Exploud Hyperoffense

Hello Smogon, this is my first serious RMT here, and I'm not even English, so I hope it'll be readable and descriptive, while not the best for sure:/

This is by far my most successfull Gen 6 RU team, despite I never seriously tried to ladder with it. Many of my friends used it though, and they all had a positive feedback later.

So my team is an Hyperoffensive team that aims to overwhelm the opponent with fast, strong hits before it has a chance to strike back. I started to build it because I wanted to use a team based off Exploud, who literally has no safe switchins courtesy of its stupidly high power and coverage, and I ended up making it the backup against some threats.

Team at first glance
exploud.gif
fletchinder.gif
glalie-mega.gif
dugtrio.gif
tyrantrum.gif
hitmonlee.gif

As you can see, there are a lot of powerhouses here, and all are pretty difficult to take hits from. I tried to keep the team as fast and powerful as possible, since I'm not really an usual HO player (I mostly prefer stall). Let's see each member in-depths.

The members

pokemon_skyrim__exploud_by_mad_revolution-d507rb0.png

U MALANTRINU (Exploud) @ Lum Berry
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Work Up
- Boomburst
- Fire Blast
- Surf

The first member of my team is Exploud. He is my best option against stall, being able to reliably KO 2 or 3 Pokèmon per match, should it happen to set up. Because of my reliance on it to pressure this kind of team, I eventually scrapped my initial thought of Choice Specs Exploud, switching to a Work Up set with a Lum Berry as item. The reason for Lum Berry is that I like to bluff the Specs on it to catch switchins like Mega Steelix or Rhyperior, and I have an edge in case of Scald burns from Alomomola or Seismitoad or random Toxic users. Work Up allows me to break trough a lot of Wish stallers, and once it sets up it's guaranteed to hurt everything.

250px-662Fletchinder.png

>TFW NO FLETCHINDER MEMES
wal ter (Fletchinder)
Ability: Gale Wings
EVs: 176 Atk / 228 SpA / 104 Spe
Naughty Nature
- Overheat
- Acrobatics
- U-turn
- Roost

This particular Fletchinder has the ability to leave a huge dent on unsuspecting Registeels and Steelix with Overheat, while cleanly OHKOing standard defensive Tangrowth at full health. It is also my Virzion check, which otherwise runs over my team should it nab a Swords Dance boost. Priority Acrobatics is always nice to have, and so is having some kind of recovery since my hazard control is not really the best.
228 SpA Fletchinder Overheat vs. 248 HP / 8 SpD Tangrowth: 416-492 (103.2 - 122%) -- guaranteed OHKO

tumblr_ndga5yZY6D1sr6y44o1_500.jpg

ALLAHU AKBEARD (Glalie) @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Explosion
- Ice Shard
- Double-Edge

My mega slot was taken by Glalie, since Glalie-M can abuse its huge offensive pressure to force switches and stack Spikes on the ground. Didn't really need coverage on it, since Refrigerate Double Edges are so powerful and Explosion is just crazy in terms of power, so I just gave it priority to handle some scarfers and mitigate its somewhat middling speed. Ice doesn't have many good switchins in the tier right now, and very often the opponent has to decide what to sacrifice on its massive power.

Dugtrio_Underneath_the_Surface_by_SaladBowl.jpg

Agrumi di Sicilia (Dugtrio) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Memento
- Sucker Punch
- Stone Edge

Dugtrio is my trapper of choice. It possesses very high speed by RU standard, and its pitiful attack can be patched up by the Life Orb. I gave it Memento because, while testing the team, I noticed how many people enjoy switching a Pokémon to set up on Dugtrio after it successfully traps and kills an enemy. With Memento, I have a great momentum move that I can use once Dugtrio's job is done (i.e. after it killed a powerful scarfer), and then get a free switchin into something that can survive a hit at -1/-2 and hammer it.

pokemon-shiny-tyrantrum-shiny-tyrantrum-shaming-by-slickedbackartisan-on-deviantart-image.png

Paolo Torino (Tyrantrum) @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Dragon Claw
- Outrage
- Superpower


Maybe my most common lead and my best member altoghether. Seriously, this guy it's so fast and so powerful that sometimes I struggle to believe that it's gonna stay in RU for a long time. Scarf and Jolly nature allows it to outpace and OHKO stuff like Jolteon, Cinccino and the likes. Only really countered by Steelix (whose switchin can still be predicted and punished with a switch into Hitmonlee or a Superpower), Tyrantrum has the ability to harm any wall that doesn't resist Rock (for example, it can 2HKO Aromatisse after just 1 layer of Spikes.
252 Atk Tyrantrum Head Smash vs. 252 HP / 252+ Def Aromatisse: 205-243 (50.4 - 59.8%) -- guaranteed 2HKO after 1 layer of Spikes and Leftovers recovery

Hitmonlee_Background_1.jpg

IL FABBRO (Hitmonlee) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Rapid Spin
- Mach Punch
- Knock Off

Last but not least, Hitmonlee is here to provide a strong offensive pressure and priority as well as good utility. Since I didn't want to loose momentum while using Rapid Spin, I decided to make this Hitmonlee as threatening as possible. Adamant Life Orb Reckless HJK is one of the most powerful moves in this tier, and this allows Hitmonlee to have an easier time to Rapid Spin on a predicted switch (unless it's a Ghost type ofc lol). Hitmonlee tends to draw in a lot of Ghost types, so Knock Off is the preferred coverage here. I tried for a while to replace it with Foresight to put pressure on Ghosts as well when the came on my track; but, while useful on said situations, I felt that the lack of the great move that is Knock Off hurted my Hitmonlee and my team in general was too much. Hitmonlee is here to provide a strong offensive pressure and priority as well as good good utility.


Threatlist
Here I'm gonna examinate each Pokémon from S to A rank and see how it performs against my team. Bolded Pokémon are particularly effective against it.
-Steelix: Hitmonlee, Fletchinder and Dugtrio can all hit it with a super effective STAB move. While only the first can cleanly OHKO any variant, Steelix's lack of recovery makes it easier to take down with the other two as well.
-Tyrantrum: this guys is impossible to offensively check. I have some supereffective STAB priority that I can use against it (with Mach Punch doing over a half to it), but overall Scarf and also DD are two sets that are important to pressure in order to take it down as soon as possible.
-Alomomola: Exploud 1HKOes some bad variants life Psychally defensive and can 2HKO standard Mola in it feels lucky (having actually a nice 85.9% chance to 2HKO after 1 layer of Spikes), and I can also dick around with Work Up on Wish+Protect combos). Other than that, though, Alomomola can wall a considerable portion of my Pokémon, so I have to be careful not to loose my Exploud.
-Durant: Durant is what my team absolutely dislikes fighting. It has a weird combination of Speed, Attack, Resistances and Defense that make it a pain to kill. Fletchling can 1HKO with Overheat should it lack Stone Edge, and once it takes some damage Dugtrio can defeat non-scarf variants, but Durant takes almost every time at least one kill against my team.
-Emboar: Emboar has a pretty bad matchup against my team, because it fails to accomplish its job regardless of the set that it's running. Non Scarf sets are horribly slow and get killed before they get any chance to hit me (this also due to a good team matchup vs Sucker Punch users), and Scarf variants are outsped and KOed by both Fletchinder and Tyrantrum.
-Flygon: while defensive sets are utterly annihilated by most of my team, Scarf variants that are rising in popularity are a bit more difficult to deal with. It has very good base speed, so Tyrantrum fails to outspeed it (despite alwys surviving an EQ from full health and having a 56% chance to take one Outrage from full health). Glalie can 1HKO any version with the appropriate Ice Move, though.
-Meloetta: Meloetta is incredibly annoying when you face it with such a frail team: it has so much versatility that guessing the set is almost impossible, and check it is even harder. My Dugtrio can take on almost any variant of it though, unless we're talking about the very rare Meloetta-P forme, which in that case can be checked by a Mach Punch or Acrobatics. Its low speed is what I capitalize on for the most.
-Scrafty: Scrafty just can't take hits from both Hitmonlee and Fletchinder, so even if it managed somehow to get a Dragon Dance speed boost, I can still deal with it pretty easily.
-Sigyliph: never actually met any serious Sigyliph, but Tyrantrum can destroy it very easily and so can Glalie.
-Tangrowth: while Fletchinder can at times lure in and KO the standard version, the rarer albeit viable Assault Vest set can be a bit harder to deal with, despite still having my Glalie ready to blow up with him.
-Virizion: very easily checked by Fletch, this thing still posesses the ability to run over my team due to its combination of high speed, Fighting typing and ability ro resist any of my Dugtrio's move. I has very low defense tho, makeing it somewhat weak to priority.
-Aromatisse: takes ton of damage from everything bar maybe Fletch and Hitmonlee (which still almost 2HKOs lol). Not really a threat.
-Camerupt: simply too slow to be dangerous. Tyrantrum, Hitmonlee, Exploud, Glalie, Fletch and Dugtrio can all deal over 50% to even defensive versions (the first two outright OHKOing it)
-Delphox: really depends on the set. Non scarf variants can be trapped by Dugtrio, but scarf variants must be weakened before having a chance to KO with Sucker Punch. Overall, Dugtrio stands out as my most reliable answer to it.
-Escavalier: much like Camerupt, it's too slow. Flecth can of course OHKO, but so can Hitmonlee and exploud. Head Smash is also Nietzche ;)
-Fletchinder: Tyrantrum kills it with no effort, but it has to watch out for a +2 Acrobatics or a WoW. Overall good against my team but not enough to be classified as a major threat.
-Houndoom: Hitmonlee resists Sucker Punch and can 1HKO with Mach Punch, Tyrantrum takes one Sucker Punch and gets the kill, and I guess Dugtrio accomplishes that as well.
-Jellicent: super easy to lure with Hitmonlee, get a Knock Off onto its lefties, then switch into Exploud and finish it off. Scald can be annoying at times if it gets lucky with burns, though.
-Qwilfish: Dugtrio comes in after a kill and takes it down with no efforts. Exploud also leaves a big dent on it. Be aware of Thunder Wave when switching.
-Rhyperior: takes a ton of damage from HJK, Double Edge; a combination of Boomburst and Surf is often enough to kill even SpDef versions.
-Rotom-M: another threat I don't have a good answer to. Glalie hates taking hits from Scarf and WoW from the defensive set, but does a great job at keeping it at bait. Hitmonlee OHKOes with HJK, takes one Leaf Storm, and outspeeds the Defensive set, so it's a good answer as well.
-Seismitoad: massime bait for both Exploud and Hitmonlee. while not doing anything releveant on the rest of the team outside checking Dugtrio and to a lesser extend Tyrantrum.-Sneasel:
-Sneasel: powerful, speedy and with good STABs, it's very susceptile to Mach Punch and fails to KO Tyrantrum with Ice Shard unless below half of its health. Low Kick-less variants also struggle vs Glalie.

Importable:
U MALANTRINU (Exploud) @ Lum Berry
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Work Up
- Boomburst
- Fire Blast
- Surf

wal ter (Fletchinder)
Ability: Gale Wings
EVs: 176 Atk / 228 SpA / 104 Spe
Naughty Nature
- Overheat
- Acrobatics
- U-turn
- Roost

ALLAHU AKBEARD (Glalie) @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Explosion
- Ice Shard
- Double-Edge

Agrumi di Sicilia (Dugtrio) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Memento
- Sucker Punch
- Stone Edge

Paolo Torino (Tyrantrum) @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Dragon Claw
- Outrage
- Superpower

IL FABBRO (Hitmonlee) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Rapid Spin
- Mach Punch
- Knock Off
 
Cool Team, I have a few ideas though.
Dugtrio
Aerial ace <-- Stone Edge - Traps Virizion a main threat to your team and stone edge doesn't hit much
Stealth Rock <-- Memento - You have no rocks :(


medicham.gif
<----
hitmonlee.gif
Choice Scarf for better speed control

Tyrantrum

Tyrantrum @ Stone Plate / Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Earthquake
- Outrage



Cool late game cleaner and with medicham you don't need 2 scarfers

Meanwhile you give up no hazard control for a better offensive team as you can take on more threats

durant.gif
<--
fletchinder.gif

Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Hone Claws
- Superpower
- X-Scissor

You Hit way more stuff with this and paired with exploud that can clear away threats it seems better.
 
Cool Team, I have a few ideas though.
Dugtrio
Aerial ace <-- Stone Edge - Traps Virizion a main threat to your team and stone edge doesn't hit much
Stealth Rock <-- Memento - You have no rocks :(


medicham.gif
<----
hitmonlee.gif
Choice Scarf for better speed control

Tyrantrum

Tyrantrum @ Stone Plate / Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Earthquake
- Outrage


Cool late game cleaner and with medicham you don't need 2 scarfers

Meanwhile you give up no hazard control for a better offensive team as you can take on more threats

durant.gif
<--
fletchinder.gif

Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Hone Claws
- Superpower
- X-Scissor

You Hit way more stuff with this and paired with exploud that can clear away threats it seems better.
Hi and thank you for the suggestions:)
I'll try to give a shot to all of them (at least as soon as I can battle on Showdown *sighs*), maybe trying RP Tyrantrum, Scarf Cham and Durant altoghether:)
 
Don't really rate RU here but alomomolololo (and gastrodon to an extent) wall like everything but exploud, you might want to consider running freeze dry on glalie over spikes or explosion depending on which one you use less, that should help relieve it somewhat
 
I would say just run specs exploud. Your getting the same damage as u would at +1 and most of the time you are going to end up clicking boomburst anyways. Also, your team seems to handle rock and steel types which are the only things resisting your boomburst (mainly just mega Lix, rhyperior, tyrantrum, escav and the occasional registeel.) The only other mon I could think of would be Durant, but it gets ohkod by specs boomburst. Your team may be benefitted by seismitoad as it can set up rocks and take care of the mons mentioned above,AND giving u a scald switch in. Which is a great thing on hyper offense to avoid taking unnessesary burn damage, leaving tyrantrum and hitmonlee healthy and powerful. Hope I helped!
 
Well Exploud is there to weaken opposing defensive Pokémon. I know that Specs hits harder and all that stuff, but my purpose is specifically bluff the Specs, make my opponent think I'm locked into a certain move, and then set up or outright go for the KO. A Specs would kill this idea, as well as killing momentum at times.
 
Ehhhh. I just feel exploud isn't fast enough to pull something like this off, also, it's not bulky enough either. Maybe run a sub set with boomburst and focus blast. I feel that may be more effective. Also, after my seismitoad comment, I realized how perfect it's synergy with fletchinder is both offensive and defensively.
 
Hey Douglas, nice team there, although as NT said in his post you lack of stealth rocks, that are really useful in RU, especially in more offensive team. Another weakness I noticed is to dragon types, scarf Flygon especially, as it can sweep with ease when Glalie dies, which is pretty easy to wear down due to Stealth Rock damage and Double-Edge recoil.

295.png
On Exploud Choice Specs over Lum Berry and Sleep Talk over Work Up will allow you to hit much harder without the need of setup before, as Exploud's low bulk doesn't help hit to setup easily, and having the specs boost can help againist faster teams that can pressure you from the start of the match. Also Specs Exploud does a 3HKO on both MSteelix and Rhyperior, and it avoids the OHKO by them, so you don't really need to baitkill them.
662.png
Swords Dance over U-Turn on Fletchling. This change will allow you to sweep in late game with more ease, and U-Turn is kinda useless as you have Overheat to hit steel types, and you have Tyrantrum to weaken things like Rhyperior. Also changing the spread to 252 Atk / 152 SpA / 104 Spe with a Rash Nature will allow you to OHKO AV Tangrowth after rocks and 1 layer of spikes. The attack is maximized in order to hit hard as possible, and with Swords Dance it can be a lot more threatening for opponent team.
362-mega.png
Earthquake over Explosion. Earthquake will give you a way to hit steel and fire types on the switchin, giving Fletchinder an easier time sweeping.
051.png
On Dugtrio I suggest you Stealth Rock over Stone Edge, although I agree with NT's suggestion to use rocks on Dugtrio I think that memento can be more useful in your team to give Fletchinder a way to setup with more ease.
632.png
Durant over Tyrantrum. As I stated in the first paragraph Flygon and dragons in general can be a problem for your team, so Durant can be a nice addition to the team. I suggest you a scarf set instead of the Hone Claws because with the loss of Tyrantrum you lost the choice scarf user, and Scarf Durant can shit on some HO team that have only a scarf mon to check Durant.

That's all I have, I hope this will help your team, and good luck with everything n_n

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 152 SpA / 104 Spe
Rash Nature
- Overheat
- Swords Dance
- Roost
- Acrobatics

Exploud @ Choice Specs
Ability: Scrappy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Surf
- Fire Blast
- Sleep Talk

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stealth Rock
- Memento

Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge
- Spikes
- Ice Shard
- Earthquake

Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Baton Pass / Thunder Fang
 
Some of those variants are really interesting, I'll try all of them for sure! My team has already had some little changes, but I'll avoid edit the OP until I decide what I actually want to change and what I don't. Your Fletchinder seems particularly nice, too:)
 
This team is pretty ballsy! Looks really fun overall.

On Exploud I feel a set with substitute / work up / boomburst and focus blast or surf with a silk scarf is something to consider. Fun set that has the natural bulk to set up on the likes of alomomola which is incredibly annoying to get past through with the team in its current conditions and with substitute exploud can avoid annoying status moves. With a silk scarf boomburst power is very comparable to the likes of specs so you could bluff specs based on damage output. Focus blast to hit cradily, one of the exploud checks but since the rest of the team fares really well against it surf seems better to nail rhyperior which benefit fletchinder to potentially sweep.

Seismitoad > Dugtrio. To be honest dugtrio sincerely doesnt do much to your team right now, it doesnt trap anything notable that your team doesnt handle right now (and it doesnt the moveset to trap virizion which seems problematic) and threats to HO in general like sneasel and opposing scarf tyrantrum just get a kill each time they are provided a safe switch-in. Seismitoad provides an all around necessary glue to your team so it can soft check sneasel + tyrantrum + emboar which is valuable on offense these days. Dugtrio fails to trap scarf emboar and scarf tyrantrum :/ Offensive SR seismitoad with sludge bomb as a 4th move is a nice option so virizion doesnt switch into it for free while still checking the threats mentioned.

As a last thing, this is an opinion more than anything but I feel that the speed investment on fletchinder is rather pointless in this day and age since the lack of speed is compensated by gale wings priority. IMO you can run an spread of 252 atk / 228 spA amd rest in either hp or speed with a naughty nature with little to no consequence. Your previous spA benchmark to OHKO tangrowth with overheat prevails while you ensure maximum damage output on fletchinder which is valuable to 2HKO offensive flygon unboosted which is certainly an annoyance.

Really neat work overall, solid and fun team. Hope my suggestions work for you and keep it up. Will provide the sets in a hide tag next
Exploud @ Silk Scarf
Ability: Scrappy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Work Up
- Boomburst
- Substitute
- Focus Blast / Surf

Seismitoad @ Leftovers / Life Orb
Ability: Water Absorb
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Modest Nature
- Stealth Rock
- Scald
- Earth Power
- Sludge Bomb

Fletchinder
Ability: Gale Wings
EVs: 24 HP / 252 Atk / 228 SpA / 4 Spe
Naughty Nature
- Swords Dance
- Acrobatics
- Roost
- Overheat
 
Does 24 HP allow me to survive any particular hit? Because running 4 Speed makes me slower than Mega Banette, which can Destiny Bond before my Acrobatics and take me down with him. I know Banette is not very common, but having an answer more is alwys better than having one less :/
 
Does 24 HP allow me to survive any particular hit? Because running 4 Speed makes me slower than Mega Banette, which can Destiny Bond before my Acrobatics and take me down with him. I know Banette is not very common, but having an answer more is alwys better than having one less :/

Nope, those 24 evs are just leftovers evs that you can use to your liking. You can easily drop them on speed as I stated. Thats an old mega banette spread from the times where it needed to creep 0 speed cresselia which is necessary anymore. In the meantime while the analysis get updated you can run the 28 evs left on speed.
 
Yo my dude, I made some edits to your team based off of the comments on this thread and I'm honestly loving this team. Only complaint I have is myself not having the best luck and consistently missing moves or getting low damage rolls and losing games. I used this RMT on a live so do I need to include anything other than the thread itself? Have yourself a good day my dude :]
 
Yeah, unfortunately luck is a very big factor when using this team since 3 very important moves are susceptible to miss at times. Could you PM me a link to your stream, if you recorded it?:)
 
Back
Top