The Opening Number
Join us, leave your fields to flower
Join us, leave your cheese to sour
Join us, come and waste and hour or two
Doodle-ee-doo
Journey, journey to a spot ex-
Citing, mystic and exotic
Journey through our anecdotic revue
We got magic to do just for you
We got miracle plays to play
We got parts to perform
Hearts to warm
Kings and things to take by storm
As we go along our way
Welcome to the RMT ladies and gentlemen! I’m BackAtYouBro and I’m back with another team to showcase to you all! HO is a playstyle that I’ve experimented with far more now and it has become one of the more enjoyable playstyles for me currently. It’s fast paced and often requires aggressive plays and doubles while all the while stacking up your hazards while keeping your opponent’s removal at bay. Throughout experimenting HO, I noticed that Offensive Support Tornadus would be an interesting piece to add to the puzzle. It can grant my team a Tailwind before it dies that my slow breakers can abuse nicely at the end of the game. This was the team that formed as an end result and can overall be a fun and competitive team.
The Team
Intrigue, plots to bring disaster!Join us, leave your fields to flower
Join us, leave your cheese to sour
Join us, come and waste and hour or two
Doodle-ee-doo
Journey, journey to a spot ex-
Citing, mystic and exotic
Journey through our anecdotic revue
We got magic to do just for you
We got miracle plays to play
We got parts to perform
Hearts to warm
Kings and things to take by storm
As we go along our way
Welcome to the RMT ladies and gentlemen! I’m BackAtYouBro and I’m back with another team to showcase to you all! HO is a playstyle that I’ve experimented with far more now and it has become one of the more enjoyable playstyles for me currently. It’s fast paced and often requires aggressive plays and doubles while all the while stacking up your hazards while keeping your opponent’s removal at bay. Throughout experimenting HO, I noticed that Offensive Support Tornadus would be an interesting piece to add to the puzzle. It can grant my team a Tailwind before it dies that my slow breakers can abuse nicely at the end of the game. This was the team that formed as an end result and can overall be a fun and competitive team.
The Team
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Spikes
- Taunt
- Destiny Bond
So this HO is starting out with the great Spikes Lead itself, Froslass, which puts almost every other lead in some treacherous 50/50s that are almost always in your favor. Froslass is just doing the usual Froslass things, set up Spikes, prevents opposing hazards from getting up, and then dying and maybe taking something with you by virtue of Destiny Bond. You’re guaranteed to get at least one layer of Spikes up so try to pressure the opponent with Froslass while setting up Spikes before dying.
Humor, handled by a master!
Kommo-o @ Haban Berry
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Close Combat
- Clanging Scales
- Taunt
Next up is an excellent Rocker for HO builds which is the Clanger itself. Kommo-o also pressures removers and can beat out mist removal through Close Combat+Clanging Scales dealing with the majority of them bar Mega Altaria. I do have a Haban Berry on Kommo-o as you’ll soon see that Hydreigon can be pretty annoying af to face for this team so Haban Berry gets the job done in stopping a Draco and then bopping back with a Close Combat.
Romance, sex presented pastorally!Kommo-o @ Haban Berry
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Close Combat
- Clanging Scales
- Taunt
Next up is an excellent Rocker for HO builds which is the Clanger itself. Kommo-o also pressures removers and can beat out mist removal through Close Combat+Clanging Scales dealing with the majority of them bar Mega Altaria. I do have a Haban Berry on Kommo-o as you’ll soon see that Hydreigon can be pretty annoying af to face for this team so Haban Berry gets the job done in stopping a Draco and then bopping back with a Close Combat.
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Sacred Sword
- Shadow Sneak
Ok you all know how much I love Doublade in this current meta but it’s a fantastic gluemon and its typing is insanely good to blanket check a multitude of threats for offensive teams. Doublade is able to be my Fighting check, Scizor check, and Dragon check. Doublade also serves as the spinblocker to any teams thinking they can just safely remove the hazards through their thicc hoe Tsareena and other spinners. Doublade isn’t Brave with Gyro though as it felt rather counterintuitive to the whole theme of Tailwind Torn. I know that it still won’t be fast, but a bulky mon with some speed can be severely threatening under the right circumstances.
Dee-dle-ee-dee!
Illusion, fantasy to study!
Tornadus @ Fightinium Z
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Tailwind
- U-turn
So I now present to you all the star of the show Tornadus! I played around with a little bit of ideas in the moveset and at first wanted to try Mixed with Z-Superpower but in the end I found Z-Focus Blast to be much more convienent in handling the defensive behemoths that are the bulky Steel-types in the tier and it also assists well with the last two members on the team. Some advice but the best time to use Tailwind is around the end-game where you are in a situation where you must sack it. Tailwind will be the greatest parting gift for the next two mons of the team to abuse!
Battles, barbarous and bloody!Tornadus @ Fightinium Z
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Tailwind
- U-turn
So I now present to you all the star of the show Tornadus! I played around with a little bit of ideas in the moveset and at first wanted to try Mixed with Z-Superpower but in the end I found Z-Focus Blast to be much more convienent in handling the defensive behemoths that are the bulky Steel-types in the tier and it also assists well with the last two members on the team. Some advice but the best time to use Tailwind is around the end-game where you are in a situation where you must sack it. Tailwind will be the greatest parting gift for the next two mons of the team to abuse!
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Of course what HO is there out there that doesn’t have a Bisharp? Bisharp is my last countermeasure to Defog as my fun and friendly way to abuse it if the opponent thinks I stacked enough hazards on their side of the field. Bisharp is of course the main wincon of the team and hits the entire tier seriously hard with its STABs. It also synergizes really well with Doublade who handles those Fighting-types and helps alleviate pressure on Bisharp by being another Steel-type. Nothing else to say besides, “Woah! It’s a HO staple!”
Join us! Sit where everybody can see!
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch
Another wallbreaker and a wincon! Dark Spam is something I’ve used before in HO and overall I find Bisharp and Crawdaunt to be effective at ripping through their checks by being the physical gargantuans they are. Crawdaunt also handles the Bulky Waters and Grounds that could be a slight roadblock for Bisharp before the sweep begins. These two overall provide good breaking support and can abuse Tailwind nicely to put the situation in my favor.
We've got magic to do
Just for you
We've got miracle plays to play
We've got parts to perform
Hearts to warm
Kings and things to take by storm
As we go along our way
Now that’s the team! It was pretty fun to cover another RMT after a couple months have passed and with a playstyle that I can happily say it’s been one of my newer favorites to play around with every once and a while! This team however, does look a little Scizor weak with Doublade and Kommo-o to a lesser extent being my switch-ins. Hope you enjoyed reading this and have a good night!
Also shoutouts to all of my friends I’ve made on this site and to the people who I’ve met that have really helped me on my journey!
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch
Another wallbreaker and a wincon! Dark Spam is something I’ve used before in HO and overall I find Bisharp and Crawdaunt to be effective at ripping through their checks by being the physical gargantuans they are. Crawdaunt also handles the Bulky Waters and Grounds that could be a slight roadblock for Bisharp before the sweep begins. These two overall provide good breaking support and can abuse Tailwind nicely to put the situation in my favor.
We've got magic to do
Just for you
We've got miracle plays to play
We've got parts to perform
Hearts to warm
Kings and things to take by storm
As we go along our way
Now that’s the team! It was pretty fun to cover another RMT after a couple months have passed and with a playstyle that I can happily say it’s been one of my newer favorites to play around with every once and a while! This team however, does look a little Scizor weak with Doublade and Kommo-o to a lesser extent being my switch-ins. Hope you enjoyed reading this and have a good night!
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Spikes
- Taunt
- Destiny Bond
Kommo-o @ Haban Berry
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Close Combat
- Clanging Scales
- Taunt
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Shadow Claw
- Shadow Sneak
Tornadus @ Fightinium Z
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Tailwind
- U-turn
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Spikes
- Taunt
- Destiny Bond
Kommo-o @ Haban Berry
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Close Combat
- Clanging Scales
- Taunt
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Shadow Claw
- Shadow Sneak
Tornadus @ Fightinium Z
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Tailwind
- U-turn
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch
Also shoutouts to all of my friends I’ve made on this site and to the people who I’ve met that have really helped me on my journey!
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