Reposting the RMT, this time without the insults.
The team is a Hyper Offence team. The idea is to get an advantage as early on as possible and to keep momentum on my side thoughout the entire game if possible. I have noticed while watching alot of tourney NU replays, that the person who wins usually get an advantage early on in the form of hazards. So my team is constructed to prevent the opponent from getting up hazards while keeping up offensive momentum.
Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Hurricane
- U-turn
- Stun Spore
This set works excectly the same as the butterfree set back in the days, only difference is that Vivillon does the job better, because of its speed and acces to hurricane, which is important as it deters grass types from switching in. The set is used to put entry hazard leads to sleep and then u-turn out, getting rid of the opposing mon sash or sturdy and preventing red card from working. After that you can proceed to ohko with the mon of your choice (magmortar or zangoose).This set has no need for bug buzz as hurricane is more useful pretty much always. Stun spore is to stop fast sweepers later if Vivillons sash is still intact.
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Quick Attack
- Close Combat
Standard Zangoose. I needed it on my team because of its wallbreaking power and priority. Two things ver important to HO.
Klinklang @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Gear Grind
- Volt Switch
- Wild Charge
- Hidden Power [Grass]/ Sleep talk
OK. This might be the most controversial pokemon on my team. This set probably looks terrible at first glance, but im going to try to explain why I need this Klinklang on my team specifically. As I explained earlier, my team is all about getting an advantage early game. Vivillon makes sure of that. Except opposing lead vivillon and most importantly lead archeops (which for the record, is very common) completely destroy my strategy. Scarf klinklang is the only pokemon that can stop lead archeops from doing its job, and since archeops in general is a huge threat to my team as it outspeeds and ohkoes everything on my team except uxie, I had to make this set. The surprise factor is also a huge boon. And when thinking about it, scarf klinklang has its merit, it still checks psychic types like mesprit, and is able to check mons like NP mismagius and other fast setup sweepers. The fact that it gets volt switch is also helpful. I run HP grass because the 4th slot is mostly filler. U could run sleep talk, or u could run return. I like hp grass just in case I need to predict seismitoed switching in for some reason, altho double switching would work just as well. Naughty hp grass is a 2hko on seismitoed fyi. Sleep talk is also useful as I no longer have vital spirit magmortar on my team
Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Hidden Power [Grass]
- Focus Blast
- Psychic
Sort of standard magmortar. I know most ppl like to run EQ, but as I stated earlier, I cant let walls stop my momentum, so I need blast to muscle through the pink blobs. Psychic is for dragalge and Hariyama, Imo you dont need thunderbolt, no one uses mantine, lanturn is immune and gatr has aqua jet. I dont see the point.
Ninetales @ Life Orb
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Psyshock
- Energy Ball
Since my team had a huge fire spam weakness, I had to replace magmortar for ninetales. Now the opponent has to think twice before clicking fire blast or eruption:] Ninetales is just as good at wallbreaking, maybe even better than magmortar because it gets nasty plot. At +4 it ohkoes max/max Audino. Which is nice.
Sceptile @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Leaf Blade
- Earthquake
With this set im trying abuse unburden, which can be hard to pull off since u need to take over 50% and not die. Which is difficult since Sceptile is frail. The reason I want the unburden boost is because sceptile that way becomes a great rain counter, as it after a swords dance outspeeds and ohkoes all the usual rain sweepers. Because of this, yache berry may not be a terrible choice, as it lets u live ice beams and get up an SD + unurden on stuff like ludicolo. But its a little bit too situational. You could also use Kebia berry to beat vileplume and at the same time get up tp +4. Finally no item with a jolly nature is also a good set, but then u cant outspeed rain sweepers.
Uxie @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 4 sp def
Relaxed Nature
- Stealth Rock
- U-turn
- Foul Play
- Psychic
Uxie is on my team as a bulky pivit mon so that I dont have to sack stuff to scarfed threats like sawk, and its also there to beat klinklang with foul play. After a shiftgear it just sweeps my team, plain and simple. I use colbur berry because I thought shiftry was still NU, which I think it is not? Not sure. Also because Uxie is there mainly to check fighting types. SO it will be eating a lot of knock offs, which is why I think colbur is more useful than lefties. Might be wrong tho. It is also my stealth rocker.
I posted this RMT originally as a response to Kiyo, because I wanted to present my view on his "bad player analasys" upload, so it wouldnt be as one-sided. Unfortunately that post had too many insults in it and was removed. So now this isnt a video-response anymore, but simply an RMT. After all I spent well over 20 minutes writing this shit...
Threats to this team are fire types. I have no switch ins, So I will have to sack everytime thyphlosion or mortar come in. So a dedicated fire spam team will win vs me most likely. I have to preserve vivillons sash, so I can stun spore and get up rocks quickly so Zangoose`s quick attack is in range to kill. Electric types are also annooying as they are fast and I have no resists. Luckily those are basically limited to the rotom forms and zebstrika. And they are easier to deal with than fire spam. Edit: Fire types arent that troublesome anymore since I replaced magmortar with ninetales. They are still threats, but not as dangerous
The team is a Hyper Offence team. The idea is to get an advantage as early on as possible and to keep momentum on my side thoughout the entire game if possible. I have noticed while watching alot of tourney NU replays, that the person who wins usually get an advantage early on in the form of hazards. So my team is constructed to prevent the opponent from getting up hazards while keeping up offensive momentum.

Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Hurricane
- U-turn
- Stun Spore
This set works excectly the same as the butterfree set back in the days, only difference is that Vivillon does the job better, because of its speed and acces to hurricane, which is important as it deters grass types from switching in. The set is used to put entry hazard leads to sleep and then u-turn out, getting rid of the opposing mon sash or sturdy and preventing red card from working. After that you can proceed to ohko with the mon of your choice (magmortar or zangoose).This set has no need for bug buzz as hurricane is more useful pretty much always. Stun spore is to stop fast sweepers later if Vivillons sash is still intact.

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Quick Attack
- Close Combat
Standard Zangoose. I needed it on my team because of its wallbreaking power and priority. Two things ver important to HO.

Klinklang @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Gear Grind
- Volt Switch
- Wild Charge
- Hidden Power [Grass]/ Sleep talk
OK. This might be the most controversial pokemon on my team. This set probably looks terrible at first glance, but im going to try to explain why I need this Klinklang on my team specifically. As I explained earlier, my team is all about getting an advantage early game. Vivillon makes sure of that. Except opposing lead vivillon and most importantly lead archeops (which for the record, is very common) completely destroy my strategy. Scarf klinklang is the only pokemon that can stop lead archeops from doing its job, and since archeops in general is a huge threat to my team as it outspeeds and ohkoes everything on my team except uxie, I had to make this set. The surprise factor is also a huge boon. And when thinking about it, scarf klinklang has its merit, it still checks psychic types like mesprit, and is able to check mons like NP mismagius and other fast setup sweepers. The fact that it gets volt switch is also helpful. I run HP grass because the 4th slot is mostly filler. U could run sleep talk, or u could run return. I like hp grass just in case I need to predict seismitoed switching in for some reason, altho double switching would work just as well. Naughty hp grass is a 2hko on seismitoed fyi. Sleep talk is also useful as I no longer have vital spirit magmortar on my team

Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Hidden Power [Grass]
- Focus Blast
- Psychic
Sort of standard magmortar. I know most ppl like to run EQ, but as I stated earlier, I cant let walls stop my momentum, so I need blast to muscle through the pink blobs. Psychic is for dragalge and Hariyama, Imo you dont need thunderbolt, no one uses mantine, lanturn is immune and gatr has aqua jet. I dont see the point.

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Psyshock
- Energy Ball
Since my team had a huge fire spam weakness, I had to replace magmortar for ninetales. Now the opponent has to think twice before clicking fire blast or eruption:] Ninetales is just as good at wallbreaking, maybe even better than magmortar because it gets nasty plot. At +4 it ohkoes max/max Audino. Which is nice.

Sceptile @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Leaf Blade
- Earthquake
With this set im trying abuse unburden, which can be hard to pull off since u need to take over 50% and not die. Which is difficult since Sceptile is frail. The reason I want the unburden boost is because sceptile that way becomes a great rain counter, as it after a swords dance outspeeds and ohkoes all the usual rain sweepers. Because of this, yache berry may not be a terrible choice, as it lets u live ice beams and get up an SD + unurden on stuff like ludicolo. But its a little bit too situational. You could also use Kebia berry to beat vileplume and at the same time get up tp +4. Finally no item with a jolly nature is also a good set, but then u cant outspeed rain sweepers.

Uxie @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 4 sp def
Relaxed Nature
- Stealth Rock
- U-turn
- Foul Play
- Psychic
Uxie is on my team as a bulky pivit mon so that I dont have to sack stuff to scarfed threats like sawk, and its also there to beat klinklang with foul play. After a shiftgear it just sweeps my team, plain and simple. I use colbur berry because I thought shiftry was still NU, which I think it is not? Not sure. Also because Uxie is there mainly to check fighting types. SO it will be eating a lot of knock offs, which is why I think colbur is more useful than lefties. Might be wrong tho. It is also my stealth rocker.
I posted this RMT originally as a response to Kiyo, because I wanted to present my view on his "bad player analasys" upload, so it wouldnt be as one-sided. Unfortunately that post had too many insults in it and was removed. So now this isnt a video-response anymore, but simply an RMT. After all I spent well over 20 minutes writing this shit...
Threats to this team are fire types. I have no switch ins, So I will have to sack everytime thyphlosion or mortar come in. So a dedicated fire spam team will win vs me most likely. I have to preserve vivillons sash, so I can stun spore and get up rocks quickly so Zangoose`s quick attack is in range to kill. Electric types are also annooying as they are fast and I have no resists. Luckily those are basically limited to the rotom forms and zebstrika. And they are easier to deal with than fire spam. Edit: Fire types arent that troublesome anymore since I replaced magmortar with ninetales. They are still threats, but not as dangerous
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