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Other Metagames Hyper Offense Camomons

I used this in a tournament and it performed decently well. Wanna know what can be improved for it.

https://pokepast.es/c030c31f1c3f0059
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Dragapult @ Heavy-Duty Boots
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Surf
- U-turn
- Will-O-Wisp

A great pivot/revenge killer. It’s pretty fast so it can outspeed most mons and secure a KO on already weakened foes. Water Ghost seemed like a good type combination to have as it can check certain popular picks. Will-O-Wisp is to better debilitate the opponent.

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Hydreigon @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Flash Cannon
- Earth Power
- U-turn

Fire/Steel with Levitate makes for both a solid defensive combination to fall back on with the added bonus of hitting hard. Hydreigon can easily check many ground, fairy, and grass types. Earth Power is chosen over something like Draco Meteor to have coverage against electric and fire types.

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Latios @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Trick/Luster Purge
- Flip Turn

Since I needed a proper dragon and electric type, Latios fits that mold nicely. Draco Meteor of course hits hard and thunderbolt can answer bulky water and flying types. Trick of course to weaken the effectiveness of walls like Alomomola and G-Slowking. Lastly flip turn just have a way to switch while continuing to apply pressure.

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Deoxys-Speed @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Fighting
EVs: 200 Atk / 252 SpA / 56 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Ice Beam/Energy Ball

Deoxys excels at being very fast and hitting hard. Psycho Boost can easily nuke non-resists with Superpower to deal with steel and dark types. Knock Off helps with other psychic types as well as ghosts. Ice beam and energy ball are sort of interchangeable. This team doesn’t really have anything else for ice type coverage though so if assume ice beam would be the better option.

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Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Wood Hammer

Rillaboom is another solid revenge killer with access to priority. Grassy Surge has the additional benefit of providing a slight bit of recovery to my team as none of them are holding leftovers. Grass and Dark is pretty nice to have to patch up some missing match-ups in the team.

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Great Tusk @ Leftovers
Ability: Protosynthesis
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Play Rough
- Bulk Up/Rapid Spin
- Stealth Rock


Lastly is Great Tusk, who mainly functions to set up hazards. Ground and fairy once again aids in filling the type gaps of this team with it being a strong and fast mon. You can either run Bulk Up for the occasional set-up or rapid spin to clear hazards and potentially outspeed.


That’s all there is to note! Let me know what can be changed.
 
Hey, thank your for sharing your team! I'm a bit late on this rate, but I'd like to still help you with this team. I tried to make this as clear as possible, feel free to answer tot this.

Main offensive core

I see that the team aims to overwhelm specially defensive checks with the combination of Dragapult / Hydreigon / Latios / Deoxys-Speed, with Latios having Trick to cripple said checks and Deoxys-Speed having Superpower to get rid of Dark & Steel types as you mentioned. I think having two Choice Specs and two Heavy-Duty-Boots is not optimal in this regard, because a bad prediction or your opponent choosing a mid-ground can make you lose momentum. I would advise you change these sets to NP Hydreigon, Choice Scarf Latios and Life Orb Deoxys-Speed.

:hydreigon:
NP Hydreigon fits better the HO concept and with a Dragon - Steel typing, it can provide important resistances for the team against scary archetypes like rain or help against Water - Fairy Latias, which would otherwise threaten with STAB Surf. Moreover, taking less damages on rocks lets you fire off one more attack.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Nasty Plot
- Earth Power / Flamethrower
I prefer Earth Power for Water - Poison Slowking-Galar, but Flamethrower threatens Flying - Steel types, like Scizor or Weezing-Galar, which should not switch on you though.

:latios:​
Choice Scarf Latios is the fastest Pokemon in the tier, outspeeding Modest Venusaur under sun, and thus is a potent revenge killer against other offensive teams. I would advise a change to Water - Dragon typing for the sun matchup, as well as locking Trick > Luster Purge, because having the option to Trick the Choice Scarf is invaluable against Stall or slower teams. Trick has also the advantage of preventing a sweep from a CM user like Latias, Latios, Cresselia etc. For that, it has a similar use as Encore on Iron Valiant for example.
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Surf
- Trick
- Flip Turn

:deoxys-speed:
As for Deoxys-Speed, I don't think Heavy-Duty-Boots is a good item on it, considering its lack of power without a boosting item or Nasty Plot. I understand you want to use Superpower for Dark and Steel types, but Focus Blast is plenty sufficient even though it is not reliable due to its accuracy. Let me point out some calcs.
On Dark - Poison Slowking-Galar:
252+ SpA Life Orb Deoxys-Speed Focus Blast vs. 252 HP / 252+ SpD Slowking-Galar: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO
0 Atk Life Orb Deoxys-Speed Superpower vs. 252 HP / 4 Def Slowking-Galar: 192-227 (48.7 - 57.6%) -- 95.7% chance to 2HKO
Slowking-Galar is pretty much the only thing that stops Psychic - Fighting Deoxys-Speed, bar Dark - Ghost Pokemon. Also, having 0 IVs and a Modest Nature allow Deoxys-Speed to live decently well a Foul Play. What I could see is a mixed set, which also helps against Dark - Poison Hoopa-Unbound.
I went with a full special set to further commit to pressuring special walls, but maybe using Superpower over Shadow Ball could be useful to guarantee the KO if the opposing Pokemon is in range. Also, Shadow Ball helps you not being walled by Dark - Ghost typings.
Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Psycho Boost
- Focus Blast
- Nasty Plot
- Shadow Ball

220 Speed outspeed Great Tusk after Rapid Spin.

Major problems

Now that we got that sorted out, I want to address the rest of the team. While all these Pokemon are good on their own, I don't think they synergise well with the rest of the team. I find it hard to fit Dragapult in HO, because it lacks raw power compared to the aforementioned Pokemon, and with Heavy-Duty-Boots you will allow the opponent to heal the Pokemon they got weakened due to Hydreigon / Latios / Deoxys-Speed. As for Rillaboom, I don't think it fits well due to two Pokemon having Levitate. Thus, they do not benefit from the terrain, which is then more useful for the opponent, because the Grassy Terrain will heal their grounded answers. For me, using Rillaboom in HO means you need to commit to the Grassy Terrain with at least an Unburden Pokemon and another Grassy Seed abuser. You could go for Terapagos and Hawlucha for example to replace Dragapult and Great Tusk, but I don't think it is good due to Latios and Hydreigon. That being said, I don't want to replace three Pokemon on your team, so I tried to accomodate it with Great Tusk as a lead. Although I think Samurott-Hisui would be better.

:great-tusk:
I went with a Rocky Helmet lead, as getting chip damages early on can be extremely important. I choose to forgo Rapid Spin for Knock Off to have a better offensive utility, potentially removing important items and because it helps against Ghost Hatterene
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Play Rough
- Stealth Rock
- Knock Off
Again, Samurott-Hisui is probably more efficient in this role, because of Ceaseless Edge and its ability to set up hazards against Hatterene. Spikes miss damage on Latias and Latios though.

New additions

:kingambit:
Great Tusk has the advantage of being useful to chip the opposing Great Tusk by switching on it. Moreover, you already have two Levitate Pokemon which benefit from Slowking-Galar being dealt this. That is why I think Kingambit should be the next member of the team. It can switch on Slowking-Galar and set up Swords Dance, while having access to a priority and being extremely deadly in late game.
Kingambit @ Shuca Berry
Ability: Supreme Overlord
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Sucker Punch
- Poison Jab
- Swords Dance
- Low Kick
84 EVs in Speed allow Kingambit to outspeed uninvested Weezing-Galar.

:zamazenta:
Finally, Zamazenta seemed like a good choice speed wise and because Dauntless Shield offers nice defensive utility in an HO. Wild Charge helps against Water - Poison Slowking-Galar and Flying Weezing-Galar.
Zamazenta @ Life Orb
Ability: Dauntless Shield
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Heavy Slam
- Howl
- Wild Charge

Modified paste

:hydreigon: :latios: :deoxys-speed: :great-tusk: :kingambit: :zamazenta:

I tried my best to keep your initial structure, feel free to test the teams and tell me if you like it like that. Have a nice day and thank you again for sharing your team!
 
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