At this point, this team is just a suicide squad for me. I lead with it whenever I battle someone to see how they play. Since hyper offense isn't my main play style, if they get rekt badly then I'll have to adjust accordingly and go for nukes instead of predicting. If I get rekt badly then I have to play carefully with my next teams
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Defog
- Roost
- Taunt
- Thunderbolt
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast
Hawlucha @ Psychic Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Substitute
- Acrobatics
- Swords Dance
- High Jump Kick
Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Giga Drain
- Fiery Dance
- Quiver Dance
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Stealth Rock
- Earthquake
- Swords Dance
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Recover
- Psychic
- Substitute
- Focus Blast
I changed this from a classic hyper offense that usually have suicide leads. Screw that. Playing five to six in turn two is not something I wanna play with so I just altered it. Basically just three wallbreakers, two sweepers. One of the wallbreakers can even sweep if the opponent is slow and one pokemon to shut down any stalling shenanigans