(Writing another big post again because i feel like it, and also because i'm a greedy bastard and want the 1,000th post)
Wanted to make some general guidance on things that work on Hyper Offensive structures bc why not. I find HO incredibly fun to play and as one of the few ways to play BH without entering a slogfest against the 18 trillionth 'Unique Bulky Balance w/ Swords Dance Regigigas and Pixilate Xerneas'. This is by no means a comprehensive or exhaustive guide, but rather a general pointer on "what's good and why is it good".
Note: Hyper Offence is by nature a volatile playstyle. Playing HO often requires great situational awareness, great decision making ability, a well-formed mix of damage dealers and effective ways to make progress in a short amount of time. By itself, this makes it difficult to use but highly effective, since many teams are not prepped entirely for HO (the most common structure you will encounter is Imposter + Prankster + Possibly Fur Coat/Ice Scales, which is fairly manageable).
TEA GUZZLER'S HYPER OFFENCE NOTES
(spelt offence instead of offense because your mum)
GENERALLY GOOD SETS
Xerneas @ Life Orb / Pixie Plate
Ability: Pixilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive / Rash Nature
- Boomburst
- Extreme Speed
- Rapid Spin / V-create / Fishious Rend / Diamond Storm / Nuzzle / Knock Off
- Quiver Dance / Explosion / Volt Switch
Surprising absolutely nobody, this is incredible on every team structure imaginable. Boomburst's absurd power, especially when item boosted, breaks holes in almost anything, especially when bolstered by coverage options, QD boosts or even just inting with explosion. You can even opt for a more utility-focused set that can still pack a punch but focuses on alleviating hazard pressure in the short term, and just volt switch all your problems away. You really can't go wrong with Xern on HO.
Regigigas @ Life Orb
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Multi-Attack
- V-create
- Wicked Blow
+1 252+ Atk Life Orb Tough Claws Regigigas V-create vs. 252 HP / 252 Def Fur Coat Zamazenta-Crowned: 387-458 (99.7 - 118%) -- 93.8% chance to OHKO
that's the whole point of this set. you maul almost everything.
Note: Swords Dance Regigigas sets also work on Hyper Offence but I typically find these end up going for aggressive Hazard Builds, since getting bogged down against dedicated checks is a nightmare for HO.
Kyurem-Black @ Life Orb
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Glacial Lance
- V-create
- Precipice Blades / Bolt Strike
Kills pretty much anything and everything after a boost. This is notorious for basically having no improof, however, so Prankster Eviolite Type: Null is about as close as you're getting and even that's unsafe. If you are to use this, ensure you can guarantee that imposter is a non-factor before you bring it in.
BELLY DRUM + UNBURDEN
example set:
Photon Geezer (Necrozma-Dusk-Mane) @ Sitrus Berry
Ability: Unburden
EVs: 252 HP / 252 Atk / 20 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Belly Drum
- Sunsteel Strike
- Photon Geyser
- Wicked Blow
read the name and weep city
Anyway, Belly Drum and Unburden combo into a devastating sweeper that is able to usually cut clean through the enemy given that you're got Prankster / Unaware out of the way. This is a relatively tall order, though you have multiple ways of going about achieving this goal, with the most common being Final Gambit but with other tools being useful as well. The way the set works is that, when you click Belly Drum, you drop your HP to half and consume your Sitrus Berry, gaining the Unburden speed boost - so, now you're at 4x attack, 75% HP and have doubled speed. The important factor is that Imposter will never have this speed boost because, in order to gain the speed boost, you have to actively lose your item - simply entering the field with no item does not grant the boost. Dusk Mane is a noteworthy DrumBurden user since you have Dual STABS on moves that ignore abilities (Photon Geyser/Sunsteel Strike), and can also remove Defence EVs such that you can instakill Eviolite Imposter with Wicked Blow.
Any mon really goes with DrumBurden, so long as it can instakill Eviolite Imposter from full and has sufficient killpower to threaten to drop anything in front of it. Some other examples:
Zygarde-Complete @ Sitrus Berry
Ability: Unburden
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Precipice Blades
- Glacial Lance
- Final Gambit
Zygarde-C's massive HP stat lets it click Final Gambit in front of anything it's unable to directly kill, which can include Prankster mons, Bulky Fur Coaters like Melmetal/Suicune, and known Unaware users. Specifically, if you're at 75% HP, you can gambit and kill anything with base HP lower than Solgaleo (137 Base). Just remember that the reliance on Precipice Blades (which is preferred over Earthquake to guaranteed kill Fur Coat Zama-C and Solgaleo, as opposed to an unfavourable roll) is important due to it's accuracy.
Ho-Oh @ Sitrus Berry
Ability: Unburden
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Pyro Ball
- Fishious Rend
- Glacial Lance
Noteworthy for it's ability to instakill Fur Coat Melmetal, arguably the bulkiest FC mon, with Pyro Ball. Unlike other DrumBurden users it is not reliant on V-create as a steel-type killer due to it's Fire STAB. Once again, Pyro Ball accuracy.
SIMPLE SETUP
Lunala @ Focus Sash
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk / 5 SpD
- No Retreat
- Stored Power
- Astral Barrage
- Final Gambit
1 turn of setup turns this into an absolute monster with 220 Base Power Stored Powers, augmented by +2 in every stat making it incredibly hard to directly kill. A total Sp.Def stat of 201 gives you a guaranteed instakill on Imposter Chansey with Astral Barrage, and thanks to the focus sash you can set up in front of a surprising amount of targets (if you're intact when Imp comes in, you can also use the sash as a way to guarantee that your Astral connects). Gambit, similar to the Zygarde set above, can be used to destroy troublesome mons such as Pranksters or Unaware. If you aren't concerned with Instakilling imp (for example, you have a Yveltal in the back), you can instead opt for Moongeist Beam and increased special bulk to get past some abilities. Be wary of random spectrals.
Necrozma-Dawn-Wings @ Focus Sash
Ability: Simple
EVs: 252 HP / 252 Atk / 48 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
- No Retreat
- Stored Power
- Spectral Thief
- Final Gambit / Moongeist Beam / Astral Barrage
Dawn Wings Necrozma's additional damage output is often unnecessary/won't make enough difference, and the bulk increase is only marginal. In addition, Final Gambit is significantly less threatening due to the lowered base HP (137 -> 97), and you're reliant on Spectral Thief to instakill imposter as, even at minimum Sp.Def, Astral Barrage is never a guaranteed OHKO.
Other Simple + No Retreat users are heavily flawed, such as relying on Shed Shell or Baton Pass to switch, being Fairy Weak (if using Power Trip), or inadequate damage output (Cheese Obstagoon with Imprison, No Retreat, Haze, Power Trip).
Eternatus @ Black Sludge
Ability: Simple
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Core Enforcer
- Sludge Wave / Sludge Bomb
- Earth Power
Spectrier @ Life Orb
Ability: Simple
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moongeist Beam
- Boomburst
- Strength Sap / Taunt
The second main form of Simple Setup, SimplePlot uses mons with absurd special attack and speed to make them into sweeping monsters that one-shot a significant portion of the metagame. These are great as the main users (Eternatus and Spectrier) are reasonably bulky, with Eternatus notably carrying Black Sludge for passive recovery, and Spectrier having sap as an option due to Normal/Ghost being effectively unresisted - meaning that you can repeatedly bring them in to fish for opportunities to deal damage. Spectrier's STAB Moongeist makes it more efficient as a killing machine due to ignoring Ice Scales (Life Orb is necessary to guarantee the OHKO on +Sp.Def ZamaC), but Eternatus' much higher bulk is well appreciated. Both severely dislike both Paralysis and Imposter.
Note: SimplePlot Mewtwo exists, but Imposter is highly problematic due to being able to hardswitch into Photon and basically forcing you into some Yveltal variant to safely improof it.
Photon G... (Necrozma-Dusk-Mane) @ Life Orb
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Photon Geyser
- Sunsteel Strike
- V-create
Simple + Shift Gear/Dragon Dance is the last main form of Simple Setup. The greater variety of strong Physical moves allows these to pose a significant damage threat even accounting for the +2 attacking boost as opposed to the +4 from SimplePlot. The majority of these SimpleGear mons will want some way around Fur Coat walls, which is why I use Dusk Mane as an example, with the other main SimpleGear user being Calyrex-Ice (due to STAB Photon). The main issue with these is that Imposter is significantly less threatened by them, they often can't do much to Prankster and can fall short against Bulky wall like Melmetal.
Zacian @ Fairy Memory / Life Orb
Ability: Tough Claws / Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- V-create
- Fishious Rend
Zamazenta / Zamazenta-Crowned @ Life Orb
Ability: Tough Claws / Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Coverage / Sunsteel Strike
- Coverage
I'll leave these here. These can function as great cleaners for Bulky Offence teams but are about the only things able to run Simple + SD reasonably well on HO.
CHOICED ATTACKERS
Eternatus @ Choice Specs
Ability: Adaptability / Dragon's Maw
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Dragon Energy
- Sludge Wave
- Volt Switch / Blue Flare
- Final Gambit
Realistically, anything can work as a choiced breaker so long as you have a breaker that actually benefits your team. This Eternatus is infamous for OHKO'ing everything in sight short of Primordial Sea Magearna, for example. Compared to other Hyper Offence attackers, Choiced Attackers provide the highest immediate damage and are best used for opening holes rather than sweeping themselves. You probably also want pivoting on them to help scout/keep momentum.
Kyurem-Black @ Choice Band
Ability: Mold Breaker / Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Glacial Lance
- V-create
- Bolt Strike / Precipice Blades / Trick
- U-turn
Another example of a good breaker. Can not only wear down Imposter if it hard switches into you due to the absence of recovery, but Fire/Ice is tremendous for attacking and you can almost always guarantee a positive outcome (either a kill or momentum) whenever this comes in. Whilst choiced breakers are often slated for their lack of longevity, that isn't a significant factor on these types of teams.
SETUP + PRIORITY
Kartana @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Atk / 252 SpD / 252 Spe
Lonely Nature
- Belly Drum
- Sunsteel Strike / Glacial Lance
- Drain Punch
- Horn Leech
The first example of this is TriageDrum. This works by abusing Triage's +3 Priority to blitz past Extreme Speed, Prankster-boosted moves and even an enemy Triage-boosted Oblivion Wing. Kartana is about the only good user of this set, and this is because whilst it seems good in theory, in practice it is very difficult to pull off - this is because of a number of mons being unthreatened by it's attacks, such as most Fur Coat mons (even Zama-C is a 6.25% roll to OHKO with drain punch), Eternatus, Prankster Giratina, and more niche options like Lugia. In addition, the imposter matchup is a raw speedtie, though with a Lonely nature and 0 Defence EVs you can guarantee the kill if you win. These issues are largely due to there being a whole 3 Physical Triage options in Drain Punch, Leech Life and Horn Leech.
Marshadow @ Ghost Memory
Ability: Triage
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Multi-Attack
- Drain Punch
- Coverage
Unlike the Kartana set above, Marshadow limits it's Triage move down to one in Drain Punch, but has the moveslot to run Multi Attack. Marshadow is unique on Hyper Offence in that, given a Ghost Memory, you can attack with STABS whilst imposter is unable to actually do any damage to you thanks to Multi Attack (note that Poltergeist + No/Used item has the same effect). The main drawbacks of this set compared to the Kartana one are the significantly lower base Attack and the loss of Life Orb in order to improof, which makes you actually deal less overall damage with Drain Punch despite the STAB.
Crying over pixies (Zacian) @ Pixie Plate
Ability: Pixilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant / Jolly Nature
- Belly Drum
- Extreme Speed
- V-create
- Coverage
DrumSpeed isn't a reliable option and shouldn't be considered as a sweeper in the majority of circumstances. This is because every DrumSpeed user hard loses to imposter and, in every case except Zacian, falls short against Fur Coat users that can remove the attack boosts. Often, you're also only able to use Drum once since recovery in the 4th slot is not very good, and many -ate abilities can run into Pranksters that resist that type (eg. this Zacian might run into Prankster Melmetal), meaning you are powerless to stop your boosts getting removed.
fob this ya btec (Yveltal) @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Oblivion Wing
- Thunder Cage
- Taunt
Triage O-Wing works as it would on any other team, but Hyper Offensive sets can choose to make use of dedicated coverage in order to eliminate things as best as possible. Thunder Cage/Taunt is the best example of this IMO, as you can use Cage/Taunt to trap and eliminate virtually any target, opening a significant hole for the enemy team. In addition, you're a cleaner that also has self-sustain and hard beats every Prankster except trapping-immune / slow pivot ones, which is always beneficial. Rayquaza is an option over Yveltal to make use of Core Enforcer to make Imposter less safe and force through Scales walls, whilst also having a more powerful Oblivion Wing.
CHEESE OPTIONS
Marshadow @ Ghost Memory
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Belly Drum
- Multi-Attack
- Close Combat
- Taunt
Makes use of Prankster Taunt to deny the enemy of Haze/Topsy-Turvy, whilst still beating Imposter due to the Ghost Memory trick discussed above. Main issue with this is that the damage output isn't terrific and you are weak to the most common forms of priority (Triage and Pixilate ESpeed), whilst still underspeeding +Spe ZamaC and everything faster. The below-average bulk also makes it difficult to set up with.
Obstagoon @ Shed Shell / Black Glasses
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- No Retreat
- Imprison
- Haze
- Power Trip
I mentioned this earlier, but the combination of Normal/Dark makes you immune to Spectral Thief and Prankster Topsy-Turvy, and Imprison means you seal both Power Trip for Imposter and Haze for enemy Pranksters. This still doesn't mean you're running a good set, however, as not only do you take 2 turns to set up but you are still vulnerable to non-prankster Topsy-Turvy (which, due to Swords Dance Regigigas, is on the rise), are weak to Fairy and often aren't even doing enough damage since you have a whole 1 attack, meaning often you can either get Strength Sap spammed by a resist or flat out killed by Zama-C's Fighting move.
Chansey (F) / Zygarde-Complete @ Eviolite / Leftovers
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Substitute
- Baton Pass
- Filler
- Filler
Substitute in general is very volatile. Whether this is through Substitute + Baton Pass or through the attacker itself Substituting, the risks are often not worth the reward. Substitute prevents Imposter from copying you, and blocks status moves that target you (so it blocks topsy-turvy, but not haze since this targets the field), which sounds good in theory since you can have a mon behind a possibly-fat substitute that no longer has to care about the Imposter matchup. However, issues arise due to the inability to block Haze + sound moves and Spectral Thief ignoring substitute, meaning that when you're behind a Sub you're still not as protected as you'd have hoped.
Groudon @ Assault Vest
Ability: Klutz
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Belly Drum
- Precipice Blades
- Glacial Lance
- Trick
This works by using a setup move to bait/force in prankster, then using Trick to send the enemy prankster an Assault Vest, removing the ability for that Prankster to click status moves, the most important of these moves being Haze / Topsy-Turvy. Klutz turns off your item, meaning you can hold/Trick an Assault Vest since AV's "can't click status moves" effect isn't active. This is very inconsistent and Imposter can easily come in to scout your set, making the tech infinitely harder to pull off since Imp can see that you have Klutz/Trick and are gunning for their Prankster. In addition, due to not having an ability/item (Klutz also turns off AV's special defence boost), the user of the tech is almost useless outside of the tech, making it about as high-risk high-reward as sets come.
IMPROOFING
The standard setup for Hyper Offence is to have 1 non-attacking mon that can improof the majority of your attackers, and another mon to improof the rest. See Sevag's
Apricot Princess for a good example of this, where Ho-Oh is the improof for Xerneas and Eternatus, and Yveltal gets free entry from Imposter Lunala/Dusk Mane, whilst also self-improofing due to Unburden. The key with Hyper Offence is to ensure that your improofs are not massive momentum sinks, and that they can exploit Imposter being in such as using it to set up, or pivot into an advantageous position. That 'passive mon improofs most of your team' also isn't strict - you could theoretically have every offensive mon improofed by another, but I find that it's the easiest to accomplish without significant coverage downgrading. Improofing can also be very hard to pull off whilst maintaining a standard HO structure if you opt for certain hard-to-improof sets, which is why I said to be careful using Shift Gear + Mold Breaker Kyurem-B earlier (if so, enjoy using Prankster Null).
The main gimmick of several HO sets is that they also hard self-improof, so I often recommend using at least one of these on the team as they are highly effective at getting kills and forcing the enemy into dangerous positions.