Hello again, friend of a friend, I knew you when(i love black sheep,sorry guys)So,here i am again to show another Hyper Offense team (i only know how to make HO teams,is kinda sad,but is life)So,yeah,enough this,let's go to this godlike team before i forget
(KSE is the best band ever(after parkway drive))
~~oh yeah,hit me baby~~
Sharknado (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 168 Def / 72 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
TankChomp,probably the best defensive SR of the metagame,fits like a glove in this team:Nice coverage,mixed attacks,tank some nice hits and with the rough skin+rocky helmet+Dtail+SR,he can punch holes in everything(except fairies ;-;).Stealth rock for the field hazard(probably the best move in the game);Dragon tail as main STAB and hole puncher,thanks to the forced switch;EQ as secondary STAB,hitting nicely anything grounded;and fire blast for coverage to things like physicall def scarmory,Ferrothorn and scizor(They aren't hard to beat,but some variants of them can be kinda annoying to break through).
~~he may look cute,but he is the devil incarnate~~
HeartBreaker (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish/Ice Punch/Body Slam
ScarRachi,since he climbed from UU to OU,the metagame wasn't the same.This guy fits in the team as emergency button against some threats that can only be beated by stall flinch,and together with his natural bulk,he can't be beat down very easily if you don't missplay.Iron head as main STAB,gettiing flinches for days;Heart Stamp as secondary STAB instead of Zen Headbutt,because of the better acc and the same flinch rate of Iron Head,making rachi much more safe and confortable to play with;U-turn for basic momentum and scout;And,in the last slot you can run a coverage move,like ice punch,or even body slam to slow down some fast threats that can't be beated by rachi,or just use Healing Wish to recover a poke that was worned down but is your main win condition.
~~searching for bisharps~~
JJ (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Defog latias is a great partner to bulk chomp,thanks to his natural special bulk,and very good special attack,serving as a hard hitter and defensive role at the same time(dont forget the 0 IVs in attack for the foul plays).Draco Meteor as main STAB,hitting hard or revenge killing opposing threats;Psyshock as secondary STAB,hitting phisically special defensive threats;Defog to clean up the field;And Healing Wish to recover a weakened win condition(also works to escape from pursuit trappers).
~~WHO ATE MY SANDWICH???~~
Thor (Raikou) @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Signal Beam
Assault vest Raikou fits perfectly in this team as fast and specially bulky volt switcher,making some kind of volt-turn core with rachi,strangelly enough.It also helps sometimes as win condition in late game thanks to the nice coverage provided.Tbolt as main STAB;With Volt Switch as secondary STAB, both hitting hard and Volt Switch helps to keep momentum;Hidden Power Ice for coverage to hit hard ground-types like lando and chomp on they switch-in;And Signal Beam to hit hoopa-U (unless is scarfed)
~~don't let me drown~~
Poseidon (Manaphy) @ Leftovers
Ability: Hydration
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Ice Beam/Hidden Power [Fire]
It was the first time that i used Manaphy out of Linked,and he didn't let me d(r)own.With nice natural bulk,nice speed,nice coverage and acess to Tail Glow,this little guy can be horrifing to the enemy.Tail Glow for the +3 instantaneous setup;Scald as main STAB,even being weaker than surf,the burns helps a lot;Energy ball as coverage against opposing water-types like rotom-w;And in the last slot you can run Ice Beam to hit dragon-types or Hidden Power Fire to hit things that usually walls him,like ferrothorn.
~~Touch me like you do~~
Rule 34 (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Ice Punch
- High Jump Kick
And,the final touch of the team,one of the best mega evolution from ORAS that is crushing almost everything in the metagame.Lopunny serves almost everytime as win condition and even sweeps sometimes(if i don't miss HJK).Fake out for basic entry and giving a free turn to mega evolve or just for break sashes;Return as main STAB,hitting hard and neutrally almost everything;Ice Punch for coverage against flying types and bulky ground types like lando-t;and HJK as secondary STAB,and thanks to Scrappy,very spammable(you just need to don't miss).
And this is all for today,folks.Leave a reply with some suggestions that can be applied,and i will try to don't ignore them.
jk,i will read and test everything.







~~oh yeah,hit me baby~~
Sharknado (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 HP / 168 Def / 72 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
TankChomp,probably the best defensive SR of the metagame,fits like a glove in this team:Nice coverage,mixed attacks,tank some nice hits and with the rough skin+rocky helmet+Dtail+SR,he can punch holes in everything(except fairies ;-;).Stealth rock for the field hazard(probably the best move in the game);Dragon tail as main STAB and hole puncher,thanks to the forced switch;EQ as secondary STAB,hitting nicely anything grounded;and fire blast for coverage to things like physicall def scarmory,Ferrothorn and scizor(They aren't hard to beat,but some variants of them can be kinda annoying to break through).

~~he may look cute,but he is the devil incarnate~~
HeartBreaker (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish/Ice Punch/Body Slam
ScarRachi,since he climbed from UU to OU,the metagame wasn't the same.This guy fits in the team as emergency button against some threats that can only be beated by stall flinch,and together with his natural bulk,he can't be beat down very easily if you don't missplay.Iron head as main STAB,gettiing flinches for days;Heart Stamp as secondary STAB instead of Zen Headbutt,because of the better acc and the same flinch rate of Iron Head,making rachi much more safe and confortable to play with;U-turn for basic momentum and scout;And,in the last slot you can run a coverage move,like ice punch,or even body slam to slow down some fast threats that can't be beated by rachi,or just use Healing Wish to recover a poke that was worned down but is your main win condition.

~~searching for bisharps~~
JJ (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Defog latias is a great partner to bulk chomp,thanks to his natural special bulk,and very good special attack,serving as a hard hitter and defensive role at the same time(dont forget the 0 IVs in attack for the foul plays).Draco Meteor as main STAB,hitting hard or revenge killing opposing threats;Psyshock as secondary STAB,hitting phisically special defensive threats;Defog to clean up the field;And Healing Wish to recover a weakened win condition(also works to escape from pursuit trappers).

~~WHO ATE MY SANDWICH???~~
Thor (Raikou) @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Signal Beam
Assault vest Raikou fits perfectly in this team as fast and specially bulky volt switcher,making some kind of volt-turn core with rachi,strangelly enough.It also helps sometimes as win condition in late game thanks to the nice coverage provided.Tbolt as main STAB;With Volt Switch as secondary STAB, both hitting hard and Volt Switch helps to keep momentum;Hidden Power Ice for coverage to hit hard ground-types like lando and chomp on they switch-in;And Signal Beam to hit hoopa-U (unless is scarfed)

~~don't let me drown~~
Poseidon (Manaphy) @ Leftovers
Ability: Hydration
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Ice Beam/Hidden Power [Fire]
It was the first time that i used Manaphy out of Linked,and he didn't let me d(r)own.With nice natural bulk,nice speed,nice coverage and acess to Tail Glow,this little guy can be horrifing to the enemy.Tail Glow for the +3 instantaneous setup;Scald as main STAB,even being weaker than surf,the burns helps a lot;Energy ball as coverage against opposing water-types like rotom-w;And in the last slot you can run Ice Beam to hit dragon-types or Hidden Power Fire to hit things that usually walls him,like ferrothorn.

~~Touch me like you do~~
Rule 34 (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Ice Punch
- High Jump Kick
And,the final touch of the team,one of the best mega evolution from ORAS that is crushing almost everything in the metagame.Lopunny serves almost everytime as win condition and even sweeps sometimes(if i don't miss HJK).Fake out for basic entry and giving a free turn to mega evolve or just for break sashes;Return as main STAB,hitting hard and neutrally almost everything;Ice Punch for coverage against flying types and bulky ground types like lando-t;and HJK as secondary STAB,and thanks to Scrappy,very spammable(you just need to don't miss).
And this is all for today,folks.Leave a reply with some suggestions that can be applied,and i will try to don't ignore them.
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