





click me for an importable!
click me for the no-nickname version!
click me for the alternate version featuring gardevoir!
After taking a break from RU following the Trios tour, I returned for the February shifts, which fostered an excellent environment for Hyper Offense. Seeing as I already built an infamous HO team in the past, I decided to create another hyper offense team, one that got me to 1600s in the ladder and is sure to haunt feen's dreams for the next month or so (unless Thundurus-Therian and Iron Leaves get banned before then). Also with the incoming bans, I thought it prudent to post the RMT as soon as possible.
Proof of Peak
Teambuilding Process
Oh boy, this is such a doozy that I don't even remember the whole thing.
















































(click the portraits for artist credit!)
OL' JUGS
Ability: Quark Drive
Tera Type:
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-
-
-
-
After being freed from RUBL, Iron Jugulis has taken up revenge against the tier of RU for locking it away. Jugs largely does the same things it always has; outspeeding most of the tier, shutting down defensive Pokemon with Taunt, and smacking things around with its powerful STAB attacks. Once again, Tera Ground is used to bolster Earth Power and provide resistances against Electric moves from the likes of Thundurus as well as Lycanroc-Dusk's STAB moves. Iron Jugulis can come in at any point in the game to wreck house and support its teammates with Taunt or chip damage; it may even be used as a lead in cases where leading Kleavor (i.e. against Hippowdon) is an unviable strategy. However, it's at its most successful as a mid-game attacker or late-game cleaner, especially against teams that lack ample Flying resists.
Other Options
Tera Steel is an alternative option that improves Iron Jugulis's matchup against Fairy-types like Comfey as well as Scarf Gengar, but the power granted by Tera Ground is generally more appreciated.
LEGBOOT
Ability: Disguise
Tera Type:
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-
-
-
-
If I had a nickel for every time Mimikyu appeared in my RMTs, I'd have three nickels. Which isn't a lot, but it's funny that it's happened thrice.
Jokes aside Mimikyu largely performs the same role it always has; a glue for HO teams that helps beat opposing HO and provides valuable priority. As the meta is more offensive at the moment, Shadow Claw's power, especially when combined with Tera Ghost, is preferred over the longevity Drain Punch provides. Mimikyu typically comes in mid-game to pick off weakened threats or take down boosted threats thanks to Disguise. Certain threats, such as Blastoise, may mandate saving Mimikyu until late in the game. There really isn't much else to say about Mimikyu; it's a tried-and-true option for offense.
BALANCE CAR (aka ford pinto)
Ability: Filter
Tera Type:
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
-
-
-
-
Beating the powercrept allegations only to face the broken allegations... what a mon. Much like Mimikyu, Revavroom continues to do the same thing it did pre-Indigo Disk, being a powerful late-game sweeper capable of shredding through whittled-down teams. However, Revavroom may come in earlier on Fairy-types in order to scare them out and/or force a Tera, being this team's main bulwark against them. This Revavroom set is very standard, with the usual STABs, High Horsepower, and Tera Ground to bolster the latter. Just be sure not to bring in Revavroom while walls like Hippowdon are healthy, and you're good to go.
Other Options
The Tera Type could likely use some experimentation. Anti-Priority tera types, like Ghost or Normal, could probably be usable, but I haven't experimented much with it.
CITIZEN CUTS
Ability: Sharpness
Tera Type:
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-
-
-
-
Kleavor makes a strong impression on the tier by virtue of being a lead with unblockable (assuming you don't miss) entry hazards and a strong offensive profile. The set is mostly standard, with Close Combat hitting targets like Bisharp and Empoleon, but the last slot is somewhat unusual. Quick Attack is an unconventional choice used in order to take down other leads such as Kleavor and Azelf 1v1 rather than relying on a Speed tie in the case of the former or Tailwind not getting Taunted for the latter. As mentioned before Kleavor is typically used as a lead, but there are some cases, such as against fatter teams, where leading Kleavor is a poor choice. Additionally, Kleavor's Focus Sash may need to be preserved in order to beat a larger threat to the team.
Other Options
Trailblaze is an option for reliably beating lead Azelf as well as hitting targets like Swampert and Gastrodon, but it's unreliable when faced against opposing lead Kleavor. Tailwind can provide additional support to teammates, but it's usually too short to provide any meaningful impact.
COOL DUDE
Ability: Volt Absorb
Tera Type:
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-
-
-
-
The dragon-thing that put Kilowattrel out of a job, Thundurus-T serves as a powerful mid-game breaker thanks to its massive Special Attack or late-game cleaner with Nasty Plot. Tera Blast Flying offers incredible neutral coverage in a tier that lacks good Flying resists, while Grass Knot targets Ground-types like Hippowdon and Donphan. Thundurus performs best against bulkier teams who often rely on the somewhat-passive Cyclizar to outspeed it. Try not to reveal Tera Blast too early, as part of its strength comes from the surprise factor thanks to Thundurus's wide movepool.
BRIAN LEAVES
Ability: Quark Drive
Tera Type:
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
-
-
-
-
Iron Leaves' unique offensive typing helps the team cleave through bulky Water- and Ground-types, who can otherwise be a nuisance. This is a fairly standard Iron Leaves set, with Booster Speed being chosen due to the prevalence of fast threats in the metagame at the moment. Tera Fighting bolsters Close Combat and gives Leaves an invaluable Sucker Punch resistance. Leaves tends to come in later to clean up with Swords Dance, but may need to come in earlier against bulkier teams in order to dispatch the aforementioned bulky Waters and Grounds.
Other Options
Tera Electric + Wild Charge lets Iron Leaves 1v1 Iron Jugulis, but worsens your matchup against bulky grounds. Booster Attack + Trailblaze can also be used, but the immediate speed boost is generally preferred. There's also...
NO
@
Ability: Trace
Tera Type:
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-
Psychic
-
Moonblast
-
Trick
-
Healing Wish
Though Choice users aren't typically recommended on Hyper Offense teams, Gardevoir can be used in order to improve the team's matchup into Rain as well as Stored Power sweepers like Comfey thanks to Trick. This is bog-standard Scarf Gardevoir, with Healing Wish being able to bring back a chipped teammate like Thundurus or Iron Jugulis. However the team generally prefers Iron Leaves thanks to its superior Speed and ability to break through Pokemon like Hippowdon and Quagsire.
Ability: Trace
Tera Type:
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-
-
-
-
Though Choice users aren't typically recommended on Hyper Offense teams, Gardevoir can be used in order to improve the team's matchup into Rain as well as Stored Power sweepers like Comfey thanks to Trick. This is bog-standard Scarf Gardevoir, with Healing Wish being able to bring back a chipped teammate like Thundurus or Iron Jugulis. However the team generally prefers Iron Leaves thanks to its superior Speed and ability to break through Pokemon like Hippowdon and Quagsire.







Replays






Conclusion
Sometimes, it just feels good to build and use a brainless hyper offensive team, especially in a nascent meta like this. This meta likely won't last very long (and Thundurus-T is likely on the chopping block as well), so enjoy it while it lasts. Also shoutouts to Feliburn, Heni-san, FlamingoPokeman, and the RU discord for being patient with me and helping me build the team!
Also shoutouts feen and angelthesaucegod
Last edited: