Ubers Xerneas QC:(3/3) GP: (4/4)

polop

Would you look at the time?
is a Contributor Alumnus
ANALYSIS IS WRITTEN AND READY FOR GP CHECKS!
Hooray!

http://www.serebii.net/pokedex-xy/716.shtml
http://www.smogon.com/forums/threads/xerneas-wip.3490637/
Thank you Colonel M
Shamelessly stole skeleton from Seven Deadly Sins
GP: 2/2 (redew / GatoDelFuego )
QC: 3/3 (Shrang / Melee Mewtwo / Fireburn )
I'd like to request that thing thing get c/p for GP checks and the red blue change / add format of the GP Check if its ok. This thing is super long so making edits will take a while and a copy pastable will make it easier to apply changes, but I'd still like to see the grammatical mistakes so that I hopefully make less later.
Overview
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  • O deer god, its versatile.
  • 99 base speed > 90!
  • Fairy Aura = great ability, boosts power of moves so its like a free LO
  • 131 base Special Attack isn't 150 but its not bad at all. With Fairy Aura you can't complain.
  • Fairy type outside of Arceus with actually good stats !_!
  • Awkward weird movepool. You get a strong STAB in moonblast, 2 setup moves in Geomancy and Calm Mind, but coverage... lol you don't get a real fire-type move, but you do get Thunder + Psyshock + Focus Blast. HP fire can be afire type move but um... results in it getting walled by somethings. Also you get moves that other mons die to get like Megahorn and Close Combat. Not the strongest thing ever. Its got the lovely AROMATHERAPY :D. BUT WHY U NO GET SHADOW BALL.
  • Unlike most other mons, some counters will always counter it, it can't rewrite the counter list by running a new set :(. As a result sometimes you'll have to lure + destroy its counters or else it just won't be very effective.
  • While 99 > 90 its not the best either.
  • Your only recovery move is Rest (and to an extent ingrain...)... Its longevity... is not too high

Geomancy
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name: Geomancy
move 1: Geomancy
move 2: Moonblast
move 3: Thunder / Psyshock
move 4: Focus Blast
ability: Fairy Aura
item: Power Herb
evs: 152 Def / 252 SpA / 104 Spe
nature: Modest

Moves
========
  • Geomancy strong, takes two turns and sharply boosts SpA / Spe / SDef. The two turn issue is resolved with Power Herb. Its a great tool to help it sweep.
  • Moonblast + 2 Special Attack boosts + Fairy Aura + STAB = your OHKOing anything that doesn't resist the move and isn't named Chansey / Blissey / Lugia with multiscale up.
  • Rest of the moves are coverage.
  • Focus Blast nails Steel types, namely Heatran and Steelceus who other wise ROAR you out. Deals respectable damage to Scizor and Bronzong, also hits ferro hard.
  • Thunder hits Ho-Oh + Lugia who when Stealth Rock isn't up are not OHKOed by Moonblast (in Ho-oh's case not even 2HKOed). Thunder OHKOes Ho-oh and OHKOes Lugia after SR. Also deals respectable damage to Bronzong, Scizor, and Aegislash.
  • Psyshock wrecks Amoongus, Poisonceus, and deals heavy damage to Chansey + Blissey.
  • Substitute lets you wreck Chansey + evade status (mostly from sir thundy), do change Evs from def -> hp tho if you do this. Also might let you get off another GEOMANCY, b/c 2 turns 2 break sub.
Set Details
========
  • Max speed + Max Spa can be really superflous, but its an option.
  • Alternate spreads are available.
  • 152 Speed EVs can be reallocated to HP instead of Defense, to make it easier to tank special hits. The new spread formed, 152 HP / 252 SpA / 104 Spe lets you outspeed scarf Terrakion after using Geomancy.
  • Investing in defense lets you do cool stuff like live Choice Banded Bullet Punch from Scizor and retaliate back with a Thunder or Focus Blast or HP Fire. Also makes it easier to take Ho-oh's brave birds and eat Mega Kanga's / Arceus's / Giratina-o's priority. HP is better though if you want mixed bulk.
  • Timid can be used if your scared of Mirror Geomancy match-up's but the decrease in power is very very noticeable. It literally outspeeds nothing relevant aside that and Choice Scarf Deo-s (if you fear the trick THAT much). It does however have the benefit of letting you outspeed stuff before smash and gives Xerneas a little bit more utility in that sense.
Usage Tips
========

  • DO NOT SETUP XERNEAS UNTIL YOU HAVE SUFFICIENTLY WEAKENED ITS COUNTERS, YE ONLY GET 1 CHANCE MATEY.
  • Power Herb has the benefit of not showing stuff like LO recoil or Lefties recovery, so you can bluff another set pretty well if done right which might let you get a geomancy up.
  • Xerneas has utility outside of being an excellent sweeper too. The maximum speed investment can let it do stuff like switch into predicted Draco Meteors and Outrages from slower dragons (thank you base 99 speed) and fire off strong Moonblasts to kill said dragon(you can also geomancy here but if a counter is alive don't do it).
  • Xerneas can weaken some of its own counters like Scizor + Heatran by releasing a strong move on it as it comes in and running away to a counter to that mon. This not only helps it use Geomancy later on but might give the impression that you aren't the Geomancy variant.

Team Options
========
  • Geomancy Xerneas is a win condition so you gotta weaken its counters. As such, things that can weaken its counters make great team mates.
  • If you can get SR up and keep it up, you've already weakened Lugia so that its KOed by Moonblast and Ho-oh so that its in range of Psyshock / Thunder.
  • Mega Gengar is an amazing partner for Xerneas, it can trap and KO Heatran with Focus Blast. Similar deal with Steelceus. It beats Chansey with Taunt and Sludge Bomb spam. Aeroblast less Lugia are also defeated by Gengar. Destroys Bronzong with Shadow Ball.
  • Yveltal does things similar to Gengar but it doesn't get Shadow Tag. It can beat problematic Aegislash with Dark Pulse and Amoonguss with Oblivion Wing.
  • Zekrom makes Chansey, Ho-oh, and Lugia cry. Also 2HKOes Amoongus. Convenienty if Xerneas fails to sweep, almost all of its counters can't OHKO Zekrom meaning it can pick up where Xern left off and use Tailwind to sweep. Be careful with Aegislash and its King's Shield though.

All-out-attacker
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name: All-out-attacker
move 1: Moonblast
move 2: Rock Slide / Thunder
move 3: Focus Blast / Close Combat
move 4: Night Slash
ability: Fairy Aura
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Mild / Rash

Moves
========
  • Moonblast + Fairy Aura = strong STAB, this set focuses on spamming it and killing the walls that try to stop it.
  • Close Combat with Expert Belt 2HKOes Chansey, OHKOes Blissey, lands a strong hit on Steel and Rock Arceus as well. Focus Blast doesn't do this to Chansey and Blissey but its stronger against Heatran and Steel + Rock Arceus, also a bit more inaccurate but hitting everything harder except the blobs normally makes it the better choice.
  • Thunder 2HKOes Ho-oh + Lugia, Steel-types don't enjoy it either, also dents ogre.
  • Night Slash with Life Orb 3HKOes Aegislash.
  • Rock Slide OHKOes Ho-oh without SR
  • Its got a ton of ACcessory moves, work p. well with Ebelt / Pixie plate
  • Psyshock busts Amoonguss.
  • Hidden Power Fire makes Aegislash's life miserable. Also hits steels, namely Ferro / Forry / Scizor.
  • Grass Knot reliably 2HKOes Water and Rock Arceus, with Life Orb it has a chance to OHKO.
  • Xerneas is the only Pokemon that gets Aromatherapy that can create its own free switches / turns to use it, and as such it is a very viable option.

Set Details
========

  • Life Orb provides a constant and the largest power boost, but it prevents you from bluffing another set and hampers Xerneas's longevity
  • Expert Belt's power boost isn't constant but it boosts the power of all your moves when super effective and allows you to bluff other sets very well. The power boost is enough to do stuff like let Xerneas OHKO offensive Ho-oh with Rock Slide and 2HKO Chansey with Close Combat given Stealth Rock is not present.
  • Pixie plate makes moonblast hit even harder, and the boost is constant but the rest of its moves suffer in power. For example, Rock Slide will fail to OHKO Ho-oh if stealth rock isn't up, Chansey will avoid the 2HKO from Close Combat.
  • Xerneas's Fairy-type lets it check Yveltal, so it generally wants to run a -defense nature to better take those Dark Pulses and Oblivion Wings, but if you wanna conserve Xerneas's Defense for whatever reason, - defense natures are an option.
  • Since Xerneas is supposed to be STRONG and spam its Moonblast to break walls, it generally wants a +SpA nature to have its main STAB hit harder, however if for some reason you wanna make sure you at least speed tie with all Yveltal, Xerneas, and Genesect, then + Spe natures are an option.
  • Xerneas can run spreads increasing its attack at the cost of speed. The most relevant spread is 70 Atk / 252 SpA / 186 Spe, which with Hasty lets it outspeed all positive natured base 90s and with Mild outspeed all neutral natured base 90s.
  • Running 140 Atk / 184 SpA / 184 Spe is an option if Ebelt b/c dramatically increases chance of OHKOing ho-oh + 3HKOes Aegis with Night Slash + OHKOes Blisser with Close Combat after SR.

Usage Tips
========
  • Xerneas is supposed to wall break, don't try to make it sweep (unless everything's slower) and don't try to break walls that you don't have a chance against.
  • Ebelt and Pixie plate versions can bluff a scarf very very well, try to make it look like your scarf and trigger the ebelt later to do stuff like lure in and OHKO a Ho-oh with Rock Slide.
  • Be careful when bringing Xerneas in, its got reduced defenses.
  • At the same time though you wanna bring it in a lot so that it can keep on pounding on the things that come into it. If an Aegislash is in the other team, don't hesitate to show you have Night Slash, and when you do show it keep on switching in to weaken it heavily.
  • Make sure your team mates can benefit from the damage your doing and can help you keep up your offensive pressure
  • If a person's low on stuff to take Moonblast SPAM IT. Especially if the only thing that can take it is a Ho-oh which is slower then you and you pack Rock Slide.

Team Options
========

  • Stuff that can keep up offensive pressure and benefit from the fact your moonblast hurts a ton. Also it would help to have stuff that can take out mega gengar since it can actually trap Xerneas. Something that can help deal with the counters is nice too, so that you can spam Moonblast more easily.
  • LO Yveltal with U-turn is a prime example of something that can help Xern with its checks (provides it switches / momentum with U-turn) and does immense damage to stuff like Ho-oh so that after regen its in range for Xern's Rock Slide + thunder. Be sure to deny Ho-oh any switch ins before this b/c regen.
  • Choice Band Scizor can trap and checkmate enemy Gengar with Pursuit.
  • Zekrom enjoys the damage you do to Arceus forms + Groudon, and can use that damage to setup a successful Tailwind sweep. It can also use Volt Switch to keep momentum and give Xerneas free switches. Xerneas can also freely switch into the Draco Meteors and Outrages Zekrom attracts.
  • Hazards (SR OMG) again are greatly appreciated, especially when it comes to weakening Aegislash
  • SD Pursuit Zor for wrecking Aegis / Zong.

Choice Scarf
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name: Choice Scarf
move 1: Moonblast
move 2: Megahorn
move 3: Focus Blast / Close Combat
move 4: Rock Slide / Sleep Talk
ability: Fairy Aura
item: Choice Scarf
evs: 76 Atk / 180 SpA / 252 Spe
nature: Rash

Moves
========

  • Moonblast = strong STAB, revenge kills Mewtwo X + Rayquaza / dragons and can clean up weakened teams lategame if needed.
  • Megahorn OHKOes Mega mewtwo Y.
  • Close Combat + Focus Blast 2HKOes steel types trying to come in (ferro / Heatran) and latter heavily dents incoming Chansey / Blissey.
  • GK nails incoming Arceus Rock / Arceus Water for a 2HKO.
  • Sleep talk with Moonblast + Megahorn + Close Combat lets Xerneas have a near 100% chance of making Darkrai cry. Thunder hammers down Ho-oh / Lugia / Kyogre, 3HKOing Ho-oh and Lugia while 2HKOing Kyogre. Rock Slide ALMOST OHKOes incoming Ho-oh that aren't phys def.
  • If you desperately need it you can run Aromatherapy to cleric the team of its status needs.

Set Details
========

  • EVs maximize speed, dump enough in attack to KO Mewtwo with Megahorn, while the rest is dumped into Special Attack to make Moonblast have max power.
  • Going max Special Attack and max speed is a thing to increase power of moonblast to help sweep lategame.
  • Rash is used because while Xerneas will generally be taking Special hits (switching into Yveltal's Pulse for example), increasing def is the only thing that changes OHKOes / 2HKOes.
  • Choice scarf boosts speed yay, gives Xern ability to outspeed a lot of the tier unboosted and revenge kill stuffs.
Usage Tips
========

  • Try to get in while a mon uses their setup move (like MMX using Bulk Up) and not when a mon uses their attacking move, Xerneas can't recover at all and its got great game utility
  • If needed sack to do the above.
  • Xerneas can clean late game and its bulky enough to take priority, it can be a win condition if needed.
  • After the opponent knows your scarf, they'll be more likely to switch to their counter, so try to use your fourth move to take advantage of that (rock slide incoming ho-oh for example).
  • If using Sleep Talk after you revenge darkrai try to get free turns to wake up ;_;, Xerneas's utility is much greater when its awake, and don't sack it to sleep if there's another enemy like MMX on the team b/c you know unreliably check it.

Team Options
========

  • Hazards (SR OMG) + stuff that can weaken mons so that they're in range of Xern's moves if your using it as a win condition (something that can sweep late game).
  • If not this team provides support to an enemy team by revenge killing so not much is needed.
  • Xerneas does like it though if stuff that can switch into it is killed so that way it can actually successfully revenge kill the mons its against.



Defensive
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name: Defensive
move 1: Roar / Aromatherapy
move 2: Rest
move 3: Sleep Talk
move 4: Moonblast
ability: Fairy Aura
item: Leftovers
evs: 252 HP / 4 Def / 252 SpD
nature: Calm

Moves
========
  • Xerneas is a fairy and its got bulk and it gets Aromatherapy, it can greatly alleviate a team of its status and beat dragons for the team as well! Aromatherapy cures all status.
  • Roar is cool too b/c you check CM Arcs and have enough power to hurt stuff due to fairy aura, typing seperates it from other stuff as well.
  • Rest provides reliable recovery
  • Sleep talk prevents you from being helpless while asleep, choosing aroma while asleep will wake you up.
  • Moonblast lets you kill the dragons (Palkia) that you switch into and Yveltal, its STAB and strong.
Set Details
========
  • A physically defensive spread of 252 HP / 252 Def / 4 SpD with bold nature can be used to check Zekrom instead of palkia, also helps versus physically offensive dragons. Also does amazing stuff like get 3HKOed from LO'ded Brave Bird from Ho-oh and has a chance to get 3HKOed by CB Brave Bird.
  • The current EVs let you troll Palkia, for reference Hydro Pump from Lustrous Orb Palkia fails to 2HKO while Xerneas OHKOes with Moonblast.
  • Leftovers is chosen to maximize bulk.
  • A Calm Nature is used to further increase special bulk.

Usage Tips
========

  • BE VERY CAREFUL WHEN A MEGA GENGAR EXISTS, if possible try to attack it when it comes in before its mega-evolution. Doing this lets it be 2HKOed the next time it comes in to try to trap you.
  • Moonblast is strong even with no investment thanks to Fairy Aura, don't be afraid to spam it to deal damage if needed.
  • Get a good feel of its bulk, it can take a scarf kyogre's water spout and use moonblast to weaken the spout if needed. If it gets the SpA drop you can rest stall the spout.
  • Don't play too recklessly, Rest isn't that bad for recovery thanks to the possibility of sleep talking aromatherapy, but that doesn't mean you should send it in to get most of its health stripped off.
  • This thing is a wonderful status sponge, it does a very nice job of beating Darkrai for a team.
  • Don't aroma recklessly, if a Zekrom's coming in but you wanna aroma your kyogre but can't check Zekrom, use Moonblast as it comes in, or switch to something that can handle Zekrom.
  • If your going against an Aegislash that's using Gyro Ball, you can use it to Aromatherapy something.

Team Options
========
  • Really your biggest enemy in this case is Gengar, so the best pokemon to help stop it is Choice Band or Mega Scizor, who can switch in on Sludge Bomb and Pursuit trap it.
  • Aside that Xerneas doesn't really need much support, its supposed to be the one giving the support not recieving it, any team in need of a cleric or a Palkia switch-in can look to Xerneas for their needs.
  • CB Tar can act like Scizor, but can't take focus miss so double switch it in.
  • Don't use it as an inferior clefable / sylveon. Unlike the previous two its faster and a lot bulker on both spectrums then clefable but only more physically bulky then sylveon. It however is stronger then both, and as a result can beat Mega Gengar.
  • Syvleon + Clefable can pass wishes tho.


Calm Mind
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name: Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Thunder / Psyshock
move 4: Substitute / Focus Blast / Hidden Power Fire
ability: Fairy Aura
item: Leftovers
evs: 44 HP / 240 SpA / 224 Spe
nature: Modest

Moves
========

  • Calm Mind boosts Special Attack and Special Defense, letting Xerneas be a more potent offensive threat while increasing its bulk.
  • Moonblast is strong STAB boosted by Fairy Aura.
  • Hidden Power Fire OHKOes Ferrothorn, Genesect, and Scizor, also annoys Arceus-Steel.
  • Thunder is inaccurate, but it 2HKOes Ho-oh. If you have Life Orb you can KO the less bulkier versions of Ho-oh without Stealth Rock.
  • Psyshock destroys Amoonguss and Chansey while also OHKOing Ho-oh after Stealth Rocks after a Calm Mind given its not physically defense and you have Life Orb (will OHKO 248 / 0 version though), also has a very nice chance to 2HKO Ho-oh.
  • Substitute eases prediction and lets you take status, enables you to setup on things like Chansey.
Set Details
========

  • 44 HP EVs let you make 101 HP subs, also let you absorb a +2 ExtremeSpeed from Silk Scarf Arceus.
  • Current Speeed lets you outspeed 252 Spe Neutral Natured Rayquaza.
  • Modest is for most power
  • A 4 Def / 252 SpA / 252 Spe spread is viable, but its better to use this with Life Orb then Leftovers.
  • Timid can be used but you really won't see speed tying with Xerneas and Yveltal be that useful.
  • Leftovers grant greater longevity and let you make 1 more substitute, Life Orb provides a dramatic boost to all moves power. For reference a +1 Xerneas with Life Orb hits only a little less hard as a Xerneas that's obtained a +2 from Geomancy.
  • A 252 HP / 252 Def / 4 Sdef set with Impish can be used if ya wanna be tanky and do stuff like stomach Gyro Balls from Aegis. DO NOT USE LO IF U DO THIS. Using Rest Talk + CM + moon with those EVs is legit. Using it with Chestorest is also an idea.

Usage Tips
========
  • Unlike Geomancy you can setup after you've used Calm Mind and been forced out.
  • However at the sametime, unlike Geomancy you don't get a speed boost.
  • You aren't OHKOed by Gyro Ball thanks to the fact you don't get the speed boost through so don't be too scared to take one to weaken something.
  • Try to setup a Calm Mind on something you force out, or something that can't or has trouble breaking your sub.
  • Try not to setup until you've weakened your checks sufficiently or are aware that you can beat them (substitute for example lets you beat non Iron Head or Gyro Ball Aegislash and non Sludge Bomb Amoongus, however if someone's running a Gyro Ball Bronzong, you probably wanna wait before setting up).
  • If you've got a counter, try to weaken it so that the next time you come in it won't be nearly as big a problem.
  • Use this with hazards! It lets it hurt Lugia and Ho-oh very hard.
  • If you've used Life Orb or shown leftovers, set bluffing is a good idea.
  • Gengar can revenge kill you if your weakened or haven't calm minded yet, so if you see one in team preview, try to get it to switch into you and make it eat a thunder or Psyshock to the face. Leftovers variants do a particularly good job at this since they can act like oblivious Cleric Xerneas's.
  • Revenge killers may become somewhat annoying, so a Wobbufett or something that can get rid of annoying stuff like Choice Scarf Iron Head Genesect is nice. Alternatively, you can use Substitute to annoy revenge killers and hit them hard before being forced to switch.
Team Options
========

  • Pls give Xerneas Stealth Rock, he will love you and murder Lugia's and Ho-oh's for you.
  • Be careful with Gengar :(, get a scizor to pursuit trap it if needed.
  • Aside that the same partners for Geomancy work well for Xerneas too.
  • Yveltal wrecks all of Xerneas's counters and can get in if needed with U-turn.
  • Similar deal with Zekrom.
  • Revenge killers can be annoying so pivots that can take em on are nice.

Other Options
########

  • Ingrain on Geomancy
  • Roar on Geomancy / CM
  • EW FLASH CANNON <_<
  • Shed Shell to troll Mega Gengar
  • Awkward physical movepool can be used on sets, but not recommended, Rock Slide or Close Combat can be used on Geomancy / CM but coverage...
  • Grass Knot for other sets
  • HP Fire on Geomancy

Checks & Counters
########
  • FIND OUT WHAT SET ITS RUNNING, EVERYTHING IS BASED ON THE SET
  • SPECIALLY DEFENSIVE FIRECEUS / Fireceus in general (orch )wrecks Xerneas, all vars can't touch it, omg, strong mon, what a baws.
  • If not oh well, some stuff can switch into all Xerneas really.
  • Aegislash, although vars without Iron Head will get annoyed of Sub CM and let Xern aromatherapy freely for physically defensive vars of Cleric Xern, beware of Night Slash but it only 3HKOes...
  • Bronzong takes all moves and gyros back hard, Gyro Ball will not OHKO CM Xern though, and 2 +1 Thunder's will OHKO, like Aegis its setup for Phys Def Cleric Xern. Also does not enjoy Night Slash or sun baked hidden power fire.
  • Choice Banded Scizor revenge kills with Bullet Punch, can also absorb moonblasts but is OHKOed by HP fire. Requires Xerneas to be weakened a bit for Bullet Punch to OHKO.
  • Similar Deal with Mega Scizor
  • Ho-oh's Brave Birds HURT. Fears Rock Slide like the plague though and if Stealth Rocks are up its not doing anything :( :( :(. Can also Whirlwind Geomancy vars. If its not CB its letting Phys Def Xerneas Aromatherapy.
  • Thundy-I paras Geomancy Xerneas and prevents it from sweeping. Can't switch into any move though and its lol walled by sdef xern. Very Very helpless against Sub CM Xern.
  • Mega Gengar traps Xerneas and OHKOes non-bulky and non boosted versions with Sludge Bomb, but geomancy outspeeds and OHKOes, Sdef can beat if it moonblasts Gengar as it comes in, scared of Psyshock.
  • Amoonguss with Sludge Bomb defeats all Xerneas, but it can give Sdef time to Aromatherapy and it is royally screwed by Psyshock Xerneas. Clear Smog lets it defeat Geomancy and Calm Mind, if it carries clear smog and not sludge it will loose to sub CM.
  • Chansey and Blissey wall Xern, but can't touch Cleric, are wreck'd by Close Combat, and can't stomach boosted Psyshock.
  • Lugia, given no Stealth Rock is up, can status Xerneas, Roost Stall, and Whirlwind it out. If stealth Rock is not up though it looses to Geomancy, it lets Cleric get an Aroma off. Its 2HKOed from Moonblast from LO Xerneas, and does not enjoy thunder in the slightest.
  • Specially Defensive Kyogre can roar out Geomancy and Calm Mind but it will not enjoy a +2 Thunder or +1 LO Thunder and can be OHKOed by them after some residual damage. It gridlocks Sdef Xerneas but it lets it get an Aromatherapy off.
  • If Geomancy Xerneas is somewhat weakened, Ditto can copy it and attempt to sweep the other team with Xerneas's moonblast.
  • Priority! Mega Kanga's Fake out / Arc's espeed / scizor's bp can pick off weakened ones.

Overview
########

Xerneas is a rather strange Pokemon. Due to its ability, Fairy Aura, Xerneas's Moonblast hits about as hard as a Life Orb-boosted Sacred Fire from Ho-Oh. After setting up a Geomancy, it can OHKO every Pokemon that does not resist Moonblast, barring Blissey and Chansey, so it can stand as a great win condition for teams. As a result, it gives a niche to Pokemon normally unviable in Ubers. Xerneas is by far one of the bulkiest Fairy-types in the tier, and it can run sets that are able to massacre Dragon-types such as Palkia, Zekrom, and Giratina. Xerneas's immunity to Dragon-type moves, most notably Draco Meteor and Outrage, allow it to not just wall these Dragon-types, but to potentially set up on them as well. With access to Aromatherapy, Close Combat, and Calm Mind, Xerneas is able to run a wide array of sets, which will punish opponents if they switch in the wrong counter. With a base Speed of 99, Xerneas is able to outspeed many of the base 90s that roam the Uber tier without a Choice Scarf or a Speed boost.

However, while Xerneas's base Speed is higher than that of many Ubers, including Dialga and Kyogre, it isn't high enough for Xerneas to sweep freely. Xerneas also relies on Fairy Aura to compensate for its base 131 Special Attack, which is somewhat underwhelming when compared to the Special Attack stats of other Ubers. Furthermore, while its Fairy typing provides it an immunity to Dragon-type attacks, making it easier to utilize setup moves, it renders Xerneas weak to Poison-type moves, so Mega Gengar can trap and destroy Xerneas if given the chance. Xerneas's movepool is another issue too, although it's diverse, it's limited in what it can provide. For example, while Xerneas receives two potent setup moves, its lack of coverage moves means that it will always be unable to get past certain counters. In fact, Xerneas is one of the few Ubers that cannot rewrite its list of counters by switching to a different set, so it is difficult for Xerneas to sweep an enemy team unless it is given a good amount of team support. Xerneas also lacks reliable recovery outside of Rest, so it is very difficult for Xerneas to run defensive sets and outlast its counters. All in all, Xerneas is no one-trick pony, because what it lacks in its stats and movepool is easily made up for with its typing, ability, and sheer versatility.


Geomancy
########
name: Geomancy
move 1: Geomancy
move 2: Moonblast
move 3: Thunder
move 4: Focus Blast / Substitute / Hidden Power Fire
item: Power Herb
evs: 104 HP / 32 Def / 252 SAtk / 120 Spd
nature: Modest

Moves
========

When used in conjunction with Power Herb, Geomancy allows Xerneas to raise its Special Attack and Speed to frightening levels in a single turn, making Xerneas a very potent sweeper. Moonblast is Xerneas's strongest and most reliable STAB move, and after a Geomancy, it essentially OHKOes anything that does not resist it unless the target has a ridiculous amount of special bulk. Substitute not only shields Xerneas from status, allowing it to better combat Chansey and Thundurus, but it also eases its ability to set up with Geomancy. Using Substitute forces the opponent to attack or phaze Xerneas out, and so they generally have to switch out or attack twice, giving Xerneas an opportunity to set up with Geomancy even after its Power Herb has been consumed. The rest of the moves provide coverage on Pokemon that a boosted Moonblast fails to OHKO. Thunder OHKOes Ho-Oh and Lugia after Stealth Rock, deals solid damage to specially defensive Kyogre, and whacks Steel-types that resist Moonblast, such as Heatran, Scizor, Bronzong, and Aegislash. Focus Blast rounds out coverage by massacring Steel-types that aren't Aegislash, Mega Scizor, or Bronzong. Hidden Power Fire hits Aegislash super effectively and reliably OHKOes Scizor and Ferrothorn, but does not do much else. Do note that although Hidden Power Fire hits Aegislash hard after a Geomancy, it cannot reliably land a 2HKO unless it is boosted by sun.

Xerneas has one unlisted move that it can use on this set: Psyshock. Psyshock OHKOes Poison-types, namely Amoonguss and Poison Arceus, while providing Xerneas a way to 2HKO Calm Chansey. It also OHKOes Ho-Oh after it has taken Stealth Rock damage. However, using Psyshock is not always recommended, as it will significantly impair Xerneas's coverage.

Set Details
========

The current EV spread maximizes Xerneas's Special Attack and allows it to outspeed Mewtwo after its used Geomancy if Sticky Web is up. EVs are then placed into Defense to ensure opposing Genesect receive a Special Attack boost. The rest of the EVs are placed in HP to make Xerneas more bulky in general. Reallocating the HP EVs into Defense is an option to make Xermeas more physically bulky, primarily so it will take less damage from priority moves such as Arceus's Extreme Speed and Scizor's Bullet Punch. These EVs will also help Xerneas tank attacks including Gyro Ball and Iron Head from Steel-types that try to counter it such as Bronzong. However, this investment in Defense doesn't change any notable OHKOes into 2HKOes. If it is desired, the EVs in Defense can be reallocated to HP for better mixed bulk and to make it easier for Xerneas to better tank special hits. Fully investing in Speed and Special Attack is also a viable option, as it gives Xerneas some utility and allows it to outspeed things before it uses Geomancy. However, after a boost, the extra Speed is mostly superfluous, and it does nothing aside from allowing Xerneas to outrun a few Choice Scarf users such as Shaymin-S and Darkrai, which are beaten anyway due to Geomancy's Special Defense boost. Geomancy Xerneas runs a Modest nature so that its attacks are as strong as possible, allowing it to sweep teams more easily. If you fear an opposing Xerneas setting up Geomancy alongside yours, a Timid nature is usable so that Xerneas is at least guaranteed to Speed tie with it. However, there is not much else doing this accomplishes, and the loss of power is noticeable, as Xerneas now fails to do things like OHKO Lugia with a boosted Moonblast after Stealth Rock.

Usage Tips
========

While Geomancy is an excellent setup move at Xerneas's disposal, it requires Power Herb to be used, meaning that Xerneas can only set up with Geomancy once per game, unlike other sweepers that can set up multiple times throughout a match. As such, Xerneas should not use Geomancy until its checks have been weakened to the point that they can be brought down by Geomancy-boosted attacks. Using Geomancy too early in a match will be ineffective, as Xerneas will find itself unable to bypass certain walls. If needed, it can lure in its own counters, such as Choice Band Scizor, and hit them hard with coverage moves such as Focus Blast so that they can be KOed by a Geomancy-boosted attack later on.

While Geomancy Xerneas is first and foremost a sweeper that can serve as an excellent win condition for a team, it should be noted that it has further utility. Being a Fairy-type, it has a very nice defensive typing, so it is capable of switching into a Zekrom's Outrage or a Giratina-O's Draco Meteor and threaten to KO with Moonblast. Although Power Herb is only used to make Geomancy viable, and is generally a bad item as it does not boost Xerneas's damage output, it's very useful for allowing Xerneas to bluff another set. As no text is shown until after Xerneas has used Geomancy, it can bluff a Choice Scarf very well, which can potentially let it snag an extra KO.

Team Options
========

Xerneas's primary focus is sweeping the opposing team, so partners that can weaken its counters or trap and kill them are appreciated. The most notable of these partners is Mega Gengar, which can trap and use Focus Blast to KO most Steel-types that resist Moonblast. It can also weaken Aegislash that lack Shadow Sneak and defeat Lugia through a combination of Taunt and STAB Shadow Ball. Chansey is also defeated by Mega Gengar, as it cannot hurt or escape from Mega Gengar and will be defeated by Focus Blast and Taunt. Yveltal is similar to Mega Gengar in that it can wear down all of Xerneas's counters, but it does not have the ability to trap them with Shadow Tag. Unlike Gengar, Yveltal can defeat Amoonguss and support Arceus formes, though. It should be noted that Stealth Rock support is very useful to Xerneas in general, as it not only helps wear down Xerneas's counters, but it drops most of them into OHKO range of Xerneas's attacks. For example, Stealth Rock will remove Lugia's Multiscale and a large chunk of its health, allowing Xerneas to OHKO it with a boosted Moonblast. This is also true for Ho-Oh, as after losing 50% of its HP to Stealth Rock, it can be KOed by Psyshock or Thunder.

If Xerneas's sweep is halted, the Pokemon that stops it is most likely only good for tanking hits, which makes it, ironically, setup bait for another sweeper. For this reason, additional sweepers, primarily Tailwind Zekrom, are great partners for Xerneas, as they can pick up from where it left off and proceed to sweep the opposing team. Zekrom is a particularly good partner for Xerneas, as Xerneas can easily set up on any Amoonguss, Bronzong, or Aegislash weakened by Zekrom's assault, and it can also help break walls such as Ho-Oh and Amoonguss. As another plus, all of Zekrom's counters—Hippowdon, Groudon, and Ground Arceus—can't do much to Xerneas, which means the deer can potentially set up a Geomancy on them after they have taken considerable damage from Zekrom.


All-Out Attacker
########
name: All-Out Attacker
move 1: Moonblast
move 2: Close Combat / Hidden Power Fire
move 3: Thunder / Rock Slide
move 4: Aromatherapy / Hidden Power Fire
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Mild / Rash

Moves
========

This set focuses on spamming Moonblast, which is frighteningly powerful due to the boosts from STAB and Fairy Aura. The rest of the moves are there solely for the purpose of removing Pokemon that can absorb Moonblast. Close Combat deals massive damage to Steel-types, OHKOes Blissey, and 2HKOes Chansey. It is accurate and is also able to secure a 2HKO on Klefki. Hidden Power Fire lets Xerneas OHKO Scizor and Ferrothorn while 2HKOing Aegislash and Bronzong under sun. Thunder is inaccurate, but hits most Steel-types neutrally, OHKOes Ho-Oh if Stealth Rock is up, and OHKOes offensive Kyogre after it has switched into Stealth Rock twice. Rock Slide, unlike Thunder, OHKOes Ho-Oh even if Stealth Rock isn't up, but it doesn't do anything notable outside of that. Focus Blast deals massive damage to Steel-types, namely Heatran and Steel Arceus. Aromatherapy is also an option on this set, and though it doesn't deal damage, Xerneas can use it to relieve a desperate team of crippling status conditions. As another bonus, Xerneas's offensive presence helps it score free turns to use Aromatherapy, something no other cleric can boast. Xerneas can run specific moves to help beat down certain walls that it may come up against. Night Slash is a decent move because it is Xerneas's strongest move against Aegislash. Night Slash is the only move that Xerneas can use to reliably waltz around Aegislash, but it is vulnerable to King's Shield and only 3HKOes Aegislash at best. Grass Knot OHKOes support Rock and Water Arceus while hitting Kyogre hard.

Set Details
========

Life Orb provides a large boost to all of Xerneas's moves, but its recoil might make it undesirable on certain teams. Pixie Plate and Expert Belt are both viable alternatives to Life Orb, and they both allow Xerneas to bluff other sets, while Life Orb cannot. The boosts the two items provide, however, are smaller and less consistent than Life Orb. If Expert Belt is run, a spread of 140 Atk / 184 SpA / 184 Spe is recommended, as it allows Xerneas to 2HKO Chansey with Close Combat 100% of the time and outspeed base 90s.

Xerneas can shift EVs from Speed into Attack to hit harder with its physical attacks. A spread of 70 Atk / 252 SpA / 184 Spe gives up Xerneas's ability to Speed tie with Yveltal and Genesect in exchange for a slightly more powerful Close Combat and Rock Slide. When boosted by Expert Belt, Rock Slide has a decent chance to OHKO offensive Ho-Oh, and when boosted by Life Orb, bears a higher chance to OHKO 252 HP Ho-Oh.

Xerneas generally prefers a nature that boosts its Special Attack, as the power boost lets it do interesting things like 2HKO support Arceus. If Xerneas goes mixed, it generally runs a Mild nature, which reduces its Defense, as the Special Defense stat helps it better absorb a Dark Pulse or Oblivion Wing from Yveltal. However, a Rash nature can be run if an unhindered Defense stat is required by its team. A Special Attack-boosting nature is recommended on Xerneas to give Moonblast maximum power, but a Speed-boosting nature, such as Naive or Hasty, is also viable as it allows Xerneas to Speed tie with opposing Yveltal in exchange for a bit of power.

Usage Tips
========

Xerneas's main goal is not to sweep, but to break walls for its team by spamming strong Moonblasts. As such, it should not try to sweep unless the Pokemon on the other team are all slower than Xerneas. A teammate should try to capitalize from the holes Xerneas creates in the opposing team in order to sweep.

Xerneas's bulk is reduced by its nature, so it should be very careful when switching in as to conserve its HP. However, at the same time, Xerneas should be switched in as often as possible to wear down enemy walls such as Aegislash. Xerneas should not be afraid to reveal that it has Night Slash or Hidden Power Fire, as the move can 3HKO Aegislash, but if Xerneas is holding an Expert Belt or a Pixie Plate, hiding the moves might be worth it. Due to its item, it can bluff a Choice Scarf set very well, and as such can help it secure additional KOs. For example, pretending that Xerneas is locked into Moonblast can be very useful for luring Ho-Oh out and OHKOing it with Rock Slide. The main idea of this set is to wreck walls and weaken Pokemon that can take a Moonblast in order to spam it later on. Therefore, if the opposing team has few Pokemon that can tank Moonblast, Moonblast should be spammed as often as possible.

Team Options
========

If the Xerneas user can correctly predict when Aegislash will switch in, then Xerneas can defeat it. However, because such prediction is difficult, Pokemon that can wear down Xerneas's counters for it are appreciated. Scizor is one of the best partners for Xerneas, as it is capable of trapping and killing Aegislash with the combination of Swords Dance and Pursuit. It can prevent Xerneas from losing momentum, and can act as a sweeper that takes advantage of the holes Xerneas busts in opposing teams. Mega Gengar can function similarly to Scizor, trapping Lugia and defeating it with Taunt and Shadow Ball. Life Orb Yveltal is like Mega Gengar in that it can easily defeat Xerneas's counters, but it cannot trap them. However, Yveltal gets U-turn, which can be used to grant Xerneas opportunities to switch in. In general, Pokemon that can provide offensive pressure are useful because they can keep Pokemon that wall Xerneas at bay. They can also provide momentum and help get Xerneas into play. Pokemon that can set up Stealth Rock are beneficial for Xerneas too, as Stealth Rock will damage Pokemon when Xerneas forces switches. Furthermore, Stealth Rock allows Xerneas to OHKO Ho-Oh with Thunder, and breaks Multiscale, preventing Lugia from absorbing Moonblast comfortably.

The fact that most of Xerneas's counters are rather weak and have difficulty stopping other sweepers is particularly noteworthy. Combine this with Xerneas's ability to defeat walls on the opposing team, and it seems almost mandatory that Xerneas should be paired with a sweeper. Tailwind Zekrom is perhaps the best sweeper that can be partnered with Life Orb Xerneas, as it can defeat Lugia, Ho-Oh, and just about anything that walls Xerneas. Additionally, Zekrom can set up a Tailwind and use Volt Switch on most of Xerneas's counters, greatly aiding Xerneas in tormenting the other team. Tailwind provides Xerneas a boost to its Speed, making it an even more frightening threat, and Volt Switch provides momentum for the team.


Defensive
########
name: Defensive
move 1: Roar / Aromatherapy
move 2: Rest
move 3: Sleep Talk
move 4: Moonblast
item: Leftovers
evs: 248 HP / 8 Def / 252 SpD
nature: Calm

Moves
========

Xerneas's unique typing and high HP stat let it run a bulky set capable of walling Dragon-types very well. Roar allows Xerneas to phaze out Pokemon that try to set up on it, whereas Aromatherapy allows Xerneas to cure the status conditions of the entire team. Xerneas's only form of recovery is Rest, but its bulk means that it is often able to survive the two turns of sleep. Sleep Talk prevents Xerneas from being completely helpless when asleep, and Moonblast can OHKO the Dragon-types that Xerneas checks. Due to Fairy Aura Moonblast hits decently hard even without Special Attack investment, and can OHKO Zekrom and Rayquaza while 2HKOing Assault Vest Palkia. It is important to keep in mind that Xerneas will wake up if Sleep Talk selects Aromatherapy, making the sleep turns from Rest less of a nuisance.

Set Details
========

The given EV spread is designed to boost Xerneas's longevity as well as provide more healing from Leftovers, and 248 HP EVs are run instead of 252 HP EVs in order to lessen the damage it takes from Stealth Rock. A Calm nature and maximum investment in Special Defense let Xerneas check Palkia well. For reference, Hydro Pump from Lustrous Orb Palkia fails to 2HKO Xerneas while it can OHKO in return with Moonblast. Maximum investment in Defense instead of Special Defense is also an option, as it will allow Xerneas to check Zekrom nicely as well as avoid a 2HKO from Ho-Oh's Life Orb-boosted Brave Bird.

Usage Tips
========

This Xerneas's worst enemy is Mega Gengar, so be very cautious when playing against it. Xerneas can potentially beat Gengar by damaging it with Moonblast as it switches in, fleeing, smashing it on the switch again, and then KOing Mega Gengar after tanking a Sludge Wave.

Due to Fairy Aura, Moonblast is strong even without investment, so you shouldn't be afraid to attack with Xerneas if it's needed. However, Xerneas shouldn't be played recklessly, and shouldn't be forced to stomach extremely powerful special attacks if other Pokemon can tank them better. While Rest heals Xerneas completely, it leaves Xerneas vulnerable for a few turns, so it should only be used when Xerneas is in a pinch. In a similar fashion, Aromatherapy and Roar should not be used recklessly with the idea that Xerneas can just heal itself later with Rest. For example, if you predict that a Gengar is coming in on Xerneas, use Moonblast instead of Aromatherapy. This is because Gengar isn't too much of a threat to Xerneas before it Mega Evolves, but later on, Mega Gengar will likely prevent Xerneas from doing much.

Unlike with other sets, this Xerneas variant is quite slow and uncharacteristically bulky, and as a result, it can use Aromatherapy in front of most Pokemon that check its other sets. For example, Aegislash's Gyro Ball fails to land a 3HKO, meaning that Xerneas can safely use Aromatherapy before quickly switching out.

Team Options
========

Xerneas is supposed to check Pokemon for the team, so it doesn't need much team support. It appreciates Pokemon that can trap Gengar with Pursuit, such as Mega Scizor, Choice Band Scizor, and Tyranitar. However, Tyranitar takes heavy damage from Focus Blast. In return, Xerneas can use Aromatherapy to relieve burns that Tyranitar and Scizor might receive. Most importantly, Xerneas should not be used like an inferior Sylveon or Clefable, as it has more power, more physical bulk, and access to Roar. However, Xerneas cannot support its team with Wish, Sylveon has more special bulk than Xerneas, and Clefable has Unaware and Knock Off to harass certain setup sweepers.


Choice Scarf
########
name: Choice Scarf
move 1: Moonblast
move 2: Megahorn
move 3: Focus Blast / Close Combat
move 4: Rock Slide / Sleep Talk
item: Choice Scarf
evs: 76 Atk / 248 SpA / 184 Spe
nature: Rash

Moves
========

A Choice Scarf boosts Xerneas's Speed to amazing levels, allowing Xerneas to revenge kill a great number of threatening sweepers in the tier. Moonblast is a strong STAB move that will leave a dent in any Pokemon that tries to switch in and prevents Mega Mewtwo X from sweeping. In fact, Xerneas can sweep late-game with Moonblast if the opposing team is sufficiently weakened. Megahorn OHKOes Mega Mewtwo Y and Focus Blast deals heavy damage to Steel-types that resist Moonblast, namely Heatran and Ferrothorn. Close Combat deals less damage to most Steel-types, but it 2HKOes Blissey. Rock Slide allows Xerneas to lure in and deal very heavy damage to Ho-Oh, which otherwise walls Xerneas. With Sleep Talk, Xerneas is one of the best Darkrai checks in the game, as it can absorb Dark Void and have a near 100% chance of OHKOing the fiend the next turn if it stays in.

Set Details
========

With a Choice Scarf, Xerneas can practically outspeed the entire unboosted Ubers metagame, giving it a great revenge killing utility and late-game sweeping potential. The current EV spread maximizes Xerneas's Special Attack and invests enough in Attack to guarantee an OHKO on Mega Mewtwo Y after Stealth Rock. The rest of the EVs are invested in Speed to make Xerneas as fast as possible. A spread that maximizes Special Attack and Speed is viable if Xerneas is focused on sweeping late-game with Moonblast, but only if the team already has a check to Mega Mewtwo Y. The greater Speed also helps against opposing Choice Scarf Xerneas and Yveltal. The EVs invested in Attack can be shifted from Special Attack instead of Speed, but doing so may make it harder for Xerneas to sweep, as it might fail to KO certain Pokemon. A Rash nature is used over Mild because decreasing Xerneas's defense will lead to an OHKO from a boosted Extreme Killer Arceus's Extreme Speed or a Life Orb Ho-Oh's Brave Bird. Meanwhile, decreasing Xerneas's Special Defense does not turn any 2HKOs into OHKOs. A Mild nature is not unviable though, as when Xerneas switches into Yveltal to check it, the nature will decrease the damage taken from Oblivion Wing. Xerneas can utilize a nature that increases its Speed, but this is unadvised, as it will weaken Moonblast and hurt Xerneas's ability to clean late-game.

Usage Tips
========

Xerneas should generally be switched in as the opposing Pokemon is setting up rather than when they are attacking. For example, Xerneas should try to switch into Mega Mewtwo X when it uses Bulk Up instead of when it uses Zen Headbutt. This preserves Xerneas's longevity, allows it check certain Pokemon continuously throughout a match, and gives it the ability to sweep late-game. If switching Xerneas in on a non-attacking move is impossible, it is recommended to sacrifice a Pokemon to get Xerneas in safely.

Xerneas can absorb Darkrai's Dark Void and proceed to checkmate it with Sleep Talk, but doing this is not recommended when Xerneas is the only check to a Pokemon on the opposing team. When Xerneas is asleep, it will not be able to function as a reliable revenge killer, and so caution is advised if Xerneas is running Sleep Talk. In this situation, if it is impossible to prevent Xerneas from being put to sleep, it is best to try to stall out Xerneas's sleep turns so it can be more effective later on.

Xerneas will generally be able to revenge kill at least one Pokemon before the opponent realizes it's holding a Choice Scarf. Afterwards, the opponent will generally switch to a counter in order to scout out the move Xerneas is locked into. To prevent Xerneas from becoming useless after its set is revealed, don't try to play it safe. Instead, attempt to predict the Pokemon that will come in. For example, if the opponent has a Ho-Oh in the wings and knows that Xerneas holds a Choice Scarf, then when Xerneas is out, it should use Rock Slide to whack the incoming Ho-Oh for solid damage.

Team Options
========

This Xerneas is a revenge killer, so it doesn't really need much support. However, partners to deal with the Pokemon that can tank Xerneas's hits can help reduce the need for prediction. Mega Gengar and Swords Dance Scizor with Pursuit excel in this role, as they can trap and KO certain Pokemon, such as Lugia, allowing Xerneas to revenge kill threats more reliably. Xerneas enjoys entry hazard support, especially Stealth Rock, which allows Xerneas to OHKO Ho-Oh with Rock Slide. Furthermore, Stealth Rock punishes opponents that switch out fearing they will be revenge killed, allowing Xerneas to better sweep through the opposing team.


Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Thunder / Psyshock
move 4: Substitute / Focus Blast / Hidden Power Fire
item: Leftovers
evs: 44 HP / 240 SpA / 224 Spe
nature: Modest

Moves
========

Xerneas can choose to set up and sweep with Calm Mind instead of Geomancy. Although the boost Calm Mind provides is less immediate and does not affect Xerneas's Speed, the move is still is a viable option as it can be used multiple times in a match and does not restrict Xerneas's item choice. Moonblast is Xerneas's strongest STAB move and hits ridiculously hard after a boost. A boosted Thunder OHKOes Ho-Oh after Stealth Rock and hits most Steel-types, namely Bronzong, Aegislash, and Heatran, for neutral damage. Psyshock is also viable as it hits Poison-types, especially Amoonguss, very hard and can also OHKO Ho-Oh after Stealth Rock. Xerneas can use Substitute on this set much better than it can on the Geomancy set since Leftovers gives Xerneas passive recovery and the ability to make an extra Substitute. Substitute provides Xerneas with protection from Thundurus-I and Chansey's status moves and allows it to play mind games with Aegislash. Aegislash cannot use Toxic on Xerneas due to Substitute, so it will be forced to use Gyro Ball. In response, Xerneas can either use Substitute as Aegislash uses King's Shield or predict a second Gyro Ball and OHKO with Thunder. Focus Blast hits Steel-types super effectively and lets Xerneas smash huge holes in enemy Heatran and Ferrothorn, whereas Hidden Power Fire OHKOes Ferrothorn and 2HKOes Aegislash in the sun after a Calm Mind boost.

Set Details
========

Leftovers increases Xerneas's longevity and helps it make an extra Substitute, but other items such as Life Orb can be used too. Life Orb boosts the power of Xerneas's attacks, and after a Calm Mind, Life Orb Xerneas is about as powerful its Geomancy counterpart. The EV spread invests enough in HP for Xerneas to make Substitutes that can tank a Seismic Toss from Chansey and allows Xerneas to survive a boosted Extreme Speed from Silk Scarf Extreme Killer Arceus. The EVs in Speed are enough for it to outspeed all neutral-natured Rayquaza, Kyurem-W, and Kyurem-B, and the rest of the EVs are dumped into Special Attack to give Xerneas more power. If the team Xerneas is on can handle Chansey, then a Life Orb and a spread that maximizes Special Attack and Speed can be used. A Bold nature and a spread that maximizes HP and Defense is also viable to make Xerneas a bulky sweeper. Thanks to all the investment in its bulk, Xerneas is only 4HKOed by Aegislash's Gyro Ball. If such a spread is used, then Rest can be run in tandem with a Chesto Berry or Sleep Talk to restore Xerneas's HP. This Xerneas runs a Modest nature for the extra power, but if it is desired, a Timid nature can be used so that Xerneas will always outspeed Rayquaza, Kyurem-W, and Kyurem-B. Additionally, it will allow Xerneas to Speed tie with max Speed Yveltal and Xerneas, but it is generally inferior to a Modest nature due to the decrease in Xerneas's power and the boost it gives to an opposing Aegislash or Bronzong's Gyro Ball.

Usage Tips
========

Unlike with Geomancy, Xerneas can set up with Calm Mind after it has been forced out. However, Calm Mind does not increase Xerneas's Speed, so it should utilize the boost in order to power through a counter. Xerneas is not deemed useless if it is forced out in the process, so it should not be scared of enemy phazers. While Calm Mind lets Xerneas power through checks, it should be not used immediately. Xerneas should try to lure out and hit its counters as hard as it can and set up with Calm Mind to land the final blow. It should start sweeping only when it's sure it can beat its counters with a Calm Mind boost. It's best for Xerneas to set up a Calm Mind on a Pokemon that it can force out or has trouble breaking its Substitute. Alternatively, Calm Mind Xerneas can feign a defensive set, which it will appear to be running when Leftovers are shown, and then lure in Pokemon it can set up on.

Because this Xerneas cannot boost its Speed, it has issues with revenge killers and Mega Gengar, so one should try to lure them out and kill them quickly. A Xerneas with Leftovers will excel at taking out Mega Gengar, as it can pretend to be a helpless defensive Xerneas and then proceed to smite it with a Psyshock. A Substitute can also help in combating revenge killers, as it will allow Xerneas to take a hit, retaliate, and then switch out.

Team Options
========

Good partners for Calm Mind Xerneas are similar to those for Geomancy Xerneas. However, unlike Geomancy Xerneas, Calm Mind Xerneas wants a Pursuit trapper for Gengar and defensive pivots that can take hits from revenge killers. Calm Mind Xerneas also appreciates the support of Life Orb Yveltal or Zekrom to break its counters. Mega Gengar and Scizor running Swords Dance and Pursuit also work well, as they can trap and KO Xerneas's counters. Stealth Rock is also greatly appreciated, as it breaks Lugia's Multiscale and allows Xerneas to KO Ho-Oh with an unboosted Thunder or a boosted Psyshock.


Other Options
########

There is one item that Xerneas can run to deal with Mega Gengar which has not been mentioned yet: Shed Shell. Shed Shell allows Xerneas to escape from Mega Gengar and reduces the need for a Pursuit trapper, but it is useless outside of this one function. Another item Xerneas can use is Choice Specs, as a Choice Specs-boosted Moonblast hits frighteningly hard. However, the power boost it provides doesn't help Xerneas break through any of its checks, and as a result, a Choice Specs set isn't very effective.

Xerneas has a diverse movepool, but it doesn't get what it needs, such as a more useful Fire-type move. As a result, it has a lot of options that are inferior to the ones previously mentioned. Ingrain and Roar can both be used on a Geomancy or a Calm Mind set to prevent Xerneas from being phazed out, but it is hurt by the coverage it loses. Flash Cannon hits other Xerneas and Fairy Arceus super effectively, but does nothing notable outside of that. Close Combat can be used on Geomancy and Calm Mind sets to 2HKO incoming Blissey, but it provides coverage on nothing else, so it tends to be useless most of the time. Grass Knot can be used to OHKO Groudon and 2HKO Kyogre, Rock Arceus, and Water Arceus, but does nothing else. A bulky ChestoRest Xerneas can utilize Reflect to set up multiple Calm Minds on Scizor, Bronzong, Aegislash, and Pokemon that rely on a strong physical Steel-type move to check it. However, Reflect is quite useless otherwise.

Checks & Counters
########

**Specially Defensive Fire Arceus**: Specially defensive Fire Arceus outspeeds Xerneas, can take any move from it, boosted or unboosted, and phaze it out. Fire Arceus can also set up six Calm Minds on every Xerneas variant except for defensive Xerneas with Roar.

**Jirachi**: Jirachi resists Moonblast and is barely 2HKOed by Geomancy boosted Hidden Power Fire, allowing it to safely status Xerneas with Thunder Wave or Toxic. It can then proceed to 3HKO Xerneas with Iron Head or stall its HP out with Wish and Protect. It dislikes Night Slash from Xerneas though and must be at full HP to be able to take Xerneas on without getting 2HKOed.

**Metagross**: Metagross can 2HKO all Xerneas unless it has maximized its defenses with the combination of Meteor Mash and Bullet Punch. Its defenses boosted by Assault Vest let it take any Geomancy boosted move and its naturally high physical defense lets it easily shrug off a stray Night Slash.

**Steel Arceus**: Specially defensive Steel Arceus barely avoids getting OHKOed by a Geomancy boosted Focus Blast from Xerneas and can phaze it out with Roar. It can also hit Xerneas with a super effective Judgment that 2HKOes even the most specially defensive Xerneas.

**Specially Defensive Kyogre**: Specially defensive Kyogre can take any move, even a Geomancy-boosted Thunder, and phaze Xerneas out. It does not struggle with any particular Xerneas set but does not enjoy facing Calm Mind variants, as repeated Calm Mind and Life Orb-boosted Thunders will overwhelm it. It should be noted that specially defensive Kyogre walls defensive Xerneas and vice versa, as Xerneas cannot overcome Kyogre with Moonblast while Kyogre cannot hit it very hard with Scald. Rest places the two in a gridlock, as they can both heal off the damage they've taken from each other's attacks. Xerneas running either Ingrain or Roar alongside a boosting move will overwhelm Kyogre, though.

**Klefki**: Klefki resists Moonblast due to its Steel typing and thanks to Prankster can paralyze Geomancy Xerneas, allowing its teammates to pick Xerneas off. Against defensive Xerneas, though, it can set up Spikes. Its Play Rough boosted by Xerneas's own Fairy Aura is strong enough to take out Xerneas's Substitute! It really only fears Xerneas that run Calm Mind in conjunction with Rest and All-out attacker Xerneas. The former can setup on Klefki without fearing status while the latter easily 2HKOes Klefki with Life Orb boosted Close Combat.

**Chansey and Blissey**: Chansey and Blissey can completely wall Geomancy Xerneas and use Toxic to damage it, but they fear Close Combat from Life Orb Xerneas. They are walled by defensive Xerneas, but also wall it in return. This is because Chansey and Blissey can heal off the damage they take from Moonblast while Xerneas can Rest off the damage dealt to it by Toxic and Seismic Toss. However, they are complete setup bait for Calm Mind Xerneas running Substitute or RestTalk.

**Lugia**: If Stealth Rock has not been set up, Lugia can take any hit from a boosted Xerneas and Whirlwind it out. Lugia can status Xerneas variants that don't set up, and can wall them as long as Stealth Rock is not up. It should be noted that defensive Xerneas will keep Lugia in a gridlock and Calm Mind or Geomancy Xerneas with Ingrain will overwhelm it.

**Aegislash**: Aegislash's huge defenses and Steel typing let it take pittance from every move Xerneas can throw at it. In return, Aegislash can poison Xerneas with Toxic or utilize a strong Iron Head or Gyro Ball that if used repeatedly will overwhelm it. However, Aegislash is setup bait for physically defensive variants of Xerneas with Calm Mind. It does not enjoy taking a Night Slash or a sun-boosted Hidden Power Fire either. It also has difficulty with Calm Mind Xerneas running Substitute, as it will have to predict if Xerneas will attack it while it is in Blade forme. Aegislash does not take too much damage from a defensive Xerneas's Moonblast, but does not do much in return with Gyro Ball, so they essentially wall each other.

**Ho-Oh**: If Stealth Rock is not up, Ho-Oh can tank an attack from Geomancy or Calm Mind Xerneas and retaliate with a sun-boosted Sacred Fire, damage it with a Life Orb-boosted Brave Bird, or phaze it out with Whirlwind. However, Ho-Oh hates Rock Slide and will succumb to a boosted Psyshock or Thunder after Stealth Rock damage.

**Bronzong**: Bronzong is like Aegislash, except that it's weaker, not as bulky, and hit neutrally by Focus Blast. However, it is slower than Aegislash, which lets it deal a bit more damage with Gyro Ball. It can also run Light Screen to cushion hits and help the rest of its team take out Xerneas in the event that it goes down.

**Amoonguss**: Amoonguss with Sludge Bomb and Clear Smog completely stops all Xerneas sets lacking Psyshock, but it is OHKOed by ones with the move. Defensive Xerneas does not take much damage from Amoonguss's Sludge Bomb and can use Rest to recover HP. At the same time, its Moonblast will deal pitiful damage to Amoonguss, though, so both Pokemon essentially wall each other.

**Poison Arceus**: Poison Arceus resists Moonblast, can hit Xerneas hard with a super effective Sludge Bomb or Judgment, and doesn't really fear any of Xerneas's moves, so it can set up with Calm Mind against Xerneas. A Calm Mind- or Geomancy-boosted Psyshock is the only way Xerneas can really hurt it.

**Scizor**: Mega Scizor and Choice Band Scizor can tank non-super effective hits from Geomancy Xerneas and 2HKO it with Bullet Punch. However, they will be severely weakened in the process. Mega Scizor's Bullet Punch, if fully invested, can 3HKO the most physically bulky Xerneas, which prevents Mega Scizor from being setup bait and allows it to defeat Xerneas running Rest.

**Priority**: Xerneas is fairly bulky, but priority moves can take out a weakened Xerneas or cripple a healthy one, regardless of the boosts it has obtained. Arceus can use a Life Orb- or Silk Scarf-boosted Extreme Speed to pick off weakened Xerneas. As a last resort, Mega Kangaskhan can spam Fake Out and switch out if needed to wear down and KO it. However, this will require Xerneas to have been heavily weakened beforehand or else it will take out a majority of Mega Kangaskhan's team. Thundurus can paralyze Geomancy Xerneas even if it has set up, but is useless against other variants, which don't fear much and can just switch out. Additionally, a Substitute can completely nullify Thundurus's effectiveness as a check, and it should be noted that most defensive Xerneas don't mind facing Thundurus at all.

**Mega Gengar**: Mega Gengar can trap all Xerneas and smash them with a super effective Sludge Bomb or Sludge Wave. However, a Geomancy-boosted Xerneas outspeeds and easily OHKOes Mega Gengar with Psyshock. Note that Gengar cannot switch into Xerneas directly or Mega Evolve in front of it. A Shed Shell also renders all of Mega Gengar's attempts to revenge kill Xerneas useless.

**Lucario**: Mega Lucario can outspeed and OHKO even the most defensive variants of Xerneas with Iron Tail. It can also pick off weakened Xerneas with Bullet Punch. However, it cannot switch in on Moonblast and is troubled by Xerneas with Substitute. If it has not received too much damage, a Geomancy-boosted Xerneas can OHKO Mega Lucario and avoid being KOed.

**Clefable**: Clefable can wall all Xerneas, thanks to Unaware, that do not hold a Life Orb if Stealth Rock is not up. It can then proceed to status Xerneas and hurt it with Seismic Toss. If the opposing Xerneas does hold a Life Orb or if Stealth Rock is up, however, then Clefable will be unable to avoid getting 2HKOed by Moonblast. It should also be noted that Clefable cannot break through defensive Xerneas, but at the same time defensive Xerneas can do nothing to it.

**Ditto**: Ditto can copy Xerneas that have used Geomancy and threaten to sweep. It should be noted that Ditto cannot switch into Geomancy Xerneas and is completely useless against any other set.

**Revenge Killers**: Choice Scarf users such as Genesect with a STAB super effective move such as Iron Head can OHKO Xerneas that have yet to set up with Geomancy.
 
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Disaster Area

formerly Piexplode
Imo with geo

1 you ofc need geomancy
2 you ofc need moonblast
3 this leaves you with a choice: what do u want to have dealt with by the team. Your options of moves are:
Thunder Thunderbolt Psyshock Focus Blast HP Fire HP Rock
What can we get rid of?
HP Rock is outclassed by Thunder or Thunderbolt so long as you can keep stealth rock up.
We can treat Thunder/Thunderbolt as the same move.
If you can get rid of Ho-oh beforehand, you don't need Thunder/Thunderbolt
If you don't run Psyshock, the only check you cannnot stop is poisonceus, or ammoonguss if you don't run HP Fire
With Focus Blast (bar it missing far too much) you cannot beat heatran. With HP Fire gone you miss out on so many things though that
HP Fire/Focus Blast is a must have.

So the set is:
Geo
Mblast
HP Fire/Focus Blast
Psyshock/Thunder/Thunderbolt

Requires sun support to run HP Fire to full advantage.
Requires Psyshock or HP Fire to beat Amoonguss
Requires stealth rock support to help with lugia and ho-oh.
Requires thunderbolt/thunder to beat Ho-oh

So imo, should run that set above, with the main set being Geo/MBlast/HP Fire/Thunder, since all you effectively miss out on is poisonceus, provided you have stealth rock support, and heatran. Focus Blast is an option to hit heatran but possibly miss out on amoonguss. If you run Psyshock Ho-oh causes problems, but you can run it and focus blast to have effectively flawless coverage with stealth rock support, and ho-oh severely weakened/gone.

Edit:
I forgot chansey.
Geo/MBlast/HP Fire/Thunder with Sun and SR support (vital) is walled by heatran, poisonceus, and chansey. However sun makes thunder weaker and less accurate so thunderbolt is a must.
If you run Focus Blast>HP Fire you hit chansey harder and heatran, but lose out on amoongus, bronzong, and aegilash.
If you run Psyshock>Thunder, then you need ho-oh more weakened or fainted, for the set to function properly. You can hit chansey and poisonceus, but are still walled by heatran.
If you run Pyshock and Focus Blast then you can hit poisonceus, amoonguss, chansey, but you have trouble with bronzong (not an OHKO) and aegilash.

So any way you have problems and checks, but there's a list of about 7, and depending on which set of coverage moves you have, there are certain ones you can and can't beat. Chansey and aegilash are probably the 2 most commonly used pokes that can counter the set, so HP Fire + Psyshock makes a lot of sense, though it still requires sun support and needs ho-oh weakened, and preferably has stealth rock support too. As to which one is the main set of 2 coverage moves, it seems HP Fire and Psyshock make a lot of sense since they're checked and countered by more obscure pokemon, and nicely is the only set where accuracy is of no issue. Furthermore you're able to hit shedinja.

Final Set:
Geomancy
Moonblast
HP Fire/Focus Blast
Psyshock/Thunder/Thunderbolt

Scizor is not worth any mention until checks and counters since:
1: You should be running HP Fire/Focus Miss anyway, which both OHKO most sets
2: Band Scizor deals around 80% with bullet punch, so basically you need to kill it before you get in there, or at worst, defeat everything else with priority.. I guess all it comes down to is stressing how vital destroying the checks and coutners it has is vital in securing a sweep.
 
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Your EV spread for Geomancy is awkward :( doesn't need that obscure amount of speed.

Don't forget scarf set!

Ill post more when on computer.
 

polop

Would you look at the time?
is a Contributor Alumnus
Imo with geo
1 you ofc need geomancy
2 you ofc need moonblast
3 this leaves you with a choice: what do u want to have dealt with by the team. Your options of moves are:
Thunder Thunderbolt Psyshock Focus Blast HP Fire HP Rock
What can we get rid of?
HP Rock is outclassed by Thunder or Thunderbolt so long as you can keep stealth rock up.
We can treat Thunder/Thunderbolt as the same move.
If you can get rid of Ho-oh beforehand, you don't need Thunder/Thunderbolt
If you don't run Psyshock, the only check you cannnot stop is poisonceus, or ammoonguss if you don't run HP Fire
With Focus Blast (bar it missing far too much) you cannot beat heatran. With HP Fire gone you miss out on so many things though that
HP Fire/Focus Blast is a must have.

So the set is:
Geo
Mblast
HP Fire/Focus Blast
Psyshock/Thunder/Thunderbolt

Requires sun support to run HP Fire to full advantage.
Requires Psyshock or HP Fire to beat Amoonguss
Requires stealth rock support to help with lugia and ho-oh.
Requires thunderbolt/thunder to beat Ho-oh

So imo, should run that set above, with the main set being Geo/MBlast/HP Fire/Thunder, since all you effectively miss out on is poisonceus, provided you have stealth rock support, and heatran. Focus Blast is an option to hit heatran but possibly miss out on amoonguss. If you run Psyshock Ho-oh causes problems, but you can run it and focus blast to have effectively flawless coverage with stealth rock support, and ho-oh severely weakened/gone.

Edit:
I forgot chansey.
Geo/MBlast/HP Fire/Thunder with Sun and SR support (vital) is walled by heatran, poisonceus, and chansey. However sun makes thunder weaker and less accurate so thunderbolt is a must.
If you run Focus Blast>HP Fire you hit chansey harder and heatran, but lose out on amoongus, bronzong, and aegilash.
If you run Psyshock>Thunder, then you need ho-oh more weakened or fainted, for the set to function properly. You can hit chansey and poisonceus, but are still walled by heatran.
If you run Pyshock and Focus Blast then you can hit poisonceus, amoonguss, chansey, but you have trouble with bronzong (not an OHKO) and aegilash.

So any way you have problems and checks, but there's a list of about 7, and depending on which set of coverage moves you have, there are certain ones you can and can't beat. Chansey and aegilash are probably the 2 most commonly used pokes that can counter the set, so HP Fire + Psyshock makes a lot of sense, though it still requires sun support and needs ho-oh weakened, and preferably has stealth rock support too. As to which one is the main set of 2 coverage moves, it seems HP Fire and Psyshock make a lot of sense since they're checked and countered by more obscure pokemon, and nicely is the only set where accuracy is of no issue. Furthermore you're able to hit shedinja.

Final Set:
Geomancy
Moonblast
HP Fire/Focus Blast
Psyshock/Thunder/Thunderbolt

Scizor is not worth any mention until checks and counters since:
1: You should be running HP Fire/Focus Miss anyway, which both OHKO most sets
2: Band Scizor deals around 80% with bullet punch, so basically you need to kill it before you get in there, or at worst, defeat everything else with priority.. I guess all it comes down to is stressing how vital destroying the checks and coutners it has is vital in securing a sweep.
OK, so before actually responding to this, I'd like to say that I know Xerneas has real slashitis issues because its so complicated and has so many options, so I'm more then happy that someone's trying to alleviate the issue.

I agree with what the first two slots have but I don't like tossing out Thunder for the third slot. My idea with the third slot was to dedicate it to hitting steels hard and frankly Thunder can help do that while hitting Ho-oh hard. If you run HP Fire + Psyshock, Heatran gives issues, if you run Focus Blast + Psyshock, Aegislash walls you even harder, if you run HP Fire + Thunder there's issues with Chansey + Blissey + Amoongus (it takes HP Fire fairly well ironically Q_Q). The combination missed by your suggested set is Thunder + Psyshock which actually sorta neutrally hits everything except Ferrothorn. Scizor remains an issue but its an issue for any Focus Blast variant (it can take the Focus Blast and throw out 2 strong Bullet Punches).

I'm also really iffy on Thunderbolt, I mean I get its specifically for Ho-oh, and its got 100% accuracy but resisted moonblast hits harder then a super effective thunder. I think I'm just gonna throw Thunderbolt in OO.

Adding Thunder to the third slot and removing Thunderbolt makes Psyshock the only slot leftover, but there's other combinations like Focus Blast + HP Fire that are missed out when that's done.

I like your idea but I think a few combinations are missed out when you switch the slashes ;_;. I'll ask QC whether or not I should switch to your version of slashes all right :P? I do know my slashes are far from the most optimal but I put the best stuff I could think of.

EDIT: Melee_Mewtwo agreed that a set like yours is best and its been put in the analysis.

Your EV spread for Geomancy is awkward :( doesn't need that obscure amount of speed.
Don't forget scarf set!

Ill post more when on computer.
The bulky spread for Geomancy is in AC. I can switch it to make the bulky spread the main and max speed AC if other's agree (I know that running bulk is good but max speed is good to let xern be somewhat useful and bluff sets before Geoing too).

The scarf sets moves are on there, but I haven't written anything else on the stuff yet.

Thanks for your input guys its greatly appreciated on such a complicated mon Q_Q.
 
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Disaster Area

formerly Piexplode
I'm happy so long as I helped.. I suspected Amoo ate HP Fire easily but I wasn't sure of it.. I know what I wrote wasn't perfect, but it's a start. It's good to know thunder bashes steels pretty well, and I appreciate the RNG is no object in these analyses usually - though I think avoiding focus blast and thunder are a good idea, particularly when you're a one-time set up sweeper with limited bulk, I can see you miss out on coverage for that.

I think you've pretty much dealt with the slashitis, so I'd say draw up a table or make notes on all we've written down here and anything you've realised we've missed and add that to the set's description - it's so complicated you should probably explain what you miss from using sets of 2 coverage moves i.e.
HP Fire + Thunder - Chansey, Amoonguss
HP Fire + Psyshock - Heatran
Focus Blast + Thunder - Amoonguss, to a lesser extent Aegilash
Psyshock + Thunder - Ferrothorn
Psyshock + Focus Blast - Aegilash

Iirc Bronzong can OHKO you with gyro ball but if it has a typical amount of defensive investment is doesn't get KOed by anything it can have thrown at it (but I reckon sun-boosted HP Fire might do it). Probably worth a calc to find out about that one.. Likewise make a note of how scizor may be able to eat you alive unless you run HP Fire or unless weakened.

But yeah this is getting there ^^
 
Night Slash is a really shitty move, I don't see a situation where you wouldn't run Thunder over it since Thunder is doing more to Aegis if you have sp atk maxed out.
 
4 Atk Life Orb Xerneas Night Slash vs. 252 HP / 0 Def Aegislash-Shield: 117-140 (36.1 - 43.2%) -- 97.7% chance to 3HKO after Leftovers recovery

252+ SpA Life Orb Xerneas Thunder vs. 252 HP / 252+ SpD Aegislash-Shield: 94-110 (29 - 33.9%) -- 99% chance to 4HKO after Leftovers recovery (then there's the accuracy)

Night Slash has very specific coverage (Aegis and Gengar, lol) but it hits important stuff, imo. LO is the only set that can pressure Aegislash this well. (which isn't exactly amazing but you aren't getting fucked every time)

(also: 252+ SpA Life Orb Xerneas Hidden Power Fire vs. 252 HP / 252+ SpD Aegislash-Shield: 101-122 (31.1 - 37.6%) -- 0.2% chance to 3HKO after Leftovers recovery)
 
4 Atk Life Orb Xerneas Night Slash vs. 252 HP / 0 Def Aegislash-Shield: 117-140 (36.1 - 43.2%) -- 97.7% chance to 3HKO after Leftovers recovery

252+ SpA Life Orb Xerneas Thunder vs. 252 HP / 252+ SpD Aegislash-Shield: 94-110 (29 - 33.9%) -- 99% chance to 4HKO after Leftovers recovery (then there's the accuracy)

Night Slash has very specific coverage (Aegis and Gengar, lol) but it hits important stuff, imo. LO is the only set that can pressure Aegislash this well. (which isn't exactly amazing but you aren't getting fucked every time)

(also: 252+ SpA Life Orb Xerneas Hidden Power Fire vs. 252 HP / 252+ SpD Aegislash-Shield: 101-122 (31.1 - 37.6%) -- 0.2% chance to 3HKO after Leftovers recovery)
Oh, nevermind. I think I had a -Atk nature when I used Night Slash, lol.
 

polop

Would you look at the time?
is a Contributor Alumnus
All right, this thing's skeleton is now done and ready for QC checks! If anyone wants to add / suggest anything to put on the set, do post BUT PLEASE READ EVERYTHING (I know its hard due to the sheer length of the skelly but yeah), most of the stuff people have told me on IRC about this thing and alternate spreads are already mentioned in set details / moves / team options / tips on using it.
 
You don't need to put "ability: Fairy Aura" on any of the sets because Xern doesn't have other abilities. You can mention Mega Gengar as a teammate for all of the offensive sets to deal with blobs.

Also, I'm considering bumping cleric above geomancy now that I know it can play around MegaGar decently well. Thoughts?

Go ahead and remove the Expert Belt and Pixie Plate slashes on All-out. I would say move them to set details but, honestly, being able to play around Aegislash is one of the biggest draws to LO so I don't really see the point in those items besides "ew recoil". You can mention them in OO, though.

Hidden Power Fire makes Aegislash's life miserable.
Not really. It only really works with SR up every time Aegis switches in. (Even then, you don't get the same results that you would get with Night Slash without SR up)

Xerneas can run spreads increasing its attack at the cost of speed. The most relevant spread is 70 Atk / 252 SpA / 186 Spe, which with Hasty lets it outspeed all positive natured base 90s and with Mild outspeed all neutral natured base 90s.
Do these spreads actually do anything significant? The issue I have with them is that you lose spatk with the first one (which I guess is okay if you are going Hasty anyways) while the second one means you fail to speed tie LO Yveltal. (if there are cool calcs for these spreads then keep them)

In the MegaGar mention on the LO set, it's worth pointing out that the LO set is the least worried about him as it's meant to do most of it's work early game.

Something that can help deal with the counters is nice too, so that you can spam Moonblast more easily.
Can you elaborate on that please?

Can you explain to me the Specs Yveltal mention? Was that even for LO Xern? (p sure it doesn't need Ho-Oh weakened) It bothers me to mention it here when Specs Yveltal is going to be OO in the Yveltal analysis. Is there anything Specs does that you can't do with another set that has U-Turn slapped on?

You already mentioned Pursuit earlier when you brought up Mega Gengar. There isn't much need to cite examples for a set that isn't really bothered by the Pokemon that much to begin with.

I don't get the Zekrom synergy. Sure, coming in on Dragon attacks helps Xern but who is going to bring their Groudon in to be OHKO'd by Xerneas?

If you are going to mention hazards, be more specific on where they would help. Any mon likes hazards and I feel it's more important to explain why you would want them in an analysis now that it's not as easy to provide that support.


Change the set to:
name: Choice Scarf
move 1: Moonblast
move 2: Megahorn
move 3: Focus Blast / Close Combat
move 4: Rock Slide / Sleep Talk / Thunder
item: Choice Scarf
evs: 76 Atk / 248 SAtk / 184 Spd
nature: Mild

I like Mild because it 2HKOs bulky Arceus after SR with Moonblast. The EVs give you the maximum amount of SpAtk while still outrunning neutral scarf 90s and having the attack evs you need for Megahorn. 2HKOing bulky Arc formes makes Gknot a unneeded lux so same thing as with LO set, Fblast for steels unless you really hate blobs. Everything else you had was good.

Rock Slide OHKOes incoming Ho-oh that aren't phys def.
Not really. 76 Atk Xerneas Rock Slide vs. 0 HP / 0 Def Ho-Oh: 316-376 (89.5 - 106.5%) -- 37.5% chance to OHKO

Under usage tips, make sure to mention how Scarf can revenge kill a large number of threats but that it relies heavily on Moonblast for the bulk of its damage meaning there'll be a number of 50/50s between nailing specific Pokemon with niche coverage moves (like ho-oh) and double switching around Aegislash to keep momentum going.

For teammates, again, be specific if you mention hazards. Also, Scarf Xern likes having good punishes for Aegislash to double switch to. Same thing for the other stuff that can switch into Moonblast but, because of those coverage moves, these teammates are just needed so that you have some cushion when making the safe move. (usually clicking Moonblast to RK)


Xerneas can weaken its own counters like Aegislash by releasing a strong move on it as it comes in and running away to a counter to that mon.
Not really. Running Power Herb really hurts your damage output pre-Geo and you are also running more niche coverage options because it's a set built for after boosting. (like you are going to really struggle in breaking Ho-Oh without boosting, etc etc)

Everything else is very thorough, nothing to nitpick.


Mega TTar is worth mentioning as a teammate. It can help Pursuit Gengar if you switch right and it likes having Aromatherapy to wipe burns away from Ho-Oh. The two typings cover a lot of threats and complement well. Mind you, it works better with Sylveon who can pass it Wishes. It might be worth mentioning the differences between the three support Fairies; Clefable, Sylveon, and Xern.


I've not used CM at all so I don't have any comments to make atm. In OO, remove the Flash Canon and Physical set mentions. I want that section to be semi-legit stuff only, now. I'm not going to stamp it now until the checks and counters divisions are ironed out.
 
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Disaster Area

formerly Piexplode
I'm thinking that if night slash can do that little to Aegilash where aegilash can often OHKO in return with gyro ball on the life orb set, should it probably just be mentioned in OO? Or does it OHKO/2HKO decently (mega)gengar? Unless it has really major utility vs gengar I'm not totally sure how valid it is if you could run something else to get perfect coverage on most other things.. still, I'm open to having this viewpoint changed.
 

polop

Would you look at the time?
is a Contributor Alumnus
Piexplode, the idea with Night Slash is to damage Aegis as it comes in and runs away. If you can do that twice you've essentially neutered it as a threat.

Melee Mewtwo, I don't know about removing Ebelt and Pixie plate really, both are amazing options, have you tried either? The ability to bluff sets is pretty good and the lack of recoil does boost its longevity, the power boost isn't as strong, but Moonblast still does a fine job when you can't hit anything super effectively.

Zekrom can setup on all of Yveltal's counters barring Super Specially Defensive Support Arceus I think. VS helps get free switches. If All-out does its job like its supposed to and breaks through its counters and spams moonblast a bit then it should be able to hit stuff like Groudon once (doesn't 2HKO Groudon para's it or kills it). Also can absorb Twaves and lol at thundy-I

When I mean it annoys Aegis with HP Fire I meant if you could get it in with sun up, my bad.

70 Atk Life Orb Xerneas Rock Slide vs. 248 HP / 0 Def Ho-Oh: 411-484 (99 - 116.6%) -- 87.5% chance to OHKO
70 Atk Life Orb Xerneas Close Combat vs. 252 HP / 252+ Def Blissey: 543-640 (76 - 89.6%) -- 18.8% chance to OHKO after Stealth Rock

Those are really the only two calcs that are bit, its still up to the guy using it I guess. Makes a bigger difference on Ebelt set.

I really like Specs Yveltal tbh, I talked to some other QC members on IRC and while they did understand it enjoyed switching moves they also did understand spamming specs pulses hurts. The damage it does shoves Ho-oh into OHKO range if its phys def for Rock Slide, also Thunder.

I'll change everything on Scarf Xerneas, but I'm still mentioning GK in moves b/c its really a good move ;_;, punishes stupid Arceus's and deals high damage to Ogre + Don.

Geomancy actually can do the bluffing thing I was talking about. If you say switch a Scizor into Xerneas and instead of Geoing and failing to OHKO the turn after you thunder and switch out, you've dropped it in range of +2 thunder so the next time it comes in (similar thing with Heatran). I'll replace examples because Aegislash was a bad one.

Mega TTar is OHKOed by Sludge Bomb + Focus Blast, Scizor is not. That's really why I didn't wanna mention it, but if you say so I'll go ahead and add it as an option. I have added why Xern > Sylvy + Clefable tho in some cases
 
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Manaphy

Throughout heaven and earth, I alone am family guy
is a Tiering Contributoris a Top Contributor
I'm not liking your Geomancy set. IMO Hidden Power Fire shouldn't even be mentioned as it's literal only purpose is Scizor and maybe Aegislash, and both get hit hard by other moves at +2. Also I see no point in running max speed at all, you just don't need that much at +2 Speed, like at all.
 

Disaster Area

formerly Piexplode
But with scizor it cannot OHKO ven vaguely bulky sets but even low attack investment sets will be designed to 2HKO. Aegilash hard counters basically all of xerneas anyway. Both are important counters that if you can get around it is very important.
 

polop

Would you look at the time?
is a Contributor Alumnus
I'm not liking your Geomancy set. IMO Hidden Power Fire shouldn't even be mentioned as it's literal only purpose is Scizor and maybe Aegislash, and both get hit hard by other moves at +2. Also I see no point in running max speed at all, you just don't need that much at +2 Speed, like at all.
Hack brought the Geomancy spread up earlier, the set your referring to (invest a good amount in bulk and a certain amount to defense) was in SD.

I guess since this is the second time its been brought up I'll switch the spreads.

You are correct, those are the only two things Hidden Power Fire hits that all other moves can't. That's sorta why its second slash and not first. I'm not sure if I should completely drop the move, I mean I get you can hit Scizor with Thunder and it won't enjoy it (avoids OHKO) but Hidden Power Fire OHKOes. Aegis hard walls you but your best move is HP Fire. It also serves as a really awkward hybrid between thunder and focus blast in that it hits steel types that are normally missed out. Like you get to hit Ferro which Thunder misses and Amoongus / Aegis which Focus Blast misses (admittedly they'll still take the move well but its better then Focus Blast and can kill weakened variants).

HP Fire doesn't have much merit I know, but I really don't think it shouldn't be mentioned at all.

Also after toying around with Calm Mind Xerneas's, it seems that Xerneas can run multiple variations of Calm Mind effectively, and sub + CM plays nothing like CM + LO + 3 attacks, any thoughts on if should I split the sets or keep them together and have one massive SD / Tips?
 

Manaphy

Throughout heaven and earth, I alone am family guy
is a Tiering Contributoris a Top Contributor
Hack brought the Geomancy spread up earlier, the set your referring to (invest a good amount in bulk and a certain amount to defense) was in SD.

I guess since this is the second time its been brought up I'll switch the spreads.

You are correct, those are the only two things Hidden Power Fire hits that all other moves can't. That's sorta why its second slash and not first. I'm not sure if I should completely drop the move, I mean I get you can hit Scizor with Thunder and it won't enjoy it (avoids OHKO) but Hidden Power Fire OHKOes. Aegis hard walls you but your best move is HP Fire. It also serves as a really awkward hybrid between thunder and focus blast in that it hits steel types that are normally missed out. Like you get to hit Ferro which Thunder misses and Amoongus / Aegis which Focus Blast misses (admittedly they'll still take the move well but its better then Focus Blast and can kill weakened variants).

HP Fire doesn't have much merit I know, but I really don't think it shouldn't be mentioned at all.

Also after toying around with Calm Mind Xerneas's, it seems that Xerneas can run multiple variations of Calm Mind effectively, and sub + CM plays nothing like CM + LO + 3 attacks, any thoughts on if should I split the sets or keep them together and have one massive SD / Tips?
I'm just not sure it deserves a secondary slash at all, however it's def. good enough to be mentioned under the set or in Other Options.
 

polop

Would you look at the time?
is a Contributor Alumnus
All right I moved HP fire to OO and removed its slashing from Geomancy Manaphy.
 
Hello. Currently, your All-Out-Attacker set is as follow:

All-out-attacker
Moonblast
Rock Slide / Thunder
Focus Blast / Close Combat
Night Slash

There is several things wrong with this that I think I should address. Firstly, Night Slash gets no slash when it shouldn't even get a slot. Night Slash is a 3hko on Aegislash which can be mentioned in OO at best. No mention of Hidden Power Fire is kinda sad. This set works best as a lure, hence HP Fire is useful for luring out and KOing Scizor. I suggest the set to look something like this:

~ Moonblast
~ Rock Slide
~ Hidden Power [Fire]
~ Close Combat / Aromatherapy

Also I think Expert Belt should get the first slash over Life Orb as most of the moves Xerneas is hitting will be on a super effective target expect for Moonblast maybe.
 
Yeah I don't understand how Night Slash is even viable. It's a shitty move to use if you don't predict correctly, and a 3HKO isn't really great considering the reality is that your attack will be cut in half by King's Shield anyway. In reality it's almost impossible pushing an Aegislash in 2HKO range for Night Slash because of King's Shield- in other words you will probably to predict the Aegislash switch in like what? 3-4 times probably? Maybe even more considering KS spam and the fact that Aegislash's literally only job in the tier is to check Xerneas means you'll have trouble finding other lures to help pushing it into 2HKO or OHKO range of Night Slash.
 
LO isn't about luring, it's about bursting shit up. That's really hard to do if something as big as Aegis can easily witch in without thinking nearly every time. Night Slash may not be perfect but it forces the Aegislash player to guess, he can't just spam the safest play because it only has to be caught on the switch twice before it can't come in on moonblast anymore and, in the immediate scenario, play the King's Shield mindgames. Ebelt and Pixie are solid items but they are for doing a different thing, which is luring. Not worth its own set cause Aegis is too much a headache and it's similar to LO.
 
Hello etc etc etc
Did you reason out the moveset before you posted?

HP Fire only does 30-37% to Aegislash which is actually a pretty huge difference - the 6% power difference is equivalent to a turn of leftovers. Night Slash can 3hko and HP Fire can only 4hko, meaning that HP Fire is likely not going to break Aegislash in a lot of situations where Night Slash would. Additionally, hitting Aegislash for 40% gives you a free turn to switch into a different mon that forces Aegislash out, because it is highly likely that the Aegislash is going to use King's Shield. If you use HP Fire, Aegislash can just Toxic or Gyro Ball much more freely.

The next point I want to address is that if your argument for why HP Fire is better is that people will be switching in Scizor in on Xerneas the instant it comes in, letting you predict and OHKO with HP Fire, you are basing your argument on a false assumption. Geomancy Xerns run HP Fire quite frequently, and therefore if you are using Scizor as your Xern check it is smarter to just get a chunk of chip damage on Xerneas and then KOing with Bullet Punch. This is a better scenario than getting swept by Xerneas. Obviously, on ladder, people will switch Scizor into Xerneas without much thought, but that doesn't justify "Life orb Xern as a Scizor lure".

If the above is not your argument, then I do not understand why you would want to run HP Fire on Xerneas as opposed to switching to one of Scizor many checks. The benefit to the LO set is primarily it's ability to switch out and build up momentum.

What makes a lure is running something that is not expected on a moveset, like Rock Slide on LO Xern for Ho-oh. You would say that LO Xern is a Ho-Oh lure because you would not expect Rock Slide on any other sets, but HP Fire is not a lure because it is frequently ran on Geomancy.
 

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