After some time in the Cawmodore playtest meta, I'm back to NU, and bringing you a new team! Inspired by Cawmodore's capabilities to sweep entire teams by itself under the right circumstances, this team will be based on a playstyle I've recently adopted to: hyper offense. I have managed to reach 1700+, AKA Bronze Rank, using this team. Now I present: Guillopede. Dwebble @ Custap Berry Ability: Sturdy EVs: 4 Def / 252 HP / 252 Spd Jolly Nature - Stealth Rock - Spikes - Endure - Rock Blast In a hyper offensive team, you pretty much need to get your hazards in as quickly as possible, and a lot of them at that. Sturdy and Rock Blast stop Baton Pass leads like Ninjask from coming back in unscathed after switching out with rocks on the foe's side of the field. Stealth Rock is an absolute must: Charizard is pretty much uncounterable without it. Spikes allows me to put even more hurt, turning some of my 3HKOs to 2HKOs. Endure is to make sure my Custap Berry gets activated, and also prevents Sawk from walking all over me and KOing Dwebble with his STAB Close Combat. Gardevoir @ Light Clay Ability: Trace EVs: 4 SDef / 252 HP / 252 Spd Timid Nature IVs: 0 Atk - Reflect - Light Screen - Memento - Taunt/Psychic Every hyper offensive team appreciates a dual screener. While this is pretty much Gardevoir's only niche in NU nowadays (Jynx is the better sweeper and Musharna is the better wall), it does its job very well. Does the foe try to boost or set up or use some support moves, or set up hazards, or is it a Taunter that is slower than Gardevoir? Taunt them so you can carry out your plan! Reflect and Light Screen are essential with Light Clay, so that my sweepers can sweep more easily. Memento is the icing on the cake, making sure that anything that isn't SE will break my sweepers' chances of sweeping. Psychic can be use to eliminate Gurdurr. Scolipede @ Salac Berry Ability: Swarm EVs: 252 Spd / 252 Atk / 4 Def Jolly Nature IVs: 30 HP - Swords Dance - Substitute - Megahorn - Aqua Tail My main sweeper on this team. It is just so good at shutting down most team strategies that I can't find any mon that is as an excellent boosting sweeper as this. Stalling with Toxic Spikes? Scolipede laughs at that tactic. Swords Dance and Substitute are absolute musts, as they define the purpose of using a sweeping Scolipede on this team. Megahorn is for the raw power, and anything that doesn't resist it that isn't Regirock faces the chance to get OHKO'd or 2HKO'd. Aqua Tail is for the last slot, simply because Bug and Water have very wide coverage. Golurk @ Choice Band Ability: Iron Fist EVs: 252 Atk / 80 HP / 176 Spd Adamant Nature - Earthquake - Shadow Punch - Ice Punch - Drain Punch CB Golurk. Just large amounts of pure power in those iron fists. Dual STABs in Earthquake and Shadow Punch already can deal with some of NU's spinners. The only spinner that can successfully spin against this set is Wartortle. Alomomola, Weezing, and Tangela wall this set like it was nothing, but other than those three, no effective wall is able to stall out CB Golurk. Ice Punch is to make sure that Braviary and Swellow aren't safe, and Drain Punch absolutely puts huge dents in foes like Lickilicky and Audino. Jynx (F) @ Choice Scarf Ability: Dry Skin EVs: 252 Spd / 252 SAtk / 4 SDef Timid Nature IVs: 0 Atk - Ice Beam - Psychic - Trick - Lovely Kiss Is there any way an offensive team isn't hindered by Jynx? She is just that good. TrickScarf is one of the most effective ways to shut down stall. This is all made possible by plenty of power and enough Speed while holding a scarf to outspeed even Scolipede. Lovely Kiss hinders one of its checks, and combined with TrickScarf, two birds are already killed by one stone. Ice Beam and Psychic are primarily used as STABs to hit the foe as hard as possible. Kangaskhan (F) @ Silk Scarf Ability: Scrappy EVs: 252 Atk / 4 HP / 252 Spd Jolly Nature - Return/Double-Edge - Earthquake/Drain Punch - Fake Out - Sucker Punch The other disruptor, and she mainly has priority do the work for her. Fake Out weakens my foes to put them into KO range of either Earthquake, Return, or Sucker Punch. Sucker Punch also comes with the bonus of OHKOing Jynx. Earthquake and Return have good coverage with each other, and even though it is easily walled by some phsyically bulky mons, it can tear a hole in offenseive teams. Double-Edge + Drain Punch can work for more power. Other Team Options Misdreavus @ Eviolite Ability: Levitate EVs: 216 Spd / 252 SAtk / 40 HP Timid Nature IVs: 0 Atk - Nasty Plot - Shadow Ball - Thunderbolt - Taunt A backup special attacker in case my opponent decides to bring in physical walls. Probopass @ Leftovers Ability: Sturdy EVs: 200 SDef / 56 SAtk / 252 HP Calm Nature IVs: 0 Atk - Stealth Rock - Power Gem - Toxic - Volt Switch Slow Volt Switch user that can bring in a teammate safely. Primeape @ Expert Belt Ability: Vital Spirit EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature - Close Combat - Encore - Ice Punch - U-turn Encore + U-turn user giving a sweeper a free turn of setup. Gurdurr @ Eviolite Ability: Guts EVs: 252 Atk / 4 Def / 252 HP Adamant Nature - Drain Punch - Mach Punch - Ice Punch - Knock Off/Stone Edge Bulky pivot and wallbreaker that can absorb status. I appreciate any advice to help my team become better. Thank you, creators of Cawmodore and players in its playtest meta, for inspiring me to create this team.