Intro:
The eject button; in my opinion a severely underutilized within the context of a metagame as potentially high octane and offensive as sm and its personally one of my favorite items to toy with in the builder. While organically I wanted to build something revolving around eject slowbro, regenerator eject-pivots have pretty much been done to death (especially with trappers), I decided to experiment with a mon usually valued for its defensive capabilities that has seen a spike in usage over the past few years on select styles of offense: cresselia. Cresselia is notorious for two things: its disruption capabilities thanks to an expansive pool of support options including its signature move, lunar dance; and its immense bulk letting it avoid being ohkod (and 2hkod for that matter) by practically everything. I decided to pair cresselia with two fixtures on modern hyper offense: mega charizard x and magearna; with an eject button in tow cresselia opened positions for the two to abuse their natural bulk and typing to set up and tear holes in the opposition. Additionally, with lunar dance giving the duo an opportunity of a second life (particularly the rocks weak recoil magnet in mega charizard x), the offensive potential of the duo was an enticing prospect and one I immediately pursued. I decided to utilize the relatively forgotten excadrill as my dedicated lead and as a way to anti the most popular hyper offense leads in mew and mega diance, alongside an underrated option in utility thundurus-t, which I chose for its more threatening offensive potential then the usual serperior, forming my anti-hazard core (a necessity for hyper offenses abusing rock weak sweepers). Finally, I added dragonite as a final sweeper and means of patching up unfavorable matchups thanks to its combination of multiscale and extreme speed. Hyper offense is not a style I am very familiar with (or fond of for that matter), so making a composition I actually enjoy is a big plus. Now then, without further ado, I present to you:
The Team:
One of the most devastating sweepers in the current metagame and part one of my breaking duo, mega charizard x acts as one of my primary breakers while blanket checking a pleathora of dangerous mons such as kartana thanks to its great natural bulk and typing. Very few teams are adequately prepared for mega charizard x—particularly a boosted one—and it can quickly snowball into a the opposition losing several key defensive pieces, before coming back in at full again to continue wrecking havoc (courtesy of cresselia's lunar dance). Substitute was chosen in order to abuse the switchin opportunities netted by cresselia, particularly on defensive ground types, while abusing status from the likes of toxapex. Earthquake was chosen over dragon claw in order to better abuse toxapex and to prevent heatran from doing anything goofy, as I valued the consistency more on a substitute set over the offensive potential of dragon claw. Standard evs with a jolly nature as I found tying with other base 100s to be more useful then the minuscule bulk increase.
The star (or moon I guess) of the team and my abuser of the eject button, cresselia acts as a one-time pivot and blanket check to essentially the entire metagame, creating openings for me to position my sweepers and supporting the team with its wide array of utility options. The first three slots are in my opinion indispensable for any non-trick room (or purely defensive) variant of cresselia, with ice beam preventing the likes of garchomp or landorus from freely setting up and synergizing excellently with the speed control provided by paralysis support in thunder wave, and lunar dance revitalizing a weakened sweeper and maintain momentum. Magic coat allows me to guarantee safe entry for my sweepers by preventing status or rocks from defensive mons, enticing them to attack cresselia thereby activating eject button and allowing safe passage for its teammates to devestate the opposition. The speed investment allows it to get the jump on standard rotom-w, letting it lunar dance before being forced out by its eject button as well as surviving a +1 twinkle tackle from timid variants of calm mind magearna. The rest is allocated into physdef to take on repeated hits from the likes of mega medicham and mega lopunny, hitting a jumppoint in the process.
My dedicated lead and part one of my hazard control duo, excadrill in my eyes is a criminally underrated mon given the metagame trends, preventing most common lead variants of mew and mega diancie from setting and maintaining their hazards while bypassing the former's taunt with rapid spin and the latter's magic bounce thanks to mold breaker. Excadrill synergizes extremely well with thundurus-t, with the duo covering nearly every common hazard setter in the game bar garchomp. Rock tomb is preferred over toxic as a means of threatening tornadus-t, preventing the likes of volcarona from setting up and slowing down mons such as mega medicham or landorus-t for its slower teammates to abuse. Standard evs as bulk isn't valued with sash intact and I found the ABR tech of absorbing 4 water shurikens from pre-evolved a-greninja to be unnecessary with dragonite, cresselia and thundurus-t.
Broken rabbit and part two of my breaker duo, magearna is a fixture on hyper offense structures thanks to its excellent defensive typing, great bulk and breaking capabilities with a wide array of coverage and snowballing capabilities. Calm mind 3atks was chosen alongside an aguav berry as I found it to be a more proficient breaker into more balanced structures then commonly seen shift gear or double dance variants, as well as providing flexibility into the troublesome groundtypes such as gliscor, landorus-t and garchomp that may otherwise impede my breakers. The evs allow magearna to eat, while hitting a jumppoint in spatk and creeping uninvested mega scizor (and by extension most mega mawile variants), survive jolly landorus-t earthquake from full and avoid the 2hko from mega alakazam's focus blast.
Part two of my hazard control duo, utility thundurus-t is an extremely underrated option as an excellent anti-lead (and in general utility pivot) thanks to its host of unique attributes over serperior. Thanks to its typing, thundurus-t is able to abuse tornadus-t and beat taunt variants in a 1v1 matchup regardless of set, dissuading it from preventing early hazards. Additionally, said typing allows it to avoid paralysis and effectively beat most utility serperior in a one on matchup, preventing it from acting as a disruptor in the early game. Finally with a combination of bolt-beam coverage, taunt, and a rocky helmet, thundurus-t generally finds itself to be far mroe threatening against the opposition then serperior as leaf storms low pp and limited coverage can easily be taken advantage of by common resists in the form of heatran or celesteela. Forgoing defog may seem like an odd option given the amount of rock weaks on the team, however I found the utility of taunt and thunder wave to be more beneficial for the structure, and taunt allows you to prevent hazrads from most rockers alongside excadrill bar the aformentioned garchomp. The evs allow you to avoid the ohko from pre-transformed a-greninja hydro pump, while still ohkoing offensive variants of landorus-t with hp ice.
Generally my dedicated cleaner, dragonite offers a unique host of traits that allow it to patch up unfavorable matchup thanks to its access to the coveted prioirty in extreme speed and ability in multiscale. Multiscale is an absolute godsend of an ability, guarenteeing either some form of set up or a trade opportunity. With cresselia's lunar dance, dragonite can utilize this trading ability in the mid game in order to subsequently set itself an opportunity to clean in the late game. Drag-z might seem like an odd option and inferior to the traditional fly-z, however it allows dragonite to remove rotom-w (a traditionally safe answer) while still hitting landorus-t, opening up mega charizard x in the process. Standard evs with a jolly nature were chosen over an adamant one in order to outspeed mega lopunny at +1.
Closing:
Hyper offense is pretty notorious for the amount of variance in sets that can be present within the same six, so feel free to edit the team to your liking. Some alternatives I've considered are shuca magearna, z-move magearna, lum dragonite, fly-z dragonite, 3 atks mega charizard x, defog thundurus-t, scarf excadrill and trick room (yeah you heard me) cresselia. If it kills shit and it meshes well, go ham.
Shoutouts to
KaiserKaiba for some input during the building process and
MangoSteak for test games. Pretty late with my submission, but it's been a pretty busy week for me. Nonetheless I hope y'all enjoy the team. Also I'm shit at writing conclusions. Bye.