I'll fix the ass formatting later
Lustrous Orb Palkia
SCREW YOU WRECKDRA <3
Timid nature, max speed, max special attack, four special defense
Hydro Pump / Surf
Spacial Rend
Fire Blast
Thunder Wave / Thunder
Role? Kyogre switchin (a job worthy of its own section to be honest), Wallbreaker, Status Spreader
What it does? It is obviously not surprising that, once again, Palkia is used a lot as a Kyogre switchin for its team. However, it also contributes with a fierce offensive presence, this time using its signature item, the Lustrous Orb, to power up its STAB Water and Dragon moves by 20%. Hydro Pump is the preferred option due to its higher base power, but Surf is a reasonable option as it is reliable, and still very powerful with Lustrous Orb. Spacial Rend is the second move boosted by Lustrous Orb, and is also very powerful as well as being reliable (95% is very reliable in my opinion). Fire Blast reduces Steel Types to molten slag, with its prime target being Ferrothorn - however, it also obliterates Scizor, gives Arceus-Steel a good working over, and allows Palkia to remain dangerous in all weather, rain or shine - it can spam Fire Blast in sun and Hydro Pump / Surf in rain all it likes. Lastly, Thunder Wave is the best option in the last slot, as it allows Palkia to ruin many switchins, means that Palkia can paralyze Geomancy Xerneas as it tries to set up then wave two fingers at it before switching out, and provides very useful speed control - it also works against Geomancy Xerneas when one is using Hydro Pump and is afraid to miss. Thunder can be situationally useful to hit Kyogre supereffectively, and one can also use the unchosen Water move or Draco Meteor in this slot, but these are usually not as useful and life-saving as Thunder Wave tends to be.
Good Teammates? Kyogre works very nicely, as it powers up Palkia’s Water moves to stupid levels. Specs Kyogre works quite nicely as Palkia can spread paralysis and allow Kyogre to blow pieces in the slowed-down opposing team without irritations. If Palkia does not do it itself with Hydro Pump, which it probably will to be honest, something to kill off a paralyzed Xerneas is useful. It is actually quite hard for something like Extremekiller Arceus to set up on Palkia, as Lustrous Hydro Pump can do upwards of 75% damage to uninvested Arceus. Teammates that appreciate Palkia’s ability to cockblock Kyogre and cripple things such as Arceus-Fairy and Arceus-Grass, such as Zekrom, Swords Dance Rayquaza, Swords Dance Arceus-Ground and the aforementioned Specs Kyogre, work well alongside Palkia. Lustrous Orb Palkia tends to fit well on bulky offensive teams and also Sticky Web teams as a powerful special attacker and Kyogre check, so make sure it is being used to the best of its ability, as balanced teams appreciate Toxic/Rest Palkia sets more, and Stall teams like having Specially Defensive Palkia on board.
What counters it? Blissey is the first one that comes to mind. Unlike many Palkia sets this generation, Palkia is not carrying Rest or Toxic, meaning that it cannot break Blissey without maximum hazard support (SR and 3 layers of Spikes). Specially defensive Xerneas, Sylveon, Clefable and Arceus-Fairy can stall out Hydro Pump if it is not raining (if it is, they all have to bank on it missing or they will be 2HKOed upon switchin), with Sylveon and Clefable being able to irritate Palkia further with Protect. The first three can also heal off Thunder Wave with Heal Bell or Aromatherapy, but it seriously limits Arceus-Fairy, as it can no longer outspeed Palkia and is subsequently in serious danger of being 2HKOed. Arceus-Grass can also deal with Palkia unless it is sunny and it gets caught by Fire Blast, but it is also greatly irritated by Thunder Wave. If Palkia leaves home without Thunder, specially defensive Kyogre can stall out Palkia unless it gets unlucky with Rest turns and / or Spacial Rend critical hits. Scarf Xerneas can surprise Palkia and revenge kill it, but cannot switch in safely at all due to getting murdered by Hydro Pump and the possibility of Thunder Wave. Zekrom can come in on Fire Blast, non-rain Hydro Pump (to an extent) and Thunder Wave (due to its immunity to paralysis) and can revenge kill Palkia with a Dragon move or Bolt Strike if Palkia is weakened.
Scarf Xerneas
Rash, 76 Atk, 248 SpAtk, 184 Speed
Moonblast
Megahorn
Rock Slide / Hidden Power Fire / Close Combat / Focus Blast
Sleep Talk / Thunder / Psyshock / Aromatherapy
Role: Revenge Killer, Cleaner, mixed attacker, lure (kindof)
What does it do? Scarf Xerneas is a very interesting Scarf user. It has several distinct advantages over Scarf users due to its typing and specialised movepool. In particular, it can serve as a check to both Mewtwo Evolutions, Darkrai, and non-Scarf Dragons, and can surprise all of these by outspeeding them, due to Scarf Xerneas not being very common. 76 Attack EVs allow Xerneas to OHKO standard Mega Mewtwo Y after Stealth Rock. 184 Speed allows Xerneas to outspeed +1 base 90s that also have a neutral nature, such as Kyogre and Zekrom. The rest goes into Special Attack to fuel Xerneas’s powerful Moonblast.
Move choices for Xerneas are very varied, with the only absolute requirement being Moonblast, and, albeit to a much lesser extent, Megahorn. Other moves have specific targets in mind; Rock Slide allows Xerneas to revenge kill, and, with prediction, lure in Ho-Oh and catch it on the switch, dealing heavy damage to it if not OHKOing it; Hidden Power Fire serves a similar purpose in being able to catch Scizor switchins, as well as doing significant and reliable damage to Ferrothorn. Close Combat and Focus Blast allows Xerneas to do a lot of damage to other Steel-Types, such as Arceus-Steel, with Close Combat also hitting the albeit uncommon Blissey; Thunder allows Xerneas to revenge kill Kyogre as well as doing a lot of damage to Ho-Oh and hitting Lugia supereffectively, and the 30% paralysis chance is always useful; Sleep Talk allows Xerneas to act as a good Darkrai check; lastly, Scarf Aromatherapy, whilst sounding stupid on paper, can actually work on offensive teams as a last ditch effort to bring teammembers back into the match (shoutouts to
Joryn for turning me on to this idea, I tried it and it actually works very nicely indeed, kudos). An interesting set is Moonblast / Megahorn / Fighting move / Sleep Talk, which allows Xerneas to absorb Dark Void and deal heavy damage to Darkrai no matter which move is chosen - however, this is risky as vital coverage is lost, one’s Scarf user loses its reliability due to the dice rolls of Sleep Talk, and many Darkrai sets can get through Xerneas easily if Darkrai uses Thunder Wave or Sludge Bomb on the switch. Alternative EV spreads and/or natures can be run if desired, such as Naive, but Xerneas appreciates all the extra power it can get behind its Moonblast.
Good teammates? Xerneas can act as a blanket check to the following under certain conditions: non-Scarf Palkia, everything up to neutral nature Scarf Kyogre, everything up to neutral nature Scarf Zekrom, SD Rayquaza (if at full health), Darkrai, Yveltal, Mega Mewtwo X and Mega Mewtwo Y. As such, teammates that benefit from these being gone appreciate Scarf Xerneas’s ability to surprise and OHKO many of these by outspeeding them. Xerneas’s ability to somewhat check Ho-Oh or catch it with good prediction is also helpful. Scarf Xerneas works quite nicely against both offensive and balanced teams, and the element of surprise can often be gamechanging if, for example, Darkrai stays in expectting to oustpeed and Dark Void, or if Zekrom tries to go for the kill with Bolt Strike.
What counters it: due to Xerneas getting locked in each time it uses a move, with correct prediction it can be easy to play around. Steel Types such as Scizor and Aegislash can come in easily on Moonblast, with the latter being able to come in on everything else as well, even Hidden Power Fire, and having a x4 resistance to Megahorn as well as an immunity to any Fighting moves; Klefki also works nicely, taking less than half from Hidden Power Fire. Blissey laughs at everything but Close Combat, but due to the lack of heavy Attack investment and STAB, even Close Combat is not too daunting for Blissey. Ho-Oh is amused by anything Xerneas does except Rock Slide. Defensive teams can deal with Xerneas relatively easily, and, with good prediction, can make it close to useless. Xerneas itself has to predict quite well if it wants to come in on the things it checks - it gets wrecked by Hydro Pump / Thunder Wave from Palkia, Bolt Strike from Zekrom, Sludge Bomb / Thunder Wave from Darkrai, and Oblivion Wing from Yveltal; it obviously cannot come in on Kyogre’s Water moves at all (lol, but what can apart from Palkia huehuehue), and still takes a lot of damage from Ice Beam or Thunder.
Rock Polish Groudon
Adamant Nature
132 HP / 252 Atk / 124 Spe (gonna need to check this for LO number)
Life Orb / Lum Berry / Earth Plate
Earthquake
Stone Edge
Fire Punch / Dragon Claw / Swords Dance
Rock Polish
Role: Cleaner (I honestly think this is the best fit out of everything anyone has written so far for this category), bulky sweeper, erm......
What does it do? Rock Polish Groudon aims to set up a Rock Polish mid- to late-game, once the opposing team has been weakened, and sweep. Earthquake provides stupidly powerful STAB, doing upwards of 75% to common Ubers such as Palkia, Kyogre and Mewtwo with just a Life Orb boost. Stone Edge allows Groudon to drop ground-immune Pokemon such as Ho-Oh and Lugia, and forms the ever potent and familiar EdgeQuake combo. The third moveslot is very negotiable; Fire Punch works very nicely with Drought, and can be used to punch (huehuehue) Steel-Types such as Skarmory, Ferrothorn and Bronzong in the face, easily removing them from Groudon’s way, as well as killing Shaymin-S reliably - very importantly, Life Orb sun-boosted Fire Punch does almost 75% to Arceus-Grass, which can easily end Groudon’s rampage with Grass Knot. Dragon Claw allows Groudon to deal significant damage to Giratina-O, which would otherwise be extremely irritating due to Levitate - it also allows for slightly stronger hits on Ubers such as Giratina and Palkia, although the latter gets worked over by Life Orb Earthquake anyway. Lastly, Swords Dance means that Groudon can take on the role of a Double Dancer. Swords Dance usually works best alongside EdgeQuake coverage and a Lum Berry as a held item - by doing this, it is possible to break through checks by first Rock Polishing, then gaining a free Swords Dance as something like Arceus-Fairy or Giratina tries to burn you - they will be more inclined to burn Rock Polish sets than phaze, and most support Arceus that would either come in on Groudon, or that Groudon would stay in against, do not run Roar anyway - this way, with even a little prior damage, Groudon can boost to +2/+2 and 6-0 the opponent’s team from there - a wonderful bonus is that Klefki and Thundurus cannot use their *)(^(*&^&*(*()&&%%( cheapass Thunder Wave to halt Groudon’s sweep, and Groudon can in fact set up on the former. The EV spread allows Groudon to outspeed +Speed nature base 100s and below after a Rock Polish. Alternative EV spreads are 80 HP / 252 Atk / 176 Spe which allows Groudon to outspeed Scarf Terrakion (as uncommon as it might be). An interesting spread is Impish nature with 252 HP / 132 Def / 124 Spe, which works as an extremely physically bulky Double Dancer that can set up both boosts quite easily due to its absurd amount of bulk (credit to
shrang for telling me this spread) - this also works nicely with Lum Berry. Finally, the choice of item depends on the moveset and also the preference of the player - Life Orb works nicest on Rock Polish + 3 Attacks, Lum Berry works best alongside Swords Dance and can also provide insurance against burn in particular. Earth Plate gives Groudon a cost-free 20% boost to its STAB Earthquake, but means that its coverage moves will not be nearly as powerful.
Good teammates? Powerful physical attackers work very nicely alongside Groudon to break physically bulky Pokemon on the opponent’s side so that Groudon can set up a Rock Polish and sweep lategame. Extremekiller Arceus is the most straightforward example, as it can set up and break holes in things such as Lugia, Giratina and Support Arceus so that Groudon can easily get past them late-game. Ho-Oh works very well too as it can wreak havoc under Groudon’s sunlight, as well as beating up Lugia, potentially burning it and definitely weakening it for Groudon - Ho-Oh can also beat the shit out of Landorus-Therian with sun-boosted Sacred Fire so that it does not irritate Groudon later on. Special attackers can also work well to generally beat up on the opponent’s team. Stealth Rock support is of course vital, as it means that Groudon can potentially break Lugia, as well as getting invaluable chip damage - Spikes also work very nicely - for example, with Stealth Rock and one layer of Spikes, Groudon has a good chance to OHKO max HP Arceus-Grass with Life Orb sun-boosted Fire Punch - Deoxys-Speed works well in this regard as it fits nicely on the sorts of offensive teams that Rock Polish Groudon works well on. Cloyster gets an honourable mention for its ability to slap Lugia, Giratina and Giratina-Origin around, as well as fitting nicely on sun offense teams.
What counters it? As mentioned, Giratina is the singular best answer to Groudon, as physically defensive variants just do not care about Earthquake, and can take even +2 Earthquakes nicely, then Will-O-Wisp and Dragon Tail / Roar Groudon away. Support Arceus can burn Groudon. Arceus-Grass gets a special mention as well, due to its resistance to Earthquake and its ability to quickly dispose of Groudon with Grass Knot (the strength of Arceus-Water’s Judgment is cut in half by sun); however, Arceus-Grass takes huge damage from boosted Fire Punch and is terrified of one of Groudon’s most effective teammates, Ho-Oh. Giratina-O can take a Life Orb Dragon Claw after Stealth Rock damage and burn or phaze Groudon away. Skarmory utterly walls sets lacking Fire Punch, but will fall to said move. Physically defensive Kyogre can Scald Groudon, but will take - just - so - much - damage - from +2 Earthquake that if it doesn’t die, it will be useless afterwards. Sableye can burn non-Lum Berry Groudon with priority Will-O-Wisp, but woe betide it if it misses or if Groudon does have Lum Berry. Scarf Shaymin-S can outspeed all but nearly fully invested Jolly Groudon and blow it up with Seed Flare.
Note: an interesting core is Flame Charge Ho-Oh and Rock Polish Groudon - it pressures the opponent hugely as both are extremely dangerous when they become faster than things like Kyogre or Palkia. This does pretty much remove Swords Dance Arceus as a team option though, as Ho-Oh requires Arceus-quality Defog support to function to its full potential.
SubSeed Shaymin-S
252 Speed, 252 Special Attack, 4 Def
Seed Flare
Air Slash
Substitute
Leech Seed
Role: Piece of shit annoyer, stallbreaker (to an extent), sweeper
What it does: this particular Shaymin-Sky aims to take what Shaymin-Sky does best - making the opponent snap their keyboard in half - and adapt it to take a more self-sustaining approach. Substitute + Leech Seed is a classic combination that allows Shaymin to simultaneously shield itself from status, revenge killing, and also allow it to regain a tremendous amount of health back. Air Slash works very well with this as, due to its overall 57.5% flinch rate, the opponent is more often than not stopped from moving for a turn, allowing for Leech Seed and Leftovers recovery on Shaymin’s side, as well as sustaining damage due to Air Slash. Seed Flare also takes advantage of Skaymin-Sky’s Serene Grace ability with an overall 68% chance to drop the opponent’s Special Defense by two stages, essentially cutting it in half. This, combined with Air Slash, Leech Seed and potential hazards, makes Shaymin very difficult and extremely irritating to deal with. Full speed investment allows Shaymin to outspeed Arceus and Darkrai, whilst maximum Special Attack means that Seed Flare and Air Slash pack a nice punch even without a boosting item. 4 Defense means that Genesect cannot U-Turn off Shaymin with +1 Attack, and Ice Beam KOes Shaymin with or without +1 Special Attack from Download - Genesect also does not get a +1 Extremespeed to use against Shaymin.
Good teammates: Anything that appreciates Shaymin’s ability to reliably and competently wear away at opposing Pokemon works well alongside Shaymin. Palkia and Kyogre appreciate Shaymin’s ability to screw with Arceus-Grass and, to a lesser extent, Arceus-Water - Shaymin’s Fire weakness is also reduced by Drizzle. Blissey can also be dealt with by Shaymin, between Leech Seed, Seed Flare and repeated flinching. Groudon also works nicely with Shaymin, as Groudon can scare away Steel-Types with Earthquake and / or Fire Punch - Groudon can also set down Stealth Rock to wear down the opponent’s team even more and make them pay a price for their switching. Dialga can set Stealth Rock, spread Toxic or Thunder Wave, and has good synergy with Shaymin.
Interestingly, SubSeed Shaymin can work well with 2 different types of status support - paralysis and poison. With paralysis support such as Thunder Wave from its teammates, Shaymin can outspeed everything save for Scark Zekrom and spam Air Slash, Substitute and Leech Seed whilst the opponent loses turns due to either flinches or full paralysis. Poison works in another way - Shaymin can use flinches, Leech Seed and potential switches due to Seed Flare drops to wear away at the opponent’s team with Toxic poison. Toxic Spikes work nicely in this regard as any grounded Pokemon coming in on Shaymin will be poisoned by them, meaning that it is easier for Shaymin to enter the field and do its thing. Tentacruel has good synergy with Shaymin-S, can lay down Toxic Spikes, burn Steel-Types and Spin away Stealth Rock.
What counters it: If Stealth Rock is not up, Ho-Oh can abuse Regenerator and its huge special bulk to switch into Shaymin repeatedly, burning Leech Seed, Air Slash and Substitute PP - however, if Ho-Oh gets flinched repeatedly and the Shaymin user times their use of Substitute well, even Ho-Oh can be worn down. Prankster users get a special mention as they can Taunt Shaymin, and, much worse, can either Thunder Wave her or Toxic her before she can throw up a Substitute. Scarf Zekrom can switch in on Shaymin fairly well and threaten with Bolt Strike or break Shaymin’s Substitutes with Volt Switch. Extremespeed Arceus can evade flinches and can do heavy damage to Shaymin before it can move. Scizor can come in on Seed Flare due to its x4 resistance and can Bullet Punch Shaymin, avoiding flinches in the process - however, if Seed Flare cuts Scizor’s already less-than-stellar Special Defense in half, Shaymin can do a stupid amount of damage with Air Slash. Yveltal can Sucker Punch Shaymin and Taunt her as well, but can get played if it predicts wrong - it doesn’t appreciate getting flinched at all, and doesn’t appreciate trying to Sucker Punch on a Leech Seed either. Oblivion Wing is supereffective however, so Yveltal can put heavy pressure on Shaymin. Skarmory resists both STAB moves but can be stalled out through special defense drops, Leech Seed and flinches. Finally, Shaymin must be careful when it comes in, as it can be caught by Toxic or Thunder Wave and be made useless.
CM Arceus-Fairy
Arceus-Fairy @ Pixie Plate
Timid Nature
248 HP / 84 Def / 176 Spe
IVs: 0 Atk
- Judgment
- Calm Mind
- Refresh / Psyshock / Earth Power
- Recover
Role: Stallbreaker, bulky sweeper, sweeper
What it does: this variant of Arceus-Fairy aims to set up Calm Mind and sweep. Arceus-Fairy has an excellent offensive and defensive typing in the Ubers tier, meaning that it can easily set up Calm Mind and sweep with Judgment. Refresh allows Arceus to easily shake off status from anything that tries to check it with Toxic or Thunder Wave, meaning that stall teams have a very hard time against this set - however, Psyshock helps Arceus-Fairy against Gengar and Ho-Oh, and is more than usable; it also helps against opposing Calm Mind Arceus and deals supereffective damage to Poison-Types in general, particularly Arceus-Poison (you can give Arceus-Poison a nasty suprise if it decides to go for Calm Mind alongside you); lastly, Earth Power works well against opposing Steel-Types and Poison-Types, especially Heatran. Recover obviously allows Arceus to heal off any damage taken whilst setting up. Substitute is also an option over Refresh, but it does not protect Arceus from Toxic Spikes, and Arceus can also be caught with unexpected Toxic and therefore have its chances of sweeping ruined. Other spreads that can be used are 96+ Speed to outspeed Palkia, enough speed to outspeed 252+ Thundurus (I think it’s 188), or a simple max Speed spread - 176 Speed is enough to outrun Gengar before it has Mega Evolved, meaning that it cannot Destiny Bond Arceus away, and can potentially get hit in the face by Psyshock. It is also possible to run an offensive Calm Mind set with max Speed and Special Attack investment alongside more coverage, but it is inferior due to the abundance of Toxic and the huge loss of bulk.
Friends in high places: things to handle Steel-Types are very nice indeed. Luring out Ferrothorn with Palkia and Fire Blasting it works very nicely. Burning Scizor and Aegislash also works nicely as they can be set up on when burned. Palkia can also bully Heatran very well. Kyogre can burn Ferrothorn with Scald, as well as wiping the floor with any other Steel-Type. Setting up Stealth Rock for Ho-Oh is vital as, without it, Ho-Oh can bully Arceus-Fairy easily. Luring in Scizor and Ferrothorn and dispatching them with Fire moves such as Xerneas’s Hidden Power Fire works very nicely. Burning common Geomancy Xerneas checks actually turns them into setup bait (kudos
Steeljackal<3, i tried it and it works gloriously).
What counters it: Arceus-Fairy is severely irritated by Ferrothorn, which resists Judgment and can poison and Leech Seed Arceus-Fairy as well as Gyro Balling it repeatedly. which is not uncommon on stall and balance builds. Heatran has a quadruple resistance to Judgment, can Roar Arceus-Fairy away, Toxic it and Taunt it (if you run Earth Power, however, Heatran dies). Scizor and Aegislash both resist Judgment and can deal supereffective damage back. Calm Mind Arceus-Poison wipes the floor with Arceus-Fairy that don’t carry Ground or Psychic coverage. Mega Gengar can Taunt Arceus-Fairy, beat up on it with Sludge Bomb or Sludge Wave, or Destiny Bond it away - however, if Arceus-Fairy is running enough Speed, has Psyshock (or Earth Power), and Gengar has not yet Mega Evolved, Gengar can lose. Specially Defensive Kyogre can Roar Arceus-Fairy away if it doesn’t have many Calm Mind boosts. Sets lacking Refresh lose to Toxic.
Additional Notes: Arceus-Fairy can also perform traditional Arceus roles, as it can check Palkia and Yveltal very nicely indeed, as well as absorbing Dragon moves for its team.
CM Arceus-Steel
Arceus-Steel @ Iron Plate
Timid Nature
248 HP / 84 Def / 176 Spe
IVs: 0 Atk
- Judgment
- Calm Mind
- Will-O-Wisp / Roar / Thunder
- Recover
Role: Stallbreaker, bulky sweeper, sweeper
What it does: Calm Mind Arceus-Steel aims to set up Calm Mind and sweep mid- to late-game. Steel is a nice defensive typing, that, whilst not being so good offensively, has no immunities and has nice supereffective coverage on Fairy-Types. Arceus-Steel works well as a Calm Mind user due to its immunity to the ubiquitous Toxic, which means that it does not need to run Refresh to protect itself from said move. This opens up a moveslot, which can be filled by various things; Will-O-Wisp allows Arceus to cripple physical attackers such as Landorus-Therian and Groudon that could otherwise do heavy damage with Earthquake - it works nicely alongside Calm Mind to make Arceus-Steel almost unbreakable. Roar allows Arceus-Steel to thwart anything that tries to set up alongside it, and also helps against things that try to phaze Arceus-Steel away by phazing them out first - specially defensive Kyogre is a good example of something that could otherwise easily handle Arceus-Steel. Lastly, coverage moves work quite nicely to hit specific targets - Thunder is the best as it hits Ho-Oh, but Earth Power works well too as it can hit Heatran and Dialga supereffectively. You could also use Defog or Stone Edge in this slot if you really wanted to, although this isn’t really the best idea.
Friends in high places: Kill. Ho-Oh. Set up Stealth Rock and weaken it, as it can come in on Arceus-Steel with impunity if Arceus is not running coverage (which STILL doesn’t do much without several boosts), and can beat Arceus-Steel into submission with Sacred Fire. Therefore, Gliscor and Landorus-Therian work well due to their ability to set up Stealth Rock and check Ho-Oh and Ground-Types in general if Arceus leaves home without Will-O-Wisp. Kyogre and Palkia work well as they can walk all over Heatran as well as being able to punch Ho-Oh in the face and drown Ground-Types such as Groudon. Kyogre also summons rain to douse Arceus’s Fire weakness and increase the accuracy of potential Thunders.
What counters it: Without coverage, Arceus-Steel is very weak to several different things. Without Thunder, Ho-Oh wipes the floor with Arceus. Without Earth Power, Heatran can do the same. Specially defensive Kyogre can easily get rid of Arceus-Steel without Roar. Strong Earthquake users can beat Arceus-Steel without Will-O-Wisp, with Arceus-Ground being able to set up easily. Arceus formes with a type advantage, such as Water, Electric and Fire can set up and win a Calm Mind war relatively easily.
Notes: standard 176 Speed to beat unevolved Gengar is used here, more or less speed can be run if desired; 96+ outruns Palkia, and max sp