The year is 2024. Big Void and Big Chatter have completely bought out the Hackmons Realm, and even user Pure Hackmons himself has, for the most part, lost interest in the ORAS Pure Hackmons metagame. Word on the streets is that Mega Rayquaza gaps Giratina in viability, a testament to how rotten the playerbase has become. Well, I can't blame them when they've never tried fitting eight mons on a team.
Behold, the only actually good team in the game. 2 MMX, 1 Imposter, 2 support Wonder Guards, 1 Magic Bounce SubPasser, 2 revenge killers. That makes 8 mons, 3 Primal Groudon soft checks, 3 Mold Breaker Mega Rayquaza soft checks, and an unstoppable combination of offensive power and defensive utility. In other words, just enough to wreak havoc against basically everything.
If you want proof of my ladder record, you're gonna have to click this button. Unfortunately since replays got wiped you'll have to take my word for it but I used this team for the entirely of my ladder run.
I also captured a screenshot with a slightly better Glicko (which GXE is near directly derived from) below, though it doesn't show GXE from that moment in time as my Glicko variance was too high:
HPL replays are in the Replays section.
____________________________________
The Team

Mewtwo-Mega-X @ Expert Belt
Ability: Huge Power
EVs: 220 Atk / 244 Def / 44 Spe
Adamant Nature
- Shadow Sneak
- Gear Grind / Gunk Shot / Poison Jab
- Mach Punch
- Thousand Arrows
This MMX is different from conventional Huge Power MMX in two ways: it opts for two priority moves, as opposed to four physical coverage moves with relatively high BP, and it runs an extreme amount of defensive investment. The former allows MMX to act as a secondary revenge killer to Huge Power Mega Gyarados – Shadow Sneak OHKOes Mega Gengar, uninvested Mega Latios and MMY, as well as decently chipped MMX, while Mach Punch OHKOes opposing Huge Power Mega Gyarados and slightly chipped Regigigas. Incredibly, the latter functions as a coverage move just fine, dealing 70% or so to physically defensive Slaking/Arceus. Gear Grind OHKOes Mega Audino from full and can threaten Xerneas even when it's behind a Substitute, while Thousand Arrows OHKOes Primal Groudon and threatens opposing Ground-weak Wonder Guards. You could substitute Poison-type coverage instead of Gear Grind to hit Ludicolo, but overall I find the latter to be more effective thanks to its aforementioned ability to threaten Xerneas behind a Substitute. Of course, if you wanted to you could substitute one of Gear Grind or Thousand Arrows for a coverage move that targets different Wonder Guards, but I find this combination to threaten the greatest selection of dual-WG cores while also discouraging opposing Shadow Tag Primal Groudon from just coming in and removing MMX. It might be tempting to alleviate this problem by running Shed Shell instead of Expert Belt, but that would severely hinder MMX's revenge-killing role due to the previously mentioned OHKOs no longer being reliable. The EV spread maximizes Attack while allowing MMX to survive Jolly Primal Groudon's V-create and hit 307 raw Speed. You can speedcreep if you like; in HPL games I always made sure to slightly speedcreep MMX to outspeed opposing 307-310 Speed foes. You could opt for 330 raw Speed, as you still get the OHKO on Mega Gyarados, but it does make opposing Giratina harder for MMX to deal with and the OHKO on healthy Mega Latios unreliable.

Mewtwo-Mega-X @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 36 Def / 220 Spe
Adamant Nature
- Sacred Fire
- Fusion Bolt / Horn Leech / Petal Blizzard
- Play Rough
- Spikes
This MMX is also radically different from what you'd normally see on a dual MMX structure: much like the other one, it focuses on fulfilling multiple roles and maximizing overall value instead of the traditional approach of running a set that OHKOes almost everything it hits. Sacred Fire doesn't need Huge Power to hit most of what it wants to, as most targets are OHKOed anyway (Mega Scizor, Ferrothorn, and Escavalier are 4x weak, while Mega Beedrill has basically no physical bulk). Additionally, one can surprise KO Mega Beedrill by catching it using U-turn, which is pretty amusing when it works. Fusion Bolt and Play Rough cover close to everything that Sacred Fire and the four coverage moves on the first MMX cannot, though this specific combination means both MMXs are walled by Wonder Guard Mega Swampert. Thus, you can replace it with one of Horn Leech or Petal Blizzard, which miss out on hitting WG Gyarados instead. Freeze-Dry would be nice but MMX would have no Improof unless you're willing to ditch Mega Swampert for WG Volcarona. You could probably also run Pixie Plate Judgment over Play Rough (and perhaps invest in SpA over Attack), though that would leave MMX vulnerable to the occasional Shadow Tag 'mon packing coverage for it. Spikes is actually insane because Magic Bounce guys generally don't want to switch into you due to the threat of Huge Power and Sacred Fire burns, so getting them up isn't particularly hard. It also helps that most Magic Bouncers are weak to one of Sacred Fire/Play Rough anyway. The spread I used outspeeds Timid Mega Latios and Mega Diancie. Shed Shell for Choice Scarf Shadow Tag users, Spider Web No Guard users, etc.

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Chatter
- Stealth Rock
- Whirlwind
- Wish
This is just standard Imposter. Imposter's actually extremely useful because it discourages most Mold Breaker setup and Wonder Guard SubPass, two acute threats to dual MMX. You can also waste Curse and recovery PP against opposing Giratina, trade HP advantageously against opposing Huge Power Pursuit, and scout sets to get ahead in the information game. Chatter dissuades non-Wonder Guards from coming in because it's broken like that, Stealth Rock can stack with Spikes, Whirlwind discourages SubPass shenanigans, and Wish can heal things back to full if you can manage safely using it.
/
Swampert-Mega / Ludicolo @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Recover
- Defog
- Aromatherapy
- Parting Shot
Fairly standard Wonder Guard set here. I chose Swampert because of its passable matchup against Mold Breaker Primal Groudon (though it's 2HKOed by Banded Thousand Arrows) and its ability to Imposter-proof both MMX at once. Ordinarily I'd worry that a no-attack Wonder Guard set would mean the team's overly weak to Taunt Mega Beedrill/No Guards but it's fine here because your counterplay in Magic Bounce Aegislash/WG MMX is very robust. Not much to say here.
This could definitely be a Ludicolo instead, since neither MMX has the coverage to hit it. However, that would leave you more vulnerable to WG Mega Beedrill and Gale Wings Mega Rayquaza, in situations where our next team member proves unable to handle them for whatever reason.

Aegislash @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 80 SpD / 180 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Curse
- Roost
- Baton Pass
Aegislash is extremely good on dual MMX since it's a Ghost-type SubPasser (can use Ghost Curse to minimize passivity, isn't vulnerable to STAG) that soft-checks Mold Breaker Mega Rayquaza (huge issue for dual MMX), easily comes in on -ate users (dual MMX often hates hazards because chip means the opponent can tell the MMX's apart), and is an easy WG SubPass Xerneas/Gale Wings Mega Rayquaza switch-in (otherwise huge issues for dual MMX). SubPass helps to support Aegislash's teammates, which often works better than expected since a lot of what Aegi can switch in on can't break its Substitute, so it's not rare that you, at worst, gain momentum risk-free due to potentially setting up on the opposing Pokemon's face. Recovery for longevity, and Ghost Curse to discourage opposing setup or generally annoy everything. This EV spread outspeeds Mega Gyarados with 8 Speed EVs, though you can definitely creep up to max Speed if you're afraid of Gyarados creeping for Giratina.

Gyarados-Mega @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Water Shuriken
- Pursuit
- Sucker Punch
- Beat Up
Mostly standard Huge Power Gyarados set. I say mostly because while the 4th slot on Gyarados is viewed as flexible the Dark-type attack of choice to complement Pursuit and Sucker Punch has historically been Knock Off, and Beat Up is another take on this. A situation one commonly finds themselves in is playing a 50-50 against a threat that has three options: attack, switch, or disrupt with a status move. The latter choice is optimal if Gyarados can only threaten with Sucker Punch or non-Sucker Punch attacks that the foe can simply shrug off – they don't have to play the 50-50 if they don't have to. The most common example of this is Mold Breaker Oblivion Wing Mega Rayquaza using Substitute. In this particular interaction, Beat Up can threaten Rayquaza even if it clicks Substitute because Beat Up breaks it in 1-2 hits, and the remaining 4-5 either leave it at low HP or straight up KO it, depending on investment (it'll be at 76% after Substitute). Full power Beat Up on this team (103 BP) is also more reliable than Knock Off against Will-O-Wisp Giratina when Lum Berry's already been used, since your BP's not decreased even after you're burnt. Other less common interactions are surprising KOing SubPass Deoxys-A/Mega Gengar/MMY/Magic Bounce Giratina/Aegislash and KOing greedy Mold Breaker sweepers that try to bypass the 50-50 by using their disruption move of choice against Gyarados. Lum Berry's the best item here because you're going to be hard swapping into Gyarados a lot (which isn't a problem because Gyarados + Huge Power MMX is one hell of a revenge killing core), and most of the time you don't need damage amp from Dread Plate/Black Glasses and you can position so Shadow Tag trappers are chipped from Spikes, leaving them vulnerable to Sucker Punch.
jb291 vs. Ransei, HPL Week 4
jb scouts Latios with Chansey, swaps to WG MMX, and sets Spikes as Ransei switches to STAG MMX, which gets hit by Play Rough as our MMX is safe thanks to Wonder Guard. Spikes is kept up as opposing WG Primal Groudon tries clearing them, and jb switches to Swampert after an opposing Manectric switch-in to absorb Trickscarf, indicating a likely No Guard Manectric set. Several turns later Gyarados wins a 50-50 against Giratina, KOing it with Beat Up. From here, jb is in an extremely advantageous position, as Huge Power MMX can basically sweep on its own and can only be delayed with opposing Sacred Fire, which happens to burn. However, Swampert uses Aromatherapy and heals it, and MMX is eventually sent in and wins with minimal effort.
Glory vs. CommandoBruh, HPL Week 4 Game 2
Glory leads Chansey and scouts the opposing Xerneas. From there on they manage to switch to Aegislash and get Substitute up, checking Prankster Metagross, and passes to Mega Gyarados which is traded via a surprise Destiny Bond. MMX comes in a few turns later and forces a few switches, managing to set Spikes despite an opposing Magic Bounce Slowbro. The opposing Xerneas gets to pass a Substitute to Magic Guard Ho-Oh (don't ask me why), which thereafter switches into Slowbro and then Mold Breaker Rayquaza, which is subsequently threatened by Imposter. From here on out Imposter essentially sweeps and the game is over.
Nihilslave vs. Ransei, HPL semis
Nihilslave uses Chansey to scout the opposing MMX (which had perfect coverage in Petal Blizzard/Play Rough/Thousand Arrows) and Slaking's sets early on, and safely traps Worst Mon In the Game offensive Mega Gengar with Gyarados turn 4. Gyarados is then sacked to bring the opposing MMX down to one. A bit of scouting and soft pressuring happens, until eventually Ransei brings out Mold Breaker Mega Rayquaza, which is KOed by Play Rough MMX with a crit that mattered (though one could argue Imposter could plausibly have counterswept had Rayquaza lived). Spikes pressures opposing WG Slaking, granting Aegislash a chance to Curse to bring it into range of MMX's Mach Punch, which ends up KOing Slaking a few turns later. Imposter then hard swaps into MMX and wins a tie. At this point the game is basically over and the finish is trivial.
jb291 vs. Ballfire, HPL Finals Game 2
Less to say in this game, since jb got pretty lucky in situations where they probably would've made major concessions otherwise, but the team's strengths are still evident. Magic Bounce Aegislash dissuades the opposing Metagross from mindlessly Dark Voiding (and dissuades the potential Dark Void Xerneas from using the move, unlike Magic Bounce Giratina), Huge Power MMX randomly OHKOes stuff, and Huge Power Gyarados threatens Sub Oblivion Wing Mega Rayquaza, albeit with some pretty important RNG.

Poison Heal Giratina's annoying since it's usually paired with Magic Bounce and neither MMX can really break through it on its own. However, it struggles to make progress against Aegislash and Swampert, Imposter can scout the set and take advantage of Giratina's passivity, and you'll eventually be able to get Spikes up through burning or threatening their Magic Bounce guy.






Wonder Guards neither MMX can fit are pretty annoying to face, especially the Flying-types since you can't chip them via Spikes. Definitely a playable matchup though, since you can stifle opposing progress with Imposter and Pursuit things with Gyarados so they can't prevent your own progress.



Offensive Wonder Guards that happen to have coverage for everything that would otherwise function as a long-term check (WG MMX, WG Mega Swampert, Imposter, Aegislash) autowin after a Shell Smash. This is true for every team Prankster-less team without hyper-specific garbage like Mold Breaker FakeSpeed Slaking. Fortunately these are pretty rare since Shell Smash Wonder Guards in general aren't very common anymore and most of the good Shell Smashers are weak to at least one of Mach Punch/Shadow Sneak/Sucker Punch/Water Shuriken.

Gyarados with Speed investment can reliably trap Aegislash due to being faster, preventing it from escaping Pursuit by Baton Passing before it gets hit. You can bypass this to a consider extent by speedcreeping Aegislash to max speed Careful (hitting 219 raw Speed, which outspeeds 217 Speed Gyarados) or even Timid if you're worried enough. At that point you outspeed every Gyarados except for ones intended to counterteam you, since bulk investment is important for Gyarados' function.

Mold Breaker Oblivion Wing wins if you allow it to, but it's totally possible to prevent it from setting up with the offensive tools you have available. Worst case scenario, if your opponent finds a way to send Rayquaza out in front of Swampert you can soft-check with Aegislash or hard swap to Gyarados (which lives two +0 Sky Plate Oblivion Wings 75% of the time) and threaten it with your Dark-type STABs. If all else fails you can attempt to 1v1 with Imposter, which doesn't always work due to sleep turns but you're strongly favored. You have to have gotten lucked pretty hard if you played decently well but got swept despite the tools available to you.
Dual MMX (and a close analog in Dual Diancie) are massively underrated in the ORAS PH metagame, and I was disappointed by how few teams of this archetype were brought in HPL – probably just one or two that I didn't pass to someone or strongly encourage them to run. In fact, I think it's the most consistent archetype in the entire metagame thanks to its ability to directly threaten almost everything, including boosted sweepers with priority, while also being able to fit in the tools to have a solid gameplan against almost everything else. By "almost" I mean there will be the occasional matchup where you can't outplay your way to a win, but I find that far preferable to standard Mold Breaker bulky offenses that cannot consistently win against the majority of the meta due to Mold Breaker BO mirrors often being decided on momentum or sleep turns.
I want to stress that this team is meant to serve as a guideline, and you should feel free to experiment with different combinations of coverage on the MMX's. You can also experiment with different defensive backbones. For instance, I brought this team against Ballfire in game 2 of our HPL finals tiebreak set. While I lost that game due to making a fatal error early on (getting Giratina Knocked on the switch), I swapped a few moves on both MMX's and brought a very similar team game 4, winning essentially the same matchup, this time without too much effort. This just goes to show how you can customize dual MMX to win the matchups you need, and you need not leave this team as is because that's the version user aerobee decided to post. Don't be afraid to experiment, and see where that takes you. And most importantly, have fun.
I won't do long shoutouts since I already made a massive shoutouts post here for HPL, but I'd like to thank the Pure Hackmons community for being nice to interact with, and for all the good times I've had since mid-2020.
- Pure Hackmons
Behold, the only actually good team in the game. 2 MMX, 1 Imposter, 2 support Wonder Guards, 1 Magic Bounce SubPasser, 2 revenge killers. That makes 8 mons, 3 Primal Groudon soft checks, 3 Mold Breaker Mega Rayquaza soft checks, and an unstoppable combination of offensive power and defensive utility. In other words, just enough to wreak havoc against basically everything.
If you want proof of my ladder record, you're gonna have to click this button. Unfortunately since replays got wiped you'll have to take my word for it but I used this team for the entirely of my ladder run.
I also captured a screenshot with a slightly better Glicko (which GXE is near directly derived from) below, though it doesn't show GXE from that moment in time as my Glicko variance was too high:
HPL replays are in the Replays section.
____________________________________
The Team

Mewtwo-Mega-X @ Expert Belt
Ability: Huge Power
EVs: 220 Atk / 244 Def / 44 Spe
Adamant Nature
- Shadow Sneak
- Gear Grind / Gunk Shot / Poison Jab
- Mach Punch
- Thousand Arrows

Mewtwo-Mega-X @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 36 Def / 220 Spe
Adamant Nature
- Sacred Fire
- Fusion Bolt / Horn Leech / Petal Blizzard
- Play Rough
- Spikes
This MMX is also radically different from what you'd normally see on a dual MMX structure: much like the other one, it focuses on fulfilling multiple roles and maximizing overall value instead of the traditional approach of running a set that OHKOes almost everything it hits. Sacred Fire doesn't need Huge Power to hit most of what it wants to, as most targets are OHKOed anyway (Mega Scizor, Ferrothorn, and Escavalier are 4x weak, while Mega Beedrill has basically no physical bulk). Additionally, one can surprise KO Mega Beedrill by catching it using U-turn, which is pretty amusing when it works. Fusion Bolt and Play Rough cover close to everything that Sacred Fire and the four coverage moves on the first MMX cannot, though this specific combination means both MMXs are walled by Wonder Guard Mega Swampert. Thus, you can replace it with one of Horn Leech or Petal Blizzard, which miss out on hitting WG Gyarados instead. Freeze-Dry would be nice but MMX would have no Improof unless you're willing to ditch Mega Swampert for WG Volcarona. You could probably also run Pixie Plate Judgment over Play Rough (and perhaps invest in SpA over Attack), though that would leave MMX vulnerable to the occasional Shadow Tag 'mon packing coverage for it. Spikes is actually insane because Magic Bounce guys generally don't want to switch into you due to the threat of Huge Power and Sacred Fire burns, so getting them up isn't particularly hard. It also helps that most Magic Bouncers are weak to one of Sacred Fire/Play Rough anyway. The spread I used outspeeds Timid Mega Latios and Mega Diancie. Shed Shell for Choice Scarf Shadow Tag users, Spider Web No Guard users, etc.

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Chatter
- Stealth Rock
- Whirlwind
- Wish


Swampert-Mega / Ludicolo @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Recover
- Defog
- Aromatherapy
- Parting Shot
This could definitely be a Ludicolo instead, since neither MMX has the coverage to hit it. However, that would leave you more vulnerable to WG Mega Beedrill and Gale Wings Mega Rayquaza, in situations where our next team member proves unable to handle them for whatever reason.

Aegislash @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 80 SpD / 180 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Curse
- Roost
- Baton Pass
Aegislash is extremely good on dual MMX since it's a Ghost-type SubPasser (can use Ghost Curse to minimize passivity, isn't vulnerable to STAG) that soft-checks Mold Breaker Mega Rayquaza (huge issue for dual MMX), easily comes in on -ate users (dual MMX often hates hazards because chip means the opponent can tell the MMX's apart), and is an easy WG SubPass Xerneas/Gale Wings Mega Rayquaza switch-in (otherwise huge issues for dual MMX). SubPass helps to support Aegislash's teammates, which often works better than expected since a lot of what Aegi can switch in on can't break its Substitute, so it's not rare that you, at worst, gain momentum risk-free due to potentially setting up on the opposing Pokemon's face. Recovery for longevity, and Ghost Curse to discourage opposing setup or generally annoy everything. This EV spread outspeeds Mega Gyarados with 8 Speed EVs, though you can definitely creep up to max Speed if you're afraid of Gyarados creeping for Giratina.

Gyarados-Mega @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Water Shuriken
- Pursuit
- Sucker Punch
- Beat Up
____________________________________
Replays
Again, since replays got wiped I'm not going off of a whole lot here.Replays
jb291 vs. Ransei, HPL Week 4
jb scouts Latios with Chansey, swaps to WG MMX, and sets Spikes as Ransei switches to STAG MMX, which gets hit by Play Rough as our MMX is safe thanks to Wonder Guard. Spikes is kept up as opposing WG Primal Groudon tries clearing them, and jb switches to Swampert after an opposing Manectric switch-in to absorb Trickscarf, indicating a likely No Guard Manectric set. Several turns later Gyarados wins a 50-50 against Giratina, KOing it with Beat Up. From here, jb is in an extremely advantageous position, as Huge Power MMX can basically sweep on its own and can only be delayed with opposing Sacred Fire, which happens to burn. However, Swampert uses Aromatherapy and heals it, and MMX is eventually sent in and wins with minimal effort.
Glory vs. CommandoBruh, HPL Week 4 Game 2
Glory leads Chansey and scouts the opposing Xerneas. From there on they manage to switch to Aegislash and get Substitute up, checking Prankster Metagross, and passes to Mega Gyarados which is traded via a surprise Destiny Bond. MMX comes in a few turns later and forces a few switches, managing to set Spikes despite an opposing Magic Bounce Slowbro. The opposing Xerneas gets to pass a Substitute to Magic Guard Ho-Oh (don't ask me why), which thereafter switches into Slowbro and then Mold Breaker Rayquaza, which is subsequently threatened by Imposter. From here on out Imposter essentially sweeps and the game is over.
Nihilslave vs. Ransei, HPL semis
Nihilslave uses Chansey to scout the opposing MMX (which had perfect coverage in Petal Blizzard/Play Rough/Thousand Arrows) and Slaking's sets early on, and safely traps Worst Mon In the Game offensive Mega Gengar with Gyarados turn 4. Gyarados is then sacked to bring the opposing MMX down to one. A bit of scouting and soft pressuring happens, until eventually Ransei brings out Mold Breaker Mega Rayquaza, which is KOed by Play Rough MMX with a crit that mattered (though one could argue Imposter could plausibly have counterswept had Rayquaza lived). Spikes pressures opposing WG Slaking, granting Aegislash a chance to Curse to bring it into range of MMX's Mach Punch, which ends up KOing Slaking a few turns later. Imposter then hard swaps into MMX and wins a tie. At this point the game is basically over and the finish is trivial.
jb291 vs. Ballfire, HPL Finals Game 2
Less to say in this game, since jb got pretty lucky in situations where they probably would've made major concessions otherwise, but the team's strengths are still evident. Magic Bounce Aegislash dissuades the opposing Metagross from mindlessly Dark Voiding (and dissuades the potential Dark Void Xerneas from using the move, unlike Magic Bounce Giratina), Huge Power MMX randomly OHKOes stuff, and Huge Power Gyarados threatens Sub Oblivion Wing Mega Rayquaza, albeit with some pretty important RNG.
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Checks & Counters
Checks & Counters

Poison Heal Giratina's annoying since it's usually paired with Magic Bounce and neither MMX can really break through it on its own. However, it struggles to make progress against Aegislash and Swampert, Imposter can scout the set and take advantage of Giratina's passivity, and you'll eventually be able to get Spikes up through burning or threatening their Magic Bounce guy.






Wonder Guards neither MMX can fit are pretty annoying to face, especially the Flying-types since you can't chip them via Spikes. Definitely a playable matchup though, since you can stifle opposing progress with Imposter and Pursuit things with Gyarados so they can't prevent your own progress.



Offensive Wonder Guards that happen to have coverage for everything that would otherwise function as a long-term check (WG MMX, WG Mega Swampert, Imposter, Aegislash) autowin after a Shell Smash. This is true for every team Prankster-less team without hyper-specific garbage like Mold Breaker FakeSpeed Slaking. Fortunately these are pretty rare since Shell Smash Wonder Guards in general aren't very common anymore and most of the good Shell Smashers are weak to at least one of Mach Punch/Shadow Sneak/Sucker Punch/Water Shuriken.

Gyarados with Speed investment can reliably trap Aegislash due to being faster, preventing it from escaping Pursuit by Baton Passing before it gets hit. You can bypass this to a consider extent by speedcreeping Aegislash to max speed Careful (hitting 219 raw Speed, which outspeeds 217 Speed Gyarados) or even Timid if you're worried enough. At that point you outspeed every Gyarados except for ones intended to counterteam you, since bulk investment is important for Gyarados' function.

Mold Breaker Oblivion Wing wins if you allow it to, but it's totally possible to prevent it from setting up with the offensive tools you have available. Worst case scenario, if your opponent finds a way to send Rayquaza out in front of Swampert you can soft-check with Aegislash or hard swap to Gyarados (which lives two +0 Sky Plate Oblivion Wings 75% of the time) and threaten it with your Dark-type STABs. If all else fails you can attempt to 1v1 with Imposter, which doesn't always work due to sleep turns but you're strongly favored. You have to have gotten lucked pretty hard if you played decently well but got swept despite the tools available to you.
____________________________________
Conclusion
Conclusion
Dual MMX (and a close analog in Dual Diancie) are massively underrated in the ORAS PH metagame, and I was disappointed by how few teams of this archetype were brought in HPL – probably just one or two that I didn't pass to someone or strongly encourage them to run. In fact, I think it's the most consistent archetype in the entire metagame thanks to its ability to directly threaten almost everything, including boosted sweepers with priority, while also being able to fit in the tools to have a solid gameplan against almost everything else. By "almost" I mean there will be the occasional matchup where you can't outplay your way to a win, but I find that far preferable to standard Mold Breaker bulky offenses that cannot consistently win against the majority of the meta due to Mold Breaker BO mirrors often being decided on momentum or sleep turns.
I want to stress that this team is meant to serve as a guideline, and you should feel free to experiment with different combinations of coverage on the MMX's. You can also experiment with different defensive backbones. For instance, I brought this team against Ballfire in game 2 of our HPL finals tiebreak set. While I lost that game due to making a fatal error early on (getting Giratina Knocked on the switch), I swapped a few moves on both MMX's and brought a very similar team game 4, winning essentially the same matchup, this time without too much effort. This just goes to show how you can customize dual MMX to win the matchups you need, and you need not leave this team as is because that's the version user aerobee decided to post. Don't be afraid to experiment, and see where that takes you. And most importantly, have fun.
I won't do long shoutouts since I already made a massive shoutouts post here for HPL, but I'd like to thank the Pure Hackmons community for being nice to interact with, and for all the good times I've had since mid-2020.
- Pure Hackmons
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