I have never been a fan of using legendary Pokemon in competition and was absolutely gutted at the new VGC rules. I decided that instead of giving in and making a team consisting of legendary Pokemon I would do the opposite and attempt to make a viable team which looks at countering top threats while still being able to handle anything else which might come my way. I wont lie the team isn't perfect and still has some kinks to iron out but it was potential. Without further to do I present the Average Joes.
1) Golduck @ Choice Scarf
Ability: Cloud Nine
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Scald
- Psyshock
- Protect
The superstar of the team. Back when the rules were announced I decided I needed someone who could reliably take care the the biggest threat, Primal Groudon in the game, hence why Golduck was chosen. With Cloud Nine he removes all weather on the field and is able to cleanly one shot Primal Groudon. As an added bonus with the modest nature he is able to one shot Mega Rayquazza and has the bulk to survive an Extremespeed. Psyshock was chosen just so it wouldn't be completely walled by water Pokemon. Protect was chosen for the last spot as to fake a choice item and to stall out turns if needed. Standard offensive spread, with choice scarf used to outpace threats.
252+ SpA Golduck Scald vs. 248 HP / 0 SpD Primal Groudon: 268-316 (130 - 153.3%) -- guaranteed OHKO
252+ SpA Golduck Ice Beam vs. 0 HP / 0 SpD Mega Rayquaza: 184-220 (102.2 - 122.2%) -- guaranteed OHKO
252 Atk Life Orb Mega Rayquaza Extreme Speed vs. 0 HP / 0 Def Golduck: 94-110 (60.6 - 70.9%) -- guaranteed 2HKO
2)Crobat @ Mental Herb
Ability: Inner Focus
EVs: 4 HP / 224 Atk / 28 SpD / 252 Spe
Jolly Nature
- Taunt
- Brave Bird
- U-Turn
- Cross Poison
Crobat was chosen as my answer to Xerneas. Taunt stops Geomancy, reducing it from being as big as a threat as it usually is. Cross Posion is used in order to hit Xerneas as hard it can, though it still only allows for the 3HKO. Brave Bird is the general attack move to be used, hitting most enemies for respectable damage. U-turn was chosen in order to provide some momentum to the team when needed. 28 SpD allows it to survive an Xerneas Thunder, while the mental herb was chosen to be able to shrug off any taunts (Maybe lum berry would be better for Thundurus/Smeragle). Inner focus was chosen to avoid flinches and allow him to taunt Smeargles
3)Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- U-Turn
A fairly standard Talonflame set, it was chosen as a way to provide reliable priority to my team. Brave bird will be the move used 90% of the time, being the strongest priority move in the metagame. Flare Blitz provides alternate STAB and a way to break Steel pokemon, especially Ferrothorn. Steel Wing allows Talonflame a way past any rock Pokemon which may arise, while U-turn allow Talonflame out of any sticky situation and provide the team with momentum.
4)Aegislash @ Air Balloon
Ability: Stance Change
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Shadow Ball
- Kings Shield
- Flash Cannon
- Shadow Sneak
It never hurts to have a Steel Pokemon on your team even if Earthquake and Primal Groudon can ruin their day. Aegislash allows this team a way to break past Cresselia and Giritina as well as a hard hitting STAB. Flash Cannon hits Xerneas in the face and can tank all its moves bar Earthquake, but its much less effective after a Geomancy. Shadow Sneak provides priority and a way to pick off weakened foes while Kings Shield allows Aegislash to change back into its defensive form and protect itself from direct attacks. Air Balloon was chosen as it allow me to swap it in on ground attacks without any worry.
5)Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Calm Nature
- Hydro pump
- Thunderbolt
- Protect
- Thunder Wave
A Soft check to Primal Kyogre. My team is relatively weak to Primal Kyogre and Rotom-Wash patches up this problem somewhat. Thunderbolt allows for Rotom-Wash to 3HKO P-Kyogre, while being capable of tanking any move it can throw out, aoviding even the 2HKO from Thunder. Hydro pump is the secondary STAB, hitting the likes of Ho-Oh for considerable damage. Protect allows Rotom-W to scout out any moves the enemies may throw out while Thunder wave it just the best Status move to have, spreading paralysis when it can and wrecking potential sweeps from setup Xerneas and other pokemon which may cause my team trouble
6)Salamance @ Salamancite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Protect
This team really needed a physical hitter, and who does that better than Mega-Salamance. Return is the obligatory STAB that destroys anything that doesn't resist it. Earthquake hits a lot of those Pokemon that resist Flying STAB such as Steel and Rock Pokemon. Protect allows Salamance to safely mega evolve if needed. Dragon Dance was the last move, if it gets an opputunity to use it nothing will surive it wrath but struggle to get it off in double due to the faster face, though work just as well with a neutral SpA nature.
So thats the team, nothing in their is truly unconventional besides maybe Golduck and I try to cover the best biggest threats as best as I can but I have fallen short in some areas. P-Kyogre does a lot of damage to my team and once Xernas setsup, there not too much I can do to stop it. Also while I havent struggled to much against it yet, I feel as if a well played M-Khan will cause alot of problems.
Some things which I have though of adding/changing:
-M-Manectric - Provides Lightning rod/Intimidate and a way to smack Kyogre in the face
-Raichu - Similar to Manectric but bringing more support
So guys thats it, I'm happy for all suggestions and criticism but try to keep in mind this team avoids using legendarys but thats the only restriction. The only Pokemon Im adamant on keeping is Golduck, due to how unorthodox it is and its surprise factor n being able to OHKO both P-Groudon and Mega Rayquazza.
1) Golduck @ Choice Scarf
Ability: Cloud Nine
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Scald
- Psyshock
- Protect
The superstar of the team. Back when the rules were announced I decided I needed someone who could reliably take care the the biggest threat, Primal Groudon in the game, hence why Golduck was chosen. With Cloud Nine he removes all weather on the field and is able to cleanly one shot Primal Groudon. As an added bonus with the modest nature he is able to one shot Mega Rayquazza and has the bulk to survive an Extremespeed. Psyshock was chosen just so it wouldn't be completely walled by water Pokemon. Protect was chosen for the last spot as to fake a choice item and to stall out turns if needed. Standard offensive spread, with choice scarf used to outpace threats.
252+ SpA Golduck Scald vs. 248 HP / 0 SpD Primal Groudon: 268-316 (130 - 153.3%) -- guaranteed OHKO
252+ SpA Golduck Ice Beam vs. 0 HP / 0 SpD Mega Rayquaza: 184-220 (102.2 - 122.2%) -- guaranteed OHKO
252 Atk Life Orb Mega Rayquaza Extreme Speed vs. 0 HP / 0 Def Golduck: 94-110 (60.6 - 70.9%) -- guaranteed 2HKO
2)Crobat @ Mental Herb
Ability: Inner Focus
EVs: 4 HP / 224 Atk / 28 SpD / 252 Spe
Jolly Nature
- Taunt
- Brave Bird
- U-Turn
- Cross Poison
Crobat was chosen as my answer to Xerneas. Taunt stops Geomancy, reducing it from being as big as a threat as it usually is. Cross Posion is used in order to hit Xerneas as hard it can, though it still only allows for the 3HKO. Brave Bird is the general attack move to be used, hitting most enemies for respectable damage. U-turn was chosen in order to provide some momentum to the team when needed. 28 SpD allows it to survive an Xerneas Thunder, while the mental herb was chosen to be able to shrug off any taunts (Maybe lum berry would be better for Thundurus/Smeragle). Inner focus was chosen to avoid flinches and allow him to taunt Smeargles
3)Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- U-Turn
A fairly standard Talonflame set, it was chosen as a way to provide reliable priority to my team. Brave bird will be the move used 90% of the time, being the strongest priority move in the metagame. Flare Blitz provides alternate STAB and a way to break Steel pokemon, especially Ferrothorn. Steel Wing allows Talonflame a way past any rock Pokemon which may arise, while U-turn allow Talonflame out of any sticky situation and provide the team with momentum.
4)Aegislash @ Air Balloon
Ability: Stance Change
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Shadow Ball
- Kings Shield
- Flash Cannon
- Shadow Sneak
It never hurts to have a Steel Pokemon on your team even if Earthquake and Primal Groudon can ruin their day. Aegislash allows this team a way to break past Cresselia and Giritina as well as a hard hitting STAB. Flash Cannon hits Xerneas in the face and can tank all its moves bar Earthquake, but its much less effective after a Geomancy. Shadow Sneak provides priority and a way to pick off weakened foes while Kings Shield allows Aegislash to change back into its defensive form and protect itself from direct attacks. Air Balloon was chosen as it allow me to swap it in on ground attacks without any worry.
5)Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Calm Nature
- Hydro pump
- Thunderbolt
- Protect
- Thunder Wave
A Soft check to Primal Kyogre. My team is relatively weak to Primal Kyogre and Rotom-Wash patches up this problem somewhat. Thunderbolt allows for Rotom-Wash to 3HKO P-Kyogre, while being capable of tanking any move it can throw out, aoviding even the 2HKO from Thunder. Hydro pump is the secondary STAB, hitting the likes of Ho-Oh for considerable damage. Protect allows Rotom-W to scout out any moves the enemies may throw out while Thunder wave it just the best Status move to have, spreading paralysis when it can and wrecking potential sweeps from setup Xerneas and other pokemon which may cause my team trouble
6)Salamance @ Salamancite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Protect
This team really needed a physical hitter, and who does that better than Mega-Salamance. Return is the obligatory STAB that destroys anything that doesn't resist it. Earthquake hits a lot of those Pokemon that resist Flying STAB such as Steel and Rock Pokemon. Protect allows Salamance to safely mega evolve if needed. Dragon Dance was the last move, if it gets an opputunity to use it nothing will surive it wrath but struggle to get it off in double due to the faster face, though work just as well with a neutral SpA nature.
So thats the team, nothing in their is truly unconventional besides maybe Golduck and I try to cover the best biggest threats as best as I can but I have fallen short in some areas. P-Kyogre does a lot of damage to my team and once Xernas setsup, there not too much I can do to stop it. Also while I havent struggled to much against it yet, I feel as if a well played M-Khan will cause alot of problems.
Some things which I have though of adding/changing:
-M-Manectric - Provides Lightning rod/Intimidate and a way to smack Kyogre in the face
-Raichu - Similar to Manectric but bringing more support
So guys thats it, I'm happy for all suggestions and criticism but try to keep in mind this team avoids using legendarys but thats the only restriction. The only Pokemon Im adamant on keeping is Golduck, due to how unorthodox it is and its surprise factor n being able to OHKO both P-Groudon and Mega Rayquazza.