We have lost our sight of land in the suspect meta, drunken with power filled with somekind a Fairy Hyper Offense, or somekind of dual weather hyper offense, and I'm starting to get tired of it. I present to you guys Backlash, my


I wanted to start this little core as they were both something I haven't used in a while, but I knew were great to Hyper Offense.



You can't have Hyper Offense+Rocks without Bisharp. Seriosuly. Bisharp synergized well with Starmie.




Gengar makes a good spin blocker and makes best of its uses on Hyper Offense. Synergized with Bisharp.





Although the squad looks great, I really wanted a seperate win condition. Lopunny fits the bill.






Burds the word. In seriousuness, I needed a cleaner that can also be a sweeper. Talonflame synergizes well and fits the traits above.
I mean it's making its own hide commands and getting annoying now. lol, oh well
Land Lord (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Psychic
My Stealth Rock user. Landorus was started this team and it works wonders. Landorus is one of the most reliable Stealth Rock users on Hyper Offense. Unlike Suicide Leads though, it does provide work. With its amazing movepool and decent speed, this can break stall if it's not named Chansey. Earth Power is essential due to STAB plus the combination of LO and Sheer Force just makes the move hit like a truck. Hidden Power Ice is for defensive Lando-Tits which helps out Starmie and Talonflame. Psychic is replacing the previous Sludge Wave. Sludge Wave, although nice, is unnecessary for this team. My fourth move had to be either Focus Blast or Psychic. Like I sad, hax fucking hates me right now, so it was pretty easy to decide what move to choose.
I'm Bi (Bisharp) @ Life Orb/Lum Berry
Ability: Defiant
EVs:248 HP / 252 Atk / 8 SpD 252 Atk/252 Spe/4 HP
Adament Jolly Nature
- Pursuit
- Sucker Punch
- Iron Head
- Knock Off
I decided to stray away from the SD set, which is what I normally use. What I needed, was a Pursuit a trapper. The difference between Tyranitar and Bisharp was that Bisharp has Priority and Knock Off and is able to handle troublesome Clefables. Picking an item is a toss up in my opinion. Lum is usually my personal preference and is usable on this team due to the team not appreciating burn aside from Starmie, but Black Glasses and Life can use this set due to it not being an SD set. Sucker Punch and Iron Head is essential. Pursuit is for trapping because is a problem to this team and it needs to be handled as best as possible. Knock Off is great because I have a rule for having at least one Knock User to destroys the problematic Chanseys.
Edit: Changed EV's. I knew there was a certain spread to run, but I couldn't find in the Smogon Analysis.
Sloot 96 (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out
My first time using a Mega Lopunny was when I used High Jump Kick and missed. Frustrated, I gave up on Mega Lopunny and haven't used it months. This monster though is one the fastest things and OU which great considering all the speed creeps. It's good to mention that Lopunny has a great ability to help its type. Fake Out is used to both get free and as a lure for incoming Bulky Chomps and Ferrothorns. Ice Punch is possible Lando-Tits and Bulky Chomps. Lopunny has provided the work, but I'm considering to change it into to a Sub-Baton set since I do have Lando-I and Gengar to help Lopunny with the threats it can't handle.
Starmie @ Leftovers
Ability: Natural Cure
EVs:252 HP / 252 Def / 4 SpA 248 HP/Spa/252 Spe
Bold Nature
- Rapid Spin
- Psyshock
- Recover
- Scald
The glue of the team. I needed a Rapid Spinner and Starmie is arguably the best spinner in OU. This team also synergizes well with the team. Rapid Spin helps Talonflame, a key member of the team. Psyshock is used to eliminate CM Keldeos, which can be troublesome if Talonflame is gone. Scald is needed to get possible burns on troublesome pokemon like Azumarril that isn't a BD set (it's quite preditable when the BD). Since this is a defensive set to deal with Heatrans that are actually smart enough to switch, I need Recover. I haven't actually tried the Reflect Type set, so if anybody think that's the more optimal set for this team, let me know.
Clefable (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Giga Drain
- Shadow Ball
- Destiny Bond/Focus Blast
Gengar helps out with Bisharp. It's a spin blocker which makes only possible to Defog. If it's a Starmie, I have Giga Drain, which actually surprises people. I need it to handle Waters as it is a problem. Destiny Bond is a placeholder move because Megagross is a problem on this team, so I have Destiny Bond if it stays, Focus Blast if it doesn't. I decided to have Scarf since well, Megagross, and the fact that to outspeed basically everything is nice and I don't find myself switching unless the opponent to counter all of my moves, so I'm gonna have to switch out anyways. Destiny is not intended for just Mega-Gross, as it can pick up some nice, sacrifice kills.
Me Birdsta (Talonflame) @Sharp Beak Leftovers
Ability: Gale Wings
EVs:252 Atk / 4 SpD / 252 Spe 248 HP/252 Spd/8 Spe
Jolly Nature
- Brave Bird
- Swords Dance/Bulk Up
-Flare Blitz Will-o-Wisp/Taunt
- Roost
The cleaner of the team. A pretty good at that. If I can make the team weakened, I can easily make Talonflame KO 2 or three pokemon, which is great. Although, I have to play this thing well, as it is weak to rocks and does have its counter. I decided to go Flare Blitz over U-Turn as getting a good on T-Tar is nice, I need Fire coverage for this team for those stupid Scizors which becomes a problem. Sharp Beak is rather obvious because it's a Talonflame. Talonflame has never been useless in a battle unless it's against a Sand team, making it a crucial member to the team.
Edit: Changed to Specially Defensive Talonflame as I wouldn't be hopeless against Charizard-Y and Fairies and is still able to clean and/or sweep. I haven't tested this set enough to make a final decision for the moves, I'm happy for the change.
That's it, if anybody can make any suggestion, that would be great since this the first time I actually made an RMT without quitting, so I hope you like it!







Land Lord (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Psychic
My Stealth Rock user. Landorus was started this team and it works wonders. Landorus is one of the most reliable Stealth Rock users on Hyper Offense. Unlike Suicide Leads though, it does provide work. With its amazing movepool and decent speed, this can break stall if it's not named Chansey. Earth Power is essential due to STAB plus the combination of LO and Sheer Force just makes the move hit like a truck. Hidden Power Ice is for defensive Lando-Tits which helps out Starmie and Talonflame. Psychic is replacing the previous Sludge Wave. Sludge Wave, although nice, is unnecessary for this team. My fourth move had to be either Focus Blast or Psychic. Like I sad, hax fucking hates me right now, so it was pretty easy to decide what move to choose.

I'm Bi (Bisharp) @ Life Orb/Lum Berry
Ability: Defiant
EVs:
- Pursuit
- Sucker Punch
- Iron Head
- Knock Off
I decided to stray away from the SD set, which is what I normally use. What I needed, was a Pursuit a trapper. The difference between Tyranitar and Bisharp was that Bisharp has Priority and Knock Off and is able to handle troublesome Clefables. Picking an item is a toss up in my opinion. Lum is usually my personal preference and is usable on this team due to the team not appreciating burn aside from Starmie, but Black Glasses and Life can use this set due to it not being an SD set. Sucker Punch and Iron Head is essential. Pursuit is for trapping because is a problem to this team and it needs to be handled as best as possible. Knock Off is great because I have a rule for having at least one Knock User to destroys the problematic Chanseys.
Edit: Changed EV's. I knew there was a certain spread to run, but I couldn't find in the Smogon Analysis.

Sloot 96 (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out
My first time using a Mega Lopunny was when I used High Jump Kick and missed. Frustrated, I gave up on Mega Lopunny and haven't used it months. This monster though is one the fastest things and OU which great considering all the speed creeps. It's good to mention that Lopunny has a great ability to help its type. Fake Out is used to both get free and as a lure for incoming Bulky Chomps and Ferrothorns. Ice Punch is possible Lando-Tits and Bulky Chomps. Lopunny has provided the work, but I'm considering to change it into to a Sub-Baton set since I do have Lando-I and Gengar to help Lopunny with the threats it can't handle.

Starmie @ Leftovers
Ability: Natural Cure
EVs:
Bold Nature
- Rapid Spin
- Psyshock
- Recover
- Scald
The glue of the team. I needed a Rapid Spinner and Starmie is arguably the best spinner in OU. This team also synergizes well with the team. Rapid Spin helps Talonflame, a key member of the team. Psyshock is used to eliminate CM Keldeos, which can be troublesome if Talonflame is gone. Scald is needed to get possible burns on troublesome pokemon like Azumarril that isn't a BD set (it's quite preditable when the BD). Since this is a defensive set to deal with Heatrans that are actually smart enough to switch, I need Recover. I haven't actually tried the Reflect Type set, so if anybody think that's the more optimal set for this team, let me know.

Clefable (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Giga Drain
- Shadow Ball
- Destiny Bond/Focus Blast
Gengar helps out with Bisharp. It's a spin blocker which makes only possible to Defog. If it's a Starmie, I have Giga Drain, which actually surprises people. I need it to handle Waters as it is a problem. Destiny Bond is a placeholder move because Megagross is a problem on this team, so I have Destiny Bond if it stays, Focus Blast if it doesn't. I decided to have Scarf since well, Megagross, and the fact that to outspeed basically everything is nice and I don't find myself switching unless the opponent to counter all of my moves, so I'm gonna have to switch out anyways. Destiny is not intended for just Mega-Gross, as it can pick up some nice, sacrifice kills.

Me Birdsta (Talonflame) @
Ability: Gale Wings
EVs:
Jolly Nature
- Brave Bird
- Swords Dance/Bulk Up
-
- Roost
The cleaner of the team. A pretty good at that. If I can make the team weakened, I can easily make Talonflame KO 2 or three pokemon, which is great. Although, I have to play this thing well, as it is weak to rocks and does have its counter. I decided to go Flare Blitz over U-Turn as getting a good on T-Tar is nice, I need Fire coverage for this team for those stupid Scizors which becomes a problem. Sharp Beak is rather obvious because it's a Talonflame. Talonflame has never been useless in a battle unless it's against a Sand team, making it a crucial member to the team.
Edit: Changed to Specially Defensive Talonflame as I wouldn't be hopeless against Charizard-Y and Fairies and is still able to clean and/or sweep. I haven't tested this set enough to make a final decision for the moves, I'm happy for the change.
That's it, if anybody can make any suggestion, that would be great since this the first time I actually made an RMT without quitting, so I hope you like it!
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Psychic
- Hidden Power [Ice]
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Bold Nature
- Scald
- Psyshock
- Recover
- Rapid Spin
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt
- Sludge Wave
- Taunt
Bisharp @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Iron Head
- Knock Off
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Psychic
- Hidden Power [Ice]
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Bold Nature
- Scald
- Psyshock
- Recover
- Rapid Spin
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt
- Sludge Wave
- Taunt
Bisharp @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Iron Head
- Knock Off
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Swords Dance
- Will-O-Wisp
- Roost
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