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
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
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.
>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
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.
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.
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
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.
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






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

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.

>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

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.

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.

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

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:
-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
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