What's up smogon? I've been trying my hand at a new sort of playstyle in the hope it would kickstart me into playing more competetively. With my balanced team on lockdown, I wanted to move towards the delicate art of hyper offence. Let's look at the team first off:
The squad
Firstly I needed what all HO teams need: a rock setter. More than that, I needed something that could reliably get it off, and if possible lay different hazards, so I chose Skarmory with sturdy, with the hope I can at least get rocks off. I then looked at my set-up sweepers. I settled on Serperior, as not only does it ruin lati@s, it also lays into Ferro/Scizor with HP Fire after only 1 contrary boost, as well as having reliable recovery and blistering speed. For my flagship physical sweeper, I wanted something that could handle the birds as well as give good coverage. Not only does Tyranitar do all that, he also has really decent bulk and access to Dragon Dance, which boosts him to scary levels with the aid of the sandstorm damage. Mega Lopunny gives me some stick here, as does Conkeldurr and Breloom with mach punch - having a physical Infernape complete with a swords dance boost and priority lets me deal comfortably with Breloom/Lop, and lets me whittle down Conk. This gives me secondary pressure on the steel types roaming OU, and a +2 fire punch actually KOs Gliscor, as well as +2 CC ripping Blissey a new one. I wanted more priority after that, and some backup fighting as well as a nice psychic and toxic immunity: Scizor fit the bill here, with a whopping 394 attack and bullet punch, OHKOing mega gardevoir in one hit, a nice feat considering it can go to town on T-tar and Infernape. Finally, I wanted a fast special sweeper, preferrably with a ground immunity, and I stumbled upon Thundurus. With 125/111 SpAtk/Spe it definitely fit the bill, and a lovely prankster thunder wave has helped me turn quite a few battles.
The team in detail
Skarmory @ Rocky Helmet / Custap berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Toxic
- Taunt
So, I've gone for 252 HP / 252 Spe in the hope I can taunt slower enemies, and to give me enough bulk to set up nicely. Sturdy so I at least get rocks out, and rocky helmet for it they attack physically, though I'm thinking of changing it to Custap berry, which would allow me to set spikes before I died too. Complete support set, running toxic and taunt on the offchance I manage to get them out; I had a game where a T-flame used flare blitz while i rocked, then roosted off the damage and got hit with toxic. If I set rocks and get the chance, toxic makes it really easy to clean up. Skarmory is literally there as suicide, as getting a sweeper of my choice on the field is really important in terms of momentum.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Hidden Power [Fire]
The beast himself. With 356 timid speed, he outspeeds the 110 benchmark, which is really important in terms of KOing Lati@s and Char-X with dragon pulse, especially if I get the +2 from leaf storm off. HP fire just for coverage, at +2 it brings a SpDef/HP Ferrothorn into a 2hko range, and a defensive one into an okho, and OHKOs Skarmory and Mega Scizor. I don't have to run a set-up move on this, as if it gets a leaf storm off, on the switch or whatever, it's moves become so strong, and has enough speed to keep on going. Life orb for maximum damage; this thing hits like a truck.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Rock Slide
- Ice Punch/earthquake
So as I said, the birds were giving me some trouble, as they could rampage Serperior, Scizor and Skarmory, and dent Infernape and Thunderus too. I needed a really reliable way of stopping T-flame, as priority Brave bird sucks ass. Not only does T-tar give me a really nice bird spam counter, stopping both Charizard variants and ohkoing with rock slide, it also stops T-flame from running riot, and at +2 it really does ridiculous damage, hitting 580 speed too, which is jokes. The only thing that can stop this from 6-0 once it gets going is priority moves, though Breloom hits for 80% and while Mega Lopunny hits for 180% with a HJK, if I outspeed it at +2 I easily OKHO with crunch, taking minimal damage off fake out. All moves chosen are for coverage, two strong stabs and ice punch for Gliscor/Garchomp, but I could easily run earthquake too which would give me more reliable damage against Ferrothorn, netting a 2hko without taking damage from barbs. However, ice punch deals 150% damage to a Fatchomp, where earthquake ranks in with lower damage than Chomp's.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Mach Punch
- Fire Punch
Alright, I love this guy, and can't understand why he's in UU. Maybe it's his bulk, because with 104/104/108 on his attacking stats he's no slouch. Swords dance puts hit attack stat to 614, and then it's gg, with priority moves, speed and good damage. Standard EV spread and coverage moves. I'm considering running thunder punch on it incase the enemy switches to their slowbro or T-flame or w/e, but I wouldn't know what to remove for it. Perhaps close combat, as a +6 Swords dance is the same damage as +2 CC, but it would lack real power then. It's only Skarmory where I run into trouble with this set, but a +2 fire punch kills it. The only way it can beat a T-flame though is if it switches in on rocks and I get a T-punch off on it. Still, for the dedicated Chansey and steel breaking wall, it does a fantastic job, with a +2 CC even comfortable ohkoing Conkledurr, another mon that threatens T-tar with Mach punch.
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe/ 252 HP
Adamant Nature
- Swords Dance
- Superpower
- Bug Bite
- Bullet Punch
My boy. He features on most of my OU teams because of his amazing potential. The only real counter to Xerneas says something, doesn't it? (I know we're not in Ubers but still). As you might have guessed on this team, it's running swords dance, because why not? even unboosted it ohkos mega gardevoir, which is really nice. It also runs rings around Mega Diancie, and generally any fairy/rock type out there. If it gets the chance to set up, thanks to it's resistances and typing it doesn't need a speed stat really, which is why I'm considering the HP/Attack EV spread rather than speed. It would allow me to tank way more hits, and keep hitting, considering I mostly use this for the bullet punch, and superpower on the switch. Superpower is great because it lets me ohko heatran unboosted, and gives me another move against Ferro-twat.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Dark Pulse/nasty plot
Finally, as I said, I wanted another fast special sweeper, and while it doesn't have access to a set-up move on this set, it fulfills everything I need it to do, ohkoing and outspeeding gengar, slowbro, and mega gyarados, who can also run riot after a D-dance. Having an immunity to thunder wave helps, and prankster thunder wave has saved my life quite a few times. Standard nature, EV spread and moves for coverage, though I'm considering running nasty plot instead of dark pulse to give it so much more kick. I'm not sure it really needs it, though; unboosted thunderbolt does 149% to skarmory, 113% to mega slowbro. It only does 91% to mega Gyarados, but it's guaranteed after stealth rock. However, HP ice only deals 51% to a physical hippodown, which sucks. I'd need to be +2 to kill it, considering it could toxic, slack off, etc. So, nasty plot or nay?
Afterthoughts
So there's the team. I've had 7 games with it and won 3, only losing 3 where it came down to the last turn, and lost 1 because of dumb mistakes. I know the playstyle works, and it's really fun, but this team needs tweaking to let it perform. I'm not attached at all to any of the mons, except probably scizor and infernape, so go crazy.
Threats
Anything with priority ruins this team. T-flame can 3-0 before it succumbs to recoil damage, and Weavile can 4-0 with priority ice and hax on icicle crash recoil chance, though T-tar can destroy it if it lands a rock slide. Status effects annoy me too, namely burns since most of my team is physical, though Infernape is immune to burns, and thundurus/scizor are immune to T-wave, with the latter being immune to toxic too. Mega Sableye can run circles too, since I have to use something other than skarmory to lead, and Infernape is my best bet at dodging WoW and using fire punch, though a foul play can put me on my arse.
What to do next?
Have a read, have a look, snort, laugh, despair, whatever, but come back to me with good criticism - I'd love to see this team really shine, as I'm having stacks of fun with the playstyle already.
The squad






Firstly I needed what all HO teams need: a rock setter. More than that, I needed something that could reliably get it off, and if possible lay different hazards, so I chose Skarmory with sturdy, with the hope I can at least get rocks off. I then looked at my set-up sweepers. I settled on Serperior, as not only does it ruin lati@s, it also lays into Ferro/Scizor with HP Fire after only 1 contrary boost, as well as having reliable recovery and blistering speed. For my flagship physical sweeper, I wanted something that could handle the birds as well as give good coverage. Not only does Tyranitar do all that, he also has really decent bulk and access to Dragon Dance, which boosts him to scary levels with the aid of the sandstorm damage. Mega Lopunny gives me some stick here, as does Conkeldurr and Breloom with mach punch - having a physical Infernape complete with a swords dance boost and priority lets me deal comfortably with Breloom/Lop, and lets me whittle down Conk. This gives me secondary pressure on the steel types roaming OU, and a +2 fire punch actually KOs Gliscor, as well as +2 CC ripping Blissey a new one. I wanted more priority after that, and some backup fighting as well as a nice psychic and toxic immunity: Scizor fit the bill here, with a whopping 394 attack and bullet punch, OHKOing mega gardevoir in one hit, a nice feat considering it can go to town on T-tar and Infernape. Finally, I wanted a fast special sweeper, preferrably with a ground immunity, and I stumbled upon Thundurus. With 125/111 SpAtk/Spe it definitely fit the bill, and a lovely prankster thunder wave has helped me turn quite a few battles.
The team in detail

Skarmory @ Rocky Helmet / Custap berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Toxic
- Taunt
So, I've gone for 252 HP / 252 Spe in the hope I can taunt slower enemies, and to give me enough bulk to set up nicely. Sturdy so I at least get rocks out, and rocky helmet for it they attack physically, though I'm thinking of changing it to Custap berry, which would allow me to set spikes before I died too. Complete support set, running toxic and taunt on the offchance I manage to get them out; I had a game where a T-flame used flare blitz while i rocked, then roosted off the damage and got hit with toxic. If I set rocks and get the chance, toxic makes it really easy to clean up. Skarmory is literally there as suicide, as getting a sweeper of my choice on the field is really important in terms of momentum.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Hidden Power [Fire]
The beast himself. With 356 timid speed, he outspeeds the 110 benchmark, which is really important in terms of KOing Lati@s and Char-X with dragon pulse, especially if I get the +2 from leaf storm off. HP fire just for coverage, at +2 it brings a SpDef/HP Ferrothorn into a 2hko range, and a defensive one into an okho, and OHKOs Skarmory and Mega Scizor. I don't have to run a set-up move on this, as if it gets a leaf storm off, on the switch or whatever, it's moves become so strong, and has enough speed to keep on going. Life orb for maximum damage; this thing hits like a truck.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Rock Slide
- Ice Punch/earthquake
So as I said, the birds were giving me some trouble, as they could rampage Serperior, Scizor and Skarmory, and dent Infernape and Thunderus too. I needed a really reliable way of stopping T-flame, as priority Brave bird sucks ass. Not only does T-tar give me a really nice bird spam counter, stopping both Charizard variants and ohkoing with rock slide, it also stops T-flame from running riot, and at +2 it really does ridiculous damage, hitting 580 speed too, which is jokes. The only thing that can stop this from 6-0 once it gets going is priority moves, though Breloom hits for 80% and while Mega Lopunny hits for 180% with a HJK, if I outspeed it at +2 I easily OKHO with crunch, taking minimal damage off fake out. All moves chosen are for coverage, two strong stabs and ice punch for Gliscor/Garchomp, but I could easily run earthquake too which would give me more reliable damage against Ferrothorn, netting a 2hko without taking damage from barbs. However, ice punch deals 150% damage to a Fatchomp, where earthquake ranks in with lower damage than Chomp's.

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Mach Punch
- Fire Punch
Alright, I love this guy, and can't understand why he's in UU. Maybe it's his bulk, because with 104/104/108 on his attacking stats he's no slouch. Swords dance puts hit attack stat to 614, and then it's gg, with priority moves, speed and good damage. Standard EV spread and coverage moves. I'm considering running thunder punch on it incase the enemy switches to their slowbro or T-flame or w/e, but I wouldn't know what to remove for it. Perhaps close combat, as a +6 Swords dance is the same damage as +2 CC, but it would lack real power then. It's only Skarmory where I run into trouble with this set, but a +2 fire punch kills it. The only way it can beat a T-flame though is if it switches in on rocks and I get a T-punch off on it. Still, for the dedicated Chansey and steel breaking wall, it does a fantastic job, with a +2 CC even comfortable ohkoing Conkledurr, another mon that threatens T-tar with Mach punch.

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe/ 252 HP
Adamant Nature
- Swords Dance
- Superpower
- Bug Bite
- Bullet Punch
My boy. He features on most of my OU teams because of his amazing potential. The only real counter to Xerneas says something, doesn't it? (I know we're not in Ubers but still). As you might have guessed on this team, it's running swords dance, because why not? even unboosted it ohkos mega gardevoir, which is really nice. It also runs rings around Mega Diancie, and generally any fairy/rock type out there. If it gets the chance to set up, thanks to it's resistances and typing it doesn't need a speed stat really, which is why I'm considering the HP/Attack EV spread rather than speed. It would allow me to tank way more hits, and keep hitting, considering I mostly use this for the bullet punch, and superpower on the switch. Superpower is great because it lets me ohko heatran unboosted, and gives me another move against Ferro-twat.

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Dark Pulse/nasty plot
Finally, as I said, I wanted another fast special sweeper, and while it doesn't have access to a set-up move on this set, it fulfills everything I need it to do, ohkoing and outspeeding gengar, slowbro, and mega gyarados, who can also run riot after a D-dance. Having an immunity to thunder wave helps, and prankster thunder wave has saved my life quite a few times. Standard nature, EV spread and moves for coverage, though I'm considering running nasty plot instead of dark pulse to give it so much more kick. I'm not sure it really needs it, though; unboosted thunderbolt does 149% to skarmory, 113% to mega slowbro. It only does 91% to mega Gyarados, but it's guaranteed after stealth rock. However, HP ice only deals 51% to a physical hippodown, which sucks. I'd need to be +2 to kill it, considering it could toxic, slack off, etc. So, nasty plot or nay?
Afterthoughts
So there's the team. I've had 7 games with it and won 3, only losing 3 where it came down to the last turn, and lost 1 because of dumb mistakes. I know the playstyle works, and it's really fun, but this team needs tweaking to let it perform. I'm not attached at all to any of the mons, except probably scizor and infernape, so go crazy.
Threats
Anything with priority ruins this team. T-flame can 3-0 before it succumbs to recoil damage, and Weavile can 4-0 with priority ice and hax on icicle crash recoil chance, though T-tar can destroy it if it lands a rock slide. Status effects annoy me too, namely burns since most of my team is physical, though Infernape is immune to burns, and thundurus/scizor are immune to T-wave, with the latter being immune to toxic too. Mega Sableye can run circles too, since I have to use something other than skarmory to lead, and Infernape is my best bet at dodging WoW and using fire punch, though a foul play can put me on my arse.
What to do next?
Have a read, have a look, snort, laugh, despair, whatever, but come back to me with good criticism - I'd love to see this team really shine, as I'm having stacks of fun with the playstyle already.