Introduction:
Hello, Smogon! This is the third RMT I'm doing, and I hope you all like it! The team is a Hyper Offense one with a little bit of Hazard control and stuff. I've had some moderate success with this team, and I'd love some advice on making it better!,HO is seriously fun to play with, so I hope you all enjoy this one!
Team at a Glance:
Team in-depth Analysis:
Sora (Sceptile) (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect
So this is the boss of the whole team, the badass gecko of destruction. Sora is the third special attacker on the team besides the Starmie and the Gengar, and is the main heavy slugger. The EVs are for maximizing that blazing speed and Scorching Sp Atk stat to their fullest potentials while the 4 invested in Atk helps deal a little more damage when using EQ.
Onto the moves and usage, now! Sora can Mega Evo quite safely in any given situation thanks to Protect which can also be used to scout choice-locked Pokes. Once he gets the godly speed boost on mega evolving that allows him to basically out speed every single Pokemon in the tier besides some Scarfers and Mega Alakazam, he can proceed to destroy teams with two powerful STABS in Dragon Pulse and Energy Ball, and Earthquake takes care of any pesky steel types that try to wall him and is also an excellent move to remove any T-flame checks the other team may have so the flaming hawk can burn through the rest of the other team. I chose Energy Ball over Leaf Storm since the Sp Atk drop can be crippling and immediately forces a switch. Once Mega evolved, you can keep him alive if you'd like to grab some boosts with his ability. I find it an excellent trick to let Starmie lure in an obvious Volt Switch user, and then switch in Mega Sceptile to absorb the move, giving him a Sp Atk boost to wreck even more efficiently.
Linda (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam
My second Sp Attacker, meet Linda the Gengar. This is the fastest member on the team after Sora, and hits equally as hard. Anything Sora can't take care of? Linda is your gal. The EVs ensure I hit fast and hit as hard as possible, and seeing as how Linda doesn't last long anyway, with the Life Orb it rips through things like they were made of wet toilet paper.
Sludge Wave and Shadow Ball are the dual STABS that hit very hard on anything that doesn't resist it, and the former is able to take care of Fairies and grass types, taking advantage of Linda's amazing speed to KO quickly. Thunderbolt destroys any flying types or water types coming in, and also takes care of a very potent wall, Skarmory. Finally, Dazzling Gleam takes down a variety of Pokemon including Dragons, Dark types and Fighting types. A lot of coverage on a single 'Mon, Linda takes apart most anything with raw power and speed.
Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost
Physical attacker numero uno. T-flame is an excellent late game cleaner, and after one SD, wrecks anything that isn't called Heatran or Tyranitar. Prediction is key to using Janitor here, as one wrong move could get it killed. Sceptile and Terrakion work to clear away T-flame's checks before sending him in so as to let him wreak unchecked havoc once set up. The EVs try to raise his longevity as much as possible while letting him hit as hard as possible.
Flare Blitz and Brave Bird are the dual STABS on T-flame, and owing to its great speed, and especially it's amazing ability, they almost always hits first. Swords Dance allows it to break any walls quite effectively by boosting its power to dizzying levels. Roost keeps it alive for more, and being a Flying type move, it gets priority from Gale Wings. Anything unprepared is utterly and completely annihilated.
Terra (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Ah yes, Scarf Terrakion. This baby is capable of taking down entire teams on its lonesome if you play him right. With the right move, Terrakion can muscle through a whole team with ease, owing to its jaw-dropping attack stat and the speed gained by the scarf. The EVs help I outspeed everything with the scarf, and maximizes that beefy attack stat to allow for maximum destruction.
Close Combat hits for STAB and is his strongest move, destroying everything and anything that doesn't resist it, and overkilling any that are super effective to it. Stone Edge is the second STAB that deals with flying types like opposing T-flames and provides an all-round good neutral coverage, that is when it doesn't miss. Earthquake is to take care of those T-flame counters I spoke of, before and hits quite hard, while X-Scissor deals with some wise guys like the Lati's that try to wall him. Overall just hits really hard and punches so many holes in the opposing team if not outright sweeping them. Terra can be used both as a late game cleaner or an early game wall breaker. He works brilliantly either ways.
Stella (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Now, this team really doesn't mind rocks except for T-flame, but all the same, hazard stackers are a pain in the a$$. Hence, we have our offensive spinner and third Sp Attacker, Stella the shiny Starmie #Alliterationftw! Stella is an excellent lure for electric types and as soon as she rapid spins obstacles away, you know you're getting a switch into an electric type on the other team. Switching in Mega Sceptile on this turn makes use of his ability, Lightning rod, to power up his godly Sp Atk to higher limits. The EV spread allows it to hit quite hard and makes it extremely fast as well.
Rapid Spin is the main attraction to Stella as it removes any pesky obstacles that hinder the team. Her ability allows her to switch in and out of statusers quite easily, and also gives her complete impunity against things like toxic spikes which she can spin away and then heal from after switching out. Hydro Pump hits very hard and is an excellent STAB move, KO'ing a lot of things with the help of the Life Orb. Same goes for Ice Beam which completely ruins the day for dragons and bulky grass types that switch in. Recover negates the LO damage and allows it to stay in battle for more time. A powerful and fast offensive spinner is what ol' Stella is, and she does her job quite well.
Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 110 HP / 62 Atk / 36 SpA / 48 SpD / 252 Spe
Hasty Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake
Say hello to the most commonly used Pokemon in OU, Garchomp! Ripper is an offensive rocks using tankchomp! Ripper here can set up SR, and use the EVs invested in bulk to stay alive, while phasing out peeps he doesn't like to deal with using D'tail, and wrecking everybody he likes to deal with using the other two moves.
Stealth Rocks is almost a mandatory move to carry on any team in OU and is quite handy for dealing chip damage as the team can benefit from breaking some sashes, and D'nite Multiscale. Dragon Tail in tandem with SR can phaze out anyone trying to set up or anything that can wall Chomp, or to just deal SR damage to their team for wearing them down. Fire Blast destroys anything steel trying to wall him, like Skarmory and Ferrothorn, and Earthquake deals with everything else while also helping to deal with T-flames checks. All in all, an excellent offensive lead that wrecks many a thing if used right.
Conclusion:
That's kinda it for the team, and I seem to be struggling with fast offensive water types like Keldeo and other Starmie. Any advice would be appreciated! Thanks! ^_^
Importable:
Hello, Smogon! This is the third RMT I'm doing, and I hope you all like it! The team is a Hyper Offense one with a little bit of Hazard control and stuff. I've had some moderate success with this team, and I'd love some advice on making it better!,HO is seriously fun to play with, so I hope you all enjoy this one!
Team at a Glance:






Team in-depth Analysis:

Sora (Sceptile) (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect
So this is the boss of the whole team, the badass gecko of destruction. Sora is the third special attacker on the team besides the Starmie and the Gengar, and is the main heavy slugger. The EVs are for maximizing that blazing speed and Scorching Sp Atk stat to their fullest potentials while the 4 invested in Atk helps deal a little more damage when using EQ.
Onto the moves and usage, now! Sora can Mega Evo quite safely in any given situation thanks to Protect which can also be used to scout choice-locked Pokes. Once he gets the godly speed boost on mega evolving that allows him to basically out speed every single Pokemon in the tier besides some Scarfers and Mega Alakazam, he can proceed to destroy teams with two powerful STABS in Dragon Pulse and Energy Ball, and Earthquake takes care of any pesky steel types that try to wall him and is also an excellent move to remove any T-flame checks the other team may have so the flaming hawk can burn through the rest of the other team. I chose Energy Ball over Leaf Storm since the Sp Atk drop can be crippling and immediately forces a switch. Once Mega evolved, you can keep him alive if you'd like to grab some boosts with his ability. I find it an excellent trick to let Starmie lure in an obvious Volt Switch user, and then switch in Mega Sceptile to absorb the move, giving him a Sp Atk boost to wreck even more efficiently.

Linda (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam
My second Sp Attacker, meet Linda the Gengar. This is the fastest member on the team after Sora, and hits equally as hard. Anything Sora can't take care of? Linda is your gal. The EVs ensure I hit fast and hit as hard as possible, and seeing as how Linda doesn't last long anyway, with the Life Orb it rips through things like they were made of wet toilet paper.
Sludge Wave and Shadow Ball are the dual STABS that hit very hard on anything that doesn't resist it, and the former is able to take care of Fairies and grass types, taking advantage of Linda's amazing speed to KO quickly. Thunderbolt destroys any flying types or water types coming in, and also takes care of a very potent wall, Skarmory. Finally, Dazzling Gleam takes down a variety of Pokemon including Dragons, Dark types and Fighting types. A lot of coverage on a single 'Mon, Linda takes apart most anything with raw power and speed.

Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost
Physical attacker numero uno. T-flame is an excellent late game cleaner, and after one SD, wrecks anything that isn't called Heatran or Tyranitar. Prediction is key to using Janitor here, as one wrong move could get it killed. Sceptile and Terrakion work to clear away T-flame's checks before sending him in so as to let him wreak unchecked havoc once set up. The EVs try to raise his longevity as much as possible while letting him hit as hard as possible.
Flare Blitz and Brave Bird are the dual STABS on T-flame, and owing to its great speed, and especially it's amazing ability, they almost always hits first. Swords Dance allows it to break any walls quite effectively by boosting its power to dizzying levels. Roost keeps it alive for more, and being a Flying type move, it gets priority from Gale Wings. Anything unprepared is utterly and completely annihilated.

Terra (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Ah yes, Scarf Terrakion. This baby is capable of taking down entire teams on its lonesome if you play him right. With the right move, Terrakion can muscle through a whole team with ease, owing to its jaw-dropping attack stat and the speed gained by the scarf. The EVs help I outspeed everything with the scarf, and maximizes that beefy attack stat to allow for maximum destruction.
Close Combat hits for STAB and is his strongest move, destroying everything and anything that doesn't resist it, and overkilling any that are super effective to it. Stone Edge is the second STAB that deals with flying types like opposing T-flames and provides an all-round good neutral coverage, that is when it doesn't miss. Earthquake is to take care of those T-flame counters I spoke of, before and hits quite hard, while X-Scissor deals with some wise guys like the Lati's that try to wall him. Overall just hits really hard and punches so many holes in the opposing team if not outright sweeping them. Terra can be used both as a late game cleaner or an early game wall breaker. He works brilliantly either ways.

Stella (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Now, this team really doesn't mind rocks except for T-flame, but all the same, hazard stackers are a pain in the a$$. Hence, we have our offensive spinner and third Sp Attacker, Stella the shiny Starmie #Alliterationftw! Stella is an excellent lure for electric types and as soon as she rapid spins obstacles away, you know you're getting a switch into an electric type on the other team. Switching in Mega Sceptile on this turn makes use of his ability, Lightning rod, to power up his godly Sp Atk to higher limits. The EV spread allows it to hit quite hard and makes it extremely fast as well.
Rapid Spin is the main attraction to Stella as it removes any pesky obstacles that hinder the team. Her ability allows her to switch in and out of statusers quite easily, and also gives her complete impunity against things like toxic spikes which she can spin away and then heal from after switching out. Hydro Pump hits very hard and is an excellent STAB move, KO'ing a lot of things with the help of the Life Orb. Same goes for Ice Beam which completely ruins the day for dragons and bulky grass types that switch in. Recover negates the LO damage and allows it to stay in battle for more time. A powerful and fast offensive spinner is what ol' Stella is, and she does her job quite well.

Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 110 HP / 62 Atk / 36 SpA / 48 SpD / 252 Spe
Hasty Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake
Say hello to the most commonly used Pokemon in OU, Garchomp! Ripper is an offensive rocks using tankchomp! Ripper here can set up SR, and use the EVs invested in bulk to stay alive, while phasing out peeps he doesn't like to deal with using D'tail, and wrecking everybody he likes to deal with using the other two moves.
Stealth Rocks is almost a mandatory move to carry on any team in OU and is quite handy for dealing chip damage as the team can benefit from breaking some sashes, and D'nite Multiscale. Dragon Tail in tandem with SR can phaze out anyone trying to set up or anything that can wall Chomp, or to just deal SR damage to their team for wearing them down. Fire Blast destroys anything steel trying to wall him, like Skarmory and Ferrothorn, and Earthquake deals with everything else while also helping to deal with T-flames checks. All in all, an excellent offensive lead that wrecks many a thing if used right.
Conclusion:
That's kinda it for the team, and I seem to be struggling with fast offensive water types like Keldeo and other Starmie. Any advice would be appreciated! Thanks! ^_^
Importable:
Linda (Gengar) (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam
Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 144 HP / 112 SpD / 252 Spe
Serious Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake
Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost
Terra (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Stella (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Sora (Sceptile) (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Thunderbolt
- Dazzling Gleam
Ripper (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 144 HP / 112 SpD / 252 Spe
Serious Nature
- Stealth Rock
- Fire Blast
- Dragon Tail
- Earthquake
Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- Roost
Terra (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Stella (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Sora (Sceptile) (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Dragon Pulse
- Earthquake
- Protect