Hiya,
Uxie @ Light Clay
Ability: Levitate
252 HP / 252 Def / 4 SpD
Bold nature
-Light Screen
-Reflect
-Memento
-Stealth Rock
Why Uxie? Well, he is the only good screener in RU with access to Memento, thus becoming the perfect partner for Slurpuff. After screens and Memento (if there is a free turn to use it), the opponent is basically either forced to switch out or stay in until its inevitable death. SR is basically there to facilitate Slurpuff's sweep, though I rarely have time to use it.
Most of the time, it is better NOT to lead with Uxie, but to bring it after troublesome counters have been eliminated or into something it checks.
Now, I need some advice on the EV spread. Would it be better to invest into special defense? Or maybe speed, to outpace Knock Off users and fire off more moves? Suggestions would be appreciated :D.
Slurpuff @ Sitrus Berry
Ability: Unburden
252 Atk / 252 Spe / 4 HP
Adamant nature
-Play Rough
-Return
-Facade
-Belly Drum
This guy is basically the definition of hyper offense. I am extremely surprised that is not getting more use, since after Belly Drum, it OHKOs literally 90% of the metagame. At +6, this guy 2HKOs even bulky steel types like Escavalier, while they fail to OHKO it back due to the screens from Uxie. Thanks to Uxie, this guy usually has no problem at all setting up.
+6 252+ Atk Slurpuff Play Rough vs. 252 HP / 0 Def Escavalier: 223-263 (64.8 - 76.4%) -- guaranteed 2HKO
I've been experimenting a lot with many different playstyles for RU, and one that surprisingly came with great success was Hyper Offense. Notably, I stumbled across a fantastic core - Uxie and Slurpuff. Well, duo seems more appropriate since "core" really doesn't fit HO.
Based on my experience, HO tends to do the best against balanced and more offensive teams, but worse against stall and semi-stall teams. This team has been doing quite well, peaking somewhere in the low 1400s (though its far below that now due to me testing other teams), but what I really need help with is offensive synergy. Right now, I'm pretty much stacking four sweepers (though I spent quite a bit of time thinking about the setups), and I'm aware that this is not the most optimal setup possible.
Please don't hesitate to suggest many replacements! As far as I'm concerned, you can change every member on the team if it benefits the total synergy of the team. (Except for Slurpuff, since it's what the team is based upon).
So, here it is:
Based on my experience, HO tends to do the best against balanced and more offensive teams, but worse against stall and semi-stall teams. This team has been doing quite well, peaking somewhere in the low 1400s (though its far below that now due to me testing other teams), but what I really need help with is offensive synergy. Right now, I'm pretty much stacking four sweepers (though I spent quite a bit of time thinking about the setups), and I'm aware that this is not the most optimal setup possible.
Please don't hesitate to suggest many replacements! As far as I'm concerned, you can change every member on the team if it benefits the total synergy of the team. (Except for Slurpuff, since it's what the team is based upon).
So, here it is:

Uxie @ Light Clay
Ability: Levitate
252 HP / 252 Def / 4 SpD
Bold nature
-Light Screen
-Reflect
-Memento
-Stealth Rock
Why Uxie? Well, he is the only good screener in RU with access to Memento, thus becoming the perfect partner for Slurpuff. After screens and Memento (if there is a free turn to use it), the opponent is basically either forced to switch out or stay in until its inevitable death. SR is basically there to facilitate Slurpuff's sweep, though I rarely have time to use it.
Most of the time, it is better NOT to lead with Uxie, but to bring it after troublesome counters have been eliminated or into something it checks.
Now, I need some advice on the EV spread. Would it be better to invest into special defense? Or maybe speed, to outpace Knock Off users and fire off more moves? Suggestions would be appreciated :D.

Slurpuff @ Sitrus Berry
Ability: Unburden
252 Atk / 252 Spe / 4 HP
Adamant nature
-Play Rough
-Return
-Facade
-Belly Drum
This guy is basically the definition of hyper offense. I am extremely surprised that is not getting more use, since after Belly Drum, it OHKOs literally 90% of the metagame. At +6, this guy 2HKOs even bulky steel types like Escavalier, while they fail to OHKO it back due to the screens from Uxie. Thanks to Uxie, this guy usually has no problem at all setting up.
Really, once this guy sets up, the opposing team is gonna get swept, unless he carries one of the only five known counters:
1) Toxic/Burn + Max Defense Alomomola - Yes, both of these conditions have to be met. Slurpuff first of all has to be poisoned or burned, and, your opponent has to bring in a full health, max defense Alomomola. With max defense, Alomomola is able to stall it out with Wish + Protect.
+6 252+ Atk Slurpuff Play Rough vs. 252 HP / 252+ Def Alomomola: 387-456 (72.4 - 85.3%) -- guaranteed 2HKO after Leftovers recovery1) Toxic/Burn + Max Defense Alomomola - Yes, both of these conditions have to be met. Slurpuff first of all has to be poisoned or burned, and, your opponent has to bring in a full health, max defense Alomomola. With max defense, Alomomola is able to stall it out with Wish + Protect.
However, in order for this to happen, there are probably only two scenarios:
A) Your opponent uses Toxic/WoW before or on the turn Slurpuff sets up, sacrifices a poke if during setup, then brings in Alomomola afterwards.
B) You opponent sacrifices Sableye to burn Slurpuff, then brings in Alomomola.
As you can see, these still require quite specific circumstances and precise playing by your opponent.
2) Prankster Encore - Probably the best way to stop Slurpuff is to stop him from setting up in the first place. Prankster encore users, like Whimsicott, Liepard, and Volbeat, are probably the best switch in while Slurpuff sets up, completely disabling him with Encore. Prankster taunt also works, though it only works before setup.
3) Registeel - Though uncommon, Slurpuff can only 3HKO Registeel while it 2HKOs it back. Slurpuff still deals a hefty ~85% damage to it before it dies however, and Registeel should be removed beforehand.
4) Steelix - Like the case with Registeel, Slurpuff is unable to 2HKO it. Again, it is relatively uncommon and easily removed beforehand.
5) Doublade - Yeah, exact same case as the two above.
I guess you can include unaware Bibarel and Swoobat as counters, but seriously, lol.
Summary: As long as Slurpuff sets up w/o trouble and your opponent doesn't carry any of the above counters, Slurpuff sweeps.
Yanmega @ Choice Specs
Ability: Tinted Lens
252 SpA / 252 Spe / 4 Def
Timid nature
-Bug Buzz
-Air Slash
-Giga Drain
-HP Fire
Yanmega is probably the guy I'm most unsure about. He's my lead, but using him usually beings the game with a coin flip. If he comes in on something slower, he often dishes out heavy damage, gaining a huge early game advantage. However, if he comes in on something faster, I often start the game 6-5.
Pretty standard moveset, except I have HP Fire, which is purely for the troublesome Escavalier.
Suggestions on replacements for Yanmega, if any?
Hitmonlee @ Leichi Berry
Ability: Unburden
252 Atk / 252 Spe / 4 SpD
Adamant Nature
-Endure
-Reversal
-Mach Punch
-Knock Off
Hitmonlee is a great late-game cleaner, usually coming in if Slurpuff fails to sweep an entire team, cleaning up the rest.
+1 200 BP Reversal destroys pretty much everything, with its only enemy being Sableye and priority. Mach Punch screws Sucker Punch users, and kills off weakened priority users. I didn't bother with Stone Edge, seeing that Reversal is almost as powerful against Flying types and cannot miss.
One thing I'm wondering is, should I run 0 HP, 0 Def, and 0 SDef IVs? Though it lets him get down to 1 HP easier, it would be harder for him to switch into special attacks. Even though this is HO, switching is sometimes inevitable, as I have found out.
Sharpedo @ Life Orb
Ability: Speed Boost
252 Atk / 252 Spe / 4 Def
Adamant nature
-Protect
-Crunch
-Waterfall
-Earthquake
There is literally nothing to explain here. This moveset is completely standard, and Sharpedo's role is quite obvious. He plays a more mid-game sweeper, unable to OHKO most threats, but can usually pick off weakened ones. He usually accomplishes his goal of removing at least one of the opponent's pokes.
Sharpedo is probably the most hastily stacked thing I used. Not much thought was put into role, except for the fact that I needed a powerful physical attacker to remove worn down threats. If there would possibly be something better to fill his role, then please feel free to suggest it.
Delphox @ Life Orb
Ability: Blaze
252 SpA / 252 Spe / 4 SpD
IVs: 0 Atk
Timid nature
-Fire Blast
-Psyshock
-Grass Knot
-Shadow Ball
After building the rest of my team, I realized I needed a powerful special attacker and a way to remove steel types that trouble Slurpuff. Delphox was the perfect candidate I found. With Fire Blast, Psyshock, Grass Knot, and Shadow Ball, she has extensive coverage and can remove many troublesome threats. Grass Knot allows her to destroy otherwise counters like Gastrodon, Rhyperior, Milotic, and Alomomola.
So, there you have it! Thanks for taking the time to read this, and please make any suggestions you have! ;)
Questions:
-EV spread for Uxie?
-Yanmega, effective or ineffective lead?
-Any general replacements?
-0 IVs on Hitmonlee?
-Suggestions for better offensive synergy?
Threat list:
-Sticky Web, which allows Slurpuff and Hitmonlee to be outspeed by fast scarf users
-Fast Scarf users like Raikou, over easily gets fast Delphox, Sharpedo, and Yanmega, and pose trouble to Slurpuff trying to set up.
[to be continued]
If you want to try it for yourself:
A) Your opponent uses Toxic/WoW before or on the turn Slurpuff sets up, sacrifices a poke if during setup, then brings in Alomomola afterwards.
B) You opponent sacrifices Sableye to burn Slurpuff, then brings in Alomomola.
As you can see, these still require quite specific circumstances and precise playing by your opponent.
2) Prankster Encore - Probably the best way to stop Slurpuff is to stop him from setting up in the first place. Prankster encore users, like Whimsicott, Liepard, and Volbeat, are probably the best switch in while Slurpuff sets up, completely disabling him with Encore. Prankster taunt also works, though it only works before setup.
3) Registeel - Though uncommon, Slurpuff can only 3HKO Registeel while it 2HKOs it back. Slurpuff still deals a hefty ~85% damage to it before it dies however, and Registeel should be removed beforehand.
4) Steelix - Like the case with Registeel, Slurpuff is unable to 2HKO it. Again, it is relatively uncommon and easily removed beforehand.
5) Doublade - Yeah, exact same case as the two above.
I guess you can include unaware Bibarel and Swoobat as counters, but seriously, lol.
Summary: As long as Slurpuff sets up w/o trouble and your opponent doesn't carry any of the above counters, Slurpuff sweeps.

Yanmega @ Choice Specs
Ability: Tinted Lens
252 SpA / 252 Spe / 4 Def
Timid nature
-Bug Buzz
-Air Slash
-Giga Drain
-HP Fire
Yanmega is probably the guy I'm most unsure about. He's my lead, but using him usually beings the game with a coin flip. If he comes in on something slower, he often dishes out heavy damage, gaining a huge early game advantage. However, if he comes in on something faster, I often start the game 6-5.
Pretty standard moveset, except I have HP Fire, which is purely for the troublesome Escavalier.
Suggestions on replacements for Yanmega, if any?

Hitmonlee @ Leichi Berry
Ability: Unburden
252 Atk / 252 Spe / 4 SpD
Adamant Nature
-Endure
-Reversal
-Mach Punch
-Knock Off
Hitmonlee is a great late-game cleaner, usually coming in if Slurpuff fails to sweep an entire team, cleaning up the rest.
+1 200 BP Reversal destroys pretty much everything, with its only enemy being Sableye and priority. Mach Punch screws Sucker Punch users, and kills off weakened priority users. I didn't bother with Stone Edge, seeing that Reversal is almost as powerful against Flying types and cannot miss.
One thing I'm wondering is, should I run 0 HP, 0 Def, and 0 SDef IVs? Though it lets him get down to 1 HP easier, it would be harder for him to switch into special attacks. Even though this is HO, switching is sometimes inevitable, as I have found out.

Sharpedo @ Life Orb
Ability: Speed Boost
252 Atk / 252 Spe / 4 Def
Adamant nature
-Protect
-Crunch
-Waterfall
-Earthquake
There is literally nothing to explain here. This moveset is completely standard, and Sharpedo's role is quite obvious. He plays a more mid-game sweeper, unable to OHKO most threats, but can usually pick off weakened ones. He usually accomplishes his goal of removing at least one of the opponent's pokes.
Sharpedo is probably the most hastily stacked thing I used. Not much thought was put into role, except for the fact that I needed a powerful physical attacker to remove worn down threats. If there would possibly be something better to fill his role, then please feel free to suggest it.

Delphox @ Life Orb
Ability: Blaze
252 SpA / 252 Spe / 4 SpD
IVs: 0 Atk
Timid nature
-Fire Blast
-Psyshock
-Grass Knot
-Shadow Ball
After building the rest of my team, I realized I needed a powerful special attacker and a way to remove steel types that trouble Slurpuff. Delphox was the perfect candidate I found. With Fire Blast, Psyshock, Grass Knot, and Shadow Ball, she has extensive coverage and can remove many troublesome threats. Grass Knot allows her to destroy otherwise counters like Gastrodon, Rhyperior, Milotic, and Alomomola.
So, there you have it! Thanks for taking the time to read this, and please make any suggestions you have! ;)
Questions:
-EV spread for Uxie?
-Yanmega, effective or ineffective lead?
-Any general replacements?
-0 IVs on Hitmonlee?
-Suggestions for better offensive synergy?
Threat list:
-Sticky Web, which allows Slurpuff and Hitmonlee to be outspeed by fast scarf users
-Fast Scarf users like Raikou, over easily gets fast Delphox, Sharpedo, and Yanmega, and pose trouble to Slurpuff trying to set up.
[to be continued]
If you want to try it for yourself:
Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Light Screen
- Reflect
- Memento
- Stealth Rock
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 228 Spd / 252 Atk / 28 HP
Jolly Nature
- Belly Drum
- Return
- Facade
- Play Rough
Yanmega @ Choice Specs
Ability: Tinted Lens
EVs: 252 Spd / 252 SAtk / 4 Def
Naive Nature
- Bug Buzz
- Air Slash
- Hidden Power [Fire]
- Giga Drain
Hitmonlee (M) @ Liechi Berry
Ability: Unburden
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Endure
- Reversal
- Mach Punch
- Knock Off
Delphox @ Life Orb
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Grass Knot
- Shadow Ball
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Protect
- Crunch
- Waterfall
- Earthquake
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Light Screen
- Reflect
- Memento
- Stealth Rock
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 228 Spd / 252 Atk / 28 HP
Jolly Nature
- Belly Drum
- Return
- Facade
- Play Rough
Yanmega @ Choice Specs
Ability: Tinted Lens
EVs: 252 Spd / 252 SAtk / 4 Def
Naive Nature
- Bug Buzz
- Air Slash
- Hidden Power [Fire]
- Giga Drain
Hitmonlee (M) @ Liechi Berry
Ability: Unburden
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Endure
- Reversal
- Mach Punch
- Knock Off
Delphox @ Life Orb
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Grass Knot
- Shadow Ball
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Protect
- Crunch
- Waterfall
- Earthquake
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