Right Beneath Your Skin - An OU Hyper Offence Team

Right Beneath Your Skin

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conkeldurr.png
thundurus.png
gengar.png
haxorus.png
lucario.png






After returning to competetive play, i've had a dose of real life, college has driven my battling, and more importantly, team building skills down, recently. After having a tendancy to play Balance/Offence due to there reliability, I decided to work on a hyper offence team, my favorite type of play style (that I am still yet to get to grips with).


This team has taken many forms over the past week and half, although my team building process with only include my current team, simply because I made so many abrupt, useless and unorthadox changes in such short periods of time, it seems useless to include them.



My current team completely dominated... at least it did for about 2 days, untill something happened, either I was losing my edge, people were learning how to handle hyper offence, or some components of the team simply do not work, and that is the purpose of this RMT, as any other would be, to fix these problems.












Team Building Process


First step to a Hyper Offence team for me would to decide weather I am opening with dual screens, or entry hazards. I tested both options with a range of pokemon: Deoxys-S, Deoxys-D, Ferrothorn, Forretress, Roserade, Latias, Espeon... the list goes on. In the end, I decided to use Dual Screen Latios... yes, Latios, that is not a typo but don't worry. The Latios I am using is one suggested by my friend Makaveli, and it works brilliantly, the detail will be within the team itself.

latios.png












After this, I needed somewhere to begin, in this case I chose Conkeldurr, simply because whenever I do use him on a team, he ALWAYS proves his worth as a brilliant Physical Sweeper with plenty of sweeping potential. He also works as a brilliant sand check ( aside from Gliscor ).

latios.png
conkeldurr.png












Now I needed something that synergises with Conkeldurr offensively, to take on those he cannot, namingly Gliscor and Skarmory to an extent. After alot of controversy about a particular pokemon being broken, I decided to abuse it while I can, and put its power to the test, as it handles the before mentioned pokemon. This leaves us with Thundurus.

latios.png
conkeldurr.png
thundurus.png













At this point, I realised that I lacked a pokemon capable of attacking right off the bat, as the previous sweepers are both set-up sweepers, one pokemon that has always achieved this reliably, and a personal favorite, is Gengar. Sub 3 Attack Gengar works brilliantly as a late game sweeper, and if he manages to get a sub up on a switch or status, he pretty much garuntees you a kill or two, perhaps even a sweep if you opponent is unprepared.

latios.png
conkeldurr.png
thundurus.png
gengar.png













After looking back at my team, I saw I lacked any outstanding speed, meaning any Sand Rush/Chlorophyll Sweepers can completely take advantage of this. This meant I needed either Agility or Dragon Dance, and I decided... why not have both? Here I brought in Haxorus, and Lucario. Haxorus has insane power, and if you allow him to set up, its a very likely sweep. Agility Lucario fills in the last spot, the beauty of this is that after a single Agility, he can outspeed Sand Rush Excadrill and proceed to OHKO, alongside increasing my reliability in countering other walls such as Gliscor, and even gives my a safe option to take on an opposing Reuniclus.

latios.png
conkeldurr.png
thundurus.png
gengar.png
haxorus.png
lucario.png







Up Close and Personal


latios.png

Latios (M) @ Light Clay
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Reflect
- Light Screen
- Memento
- Draco Meteor

This might seem slightly unusual to use Latios for such a role, but trust me its all for good reason. Latios carries decent bulk alongside a respectable set of resists, making him a notable dual screener, what sets him apart from the rest are a combination of two things, this access to Memento, and his speed.

The purpose of dual screens is obvious, however memento may not be so much so. The reason for carrying memento is so that after I have gotten up my screens ( and assuming I have taken some form of relative damage, maybe even dented my foe with Draco Meteor ) I can memento my foe, if of course he is an offensive threat ( no point in doing it to a ferrothorn ). By doing so, it drops my opponents Atk and SPAtk by 2 stages each, also giving me a free switch, and the ability to scout my opponent.

The beauty of this is that after Memento(ing) my opponent, and getting my free switch, say for example, into Thundurus, my opponents pokemon is now rendered useless, practically forcing him to switch, and by him doing so, I get a free turn to use Nasty Plot, thus allowing me to perform an early sweep.










conkeldurr.png

Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Payback
- Drain Punch
- Mach Punch

Conkeldurr's set is a typical one, aside from the Flame Orb, as leftovers are the more common choice at the moment. As a member of a HO team, I want to hit as hard as I can, as soon as I can. Sure, this limits my survivability, but who cares if it brings a couple of my opponents pokemon down with me. Thanks to the Guts boost, Conkeldurr is rediculously strong even after a single Bulk Up (also allowing him to tank hits well, meaning Drain Punch may be able to compensate for the burn damage) allowing him to leave huge dents with even Mach Punch.

My other reason behind using Flame Orb over leftovers is a simple one... Thunder Wave. Anyone who have come across a Jirachi, Blissey, or Ferrothorn etc. know how annoying this is, being burnt from turn one, allows me to avoid missing vital turns due to hax.










thundurus.png

Thundurus (M) @ Life Orb
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Grass Knot
- Hidden Power [Ice]
- Thunderbolt

This is your typical 3 attack life orb Thundurus, whom of which is argued to be broken, and who wouldnt say this after being swept completely after a single Nasty Plot. This set abuses his offensive capabilities, by giving him his infamous BoltBeam coverage, with his insane Life Orb boosted SPAtk stat, whilst throwing in Grass Knot too, allowing him to 2HKO ( OHKO after a single NP ) his only real counter, Gastrodon.

Setting up to sweep with this guy is easy, I usually just force a switch with Latios, however there is an easier way. Thanks to CB Scizor being as popular as it is, it will not be a surprise to face him numerous times, this is a good thing however, and Thunderus can comfortably switch into a CB locked Bullet Punch and proceed to set up too, giving him another easy reliable way to set up.

Thundurus has proved to be indispensible to the team, his speed and insane power, along with even better coverage, makes him a force to be reckoned with.










gengar.png

Gengar (M) @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Giga Drain
- Shadow Ball
- Focus Blast

This is a fairly unusual set that I have played around with, it has been unstable at times due to the lack of HP [Ice] although this is commonly compensated for. There have been 2 types of Gengar I absolutely love, SubSplit, and 4 Attack Gengar.

I had a tendancy to use 4 Attack Gengar ( the set as above with HP[Ice] over Substitute ) as it KOed near enough anything after decent hazard damage, however lack of hazards made this unreliable. The other set I used, SubSplit, was insane, if he got a free turn to set up a sub, you might as well have said goodbye to two of your pokemon, even without having to use Pain Split. Due to this I wanted a Sub 3 Attack set, with the coverage of the SubSplit set, however boasting Giga Drain, as my 4 attack Gengar always does, as it gives me a reliable answer to Rotom-W, Gatrodon, and the likes.

Granted this set is unstable, however it has prevailed from time to time, although I am not too keen on carrying it on much further unless I replace the set. In the meantime I need to find someone who can do what he does, just preferably better.










haxorus.png

Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Swords Dance
- Earthquake
- Outrage

Yes this is Dual Dance Haxorus. No I am not high.

I have been critesized for this in the past, but firstly think, EQ + Brick Break = poor coverage combination. Sure, it hits those like balooned steels, or Skarmory, but after being able to set up a DD on your opponents switch (which is usually the case) taking a status due to Lum, or taking a hit, setting up a SD, brings Haxorus' attack stat over 1000, with a near 500 Speed stat, meaning that STAB Outrage is going to rip a hole in even Skarmory.

Having a choice between DD and SD also allows me to handle particular teams, SD for the more stallish, and DD for more offensive, just use it alike you would a dual set up Terrakion.

I have been considering using a slightly more bulky set to ensure my stat boosts, to 120 HP / 252 Atk / 136 Spd, please leave your views on this.










lucario.png

Lucario (M) @ Life Orb
Trait: Steadfast
EVs: 16 HP / 252 SAtk / 240 Spd
Timid Nature (+Spd, -Atk)
- Agility
- Aura Sphere
- Hidden Power [Ice]
- Dark Pulse

Once again an unusual set, specially offensive Agility Lucario. Lucario firstly prvides me with a reliable back up counter to certain threats, he can KO Gliscor and other x4 Weak with HP[Ice], he has Dark Pulse to handle Psychics such as Reuniclus, and STAB Aura Sphere, allowing him to outspeed Excadrill in sand (After an Agility) and OHKO with Aura Sphere.

Lucario makes a great late game cleaner, and dont ask me why its special instead of physical, I just tried it, and it worked, it fit in better than physical Agility Lucario for whatever reason, and due to that I just stuck with it.

Lucario does unfortunately have a couple of walls, due to it lacking Nasty Plot, special walls such as Chansey annoy it, however this is bound to happen every once in a while, although it has proven that a lack of a good wallbreaker on this team has cost if a couple of games.




Original (Mixed)


latios.png
conkeldurr.png
thundurus.png
gengar.png
haxorus.png
lucario.png


Importable​


Latios (M) @ Light Clay
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Reflect
- Light Screen
- Memento
- Draco Meteor

Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Payback
- Drain Punch
- Mach Punch

Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Swords Dance
- Earthquake
- Outrage

Thundurus (M) @ Life Orb
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Grass Knot
- Hidden Power [Ice]
- Thunderbolt

Gengar (M) @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Giga Drain
- Shadow Ball
- Focus Blast

Lucario (M) @ Life Orb
Trait: Steadfast
EVs: 16 HP / 252 SAtk / 240 Spd
Timid Nature (+Spd, -Atk)
- Agility
- Aura Sphere
- Hidden Power [Ice]
- Dark Pulse



Physical Varient



latios.png
conkeldurr.png
infernape.png
deoxys-speed.png
haxorus.png
gyarados.png





Importable​






Latios (M) @ Light Clay
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Reflect
- Light Screen
- Memento
- Draco Meteor

Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Payback
- Drain Punch
- Mach Punch

Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Swords Dance
- Earthquake
- Outrage

Infernape (M) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch

Deoxys-S @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Superpower
- Fire Punch
- Ice Punch
- ExtremeSpeed

Gyarados (M) @ Life Orb
Trait: Moxie
EVs: 112 HP / 252 Atk / 144 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Taunt
- Waterfall
- Stone Edge







-Varient Movesets & In-Depth In Progress-






Whats next?




Next for me would be to try out a couple of changes these include:


-A bulkier Haxorus spread

-Physical Life Orb Deoxys-S

-SD Scizor

-BulkyDos






Tried and tested


-Full Physical Sweepers:
SD Virizion > Gengar
SD Infernape > Thundurus
Physical Lucario > Special Lucario

Each of these individual pokemonwere brilliant, and definately proved there power. Unfortunately both my teams defensive, and more importantly offensive synergy plummeted. Due to having 4 Fighting STABS, and very little variation, this team was easilly walled, if full physical is the way to go, this definately isnt the way to do it.




-Choice Band Conkeldurr
-Choice Scarf Gengar

Both of these pokemon worked, but it was only situational. Simply put, there Flame Orb and Life Orb sets respectively worked much better, and so i'm sticking with these for now.


Hopefully this list will grow and allow my team to improve, alongside my skill with Hyper offence.



Issues/Threats

The following are reffering to my Full-Physical varient
(Latios/Conkeldurr/Haxorus/Infernape/Deoxys-S/Scizor)

-Vaporeon

-Skarmory


My only real threats are physical walls, notably bulky waters and Skarmory. I dont have real counter to Vaporeon, I just hope that he doesnt get burn hax from scald and just slowly wear it down. For skarmory its essentially the same thing with Deoxys-S Fire Punch, although if Infernape is still alive, its normally not a problem.







I thank you all for reading this, and I look forward to hearing any constructive critique.
 
For Haxorus, try running Taunt over one of the 2 boosting moves (Swords Dance) as it can provide a free turn to boost up, or help you avoid status if your lum berry is already gone.

Over than that, I'm no expert on hyper offense so I can't really give a full rate
 
Well, this isn't really hyper offense. It's a start, though. I like conk and hax, but i would change lucario to a physical SD yet.

252 atk/252 spd
item: LO
Swords Dance
ExtremeSpeed
Close Combat
Ice Punch

The purpose of hyper offense is to wear down either the special or physical walls, which reduces the # of threats you need to worry about. Essentially meaning run all of one attacking style with certain special moves (if you even want to) to cover threats like skarm.

Given that you have screens and memento support, a shell smash cloyster could be usable. Lum DDnite as well. When i make a hyper offense, i like to include priority moves on (almost) all of my attackers so that even when I'm in a checkmate position, i can still get damage which adds up. Something like SD sciz with bp/bug bite/brick break could also function pretty well to cover slowbro and skarm.

Instead of latios, you could also use deoxys-S to get up rocks in addition to the screens, although memento is a nice momentum grabber for you.
 
The issue with your teams is that you run powerhouse physical attackers and special attackers. For example, if Conk goes down weaking Skarm or Gliscor, how does that benefit Gengar? The other team's special wall can still stop Gengar and they have already stopped Conk making 1/2 of your team gone. With the ban of Thundurus (unconfirmed, but count on it), you should go all physical. Lucario can run a balloon SD set which is a great check to Excadrill. Physical attackers like Virizion and Terrakion can work over Thundurus and Gengar, but that is for you to test and see which you like best. This makes it so if they have a physical and special wall, only 1/2 of their defensive core is even useful, and it is not walling more than 2 members of your team before going down. Then you can sweep with the others, its a favorite strategy of mine that slow bulky teams are not prepared for.

Also, I like the use of your Latios, might try it if Deo-s gets banned.
 
Well, this isn't really hyper offense. It's a start, though. I like conk and hax, but i would change lucario to a physical SD yet.

252 atk/252 spd
item: LO
Swords Dance
ExtremeSpeed
Close Combat
Ice Punch

The purpose of hyper offense is to wear down either the special or physical walls, which reduces the # of threats you need to worry about. Essentially meaning run all of one attacking style with certain special moves (if you even want to) to cover threats like skarm.

Given that you have screens and memento support, a shell smash cloyster could be usable. Lum DDnite as well. When i make a hyper offense, i like to include priority moves on (almost) all of my attackers so that even when I'm in a checkmate position, i can still get damage which adds up. Something like SD sciz with bp/bug bite/brick break could also function pretty well to cover slowbro and skarm.

Instead of latios, you could also use deoxys-S to get up rocks in addition to the screens, although memento is a nice momentum grabber for you.


This is actually a very common misconception. Hyper offense is usually a mix of physcial and special sweepers that has synergy through resistances and uses prediction to beat most teams, especially stall. ThePain's team is definitely a hyper offense team.

Heavy offense is the playstyle you're talking about. Heavy offense abuses one side of the spectrum to wear down counters. The point of heavy offense is that you never switch, you just sacrifice your pokemon and go into the next one. In theory, this would weaken the counter enough for the next mon to sweep. This allows you to never have to predict as heavy offense players would say predicting is "glorified guessing".

OT, I think you get wrecked by Excadrill (as do most HO teams). I think you should Band your Conkeldurr as this acts as a pseudo-check to Excadrill as Mach Punch ohko's him almost every time.
 
The issue with your teams is that you run powerhouse physical attackers and special attackers. For example, if Conk goes down weaking Skarm or Gliscor, how does that benefit Gengar? The other team's special wall can still stop Gengar and they have already stopped Conk making 1/2 of your team gone. With the ban of Thundurus (unconfirmed, but count on it), you should go all physical. Lucario can run a balloon SD set which is a great check to Excadrill. Physical attackers like Virizion and Terrakion can work over Thundurus and Gengar, but that is for you to test and see which you like best. This makes it so if they have a physical and special wall, only 1/2 of their defensive core is even useful, and it is not walling more than 2 members of your team before going down. Then you can sweep with the others, its a favorite strategy of mine that slow bulky teams are not prepared for.

Also, I like the use of your Latios, might try it if Deo-s gets banned.

Thanks for the suggestions, out of curiosity, how would you expect an infernape to fit, perhaps in the place of terrakion, this is due to the lack of a fire attack within the team, meaking things like scizor a slight annoyance, perhaps even a mix set to take Ferrothorn and to surprise physical walls.

This is actually a very common misconception. Hyper offense is usually a mix of physcial and special sweepers that has synergy through resistances and uses prediction to beat most teams, especially stall. ThePain's team is definitely a hyper offense team.

Heavy offense is the playstyle you're talking about. Heavy offense abuses one side of the spectrum to wear down counters. The point of heavy offense is that you never switch, you just sacrifice your pokemon and go into the next one. In theory, this would weaken the counter enough for the next mon to sweep. This allows you to never have to predict as heavy offense players would say predicting is "glorified guessing".

OT, I think you get wrecked by Excadrill (as do most HO teams). I think you should Band your Conkeldurr as this acts as a pseudo-check to Excadrill as Mach Punch ohko's him almost every time.

Thanks for clarifying the misconception, Banded Conk definately sounds like it would help, however I have always had a thing against choice items, ESPECIALLY in HO team. Nevertheless i'll give it a shot, thanks for the comment!
 
Infernape would be good, it can beat pretty much every wall with its SD set, though I'd run mach punch > stone edge so you have 3 ways of checking Excadrill. At +2 it can pretty much OHKO any physical wall except Gyarados so running mixed isn't needed. Try jolly with SD / Close Combat / Flare Blitz / Mach Punch, it is pretty effective in this metagame as it beats common slow walls. Just watch for scarfers like Landorus and full health rotom. Also, you are looking a bit weak to Starmie and Tornadus, so you might want to try an SD scizor instead or over Lucario since you already have 2 fighting types.
 
Right now Deoxys-S can run around your team pretty easily and get many KOs. It outspeeds everything, and most variants OHKO Haxorus, Thundurus, Conk, and Gengar with Psycho Boost and Lucario with Superpower. Latios isnt considered in that group because you use Memento on it and it will usually suicide away.

I think the best way to combat this is to use a Specs Latios. First of all, all of your setup Pokemon are kinda bulky and don't need many turns to wreak havoc, so not using dual screens isn't really a loss, especially since Latios isn't meant to come back multiple times and set them up. Second of all, Specs Latios provides great power for your team. Most Deoxys S can't handle it and switch out, letting you fire off a Draco Meteor and denting most anything that comes in. It also gives you Trick to cripple Blissey and the like, giving you more setup fodder in some matches that swing in your favor.

The other option is to use a Scarf, since right now Starmie is somewhat troublesome if Lucario can't get an agility in. You still have a powerful Dragon STAB and Trick, but now you have insurance against Starmie, Azelf, and those higher speeds.

You could also try a Scarf on Gengar for those reasons, or even change it to an Alakazam. With a Focus Sash and Magic Guard, it can decently check scarfers and still hits incredibly hard off of 130 base SpA. In addition, it won't die quickly from passive damage since it's immune! This provides you a fallback when facing stall teams, with a Sub+Psychic/Psyshock, Shadow Ball, Focus Blast set.

Good luck!!
 
Thanks for clarifying the misconception, Banded Conk definately sounds like it would help, however I have always had a thing against choice items, ESPECIALLY in HO team. Nevertheless i'll give it a shot, thanks for the comment!

I know what you're saying about choice items on HO teams. It usually is a no-no, but in the case of Excadrill you almost have too. Excadrill is such a big threat to all offensive teams that running a Choice Bander wouldn't be too big of a deal. You just have to play smart, and you have the synergy and resistances to pull it off, looking at your team.
 
This is actually a very common misconception. Hyper offense is usually a mix of physcial and special sweepers that has synergy through resistances and uses prediction to beat most teams, especially stall. ThePain's team is definitely a hyper offense team.

Heavy offense is the playstyle you're talking about. Heavy offense abuses one side of the spectrum to wear down counters. The point of heavy offense is that you never switch, you just sacrifice your pokemon and go into the next one. In theory, this would weaken the counter enough for the next mon to sweep. This allows you to never have to predict as heavy offense players would say predicting is "glorified guessing".

OT, I think you get wrecked by Excadrill (as do most HO teams). I think you should Band your Conkeldurr as this acts as a pseudo-check to Excadrill as Mach Punch ohko's him almost every time.

Sir, you completely flipped them. Hyper Offense, like its name, has a suicide lead like Deoxys-S with 5 sweepers on the same side of the spectrum that weaken each others counters. Heavy Offense relies on synergy and resistances, like you said. Plus, in Hyper Offense Choiced items are never used as when locked into a move, a pokemon can come in and set up, and if that setup move is an agility or rock polish, chances are your HO team just got swept.
 
I know what you're saying about choice items on HO teams. It usually is a no-no, but in the case of Excadrill you almost have too. Excadrill is such a big threat to all offensive teams that running a Choice Bander wouldn't be too big of a deal. You just have to play smart, and you have the synergy and resistances to pull it off, looking at your team.

Okay i will definately try this when I next can, in the meantime, are there any other threats that you can see this team stuggling from, as I definately stuggle elsewhere outside of sand. I will have to post a couple of replays and an importable copy soon too.

Infernape would be good, it can beat pretty much every wall with its SD set, though I'd run mach punch > stone edge so you have 3 ways of checking Excadrill. At +2 it can pretty much OHKO any physical wall except Gyarados so running mixed isn't needed. Try jolly with SD / Close Combat / Flare Blitz / Mach Punch, it is pretty effective in this metagame as it beats common slow walls. Just watch for scarfers like Landorus and full health rotom. Also, you are looking a bit weak to Starmie and Tornadus, so you might want to try an SD scizor instead or over Lucario since you already have 2 fighting types.

Im about to try this out, although adding Virizion and Infernape then gives me 4 fighting types in the team, I realise that defensive synergy shouldnt be an issue, its just that I believe it would be more efficient to boast a wider variety of STAB typing on my team, that is currently majorly fighting.


EDIT: I have tested a full physical team and updated my 'Whats Next' section with a tried and tested one.

To put it simply, Infernape was nothing short of pure brilliance, he filled many gaps in my team and really proved his worth. Virizion also did well, however his 108 Speed and lack of a priority just doesnt cut it for me, and finally Lucario... to put it simply, I prefer the Special set, the physical set never had any major benifit. Overall, the fact that my team was then fully physical WITH 4 fighting types, meant I lacked STAB Variation, so I was walled by skarmory if Ape wasnt there to stop it.

I am definately going to continue testing infernape, just not alongside another 3 fighting types.
 
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