ORAS OU Semi- Hyper Offense (Help! I never play Ou!)

Revenge Killer
Scizor @ Choice Band
Nature: Adamant
Ability: Technician
252 Atk 212 Hp 48 SpD
- Bullet Punch
- U-turn
- Knock Off
- Superpower
Bullet Punch lets Scizor revenge kill fairies and many weakened frail pokes such as non- water Greninja and even Garchomp. Bullet punch also destroys or force switches Diancie, who is otherwise a problem to this team. U-turn provides momentum against heatran switch in and more. 48 SpD are there for free defogs on defensive Rotom-W who cannot 2hko before life orb damage. Superpower hits steel type resist, and knock off is used over pursuit for more damage against Ghosts.

Core: Gengar+Bisharp: I don't know how common this is, but I never see it. Nevertheless it works for me.
Gengar @ Life Orb
Nature: Timid
Ability: Levitate
252 SpA 252 Spe 4 SpD
- Shadow Ball
- Sludge Wave
- Icy Wind
- Focus Blast

A pretty standard Gengar. Immunities are great for defending Bisharp. Icy Wind stops bothersome grounds like garchomp and gliscor an lando from getting to sharp. Shadow Ball knocks out psychics like mega slowbro while focus blast hits enemy bisharp. Sludge wave over bomb helps eliminate chesnaught and other grasses like land shaymin, or fairies like mega altaria. This team has great offensive power, so Gengar mainly picks off the annoying 'mons.

Bisharp @ Dark Glasses
Nature: Adamant
Ability: Defiant
252 Atk 252 Spe 4 SpD
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

252 speed to at least speed tie magnezone on modest specs. This way Knock Off +Sucker Punch= 2hko. Knock off is there because of Knock off. No really. 100 bp dark attack is just too good to pass up, let alone item removal. Iron head removes non- earth power(if earth power then scizor) diance mega and togekiss. Sucker punch is to clean up after Knock off and to get the jump on

Lead
Garchomp @ Life Orb
Nature: Hasty
Ability: Rough Skin
252 Atk 244 Spe 16 SpA
- Stealth Rock
- Fire Blast
- Earthquake
- Draco Meteor

252 speed is for outspeeding 100 speed and lower. This set uses stealth rock, but also removes bulky steels that could bother my team otherwise(yes you heatran and skarmory). Life orb provided maximum power, and the move set is designed to remove steel. Ferrothorn and slower leads actually have a problem with this guy.

Aerodactyl @ Life Orb
Nature: Jolly
Ability: Unnerve
252 Atk 252 Spe 4 SpD
- Stone Edge
- Defog
- Ice Fang
- Earthquake

252 speed out speeds everything under 130 base speed tier. Talon hates this thing. This can also kill lando and heatran, two problems.

Set up late game sweeper
Charizard @ Charizardite
Nature: Jolly
Ability: Blaze
252 Spe 252 Atk 4 SpD
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake

Exactly it's description. Comes in, sets up, and runs through teams. Ev spread is to maximize damage, as is flare blitz. D claw is used for fear of locking. Earthquake snipes off Heatran.


I usually play Randoms and I'm pretty good. I know about ou meta game too, but I want to try hyper offense. I'm new to this Plz help.
 
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Hey, you have the right concept behind building a solid hyper offensive team your just lacking a few key essentials and have some nonviable concepts + pokemon. Firstly, im going to recommend the change of Support Scizor to Choice Banded Scizor as although Support Scizor is viable it loses it edge without the speed to get crucial defogs off to allow Zard X to come in late game and sweep. Banded Scizor allows for you to tank the nessary dragon and fairy hits and either deal huge damage through coverage or provide devastatingly powerful momentum in U-Turn. Secondly, Noivern is a really limited pokmon in this meta with the swarm of viable Fairy types and Heatran pretty much utterly hindering its ability to do anything, especial with the need for spec considering hope weak it actually is, its become more of hazard to your team than a help. To fix this a make up for the lose of defog on Scizor I would implementing Latias over Noivern. Adding Latias to your team not only provides the ability to support your team with options of Defog or Healing Wish, but also a reliable switch in for monsters like Keldeo and a great speed tier to utilize its great stabs and utility moves. Finally, although Mienshao may seem good on paper, it is heavly outclassed in the OU meta. Also seeing that your team does not utilize hazards which are essential for making it easier for your team to pick off kills, I believe the implement of Lead Infernape over Mienshao should be put in place. This allows for a great suicide lead with tons of ability to still break walls early game, whilst still being able to get your rocks up!

Sets + Info

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower

Applies a great variety of coverage backed up by some insane power also allows you to eat up those fairy and dragon hits and hurt the opposing team with stab momentum in U-Turn on the switch.

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish/Recover

This set has the ability to tank quite few resisted and special hits and provide solid amounts of damage through its stab moves. Also provides great support for the rest of your team in Defog and Healing Wish, defog allowing you to avoid prior damage on Zard to allow for better sweeping ability and Healing Wish to Bring back busied and broken pokemon to allow them to put in further work against the opponent. Recover can be ran over Healing Wish if the pressure of monster like Keldeo is becoming to much.

Infernape @ Focus Sash
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Endeavor
- Overheat
- Stealth Rock
- Close Combat

This set is just an incredible lead in the meta atm with the ability to not only set up Hazards, but potential break at least one or two pokemon before it dies.
The the spread is to allow Infernape to speed tie with other base 108's like Keldeo, the physical attack investment is to KO Heatran and Chansey and the special attack investment and the use of Overheat over Flare Blitz is to do sizable amounts of damage to defensive walls that think they can switch in and stop you like Landorus-T

I hope you enjoyed my rate and have future success with your team!
 
Hello, cool team you have there. So I just want to point out a few of the defensive weaknesses this team has that need to be addressed in some way. Given that this is a hyper offense team I am quite aware that you only need to worry about checking the meta-games top offensive threats and just kill the rest, but this team has some significant issues with a few of them.

The most important thing that I see here is that everything on your team is either OHKO'd or 2HKO'd by CB Talonflame. This is an issue for a number of reasons. A. Talonflame is an extremely common pokemon, who you will run into on the ladder with at least relative frequency, and B. it can one or two hit KO your entire team with a priority move, meaning that you cannot just rely on speed to prevent it from coming in. Next in line would be the extreme difficulty your team has of switching into Mega Metagross. From the top: Scizor switches in, has no moves that remotely threaten Metagross, dies. Gengar switchces in, is OHKO'd by either STAB, dies. Bisharp switches in, is either OHKO'd by Eearthquake or is Meteor Mashed and the KO'd by Earthquake (though it can do a high amount of damage if the Metagross doesn't predict it coming in, due to sucker punch doing about 70-80%). Mienshao switches in, and is OHKO'd, Noivern switches in and has a 60% chance to live a meteor mash (IF it is at full). Should it survive, it has no moves that OHKO Metagross. Charizard-X switches in, lives the Meteor Mash, and is then outsped and killed by Earthquake. It is also important to note that only noivern outspeeds Mega Metagross (Gengar only speed ties it), and for a Pokemon that can reliably OHKO or 2HKO your entire team, this is an issue.

There are some other problems which we can address at a later time, but for now those are the two most worrisome. There are a few easy defensive answers to both of them at once, including 40 Sdef Slowbro, and physically defensive Gliscor, but that will detract somewhat from the offensive pressure of the team. For offensive checks, you can consider Heatran and Rotom-W for talonflame, and if you invest heavily in defense, Rotom-W can also check Mega Metagross.

A final thing I would like to point out that NEEDS to be addressed, is the team's lack of Stealth Rock. This move is almost mandatory for most team archetypes, but ESPECIALLY or a hyper offensive one such as this. The pressure you have is significantly lower without it, and you will find yourself unable to push through many of the defensive checks that OU sports, without the additional damage it provides.
 
As I lack time atm, I'll post one nitpick. Fire Blast Mega Gyarados is pretty much a shitty gimmick. Scizor, Skarmory, and Ferrothorn are handled by your teammates anyways. Second, some of Mega-Gyarados' targets, such as Celebi, Mega Metagross, etc. are handled by STAB Crunch better. And yeah, Crunch deals more neutral damage than Fire Blast. Third, Fire Blast is weak coming from a pathetic base 70 Special Attack from Mega Gyarados. Also, Fire Blast is not boosted by Dragon Dance.

I may be able to pass more constructive criticism at a later time, though.
 
As I lack time atm, I'll post one nitpick. Fire Blast Mega Gyarados is pretty much a shitty gimmick. Scizor, Skarmory, and Ferrothorn are handled by your teammates anyways. Second, some of Mega-Gyarados' targets, such as Celebi, Mega Metagross, etc. are handled by STAB Crunch better. And yeah, Crunch deals more neutral damage than Fire Blast. Third, Fire Blast is weak coming from a pathetic base 70 Special Attack from Mega Gyarados. Also, Fire Blast is not boosted by Dragon Dance.

I may be able to pass more constructive criticism at a later time, though.
Ok crunch is cool.
 
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