I'm comfortable playing with this team, but it clearly has glaring weaknesses - such as no switch ins to Palkia or Kyogre. Only really doing this RMT because I want to fix it with help from the best team builders (please help me) lol, I'm terrible at team building. I find that the obstacle stopping me going from any higher than 5th (peak) is that eventually my team can get worn down quite easily, and good players are able to play around my team and wear it down/cripple my mons until they have a safe winning condition. The only way I manage to win against the better players is if I pull off a game changing prediction, such as guessing the correct switch and killing a mon that was a problem for me. But still, it's easy for them not to risk that mon and make a different, safer move. And of course if there's a Kyogre on the other team, I'm pressured to take it down ASAP, and often have to sack a mon to do so.
For each mon, I'm going to state some key benefits they bring to the team and/or why I decided to choose that certain mon. This way you can see the opportunity costs in making changes that otherwise only I would know. I'll make this quick as possible.
Team (no time, no pictures)
Magikarp Jr (Kyogre) @ Choice Scarf
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam
Standard scarf ogre, fantastic revenge killer and one of my main sources of offensive prowess. It mainly comes in late game but is also used to punch holes in my opponent's team when needed, and of course a revenge kill. I chose Modest for the power and it gets some KOs/2HKOs that Timid wouldn't.
Key benefits: often my answer to breaking a lot of walls, very helpful in killing Arc forms such as Ghost, Electric (it's Scarfed), Rock, Ground. These Arc forms can find it easy to set up if Kyogre isn't around, but it's offensive pressure negates this. Provides a source of revenge kill and a go to mon when Speed is needed (Mewtwo, Megagar pls).
E-killer (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Fairly standard E-killer. Adamant for the power, though if you really think Jolly is better I wouldn't mind changing. I chose Earthquake and Shadow Claw for my coverage options, not much to say really. Life Orb gets it a lot of 2hkos that Lum or whatever would not. The 4 EVs in Defense is so Genesect can't get Attack boost, and gives a better Stealth Rock number.
Key benefits: Adamant nature and Life Orb = wow so strong, would bang, much priority power. Back-up Xern check if Scizor is dead. Such a strong priority is of course very useful, stops a sweep from mons like Blaziken or an SD Rayquaza etc. Against stally teams or teams prone to it, when its check is down and it's able to set up an SD, it's gg. Second source of offensive prowess, and sometimes can be used to break walls by setting up SDs. Wins against Zekrom 1v1, can 2hko with EQ and Espeed, back up to a set up Kanga if Yveltal fails.
Groudon @ Lum Berry
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Fire Punch
- Stealth Rock
Sets rocks, primary lead. Edgequake combo is a given, and Rock Slide OHKOs bulky Ho-oh. Fire Punch is there for mons like Ferrothorn who can give my team a lot of problems, and is decent coverage. Makes use of Drought too. Lum was the best item I can think of and useful when it gets Will-o-Wisped.
Key benefits: Fire Punch to deal with Ferrothorn, sets rocks. Ground typing lessens Zekrom's threat, making it hesitant to go for Bolt Strike.
Mega Unown Y (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Sucker Punch
- Toxic
- Roost
Lol @ Ekiller, shuts down pretty much every physically offensive mon bar Zekrom. Rocky Helmet leaves Kanga crying. It really is the best item for a defensive Yveltal. Foul Play is obviously for Ekiller and all other physically offensive mons. Sucker Punch with STAB and Dark Aura gives very strong priority, kind of a surprise factor too. Toxic to stall out mons and Roost for the recovery.
Key benefits: Useful for Arc Water and Grass who can cause my team problems. Puts them on a timer with Toxic. Answer to very big threats in Ekiller and Kanga, very reliable switch in to physically offensive mons, puts in huge work to put mons like Mega Luke and Blaze in revenge killing range. Has good staying power = spread more Toxic.
Rainbow Peacock (Ho-Oh) @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
The main reason I added this guy to the team is because it can deal with not only Ferrothorn, Aegi, but mainly Lugia. Lugia is capable of stalling my team and this guy is the answer to it. Banded Ho-oh is a fantastic wall/stall breaker. Very crucial when facing stall, as nothing bar Rockceus and Rhyperior appreciates taking a banded, max attack Sacred Fire/Brave Bird to the face. Sleep Talk is obviously there for sleep absorbing. Lol @ Darkrai, Lol @ Spore Smeargle.
Key benefits: key stall breaker. Kyogre is another for this role but stall teams always have a safe switch in to Kyogre. Ho-oh however is hard to play around. His ability in Regenerator is also extremely useful, because it gives it staying power, which is exactly what I need if I want to continously punch holes in my opponent's team. I don't have to waste a turn to regain health, Ho-oh doesn't care about recoil, it comes in, punches a huge hole or kills, switches back out with even more health. What better stallbreaker is there? (jk I know Stalltwo + Megagar)
Da Real MVP (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Best mon for last slot. Has Defog. Has Roost. Has U-Turn = put in damage and gain momentum. Has Bullet Punch. Xerneas Pls. I know a lot of people say it's not the best check because HP Fire. But every mon on my team is capable of putting Xerneas in killing range for Scizor before it Geos. Yveltal can't but can cripple with Toxic and attracts a Moonblast - giving a switch in for Scizor or Ho-oh. Although it can get KO'd by +2 HP Fire, it has something all other Xern checks don't have - it doesn't care about health. It can switch in at 1% and do its job thanks to priority BP. Other Xern checks are forced to stay at a good amount of HP which can be disruptive. I'm aware of Klefki T-wave too but not really a fan because it has to sack itself. Also laughs at the Klefki Reflect + Geoxern combo, Defogs the screens away, Klefki has no options.
Ways I can deal with top threats:
Geoxern - Scizor, Arceus, even Ho-oh. Never ever been swept by this guy.
Ekiller - Yveltal, Groudon somewhat, Scizor is decent if it's at low HP.
Mega Kanga - same as above really.
Zekrom - Groudon is 3hkod by Outrage so can switch in and revenge kill with OHKO Earthquake. Makes Zekrom hesitant to go Bolt Strike. Scizor can switch in to Draco Meteor (when my opponent predicts Groudon), and a Zekrom locked into Draco against Scizor is no good. Gives me a free turn to Defog as they have no option but to switch. Arceus wins 1v1.
Kyogre - I can't. Forced to take it out ASAP while it damages my team. Can only somewhat by switching in my own Kyogre, or sack Groudon to set up sun (Groudon is usally at low HP by this time of the battle).
That's my terrible team I'm looking to improve. It's kinda focussed on ensuring I have a way to killing every mon in Ubers. What I'm really looking for is a way to make my team safe from Kyogre while still keeping the offensive prowess it has. E.g if replacing Ho-oh for an Ogre check, I lose out on breaking many walls, Arc forms, stallbreaking and a way to deal with Lugia, especially sub-variants. I've been thinking about this for a while. Thanks for reading.
For each mon, I'm going to state some key benefits they bring to the team and/or why I decided to choose that certain mon. This way you can see the opportunity costs in making changes that otherwise only I would know. I'll make this quick as possible.
Team (no time, no pictures)
Magikarp Jr (Kyogre) @ Choice Scarf
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam
Standard scarf ogre, fantastic revenge killer and one of my main sources of offensive prowess. It mainly comes in late game but is also used to punch holes in my opponent's team when needed, and of course a revenge kill. I chose Modest for the power and it gets some KOs/2HKOs that Timid wouldn't.
Key benefits: often my answer to breaking a lot of walls, very helpful in killing Arc forms such as Ghost, Electric (it's Scarfed), Rock, Ground. These Arc forms can find it easy to set up if Kyogre isn't around, but it's offensive pressure negates this. Provides a source of revenge kill and a go to mon when Speed is needed (Mewtwo, Megagar pls).
E-killer (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- ExtremeSpeed
- Swords Dance
- Earthquake
- Shadow Claw
Fairly standard E-killer. Adamant for the power, though if you really think Jolly is better I wouldn't mind changing. I chose Earthquake and Shadow Claw for my coverage options, not much to say really. Life Orb gets it a lot of 2hkos that Lum or whatever would not. The 4 EVs in Defense is so Genesect can't get Attack boost, and gives a better Stealth Rock number.
Key benefits: Adamant nature and Life Orb = wow so strong, would bang, much priority power. Back-up Xern check if Scizor is dead. Such a strong priority is of course very useful, stops a sweep from mons like Blaziken or an SD Rayquaza etc. Against stally teams or teams prone to it, when its check is down and it's able to set up an SD, it's gg. Second source of offensive prowess, and sometimes can be used to break walls by setting up SDs. Wins against Zekrom 1v1, can 2hko with EQ and Espeed, back up to a set up Kanga if Yveltal fails.
Groudon @ Lum Berry
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Fire Punch
- Stealth Rock
Sets rocks, primary lead. Edgequake combo is a given, and Rock Slide OHKOs bulky Ho-oh. Fire Punch is there for mons like Ferrothorn who can give my team a lot of problems, and is decent coverage. Makes use of Drought too. Lum was the best item I can think of and useful when it gets Will-o-Wisped.
Key benefits: Fire Punch to deal with Ferrothorn, sets rocks. Ground typing lessens Zekrom's threat, making it hesitant to go for Bolt Strike.
Mega Unown Y (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Sucker Punch
- Toxic
- Roost
Lol @ Ekiller, shuts down pretty much every physically offensive mon bar Zekrom. Rocky Helmet leaves Kanga crying. It really is the best item for a defensive Yveltal. Foul Play is obviously for Ekiller and all other physically offensive mons. Sucker Punch with STAB and Dark Aura gives very strong priority, kind of a surprise factor too. Toxic to stall out mons and Roost for the recovery.
Key benefits: Useful for Arc Water and Grass who can cause my team problems. Puts them on a timer with Toxic. Answer to very big threats in Ekiller and Kanga, very reliable switch in to physically offensive mons, puts in huge work to put mons like Mega Luke and Blaze in revenge killing range. Has good staying power = spread more Toxic.
Rainbow Peacock (Ho-Oh) @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
The main reason I added this guy to the team is because it can deal with not only Ferrothorn, Aegi, but mainly Lugia. Lugia is capable of stalling my team and this guy is the answer to it. Banded Ho-oh is a fantastic wall/stall breaker. Very crucial when facing stall, as nothing bar Rockceus and Rhyperior appreciates taking a banded, max attack Sacred Fire/Brave Bird to the face. Sleep Talk is obviously there for sleep absorbing. Lol @ Darkrai, Lol @ Spore Smeargle.
Key benefits: key stall breaker. Kyogre is another for this role but stall teams always have a safe switch in to Kyogre. Ho-oh however is hard to play around. His ability in Regenerator is also extremely useful, because it gives it staying power, which is exactly what I need if I want to continously punch holes in my opponent's team. I don't have to waste a turn to regain health, Ho-oh doesn't care about recoil, it comes in, punches a huge hole or kills, switches back out with even more health. What better stallbreaker is there? (jk I know Stalltwo + Megagar)
Da Real MVP (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Best mon for last slot. Has Defog. Has Roost. Has U-Turn = put in damage and gain momentum. Has Bullet Punch. Xerneas Pls. I know a lot of people say it's not the best check because HP Fire. But every mon on my team is capable of putting Xerneas in killing range for Scizor before it Geos. Yveltal can't but can cripple with Toxic and attracts a Moonblast - giving a switch in for Scizor or Ho-oh. Although it can get KO'd by +2 HP Fire, it has something all other Xern checks don't have - it doesn't care about health. It can switch in at 1% and do its job thanks to priority BP. Other Xern checks are forced to stay at a good amount of HP which can be disruptive. I'm aware of Klefki T-wave too but not really a fan because it has to sack itself. Also laughs at the Klefki Reflect + Geoxern combo, Defogs the screens away, Klefki has no options.
Ways I can deal with top threats:
Geoxern - Scizor, Arceus, even Ho-oh. Never ever been swept by this guy.
Ekiller - Yveltal, Groudon somewhat, Scizor is decent if it's at low HP.
Mega Kanga - same as above really.
Zekrom - Groudon is 3hkod by Outrage so can switch in and revenge kill with OHKO Earthquake. Makes Zekrom hesitant to go Bolt Strike. Scizor can switch in to Draco Meteor (when my opponent predicts Groudon), and a Zekrom locked into Draco against Scizor is no good. Gives me a free turn to Defog as they have no option but to switch. Arceus wins 1v1.
Kyogre - I can't. Forced to take it out ASAP while it damages my team. Can only somewhat by switching in my own Kyogre, or sack Groudon to set up sun (Groudon is usally at low HP by this time of the battle).
That's my terrible team I'm looking to improve. It's kinda focussed on ensuring I have a way to killing every mon in Ubers. What I'm really looking for is a way to make my team safe from Kyogre while still keeping the offensive prowess it has. E.g if replacing Ho-oh for an Ogre check, I lose out on breaking many walls, Arc forms, stallbreaking and a way to deal with Lugia, especially sub-variants. I've been thinking about this for a while. Thanks for reading.
Last edited: