Strategy
Hyper Offense
Six attackers, no dead weight — tempo and raw power win games.
Opening play
Double
Lead pair
Engine
Turn 1
Both Fake Outs land — one opponent per lead. Turn 2: switch Charizard in for one of the leads.
Role breakdown
Watch out for
Tyranitar
4× Rock weakness on Charizard plus Sand Stream overwrites Drought the moment it enters. Spot it in Team Preview and pressure it before Mega Evolution, or Kingambit's Kowtow Cleave can threaten it from the other slot.
Rotom-Wash
Will-O-Wisp burns Charizard before the Mega evolution turn, halving its Attack and chipping it every turn. Levitate makes it immune to Garchomp's Earthquake. Pressure it with Tyranitar's Crunch or Kingambit's Kowtow Cleave before the burn lands.
Hatterene
Trick Room completely flips speed after Tailwind expires, and Magic Bounce bounces Taunt back. Hit it with Charizard's Heat Wave (spread move — hits both opponents) before it sets the room.
How it works
Hyper Offense is Aggro with the volume turned all the way up. Every Pokémon on the team does damage. There's no dedicated wall, no recovery, no stalling for position. You win games by threatening to KO two Pokémon per turn faster than the opponent can answer. It demands sharp prediction — if you misread a switch you're a Pokémon down with no safety net.
Starter team
Reg M-A · 2026
Lead — Fake Out + Intimidate
@ Sitrus Berry
Lead — Fake Out partner
@ Focus Sash
Special attacker
@ Charizardite Y
Speed control + attacker
@ Sharp Beak Talonflame's 126 base Speed means it sets
Sweeper
@ Choice Scarf
Closer
@ Lum Berry Kingambit's
Team analysis
How this team holds up
Defensive synergy
Threatened by
Resisted by most of the team
Coverage gaps
Types not covered
Types no team member can hit with a damage move.
Speed tiers
≤ 35 is the
Fast team — outpaces most of the field naturally.
Your roster
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