Dilwar
Hi
This team is surprisingly Hyper Offense. The aim is to stack spikes and rocks and finish off everything with strong sweepers; applying immense offensive pressure to prevent recovery, defog/spin, and opposing set-up sweepers to comfortably set up to dangerous levels. I couldn't go for #1 because the ladder is really buggy right now and even when you do find battles your score is hardly ever updated, so I stopped as soon as I reached top 10.
TEAM PREVIEW:
Teambuilding process:
Hazard Layer - for my hazard layer I chose Scolipede because it's fantastic at what it does. I fell in love with the bug and how effective it was after using Level 56's Ultimate Art team a lot in XY. It was my first choice because it could anti-lead other leads such as Deoxys and the presence of Sashed Endeavor was too good, forcing my opponent to pick their poison. Also Toxic Spikes is a great insurance against other HO and further reduces the chances of other set-up sweepers sweeping me, because the chip damage really wears them down and puts them in revenge killing range via priority easily. It also really annoys balance and stall teams because the chip damage wears them down so fast.
Threatening counter leads - Scolipede really hates Giratina, Gengar, Ho-oh, Ferrothorn and the likes. So I chose a mon that could really threaten these Pokemon as well as lure some such as Ho-oh. This Pokemon was Xerneas. Xerneas makes my opponent think twice about counter-leading Scolipede and forces 50-50s which could easily fall in my favour.
Stealth Rocks - my rock setter is Primal Groudon. I don't think I have to explain this Pokemon and why I chose it straight away. It's insanely good and fills numerous roles. Kyogre switch-in, Ekiller check, Geoxern check, Zekrom Counter, the list goes on. So many huge threats covered in one slot gave me no second thoughts in choosing this monster.
Revenge Killer / Sweep stopper - in such an offense oriented meta, I needed a Pokemon that provided strong priority to prevent me from getting swept. Ekiller was chosen because it's fantastic at this. It stops Rayquaza (to some extent, definitely not a counter) by easily living a +1 Espeed thanks to its great natural bulk and finishes it with Extremespeed. I'm not concerned about +2 Espeed because that means an SD set, therefore I'm faster. Besides, Ekiller still lives a +2 Espeed.
Nuke - next I wanted to add a Pokemon that could rip through stall and balance as well as occasionally sweep HO. This Pokemon was obviously Mega Rayquaza. So stupidly broken.
Scarfer - I needed a scarfer to provide another form of revenge killing and a late game sweep. I chose Scarfed Kyogre. It's definitely not as good as it was last gen thanks to Primal Groudon and Mega Ray being on every single team, but I still think it's underrated threat. People usually assume its primal and let their checks die, only to be swept by a late game Spout. I guess I was slightly biased in choosing this Pokemon because it was one of my favourite Uber Pokemon from last gen, I used it in pretty much every team.
Now that that's out the way, the team!
Scolipede
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Pin Missile
- Endeavor
Standard Uber lead Scoli. It reliably sets up at least two layers - usually one Toxic Spike and one Spike. The EVs are straightforward, any bulk investment was unncessary due to the Sashed Endeavor technique. So Jolly nature with 252 Atk and 252 Speed was chosen to maximise Speed and Attack. Toxic Spikes and Spikes are self-explanatory. Pin Missile is there as its one offense move and allows it to anti-lead Deoxys, Mewtwo etc. Endeavor prevents it from being set-up fodder and pretty much gaurantees it at least one kill per game.
Primal Groudon
Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 240 HP / 96 Atk / 164 Def / 8 Spe
Impish Nature
- Fire Punch
- Earthquake
- Roar
- Stealth Rock
Support Primal Groudon. Fire Punch hits REALLY hit hard under sun and thanks to it now being a Fire type. Earthquake was the other STAB move chosen to hit Kyogre, Zekrom etc. I chose it over Precipice Blades because it's more reliable and it still gets the OHKO on Zekrom. Roar is crucial as it prevents things from setting up on it, namely Mega Rayquaza who resists both its STABs. It also works really well with the layers of spikes provided by Scolipede. Stealth Rock is Stealth Rock. 96 Atk EVs were used to 2HKO Ekiller with Fire Punch, as well as standard Geoxern so I win both 1v1 match ups. No, not even a +2 Earthquake from Life Orb Ekiller kills. 96 Atk EVs also gaurantees the OHKO on Mega Gengar with Fire Punch, including some variants that like to run HP. This prevents Earthquake mind games (normal Gengar gets Levitate) and is really helpful because Gengar also stops Scolipede. If my opponent leads with Gengar predicting Scolipede and I lead with Don, they usually like to Taunt thinking they got me or expect me to switch out, so the OHKO with Fire Punch is really helpful and gets me huge momentum early game. The rest of the EVs were in HP and Defense with a bit of speed creeping. I didn't put 252 in Defense because of diminishing returns (252HP / 164Def is actually more physically bulky than 164HP / 252 Def), since Groudon's defense stat is huge while its HP stat isn't, so investing in HP brings more returns, both on the physical and special side.
Mega Rayquaza
Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Earthquake
- ExtremeSpeed / V-Create
- Dragon Dance / Swords Dance
The most broken Pokemon ever. Who ever thought we'd get something more broken than Geoxern? This thing 6-0s teams with ease and Stealth Rock and Spikes make its job easier. I chose the DD set because it works well against everything - stall, balance and HO. Dragon Ascent is mandatory, Earthquake is amazing coverage in tandem with Dragon Ascent, hitting Zekrom, Dialga, Primal Don, Arc-Rock etc. Flying and Ground is just great coverage in general. Extremespeed is amazing priority and forces Ditto to Espeed, as Ditto dies to +1 LO Espeed. This way Ditto can't sweep me if it comes in when I have DD'd, because Espeed won't OHKO my other Pokemon. Furthermore, the dual Espeed priority with Ekiller is really helpful and pretty much gaurantees set-up sweepers from ever sweeping me. I slashed V-Create and Swords Dance because I use them when I know I'm gonna play stall. Nothing in stall can wall DA, EQ, VC, and SD stacked on top of a Life Orb, so this thing can pretty much 6-0 them. Even Mega Aggron isn't enough, as it dies to +2 Life Orb V-Create. I chose the Adamant nature because I'm using the DD set so I outspeed everything relevant at +1 anyway. Also, Adamant picks up some key KOs which I'll show later. 4 EVs in SpDef so Genesect gets the Attack boost instead of SpAtk, this way I'm not hit as hard with Ice Beam.
Xerneas
Xerneas @ Life Orb
Ability: Fairy Aura
Shiny: Yes
EVs: 88 Atk / 188 SpA / 232 Spe
Hasty Nature
- Moonblast
- Rock Slide
- Hidden Power [Fire]
- Aromatherapy / Close Combat
Xerneas was chosen for many reasons. It provides a switch in to Yveltal while also forming a Fairy and Ground core with Groudon, leaving Zekom crying. It's a pretty standard Life Orb set and threatens everything that tries to counter-lead Scoli. Moonblast is obviously its main move and hits ridiculously hard with Fairy Aura and Life Orb. It takes care of Giratina who Scolipede hates. Rock Slide to lure Ho-oh who tries to counter-lead Scoli by hopes of Sacred Fire burn. HP Fire for things like Scizor and Ferrothorn and Aromatherapy is there to act as a cleric. It gives a second chance to burned Ekiller and Rayquaza, as well as Paralyzed Kyogre. However sometimes I change to Close Combat because it hits Blissey, Heatran and other steel types in general. I can't really decide between the two, since I rarely use Aromatherapy because this meta is so offense oriented right now but it's always nice to have. At the same time the things that Close Combat hits are very rarely used because Blissey and Heatran aren't found on offense teams. 88 Atk EVs nets the gauranteed OHKO on 248HP Ho-oh (Rock Slide) and KOs Blissey after SR (Close Combat), as well as OHKO Excadrill. I didn't use 252 Speed because I'm using HP Fire, so I'm not speed tying with other base 99s anyway, therefore I put enough to allow me to outspeed base 95s such as Rayquaza before mega and Kyurem-W. The rest was put in SpAtk. I chose Hasty nature to further increase its ability to switch into Yveltal.
Arceus
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Standard Ekiller. Not much to say here really. Everyone knows how this things works, what it does, etc. I guess I could mention why I didn't choose options such as Overheat, well because Groudon's Fire Punch and Xerneas's HP Fire is enough Fire coverage. Other than that, this thing is really good, great bulk, strong priority, really prevents sweeps from happening. Dual Espeed in the form of Ray and Ekiller is really nice to have. 4 EVs in Defense prevents Genesect from getting the Attack boost so it reduces U-Turn or Explosion damage.
Kyogre
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Origin Pulse
- Thunder
- Ice Beam
The mon I was least sure about picking. As I said, I most probably chose this Pokemon because of bias. It's still a big threat and like I said gives me a win con since people sack their checks to it expecting Primal. It's still a very good late game cleaner and can revenge kills a lot of things. However, the presence of Primal Groudon and Mega Ray have really reduced its effectiveness. Early / mid-game I'm forced to Ice Beam solely because of these threats, and Ice Beam isn't a good move to be locked into. However, late game, it has worked wonders for me and this is why I decided to keep it on the team, because it still proves itself to be a very solid Pokemon. I chose Origin Pulse over Surf for the power (why didn't I choose Precipice Blades on Groudon then?), well because it grabs numerous KOs after Stealth Rock and Spikes that Surf wouldn't. Origin Pulse after a layer of Spikes and Stealth Rock is almost equal in power to Water Spout. All in all though, I feel like Kyogre can be replaced, maybe by something black or white to fit the team ( ͡° ͜ʖ ͡°).
Ty for reading! Look forward to suggestions, especially on Kyogre!
TEAM PREVIEW:
Teambuilding process:
Hazard Layer - for my hazard layer I chose Scolipede because it's fantastic at what it does. I fell in love with the bug and how effective it was after using Level 56's Ultimate Art team a lot in XY. It was my first choice because it could anti-lead other leads such as Deoxys and the presence of Sashed Endeavor was too good, forcing my opponent to pick their poison. Also Toxic Spikes is a great insurance against other HO and further reduces the chances of other set-up sweepers sweeping me, because the chip damage really wears them down and puts them in revenge killing range via priority easily. It also really annoys balance and stall teams because the chip damage wears them down so fast.
Threatening counter leads - Scolipede really hates Giratina, Gengar, Ho-oh, Ferrothorn and the likes. So I chose a mon that could really threaten these Pokemon as well as lure some such as Ho-oh. This Pokemon was Xerneas. Xerneas makes my opponent think twice about counter-leading Scolipede and forces 50-50s which could easily fall in my favour.
Stealth Rocks - my rock setter is Primal Groudon. I don't think I have to explain this Pokemon and why I chose it straight away. It's insanely good and fills numerous roles. Kyogre switch-in, Ekiller check, Geoxern check, Zekrom Counter, the list goes on. So many huge threats covered in one slot gave me no second thoughts in choosing this monster.
Revenge Killer / Sweep stopper - in such an offense oriented meta, I needed a Pokemon that provided strong priority to prevent me from getting swept. Ekiller was chosen because it's fantastic at this. It stops Rayquaza (to some extent, definitely not a counter) by easily living a +1 Espeed thanks to its great natural bulk and finishes it with Extremespeed. I'm not concerned about +2 Espeed because that means an SD set, therefore I'm faster. Besides, Ekiller still lives a +2 Espeed.
Nuke - next I wanted to add a Pokemon that could rip through stall and balance as well as occasionally sweep HO. This Pokemon was obviously Mega Rayquaza. So stupidly broken.
Scarfer - I needed a scarfer to provide another form of revenge killing and a late game sweep. I chose Scarfed Kyogre. It's definitely not as good as it was last gen thanks to Primal Groudon and Mega Ray being on every single team, but I still think it's underrated threat. People usually assume its primal and let their checks die, only to be swept by a late game Spout. I guess I was slightly biased in choosing this Pokemon because it was one of my favourite Uber Pokemon from last gen, I used it in pretty much every team.
Now that that's out the way, the team!
Scolipede
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Pin Missile
- Endeavor
Standard Uber lead Scoli. It reliably sets up at least two layers - usually one Toxic Spike and one Spike. The EVs are straightforward, any bulk investment was unncessary due to the Sashed Endeavor technique. So Jolly nature with 252 Atk and 252 Speed was chosen to maximise Speed and Attack. Toxic Spikes and Spikes are self-explanatory. Pin Missile is there as its one offense move and allows it to anti-lead Deoxys, Mewtwo etc. Endeavor prevents it from being set-up fodder and pretty much gaurantees it at least one kill per game.
Primal Groudon
Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 240 HP / 96 Atk / 164 Def / 8 Spe
Impish Nature
- Fire Punch
- Earthquake
- Roar
- Stealth Rock
Support Primal Groudon. Fire Punch hits REALLY hit hard under sun and thanks to it now being a Fire type. Earthquake was the other STAB move chosen to hit Kyogre, Zekrom etc. I chose it over Precipice Blades because it's more reliable and it still gets the OHKO on Zekrom. Roar is crucial as it prevents things from setting up on it, namely Mega Rayquaza who resists both its STABs. It also works really well with the layers of spikes provided by Scolipede. Stealth Rock is Stealth Rock. 96 Atk EVs were used to 2HKO Ekiller with Fire Punch, as well as standard Geoxern so I win both 1v1 match ups. No, not even a +2 Earthquake from Life Orb Ekiller kills. 96 Atk EVs also gaurantees the OHKO on Mega Gengar with Fire Punch, including some variants that like to run HP. This prevents Earthquake mind games (normal Gengar gets Levitate) and is really helpful because Gengar also stops Scolipede. If my opponent leads with Gengar predicting Scolipede and I lead with Don, they usually like to Taunt thinking they got me or expect me to switch out, so the OHKO with Fire Punch is really helpful and gets me huge momentum early game. The rest of the EVs were in HP and Defense with a bit of speed creeping. I didn't put 252 in Defense because of diminishing returns (252HP / 164Def is actually more physically bulky than 164HP / 252 Def), since Groudon's defense stat is huge while its HP stat isn't, so investing in HP brings more returns, both on the physical and special side.
Mega Rayquaza
Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Earthquake
- ExtremeSpeed / V-Create
- Dragon Dance / Swords Dance
The most broken Pokemon ever. Who ever thought we'd get something more broken than Geoxern? This thing 6-0s teams with ease and Stealth Rock and Spikes make its job easier. I chose the DD set because it works well against everything - stall, balance and HO. Dragon Ascent is mandatory, Earthquake is amazing coverage in tandem with Dragon Ascent, hitting Zekrom, Dialga, Primal Don, Arc-Rock etc. Flying and Ground is just great coverage in general. Extremespeed is amazing priority and forces Ditto to Espeed, as Ditto dies to +1 LO Espeed. This way Ditto can't sweep me if it comes in when I have DD'd, because Espeed won't OHKO my other Pokemon. Furthermore, the dual Espeed priority with Ekiller is really helpful and pretty much gaurantees set-up sweepers from ever sweeping me. I slashed V-Create and Swords Dance because I use them when I know I'm gonna play stall. Nothing in stall can wall DA, EQ, VC, and SD stacked on top of a Life Orb, so this thing can pretty much 6-0 them. Even Mega Aggron isn't enough, as it dies to +2 Life Orb V-Create. I chose the Adamant nature because I'm using the DD set so I outspeed everything relevant at +1 anyway. Also, Adamant picks up some key KOs which I'll show later. 4 EVs in SpDef so Genesect gets the Attack boost instead of SpAtk, this way I'm not hit as hard with Ice Beam.
Xerneas
Xerneas @ Life Orb
Ability: Fairy Aura
Shiny: Yes
EVs: 88 Atk / 188 SpA / 232 Spe
Hasty Nature
- Moonblast
- Rock Slide
- Hidden Power [Fire]
- Aromatherapy / Close Combat
Xerneas was chosen for many reasons. It provides a switch in to Yveltal while also forming a Fairy and Ground core with Groudon, leaving Zekom crying. It's a pretty standard Life Orb set and threatens everything that tries to counter-lead Scoli. Moonblast is obviously its main move and hits ridiculously hard with Fairy Aura and Life Orb. It takes care of Giratina who Scolipede hates. Rock Slide to lure Ho-oh who tries to counter-lead Scoli by hopes of Sacred Fire burn. HP Fire for things like Scizor and Ferrothorn and Aromatherapy is there to act as a cleric. It gives a second chance to burned Ekiller and Rayquaza, as well as Paralyzed Kyogre. However sometimes I change to Close Combat because it hits Blissey, Heatran and other steel types in general. I can't really decide between the two, since I rarely use Aromatherapy because this meta is so offense oriented right now but it's always nice to have. At the same time the things that Close Combat hits are very rarely used because Blissey and Heatran aren't found on offense teams. 88 Atk EVs nets the gauranteed OHKO on 248HP Ho-oh (Rock Slide) and KOs Blissey after SR (Close Combat), as well as OHKO Excadrill. I didn't use 252 Speed because I'm using HP Fire, so I'm not speed tying with other base 99s anyway, therefore I put enough to allow me to outspeed base 95s such as Rayquaza before mega and Kyurem-W. The rest was put in SpAtk. I chose Hasty nature to further increase its ability to switch into Yveltal.
Arceus
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Standard Ekiller. Not much to say here really. Everyone knows how this things works, what it does, etc. I guess I could mention why I didn't choose options such as Overheat, well because Groudon's Fire Punch and Xerneas's HP Fire is enough Fire coverage. Other than that, this thing is really good, great bulk, strong priority, really prevents sweeps from happening. Dual Espeed in the form of Ray and Ekiller is really nice to have. 4 EVs in Defense prevents Genesect from getting the Attack boost so it reduces U-Turn or Explosion damage.
Kyogre
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Origin Pulse
- Thunder
- Ice Beam
The mon I was least sure about picking. As I said, I most probably chose this Pokemon because of bias. It's still a big threat and like I said gives me a win con since people sack their checks to it expecting Primal. It's still a very good late game cleaner and can revenge kills a lot of things. However, the presence of Primal Groudon and Mega Ray have really reduced its effectiveness. Early / mid-game I'm forced to Ice Beam solely because of these threats, and Ice Beam isn't a good move to be locked into. However, late game, it has worked wonders for me and this is why I decided to keep it on the team, because it still proves itself to be a very solid Pokemon. I chose Origin Pulse over Surf for the power (why didn't I choose Precipice Blades on Groudon then?), well because it grabs numerous KOs after Stealth Rock and Spikes that Surf wouldn't. Origin Pulse after a layer of Spikes and Stealth Rock is almost equal in power to Water Spout. All in all though, I feel like Kyogre can be replaced, maybe by something black or white to fit the team ( ͡° ͜ʖ ͡°).
Ty for reading! Look forward to suggestions, especially on Kyogre!
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Pin Missile
- Endeavor
Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 240 HP / 96 Atk / 164 Def / 8 Spe
Impish Nature
- Fire Punch
- Earthquake
- Roar
- Stealth Rock
Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Earthquake
- ExtremeSpeed
- Dragon Dance
Xerneas @ Life Orb
Ability: Fairy Aura
Shiny: Yes
EVs: 88 Atk / 188 SpA / 232 Spe
Hasty Nature
- Moonblast
- Rock Slide
- Hidden Power [Fire]
- Aromatherapy
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Origin Pulse
- Thunder
- Ice Beam
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Pin Missile
- Endeavor
Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 240 HP / 96 Atk / 164 Def / 8 Spe
Impish Nature
- Fire Punch
- Earthquake
- Roar
- Stealth Rock
Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Earthquake
- ExtremeSpeed
- Dragon Dance
Xerneas @ Life Orb
Ability: Fairy Aura
Shiny: Yes
EVs: 88 Atk / 188 SpA / 232 Spe
Hasty Nature
- Moonblast
- Rock Slide
- Hidden Power [Fire]
- Aromatherapy
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Origin Pulse
- Thunder
- Ice Beam
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