Thought I'd make an RMT for the team I used to get reqs. It peaked at about 1500 (just above) but then got knocked down a bit. (Screw you, Drifblim, Scolipede, Smeargle...) Anyway, by the time I made reqs, it had gone 55:24. Special thanks to haxiom, who helped me learn ubers and gave the team a lot of input, suggestions, and feedback.
Landorus-Therian (M) @ Lum Berry / Leftovers | Intimidate | Adamant
EVs: 252 HP / 252 Atk / 4 SpD (IVs: 28 Spe)
Stealth Rock / Earthquake / Knock Off / U-turn
Generally the lead. Sets the first hazard, which is especially useful because this team struggled quite a bit vs. Ho-Oh. Also provides a lot of momentum. IVd to outslow base 90s, particularly Groudon and Giratina, as that allows Lando to tank a hit before u-turning into something more appropriate, such as Kyogre if I'm out against Groudon or Palkia if I'm out against Gira. I used to have Leftovers, which were quite useful, but about 3/4 of the way through laddering I switched it to Lum Berry to absorb a burn from Gira or Toxic from whatever. Also lets me lead vs. Darkrai, and U-turn to break the sash as he fails to sleep me. Then I can go into Kyogre for an early-game water spout, potentially forcing the opponent to reveal their Arceus form or making their other Kyogre counter vulnerable and dealing some nice damage with the right prediction. Ultimately Palkia doesn't have any recovery, so if I have to chip away little by little to bust through it, so be it. Knock Off to remove Life Orbs and Lum Berries (even AV from Palkia or Power Herb from Xerneas if I'm lucky/the opponent is stupid). Finally, helps vs. Blaziken in conjunction with Kyogre's rain.
Klefki @ Leftovers | Prankster | Careful
EVs: 252 HP / 4 Def / 252 SpD
Spikes / Play Rough / Thunder Wave / Toxic
Alternate lead vs. teams with Deoxys-S. T-Wave it, then Play Rough a couple times, then switch to Ghosteus for the defog + kill. Also lead vs. Deoxys-A, as Play Rough OHKOs (lol). However, I have to keep it super safe against teams with Xerneas (so...all of them) because it's the only way to guarantee Xerneas eventually goes down thanks to T-Wave negating Geo's speed boost. Luckily a lot of people play Xerneas really poorly, sending it out early allowing me to damage during Geo (they usually come out vs. Palkia or Ghosteus), switch to Klefki to tank a hit (Xern can't OHKO with anything, even at +2), get off a t-wave, and then potentially a play rough or a spike if I get lucky with a full para. Then Klef goes down, I bring in Lando, and EQ for the kill. If not, another member has to finish the job. Sucks, but hey, it's friggin' Xerneas. Even sub or aromatherapy won't help, as the former breaks from a single play rough (except against the most physically defensive of Xerns), and if it tries the latter I can simply put the status back next turn. Klefki also helps vs. Blaziken (though I can't use it for Blaziken if Xern is still alive, as Blaze will kill and it's easier for the team to deal with than Xern), Mewtwo, and just in general as my team love love loves hazards especially Yveltal as they help him beat stall. Finally, it resists Yveltal's STABs, and toxics and walls the shit out of Lugia, who can only "beat" Klefki if it's running sub and whirlwind. He has to be careful about spamming toxic, though, as Xerneas MUCH prefers that status to thunder wave. So much pressure to put on such a cute little keychain!
Palkia @ Assault Vest | Pressure | Timid
EVs: 252 SpA / 4 SpD / 252 Spe
Spacial Rend / Hydro Pump / Thunder / Fire Blast
Mandatory Kyogre check. AV because screw opposing Kyogres, and screw Ditto as well. Also lets me be safe vs. Xerneas in case it decides to Moonblast first turn rather than using Geo. Hydro Pump even outside rain is generally a 2HKO, which lets me pull off the Klefki suicide mission without having to lose Landorus as well. Base 100 speed is amazing to let it check things like weakened Giratina and CB Zekrom. Also a fairly good option against Genesect, though +1 U-turn definitely hurts. Moves are completely standard. I considered putting Thunder Wave on this thing to mess with Xerneas even more, but Fire Blast is just so useful and I need some pre-Geo damage on it anyway. Also helpful vs. Arceus-Water though Arceus-Water is extremely dangerous for the team, much more so than Grasseus.
Yveltal @ Dread Plate | Dark Aura | Hasty
EVs: 4 Atk / 252 SpA / 252 Spe
Dark Pulse / Sucker Punch / Oblivion Wing / Taunt
Sucker Punch is extremely important priority for the team, as it lets Yveltal pick off weakened Kyogres in case Palkia went down early, and is a last resort against Xerneas if Lando couldn't finish the job. Taunt is also extremely useful as this guy shuts down stall single-handedly. Even Chansey (which for some reason I saw much more than Blissey) doesn't want to be taunted and sucker punched over and over, so it usually surprises them and forces them to switch out with damage, meaning it can no longer counter a full-HP Kyogre. Dark Pulse for mandatory and extremely powerful STAB (Yveltal seriously surprised me over and over with how much a Dark Pulse could do), Oblivion Wing for recovery and to hit Grasseus. Dread Plate because screw life orb recoil (and I didn't really appreciate the life orb damage when I wasn't packing Roost). Checks Gira, Ghosteus, and Mewtwo (MM2Y's Ice Beam does not OHKO without prior damage and Sucker Punch does), and forces MGar to switch out, suicide, or simply be killed. Absorbs Deo-A's Psycho Boost, and can tank two ESpeeds, though it doesn't really enjoy having its plate knocked off.
Arceus @ Spooky Plate | Multitype | Timid
EVs: 252 HP / 160 Def / 96 Spe
Defog / Judgment / Will-O-Wisp / Recover
Burns, burns all around! Burns for E-Killer, burns for Mega Kangaskhan, burns for Yveltal switch-ins, burns for Zekrom, burns for Rayquaza, burns for MM2X, burns for Ho-Oh--oh CRAP!!! ...okay, now that that's out of my system, here you have Ghosteus. I've already outlined a lot of his jobs earlier in this RMT. Basically, he kills hazard setters (except Groudons...though he could if he wanted, but I usually at least have Lando soften them up first) and then defogs their shit away. A special screw you to Scolipede, who gets attacked, then burnt, and then defog spammed on him until he leaves or dies. Next, he is THE switch in to Mega Kanga and E-Killer, burning both, though not being able to do much else to either. Sadly gets nailed in the bum by Refresh E-Killer (if only Refresh had less PP...) and by faster E-Killers with Shadow Force. Doesn't shut down non-shadow force E-Killer completely, but once burned, the team as a whole has been able to play around him fairly well. Ghosteus works especially well against E-Killer if I haven't revealed my Arceus form yet, and can get enough damage on it as it SDs the first time, as that pressures it to go for ESpeed giving Ghosteus opportunity to switch in. If possible, Yveltal tries to come in for the taunt. Occasionally E-Killer will come in on Yveltal, giving me the opportunity to taunt and then switch into Ghosteus. Helps back up Yveltal against Ghost and Psychic threats like Gira, Mewtwo, and Lugia. Finally, provides support against Blaziken in combination with Kyogre's rain.
Kyogre @ Choice Scarf | Drizzle | Modest
EVs: 252 SpA / 4 SpD / 252 Spe
Water Spout / Surf / Thunder / Ice Beam
The primary win-condition on the team. Scarf to clean up late game once Palkia and Arceus are gone. Dialga can be a problem, too, but, he's generally dealt fairly easily by the rest of the team. Zekrom buckles under the might of scarf Modest full HP Water Spout, taking over 50% damage, and then being forced to choose a dragon or electric move with the threat of being blocked by Klefki or Landorus, respectively. After a single Water Spout, it can't tank another, meaning once it comes in all I have to do is switch out and get Kyogre in safely again. (e.g., another slow U-turn from Landorus.) I prefer Modest over Timid for that extra oomph, especially after I've taken damage to ensure surf does as much as possible. Also ensures the OHKO with Water Spout against 252 HP Xerneas. The extra speed boost also doesn't help against the most common Ubers scarfers, namely Genesect (outspeeds and U-turns for massive damage and goes into a counter), Zekrom (way too risky to bet my win condition on a speed tie), and Xerneas (outspeeds anyway, ensuring it wins 1v1 as surf can't OHKO even 0 HP Xern and neither can WS after taking a moonblast).
At a glance:
Landorus-T | Klefki | Palkia | Yveltal | Arceus-Ghost | Kyogre
Major known issues:
Ho-Oh
Refresh E-Killer (and shaky vs. E-Killer in general)
Teams that are overprepared for Kyogre, especially when they have Arceus-Water
Goddamned bulky ass rest talk Kyogre who can go and suck a big one
Team Rain & Keychain
Landorus-Therian (M) @ Lum Berry / Leftovers | Intimidate | Adamant
EVs: 252 HP / 252 Atk / 4 SpD (IVs: 28 Spe)
Stealth Rock / Earthquake / Knock Off / U-turn
Generally the lead. Sets the first hazard, which is especially useful because this team struggled quite a bit vs. Ho-Oh. Also provides a lot of momentum. IVd to outslow base 90s, particularly Groudon and Giratina, as that allows Lando to tank a hit before u-turning into something more appropriate, such as Kyogre if I'm out against Groudon or Palkia if I'm out against Gira. I used to have Leftovers, which were quite useful, but about 3/4 of the way through laddering I switched it to Lum Berry to absorb a burn from Gira or Toxic from whatever. Also lets me lead vs. Darkrai, and U-turn to break the sash as he fails to sleep me. Then I can go into Kyogre for an early-game water spout, potentially forcing the opponent to reveal their Arceus form or making their other Kyogre counter vulnerable and dealing some nice damage with the right prediction. Ultimately Palkia doesn't have any recovery, so if I have to chip away little by little to bust through it, so be it. Knock Off to remove Life Orbs and Lum Berries (even AV from Palkia or Power Herb from Xerneas if I'm lucky/the opponent is stupid). Finally, helps vs. Blaziken in conjunction with Kyogre's rain.
Klefki @ Leftovers | Prankster | Careful
EVs: 252 HP / 4 Def / 252 SpD
Spikes / Play Rough / Thunder Wave / Toxic
Alternate lead vs. teams with Deoxys-S. T-Wave it, then Play Rough a couple times, then switch to Ghosteus for the defog + kill. Also lead vs. Deoxys-A, as Play Rough OHKOs (lol). However, I have to keep it super safe against teams with Xerneas (so...all of them) because it's the only way to guarantee Xerneas eventually goes down thanks to T-Wave negating Geo's speed boost. Luckily a lot of people play Xerneas really poorly, sending it out early allowing me to damage during Geo (they usually come out vs. Palkia or Ghosteus), switch to Klefki to tank a hit (Xern can't OHKO with anything, even at +2), get off a t-wave, and then potentially a play rough or a spike if I get lucky with a full para. Then Klef goes down, I bring in Lando, and EQ for the kill. If not, another member has to finish the job. Sucks, but hey, it's friggin' Xerneas. Even sub or aromatherapy won't help, as the former breaks from a single play rough (except against the most physically defensive of Xerns), and if it tries the latter I can simply put the status back next turn. Klefki also helps vs. Blaziken (though I can't use it for Blaziken if Xern is still alive, as Blaze will kill and it's easier for the team to deal with than Xern), Mewtwo, and just in general as my team love love loves hazards especially Yveltal as they help him beat stall. Finally, it resists Yveltal's STABs, and toxics and walls the shit out of Lugia, who can only "beat" Klefki if it's running sub and whirlwind. He has to be careful about spamming toxic, though, as Xerneas MUCH prefers that status to thunder wave. So much pressure to put on such a cute little keychain!
Palkia @ Assault Vest | Pressure | Timid
EVs: 252 SpA / 4 SpD / 252 Spe
Spacial Rend / Hydro Pump / Thunder / Fire Blast
Mandatory Kyogre check. AV because screw opposing Kyogres, and screw Ditto as well. Also lets me be safe vs. Xerneas in case it decides to Moonblast first turn rather than using Geo. Hydro Pump even outside rain is generally a 2HKO, which lets me pull off the Klefki suicide mission without having to lose Landorus as well. Base 100 speed is amazing to let it check things like weakened Giratina and CB Zekrom. Also a fairly good option against Genesect, though +1 U-turn definitely hurts. Moves are completely standard. I considered putting Thunder Wave on this thing to mess with Xerneas even more, but Fire Blast is just so useful and I need some pre-Geo damage on it anyway. Also helpful vs. Arceus-Water though Arceus-Water is extremely dangerous for the team, much more so than Grasseus.
Yveltal @ Dread Plate | Dark Aura | Hasty
EVs: 4 Atk / 252 SpA / 252 Spe
Dark Pulse / Sucker Punch / Oblivion Wing / Taunt
Sucker Punch is extremely important priority for the team, as it lets Yveltal pick off weakened Kyogres in case Palkia went down early, and is a last resort against Xerneas if Lando couldn't finish the job. Taunt is also extremely useful as this guy shuts down stall single-handedly. Even Chansey (which for some reason I saw much more than Blissey) doesn't want to be taunted and sucker punched over and over, so it usually surprises them and forces them to switch out with damage, meaning it can no longer counter a full-HP Kyogre. Dark Pulse for mandatory and extremely powerful STAB (Yveltal seriously surprised me over and over with how much a Dark Pulse could do), Oblivion Wing for recovery and to hit Grasseus. Dread Plate because screw life orb recoil (and I didn't really appreciate the life orb damage when I wasn't packing Roost). Checks Gira, Ghosteus, and Mewtwo (MM2Y's Ice Beam does not OHKO without prior damage and Sucker Punch does), and forces MGar to switch out, suicide, or simply be killed. Absorbs Deo-A's Psycho Boost, and can tank two ESpeeds, though it doesn't really enjoy having its plate knocked off.
Arceus @ Spooky Plate | Multitype | Timid
EVs: 252 HP / 160 Def / 96 Spe
Defog / Judgment / Will-O-Wisp / Recover
Burns, burns all around! Burns for E-Killer, burns for Mega Kangaskhan, burns for Yveltal switch-ins, burns for Zekrom, burns for Rayquaza, burns for MM2X, burns for Ho-Oh--oh CRAP!!! ...okay, now that that's out of my system, here you have Ghosteus. I've already outlined a lot of his jobs earlier in this RMT. Basically, he kills hazard setters (except Groudons...though he could if he wanted, but I usually at least have Lando soften them up first) and then defogs their shit away. A special screw you to Scolipede, who gets attacked, then burnt, and then defog spammed on him until he leaves or dies. Next, he is THE switch in to Mega Kanga and E-Killer, burning both, though not being able to do much else to either. Sadly gets nailed in the bum by Refresh E-Killer (if only Refresh had less PP...) and by faster E-Killers with Shadow Force. Doesn't shut down non-shadow force E-Killer completely, but once burned, the team as a whole has been able to play around him fairly well. Ghosteus works especially well against E-Killer if I haven't revealed my Arceus form yet, and can get enough damage on it as it SDs the first time, as that pressures it to go for ESpeed giving Ghosteus opportunity to switch in. If possible, Yveltal tries to come in for the taunt. Occasionally E-Killer will come in on Yveltal, giving me the opportunity to taunt and then switch into Ghosteus. Helps back up Yveltal against Ghost and Psychic threats like Gira, Mewtwo, and Lugia. Finally, provides support against Blaziken in combination with Kyogre's rain.
Kyogre @ Choice Scarf | Drizzle | Modest
EVs: 252 SpA / 4 SpD / 252 Spe
Water Spout / Surf / Thunder / Ice Beam
At a glance:
Landorus-T | Klefki | Palkia | Yveltal | Arceus-Ghost | Kyogre
Major known issues:
Ho-Oh
Refresh E-Killer (and shaky vs. E-Killer in general)
Teams that are overprepared for Kyogre, especially when they have Arceus-Water
Goddamned bulky ass rest talk Kyogre who can go and suck a big one