Hi guys. Back in Gen 6 I loved playing Hyper Offence, it was so much fun to play fast and furious, if you lost, you lost. The games were quick, but thrilling. After learning the new metas in the new generation, I think have conjured up something that vaguely resembles a HO team:
Teambuilding Process:
First I created my wincon, Mega-Sharpedo. With a guaranteed +1 speed, and a sky-high attack stat, Sharpedo has all the tools he needs for cleaning. Arguably the best cleaner in the tier, he can easily tear through weakened lineups and frail teams.
Next I added some support in the form of entry-hazards, Garchomp. Fast, hard-hitting, Garchomp can set up rocks fast and immediately place strain on most teams which don't have strong checks. He can also provide early wallbreaking for the team, and Sharpedo
Now to focus on Sharpedo's checks, being priority, fighting, water, fairy, steel and bulky defensive mons. Enter Lele, Bulu and Magnezone. Lele gives added supprt with Psychic Terrain, blocking Mach Punch and Sucker Punch from Sharpedo and the team. Bulu is glue, while also hitting rain teams and water types hard. Magnezone is for bulky steels and fairies, who he can trap and check effectively.
Finally, a utility who could wallbreak, stallbreak, spinblock and support, enter Gengar. Gengar is a very potent threat, and with a versatile kit he can almost perform any role. On this team, his main function is to keep entry hazards in for Sharpedo's sweep.
Overview
Jaws (Sharpedo-Mega) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang
Living up to his namesake, Sharpedo is a fast, powerful threat which lurks around before pouncing at the right opportunity (ha). The team's cleaner, after speed boost he outspeeds the entire unboosted metagame, meaning if the team is weakened enough, he can decimate the entire lineup. After Mega-Evolving, he gains Strong Jaw, which means his STAB Crunch is a nuke which can KO most of the tier. for those he can't KO, such as Fighting types, Psychic Fangs gets a Strong Jaw boost to completely smash them. Ice Fang is pretty useful coverage, hitting Chomp and Lando-T.
EVs to make him the fastest, hardest hitting Jaws ever.
Land-Jaws (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Outrage
- Swords Dance
The team's lead, Garchomp provides both powerful early-game wallbreaking, as well as entry hazard support. After a Stealth Rock, Swords Dance quickly mounts pressure on the enemy team, making both his STAB moves look terrifying. EQ is a mandatory STAB which can hit a good majority of the tier for neutral/supereffective damage, while Outrage is preferred over Dragon Claw because of the suicide nature of the lead. After +2, it can quite possibly 6-0 teams. Outrage is usually preferred, unless the other team has any fairy except Fini, which is a common switch-in. Usually comes in, S-Rock, then just go out swinging. Yep.
Mermaid (Tapu Lele) @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psyshock
- Moonblast
- Taunt
Lele, lele, lele. Of the tapu's, she would probably be the cutest, however the one who scared you the most at the pokemon selection screen. Lele hits insanely hard with her Psychic Terrain boosted Psyshock, and STAB Moonblast. Her frightening Special Attack leaves all but the bulkiest special walls quivering in their boots, busting through teams incredibly well. This is one of my favourite sets because of Lele's notoriety for Choice, meaning it is very easy to bluff. Z-Focus Blast OHKOs or dents pretty much anything, especially steels which resist the STAB combo. One of the best wallbreakers in the tier, Lele has perfect synergy with Sharpedo, protecting him from priority, Fighting and Dark types, and punching out holes for him to clean up.
Surfer (Tapu Bulu) @ Choice Band
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
To add to the wallbreaking prowess of Lele, enter Bulu, who patches up the team nicely with nice resists to ground and electric, as well as providing some massive damage. Banded Bulu is a great mid-game breaker, able to remove mons with his STAB moves, which are boosted by Grassy Terrain. His coverage beats his switch-ins, making him very threatening and dangerous. Wood Hammer is great for ruining mons, Horn Leech for general breaking. Superpower hits steel switch-ins, and Stone Edge hits flying threats. He provides bulk to an otherwise skinny lineup, meaning he can switch-in and wrestle momentum back into the teams hands.
The Storm (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Admiral Ackbar warned Celesteela, yet she chose to go anyways. SpecsAnti-Celesteela Magnezone can do so many things for the team, Volt Switch support, wallbreaking and trapping. His main function is eliminating the steels which can wall Sharpedo, Cele and Skarm being the main ones, with TBolt/HP Fire. His next priority is Fairies, who he can switch-in to and kill with Flash Cannon. His last priority is to function as a pivot, with slow Volt Switch bringing Gengar, Lele and Sharpedo.
Swimmer (Gengar) @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
Nerfed, yet still holding on. OU since gen 1, Gengar is still the monster it always has been. The teams utility-breaker, he possesses the power of a wallbreaker with the kit of a support. With taunt, he can block both forms of entry hazard removal, as well as break stall. His two STAB moves can just be spammed and you will probably end up wiping the team, lol. Seriously though, barely anything in the tier resists ghost, and those who do are dismantled by something else in the kit or the team. Will-O-Wisp provides more support and a way to shut down physical attackers.
And that's the team! It was only after the build I realised it looked like Jaws, with a buff dude, sharks, a dead guy and a chick. I'm currently climbing the ladder at 1450-ish.
thenks
Teambuilding Process:
First I created my wincon, Mega-Sharpedo. With a guaranteed +1 speed, and a sky-high attack stat, Sharpedo has all the tools he needs for cleaning. Arguably the best cleaner in the tier, he can easily tear through weakened lineups and frail teams.
Next I added some support in the form of entry-hazards, Garchomp. Fast, hard-hitting, Garchomp can set up rocks fast and immediately place strain on most teams which don't have strong checks. He can also provide early wallbreaking for the team, and Sharpedo
Now to focus on Sharpedo's checks, being priority, fighting, water, fairy, steel and bulky defensive mons. Enter Lele, Bulu and Magnezone. Lele gives added supprt with Psychic Terrain, blocking Mach Punch and Sucker Punch from Sharpedo and the team. Bulu is glue, while also hitting rain teams and water types hard. Magnezone is for bulky steels and fairies, who he can trap and check effectively.
Finally, a utility who could wallbreak, stallbreak, spinblock and support, enter Gengar. Gengar is a very potent threat, and with a versatile kit he can almost perform any role. On this team, his main function is to keep entry hazards in for Sharpedo's sweep.
Overview
Jaws (Sharpedo-Mega) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang
Living up to his namesake, Sharpedo is a fast, powerful threat which lurks around before pouncing at the right opportunity (ha). The team's cleaner, after speed boost he outspeeds the entire unboosted metagame, meaning if the team is weakened enough, he can decimate the entire lineup. After Mega-Evolving, he gains Strong Jaw, which means his STAB Crunch is a nuke which can KO most of the tier. for those he can't KO, such as Fighting types, Psychic Fangs gets a Strong Jaw boost to completely smash them. Ice Fang is pretty useful coverage, hitting Chomp and Lando-T.
EVs to make him the fastest, hardest hitting Jaws ever.
Land-Jaws (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Outrage
- Swords Dance
The team's lead, Garchomp provides both powerful early-game wallbreaking, as well as entry hazard support. After a Stealth Rock, Swords Dance quickly mounts pressure on the enemy team, making both his STAB moves look terrifying. EQ is a mandatory STAB which can hit a good majority of the tier for neutral/supereffective damage, while Outrage is preferred over Dragon Claw because of the suicide nature of the lead. After +2, it can quite possibly 6-0 teams. Outrage is usually preferred, unless the other team has any fairy except Fini, which is a common switch-in. Usually comes in, S-Rock, then just go out swinging. Yep.
Mermaid (Tapu Lele) @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psyshock
- Moonblast
- Taunt
Lele, lele, lele. Of the tapu's, she would probably be the cutest, however the one who scared you the most at the pokemon selection screen. Lele hits insanely hard with her Psychic Terrain boosted Psyshock, and STAB Moonblast. Her frightening Special Attack leaves all but the bulkiest special walls quivering in their boots, busting through teams incredibly well. This is one of my favourite sets because of Lele's notoriety for Choice, meaning it is very easy to bluff. Z-Focus Blast OHKOs or dents pretty much anything, especially steels which resist the STAB combo. One of the best wallbreakers in the tier, Lele has perfect synergy with Sharpedo, protecting him from priority, Fighting and Dark types, and punching out holes for him to clean up.
Surfer (Tapu Bulu) @ Choice Band
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
To add to the wallbreaking prowess of Lele, enter Bulu, who patches up the team nicely with nice resists to ground and electric, as well as providing some massive damage. Banded Bulu is a great mid-game breaker, able to remove mons with his STAB moves, which are boosted by Grassy Terrain. His coverage beats his switch-ins, making him very threatening and dangerous. Wood Hammer is great for ruining mons, Horn Leech for general breaking. Superpower hits steel switch-ins, and Stone Edge hits flying threats. He provides bulk to an otherwise skinny lineup, meaning he can switch-in and wrestle momentum back into the teams hands.
The Storm (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Admiral Ackbar warned Celesteela, yet she chose to go anyways. Specs
Swimmer (Gengar) @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
Nerfed, yet still holding on. OU since gen 1, Gengar is still the monster it always has been. The teams utility-breaker, he possesses the power of a wallbreaker with the kit of a support. With taunt, he can block both forms of entry hazard removal, as well as break stall. His two STAB moves can just be spammed and you will probably end up wiping the team, lol. Seriously though, barely anything in the tier resists ghost, and those who do are dismantled by something else in the kit or the team. Will-O-Wisp provides more support and a way to shut down physical attackers.
And that's the team! It was only after the build I realised it looked like Jaws, with a buff dude, sharks, a dead guy and a chick. I'm currently climbing the ladder at 1450-ish.
thenks