What's up guys? I don't think I've ever made a rmt before, I can't really remember. I got bored one day and decided to make my own hyper offensive Ubers team. Now, I've never been good at all at team building except for when it comes to Ubers. I don't know why, I just seem to excell a bit more. So, I wondered about creating a hyper offense team which I've never made before - I've used one or two OU HO teams but, I was just testing them for other people.
This was literally made from 6 of my most lethal Ubers that I've ever used really. So, without further ado let's get underway!
Let's meet the team:




Kyogre@Assault Vest
Ability: Drizzle
EVs: 252 HP / 112 SpA / 4 SpD / 140 Spe
Modest Nature
- Thunder
- Water Spout
- Ice Beam
- Scald
Kyogre is my favourite Special Attacker in the whole meta! With the inclusion of the Assault Vest, she just becomes that much better! The bulkiness is off the charts, it can even tank a Thunder from a Xerneas after using Geomancy! The one thing to look out for though, is attacking moves with high power, or with STAB and weakness. If a Bolt Strike from a Zekrom hit, it would be a straight up OHKO. Kyogre often outspeeds a fair amount of pokes, but it really does damage to another Kyogre. I've dabbled with this moveset for the last few months and the only change is in the EVs to make it be able to outspeed, and tank hits as well as giving out damage. And if you're wondering about the moveset, don't. I've found it is PERFECT for Kyogre! Water spout until health goes down below 55%, and then it's more beneficial to lead out with the Scald because of the 30% chance to burn.
Mewtwo @ Mewtwonite X
Ability: Unnerve
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Iron Tail
- Psycho Cut
Oh, Mega Mewtwo why do you have to slay everything you see? This poke is a killing MACHINE! The 350 attack that he possesses is unreal. After one Bulk Up, Mewtwo's attack is 525 and his Def is 324 - this allows him to tank a few hits, but also get some nice power out there. If there's any Steel/Normal/Ice/Dark/Rock pokemon then a Drain Punch works nice as well as getting back the 50% HP it just dealt - which if it's super effective usually equates to 50% of the opponent's health. Iron Tail is obviously there to cut back the fairies, and it can one shot a Xerneas with just one boost! And the Psycho Cut, is there as another STAB move, it actually is the move that gets used the least out of the four. 148 speed EVs gives it a nice overall of 333 which can outspeed a lot of things. This is usually the late game slayer, but if I see a clear opening it can usually fluster teams by about turn 6 or 7 usually making my opponent forfeit.
Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Geomancy
- Hidden Power [Fire]
- Psyshock
The same old Xerneas we've been seeing wince Week 1. Nothing new here really, my preffered late game sweeper. I wont usually bring her out until I've gotten rid of its counters. If I can, I'll force Xerneas counters out as soon as I can. Because everybody knows: A Geomancy Xerneas is almost unstoppable! But, emphasis on the almost otherwise Xerneas would probably be the first to get a ban from Ubers. The HP Fire is there for the Steel types, as the accuracy of Thunder isn't reliable and a switch in to the friendly neighbourhood Excadrill would just ruin Xerneas unless it was using HP Fire. Psyshock is an obvious choice for me because of coverage, but also it calculates by Def not SpD which can throw off a few specially bulky Pokémon.
Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Shadow Claw
- Blaze Kick
This is my main Pivot, the download can work nicely of course and it has to be Hasty because of the event. Standard speed and attack build just to make sure that I can always pivot away with that U-Turn. Iron Head for the STAB ofc, dealing nice amounts of damage to those who don't resist. Shadow Claw was just chucked in there to counter Aegislash teams that will switch out. I'll try and bait Aegis into going for a King's Shield as I switch into Genesect, and go for either the Shadow Claw if I think they might switch to a water type for example - or I'll go for a Blaze Kick if there's a risk of them switching into a normal type or if I don't think they'll switch at all. I just swapped Shadow Claw in for Explosion but it hasn't been used a great deal so far.
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed
One of the greatest Attackers Ubers. The movepool that Arceus is just one of the perks of beng God. The other is the Multitype and Plates. Then there's the stats of course. So, Swords Dance for the boosts. Shadow Force if there's no normal types as it is a 2-turn move, but it's so surprising how many people protect against it! Shadow Force breaks through protect so it can be reliable and no way of missing unless his accuracy is lowered or the opponent's evasion is increased. Brick Break to get rid of any screens and the Extreme Speed for priority. Jolly nature to outspeed most, which helps if another Arceus-Ghost comes into play, If Shadow Force goes first, they have to switch into what's usually results in a kill. And what doesn't end in a kill you can usually Extreme Speed or Brick Break for the rest.
Ditto @ Choice Scarf/Sitrus Berry/ Leftovers
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Transform
This little bundle of blue joy is the best damn revenge killer on the game. Period. I do run with a Scarf as it can then outspeed all opponents, but I have been thinking of a Sitrus Berry or Leftovers or even a Life Orb. Just because the move lock can be annoying. This crazy guy works wonders against a Geomancy Xerneas, copying her stats and boosts it's just left with an even meaner version. The 112 SpD helps with taking some special hits, and Ditto can take a few physical hits too with the relaxed nature. This is usually left until the end or when my opponent boosts a poke's stats
This was literally made from 6 of my most lethal Ubers that I've ever used really. So, without further ado let's get underway!
Let's meet the team:







Kyogre@Assault Vest
Ability: Drizzle
EVs: 252 HP / 112 SpA / 4 SpD / 140 Spe
Modest Nature
- Thunder
- Water Spout
- Ice Beam
- Scald
Kyogre is my favourite Special Attacker in the whole meta! With the inclusion of the Assault Vest, she just becomes that much better! The bulkiness is off the charts, it can even tank a Thunder from a Xerneas after using Geomancy! The one thing to look out for though, is attacking moves with high power, or with STAB and weakness. If a Bolt Strike from a Zekrom hit, it would be a straight up OHKO. Kyogre often outspeeds a fair amount of pokes, but it really does damage to another Kyogre. I've dabbled with this moveset for the last few months and the only change is in the EVs to make it be able to outspeed, and tank hits as well as giving out damage. And if you're wondering about the moveset, don't. I've found it is PERFECT for Kyogre! Water spout until health goes down below 55%, and then it's more beneficial to lead out with the Scald because of the 30% chance to burn.

Mewtwo @ Mewtwonite X
Ability: Unnerve
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Iron Tail
- Psycho Cut
Oh, Mega Mewtwo why do you have to slay everything you see? This poke is a killing MACHINE! The 350 attack that he possesses is unreal. After one Bulk Up, Mewtwo's attack is 525 and his Def is 324 - this allows him to tank a few hits, but also get some nice power out there. If there's any Steel/Normal/Ice/Dark/Rock pokemon then a Drain Punch works nice as well as getting back the 50% HP it just dealt - which if it's super effective usually equates to 50% of the opponent's health. Iron Tail is obviously there to cut back the fairies, and it can one shot a Xerneas with just one boost! And the Psycho Cut, is there as another STAB move, it actually is the move that gets used the least out of the four. 148 speed EVs gives it a nice overall of 333 which can outspeed a lot of things. This is usually the late game slayer, but if I see a clear opening it can usually fluster teams by about turn 6 or 7 usually making my opponent forfeit.

Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Geomancy
- Hidden Power [Fire]
- Psyshock
The same old Xerneas we've been seeing wince Week 1. Nothing new here really, my preffered late game sweeper. I wont usually bring her out until I've gotten rid of its counters. If I can, I'll force Xerneas counters out as soon as I can. Because everybody knows: A Geomancy Xerneas is almost unstoppable! But, emphasis on the almost otherwise Xerneas would probably be the first to get a ban from Ubers. The HP Fire is there for the Steel types, as the accuracy of Thunder isn't reliable and a switch in to the friendly neighbourhood Excadrill would just ruin Xerneas unless it was using HP Fire. Psyshock is an obvious choice for me because of coverage, but also it calculates by Def not SpD which can throw off a few specially bulky Pokémon.

Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Shadow Claw
- Blaze Kick
This is my main Pivot, the download can work nicely of course and it has to be Hasty because of the event. Standard speed and attack build just to make sure that I can always pivot away with that U-Turn. Iron Head for the STAB ofc, dealing nice amounts of damage to those who don't resist. Shadow Claw was just chucked in there to counter Aegislash teams that will switch out. I'll try and bait Aegis into going for a King's Shield as I switch into Genesect, and go for either the Shadow Claw if I think they might switch to a water type for example - or I'll go for a Blaze Kick if there's a risk of them switching into a normal type or if I don't think they'll switch at all. I just swapped Shadow Claw in for Explosion but it hasn't been used a great deal so far.

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed
One of the greatest Attackers Ubers. The movepool that Arceus is just one of the perks of beng God. The other is the Multitype and Plates. Then there's the stats of course. So, Swords Dance for the boosts. Shadow Force if there's no normal types as it is a 2-turn move, but it's so surprising how many people protect against it! Shadow Force breaks through protect so it can be reliable and no way of missing unless his accuracy is lowered or the opponent's evasion is increased. Brick Break to get rid of any screens and the Extreme Speed for priority. Jolly nature to outspeed most, which helps if another Arceus-Ghost comes into play, If Shadow Force goes first, they have to switch into what's usually results in a kill. And what doesn't end in a kill you can usually Extreme Speed or Brick Break for the rest.

Ditto @ Choice Scarf/Sitrus Berry/ Leftovers
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Transform
This little bundle of blue joy is the best damn revenge killer on the game. Period. I do run with a Scarf as it can then outspeed all opponents, but I have been thinking of a Sitrus Berry or Leftovers or even a Life Orb. Just because the move lock can be annoying. This crazy guy works wonders against a Geomancy Xerneas, copying her stats and boosts it's just left with an even meaner version. The 112 SpD helps with taking some special hits, and Ditto can take a few physical hits too with the relaxed nature. This is usually left until the end or when my opponent boosts a poke's stats