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Simply, it's a team archetype that specializing in dealing as much damage in as little time possible, without letting your opponent have time to set up, set hazards, etc.

Outline: 2-4 Sweepers, 1-3 Breakers (nonboosters), 0-1 Stallbreakers (stall is usually already handled pretty well by the set up sweepers), 1 SR setter, 0-1 Hazard removers (most go without, however using SR weak Pokémon such as Mega Charizard X/Y, Talonflame, or Volcarona makes it necessary).

Hyper Offense is characterized by its numerous set-up sweepers, its systematic sacking, and its broad use and effectiveness in the metagame. Generally in HO, checked Pokémon are sacked rather than having the player switch out, and the reason for that is because absolute constant pressure is necessary for the playstyle to work. HO teams should be designed around this. Defensive synergy is irrelevant on a HO team, and the selected Pokémon are generally too frail to withstand super effective attacks. Most importantly however, the team must be designed so that the check to one sweeper is what another can set up on. It plays linearly. Whenever a sweeper comes in, it pressures in specific Pokémon, and the next sweeper in line sets up on those Pokémon. For example, let's say a team has SD Bisharp. Keldeo checks SD Bisharp. The next Pokémon in line could be BD Azumarril, DD Gyarados or DD Dragonite, because they all set up on Keldeo, especially if it is locked into secret sword. Lastly, low usage threats, trappers, and lures are all good to incorporate into a Hyper Offensive team.

Hope I helped!

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