Hyper Offense Breloom-X
I did build this team since i startet this Generation and tried to improve it over time. The entire team was first build with the assumption to only use pokemon i can also build ingame (and i did), but i gave up when i implemented Thundurus instead of Rotom-W.
The team is build more or less around Charizard-X and Breloom.
I try to pressure the opponent from the start with offense, setup and status without loosing the initative. In addition i try to reduce the chance to have impossible to win situations with Sash Breloom and Prankster Thundurus.
If possible i lead with Breloom to put some holes on the opposing teams. Thundurus and Gengar are there to weaken the opponent or check dangerous enemies. Charizard and Azumarill are here as Setup Sweeper to sweep the opposing team or just hit some additional holes on the opponents team. Excadrill is used as a Finisher or to remove Stealth Rocks if possible.
At the moment i play the team around an ELO of 1500 from time to time and i'm happy with it, but i could also need some new ideas. Please have fun rating my team.
The Team:
Aegon (Charizard) (M) @ Charizardite X
Ability: Solar Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 10 SpA
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
Charizard can easily sweep opposing teams, but every good player will try to keep one of the few counter healthy enough. Usually a healthy Landorus-T will stop him or place Stealth Rocks to prevent him to survive a Dragon Dance he needs to sweep. A +0 Flare Blitz, can still threaten a not fully healed Landorus. With Earthquake Charizard can use Heatran (without stone edge) as setup fodder, by delaying the mega transformation. Azumarill, Tyranitar and Hippowdon can also stop him, but will take some damage. From the fear of stealth rocks and a dead spinner i'm often content if he just puts some damage in his counters and the pressure he puts into opponents from the need of keeping them alive. I prefer Earthquake to Roost in this Hyper Offensive team to not loose momentum as i cannot switch easly.
PS: Solar Power could be changed to Blaze, but the situations where staying untransformed in the sun is as rare as tricking someone with Trace. It just remained as a trait of my ingame Charizard.
Deku (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
My Lead pokemon which can destroy unprepared teams. Spore while holding on to a Sash and an opponent switching into Rock Tomb can be deadly. The -1 Speed drop from Rock Tomb will let you outspeed almost every pokemon and hit with a stronger Bullet Seed. Even if Breloom ends with just removing 1 opponent its usually a better situations for the more offensive team. Different pokemon can stop this strategy and a switch of leads is often the best move. Fake out or multi hit attacks can remove the Sash and kill without a chance to attack. Grass and Magic Bounce pokemon are immune from spore. But every other pokemon can be completly checked if needed as long as there are no Stealth Rocks on the field. U-Turn into an immune pokemon should also considered when leading. On the other hand the most common Magic Bouncer Mega Diancie still dies to Bullet Seeds. Used with all possible counter in mind Breloom can be deadly
Azura (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
IVs: 7 SpA
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Azumarill is one of the deadliest Setup Sweeper. After a Belly Drum not many pokemon can stop it. Knock Off removes many counter like Ferrothron. It has a good synergy with Charizard X as many of its counter can be used as setup fodder and many of Azumarills counter are easy for Charizard to destroy. Still Azumarill needs to remain healthy to setup. Using it without Belly Drum should always be considered when setting up is not possible. Some pokemon still stop it completely like Mega Venusaur and Volcanion and need to be removed of weakened.
Enel (Thundurus) @ Life Orb
Ability: Prankster
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Psychic
Thundurus is used as a check for many sweeper and different pokemon i would have problems. Paralyse will lead almost every other offensive pokemon to its demise. Pokemon like Mega Lopunny, Tornadus, Mega Alakazam can be scared off. Hidden Power Ice will destroy Stealth Rock Setter like Landorus-T and Garchomp which can mean a lot for Charizard-X. Psychic is for Mega Venusaur which can be lured into it, otherwise it can destroy the team. The main problem is that there are multiple pokemon which completely wall Thundurus like Heatran and force a switch which this team really hates, but even at low help the Prankster Thunder Wave can decide a game. Thundurus can also counter Talonflame.
Ulquiora (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Icy Wind
Gengar can destroy almost every fairy and psychic and pull huge holes into opposing teams. Focus Blast can destroy many checks but a miss will hurt. Icy Wind is an underrated Attack which can surprise Landorus-T and Garchomp or make setting up a Dragon Dance impossible. Charizard-X and Dragonite can be surprised and killed sometimes without much more then Life Orb Damage.
PS: Sludge Bomb could be exchanged with Sludge Wave but cannot really be recreated ingame. I have the right event pokemon, but IVs are still more important, but lets wait for Sun and Moon to change that.
Mauli (Excadrill) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 25 SpA
- Rapid Spin
- Earthquake
- Iron Head
- X-Scissor
The Finisher, Scarfer and Spinner. Can help as a check for different pokemon with its speed and attack. Keeping it alive until later in the game for Rapid Spin is important. Sometimes if should be sacrifices for a Rapid Spin if it means Charizard X can sweep with it or Breloom can check a Pokemon with its sash.
Usally it should be considered as a Finishing Sweeper. Mold Breaker Earthquake on Scarf can finish an opposing team if every flying pokemon is removed. Iron Head can check fairies or used as a last hope if flying pokemon are still living or a flinch is needed. X-Scissor is for better damage on serperior, Starmie. But i'm thinking of changing back to Rock Slide now that Hoopa-U is banned.
Conclusion
There are not much teams i'm completely hopeless against, but defensive teams can give me nightmares if certain combinations of pokemon are used.
Amoongus can completly shut down Breloom and threaten every other pokemon with Spore, while just switching out when in danger.
Mega Venusaur and Tangrowth stop Breloom, Azumarill and Excadrill.
Hippowdon can stop Charizard X, Excadrill and Thundurus.
Mega Lopunny can but on alot of pressure with its Fake Out Damage on my more or less frail pokemon.
Quagsire can completly shut down both my sweeper with Unaware, probably the best check against my team together Amoongus.
Stealth Rock is always a key winning against my team, even with my spinner, the game is usually to tight to use Rapid Spin every time, usually i need to consider sacrificing Excadril for it. With Stealth Rock down Charizard is neutralized and Breloom if it still hasn't done its work. On the other hand i also don't use Stealth Rock myself it would cost me to much momentum when i tried to use it, i cannot loose one turn and i try to make this turn as expensive as possible for the opponent.
The team is probably a terrible nightmare to play against for people which are new as it uses a lot of strategies you loose against if you don't know how to handle them. If you underestimate Breloom or let Azumarill or Charizard set up the game can be over.
It is my first team on RMT which i tried to improve over time, so i look forward for new ideas and help.
I did build this team since i startet this Generation and tried to improve it over time. The entire team was first build with the assumption to only use pokemon i can also build ingame (and i did), but i gave up when i implemented Thundurus instead of Rotom-W.
The team is build more or less around Charizard-X and Breloom.
I try to pressure the opponent from the start with offense, setup and status without loosing the initative. In addition i try to reduce the chance to have impossible to win situations with Sash Breloom and Prankster Thundurus.
If possible i lead with Breloom to put some holes on the opposing teams. Thundurus and Gengar are there to weaken the opponent or check dangerous enemies. Charizard and Azumarill are here as Setup Sweeper to sweep the opposing team or just hit some additional holes on the opponents team. Excadrill is used as a Finisher or to remove Stealth Rocks if possible.
At the moment i play the team around an ELO of 1500 from time to time and i'm happy with it, but i could also need some new ideas. Please have fun rating my team.
The Team:

Aegon (Charizard) (M) @ Charizardite X
Ability: Solar Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 10 SpA
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
Charizard can easily sweep opposing teams, but every good player will try to keep one of the few counter healthy enough. Usually a healthy Landorus-T will stop him or place Stealth Rocks to prevent him to survive a Dragon Dance he needs to sweep. A +0 Flare Blitz, can still threaten a not fully healed Landorus. With Earthquake Charizard can use Heatran (without stone edge) as setup fodder, by delaying the mega transformation. Azumarill, Tyranitar and Hippowdon can also stop him, but will take some damage. From the fear of stealth rocks and a dead spinner i'm often content if he just puts some damage in his counters and the pressure he puts into opponents from the need of keeping them alive. I prefer Earthquake to Roost in this Hyper Offensive team to not loose momentum as i cannot switch easly.
PS: Solar Power could be changed to Blaze, but the situations where staying untransformed in the sun is as rare as tricking someone with Trace. It just remained as a trait of my ingame Charizard.

Deku (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
My Lead pokemon which can destroy unprepared teams. Spore while holding on to a Sash and an opponent switching into Rock Tomb can be deadly. The -1 Speed drop from Rock Tomb will let you outspeed almost every pokemon and hit with a stronger Bullet Seed. Even if Breloom ends with just removing 1 opponent its usually a better situations for the more offensive team. Different pokemon can stop this strategy and a switch of leads is often the best move. Fake out or multi hit attacks can remove the Sash and kill without a chance to attack. Grass and Magic Bounce pokemon are immune from spore. But every other pokemon can be completly checked if needed as long as there are no Stealth Rocks on the field. U-Turn into an immune pokemon should also considered when leading. On the other hand the most common Magic Bouncer Mega Diancie still dies to Bullet Seeds. Used with all possible counter in mind Breloom can be deadly

Azura (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
IVs: 7 SpA
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Azumarill is one of the deadliest Setup Sweeper. After a Belly Drum not many pokemon can stop it. Knock Off removes many counter like Ferrothron. It has a good synergy with Charizard X as many of its counter can be used as setup fodder and many of Azumarills counter are easy for Charizard to destroy. Still Azumarill needs to remain healthy to setup. Using it without Belly Drum should always be considered when setting up is not possible. Some pokemon still stop it completely like Mega Venusaur and Volcanion and need to be removed of weakened.

Enel (Thundurus) @ Life Orb
Ability: Prankster
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Psychic
Thundurus is used as a check for many sweeper and different pokemon i would have problems. Paralyse will lead almost every other offensive pokemon to its demise. Pokemon like Mega Lopunny, Tornadus, Mega Alakazam can be scared off. Hidden Power Ice will destroy Stealth Rock Setter like Landorus-T and Garchomp which can mean a lot for Charizard-X. Psychic is for Mega Venusaur which can be lured into it, otherwise it can destroy the team. The main problem is that there are multiple pokemon which completely wall Thundurus like Heatran and force a switch which this team really hates, but even at low help the Prankster Thunder Wave can decide a game. Thundurus can also counter Talonflame.

Ulquiora (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Icy Wind
Gengar can destroy almost every fairy and psychic and pull huge holes into opposing teams. Focus Blast can destroy many checks but a miss will hurt. Icy Wind is an underrated Attack which can surprise Landorus-T and Garchomp or make setting up a Dragon Dance impossible. Charizard-X and Dragonite can be surprised and killed sometimes without much more then Life Orb Damage.
PS: Sludge Bomb could be exchanged with Sludge Wave but cannot really be recreated ingame. I have the right event pokemon, but IVs are still more important, but lets wait for Sun and Moon to change that.

Mauli (Excadrill) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 25 SpA
- Rapid Spin
- Earthquake
- Iron Head
- X-Scissor
The Finisher, Scarfer and Spinner. Can help as a check for different pokemon with its speed and attack. Keeping it alive until later in the game for Rapid Spin is important. Sometimes if should be sacrifices for a Rapid Spin if it means Charizard X can sweep with it or Breloom can check a Pokemon with its sash.
Usally it should be considered as a Finishing Sweeper. Mold Breaker Earthquake on Scarf can finish an opposing team if every flying pokemon is removed. Iron Head can check fairies or used as a last hope if flying pokemon are still living or a flinch is needed. X-Scissor is for better damage on serperior, Starmie. But i'm thinking of changing back to Rock Slide now that Hoopa-U is banned.
Conclusion
There are not much teams i'm completely hopeless against, but defensive teams can give me nightmares if certain combinations of pokemon are used.
Amoongus can completly shut down Breloom and threaten every other pokemon with Spore, while just switching out when in danger.
Mega Venusaur and Tangrowth stop Breloom, Azumarill and Excadrill.
Hippowdon can stop Charizard X, Excadrill and Thundurus.
Mega Lopunny can but on alot of pressure with its Fake Out Damage on my more or less frail pokemon.
Quagsire can completly shut down both my sweeper with Unaware, probably the best check against my team together Amoongus.
Stealth Rock is always a key winning against my team, even with my spinner, the game is usually to tight to use Rapid Spin every time, usually i need to consider sacrificing Excadril for it. With Stealth Rock down Charizard is neutralized and Breloom if it still hasn't done its work. On the other hand i also don't use Stealth Rock myself it would cost me to much momentum when i tried to use it, i cannot loose one turn and i try to make this turn as expensive as possible for the opponent.
The team is probably a terrible nightmare to play against for people which are new as it uses a lot of strategies you loose against if you don't know how to handle them. If you underestimate Breloom or let Azumarill or Charizard set up the game can be over.
It is my first team on RMT which i tried to improve over time, so i look forward for new ideas and help.
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