Bullet Train (Scizor) @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Dual Wingbeat
- Close Combat
Echo Locator (Sylveon) @ Choice Specs
Ability: Pixilate
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psychic
- Shadow Ball
- Tera Blast
Hazard Pay (Sandy Shocks) @ Focus Sash
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Thunderbolt
- Earth Power
Furnace (Torkoal) @ Leftovers
Ability: Drought
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Lava Plume
- Scorching Sands
- Clear Smog
- Rapid Spin
Wrecking Bird (Hawlucha) @ White Herb
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Acrobatics
- Throat Chop
Jet (Latios) @ Soul Dew
Ability: Levitate
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Luster Purge
- Draco Meteor
- Ice Beam
Ability: Technician
Tera Type: Steel
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Dual Wingbeat
- Close Combat
Echo Locator (Sylveon) @ Choice Specs
Ability: Pixilate
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psychic
- Shadow Ball
- Tera Blast
Hazard Pay (Sandy Shocks) @ Focus Sash
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Thunderbolt
- Earth Power
Furnace (Torkoal) @ Leftovers
Ability: Drought
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Lava Plume
- Scorching Sands
- Clear Smog
- Rapid Spin
Wrecking Bird (Hawlucha) @ White Herb
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Acrobatics
- Throat Chop
Jet (Latios) @ Soul Dew
Ability: Levitate
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Luster Purge
- Draco Meteor
- Ice Beam
Slowly getting back into things and decide to attempt to build a hyper offensive team for UU using two of my favorite mons to use in smogon (Scizor and Sylveon). In hindsight, it's probably more of a bulky offense than hyper offense, but semantics lol
Let's start with the two stars of this show:
Scizor:
The banded machine of death and destruction, here to sit back and spam bullet punch. Has U-Turn for bug stab and momentum grabbing, Dual Wingbeat to fight off any fighting types bold enough to get in it's bullet punching shenanigans and close combat to smash though normals and rival steels. Tera steel was purely chosen to maximize bullet punch damage for a potential lack game sweep (or too put more damage on a wall for someone else to sweep in his stead). Went for HP investment instead of speed because Scizor doesn't really need to outspeed anything when he's mainly using a priority move... and the HP investment helps him survive incoming close combats from the aforementioned fighting types trying to keep him from bullet spamming.
Sylveon:
Before anyone says anything: Yes, I know that Sylveon is NU and yes I know that Choice Specs is not a common item to see on Sylveon... but, consider the following: Specs Hyper Voice does 46.5 - 54.9% against Offensive H-Arcanine, 34.1 - 40% to specially defensive Rhyperior, 40.1 - 47.3% to physically defensive Rotom-W, 24.7 - 29.1% to Torkaol, 23 - 27.3% to AV Tornadus and does a ton more to any pokemon that isn't a wall or doesn't resist (and hits a large chunk of the tier super effectively). Tera Fire with Tera Blast let's Sylveon OHKO steel types that would otherwise able to shrug off hyper voices (such as Scizor, Excadrill and Metagross). Shadow Ball for psychic types and Psychic for poison types.
Sandy Shocks:
Not really much to say on Shocks as he is kind of just there to set hazards and die... a suicide lead in it's purest form (though he can hit hard and does scare off a decent amount of spinners/defoggers with his stab combo).
Torkaol:
Probably the one that I am the most unsure on with this team, Torkaol is a rapid spinning wall that spreads burns and annoyance whenever he hits the field. Both Lava Plume and Scorching Sands spread burns, Clear Smog prevents mons from setting up in his face and rapid spin removes hazards without deleting Sandy's work. Decided to go Leftovers over Boots since I didn't find myself switching all that much and from the test games I did, rocks didn't seem all that common in UU anyway. Max special defense investment means he can survive a spec Keldeo's hydro pump (because why not lol).
Latios and Hawlucha:
The two sweeps in the back who are always ready and waiting to be a problem. Hawlucha running the traditional unburden set so he can outspeed anything and everything with acrobatics spam (with throat chop there as a just in case for psychics and ghosts), while Latios runs Calm Mind with his signature Soul Dew to delete weakened foes with Luster Purge and Draco dropping. Latios is also running Ice Beam with Tera Ice to allow him to fight off other dragons without losing calm mind boosts... as well as to deal with a certain flame orb holding bear that I keep seeing on the latter.
Two mons I have found to be a notable problem while testing were:
Tinkaton: Turns out when your only reliable ground type attack is tied your suicide lead, the hammer wielding fairy is a bit of a problem. Not completely unmanageable, but super annoying nevertheless
Ursaluna: This damn bear is THE reason I swapped Latios from Tera Psychic to Tera Ice. Hawlucha's CC does not OHKO without tera or swords dance and he cannot set up in Ursaluna's face and Latios is in the same boat with Ice Beam. If Ursaluna enters the field, I am losing a mon and there is nothing I can do about it.