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The Art of Hyper-Offense (NU)


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Given bl0nde's guide, I thought it might be fun to take her up on the offensive player's guide. Since I'm an NU player, I'll use examples from NU to give you a crash course on Hyper Offense:

 

THE ART OF HYPER OFFENSE - WIN FAST, LOSE FAST

 

With the recently implemented Physical/Special split, Hyper Offense just became a possibility. Be forewarned, this playstyle can be a 

big challenge and you'll frequently find yourself saying "Where are my walls?!?!" when you're faced with a scary sweeper. 

 

Prologue: Hyper Offense?

 

All teams fall somewhere on the spectrum between defensive and offensive play; Hyper Offensive teams are usually composed of few supporters and lots of powerful sweepers. The general set up is 5+ sweepers or tanks that can dish heavy damage, break stall and work together with a high degree of synergy to beat enemy teams. In 3rd gen this is tricky as we don't have some of the staples of offense in later gens: Choice Specs, Life Orb, or superpowered sweepers with insanely high attack stats.

 

Part 1: Archetypes

 

There are a couple of Archetypes for offensive teams:

 

Choice Band - with access to moves of all types, physical sweepers are more viable than ever to hold Choice Band and reap its benefits. However, this playstyle requires prediction and you can quickly be worn down by stall tactics like Spikes and Status. Since many sweepers benefit from setting up a little before attacking, Choice Band teams might be a thing of the past. But they can also make short work of your opponent's switches if you're good at predicting.

 

Special Assault - this playstyle is generally bad with the move options that PokeMMO has. Wait until we get Porygon-Z and then we'll talk.

 

Bulky Offense - these teams are more defensive and tend to focus more on slower heavy hitters to break walls. With the split, this playstyle is more effective than ever.

 

Part 2: Offensive Options and Core Building

under construction

 

Individual pokemon

 

[spoiler]

descriptions coming soon

Ariados

Electabuzz

Lapras

Poliwrath

Sneasel

Victreebell

Walrein

Xatu

[/spoiler]

 

Offensive Cores

[spoiler]

 

Electabuzz+Sneasel

A common core that relies on the popularity of Psychic types as special walls. Electabuzz, with Magnet attached, deals hits everything without special defense investment like a truck and with HP Ice, Psychic and Signal beam has the coverage to take down almost everything other sweeper in the tier. With Sneasel as a teammate, Electabuzz can easily predict the switch to a special wall and let Sneasel hit hard with Pursuit/Bite. While this core isn't foolproof, with the right teammates it can prove deadly: both Sneasel and Electabuzz's high use is evidence.

 

More generally: in other metagames, cores like this one are also common. In ORAS OU, for instance, Tyranitar, Bisharp, Metagross or Scizor often pair with Mega Charizard Y, Manectric, or Keldeo, or other strong special sweepers to lure in special walls and provide the same type of Pursuit support that Sneasel provides to Electabuzz in NU. Aerodactyl is an example of this in OU, though its pursuit is not strong enough to cause Chansey any real problems.

 

Stantler+Zangoose

This core relies on a common concept in offensive teambuilding: spamming one type of move so much that the enemy can't possibly handle it. Stantler's access to Megahorn and Iron Tail lets it take out Rock types like Armaldo and wear down bulky Psychics for other teammates to get an opening. Intimidate gives it opportunities against weaker attackers, improve its modest bulk, and force switches to get a predict kill. Zangoose is there to revenge kill opposing sweepers and boost swords dance to prevent faster sweepers like Sneasel and to clean up weakened walls once Stantler has done its job. If one of these pokemon is not revealed until later in the match, this strategy is even more effective, since the opponent rarely expects to see two normal spam sweepers on one team and will sacrifice their walls and sponges just to keep one from tearing through their team. Once the second is revealed, it's often too late.

 

More generally: building teams that rely on the relative dominance of one type against most of the metagame is a great way to get easy wins. In XY OU, for instance, a popular team was Talonflame+Pinsir (nickenamed Birdspam), which relied on both pokemon's access to strong STAB flying moves and coverage that could break through or weaken common checks like Tyranitar, Rotom-W and Steel types, who respectively fell to Close Combat/U-turn, Close Combat, and Flare Blitz. While teams like this aren't common in Pokemmo OU, similar tactics can be used with strong sweepers like Ursaring+Tauros/Aerodactyl, relying on Ursa's ability to break walls, and the faster sweepers' ability to clean up weakened opponents.

 

Jumpluff + Magmar

Jumpluff's access to memento is a blessing in a tier filled with offense. When the time is right, this move allows Jumpluff to sacrifice itself and halve the opponent's Atk/SpAtk, giving Magmar an opportunity to Belly Drum and sweep. While some pokemon thwart this plan, like Whishcash, Hitmontop, or Scyther, the key to this core is adequately scouting the opponent enough to know when the plan will work. If the opponent reveals their team too early, the Jumpluff user can plan their onslaught well and execute the plan - or they can go Rambo style and just try busting the plot out from turn one. This core also appreciates bulky Psychics, Waters and other walls who can stall the opponent and get chip damage. If an opponent choice locks themself into Pursuit, for instance, Magmar can easily boost Belly Drum and sweep, given the right conditions.

 

More generally: Memento is a powerful move for offense against other offensive teams, and since offense is common in NU, the tier is well-suited to it. Similar combos like OU Memento Gardevoir + Belly Drum Linoone use a similar plan to execute their strategy.

 

Xatu+Hitmontop/Poliwrath

This core is more defensive than others listed, but the synergy between these two pokemon and their respective versatility is a great illustration of core-building. Xatu's resistance to Psychic, along with its bulky CM build and perfect coverage through Psychic/Psybeam allow it to abuse attacks common Psychic attacks launched at Hitmontop/Poliwrath and sweep slower, more defensive teams that rely on tactics like Toxic stall. Hitmontop, on the other hand, abuses Dark/Rock/Ice type attacks aimed at Xatu and can itself boost with Bulk Up to become a hard to stop tank. With Theif/Mach Punch it acheives perfect offensive coverage, while EQ/Rock Slide gives it stronger attacks that still hit a variety of threats for good damage.

 

More generally: teams that rely on boosting are different from the more straightforward "Rambo" offensive teams that rely on hard hitting combos or type spam. Cores like Xatu+Hitmontop are a good example of "bulky offense" meaning that switching is allowed and even beneficial. These teams are more effective against slower stall teams rather than offensive ones, since these teams often lack the firepower to break bulky sweepers after they've accumulated a few boosts. Another tactic that you see in later generations is "Dual Dancers" - two pokemon (Gyarados/Dragonite or Haxorus/Salamence) that rely on weakening walls with one setup sweeper so that the other can do its job. Since both Hitmontop and Xatu don't like Psychics generally, eliminating a Psychic wall can make sweeping easier for the other, similar to how Gyarados can Taunt and kill Skarmory/Forretress, allowing Dragonite to rip through the opponent with Outrage later.

 

Scyther+Poliwrath+Camerupt

This core isn't very common lately, but with such amazing synergy it's not fair to leave it out. Scyther's speed and resistance to Fighting/Ground/Grass attacks gives it a number of points of entry in the metagame, while Poliwrath's resistance to Ice, Fire, Rock and Water attacks allows it to mitigate Scyther's weak points. Enemies who think they've got Poliwrath cornered can have the tables turn when Scyther comes in on a 4x resisted Giga Drain and threatens them out of play with Wing Attack. Camerupt is a slower yet diverse attacker whose access to STAB EQ, STAB Fire Blast, Rock Slide and Hidden Power and numerous resistances allow it to soak up attacks from Electabuzz, who otherwise disintegrates the remaining core. Other special walls like Grumpig generally lack this firepower, but can build themselves to have better coverage and prevent unwanted Special Sweeper problems.

 

More generally: type synergy is important, even on offensive teams. While other cores listed are used to accomplish a specific goal, this core allows for more defensive play while still enlisting slower, harder hitters instead of walls to chip away at the opponent. These teams are less effective against stall, but when you predict correctly they can provide a healthy mix of damage output and type-based defense to wear down opponents enough for other partners to sweep. Keep in mind that there's no need to limit your cores: these 3 pokemon pair well with lots of other sweepers that allow you to provide even more damage output and defense without sacrificing synergy.

 

Got cores? Post them so I can list them here!

[/spoiler]

Part 3: Mind games

 

The real key to playing offensively is in the mindset! Prediction is the key ingredient to success here.

 

But how do I predict?

 

That's not an easy question, and it takes a certain level of reading your opponent, scouting their team and inferring their win condition in order to maintain control while still dishing out heavy damage. While some Hyper-Offense teams can afford to lose a member early, others might not fare so well if their opponent is packing lots of surprises of their own.

 

Steps to a fast win:

[spoiler]

1. Start with a great lead that has few sturdy counters or effectively baits a wall that you can eliminate. Spikes leads like Glalie are awesome in NU for punishing switch-heavy wall teams and faster leads like Crobat can Taunt, Super Fang or Sludge Bomb spam your opponent into an awkward start.

 

2. Scout your opponent immediately. Force switches as much as possible to see what they have and more importantly how they play. Extremely cautious players can fall victim to set ups, tricks and traps that a more aggresive player would balk at. Similarly, don't be Rambo and assume your opponent will over/under predict you and make a costly error early on. Offense requires you to be more bold in attacking, but the costliest mistake you can make is throwing away a needed teammate too early and then falling victim to an opposing sweep.

 

3. Set up your win condition effectively. After scouting your enemy's team a bit, you should have some idea for how you can start to dismantle some walls and get a sweeper in to clean up. Sometimes at this stage you will realize that you're screwed, due ot either losing a pokemon, letting an opponent set up, or losing a pokemon to a surprise from your opponent. Other times, you'll realize you haven't scouted them enough, and need to go back to step 2 before setting up your win condition. Remember that offensive teams have a timer on them- you can't really afford to play defense so a lot of the time you just have to run with what you have. Double switches can be huge momentum grabbers, however, so when you know exactly what your opponent is going to do, put the pedal to the floor and cut them off with a counter before they can get a move in otherwise.

 

4. Sweep! After you've eliminated the things you need to kill in order to win, start chipping away at their sweepers and walls. Keep as many of your fast sweepers alive to take out theirs, and only sack something when you know its job is done. In some cases, like CB teams, you can just start with this step, as these teams require far less set up (and far more prediction) than "Trap" offensive teams.

[/spoiler]

 

What you should note while reading the "Steps" is that prediction is important at every level of the game. Unlike defensive teams, offense requires that you're actively pursuing a goal at every step of the game, not merely reacting to your opponents moves. The mind game is balancing your team's objective against the probability that your opponent will swap to something you just can't handle. Moves like Substitute can be instrumental in meeting this balance - Sub punch, Sub status and Sub Disable can all turn your sweepers into nightmares for weak-minded opponents to play around while still providing damage output. At the same time, Subs block would be KO's from the Rambos of the world and ease problems that Choice Banders can cause.

 

Part 4: Epilogue

 

That covers most of what you need to know in order to beat those hated "wall fgts" and look like a total alpha male while doing so. Remember that pokemon is an "art" in that how you play expresses who you are: hyper-offensive players have to be okay with losing because they simply weren't prepared for a gimmick set or because they lost a speed tie. If you're the hyper-offense type you shoot first and ask questions later, love surprising your opponent and like to come up with new ways of sweeping harder and faster than your opponents walls can handle.

 

Feel free to add to (and comment on) this as you wish! I'm not the "authority" on anything pokemon related so I can always stand to learn a lesson or two.

 

TODO: Ugh fix everything because of the special/physical split

Edited by Robofiend
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Love it, and love the special mention to my bro, Slowbro...
I read 'mence and bliss, my first thought was, "Time to get my bro nice and calm.."

Great guide!

Edit: Maybe add a section or note about knowing the meta you are playing. More than a defensive player, whose Blissy might cover most to all of the potent special threats, an offensive player will need to be more selective in what threats they will see, and how to cover all of their bases.

Edited by BenGorgon
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The team archetype you're describing isn't hyper offense, as it has a defensive core. IE, it relies on pokemon such as, say, Snorlax to stop special attackers and Vaporeon to stop physical attackers. That's a balance team.

 

Hyper Offense as an archetype does not exist in PokeMMO, because a hyper offense team would be one with absolutely no walls, which makes minimal switches. It's not possible to build a team like this in PokeMMO and succeed.

 

This is just kind of a guide on a slightly more offensive variant of a balance team. :U

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Can't wait for Forfiter to see this haha.

 

Good guide so far man! :)

I must've been really drunk to miss that... I will give my input on that a bit later on (also I lately seriously started to enjoy spikes on the offensive team that forces a lot of switches and does not allow the opponet to spin).

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The team archetype you're describing isn't hyper offense, as it has a defensive core. IE, it relies on pokemon such as, say, Snorlax to stop special attackers and Vaporeon to stop physical attackers. That's a balance team.

 

Hyper Offense as an archetype does not exist in PokeMMO, because a hyper offense team would be one with absolutely no walls, which makes minimal switches. It's not possible to build a team like this in PokeMMO and succeed.

 

This is just kind of a guide on a slightly more offensive variant of a balance team. :U

 

1. Snorlax isn't a really a wall, it's just a bulky attacker. 

2. Vaporeon's a wall, but you can run a single wall and still be something close to HO (although it depends on the wall, vap's a bad example because it's so stally).

3. Yeah, if you run Vaplax you're out of range for Hyper Offense.

4. You can run Hyper Offense in MMO, it's just really risky and usually doens't pay off unless you're really good

5. Bullshit, I've seen Hyper Offense succeed here (rarely).

 

As long as you're sticking to the 5+ attackers rule then I'd count it. I agree that running a defensive core makes your team more balanced than offensive.

Edited by Robofiend
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robo shouldnt perish trap teams be up here? as anti stall + several sweepers they count right?

 

Perish trapping is questionable, it's not exclusively for offense and often functions better with lots of wall support. Trapping in general can enable stall or offense depending on how it's used, in OU its used eliminate walls, in other tiers (like UU) I've used trapping along with stall to eliminate sweepers or set a timer on setup sweepers to force switches and accumulate spikes damage.

 

Nonetheless, I'm going to mention TrapGar when I get around to finishing my "It's a trap!" section

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  • 2 weeks later...
  • 11 months later...

I made my defense one shortly before the split as well. I have solrock listed as a good defender. That was when crunch was a special attack.  ^_^

 

Edit: robo is a good player to write this guide. He understands the meta well. I only saw him play a couple times but he was using an offensive team with metahoss and kingdra, etc. I suppose it could also be a collective guide from 2-3 peeps. ^_^

Edited by bl0nde
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