[*RU*] - RU Hyper Offense Team

Hiya,
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:

480.png


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.

250px-685Slurpuff.png


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

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 recovery

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.

250px-469Yanmega.png


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?

250px-106Hitmonlee.png


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.jpg


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.

250px-655Delphox.png


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
 
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I'm just curious, how has your team faired against Trick Room teams? I've seen a handful of them used and I noticed your team is very speed oriented so was just wondering if that has ever been an issue for you. Also as for your Hitmonlee I wouldn't drop the IVs on the stats you mentioned just to get the leichi berry boost faster. It's already frail and the IVs in your defensive stats can help you switch into and handle weaker moves.
 
I'm just curious, how has your team faired against Trick Room teams? I've seen a handful of them used and I noticed your team is very speed oriented so was just wondering if that has ever been an issue for you. Also as for your Hitmonlee I wouldn't drop the IVs on the stats you mentioned just to get the leichi berry boost faster. It's already frail and the IVs in your defensive stats can help you switch into and handle weaker moves.

To be honest, I haven't had much trouble with Trick Room, probably because I don't give them enough time to set up TR. Reuniclus is easily destroyed by most of my team, and most can take a hit from it and KO it back. The only probably effective TR setter would be Dusclops, but it's rare, and they only sometimes carry TR. If I'm unable to deal with it, Uxie is usually a good switch in, to at least try to set up screens and use Memento. Really, the 5 turn limit is probably the main hinderance to using Trick Room.
 
So I'll just go one by one off your question list for some suggestions and ideas.

"EV Spread for Uxie?"

I would keep the spread you have and make it a priority to put up the screen you would think suit you best first. Also if status problems are giving you trouble Safeguard can be used over Stealth Rocks. That way a burn or toxic won't ruin some of your sweepers such as slurpuff. Also full defense will help balance out the lack of defense some of your mons have.

-Yanmega, effective or ineffective lead?

Yanmega is an effective lead but the set you're running relies heavily on what the opponent leads with. Considering Delphox has grass knot and your other mons can usually use sheer force to cut through things like gastrodon, I would consider replacing maybe giga drain with u-turn. Helps with scouting in case you find yourself in a tough spot, so go hasty nature if you want to try it out.

-Any general replacements?

It's tough to say without making big changes to your HO team. A general replacement you could consider that I have tried with some success is destiny bond Sharpedo. Sort of like a trump card of sorts for things but if Sharpedo has been working well there is no need to use this. Also I'll mention a replacement in the last one.

-0 IVs on Hitmonlee?

As I mentioned no, granted hitmonlee isn't the premiere defensive mon but you want as much defensive IVs as possible to survive weaker hits if Hitmonlee is needed as a switch.

-Suggestions for better offensive synergy?

Albeit some of these suggestions will be booted to UU more than likely but for now try out things like Azelf, scarf Primeape, Raikou. You could generally run nasty plot Azelf which I have used and under the right circumstances can floor teams.

Azelf @ Focus sash
Ability: Levitate
252 SpA / 252 Spe / 4 Def
Timid nature
-Psyshock
-Energy Ball/Shadow Ball
-Fire Blast/Flamethrower/Thunderbolt
-Nasty Plot

The replay below was after a given opportunity to pull off two nasty plots, rare, but consider that one nasty plot will already wreak havoc, it's something to try. It starts at Turn 19 so I'll spare you the failed test of Carracosta. lol

http://replay.pokemonshowdown.com/rubeta-107231629
 
As for Raikou Arena trap Dugtrio is a pretty decent check if you would like to stick to the HO element of your team.

Dugtrio @ Focus Sash / Choice Band
Ability: Arena Trap
252 Atk / 252 Spd / 4 HP
Jolly Nature

-Earthquake
-SuckerPunch
-Stone Edge
-Stealth Rock / Hone Claws / Reversal

On Raikous end vs Dugtrio (No Choice Specs or Life Orb)

252+ SpA Raikou Hidden Power Ice vs. 4 HP / 0 SpD Dugtrio: 178-210 (83.9 - 99%) -- guaranteed 2HKO

252+ SpA Raikou Aura Sphere vs. 4 HP / 0 SpD Dugtrio: 118-139 (55.6 - 65.5%) -- guaranteed 2HKO

252+ SpA Raikou Shadow Ball vs. 4 HP / 0 SpD Dugtrio: 118-139 (55.6 - 65.5%) -- guaranteed 2HKO


Dugtrio vs Raikou (No Choice Band)

252 Atk Dugtrio Earthquake vs. 4 HP / 0 Def Raikou: 300-354 (93.1 - 109.9%) -- 56.3% chance to OHKO

252 Atk Dugtrio Sucker Punch vs. 4 HP / 0 Def Raikou: 80-95 (24.8 - 29.5%) -- possible 5HKO after Leftovers recovery (To finish off a weak Raikou)


With Choice Band it's an OHKO when you use Earthquake on Raikou, if Raikou is holding scarf and Dugtrio is at full HP you're safe. If Raikou is holding Choice Specs you're still safe as Dugtrio will outrun Raikou as well as more than likely KO it.
 
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This is a fun HO team, especially with memento uxie (Loved it last gen <3). However, I am seeing a few weaknesses. Just because you are constantly applying pressure, does not mean you are guaranteed that the opponent will be unable to setup. It is almost mandatory for any HO team to have a revenge killer, in order to deal with such threats. Speedy rock types such as Archeops can also essentially spam Acro + Stone Edge to win against your team as well. This said, this team does apply great pressure, and proves its worth overall in the RU tier.

Firstly, the easiest way for you to access a revenge killer and be able to beat Archeops is simply to utilize Scarf Raikou over Yanmega. I do not see the point of yanmega on your team outside of breaking walls, and overall it seems just not to fit as it builds upon your teams offensive and defensive weaknesses. Instead, Raikou offers the ability to pivot effectively for offensive teams as your own, making it a great candidate, and also can use its great bulk to act as a back up glue in case you are forced to take a hit.
Rash is because Aura Sphere comes from an event.

Minor Changes:
Hitmonlee: Stone Edge > Mach Punch, as it is much more important to be able to kill everything in sight after unburden
Slurpuff: Aromatherapy > Facade, I know you disagree, but aromatherapy is far more reliable than Facade in the long run especially during a sweep, and can aid you in supporting the rest of your team who hates status.

Nice one
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243.gif

Raikou @ Choice Scarf
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Rash Nature
- Thunderbolt
- Volt Switch
- Aura Sphere
- Hidden Power [Ice]
 
This is a fun HO team, especially with memento uxie (Loved it last gen <3). However, I am seeing a few weaknesses. Just because you are constantly applying pressure, does not mean you are guaranteed that the opponent will be unable to setup. It is almost mandatory for any HO team to have a revenge killer, in order to deal with such threats. Speedy rock types such as Archeops can also essentially spam Acro + Stone Edge to win against your team as well. This said, this team does apply great pressure, and proves its worth overall in the RU tier.

Firstly, the easiest way for you to access a revenge killer and be able to beat Archeops is simply to utilize Scarf Raikou over Yanmega. I do not see the point of yanmega on your team outside of breaking walls, and overall it seems just not to fit as it builds upon your teams offensive and defensive weaknesses. Instead, Raikou offers the ability to pivot effectively for offensive teams as your own, making it a great candidate, and also can use its great bulk to act as a back up glue in case you are forced to take a hit.
Rash is because Aura Sphere comes from an event.

Minor Changes:
Hitmonlee: Stone Edge > Mach Punch, as it is much more important to be able to kill everything in sight after unburden
Slurpuff: Aromatherapy > Facade, I know you disagree, but aromatherapy is far more reliable than Facade in the long run especially during a sweep, and can aid you in supporting the rest of your team who hates status.

Nice one
__________________________
243.gif

Raikou @ Choice Scarf
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Rash Nature
- Thunderbolt
- Volt Switch
- Aura Sphere
- Hidden Power [Ice]


Alright, thank you for the rate!

I definitely will try out scarfed Raikou, and see how it goes. Nice suggestion!

As for Hitmonlee, I have disagree with putting Stone Edge over Mach Punch. Priority, notably Sucker Punch, really shits on Hitmonlee. I know I should remove priority users before bringing in Hitmonlee, but I cannot even begin to tell you how many times Mach Punch has saved me. As for Stone Edge, (I tried it myself too), I find it doesn't hit much outside of Yanmega. Even on resisted hits, Reversal still has essentially 150 BP. It does miss out on a guaranteed OHKO on Moltres, but I feel that in the scenario when I have neither Stone Edge nor Mach Punch, I would wish for priority in more cases than Stone Edge. This is just through experience, but if you feel strongly enough about Stone Edge, I'll give it another shot.

Also, since you feel strongly enough about Aromatherapy, I will try it out, and see how it goes ;)

I'll make the change later, I am currently busy.
 
So I'll just go one by one off your question list for some suggestions and ideas.

"EV Spread for Uxie?"

I would keep the spread you have and make it a priority to put up the screen you would think suit you best first. Also if status problems are giving you trouble Safeguard can be used over Stealth Rocks. That way a burn or toxic won't ruin some of your sweepers such as slurpuff. Also full defense will help balance out the lack of defense some of your mons have.

-Yanmega, effective or ineffective lead?

Yanmega is an effective lead but the set you're running relies heavily on what the opponent leads with. Considering Delphox has grass knot and your other mons can usually use sheer force to cut through things like gastrodon, I would consider replacing maybe giga drain with u-turn. Helps with scouting in case you find yourself in a tough spot, so go hasty nature if you want to try it out.

-Any general replacements?

It's tough to say without making big changes to your HO team. A general replacement you could consider that I have tried with some success is destiny bond Sharpedo. Sort of like a trump card of sorts for things but if Sharpedo has been working well there is no need to use this. Also I'll mention a replacement in the last one.

-0 IVs on Hitmonlee?

As I mentioned no, granted hitmonlee isn't the premiere defensive mon but you want as much defensive IVs as possible to survive weaker hits if Hitmonlee is needed as a switch.

-Suggestions for better offensive synergy?

Albeit some of these suggestions will be booted to UU more than likely but for now try out things like Azelf, scarf Primeape, Raikou. You could generally run nasty plot Azelf which I have used and under the right circumstances can floor teams.

Azelf @ Focus sash
Ability: Levitate
252 SpA / 252 Spe / 4 Def
Timid nature
-Psyshock
-Energy Ball/Shadow Ball
-Fire Blast/Flamethrower/Thunderbolt
-Nasty Plot

The replay below was after a given opportunity to pull off two nasty plots, rare, but consider that one nasty plot will already wreak havoc, it's something to try. It starts at Turn 19 so I'll spare you the failed test of Carracosta. lol

http://replay.pokemonshowdown.com/rubeta-107231629


Sorry I didn't see your post earlier, I kinda just missed it XD

Well, you have some nice suggestions there! I'll try some of the things you mentioned, including that Azelf set, though I already have two psychic types on my team. I'll see how it goes. Thanks for your rate!

Also, in regards to Scarf Raikou, I've been finding that being locked into a move is extremely easy to exploit. Unlike the case with Yanmega, where Tinted Lens allows it to hit even resisted switch-ins, Raikou is often forced out, with usually nothing that can take the hits aimed at it. Plus, probably the biggest issue I've found, is that it often isn't hitting hard enough.

How about scarfed Kyurem? Though it sacrifices some speed, it makes up for it with better bulk and power, plus better coverage. Though it loses to Archeops, I've found that it isn't much of a problem due to Uxie, who can easily take a hit from Banded Archeops, then set up Reflect and Memento.
 
Sorry I didn't see your post earlier, I kinda just missed it XD

Well, you have some nice suggestions there! I'll try some of the things you mentioned, including that Azelf set, though I already have two psychic types on my team. I'll see how it goes. Thanks for your rate!

Also, in regards to Scarf Raikou, I've been finding that being locked into a move is extremely easy to exploit. Unlike the case with Yanmega, where Tinted Lens allows it to hit even resisted switch-ins, Raikou is often forced out, with usually nothing that can take the hits aimed at it. Plus, probably the biggest issue I've found, is that it often isn't hitting hard enough.

How about scarfed Kyurem? Though it sacrifices some speed, it makes up for it with better bulk and power, plus better coverage. Though it loses to Archeops, I've found that it isn't much of a problem due to Uxie, who can easily take a hit from Banded Archeops, then set up Reflect and Memento.

Kyurem can work as well. I wanted to try to offer some suggestions that wouldn't require too much team changes later on as RU is based on usage and there are obvious things such as Kyurem for example that will most likely get the boot when it settles and cleans up a bit. Scarf Kyurem is great so if you want to use it try this set.

Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Rash / Modest / Timid Nature
- Draco Meteor
- Ice Beam
- Earth Power
- Hidden Power [Fire]

Draco Meteor is STAB that is brutal on anything that doesn't resist it. Ice beam is great STAB as well to deal with the usual stuff such as grass types and ground types. Earth Power is basically for coverage along with hidden power to help with dealing Escavalier a little better.
 
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