Hyper Offense featuring Kyurem-B, Mega Altaria, and a 3 Eyed Beast
Introduction
Hi all, my name is Jacob. I can be found on PS as McLemore. I'm usually in Competitive Tutoring or Rate My Team so hit me up sometime. I decided to make this team because I wanted to use Mega Altaria. So, without further ado, here we go.
Teambuilding Process
The teambuilding process for this team was fairly simple. I've been playing / building Hyper Offense for awhile and wanted to use Mega Altaria. I used TNT's Framework for a Hyper Offensive team this time around though and it helped me make some of these decisions.
The Team
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
I decided to use Garchomp on this team because he is the premier suicide lead and stealth rock user for Hyper Offense. He's also fast enough to be used as an offensive threat if he's alive after setting up his rocks. Swords Dance makes him an offensive monster with his dual STAB combo. I use Lum Berry right now, but I'm considering changing it to Focus Sash to guarantee getting Stealth Rock up. I'm also considering Fire Blast over Swords Dance to deal with lead Ferrothorns and such.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
TNT's framework recommends 2 wallbreakers for a Hyper Offensive team and Victini is my team's first. It is used to break holes in the opponent's team and is especially useful to get through special walls such as Chansey. Choice Banded V-Create will absolutely Nagasaki any pokemon that trys to switch in. Bolt Strike gives Victini a way to easily handle Rotom-W and other bulky Water types that want to switch in to take a V-Create. Zen Headbutt and U-Turn are used for STAB and to gain momentum.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Kyurem-B is my team's second wallbreaker as recommended in TNT's post. He breaks through any physical walls that my opponent might have on their team. His perfect BoltBeam coverage and Earth Power along with Teravolt (RIP Rotom-W & Dragonite) let him cover so many threats. Roost gives him longevity & a way to recover from Life Orb recoil. The EVs are standard.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
This is the three eyed beast and the one mon that you probably kinda shook your head at. This spot was originally taken by Cobalion, but Magneton lets me check Azumarill, Talonflame, and Mega-Pinsir much much better than Cobalion did. The Choice Scarf lets him outspeed Talon (Including Jolly natured ones which Magnezone can't do.) and Mega-Pinsir while also giving him the ability to grab momentum with Volt Switch. Magnet Pull lets him trap Ferrothorn / Scizor and take them out with HP[Fire]. Overall, Magneton has provided some much needed utility for this team.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost
I chose Altaria for this slot because, well, I wanted to. She is the team's (Drum roll please) sweeper and win condition in most games. The Dragon Dance set makes her so so good. Double-Edge is used over Return for damage output (OHKOing Chansey, uninvested Landorus-T (with Intimidate factored in), and physically defensive Rotom-W after one Dragon Dance boost and Stealth Rock damage) and Earthquake is for coverage. Roost completes the set by giving Altaria a constant source of recovery.
Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
I chose Bisharp because of his powerful priority and ability to check the Lati twins and other mons that might want to get rid of my hazards. The Assault Vest gives him more bulk than he normally would have and lets him effectively counter and then Pursuit trap Lati@s. It also helps him deal with Clefable more easily. Knock Off lets me remove items and pairs well with Iron Head for STAB. Sucker Punch is used for some priority and lets me play mind games with my opponent. Pursuit is used to trap various mons.
Threat List
I'll add threats here as I notice them.
Choice Scarf -
Sand Rush -
Choice Specs -
Choice Scarf -
Conclusion
This team has performed pretty well so far. I've gotten up to about 1500 on the ladder and would really like for it to take me further. Thanks for your rate and taking the time to read this, Futatsuiwa of Sado for suggesting Magneton, and to Trinitrotoluene (TNT) for his great work in helping anyone who wants to build an effective Hyper Offense team.
Introduction
Hi all, my name is Jacob. I can be found on PS as McLemore. I'm usually in Competitive Tutoring or Rate My Team so hit me up sometime. I decided to make this team because I wanted to use Mega Altaria. So, without further ado, here we go.
Teambuilding Process
The teambuilding process for this team was fairly simple. I've been playing / building Hyper Offense for awhile and wanted to use Mega Altaria. I used TNT's Framework for a Hyper Offensive team this time around though and it helped me make some of these decisions.
The Team
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
I decided to use Garchomp on this team because he is the premier suicide lead and stealth rock user for Hyper Offense. He's also fast enough to be used as an offensive threat if he's alive after setting up his rocks. Swords Dance makes him an offensive monster with his dual STAB combo. I use Lum Berry right now, but I'm considering changing it to Focus Sash to guarantee getting Stealth Rock up. I'm also considering Fire Blast over Swords Dance to deal with lead Ferrothorns and such.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
TNT's framework recommends 2 wallbreakers for a Hyper Offensive team and Victini is my team's first. It is used to break holes in the opponent's team and is especially useful to get through special walls such as Chansey. Choice Banded V-Create will absolutely Nagasaki any pokemon that trys to switch in. Bolt Strike gives Victini a way to easily handle Rotom-W and other bulky Water types that want to switch in to take a V-Create. Zen Headbutt and U-Turn are used for STAB and to gain momentum.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Kyurem-B is my team's second wallbreaker as recommended in TNT's post. He breaks through any physical walls that my opponent might have on their team. His perfect BoltBeam coverage and Earth Power along with Teravolt (RIP Rotom-W & Dragonite) let him cover so many threats. Roost gives him longevity & a way to recover from Life Orb recoil. The EVs are standard.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
This is the three eyed beast and the one mon that you probably kinda shook your head at. This spot was originally taken by Cobalion, but Magneton lets me check Azumarill, Talonflame, and Mega-Pinsir much much better than Cobalion did. The Choice Scarf lets him outspeed Talon (Including Jolly natured ones which Magnezone can't do.) and Mega-Pinsir while also giving him the ability to grab momentum with Volt Switch. Magnet Pull lets him trap Ferrothorn / Scizor and take them out with HP[Fire]. Overall, Magneton has provided some much needed utility for this team.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost
I chose Altaria for this slot because, well, I wanted to. She is the team's (Drum roll please) sweeper and win condition in most games. The Dragon Dance set makes her so so good. Double-Edge is used over Return for damage output (OHKOing Chansey, uninvested Landorus-T (with Intimidate factored in), and physically defensive Rotom-W after one Dragon Dance boost and Stealth Rock damage) and Earthquake is for coverage. Roost completes the set by giving Altaria a constant source of recovery.
Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
I chose Bisharp because of his powerful priority and ability to check the Lati twins and other mons that might want to get rid of my hazards. The Assault Vest gives him more bulk than he normally would have and lets him effectively counter and then Pursuit trap Lati@s. It also helps him deal with Clefable more easily. Knock Off lets me remove items and pairs well with Iron Head for STAB. Sucker Punch is used for some priority and lets me play mind games with my opponent. Pursuit is used to trap various mons.
Threat List
I'll add threats here as I notice them.
Choice Scarf -
Sand Rush -
Choice Specs -
Choice Scarf -
Conclusion
This team has performed pretty well so far. I've gotten up to about 1500 on the ladder and would really like for it to take me further. Thanks for your rate and taking the time to read this, Futatsuiwa of Sado for suggesting Magneton, and to Trinitrotoluene (TNT) for his great work in helping anyone who wants to build an effective Hyper Offense team.
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