Sorry for the delay. Also it's 4 am when I'm typing this so sorry if I make typos and errors.
Hydreigon @ Choice Scarf
Ability: Levitate
Naive / Hasty / Timid Nature
EV's: 4 Atk / 252 SpA / 252 Spe
- U-Turn
- Draco Meteor
- Fire Blast
- Dark Pulse
Hydreigon is a really cool and underrated mon. It's niche in Ubers over popular Scarf users such as Palkia or Zekrom is that it has access to U-Turn, Levitate, immunity to Toxic Spikes, and a Dark-Type STAB. U-Turn can hit Mewtwo for a nice 35% with a neutral nature which then allows you to switch to the correct mon to take the incoming hit (generally Ice Beam or Aura Sphere). Dark Pulse is also really good for a late game clean-up sweep when you have your opponent weak. The flinch rate can also be a game-saver. Draco Meteor should be fired off early in the game since Kyogre is the primary switch-in. Depending on the damage output you can generally tell if it's running a Scarf or Specs set.
Placing Hydreigon on your team can be pretty difficult. It doesn't give you a Kyogre check like a Palkia can, but don't underestimate it. Give it a shot and see how you like it. When I first used it, it was only because I wanted to try somewhat of a gimmick mon that I could see working. The end result was a 1550 ladder ranking with Hydreigon as a stable on my sun team.
Forretress @ Leftovers
Ability: Sturdy
Nature: Careful
EV's: 236 HP / 98 Def / 176 SDef
- Rapid Spin
- Toxic
- Toxic Spikes / Spikes
- Pain Split
This is the Forretress I ALWAYS run. Since I love running sun, it means I love running Ho-Oh. Since I love running Ho-oh, it means I like to keep it alive. SINCE I LIKE TO KEEP IT ALIVE, I NEED A SPINNER THAT CAN STAY ALIVE. That's where this Forretress comes in. It's a fantastic check to ExtremeKiller with a combination of Toxic + Pain Split. Toxic + Pain Split also helps it take down Giratina-a and Giratina-o that lack Hidden Power - Fire, while gaining a shit ton of health back from Pain Split.
Spikes can be used over Toxic Spikes if your team benefits from it more, but most of the time I like to stick with Toxic Spikes. Make sure you have something to take on Steel types and Tentacruel though, since you can't touch either of them.
Garchomp @ Life Orb
Ability: Sand Veil
Nature: Naive
EV's: 4 SpA / 252 Atk / 252 Spe
- Substitute / Swords Dance
- Earthquake
- Dragon Claw
- Fire Blast
This is a really cool Garchomp set that I ran on my sand team for a while. It's pretty much the same as Sub / SD but it uses Life Orb and Fire Blast instead. Fire Blast is there for nailing Skarmory and hitting Forretress and Ferrothorn really hard (although Ferrothorn will already take a lot from Earthquake). The choice of Sub or SD is up to you. Substitute lets you abuse Sand Veil a bit more while Earthquake lets you sweep pretty much every stall team in existance. Outrage can be used > Dragon Claw but that defeats the purpose of nailing Skarm if one is to switch in on you.
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