~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.
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.






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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 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.

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 @ 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 @ 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 @ 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 @ 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 @ 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)
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.
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
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
Last edited: