Hey everybody, I'm YABO and I'm here to share with you what is likely considered to be a fairly standard take on Hyper Offense in UU at the moment. With the current state of UU, some would argue that Hyper Offense is pretty mediocre and not very good to use. Well they're wrong so...ya. Anyways the team is all about just smacking things around until you win which is about the most complex strategy my brain can handle so we'll get to the team!
Also, in terms of a peak I haven't used the team on ladder but have won against some pretty solid players and laddered a relatively unused account up to about 1650 with only 2-3 losses that I can remember.
Okay, so initially this team was supposed to be built around Sub Endeavor Mega Swampert but that was kinda shit on account of the fact that I was timid and had no attack evs for awhile and it completed tainted my perception of Swampert. Anyways, the slot stayed the same because I knew I wanted Hyper Offense and I figured Mega Pert was as good as it gets when it comes to Entei checks.
After my idea of Endeavor Swampert (shoutout Smurf. and his ADV OU team), I wanted something that would capitalize on stuff like Quagsire and Swampert being weakened to the point of no return. As one of my favorite Pokémon to use, Lucario seemed like a great choice here.
At this point I really didn't want to use Swampert as my only answer to Entei so I figured a secondary stop to the Sacred Fire spam would be in order. Chandelure also provides a Spin Block should Stealth Rocks be supremely important that game.
Life Orb mixed Hydreigon...The bane of Hyper Offense teams. In ye olden times, UU Hyper Offense only ran Lucario to stop Hydreigon from pulling its Scarf Dark Pulse shenanigans but times have changed. Life Orb is increasingly annoying and as such I had to slap on a dedicated answer to it. Granted, Slurpuff is one of the most fun answers to it in the tier since a single free turn leads to a win.
After my long and heated debate with IronBullet93 about Cresselia's effect against Hyper Offense I learned of a new way to take it down, Feraligatr. It was definitely worth a shot and the more Fire resists the better.
Hazards. Pretty simple here, every Hyper Offense team has some hazard lead and this time I chose Azelf.
After playing with the team for awhile I nixed Feraligatr in favor of Tyrantrum for a more solid Crobat answer. It also served as my wallbreaker considering Endeavor Swampert was rip :[
Azelf @
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Stealth Rock
Fire Blast
Thunderbolt
Explosion
Initially I had standard lead Azelf here. After playing around with my team for awhile, dodmen tried out and then passed on the idea of Life Orb Thunderbolt lead Azelf. This set change comes with numerous benefits but with several downsides as well. A common trend that both of us noticed was players would lead Pidgeot on Turn 1 to get a free mega evolution and on turn 2 they would outspeed and KO. This was undesirable so this is where LO Thunderbolt steps in. With a great chance to OHKO, this allows me to kill Pidgeot, a huge threat, and still possibly get rocks up later in the game. Fire Blast is used to help weaken Doublades who also sometimes lead. Explosion preserves my rocks from slower Defoggers so Taunt is not missed as much. This change leaves me more vulnerable to lead Scarfers but alas, such is life. Another neat calc is that Azelf naturally lives any hit from Crobat, provided it is not Choice Banded and I am able to fight back with Thunderbolt.
Azelf @
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Taunt
Stealth Rock
Fire Blast
Explosion
Swampert @
Ability: Damp / Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Waterfall
Earthquake
Ice Punch
Rain Dance
Swampert is an absolute monster under Rain Dance. Due to its crazy good bulk, even priority users fail to threaten it out. The general game plan with Swampert is to weaken the opponents walls with either a Slurpuff or Lucario sweep attempt and then to blow back the remainder of their team with Rain boosted Waterfalls. The Moveset is also very standard. I was considering Superpower for Hydreigon and then I realized I was really stupid and threw on Ice Punch instead. Jolly nature is used to outpace Scarf Shao in rain although Adamant nature could be used due to Slurpuff's presence in the back. Swampert is also my primary check to Doublade on the team since it's Swampert is the only pokémon that really can take it on.
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Endeavor
- Waterfall
- Earthquake
Chandelure @
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Shadow Ball
Fire Blast
Memento
Trick
Chandelure's place on the team is to revenge kill, threaten offense, and to most importantly lure Hydreigon. My favorite strategy on ladder is to go into Chandelure and click Shadow Ball as they go into their Hydreigon. I'll just stay in and if they U-turn great, I just got a free hit off. If they Dark Pulse then Slurpuff gets to set up for free and unless Forre is sitting in the back then the game is pretty much over. I initially had Specs on this but dodmen suggested Scarf since things like Alakazam ate pieces of shit like me for breakfast. The switch to Scarf will help me by providing another revenge killer alongside letting me revenge other things like Shaymin who was also a huge pain in the ass. I decided on Memento>Energy Ball as it allows for more Set-Up opportunities for Slurpuff and Lucario. For example, if hazards are up and Slurpuff cannot Belly Drum safely on Krookodile a simple Memento fixes that and there it is, Slurpuff runs away with it again.
Slurpuff @
Ability: Unburden
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
Belly Drum
Play Rough
Return
Drain Punch
Before I get into describing Slurpuff just take a second and really look at it. When you saw my lineup at the beginning did Slurpuff jump out to you as the #1 threat on the team? Well it is. Despite Slurpuff's mediocre attack stat it stands here as my win condition in pretty much all of my games. the combo of Unburden + Belly Drum lets you capitalize on the numerous Pokémon in the tier who are choice locked into Fighting, Dark, or Dragon moves. It also forces Pokémon who are traditionally crazy high threats for Hyper Offense into little more than death fodder for you opponent. Scarf Salamence, Hydreigon, and Mienshao essentially hand the win to you the second they click their STAB moves. Drain Punch also lets you stay out of range of a lot of common priority moves which is another boost. I run Jolly to outspeed everything up to Scarf Infernape if I'm not mistaken. Threats to Slurpuff's sweep are Mega Aggron, Forretress, Doublade, Entei, Alakazam, and Lucario. Remove these before setting up and you win. The EV Spread outpaces Jolly Scarf Infernape after an Unburden boost and the extra HP can be pivotal with securing favorable rolls on some Pokemon.
Lucario @
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Swords Dance
Close Combat
Earthquake
ExtremeSpeed
This set is my lovechild. I have an irrational love of Jolly Earthquake Lucario. Being able to hit common switch ins such as Tentacruel, Nidoqueen, and Doublade Super Effectively is the reason I run it. Jolly nature does a few neat things and certainly has its benefits over Adamant. As previously mentioned, you hit and KO all of those Pokemon at +2 aside from Doublade. In addition, you outspeed Timid Chandelure who is sometimes a teams primary way to deal with Lucario. Another notable benchmark is outspeeding Adamant Entei, allowing you to go first with your ExtremeSpeed, saving you a lot of HP. One of the ways I deal with Doublade is by simply predicting the switch once, using Earthquake once and then boosting up the next time to KO. It is an effective way to eliminate the best counter to Slurpuff in the game. Like I mentioned, Earthquake is also necessary to mess with the Nidos who are otherwise a pain in the behind.
Tyrantrum @
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Head Smash
Outrage
Earthquake
Crunch
In my testing games, Crobat was a real pain in the ass. What better way to punish Crobat than going into Tyrantrum and destroying anything that comes in its path. Banded Head Smash is ludicrously powerful, doing upwards of 50% to Specially Defensive Bronzong and 3HKOing Physically Defensive Swampert. Tyrantrum just doesn't care what you send in front of it, it just punches through. This doubles as another lure for Pokémon like Mega Aggron who is stupidly pressured against this team. Crunch is a nice move for the last slot. Being able to catch Physically Defensive Zong on the switch is a nice little boost to consistency. Dragon Claw saw next to no usage anyways so a switch here was a no brainer.
Zam's sash set is an absolute terror for HO to face so it's no surprise that it's listed here. Normally breaking its sash early with Luc is necessary. If Slurpuff sets up on something favorable it can Drain Punch and live a hit from Zam.
Another common threat to Offense. This things insane bulk lets it outlast my wallbreakers. Scald burns also leave my crying in the shower ;-;
Again, crazy bulk lets it outlive my stuff and ruin my day. Especially with my favorite Lucario set I have no solid way of breaking this thing.
Fuck this thing. Encore is such a pain to deal with and its typing lets it take on a lot of my members. Chandelure is my only real response to it and Stun Spore, U-turn, and Stealth Rocks leave me in a shitty spot.
This is literally just a combination of Suicune and Cresselia, I hate it.
Also, rain 6-0s this team, good luck if you match up with that.
As I'm sure you've noticed the team hates bulky things but such is the nature of how I build teams u_u
So without further ado, this has been Baking with YABO and I hope you join me next time when I tackle another dish!
Also, in terms of a peak I haven't used the team on ladder but have won against some pretty solid players and laddered a relatively unused account up to about 1650 with only 2-3 losses that I can remember.
Okay, so initially this team was supposed to be built around Sub Endeavor Mega Swampert but that was kinda shit on account of the fact that I was timid and had no attack evs for awhile and it completed tainted my perception of Swampert. Anyways, the slot stayed the same because I knew I wanted Hyper Offense and I figured Mega Pert was as good as it gets when it comes to Entei checks.
After my idea of Endeavor Swampert (shoutout Smurf. and his ADV OU team), I wanted something that would capitalize on stuff like Quagsire and Swampert being weakened to the point of no return. As one of my favorite Pokémon to use, Lucario seemed like a great choice here.
At this point I really didn't want to use Swampert as my only answer to Entei so I figured a secondary stop to the Sacred Fire spam would be in order. Chandelure also provides a Spin Block should Stealth Rocks be supremely important that game.
Life Orb mixed Hydreigon...The bane of Hyper Offense teams. In ye olden times, UU Hyper Offense only ran Lucario to stop Hydreigon from pulling its Scarf Dark Pulse shenanigans but times have changed. Life Orb is increasingly annoying and as such I had to slap on a dedicated answer to it. Granted, Slurpuff is one of the most fun answers to it in the tier since a single free turn leads to a win.
After my long and heated debate with IronBullet93 about Cresselia's effect against Hyper Offense I learned of a new way to take it down, Feraligatr. It was definitely worth a shot and the more Fire resists the better.
Hazards. Pretty simple here, every Hyper Offense team has some hazard lead and this time I chose Azelf.
After playing with the team for awhile I nixed Feraligatr in favor of Tyrantrum for a more solid Crobat answer. It also served as my wallbreaker considering Endeavor Swampert was rip :[
Azelf @
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Stealth Rock
Fire Blast
Thunderbolt
Explosion
Azelf @
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
Taunt
Stealth Rock
Fire Blast
Explosion
Swampert @
Ability: Damp / Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Waterfall
Earthquake
Ice Punch
Rain Dance
Swampert is an absolute monster under Rain Dance. Due to its crazy good bulk, even priority users fail to threaten it out. The general game plan with Swampert is to weaken the opponents walls with either a Slurpuff or Lucario sweep attempt and then to blow back the remainder of their team with Rain boosted Waterfalls. The Moveset is also very standard. I was considering Superpower for Hydreigon and then I realized I was really stupid and threw on Ice Punch instead. Jolly nature is used to outpace Scarf Shao in rain although Adamant nature could be used due to Slurpuff's presence in the back. Swampert is also my primary check to Doublade on the team since it's Swampert is the only pokémon that really can take it on.
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Endeavor
- Waterfall
- Earthquake
Chandelure @
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Shadow Ball
Fire Blast
Memento
Trick
Slurpuff @
Ability: Unburden
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
Belly Drum
Play Rough
Return
Drain Punch
Before I get into describing Slurpuff just take a second and really look at it. When you saw my lineup at the beginning did Slurpuff jump out to you as the #1 threat on the team? Well it is. Despite Slurpuff's mediocre attack stat it stands here as my win condition in pretty much all of my games. the combo of Unburden + Belly Drum lets you capitalize on the numerous Pokémon in the tier who are choice locked into Fighting, Dark, or Dragon moves. It also forces Pokémon who are traditionally crazy high threats for Hyper Offense into little more than death fodder for you opponent. Scarf Salamence, Hydreigon, and Mienshao essentially hand the win to you the second they click their STAB moves. Drain Punch also lets you stay out of range of a lot of common priority moves which is another boost. I run Jolly to outspeed everything up to Scarf Infernape if I'm not mistaken. Threats to Slurpuff's sweep are Mega Aggron, Forretress, Doublade, Entei, Alakazam, and Lucario. Remove these before setting up and you win. The EV Spread outpaces Jolly Scarf Infernape after an Unburden boost and the extra HP can be pivotal with securing favorable rolls on some Pokemon.
Lucario @
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Swords Dance
Close Combat
Earthquake
ExtremeSpeed
This set is my lovechild. I have an irrational love of Jolly Earthquake Lucario. Being able to hit common switch ins such as Tentacruel, Nidoqueen, and Doublade Super Effectively is the reason I run it. Jolly nature does a few neat things and certainly has its benefits over Adamant. As previously mentioned, you hit and KO all of those Pokemon at +2 aside from Doublade. In addition, you outspeed Timid Chandelure who is sometimes a teams primary way to deal with Lucario. Another notable benchmark is outspeeding Adamant Entei, allowing you to go first with your ExtremeSpeed, saving you a lot of HP. One of the ways I deal with Doublade is by simply predicting the switch once, using Earthquake once and then boosting up the next time to KO. It is an effective way to eliminate the best counter to Slurpuff in the game. Like I mentioned, Earthquake is also necessary to mess with the Nidos who are otherwise a pain in the behind.
Tyrantrum @
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Head Smash
Outrage
Earthquake
Crunch
In my testing games, Crobat was a real pain in the ass. What better way to punish Crobat than going into Tyrantrum and destroying anything that comes in its path. Banded Head Smash is ludicrously powerful, doing upwards of 50% to Specially Defensive Bronzong and 3HKOing Physically Defensive Swampert. Tyrantrum just doesn't care what you send in front of it, it just punches through. This doubles as another lure for Pokémon like Mega Aggron who is stupidly pressured against this team. Crunch is a nice move for the last slot. Being able to catch Physically Defensive Zong on the switch is a nice little boost to consistency. Dragon Claw saw next to no usage anyways so a switch here was a no brainer.
Closing Thoughts
This team focuses on overwhelming the opponent with repeated set up sweepers wearing down each others counters. Combine those set up mons with a strong wallbreaker like Tyrantrum and you have a recipe for success. Earthquake Lucario is able to surprise Slurpuff's counters, weakening them for a sweep later in the game. In turn, an early game set up with Slurpuff can clear the way for Lucario by weakening things like Suicune. The team is fun to use and has a few different ways of winning which is why it's entertaining to use.
Also, rain 6-0s this team, good luck if you match up with that.
As I'm sure you've noticed the team hates bulky things but such is the nature of how I build teams u_u
Uhh not sure what to put here but hi to my friends!
dodmen You took my team and made it better so thanks for that n_n
xShiba DrReuniclus NV Colbrushie Kreme Eyan and a bunch of other people are all cool so you get shoutouts. I'm not going to list everyone here because I don't want to list a billion people hehe
dodmen You took my team and made it better so thanks for that n_n
xShiba DrReuniclus NV Colbrushie Kreme Eyan and a bunch of other people are all cool so you get shoutouts. I'm not going to list everyone here because I don't want to list a billion people hehe
Azelf @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Thunderbolt
- Fire Blast
- Explosion
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Memento
- Trick
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Earthquake
- ExtremeSpeed
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Earthquake
- Crunch
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Thunderbolt
- Fire Blast
- Explosion
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Memento
- Trick
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Earthquake
- ExtremeSpeed
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Earthquake
- Crunch
So without further ado, this has been Baking with YABO and I hope you join me next time when I tackle another dish!
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