My name is (x)Desch, also known as Piggeh, a former DM, a Mod of the glorius Heavenly Dragon Gods Clan and a good friend of the infamous Champion LANCE. I know my fair share of things in this match-up reliant metagame known as XY Ubers and have been playing it since it first came out. Unlike many others, I see this game as a gambling game. Since the begining of battles, a lot of factors come into play. A lot of the game itself, at high level, has massive amounts of prediction based play, also known as 50-50's. A high leveled XY Ubers match will be prediction after prediction, until one of the players are at such an (dis)advantage that the game is pretty much over.
Now, with that said, I have chosen to build a team based around something that most high-leveled players would reject as viable and never use at all, maybe with the exception of trolling the ladder, or having too much fun. The poke is more used with newer players trying to find "the ultimate strategy" or something, but still, I found some sort of appeal to this poke. With only 1 HP, and a total BST of less than 2.5 times the average Uber, Shedinja has his niches that he can easily abuse. The most obvious one being immune to all of Kyogre's (most used, viable and non-gimmicky) attacks. The other one being as a "check" to Xern in a way, only fearing HP Fire, but I will talk more about that later. Without further ado I'm giving you my team: Refuto! which translates into "Stall Untill You Die"
Team at Glance:
Team building history
I started out with Shedinja of course, as he's an interesting poke, I'd like to see the full potential of. His biggest weaknesses was Entry Hazards, Ho-oh, Zekrom, Kyurem-W, many Ground Types (with Rock covergae/Toxic) and Support Arceuses, due to the fact that they often carry a WoW or something. I wanted to create a stall team that could support and abuse Shedinja so with that in mind I selected my next teammates. I actually also started with a Phys Defensive Clefable as well to make a somewhat bizzare core. After using him very succesfully in the team "In Luck We Trust" ,that was given to me to rate and use, I really wanted to try him out some more.
I had a lot of thoughts in my head to support Shedinja, like SwagKeys or Gothitelle to have fun with support Arceuses, but I wanted to make a more stall based team. So I started with Aegislash and Giratina because I obviously still needed a back-up Xern check, just in case it could have HP Fire and something that could pursuit-trap Gengar. And I also desperatley needed Defog and an ok check to Ho-Oh. I didn't really like the thought that 'Tina had to rely on Rest to stay healthy, but I gave it the benefit of my doubt.
I wanted another Defog user, because dual Defog support doesn't look too out-of-this-world when using Shedinja, so I looked at the Arceus Formes and landed on Fairyceus.
I realized that 3 of my pokes was Ghost-Types and 2 of them was Fairy and the fact that they walled completely different things cracked me up a little bit. So with that weird type redundancy, I picked Yveltal, to somehow balance my weaknesses out.
Well, the team wasn't too bad, but It still had some flaws that I wanted to disappear. Clefable was cool, but he was too much Gengar bait and I gotta admit, Aegislash is not enough to make it ok, so I changed Clef into an Umbreon, because I liked the fact that he beats MMY + being a cleric that also has the excact same, good SpD and HP stat that Sylveon has, and the fact that he's not completely Gengar bait (fuck Reflect Type Gengar, really)
I looked some more on my team and still saw some unpleasent flaws. I rebuilt my team and made a lot of changes. I started with the triple Ghost core, but replaced Giratina with Salamence who did a much better job. Then I kept Umbreon.
I really wanted to add a Ferro in the team, seeing how a Zekrom could muscle his way through my team and on top of that, Volt Switch on Shedinja, breaking his Sash while also evading the burn. So I removed Yveltal and got the Iron Durain. Now I saw how weak I was at the physical side, so I wanted to add something that could handle some physical attackers and glue my team together some more. I opted for Arceus-Water with a lot of Deffense.
Finally, I got rid of Aegislash to get Heatran in. Since Shedinja walled GeoXern lacking HP Fire, I didn't like the fact that if he'd have that moce, he'd have the best coverage move against Aegislash, so assuming Geoxern don't use Focus Blast and HP Fire, Heatran and Shedinja would beat him. The team was finally optimized, showing the full potential of a stall based Shedinja team.
---
Not gonna make a doubble RMT here, but if you're interested, you can continue to read here to see how I remove Shedinja and convert the team into a more "standard" stall. Removing my main poke cause a lot of preoblems and chaineffects. I no longer have anything other than a "check" to Kyogre in Ferro and Waterceus and Heatran don't have the required support to beat GeoXern. The first obviouschanges would be to get a Ogre and a Xern check.
Aegislash and SpD Palkia do just fine in that regard. The structure of the team is kinda different now. It's still a solid team, but it lacks SR (didn't use it on Ferro), but I had 2 Defoggers which meant that I could change my Arceus Forme to either a more offensive poke, or as a Defogless supporter.
I needed some more physical defense, so I got back Clefable in Umbreon's place and canged Arceus to Ghostceus, so I would still have a cleric and could check what I wanted to check, beeing more physical attackers and MMY.
And that's a simplified version of how I got another viable stall team, but nore that this is not the team I'm showcasing here, it's more like an alternative you can use if you want to. Importable below.
Transcendant God (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk
Adamant Nature
- Toxic
- Will-O-Wisp
- Baton Pass
- Phantom Force
This thing is extremely good... when given the proper support. Well sometimes he doesn't do anything other than dying, but thats because this game is so match-up reliant anyways. But the goal with this thing will be to get a safe switch-in on something, and then proceed to status their switch in. Just don't be desperate about getting him in the battle. Shedinja can use Baton Pass to scout for dangerous moves, like a random Toxic or Rock move that many pokes may have for different reasons, and it can also give me a lot of momentum, yes even stall can get good momentum. I will usually scout against Xern if he has the proper coveragemove he can handle a Shedinja with, knowing that he can always take a hit. I can usually know for a fact what set the Xern is running simply by going for the Baton Pass on him. Other times I use Baton Pass is to see which pokes that can actually hurt Shedinja, but statusing them is usually better, to slowly wear them down. The Focus Sash is also pretty nice because Shedinja can take a hit, and then pull off a clutch status inflicting move to cripple a big threat in a pinch, before eventually going down himslelf.
The last move is not really that improtant. Shedinja "needs" a way to actually attack, and would like to have a move that offers many PP, and would help him beat Baton Pass (lol), but I just went with Phantom Force, because it's a 2-turn move that can "waste" a total of 32 turns if neccecary. Also the EV spread is pure laziness. I feel that he don't want max speed, because it doesn't fit Phantom Force 'n stuff. I could if I want give him a negative Def nature to give Genesect a Attack boost, but I don't really care
RED (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Toxic
- Stealth Rock
At first I didn't think that I'd use SR on a team with Shedinja, 'cuz I thought it would be kinda counterproductive with the Defog Support I need. But Heatran had plenty of room for it, and it has worked great so far. Shedinja and Heatran makes a good core that will check GeoXern as long as it doesn't run HP Fire and Focus Blast, which is the least common combination of coverage move (in my experience), it's often the one or the other, but the suprize factor in this game is actually one of the biggest factors in the game, so it's not fool proof, just almost. But "the more weird things that is good agains a team, the better"
It's a really standard set, without Taunt, but still does a very good job at pressuring many of the supportive Arceus Formes and Fairy-Types. He is immune to both of the damaging status moves, which really helps Shedinja out a lot. He is also the only poke on my team that can deal with Klefki and oposing Ferrothorns in an effective way.
Imma Fly (Salamence) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog / Refresh
- Refresh / Toxic
I wanted a check to Ho-Oh, and I wanted a pretty damn good one as well, and this thing was just what I was looking for. After scrolling through this new thread called "Ubers teambuilding compendium" or something like that, I saw this thing on Ho-Oh Check/Swicth-in, and it really caught my eye.
Salamence can succesfully wall even CB Ho-oh without troubble and the LO or Toxic Ho-Oh is no different with my own set. I speedcreept up to around 100 Speed Ho-Oh, as I didn't want to waste more bulk in speed. Dragont Tail phazes, and Roost for recovery, Defog because why not and Refresh to keep statuses at bay and to lift off some pressure from my cleric. Intimidate is also really, really good in itself, because it let's me scout and help other teammates in defeating certain pokes like Blaziken, MMX, Arceus. Sadly, he can't pressure SR setters if less I remove Refresh or Defog, both which would put me at a disadvantage. This guy unfortunatley is a Fairy-Type magnet, but honestly, A Giratina would be no different and I still have 3 pokes that can deal with Fairies.
moonbase(d) (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon is my 3rd unorthodox poke on my team. And I really gotta say that he's really underrated and should be used more. While he isn't immune to Dragon, like Sylveon, he's not complete Gengar bait and has one heck of a good ability in Synchronize. Umbreon deals with most SpA attackers, including MMY, which otherwise bothers this team and many stall builds in general. Once again I'd like to fit Toxic right here, but what can you do? Another seemingly weird thing I opted for on the set was 0 Speed EV's, but that allows me to "outslow" many other clerics (who usually carry Toxic) and be able to pull of my Heal Bell after they potentially have statused me, which is really good. The thing I don't like too much about him is that while "absorbing" statuses is nice, he struggles to Heal himself with Wish and be an effective cleric, but he's not bad at all. Seriously, Why has no one even mentioned this thing in the Ubers forums?
10Detta (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Defog / Refresh
- Will-O-Wisp
- Recover
- Judgment
My 2nd Defogger and physically defensive poke. With help from Salamence, he can beat a lot of physical attackers with his sheer bulk, with some additional help from status and a good STAB. I'm considering to give him Pixie Plate to deal better with Yveltal and Dragons, but the water forme is doing just fine and will do a more average job against the Ubers tier in general. It's a super standard set where I need 'Wisp to check some physical attackers, but I also really wish that I had room for Refresh. Oh well, at least he's still an ok switch in to Yveltal and has a good enough deffense overall, even in SpD. Not much more to say abot this 'mon, really.
Rocky (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
I really wanted to fit Ferro in this team, the only reason being to handle Zekrom better (Terravolt hits through Wonder Guard!) and he’s also like a back-up check to Ogre. (You might think that it is stupid running Shedinja with a backup check to Ogre, but relying on Ferro to check Kyogre on stall, is just a bad idea and won't work...) Ferro also finishes my unintentional FWG core wich is quite effective and something you do not see too often in Ubers. Ferro does, like Heatran, beat many of the common Supportceuses and with Heatran, they pressure all of the standard formes.
And I finally have something that had room for every move I wanted him to have. Leech Seed is just extremely good, and Ferro's typing and ablity means that I don't have to rely on the standard "Fairy-Ground core" that Zekrom often forces to deal with him. As having a Fairy-Type other than GeoXern is, more often than not, total Gengar bait. When using this thing, try to not let it recieve status. Ferro really needs to be able to use his moves succesfully to work and also hates burns which limits his ability to continuosly check stuff. Ferro is really good with dealing with that pesky SpD Palkia set and other teams that don’t have much to hit him with. If you’re ”lucky” you can more than once in a battle pull of a free Leech Seed to mess around with your oponent. Just watch out foor random Fire Moves.
And there you have it, a team that is fun to use, and especially against good players, who thinks it is a joke team until they realize the situasion they're in. The team might seem like it struggles with sand teams, but I've never had an exceptionally hard time against them. My team has, like every other team, it's weaknesses, but as far as I know, this team should be able to play around it. The team fares fairly good against a lot of the threats in the meta. The more I think about it, the more I think that this is more like a showcase than a RMT, but I'm still open for suggestions.
Importables:
With Shedinja
Without Shedinja:
Now, with that said, I have chosen to build a team based around something that most high-leveled players would reject as viable and never use at all, maybe with the exception of trolling the ladder, or having too much fun. The poke is more used with newer players trying to find "the ultimate strategy" or something, but still, I found some sort of appeal to this poke. With only 1 HP, and a total BST of less than 2.5 times the average Uber, Shedinja has his niches that he can easily abuse. The most obvious one being immune to all of Kyogre's (most used, viable and non-gimmicky) attacks. The other one being as a "check" to Xern in a way, only fearing HP Fire, but I will talk more about that later. Without further ado I'm giving you my team: Refuto! which translates into "Stall Untill You Die"
Team at Glance:
Team building history
I had a lot of thoughts in my head to support Shedinja, like SwagKeys or Gothitelle to have fun with support Arceuses, but I wanted to make a more stall based team. So I started with Aegislash and Giratina because I obviously still needed a back-up Xern check, just in case it could have HP Fire and something that could pursuit-trap Gengar. And I also desperatley needed Defog and an ok check to Ho-Oh. I didn't really like the thought that 'Tina had to rely on Rest to stay healthy, but I gave it the benefit of my doubt.
I wanted another Defog user, because dual Defog support doesn't look too out-of-this-world when using Shedinja, so I looked at the Arceus Formes and landed on Fairyceus.
I realized that 3 of my pokes was Ghost-Types and 2 of them was Fairy and the fact that they walled completely different things cracked me up a little bit. So with that weird type redundancy, I picked Yveltal, to somehow balance my weaknesses out.
Well, the team wasn't too bad, but It still had some flaws that I wanted to disappear. Clefable was cool, but he was too much Gengar bait and I gotta admit, Aegislash is not enough to make it ok, so I changed Clef into an Umbreon, because I liked the fact that he beats MMY + being a cleric that also has the excact same, good SpD and HP stat that Sylveon has, and the fact that he's not completely Gengar bait (
I looked some more on my team and still saw some unpleasent flaws. I rebuilt my team and made a lot of changes. I started with the triple Ghost core, but replaced Giratina with Salamence who did a much better job. Then I kept Umbreon.
I really wanted to add a Ferro in the team, seeing how a Zekrom could muscle his way through my team and on top of that, Volt Switch on Shedinja, breaking his Sash while also evading the burn. So I removed Yveltal and got the Iron Durain. Now I saw how weak I was at the physical side, so I wanted to add something that could handle some physical attackers and glue my team together some more. I opted for Arceus-Water with a lot of Deffense.
Finally, I got rid of Aegislash to get Heatran in. Since Shedinja walled GeoXern lacking HP Fire, I didn't like the fact that if he'd have that moce, he'd have the best coverage move against Aegislash, so assuming Geoxern don't use Focus Blast and HP Fire, Heatran and Shedinja would beat him. The team was finally optimized, showing the full potential of a stall based Shedinja team.
---
Not gonna make a doubble RMT here, but if you're interested, you can continue to read here to see how I remove Shedinja and convert the team into a more "standard" stall. Removing my main poke cause a lot of preoblems and chaineffects. I no longer have anything other than a "check" to Kyogre in Ferro and Waterceus and Heatran don't have the required support to beat GeoXern. The first obviouschanges would be to get a Ogre and a Xern check.
Aegislash and SpD Palkia do just fine in that regard. The structure of the team is kinda different now. It's still a solid team, but it lacks SR (didn't use it on Ferro), but I had 2 Defoggers which meant that I could change my Arceus Forme to either a more offensive poke, or as a Defogless supporter.
I needed some more physical defense, so I got back Clefable in Umbreon's place and canged Arceus to Ghostceus, so I would still have a cleric and could check what I wanted to check, beeing more physical attackers and MMY.
And that's a simplified version of how I got another viable stall team, but nore that this is not the team I'm showcasing here, it's more like an alternative you can use if you want to. Importable below.
Transcendant God (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk
Adamant Nature
- Toxic
- Will-O-Wisp
- Baton Pass
- Phantom Force
This thing is extremely good... when given the proper support. Well sometimes he doesn't do anything other than dying, but thats because this game is so match-up reliant anyways. But the goal with this thing will be to get a safe switch-in on something, and then proceed to status their switch in. Just don't be desperate about getting him in the battle. Shedinja can use Baton Pass to scout for dangerous moves, like a random Toxic or Rock move that many pokes may have for different reasons, and it can also give me a lot of momentum, yes even stall can get good momentum. I will usually scout against Xern if he has the proper coveragemove he can handle a Shedinja with, knowing that he can always take a hit. I can usually know for a fact what set the Xern is running simply by going for the Baton Pass on him. Other times I use Baton Pass is to see which pokes that can actually hurt Shedinja, but statusing them is usually better, to slowly wear them down. The Focus Sash is also pretty nice because Shedinja can take a hit, and then pull off a clutch status inflicting move to cripple a big threat in a pinch, before eventually going down himslelf.
The last move is not really that improtant. Shedinja "needs" a way to actually attack, and would like to have a move that offers many PP, and would help him beat Baton Pass (lol), but I just went with Phantom Force, because it's a 2-turn move that can "waste" a total of 32 turns if neccecary. Also the EV spread is pure laziness. I feel that he don't want max speed, because it doesn't fit Phantom Force 'n stuff. I could if I want give him a negative Def nature to give Genesect a Attack boost, but I don't really care
RED (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Toxic
- Stealth Rock
At first I didn't think that I'd use SR on a team with Shedinja, 'cuz I thought it would be kinda counterproductive with the Defog Support I need. But Heatran had plenty of room for it, and it has worked great so far. Shedinja and Heatran makes a good core that will check GeoXern as long as it doesn't run HP Fire and Focus Blast, which is the least common combination of coverage move (in my experience), it's often the one or the other, but the suprize factor in this game is actually one of the biggest factors in the game, so it's not fool proof, just almost. But "the more weird things that is good agains a team, the better"
It's a really standard set, without Taunt, but still does a very good job at pressuring many of the supportive Arceus Formes and Fairy-Types. He is immune to both of the damaging status moves, which really helps Shedinja out a lot. He is also the only poke on my team that can deal with Klefki and oposing Ferrothorns in an effective way.
Imma Fly (Salamence) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog / Refresh
- Refresh / Toxic
I wanted a check to Ho-Oh, and I wanted a pretty damn good one as well, and this thing was just what I was looking for. After scrolling through this new thread called "Ubers teambuilding compendium" or something like that, I saw this thing on Ho-Oh Check/Swicth-in, and it really caught my eye.
Salamence can succesfully wall even CB Ho-oh without troubble and the LO or Toxic Ho-Oh is no different with my own set. I speedcreept up to around 100 Speed Ho-Oh, as I didn't want to waste more bulk in speed. Dragont Tail phazes, and Roost for recovery, Defog because why not and Refresh to keep statuses at bay and to lift off some pressure from my cleric. Intimidate is also really, really good in itself, because it let's me scout and help other teammates in defeating certain pokes like Blaziken, MMX, Arceus. Sadly, he can't pressure SR setters if less I remove Refresh or Defog, both which would put me at a disadvantage. This guy unfortunatley is a Fairy-Type magnet, but honestly, A Giratina would be no different and I still have 3 pokes that can deal with Fairies.
moonbase(d) (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon is my 3rd unorthodox poke on my team. And I really gotta say that he's really underrated and should be used more. While he isn't immune to Dragon, like Sylveon, he's not complete Gengar bait and has one heck of a good ability in Synchronize. Umbreon deals with most SpA attackers, including MMY, which otherwise bothers this team and many stall builds in general. Once again I'd like to fit Toxic right here, but what can you do? Another seemingly weird thing I opted for on the set was 0 Speed EV's, but that allows me to "outslow" many other clerics (who usually carry Toxic) and be able to pull of my Heal Bell after they potentially have statused me, which is really good. The thing I don't like too much about him is that while "absorbing" statuses is nice, he struggles to Heal himself with Wish and be an effective cleric, but he's not bad at all. Seriously, Why has no one even mentioned this thing in the Ubers forums?
10Detta (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Defog / Refresh
- Will-O-Wisp
- Recover
- Judgment
My 2nd Defogger and physically defensive poke. With help from Salamence, he can beat a lot of physical attackers with his sheer bulk, with some additional help from status and a good STAB. I'm considering to give him Pixie Plate to deal better with Yveltal and Dragons, but the water forme is doing just fine and will do a more average job against the Ubers tier in general. It's a super standard set where I need 'Wisp to check some physical attackers, but I also really wish that I had room for Refresh. Oh well, at least he's still an ok switch in to Yveltal and has a good enough deffense overall, even in SpD. Not much more to say abot this 'mon, really.
Rocky (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
I really wanted to fit Ferro in this team, the only reason being to handle Zekrom better (Terravolt hits through Wonder Guard!) and he’s also like a back-up check to Ogre. (You might think that it is stupid running Shedinja with a backup check to Ogre, but relying on Ferro to check Kyogre on stall, is just a bad idea and won't work...) Ferro also finishes my unintentional FWG core wich is quite effective and something you do not see too often in Ubers. Ferro does, like Heatran, beat many of the common Supportceuses and with Heatran, they pressure all of the standard formes.
And I finally have something that had room for every move I wanted him to have. Leech Seed is just extremely good, and Ferro's typing and ablity means that I don't have to rely on the standard "Fairy-Ground core" that Zekrom often forces to deal with him. As having a Fairy-Type other than GeoXern is, more often than not, total Gengar bait. When using this thing, try to not let it recieve status. Ferro really needs to be able to use his moves succesfully to work and also hates burns which limits his ability to continuosly check stuff. Ferro is really good with dealing with that pesky SpD Palkia set and other teams that don’t have much to hit him with. If you’re ”lucky” you can more than once in a battle pull of a free Leech Seed to mess around with your oponent. Just watch out foor random Fire Moves.
And there you have it, a team that is fun to use, and especially against good players, who thinks it is a joke team until they realize the situasion they're in. The team might seem like it struggles with sand teams, but I've never had an exceptionally hard time against them. My team has, like every other team, it's weaknesses, but as far as I know, this team should be able to play around it. The team fares fairly good against a lot of the threats in the meta. The more I think about it, the more I think that this is more like a showcase than a RMT, but I'm still open for suggestions.
Importables:
With Shedinja
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk
Adamant Nature
- Toxic
- Will-O-Wisp
- Baton Pass
- Phantom Force
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Toxic
- Stealth Rock
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog
- Refresh
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Foul Play
- Heal Bell
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Recover
- Judgment
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
Ability: Wonder Guard
EVs: 252 Atk
Adamant Nature
- Toxic
- Will-O-Wisp
- Baton Pass
- Phantom Force
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Toxic
- Stealth Rock
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog
- Refresh
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Foul Play
- Heal Bell
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Recover
- Judgment
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
Without Shedinja:
Palkia @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Spacial Rend
- Hydro Pump
- Toxic
- Rest
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- King's Shield
- Toxic
- Shadow Sneak
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog
- Refresh
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Heal Bell
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Will-O-Wisp
- Recover
- Refresh
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Spacial Rend
- Hydro Pump
- Toxic
- Rest
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- King's Shield
- Toxic
- Shadow Sneak
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 40 Spe
Impish Nature
- Dragon Tail
- Roost
- Defog
- Refresh
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Heal Bell
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Toxic
- Gyro Ball
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Will-O-Wisp
- Recover
- Refresh