I would like to start by saying this is the first thread I've made here, so sorry there's no pictures or show-hides.
Teambuliding Process:
I remembered I faced a joke team full of explosion pokes. I then remembered Mega Glalie. My thought train thinks "Kyurem-B Refrigerate explosion lead!" and the idea arrives.
I then thought "There is no point bolwing up from the go, it needs to set something." I think to SR/whirlwind teams, which fail in OU but not in hackmons. In comes Deoxys-D, so it can finish the hazards started by Kyu-B, and it has impressive bulk.
I made Deo-D a physical wall, so I then went for a special one-Chansey. It can also function as a whirlwind spammer for special mons/if Deo-D goes down.
I then think I need a sweeper, in case of something that can destroy my walls. Arceus is then stuffed in, and can bluff defence until it comes out.
I now get to a filler: Blissey. This is to counter anything that my other members can't counter by being it. You can probably guess it's moveset.
And finally, my answer to defog: Garchomp. Maybe I should use a ghost type for rapid spin, but nah, DD Chomp with Defiant does the job. This slot used to be Shedinja, but it doesn't suit this team so I dropped it.
In depth:
Kyurem-Black @Ice Gem Icicle Plate
Ability: Refrigerate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Explosion Double Edge
- ExtremeSpeed
- Stealth Rock
- Volt Tackle
My lead. Functions by setting up SR and completely obliterating the opponent with Explosion boosted by STAB, Refrigerate and Ice Gem from 170 base attack. I don't think anything can survive this without protecting/enduring. E-Speed is another move boosted by those, and it's for if the opponent does over half damage and outspeeds.
Deoxys-Defense Giratina @ Rocky Helmet
Ability:Iron Barbs Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Toxic Spikes
- Whirlwind
- Recover
This guy normally comes in after an icy death came to the first opponent. If they somehow survived (protect, sturdy or amazing bulk), I'll send in Arceus to finish it first. Whirlwind, spikes and toxic spikes are a main point of this team, and having them on 160/160 defences is very helpful, even if it has low HP sadly. Recover is to heal when my opponent assumes Deo-D's life is at an end, AKA when it's health gets to a point where it could be KO'd without using it. RockyBarbs combo is more passive damage. If all the hazards Kyu-B and this guy sets up are out and it starts to spam Whirlwind, a neutral rock damaged foe will be poisoned and take 37% damage, IIRC.
Chansey (F) @ Eviolite
Ability:Magic Bounce Soundproof
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Will-O-Wisp
- Wish
- Whirlwind
- Spiky Shield
What's that, opponent? You want to status Deo-D or use a special move on it? No chance. This guy fights stallers (or forces them to switch) and special mons that Deo-D can't face. Will-O-Wisp is used over toxic for the rare tims Deo-D goes down and I'm forced to use Chansey V a physical sweeper. Wish is to heal Chansey and even Arceus and Chomp if they need it, and spiky shield is to stop sweepers attacking me during the turn waiting for wish. Magic Bounce has helped on many occasions, and makes Chansey harder to take down than your average OU Chansey, as it prevents taunt and statuses from non mold breakers.
Arceus @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- ExtremeSpeed
- Shadow Claw
- Earthquake
- Belly Drum
A great sweeper, even if it doesn't get set up. 120 attack is impressive, it has great bulk and speed and after a belly drum can take down so much stuff it's amazing. ExtremeSpeed is the main offensive move, 120 power after STAB with +2 priority is hard to turn down. Shadow Claw is for those ghost types, and EQ was added when a M.Aggron gave me some trouble as I could barely touch it after a drum. You may think unburden and priority is contradicting, but E-Speed is so common I wanted to make sure nothing could outspeed, and so much trouble would be caused by M.Gengar if it didn't. This is the main offensive mon in my team, and it's so good I rarely need a second.
Blissey (F) @ Leftovers
Ability: Imposter
EVs: 252 HP
Quirky Nature
-Splash Imprison
- Skill Swap
- Recover
- Seismic Toss
What? Something took down Arceus and Deo-D and Chansey would fall to it? Oh, well I'll just be an improved version of it then! This one's a game saver, the 714 HP as well as my opponents stats are just amazing when up against some of the stuff I couldn't beat with my others, and on occasion Blissey can get a sweep if their resist to their mon has gone. The Quirky nature and Splash are jokes really, I copy my opponents stats except HP and moves so I don't care about my stats + moveset, and there's no HP increasing nature so I don't need to bother.
Garchomp @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
My main answer to defog. I suppose I could go Contrary with evasion spam, but I like this so much better. DD lets me act like a ScarfChomp at +1, just more powerful. Outrage is to be spammed when all fairies are down, EQ is to be spammed when fairies are there and E-Speed is priority for if my opponent has prioity ad I have low health. It is also the only way I can hit Togekiss. The lum berry is so I don't kill myself, as Chomp doesn't like taking confusion damage at all, especially after a DD and defiant activation.
Xerneas @ Waiting for set
Ability: Pixilate
EVs: Waiting for set
Waiting for nature
- Boomburst
- IDK
- IDK
- Quiver Dance
Note: Fairies are of concern, as are dragons if they lead and can OHKO Kyu-B.
Overall, this team has served me well, but I haven't had as much chance to test it as I'd have liked with the PS server going down. But it's annoyed the heck out of some people I've played, and been far more effective than my OU hazard team, as limitations for move and ability users meant I had 3 ground weaknesses, which is never good. Any advice would help.
Edited with new sets.
Teambuliding Process:
I remembered I faced a joke team full of explosion pokes. I then remembered Mega Glalie. My thought train thinks "Kyurem-B Refrigerate explosion lead!" and the idea arrives.
I then thought "There is no point bolwing up from the go, it needs to set something." I think to SR/whirlwind teams, which fail in OU but not in hackmons. In comes Deoxys-D, so it can finish the hazards started by Kyu-B, and it has impressive bulk.
I made Deo-D a physical wall, so I then went for a special one-Chansey. It can also function as a whirlwind spammer for special mons/if Deo-D goes down.
I then think I need a sweeper, in case of something that can destroy my walls. Arceus is then stuffed in, and can bluff defence until it comes out.
I now get to a filler: Blissey. This is to counter anything that my other members can't counter by being it. You can probably guess it's moveset.
And finally, my answer to defog: Garchomp. Maybe I should use a ghost type for rapid spin, but nah, DD Chomp with Defiant does the job. This slot used to be Shedinja, but it doesn't suit this team so I dropped it.
In depth:
Kyurem-Black @
Ability: Refrigerate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-
- ExtremeSpeed
- Stealth Rock
- Volt Tackle
My lead. Functions by setting up SR and completely obliterating the opponent with Explosion boosted by STAB, Refrigerate and Ice Gem from 170 base attack. I don't think anything can survive this without protecting/enduring. E-Speed is another move boosted by those, and it's for if the opponent does over half damage and outspeeds.
Ability:
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Toxic Spikes
- Whirlwind
- Recover
This guy normally comes in after an icy death came to the first opponent. If they somehow survived (protect, sturdy or amazing bulk), I'll send in Arceus to finish it first. Whirlwind, spikes and toxic spikes are a main point of this team, and having them on 160/160 defences is very helpful, even if it has low HP sadly. Recover is to heal when my opponent assumes Deo-D's life is at an end, AKA when it's health gets to a point where it could be KO'd without using it. RockyBarbs combo is more passive damage. If all the hazards Kyu-B and this guy sets up are out and it starts to spam Whirlwind, a neutral rock damaged foe will be poisoned and take 37% damage, IIRC.
Chansey (F) @ Eviolite
Ability:
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Will-O-Wisp
- Wish
- Whirlwind
- Spiky Shield
What's that, opponent? You want to status Deo-D or use a special move on it? No chance. This guy fights stallers (or forces them to switch) and special mons that Deo-D can't face. Will-O-Wisp is used over toxic for the rare tims Deo-D goes down and I'm forced to use Chansey V a physical sweeper. Wish is to heal Chansey and even Arceus and Chomp if they need it, and spiky shield is to stop sweepers attacking me during the turn waiting for wish. Magic Bounce has helped on many occasions, and makes Chansey harder to take down than your average OU Chansey, as it prevents taunt and statuses from non mold breakers.
Arceus @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- ExtremeSpeed
- Shadow Claw
- Earthquake
- Belly Drum
A great sweeper, even if it doesn't get set up. 120 attack is impressive, it has great bulk and speed and after a belly drum can take down so much stuff it's amazing. ExtremeSpeed is the main offensive move, 120 power after STAB with +2 priority is hard to turn down. Shadow Claw is for those ghost types, and EQ was added when a M.Aggron gave me some trouble as I could barely touch it after a drum. You may think unburden and priority is contradicting, but E-Speed is so common I wanted to make sure nothing could outspeed, and so much trouble would be caused by M.Gengar if it didn't. This is the main offensive mon in my team, and it's so good I rarely need a second.
Blissey (F) @ Leftovers
Ability: Imposter
EVs: 252 HP
Quirky Nature
-
- Skill Swap
- Recover
- Seismic Toss
What? Something took down Arceus and Deo-D and Chansey would fall to it? Oh, well I'll just be an improved version of it then! This one's a game saver, the 714 HP as well as my opponents stats are just amazing when up against some of the stuff I couldn't beat with my others, and on occasion Blissey can get a sweep if their resist to their mon has gone. The Quirky nature and Splash are jokes really, I copy my opponents stats except HP and moves so I don't care about my stats + moveset, and there's no HP increasing nature so I don't need to bother.
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance
My main answer to defog. I suppose I could go Contrary with evasion spam, but I like this so much better. DD lets me act like a ScarfChomp at +1, just more powerful. Outrage is to be spammed when all fairies are down, EQ is to be spammed when fairies are there and E-Speed is priority for if my opponent has prioity ad I have low health. It is also the only way I can hit Togekiss. The lum berry is so I don't kill myself, as Chomp doesn't like taking confusion damage at all, especially after a DD and defiant activation.
Xerneas @ Waiting for set
Ability: Pixilate
EVs: Waiting for set
Waiting for nature
- Boomburst
- IDK
- IDK
- Quiver Dance
Note: Fairies are of concern, as are dragons if they lead and can OHKO Kyu-B.
Overall, this team has served me well, but I haven't had as much chance to test it as I'd have liked with the PS server going down. But it's annoyed the heck out of some people I've played, and been far more effective than my OU hazard team, as limitations for move and ability users meant I had 3 ground weaknesses, which is never good. Any advice would help.
Edited with new sets.
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