Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 192 Atk / 52 SpD / 16 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 52 Def / 208 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Psyshock
Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Reflect
Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Will-O-Wisp
- Recover
Ability: Regenerator
EVs: 248 HP / 192 Atk / 52 SpD / 16 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 52 Def / 208 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Psyshock
Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Reflect
Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Will-O-Wisp
- Recover
Team Details
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 192 Atk / 52 SpD / 16 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Ho-Oh is a premium threat in Ubers. It's also a bird on fire which makes it one of my favorites. I have to resist the urge to splash it on any random team. Anyway, this is a fairly standard bulky CB Ho-Oh. 248/52 special bulk is the magic number to check GeoXern; 16 EVs in Spe to outspeed max speed Diancie, so Ho-Oh can OHKO it with EQ should it dare to mega evolve without Protect. Sleep Talk allows Ho-Oh to checkmate Darkrai that overstays its welcome. The beauty of this set is that everything works in sync -- from item, to moves, to ability, to stats -- that makes it almost perfect at what it does.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 52 Def / 208 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar
The most splashable Ubers Pokemon (ever?). Primal Groudon compresses so many roles into itself that it's hard to pass up. Stealth Rock is a must on every team, and PDon is a good user thanks to bulk and forced switch outs. Earthquake is a reliable physical STAB for the defensive set, while Lava Plume is the sun powered special STAB that roasts the likes of Gliscor, Landorus-T and Ferrothorn. Roar is primarily for GeoXern. The spread allows PDon to survive a +2 EQ from Ekiller at full health. The rest is dumped in special bulk to better handle Xerneas. Relaxed is used to preserve the power on Lava Plume.
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Psyshock
Latias and PDon form a good balanced core. Latias is specially bulky while PDon is physically bulky; Latias can handle Pyogre and Ground types that PDon is weak to, whereas PDon can handle Steel and Fairy types that Latias has trouble against. 212 HP allows Latias to survive 2HKO from max Sp. Atk Primal Kyogre's Ice Beam. 176 Spe and Timid allows Latias to outspeed max speed base 100s (Palkia). Defog is a must when using Ho-Oh; Roost and Draco Meteor are self explanatory; Psyshock has some notable targets including Ho-Oh, Kyogre and Blissey.
Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
Bulky Mega Salamence gives this team a check to both EKiller and Ho-Oh. With the current spread, it has a 25% chance of being OHKOed by +3 Jolly Espeed after SR, and a 76.6% to 2HKO back with no SR and one round of LO recoil. Mega Salamence can also switch in and win one on one versus CB Ho-Oh, thanks to being faster (able to tank multiple Brave Birds with fast Roost) and KO back when it's weakened by recoil. Refresh makes Salamence a status sponge in general, turning it into a decent stall breaker, and especially helps with switching into Sacred Fire. 145 Atk and Aerilate still hits pretty hard without investment, and with a DD boost it can still sweep through weakened teams. Thanks to the bulk + Roost/Refresh, Salamence even has the potential to set up multiple DD boosts, which makes up for the lack of offensive investment. 124 Spe EVs to outspeed max speed base 90s, so it doesn't get wrecked by the occasional Timid Primal Kyogre or max speed Ho-Oh or get revenge killed by something like Scarf Zekrom.
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Reflect
Klefki serves a few important purposes. It checks Yveltal fairly reliably (especially Foul Play variants), which threatens all other members. It also check Xerneas, again. Between PDon, Ho-Oh and Keys, GeoXern has a pretty hard time sweeping. Prankster Thunder Wave is also a powerful tool against offensive teams, and serves to prevent an opposing sweeper from getting out of control. Toxic is almost mandatory to hit the ubiquitous PDon as it switches in. Play Rough and Careful are chosen to better deal with aforementioned Yveltal and Darkceus. Finally, Prankster Reflect gives Klefki better mixed bulk, and prevents it from being set up fodder for Ekiller.
Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Will-O-Wisp
I debated between Ekiller, Ghost and Dark when choosing my Arceus form. Ekiller seemed like the more "proactive" choice, but it does put quite a bit of pressure on MMence in checking physical threats e.g. opposing Ekiller AND Ho-Oh. Ghostceus and Darkceus are kind of similar. Ghostceus can reliably check Ekiller whereas Darkceus has a much harder time. Ghostceus also handles the likes of Scolipede lead and Scarf Genesect much better than Darkceus. Using Ghostceus leaves me more open to Yveltal but Klefki is quite reliable in checking it. The real drawbacks I feel are two Ghost weaknesses and no resists, as well as a weakness to Refresh Darkceus. The spread is fairly straight forward, max HP and speed to at least speed tie with all base 120s (namely MMence and SD Arceus) for that quick WoW. Calm Mind gives it sweeping power with Judgment.
Tough Enemies
Arceus-Dark: a pretty gaping hole to Refresh CM Arceus-Dark right now. Klefki doesn't do enough damage to beat through Recover. This definitely weighed in my debate in Darkceus versus Ghostceus.
Giratina-O: Giratina-O can be annoying to deal with (the more offensive it is the harder). Groudon can wall it ok but can't do much back. Mega Mence can also deal with it to some extent, but does not enjoy taking Dragon Tail (40.2% - 47.8% with no chance of Roost right away, diminishing its ability to check other threats), not to mention the occasional Draco Meteor. Klefki can deal with most attacks, but struggles against Shadow Force.
Mewtwo: Mewtwo is hard to deal with because of its unpredictability. Klefki can handle Mega Mewtwo X, but if it's a specially offensive Mewtwo or MMY carrying Fire Blast then it gets wrecked. Latias can deal with special attacking Mewtwos but struggles against Ice Punch from MMX (a more and more common move it carries).