//Note
Please forgive any inexperience I exhibit. I have much to learn as a student of the Hyper Offensive.
//Note ends here
Army Details
“March boldly, without fear.”
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore
A perfect epitome (I think) of Hyper Offense, he is a strong, swift attacker. I have opted for a combination of Psychic and Psyshock here, as I found it helpful to get past the fearsome Chansey if I ever came across this wretched fiend. I do switch it with Encore, Substitute, Taunt, etc. in between battles whenever I feel it is beneficial
This set is standard, and probably the most useful one. Its sheer power makes it difficult for the enemy to switch into, making Alakazam a threat not even the Stall can disregard easily.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Azumarill is a useful addition to the army, as it provides useful priority and raw power with the Choice Band add-on. With this, few enemies boast the ability to reliably survive Azumarill's power.
I have chosen Superpower here over Knock Off, as I require a short-term solution to enemy Steel-types, as my ways of dealing with them are limited and even a short-term solution is better than no solution at all.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar is a good Breaker that worries little about the ever-terrifying Chansey. There are enemies that can switch in, but when they go down, Gengar can then worry only about revenge killing.
A typical loadout allows Gengar to effectively handle enemies. He also serves as the team's primary offense versus enemy Fairies, thus it is necessary to maintain his life when you need to eliminate Fairies.
Azelf @ Focus Sash
Ability: Levitate
EVs: 28 Atk / 228 Def / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Skill Swap
- Taunt
Azelf is the team's source of Stealth Rock, and also prevents the enemy from establishing their own. The set is typical – Explosion in particular buys my forces momentum and allows me to start forcing the enemy to my will immediately.
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare
Serperior is this army's way of dealing with enemy Water-types, such as the fearsome Suicune and Slowbro, who can find numerous opportunities to start Calming their Mind and becoming very threatening.
I originally attached a Life Orb to Serperior, but this left it worn down very quickly, too fast for it to take advantage of the power of Life Orb. Thus, Leftovers prevented this and offset Scald burns.
Glare is chosen for utility, and to give trouble to Tornadus-T and Talonflame, who give my team trouble in general.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
I have chosen Zapdos as a means of Defog, a Scizor check, and a check to Talonflame and Tornadus-T, who otherwise gave my team trouble.
CAUTION: Unfortunately, Zapdos slows up my pressure, and it can give the enemy enough relief to capitalize on my temporary weakness. However, I found Thundurus unable to handle Scizor, Talonflame, and Tornadus-T consistently – however, despite this, it seems Thundurus is still the superior option for my army. I request guidance in this regard.
Teach Me
I seek the guidance of the RMT Council, so that I may broaden my horizons and hopefully learn from the experienced. I see that they are having a bit of difficulty, though my views may be mistaken. Please correct me wherever you see fit.
Please forgive any inexperience I exhibit. I have much to learn as a student of the Hyper Offensive.
//Note ends here
Hyper Offense, if my knowledge is correct, is the first playstyle to be used – in other words, most teams in the RBY era were hyper offense. This is based off of my experience, as they could also be called bulky offense or balanced (aren’t the two the same thing?). It’s hard to tell.
Regardless, I saw these teams at the time were most closely fitting to the Hyper Offense archetype, at least by my judgment. Thus, I like to refer to Hyper Offense as the Firstborn – as they were the first playstyle archetype to arise (I think). Thus, you may see me refer to Hyper Offense as the Firstborn sometimes.
I do try to catch myself and use Hyper Offense instead, but just know that I use the two interchangeably.
Tl;dr: Whenever I say Firstborn, just know that it means Hyper Offense.
Regardless, I saw these teams at the time were most closely fitting to the Hyper Offense archetype, at least by my judgment. Thus, I like to refer to Hyper Offense as the Firstborn – as they were the first playstyle archetype to arise (I think). Thus, you may see me refer to Hyper Offense as the Firstborn sometimes.
I do try to catch myself and use Hyper Offense instead, but just know that I use the two interchangeably.
Tl;dr: Whenever I say Firstborn, just know that it means Hyper Offense.
“We are a dying breed. And yet we still stand strong as one.”
I think hyper offense struggles a bit, it’s going a bit extinct. The reason is that you will sack allies a lot of the time, as you have no defensive backbone to fall back to. Thus, it isn’t too hard to send in a wall to the current warrior and force the Firstborn into losing ground, especially given that a lot of allies will perish.
Versus Stall, it’s a mess. Because you will be walled by the same things sometimes, you may have trouble breaking through that one wretched Stall creature. However, generally offensive pressure can somewhat negate this. Stall and Hyper Offense are almost polar opposites, and both hate each other.
Because Stall is powerful and easy to use, you’ll be fighting these wretched forces of nature a lot. So better get ready. Their sheer numbers are nothing to ignore easily. They are nature in all its fury.
“The Stall brought ruin to our way of life. But they could not shatter our will.”
I think hyper offense struggles a bit, it’s going a bit extinct. The reason is that you will sack allies a lot of the time, as you have no defensive backbone to fall back to. Thus, it isn’t too hard to send in a wall to the current warrior and force the Firstborn into losing ground, especially given that a lot of allies will perish.
Versus Stall, it’s a mess. Because you will be walled by the same things sometimes, you may have trouble breaking through that one wretched Stall creature. However, generally offensive pressure can somewhat negate this. Stall and Hyper Offense are almost polar opposites, and both hate each other.
Because Stall is powerful and easy to use, you’ll be fighting these wretched forces of nature a lot. So better get ready. Their sheer numbers are nothing to ignore easily. They are nature in all its fury.
“The Stall brought ruin to our way of life. But they could not shatter our will.”
“Spare none who oppose us.”
Constructing the Army, if by that you mean 6 animals.
SWEEPER/CLEANER: Started with Mega Alakazam. This being perfectly epitomizes the Hyper Offense, I feel – hitting hard and fast, with lacking defenses.
BREAKER: I wanted something to slay Chansey (the most terrifying specimen on Stall) while retaining the strength the Firstborn is known for, so I employed Azumarill, a warrior I have a slight hatred for, but one I can admire nonetheless. It also happens to check Mega Charizard X and Keldeo, which is something that is always welcome. It also stops Heatran without requiring the questionable Focus Blast.
BREAKER: The next warrior is Gengar. His ability to stop Chansey while retaining neutral coverage is one that is most useful. Unfortunately, he lacks staying power.
SWEEPER/CLEANER: This warrior, Serperior, can either sweep or clean – I see little difference between the two terms. However, he is hopelessly walled by Heatran, Talonflame, and Mega Venusaur. The members on my team provided a means around this, however – except for Talonflame, whom I would have to address separately.
LEAD: At this point, I observed that none of my teammates were overly hazard weak. On the other hand, I hate Spikes – I had too much pain as a young one stepping on caltrops (aka Lego bricks), and surely my warriors wouldn’t like this. To delay Spikes and Stealth Rock as long as possible, I employed Azelf, who can also mess around with enemy Mega Diancie and Mega Sableye a bit.
UTIL: Taking a look at the team, I observed a weakness to Talonflame and being threatened by Azumarill a little more heavily than what is preferred. Mega Scizor found numerous setup opportunities as well. Tornadus-T could also do what it pleased. Thus Zapdos could patch up these weaknesses.
Reobserving my work, I took note of the weaknesses I could find. My team's Defog has a Stealth Rock weakness. Ferrothorn can wall a lot, and Serperior makes a “meh” check. Adding to my woes are somewhat questionable Volcanion and Keldeo switch-ins, and my teammates can’t quickly kill it off. What makes Volcanion threatening is that he comes in on Azumarill. Finally, enemy Serperior also could do what they pleased, as only Mega Alakazam outruns it and doesn’t achieve an OHKO.
The army isn’t perfect – enemy Volcanion and Serperior both spell big problems. And that is where I seek assistance.
Constructing the Army, if by that you mean 6 animals.

SWEEPER/CLEANER: Started with Mega Alakazam. This being perfectly epitomizes the Hyper Offense, I feel – hitting hard and fast, with lacking defenses.


BREAKER: I wanted something to slay Chansey (the most terrifying specimen on Stall) while retaining the strength the Firstborn is known for, so I employed Azumarill, a warrior I have a slight hatred for, but one I can admire nonetheless. It also happens to check Mega Charizard X and Keldeo, which is something that is always welcome. It also stops Heatran without requiring the questionable Focus Blast.



BREAKER: The next warrior is Gengar. His ability to stop Chansey while retaining neutral coverage is one that is most useful. Unfortunately, he lacks staying power.




SWEEPER/CLEANER: This warrior, Serperior, can either sweep or clean – I see little difference between the two terms. However, he is hopelessly walled by Heatran, Talonflame, and Mega Venusaur. The members on my team provided a means around this, however – except for Talonflame, whom I would have to address separately.





LEAD: At this point, I observed that none of my teammates were overly hazard weak. On the other hand, I hate Spikes – I had too much pain as a young one stepping on caltrops (aka Lego bricks), and surely my warriors wouldn’t like this. To delay Spikes and Stealth Rock as long as possible, I employed Azelf, who can also mess around with enemy Mega Diancie and Mega Sableye a bit.






UTIL: Taking a look at the team, I observed a weakness to Talonflame and being threatened by Azumarill a little more heavily than what is preferred. Mega Scizor found numerous setup opportunities as well. Tornadus-T could also do what it pleased. Thus Zapdos could patch up these weaknesses.
Reobserving my work, I took note of the weaknesses I could find. My team's Defog has a Stealth Rock weakness. Ferrothorn can wall a lot, and Serperior makes a “meh” check. Adding to my woes are somewhat questionable Volcanion and Keldeo switch-ins, and my teammates can’t quickly kill it off. What makes Volcanion threatening is that he comes in on Azumarill. Finally, enemy Serperior also could do what they pleased, as only Mega Alakazam outruns it and doesn’t achieve an OHKO.
The army isn’t perfect – enemy Volcanion and Serperior both spell big problems. And that is where I seek assistance.
Army Details
“March boldly, without fear.”

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore
A perfect epitome (I think) of Hyper Offense, he is a strong, swift attacker. I have opted for a combination of Psychic and Psyshock here, as I found it helpful to get past the fearsome Chansey if I ever came across this wretched fiend. I do switch it with Encore, Substitute, Taunt, etc. in between battles whenever I feel it is beneficial
This set is standard, and probably the most useful one. Its sheer power makes it difficult for the enemy to switch into, making Alakazam a threat not even the Stall can disregard easily.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Azumarill is a useful addition to the army, as it provides useful priority and raw power with the Choice Band add-on. With this, few enemies boast the ability to reliably survive Azumarill's power.
I have chosen Superpower here over Knock Off, as I require a short-term solution to enemy Steel-types, as my ways of dealing with them are limited and even a short-term solution is better than no solution at all.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar is a good Breaker that worries little about the ever-terrifying Chansey. There are enemies that can switch in, but when they go down, Gengar can then worry only about revenge killing.
A typical loadout allows Gengar to effectively handle enemies. He also serves as the team's primary offense versus enemy Fairies, thus it is necessary to maintain his life when you need to eliminate Fairies.

Azelf @ Focus Sash
Ability: Levitate
EVs: 28 Atk / 228 Def / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Skill Swap
- Taunt
Azelf is the team's source of Stealth Rock, and also prevents the enemy from establishing their own. The set is typical – Explosion in particular buys my forces momentum and allows me to start forcing the enemy to my will immediately.

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare
Serperior is this army's way of dealing with enemy Water-types, such as the fearsome Suicune and Slowbro, who can find numerous opportunities to start Calming their Mind and becoming very threatening.
I originally attached a Life Orb to Serperior, but this left it worn down very quickly, too fast for it to take advantage of the power of Life Orb. Thus, Leftovers prevented this and offset Scald burns.
Glare is chosen for utility, and to give trouble to Tornadus-T and Talonflame, who give my team trouble in general.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
I have chosen Zapdos as a means of Defog, a Scizor check, and a check to Talonflame and Tornadus-T, who otherwise gave my team trouble.
CAUTION: Unfortunately, Zapdos slows up my pressure, and it can give the enemy enough relief to capitalize on my temporary weakness. However, I found Thundurus unable to handle Scizor, Talonflame, and Tornadus-T consistently – however, despite this, it seems Thundurus is still the superior option for my army. I request guidance in this regard.
"Death is the fate of all warriors. A fate that we, too, may soon embrace."
As mentioned before, I lack a real answer to Volcanion and Serperior, both of whom can overwhem my army if given enough opportunities. Serperior could be revenged with the help of both Zapdos and Mega Alakazam, but I must be swift.
Stall is terrifying and difficult to deal with – the Stall is feared for a reason, reason being their sheer resilience to any attempt of extermination, their monstrousness, and sheer numbers (I have found countless Stalls in my brief stay in 1600 elo) as my forces slowly perish from whatever damage the Stall inflicts. I must be swift or else I risk giving them enough time to whittle down my forces.
Losing offensive pressure. Because this team doesn't have a sturdy defensive backbone, it will fall if we cannot force the enemy to bow to our will. Wallbreakers found on enemy Balanced teams can spell trouble if they get in safely and keep my warriors off balance.
Enemy Assault Vest users. These include Tornadus-T, Conkeldurr, and Tangrowth. They can easily deal with quite a few of my team, as my primary offense utilizes Special Attack.
Enemy Sand offense. Although Mega Alakazam can Trace Sand Rush, this does not save it from Chople Berry Tyranitar, who will be swift to ensure Mega Alakazam's death. It cannot switch in completely safely, which buys me insurance, but if it gets in safely, Alakazam will be assuredly killed.
Amoonguss isn't an enormous threat, but my army has difficulty breaking through it, and Alakazam cannot reliably switch in. It also can switch in quite a few times.
Some other threats I have forgotten about.












Teach Me
I seek the guidance of the RMT Council, so that I may broaden my horizons and hopefully learn from the experienced. I see that they are having a bit of difficulty, though my views may be mistaken. Please correct me wherever you see fit.
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