momentum and allows for favorable switches, even if Celebi doesn't carry a SD boost.

Scum (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
Talonflame was pretty low on the list of Pokemon I'd ever use, but I can't deny its effectiveness, and in this case it seemed like the perfect fit for a revenge killer. Backed by its Choice Band, Talonflame packs quite a punch with its high power STAB moves, allowing it to revenge kill many opponents after hazards and a little prior damage. Steel Wing dents Rock types that would otherwise completely wall it, and is capable of OHKOing Mega Diancie. U-Turn is an excellent scouting tool that holds momentum and allows Talonflame to avoid unfavorable matchups. Finally, with the assistance of Celebi, Talonflame turns into a devastating sweeper that can only be stopped by KOing itself due to recoil.
There isn't a specific problem that this team can't face, at least theoretically. Like any offensive team, the loss of momentum can prove quite problematic but the team has many ways of holding it and applies steady pressure to prevent such cases. Otherwise, the only problems that may arise are situational and depend on the battle.
Femme Fatale (Lopunny) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Boss (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Earthquake
Muscle (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Shooter (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind
Dealer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
Scum (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Boss (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Earthquake
Muscle (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Shooter (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind
Dealer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
Scum (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
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