Decided to post another team from Gen 6 to have stolen from me jk love you guys people look at and possibly comment on. Only doing this as I am attempting to stay out of gen 7 until I obtain and beat Sun and the meta starts to settle down (hopefully with pheramosa gone). This is another hyper offensive team, however it's slightly different from my Mega Beedrill Hyper Offense team (http://pkmn.net/forums/index.php?topic=106693.0) in that the mega that i'm using focuses on bulk and goes more offensive oriented in other areas. Plus, this team runs pursuit trapping, which can chase out different threats if given the chance. Coming in full health on a lati? Bye lati. Starmie thinks it can run away from the OHKO knock off? You're already dead. Weakened opponent trying to switch into a wall? Doesn't matter, pursuit likely wins.
Ok enough on that. This team runs an odd mega choice for Hyper Offense since it isn't exactly super fast, isn't an immediate world beater, and doesn't just die to any super effective hit. You'll see why once we get there. However, this team also runs a potent offensive core of keldeo (usually specs) and pursuit trapping, which in this case is weavile. Many pursuit trappers help keldeo, but weavile meshes nicely with keldeo since weavile covers most of keldeo's weaknesses, and keldeo can break down physical walls weavile may have trouble with.
The Team
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcS1y9pZ9LwtikJw5mt3pyhsOtnvxd7rw0a5cX6rehC0IfQxjfNqsQ)
Rainbow Bash (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Icy Wind
- Scald
- Secret Sword
- Hidden Power [Electric]
Ok, if anyone here thinks I like MLP, you can stop reading here. Anyways, Keldeo-Resolute has Secret Sword, with is basically a fighting type psychock. This is great because it can help bust a hole through things like chansey, which usually walls special attackers to hell and back. Scald can help weaken physical attackers that hope to bulk past keldeo (which doesn't happen often). Icy wind is used mainly on a predicted switch into a pokemon like the lati twins or tornadus and to discourage them from attempting such in the future. HP Electric is to help with bulky water types, which tend to trouble this team. Specs gives immediate power but locks into one move, which is fine since most of the time you just mash scald unless it's resisted. Timid helps keldeo outspeed some 110's in some cases that don't run a speed boosting nature.
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRBDLZMedsqmNFgYYlX_Uk7HRvWx5TE21llCQ8ZFEbPB7wnKx3RFg)
So Cold (Weavile) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Pursuit
The second part of the offensive core, weavile. Weavile is the pursuit support that puts the freeze on Keldeo's checks and counters (though with mega sableye gone there aren't too many counters if any). Icicle Crash does a nICE amount, and ice shard moves first to deal chip damage if weavile comes in and either pokemon is near dead. Knock Off is extremely powerful and gets rid of items (very good, especially with chansey). Pursuit is key to this set since weavile can usually take a resisted hit (or come in on a psychic type move used on keldeo)and force a guessing game in your favor. The opponent must either stay in and hope to fake you out or simply switch out and take a massive hit. Jolly gives weavile a fantastic 383 speed and choice band boosts its already fantastic attack power even higher.
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQCuAOvnXg6xP5v0JCM6Q0ax1PxYABUvY5wivixXYekHnx9ca01)
Everywhere in OU (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Earthquake
- Stealth Rock
- Draco Meteor
- Fire Blast
This is a less conventional garchomp set that capitalizes on Garchomp's great movepool. Earthquake is a standby and SR makes garchomp a fast rocker capable of forcing switches. Now things get a little weird. Draco Meteor is used to surprise teams that assume that garchomp is physical. Fire Blast can surprise switching ice types, or a scizor trying to come in. Rough Skin punishes physical attackers and the spread and nature make garchomp as fast and offensively balanced as possible (though it's kind of hard to when one attacking stat is at 130 and the other 80).
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSL7hsHA2YhmpGKLcZvtvW3fLpw4yTfBFI6f1g_GQOlzGmcqd4)
NIN (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
This is the main Jirachi set that has made it live in infamy since Iron Head came about. Iron Head and Serene Grace combines to force an infuriating 60% of flinch. U-turn allows Jirachi to scout. Ice Punch scares away ground types and allows Jirachi to 20% freeze the opponent. Healing Wish is here to give a team-mate a second chance to punch through the other team. Most of the stat boosting via nature and ev's goes into speed to ensure that it can outspeed most of the metagame and flinch them into oblivion.
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRr9j4t6InGlte9GpghbqQ4_57XCXjjdFyaVPY6wqiQTjZzDDI5)
Mole Knight (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Excadrill is here to provide fast hazard removal with rapid spin. If there's no hazards, Excadrill can come in and wreck havoc on flying types with rock slide. The spread is to ensure maximum speed and attack power. Mold Breaker is here in favor of sand rush because most of the time, excadrill doesn't need the speed, and Mold Breaker allows Excadrill to surprise levitate pokemon with a nasty surprise. STAB Boosted EQ is not fun to take.
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcR0OOqPm_T9v4eQSaB8HqKZWLQNO74__uZq_QYGMWYU1UzxnmIfaw)
Lissa (Latias) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Ice Beam
- Roost
This is the mega that I was talking about. Mega Latias is decently unconventional for a hyper offensive team, but it works very well. Once check and counters have been weakened or picked off, Latias can come in and mega evolve. It's very bulky and deceptively hard to kill. Calm Mind takes MLatias' special bulk to crazy levels and the special attacking to great levels. BoltBeam Coverage are ran for maximum coverage, even if STAB is not present. Usually BoltBeam is another huge surprise to teams because of the lack of STAB. Roost can help MLatias absorb hits and further boost its' crazy special stats. Unorthodox? Yes. Unviable? Certainly not.
As always, leave a comment below if you so wish to and the exportable version is available upon request. Thanks for reading!