





Hey Guys! After quite a while, I now created another Team worth uploading. I still have some minor issues and I would be glad to hear your opinion on some things. It is mainly about changing some sets. To be clear, these are the issues, I am not sure about:
1. Pursuit vs. Crunch on Tyranitar?
2. Nasty Plot vs. HP Ice vs. Taunt on Thundurus?
3. HP Grass vs. Sludge Bomb on Volcanion?
4. Adamant vs. Jolly on Excadrill?
5. Swords Dance vs. Rock Slide on Excadrill?
6. Hyper Cutter vs. Moxie on Pinsir pre-Mega?
But now to the team - and a big thank you to everybody taking the time to review this team :)!
With all those Bulky Offense teams running around, I tried to build a Hyperoffense team that would actually put in work in the current metagame. And I could not think of a Mega that is more offensive than the one and only:
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter/Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance
Ability: Hyper Cutter/Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance
Mega-Pinsir puts in so much work with its pure offensive power and its great ability Aerilate! It often serves as the main late-game cleaner with priority Quick Attack, but also puts holes in teams for the other mons to shine. It is pretty much the standard set, but I am not quite sure if Moxie would be a better Choice, because it does not beat the common Intimidate users with or without Hyper Cutter. Also I discussed running Jolly, but I feel like, it loses too much power and some faster mons can be dealt with by priority.
The biggest thing that Mega-Pinsir fears, are Stealth Rocks, so I needed a Spinner/Defogger and my choice was:
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance/Rock Slide
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance/Rock Slide
Exadrill, I first thought, would also be my Scarfer, but later on, I decided to pair it with Ttar - making it my secondary physical Sweeper. I decided not to bring Rock Slide because of my defensive Ttar that is my Bird Check. The SD Setup helps with Will-Os and bulkier mons in the way of Excadrill. It pretty much outspeeds everything in the Tier barring Jolly Sand Rush Excas which often gave me problems. But then again, I would have to rely on a speed tie. So, I decided to run Air Balloon. That allows me to win against those, if I manage to keep my Balloon intact.
After I had my offensive core with Exca and Pinsir - both synergize extremely well - it was obvious that I needed a big special hitter and something to absorb Will-o-Wisps. Also, a water-absorber is a good thing to add, as Scald was almost as scary as Will-O. So I added the new star of the OU Tier:
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]/Sludge Bomb
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]/Sludge Bomb
Specs Volcanion just gets kills. You send it in, you kill a mon and then switch out. As I already had priority and a very fast mon, I could live with a slow hitter in Volcanion. Also. the necessary Hazard-removal was already there. The two STAB moves, I think, are self-explanatory. Earth Power was added in case I see another Volcanion I have to beat 1-on-1 and then the problems began. I always see myself facing Belly Drum Azu, when I run HP Grass and facing Quagmire when I run Sludge Bomb. But as I have so much setup in this team, I'd rather kill the Unaware threat. And I have more things to kill Azu than Quag.
After adding Volc, i realized that Rocks would be my next priority:
Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock
But when I actually played, my offensive SR Ttar that lead to my Exca-change did not put in that much work and I often lost to Scarf Landorus-T. So I chose a lure Ttar with max Defense and Shuca Berry to eat up EQs and kill the Landos with an Icebeam. It may seem very 2013, but since this change I lost no game to Scarf Lando. The lack of Smooth Rock is problematic sometimes, but as I have other strong hitters than Exca, I can run Shuca. The bigger question is, if I should change Pursuit to Crunch. As Latias is the primary check to Volcanion on most teams, it would be nice to trap it, but almost nobody lets it in. And as I need Ttar to set sand and Stealth Rocks, it seems like giving it this third role is too much sometimes and I feel like the added power of Crunch would help.
After that, I needed a Ground resist and some Speed control in case i cannot do any work with my Sand Rush Exca, so I added:
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Nasty Plot/HP Ice/Taunt
- Thunder Wave
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Nasty Plot/HP Ice/Taunt
- Thunder Wave
I tried out Defiant Thundurus, but it did not put in any work besides catching some people off guard and I lacked Speed control. So, I changed it to Prankster T-Wave 3 attacks. I ran HP Ice for about one week, but really had no reason to click it anytime as my lure Ttar took care of Garchomps and Landos. So I threw it out for Nasty Plot and only had Focus Blast as coverage, which is inaccurate, but gets the job done, if T-Bolt doesn't. Also, using Focus Blast lures in some checks that could beat unboosted Thundy. So a well-timed Nasty Plot put in more work than HP Ice. Another idea, which I have yet to try out is Taunt, but I keep that for higher parts of the ladder, when Stall gets more common. Of course, this mon also deals with water threats that give problems to most offensive team, especially Manaphy and Azu are big problems without Thundurus, as they can have good coverage for Volcanion, whose pure presence prevents Scald from being clicked.
At this point, the team was already very solid, but I needed at least some kind of switch-in for big threats and Sableye still was a problem because it is so hard to kill. Therefore I added:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
This mon is S-ranked for a reason. You really can put it on any team you want and it will put in work. Also after I realized that I already had Stealth Rock and T-Wave, I could use the rare Flamethrower set, which beats or at least weakens some of its checks. It's also a prefect status absorber and after being burned or toxiced, it even beats every Klefki - even Flash Cannon Klefki, if you manage to boost up before the switch in. Clef was the perfect addition and helped me with many common threats to HO.
So this was the short breakdown of the team. Feel free to make some suggestions or ask questions! Especially concerning the problems I listed, but I am glad to try out some completely different ideas, if they make sense
Thank you and feel free to steal the team!
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Nasty Plot
- Thunder Wave
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Nasty Plot
- Thunder Wave
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