Other Metagames How to things very hard: A Hyper Offense Flying Monotype RMT.

~Now with 20% more typos in the title!~
How to hit things very hard: A Hyper Offense Flying Mono RMT
Aka: Clicking a single button simulator 2016


Disclaimer: This is my first RMT, so the reasoning behind my choices may be a bit lackluster. Apologies in advance if this is the case.

aerodactyl.gif
honchkrow.gif
staraptor.gif
thundurus-therian.gif
hawlucha.gif
charizard.gif

Essentially, this team is built around hitting hard, hitting fast, removing threats, and keeping momentum. Flying has a great pool of fast, hard hitting pokemon; thus making it a great choice for this Hyper-Offense team.
aerodactyl.gif

Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Tailwind
- Taunt
- Stone Edge

Aerodactyl is used as a suicide lead, Taunting out slower leads before they can set up, then setting up rocks of its own. I use Stone Edge to whittle down or KO opposing leads that can prevent my rocks from going out. Tailwind also helps out Honchkrow Immensely, patching up its middling speed.
honchkrow.gif

Honchkrow @ Expert Belt
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sucker Punch
- Brave Bird
- Roost
- Superpower

Honchkrow is used as the team's primary check to psychic types, using Sucker Punch for STAB with added Exp. Belt damage. Brave Bird and Superpower balance out it's attacking coverage, allowing it to deal with fighting and rock types that would otherwise hinder it, While roost lets it survive a bit longer.
Moxie semi-counteracts the drop from Superpower, and allowing Honchkrow to snowball on certain teams.
staraptor.gif

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk/ 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

Staraptor functions as the main wallbreaker, hitting hard with dual STABs with reckless-boosted Double-Edge and Brave Bird. Close Combat deals with Steel types handily, and U-turn lets you keep the momentum going in your favor, provided you haven't locked yourself into a move already. As Mentioned before, Reckless and Band make both STAB moves hit like trucks made out of smaller trucks.
thundurus-therian.gif

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Grass Knot

I use Thundurus-Therian primarily as a revenge killer, but occasionally it shines as a standalone sweeper. HP Ice stops Dragon types that the team otherwise struggles with (Namely Mega-Chomp)Volt Switch is some decent STAB damage while keeping switch momentum, Thunderbolt is simply more powerful STAB, and Grass Knot Shuts down many rock types that threaten the rest of the team. Choice scarf enables Thundy-T to outspeed many of the aforementioned threats.

hawlucha.gif

Hawlucha @ Red Card
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Swords Dance
- Iron Head / Any Filler Move

Hawlucha is the only pokemon on the team that requires some form of set-up, but it can do some serious work once it gets going. STAB-wise; Acrobatics after Red card triggers puts out some serious damage, and everything that resists Acrobatics will subsequently be hit by HJK. Swords Dance does what it says on the tin. You hit harder, thus making it harder for whatever's on the receiving end to survive. The fourth Slot is all down to Preference. Personally, I use Iron head to help Hawlucha deal with fairy types that would otherwise be a nuisance for it.
charizard-mega-y.gif

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Solar Beam
- Hidden Power [Ice]
- Focus Blast
- Fire Blast / Flamethrower

Char-Y is used as a run-of-the-mill special sweeper. Drought boosted Fire Blast deals with many things, apart from Special walls and pokemon that resist fire.However, you could use flamethrower instead if you didn't want to run the risk of missing. Solar Beam covers up Fire Blast's uselessness on Water,Ground and rock types. Focus blast deals with whatever else Solar Beam and Fire Blast can't take down. HP is used for coverage against Dragons, Flying types and Ground types.​

Edited team: LO Honch, Scarf Togekiss
http://replay.pokemonshowdown.com/monotype-347881953 vs Steel (Honchkrow MVP)
replay.pokemonshowdown.com/monotype-347886005 vs Dark (Char-Y sweep)

Not-So-Edited Team (LO Honch only change)
replay.pokemonshowdown.com/monotype-347893527 vs Fighting (Red card Hawlucha Doing work)
replay.pokemonshowdown.com/monotype-347894504 vs Psychic (Honchkrow/Thundurus Dream team)

Fixed Char-Y's Moveset.
Added Replays of 2 different teams.


Threatlist:
Heatran: SpDef Heatran flat-out stops half of the team. Thundurus and Aero can't touch it, while Char-Y has to rely on Focus blast to take it out.

Rock Monotypes: STAB moves mashing 4/6 of the team for at least 2x damage Really put a damper on things. To add to the threat of rock teams, all of the fighting moves on the team have drawbacks.(Stat drops from Superpower & CC, HJK and Focus Blast Missing)

Electric Monotypes: Generally fast, having STAB that hits 5/6 members for 2x damage. Pairing that with relying on secondary types to hit these pokemon reliably with super-effective moves, Electric teams can really take a toll on this team.

Stealth Rocks: The bane of many flying teams, SR can easily cripple this team, especially with the lack of a defogger.


Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Tailwind
- Taunt
- Stone Edge

Honchkrow @ Expert Belt
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sucker Punch
- Brave Bird
- Roost
- Superpower

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Grass Knot

Hawlucha @ Red Card
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Swords Dance
- Iron Head

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Solar Beam
- Ancient Power
- Focus Blast
- Fire Blast
 
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Few comments right off the bat, Charizard doesn't get Ice Beam so you're better off running Roost in that slot.

Your lack of Defog is really killer, so i would suggest maybe a skarmory and or Scarf Defog Togekiss.

Red Card is suboptimal on Hawluchanso you're better off running sitrus berry with Substitute with a spread of 12 HP / 244 Atk / 252 Spe to hit a Sub number
 
Well then. I'm a bloody idiot. Intended to have HP ice rather then Ice beam. I'm blaming my 'changing the team mid-writeup' skills.

No defog IS killer, but what would I ditch? Adding Skarm would make it too 'Non-Hyper offense' in my eyes, and I can't really think of something to put Toge in for.

I really like the Hawlucha idea however. Thanks for the input mate.
 
Hey dude, this is a pretty creative team, but I have a couple suggestions to make it that much better!

So first off, I think Honchkrow could be better. I'd run Mixed LO>Expert Belt to make it a formidable wallbreaker and revenge killer. You can hit walls from both ends with a STAB Dark Pulse.

Next thing I would say would be defog is very vital to this team, once SR is set up when Aerodactyl isn't around, it's pretty much gg. I'd recommend Scarf Togekiss>Staraptor, its by no means Zapdos, but on emergency it can wipe away hazards and still be a reliable cleaner (with hax!)

After that, I would replace Thundy-T with Landorus I. He's an outstanding wallbreaker with a great speed tier, and Knock Off/Rock Slide tend to be extremely useful as a mixed attack.

Lastly, I would replace Hawlucha with DDance Dragonite. I think this would be a much better late-game sweeper for you, providing you can keep hazards off, and Extreme Speed is a great form of priority to have.

Other than those, that's all I have (besides replacing Ice Beam with Roost an Zard Y), and I think you'll like these suggestions. Here's the sets if you're interested.

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Drill Peck
- Sucker Punch
- Superpower
- Dark Pulse

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dazzling Gleam
- Defog
- Trick

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Knock Off
- Sludge Wave

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
 
Hey man, nice HO flying team it's pretty cool :o here's a rate:

First of all I noticed your honch set with e belt. Now, while e belt is a nice move for some offensive presence I would definitely reccommend you to run Life Orb. Honchkrow is a mon that likes to hit extremely hard right off the bat. The thing that makes honch so useful is its ability to hit any opponeny with a powerful stab brave bird or a powerful stab priority sucker punch. If you replace e belt with life orb you rely less on situations where you are supereffective and focus more on hitting hard vs anything. Ebelt does not help with your most powerful stab BB as all the things flying is super effective against usually pressures honch a lot (ex: fighting mons usually outspeed and kill, bug mons same, grass can be hit with other moves). The next thing I'd suggest on Honch is Heat Wave > Roost. Honch really can't utilize roost as well because honch is extremely frail and susceptible to common attacks giving honch barely anytime to recover. Because roost is hard to pull off, I'd suggest strong coverage for mons that could potentially "wall" honch or chew a hit and kill. This move is Heat Wave because it 2ohkos many switch ins to fully physical honch like skarmory, denting it a bunch. It is also nice for hitting grass types when you do not want to take as much as you would from brave bird. Max speed to outspeed common base 70s and walls.

Now, because you are a super offensive team and your physical presence is crazy, I'd recommend changing Hawlucha to Togekiss with a choice scarf. Scarfkiss is a super fun revenge killer and covers for flying pretty well. The set I'm recommending is Air Slash, Dgleam, Trick, and Defog. Air Slash is your standard annoying flinchspam move and is actually pretty reliable as it has decent base power and a 60% chance to flinch. Dgleam is solid stab for togekiss that hits harder than slash and helps with the dark match up. Trick cripples huge threats to flying that would be normally annoying and wall you like chansey, p2, etc. Defog now is extremely important because people can rid of your hazards or set up their own rocks which pressure flying teams a ton, especially since you have charizard, a 4x weak mon to rocks. Togekiss defog is a last ditch effort and entirely viable. It helps vs really poor matchups such as dragon because scarf gleam definitely pressures dragon a bunch and dragon doesn't have a solid viable enough switch in.

Finally, I'd replace Hp Ice zard with roost specifically for the longevity of your main wallbreaker and because togekiss helps vs dragon anyways.​

Well, that's all I have since your team is pretty nice otherwise! Love how you don't run the standard fat core :) here are the sets:
Honchkrow @ Life Orb
Ability: Moxie
EVs: 4 Def / 252 Atk / 252 Spe
Hasty Nature
- Sucker Punch
- Brave Bird
- Heat Wave
- Superpower

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Air Slash
- Dazzling Gleam
- Trick
- Defog

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Mature
- Fire Blast
- Focus Blast
- Solarbeam
- Defog
Gl!

 
Hi Kevham, I really like how you put Tailwind on lead Aero, that's a really neat idea! I have a few tweaks to your team that I think would help:

  • I agree with Dece1t that Honchkrow needs Life Orb, after all the main thing it's going to be doing is spamming Brave Bird. I would also switch out Roost for Heat Wave to deal with annoying Pokemon like Skarmory. You have tailwind so you should really be abusing speed; I would change Honchkrow's EV spread to max speed to better abuse the tailwind.
  • I don't really like Charizard Y on HO Flying teams since you want to keep your Stealth Rock up at all times and having a 4x weak Pokemon means that it's really a liability to ever be setting up rocks because you almost always want them gone. I would try Mega Gyarados over Charizard Y; it also gives you a nice Ice Beam resist and a good win condition vs Ground teams and Excadrill (big threat atm). It also benefits from all the wallbreaking you have from Honchkrow for a late game sweep.
  • As of right now you really have no Rock resist besides Hawlucha who gets 2HKOd by most Stone Edges anyways. To fix this, I would change Hawlucha to Choice Scarf Landorus-T. It's a great Pokemon that can check annoying threats like Excadrill and Terrakion with its intimidate and typing. It does a fantastic job pivoting and it works well with Thundurus-T.
  • I completely agree with Dece1t's suggestion to switch Thundurus to Expert Belt, since you don't have hazard removal you don't really want a bunch of choice locked Pokemon volt-turning all over the place as it's just detrimental to your team, and Expert Belt also lets you bluff the Choice Scarf and deal with other Flying teams really well. Since your team really hates other Flying teams Nasty Plot over Volt Switch could be an interesting option as well to beat Zapdos.
  • Yeah I thought about this again and Staraptor's role overlaps with Honchkrows in the first place, and my mediocre fix to its utility wasn't really worth it. I agree with others on replacing it with scarf defog Togekiss.
645-therian.png
130-mega.png

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Knock Off
- Superpower


Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Defog
- Dazzling Gleam
- Fire Blast

Thundurus-Therian (M) @ Expert Belt
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

edit: oh man, sniped
gonna leave my rate anyways since it's still different to everyone else's

edit2: Alexis Breeze yeah i meant to change it to intimidate, thanks!

edit3: my creativity went too far, changed Staraptor
 
Last edited:
Hi Kevham, I really like how you put Tailwind on lead Aero, that's a really neat idea! I have a few tweaks to your team that I think would help:

  • I agree with Dece1t that Honchkrow needs Life Orb, after all the main thing it's going to be doing is spamming Brave Bird. I would also switch out Roost for Heat Wave to deal with annoying Pokemon like Skarmory. You have tailwind so you should really be abusing speed; I would change Honchkrow's EV spread to max speed to better abuse the tailwind.
  • I don't really like Charizard Y on HO Flying teams since you want to keep your Stealth Rock up at all times and having a 4x weak Pokemon means that it's really a liability to ever be setting up rocks because you almost always want them gone. I would try Mega Gyarados over Charizard Y; it also gives you a nice Ice Beam resist and a good win condition vs Ground teams and Excadrill (big threat atm). It also benefits from all the wallbreaking you have from Honchkrow for a late game sweep.
  • As of right now you really have no Rock resist besides Hawlucha who gets 2HKOd by most Stone Edges anyways. To fix this, I would change Hawlucha to Choice Scarf Landorus-T. It's a great Pokemon that can check annoying threats like Excadrill and Terrakion with its intimidate and typing. It does a fantastic job pivoting and it works well with Thundurus-T.
  • I completely agree with Dece1t's suggestion to switch Thundurus to Expert Belt, since you don't have hazard removal you don't really want a bunch of choice locked Pokemon volt-turning all over the place as it's just detrimental to your team, and Expert Belt also lets you bluff the Choice Scarf and deal with other Flying teams really well. Since your team really hates other Flying teams Nasty Plot over Volt Switch could be an interesting option as well to beat Zapdos.
  • Now this one's kind of weird, but I think it could work: Sky Plate > Choice Band and Defog > Double-Edge on Staraptor seems like an interesting option that lets you keep offensive presence but also gives you a last ditch Defog Pokemon.
645-therian.png
130-mega.png

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Knock Off
- Superpower

Staraptor @ Sky Plate
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Close Combat
- Defog

Thundurus-Therian (M) @ Expert Belt
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

edit: oh man, sniped
gonna leave my rate anyways since it's still different to everyone else's

defog and reckless are incompatible though, has to be intimidate
 
Thanks for all the tips everyone, However I've encountered one problem. After removing Hawlucha in favor of Defog Togekiss, I've gotten utterly destroyed by Mega Diancie on 3 occasions in the past 5 battles. The LO Honch works wonders; however I'm lenient to dump Thundurus-T for Landorus-T. I'm just paranoid about not having enough grass moves to deal with the inevitable onslaught of rock,water and ground types. On the whole issue of Mega Gyarados > Charizard-Y, as it is, the lack of char-y would cripple the team. (I've seen it wipe through an entire dark team with nothing but fire blast, focus blast and sheer force of will) On a sidenote: In the past, I hardly recall having issues with stealth rocks (Whether that's just my memory finally giving out or if I actually dealt with the setter-upper is the real question) I'm totally going to make like, 3 teams just experimenting withdifferent setups of pokemon, with and without defoggers. And again, thanks for all the tips and feedback on this team.
 
Cool team but here are couple changes to help you
In Short
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645-therian.png

Alright I'd recommend changing Hawlucha to Double Dance Landorus-Therian just to take advantage of offensive nature of the team and helps you break certain teams. Also having Intimidate can be very handy as well.
398.png
---->
468.png

Band Raptor is not that good on flying. So I recommend a Scarf Togekiss. This should help with the dragon matchup and the normal matchup as well. Togekiss also has an option of having defog and heal bell which can benefit your team as well. Heal Bell cures Status allowing the team to be played a lot more recklessly.
430.png

Change item from Expert belt to Life Orb because of the sheer power that life orb provides. Also replace Roost with Heat Wave since Honchkrow is not that bulky even with HP investment.
006-mega-y.png

Replace Hidden Power (Ice) with Defog or Roost due to the fact that fire blast in sun hits Gliscor and Lando-T even harder than Hidden Power (Ice) does. SO basically it eats up moveslot for no reason. Roost is good for recovering HP keeping Charizard in the battle longer and Defog provides much needed hazard removal.
252 SpA Mega Charizard Y Fire Blast vs. 244 HP / 192+ SpD Gliscor in Sun: 288-339 (81.8 - 96.3%) -- guaranteed 2HKO after Poison Heal
252 SpA Mega Charizard Y Hidden Power Ice vs. 244 HP / 192+ SpD Gliscor: 280-332 (79.5 - 94.3%) -- guaranteed 2HKO after Poison Heal
642-therian.png

On Thundurus-Therian I recommend changing Choice Scarf to Life orb or Expert Belt. Life Orb is used for the immediate power up. Expert Belt is good for bluffing Choice Scarf which can be useful. Also another change I'd recommend Volt Switch to Nasty Plot. Since the team is offensive and Togekiss takes the role as a Scarfer Nasty Plot gives it the ability to break Flying Water teams with ease.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Air Slash
- Dazzling Gleam
- Defog/ Heal Bell/ Fire Blast/ Aura Sphere

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature or Hasty Nature
- Sucker Punch
- Brave Bird
- Heat Wave
- Superpower

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost/Defog

Thundurus-Therian (M) @ Expert Belt
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Focus Blast/Grass Knot
- Hidden Power [Ice]
- Nasty Plot
Hope I helped
Sniped
 
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