Hello Smogon, I think I have something great here, but I seem to have hit a brick wall. About a year ago I got fed up with running balanced teams. I don't like using walls and utilities, especially in this meta where Megas can easily break through them. I discovered Hyper Offense and my very first team at it was very successful. Needless to say, I fell in love. I love the constant in your face never let off the gas pedal. Many teams are unprepared for it and get blown off their feet. Anyways, on to the team.
Team Explanation: The goal of this team is to put the pedal to the metal and dance the night away. Team Preview was a blessing for Hyper Offense so I use it to my full advantage. I usually look at the opponent's team and find out who has the best chance of sweeping and try to brainstorm a path at the beginning. My first step is always getting my rocks up and at all costs preventing my opponent from getting their rocks up. After that, Aerodactly usually dies and that's when the magic happens. I send out one of my sweepers/breakers and begin messing things up. It's organized chaos though, I don't just throw out a sweeper, I think about which one of my Pokes has the best chance of sweeping and I try to lure out its counters and just all around poke holes in my opponent's team. I love Hyper Offense, and would love if somebody could point me to some resources expand my game.
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
I played during fourth gen and loved this set. It catches SO many people offguard and gets up rocks an estimated 97% of the time. Its job is to get up rocks and prevent rocks at all costs. I guess you could say it's a 4th gen throwback suicide lead. People love to lead with their utilities against this thing and I constantly cripple utilities with taunt. The only Poke that gets me is the rare Espeon, and Mega Sableye. To me, it is absolutely integral that you get rocks set on a Hyper Offense team. That turns many 2 hits into to OHKOs. It also lures my opponent into wasting a turn to Rapid Spin/Defog which could be an extra DD or SD for me. I personally think this Poke is my problem and why I hit a plateau on the ladder. There is no room for a suicide lead anymore after 4th gen ended. I can't think of anything to replace it, but at the same time it has a very high success rate at doing its job so I am stumped about whether it pulls its weight.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Roost
This is my day one member of this team. I love DD Nite. After one DD, nite is your worst nightmare late game due to godly bulk and massive attack. Adamant because with the given Speed Evs I comfortably out speed the vast majority of the OU meta, only losing out to things with 130 base speed and up. Lum Berry because status ruins Dragonite and to the unsuspecting opponent, it could mean an extra DD for me if I predict a status move. I do not run Fire Punch for Ferro because my Volcorona loves Ferrothorn. I'm debating whether or not I should run FP though, because I generally find myself using Nite as a late game sweeper and Roost rarely extends sweeps in my experience. It's your average Nite in my opinion.
Breloom @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Swords Dance
- Spore
- Mach Punch
It's a damn shame Breloom is so slow. Even with that though, this Breloom will give you nightmares. Technician is a hell of an ability, it catches so many players off guard. After a swords dance, Mach Punch makes Scizor's BP look like a bitch slap. I love to send Breloom in on walls and cripple them with Spore. Having a wall asleep on a Hyper Offense team is a godsend. It prevents any hazards from going up, and could mean an extra DD/SD if I'm feeling greedy. The move set is pretty standard in my opinion. There's nothing strange about this Breloom. Breloom rarely sweeps because I usually use him early but he sure does poke holes in my opponent's team. Breloom is also my only answer to Weavile.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Substitute
This was my second favorite set from my 5th gen OU experience. This thing loves to come in known staus givers and substitute then proceed to dance. Obviously she has problems with fire types, but I feel the rest of my team does not have issues with them. Talonflame is a son of a bitch for Volca because I can't do shit to it. Anyways, I usually use Volcorona to attempt a mid game sweep and strike an urgency in my opponent to make a bad play so my next sweeper can come in. My Volcorona LOVES Ferrothorn. I have never played a player that didn't attempt to use Leech Seed/switch on this thing only to meet a substitute. Not much else to say, I feel it has a hard time sweeping early game because it is walled to no end by rock and fire types. I am debating switching Substitute for HP Ground/Rock. Without the substitute though, I feel Volcorona has issues setting up due to plethora of weaknesses.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Rash Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Grass Knot
Metagross is my wallbreaker and just all around pain dealer. I think I am doing Meta wrong though. I run the Rash nature to give Grass Knot a boost because my team has issues with bulky water types. I debate this because Metagross has such an amazing base speed at 110 tying it with the likes of Latios/as Gengar etc. I'm curious as to what people think about this. I rarely use grass knot though and I am starting to think Zen Headbutt would be better because of STAB. Everything else is pretty standard in my opinion. Meta is just used as a wallbreaker and the occasional late game sweep due to its tank-like attributes.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Surf
- Ice Beam
- Rapid Spin
This is my favorite set from 4th gen. This Starmie's job is to spin away rocks and usually be a safe switch in after a KO. Boltbeam has great coverage and Surf is for STAB. Life Orb is to make Starmie a menace. You would be surprised about how much of a punch this thing packs. It catches so many players off guard. At the bottom of the ladder sometimes you can sweep with Stamie. I love this thing and it always gets the job done due to blazing speed. It usually attracts Weavile and Ferrothorn on a switch or KO. Weavile is a big problem for my team, but I love to see Ferro come in.
Conclusion: I really enjoy Hyper Offense, but sometimes I feel like my team building skills aren't good enough to do it. My prediction skills are top notch because I have been playing since 2010, but I lack in team building skills.I feel like my team lacks synergy and only wins because people are so unprepared for hyper offense. I can take this team up to 1400 on the ladder, but after that my win percentage is still decent, but never good enough to continue laddering. I would like to keep this team Hyper Offense so please don't recommend any walls or anything like that unless you can make a really good argument for it. Other than that, I really appreciate you taking the time to do this! Thanks in advanced!
If you want to try it out.
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Roost
Breloom @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Swords Dance
- Spore
- Mach Punch
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Substitute
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Rash Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Grass Knot
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Surf
- Ice Beam
- Rapid Spin
Team Explanation: The goal of this team is to put the pedal to the metal and dance the night away. Team Preview was a blessing for Hyper Offense so I use it to my full advantage. I usually look at the opponent's team and find out who has the best chance of sweeping and try to brainstorm a path at the beginning. My first step is always getting my rocks up and at all costs preventing my opponent from getting their rocks up. After that, Aerodactly usually dies and that's when the magic happens. I send out one of my sweepers/breakers and begin messing things up. It's organized chaos though, I don't just throw out a sweeper, I think about which one of my Pokes has the best chance of sweeping and I try to lure out its counters and just all around poke holes in my opponent's team. I love Hyper Offense, and would love if somebody could point me to some resources expand my game.
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
I played during fourth gen and loved this set. It catches SO many people offguard and gets up rocks an estimated 97% of the time. Its job is to get up rocks and prevent rocks at all costs. I guess you could say it's a 4th gen throwback suicide lead. People love to lead with their utilities against this thing and I constantly cripple utilities with taunt. The only Poke that gets me is the rare Espeon, and Mega Sableye. To me, it is absolutely integral that you get rocks set on a Hyper Offense team. That turns many 2 hits into to OHKOs. It also lures my opponent into wasting a turn to Rapid Spin/Defog which could be an extra DD or SD for me. I personally think this Poke is my problem and why I hit a plateau on the ladder. There is no room for a suicide lead anymore after 4th gen ended. I can't think of anything to replace it, but at the same time it has a very high success rate at doing its job so I am stumped about whether it pulls its weight.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Roost
This is my day one member of this team. I love DD Nite. After one DD, nite is your worst nightmare late game due to godly bulk and massive attack. Adamant because with the given Speed Evs I comfortably out speed the vast majority of the OU meta, only losing out to things with 130 base speed and up. Lum Berry because status ruins Dragonite and to the unsuspecting opponent, it could mean an extra DD for me if I predict a status move. I do not run Fire Punch for Ferro because my Volcorona loves Ferrothorn. I'm debating whether or not I should run FP though, because I generally find myself using Nite as a late game sweeper and Roost rarely extends sweeps in my experience. It's your average Nite in my opinion.
Breloom @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Swords Dance
- Spore
- Mach Punch
It's a damn shame Breloom is so slow. Even with that though, this Breloom will give you nightmares. Technician is a hell of an ability, it catches so many players off guard. After a swords dance, Mach Punch makes Scizor's BP look like a bitch slap. I love to send Breloom in on walls and cripple them with Spore. Having a wall asleep on a Hyper Offense team is a godsend. It prevents any hazards from going up, and could mean an extra DD/SD if I'm feeling greedy. The move set is pretty standard in my opinion. There's nothing strange about this Breloom. Breloom rarely sweeps because I usually use him early but he sure does poke holes in my opponent's team. Breloom is also my only answer to Weavile.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Substitute
This was my second favorite set from my 5th gen OU experience. This thing loves to come in known staus givers and substitute then proceed to dance. Obviously she has problems with fire types, but I feel the rest of my team does not have issues with them. Talonflame is a son of a bitch for Volca because I can't do shit to it. Anyways, I usually use Volcorona to attempt a mid game sweep and strike an urgency in my opponent to make a bad play so my next sweeper can come in. My Volcorona LOVES Ferrothorn. I have never played a player that didn't attempt to use Leech Seed/switch on this thing only to meet a substitute. Not much else to say, I feel it has a hard time sweeping early game because it is walled to no end by rock and fire types. I am debating switching Substitute for HP Ground/Rock. Without the substitute though, I feel Volcorona has issues setting up due to plethora of weaknesses.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Rash Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Grass Knot
Metagross is my wallbreaker and just all around pain dealer. I think I am doing Meta wrong though. I run the Rash nature to give Grass Knot a boost because my team has issues with bulky water types. I debate this because Metagross has such an amazing base speed at 110 tying it with the likes of Latios/as Gengar etc. I'm curious as to what people think about this. I rarely use grass knot though and I am starting to think Zen Headbutt would be better because of STAB. Everything else is pretty standard in my opinion. Meta is just used as a wallbreaker and the occasional late game sweep due to its tank-like attributes.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Surf
- Ice Beam
- Rapid Spin
This is my favorite set from 4th gen. This Starmie's job is to spin away rocks and usually be a safe switch in after a KO. Boltbeam has great coverage and Surf is for STAB. Life Orb is to make Starmie a menace. You would be surprised about how much of a punch this thing packs. It catches so many players off guard. At the bottom of the ladder sometimes you can sweep with Stamie. I love this thing and it always gets the job done due to blazing speed. It usually attracts Weavile and Ferrothorn on a switch or KO. Weavile is a big problem for my team, but I love to see Ferro come in.
Conclusion: I really enjoy Hyper Offense, but sometimes I feel like my team building skills aren't good enough to do it. My prediction skills are top notch because I have been playing since 2010, but I lack in team building skills.I feel like my team lacks synergy and only wins because people are so unprepared for hyper offense. I can take this team up to 1400 on the ladder, but after that my win percentage is still decent, but never good enough to continue laddering. I would like to keep this team Hyper Offense so please don't recommend any walls or anything like that unless you can make a really good argument for it. Other than that, I really appreciate you taking the time to do this! Thanks in advanced!
Aerodactyl @ Focus Sash Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Roost
Breloom @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Swords Dance
- Spore
- Mach Punch
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Substitute
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Rash Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Grass Knot
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Surf
- Ice Beam
- Rapid Spin