hello guys, I have a team that is pretty good, it's an hyper offensive team, featuring 2 great and powerful pokémons: Ursaring and Omastar. I'm not really a fan of Hyper Offense, but I tried to make an HO team, and I really liked it :D
Ursaring (F) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Facade
- Close Combat
- Crunch
- Swords Dance
Ursaring is the sweeper of the team, after setting up a swords dance, few things won't fear it. Most of the times, it makes a sweep then dies due to the toxic poison, but can take out 3 or more pokémon before it dies.
Facade is the main STAB, it is a very powerful move, with 140 BP when toxic orb has activated.
Close Combat takes care of steel and rock types that think they will be safe from Ursaring's rage.
Crunch is for ghosts that are immune to the other 2 moves.
Swords Dance is to try a sweep when Ursaring forces a switch, at +2, Ursaring has ridiculous power and even if something can survive a hit and take Ursaring out, it will be so weakened that the other team members can finish it easily.
Arcanine
Arcanine (F) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Flare Blitz
- Close Combat
- Extreme Speed
- Morning Sun
Arcanine is a physical attacker that hits extremely hard and has a great ability on intimidate, what can save my team when there are any powerful physical attackers on opponent's team
Flare Blitz, of course, is the main STAB and hits many opponents heavily, with LO it gets even better.
Close Combat hits the rock types, and is a powerful fighting type move and has no recoil, so I can use it to take out steel types without all that recoil damage.
Extreme Speed is great, 80BP priority move and I couldn't use Arcanine without using it, priority saves your life many times.
Morning Sun is to heal after all that recoil, I could use Wild Charge to hit water types, but Arcanine is very useful so I don't want it to faint so easily.
Heracross
Heracross (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
This Heracross is different from other ones, it isn't Scarf, it isn't Moxie, it isn't fast..... It is an Assault Vest Heracross! Assault Vest is one of my favorite items so far, and I wanted to test this thing out, and I used Guts so I can have a status absorber.
Close Combat and Megahorn are obvious decisions, they are the STABs and they are very good STABs, Close Combat for Steel and Rock types, Megahorn for the Psychic and Grass types.
Knock Off not only gives some coverage, but also gives support for the team, by taking out the opponent's item.
Stone Edge is to hit flying types that resist both Close Combat and Megahorn.
Azelf
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Stealth Rock
- Psychic
- Thunderbolt
- Taunt
Azelf is my lead, and for a good reason, it's fast and powerful.
Stealth Rock is to set some hazards and get safer OHKO's with my attackers.
Psychic is the main STAB attacking move.
Thunderbolt is to hit common defoggers like empoleon and flying types, but I'm not sure if I'm going to keep it or take out for another move, as it doesn't give me so much coverage.
Taunt is to stop opposing leads and supporters from setting hazards up and to prevent defoggers from stopping my hazards.
Nidoking
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Fire Blast
Nidoking is my scarfer, with 85 base speed, it's far from being the fastest thing, but it has many coverage moves and has good power with sheer force boosted moves.
Earth Power and Sludge Wave, are the STABs and hits the opponents very hard with sheer force, Earth Power for Rock and Steel types, Sludge Wave for Grass and Fairy types.
Ice Beam takes care of dragons and flying types.
Fire Blast is mostly used to hit things 4x weak to it, or sometimes against teams that doesn't have many fire resistances.
Omastar
Omastar (M) @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Earth Power
Omastar is really good and I used it so much in 5th gen RU that I decided to use him on this team. It usually comes in after Azelf fainting and then tries to sweep early.
Shell Smash is an amazing move, and Omastar hits extremely hard after using it.
Surf is the STAB move and is there because I hate Hydro Pump's accuracy and still hits very hard.
Ice Beam is to hit the Grass types and Dragon types that resist Surf.
Earth Power has good coverage with Surf and Ice beam and hits opposing water types harder than them, it's not super effective, but I think if I would use Hidden Power Grass it would be very weak because of the hidden power nerf.
The Team
Ursaring
Ursaring (F) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Facade
- Close Combat
- Crunch
- Swords Dance
Ursaring is the sweeper of the team, after setting up a swords dance, few things won't fear it. Most of the times, it makes a sweep then dies due to the toxic poison, but can take out 3 or more pokémon before it dies.
Facade is the main STAB, it is a very powerful move, with 140 BP when toxic orb has activated.
Close Combat takes care of steel and rock types that think they will be safe from Ursaring's rage.
Crunch is for ghosts that are immune to the other 2 moves.
Swords Dance is to try a sweep when Ursaring forces a switch, at +2, Ursaring has ridiculous power and even if something can survive a hit and take Ursaring out, it will be so weakened that the other team members can finish it easily.
Arcanine
Arcanine (F) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Flare Blitz
- Close Combat
- Extreme Speed
- Morning Sun
Arcanine is a physical attacker that hits extremely hard and has a great ability on intimidate, what can save my team when there are any powerful physical attackers on opponent's team
Flare Blitz, of course, is the main STAB and hits many opponents heavily, with LO it gets even better.
Close Combat hits the rock types, and is a powerful fighting type move and has no recoil, so I can use it to take out steel types without all that recoil damage.
Extreme Speed is great, 80BP priority move and I couldn't use Arcanine without using it, priority saves your life many times.
Morning Sun is to heal after all that recoil, I could use Wild Charge to hit water types, but Arcanine is very useful so I don't want it to faint so easily.
Heracross
Heracross (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
This Heracross is different from other ones, it isn't Scarf, it isn't Moxie, it isn't fast..... It is an Assault Vest Heracross! Assault Vest is one of my favorite items so far, and I wanted to test this thing out, and I used Guts so I can have a status absorber.
Close Combat and Megahorn are obvious decisions, they are the STABs and they are very good STABs, Close Combat for Steel and Rock types, Megahorn for the Psychic and Grass types.
Knock Off not only gives some coverage, but also gives support for the team, by taking out the opponent's item.
Stone Edge is to hit flying types that resist both Close Combat and Megahorn.
Azelf
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Stealth Rock
- Psychic
- Thunderbolt
- Taunt
Azelf is my lead, and for a good reason, it's fast and powerful.
Stealth Rock is to set some hazards and get safer OHKO's with my attackers.
Psychic is the main STAB attacking move.
Thunderbolt is to hit common defoggers like empoleon and flying types, but I'm not sure if I'm going to keep it or take out for another move, as it doesn't give me so much coverage.
Taunt is to stop opposing leads and supporters from setting hazards up and to prevent defoggers from stopping my hazards.
Nidoking
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Fire Blast
Nidoking is my scarfer, with 85 base speed, it's far from being the fastest thing, but it has many coverage moves and has good power with sheer force boosted moves.
Earth Power and Sludge Wave, are the STABs and hits the opponents very hard with sheer force, Earth Power for Rock and Steel types, Sludge Wave for Grass and Fairy types.
Ice Beam takes care of dragons and flying types.
Fire Blast is mostly used to hit things 4x weak to it, or sometimes against teams that doesn't have many fire resistances.
Omastar
Omastar (M) @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Earth Power
Omastar is really good and I used it so much in 5th gen RU that I decided to use him on this team. It usually comes in after Azelf fainting and then tries to sweep early.
Shell Smash is an amazing move, and Omastar hits extremely hard after using it.
Surf is the STAB move and is there because I hate Hydro Pump's accuracy and still hits very hard.
Ice Beam is to hit the Grass types and Dragon types that resist Surf.
Earth Power has good coverage with Surf and Ice beam and hits opposing water types harder than them, it's not super effective, but I think if I would use Hidden Power Grass it would be very weak because of the hidden power nerf.