Since I'm waiting for Kyurem-W's QC checks, I think I should post this team for review that I made. What was originally a team built for testing stuff, it eventually rose up the ladder quickly, to the point where it hit the low 2000's which is a milestone for me, so I decided to edit it and then post it here for review. Any feedback would be appreciated, as this is one of the few serious teams I have.
Team at a Glance:
The Team Members:
"skynet.exe"
Genesect @ Choice Scarf
Ability: Download
252 Spe/252 Atk/4 SpA
Naive Nature (+Speed, -Special Defense)
U-turn
Iron Head
Ice Beam
Explosion
Probably the star of the team and the one Pokemon I've edited the most, I've finally found my Ubers calling in a physically inclined Choice Scarf Genesect set. This set still can revenge kill and gain momentum while being able to deal with my team's weaknesses. An invested Download U-turn will hurt a lot, possibly KO Darkrai and/or MM2Y, and can bring important Pokemon on my team, such as Palkia, Kyurem-W and Giratina-O for free, and capitalize on the momentum gain well. If I don't feel like switching, Iron Head has been useful, as it OHKO's standard Xern and Kyurem-W, severely damages Arceus-Fairy and Arceus-Rock, while still conforming to a spammable STAB move. Ice Beam lets me still revenge kill threats that have been troublesome, like Scarf Lando-T and DD Ray, in addition to limiting Groudon leads to only setting up SR (unless they T-Wave me). However, sometimes Genesect is deadweight at some points in the match, and doesn't really do much. That's when I found the magic of Download Explosion, which can stop a sweep cold, blow a wall like Blissey to pieces or just sacking Genesect so I can bring in something else, and Explosion has saved my behind from those dumb E-killers running around.
"Sundowner"
Ho-oh @ Life Orb
Ability: Regenerator
248 HP/252 Atk/8 Spe
Adamant Nature (+Attack, -Special Attack)
Sacred Fire
Brave Bird
Roost
Earthquake/Substitute
I decided to add Ho-oh when I teambuilt this as it has become an ever-rising threat in the meta, and it has shown me its competence on the battlefield. Sacred Fire roasts bothersome Steel-types like Aegislash and Scizor, which bother Arceus-Fairy and Kyurem-W to no end. Brave Bird is just a good spammable Flying move, and turns Arceus-Grass and Shaymin-S into mincemeat. Roost is extremely mandatory, as due to constant recoil of Life Orb, Brave Bird, and possible SR being up, Ho-oh needs to stay in the match for as long as it can, as it forces a lot of switches and wrecks shit with LO. Earthquake has been very helpful, as it can nail unsuspecting Zekrom and Arceus-Rock on the switch, and can help deal with Mega Gengar (after Mega Evolving), Mega Blaziken and Dialga. However, Substitute has been successful as well, letting Ho-oh avoid Toxic's and can start a sweep if left unchecked, but Earthquake has been extremely helpful in the long run, so it's interchangeable. The main reason for choosing LO over Lefties is that I have no sweepers or boosting moves at all on this team, and I need as much power from my attackers as possible, and Ho-oh is an integral team member early-game/mid-game for me.
"Slurpeez"
Kyurem-W @ Choice Specs
Ability: Turboblaze
252 Spe/252 SpA/4 SpD
Modest Nature (+Special Attack, -Attack)
Draco Meteor
Fusion Flare
Ice Beam
Focus Blast
Since no sweepers are on this team, wallbreakers will have to do instead. And look who it is! Kyurem-W is one of those Pokemon on this team that has always surprised me on how goddamn well it does its job, murdering most special walls immediately, like Yveltal, Lugia and even Giratina. Draco Meteor is the obvious flagship move, and I will usually spam it repeatedly if the Fairies are gone. If not, I usually go for Ice Beam, as it blows Lugia and Yveltal out of the sky, and does significant damage to Arceus-Ground. Fusion Flare is just for incinerating almost every Steel in the game bar Aegislash, and is also a safe move to spam provided Kyogre is taken care of beforehand. Focus Blast is to 2HKO Blissey and do considerable damage to Chansey, kills MegaKang and E-killer, and can take down Dialga reliably well. I usually do not reveal Kyurem-W early game as Fairies could be lurking in the shadows, and a wrong time to Draco is a fatal mistake.
"just imagine its pink okay?"
"Da Rules"
Arceus @ Pixie Plate
Ability: Multitype
252 HP/112 Spe/144 Def
Timid Nature (+Speed, -Attack)
Judgment
Defog
Will-O-Wisp
Recover
Arceus-Fairy provides support for Kyurem-W, Ho-oh and Palkia's shenanigans, and has been a magical experience to play with (it actually checks Dragons while not being a cockwipe, hmm Xern?). It also provides support with Defog, which should be kept away to keep Ho-oh and Kyurem-W healthy, and not to break Lugia's Multiscale. Judgment has been a solid mono-attacking move for Arceus, and can deal considerable damage to all those Dragon, Fighting and Dark types out there, almost all of which it can reliably dispose of. Recover is just for stalling shenanigans, and Will-O-Wisp is to burn physical attackers that could threaten the team's longevity. The Ev's are weird, but they are important. 112 Speed EV's outspeeds everything up to JollyChomp, burning almost every single relevant physical attacker bar E-killer, and can Defog stuff away before getting hit, which is huge for my team's survival.
"Ring Wraith"
Giratina-Origin @ Griseous Orb
Ability: Levitate
252 HP/248 Atk/8 Spe
Adamant Nature (+Attack, -Special Attack)
Stone Edge
Earthquake
Shadow Sneak
Roar/Dragon Tail
Back for another round on the team, Giratina-O redeems itself from my previous incompetence of making it fit on my team, with credit to AceSat of course. Relieving my weakness to MegaGar, Arc-Electric and Ho-oh slightly, Giratina-O has all the extra support that Lugia had, and more. Shadow Sneak, with 1 less than full investment, now has the power to revenge weakened sweepers, or just annoy the living hell out of Arceus-Ghost. EdgeQuake has been a lot more useful than I thought it would be, letting Giratina hit a good amount of things for neutral damage, in addition to speed creeping Ho-oh and OHKOing it with Stone Edge without trouble, which is neat considering I don't have SR on the team. Earthquake hits Arc-Electric, a newfound threat in Mega Lucario, and Dialga for good damage, and can finish them off with Shadow Sneak, which is invaluable when keeping sweepers in check. Now, Giratina-O can still phaze out sweepers with its titanic invested bulk, and hit them with Roar (considering every Xern just Geomancy's instead of obviously Moonblasting to be safe), and can deter Sub setters like Ho-oh and Shaymin-S. However, if I really want to annoy stuff, Dragon Tail can be used for residual damage, which is super-useful, at the cost of missing an important target in Xerneas. 252 HP Ev's are used instead of 252 Def Ev's because I want Giratina-O to be an all-around bulky attacker, instead of focusing on 1 stat due to my team's specific shortcomings.
"Dalek Caan"
Palkia @ Assault Vest
Ability: Pressure
252 Spe/252 SpA/4 SpD
Timid Nature (+Speed, -Attack)
Spacial Rend
Hydro Pump
Thunder
Fire Blast
Though Assault Vest Palkia was slapped on to deal with most variants of Kyogre, he was considered solid team glue last gen for a reason. Palkia has always been efficient at what he does time and time again, and with that bulletproof....thing strapped to its chest, it has been so hilarious fighting Kyogre. It is just so satisfying just being able to beat almost every variant of Kyogre 100% of the time. And before you ask me to change to Lustrous Orb, I tried it, and I hated it, and Assault Vest lets Palkia become somewhat of a tanky special pivot on my team outside of Ho-oh's services, giving it purpose outside of strangling Kyogre. Spacial Rend is chosen over Draco because:
a) I already have Kyurem-W, so that's that
b)I want more consistency with Palkia, as I want it to reliably stay in for as long as it can to wreak havoc
Also the crits are pretty fun. Hydro Pump allows me to become an emergency Ho-oh check, while being a very powerful STAB move to use, especially under rain, steamrolling or severely damaging opposing sweepers. Thunder gives me the ability to beat Kyogre 1-on-1, even without Rest, but it can't deal with RestTalk Kyogre without Rest, but my teammates cover that issue well. I can also abuse Thunder provided rain is up, and the 30% paralysis has been invaluable. Fire Blast lets Palkia not be deadweight under sun, and can destroy almost any Steel-type not named Aegislash. Despite how well Palkia has helped my team, there has been one noticeable flaw: all of its moves can miss. This has happened so many times, particularly in vital situations, and makes me rethink the luck vs. skill ratio in Pokemon, but whatever.
Threat List (Because I don't know how to make hide tags lol)
Team at a Glance:






The Team Members:

"skynet.exe"
Genesect @ Choice Scarf
Ability: Download
252 Spe/252 Atk/4 SpA
Naive Nature (+Speed, -Special Defense)
U-turn
Iron Head
Ice Beam
Explosion
Probably the star of the team and the one Pokemon I've edited the most, I've finally found my Ubers calling in a physically inclined Choice Scarf Genesect set. This set still can revenge kill and gain momentum while being able to deal with my team's weaknesses. An invested Download U-turn will hurt a lot, possibly KO Darkrai and/or MM2Y, and can bring important Pokemon on my team, such as Palkia, Kyurem-W and Giratina-O for free, and capitalize on the momentum gain well. If I don't feel like switching, Iron Head has been useful, as it OHKO's standard Xern and Kyurem-W, severely damages Arceus-Fairy and Arceus-Rock, while still conforming to a spammable STAB move. Ice Beam lets me still revenge kill threats that have been troublesome, like Scarf Lando-T and DD Ray, in addition to limiting Groudon leads to only setting up SR (unless they T-Wave me). However, sometimes Genesect is deadweight at some points in the match, and doesn't really do much. That's when I found the magic of Download Explosion, which can stop a sweep cold, blow a wall like Blissey to pieces or just sacking Genesect so I can bring in something else, and Explosion has saved my behind from those dumb E-killers running around.

"Sundowner"
Ho-oh @ Life Orb
Ability: Regenerator
248 HP/252 Atk/8 Spe
Adamant Nature (+Attack, -Special Attack)
Sacred Fire
Brave Bird
Roost
Earthquake/Substitute
I decided to add Ho-oh when I teambuilt this as it has become an ever-rising threat in the meta, and it has shown me its competence on the battlefield. Sacred Fire roasts bothersome Steel-types like Aegislash and Scizor, which bother Arceus-Fairy and Kyurem-W to no end. Brave Bird is just a good spammable Flying move, and turns Arceus-Grass and Shaymin-S into mincemeat. Roost is extremely mandatory, as due to constant recoil of Life Orb, Brave Bird, and possible SR being up, Ho-oh needs to stay in the match for as long as it can, as it forces a lot of switches and wrecks shit with LO. Earthquake has been very helpful, as it can nail unsuspecting Zekrom and Arceus-Rock on the switch, and can help deal with Mega Gengar (after Mega Evolving), Mega Blaziken and Dialga. However, Substitute has been successful as well, letting Ho-oh avoid Toxic's and can start a sweep if left unchecked, but Earthquake has been extremely helpful in the long run, so it's interchangeable. The main reason for choosing LO over Lefties is that I have no sweepers or boosting moves at all on this team, and I need as much power from my attackers as possible, and Ho-oh is an integral team member early-game/mid-game for me.

"Slurpeez"
Kyurem-W @ Choice Specs
Ability: Turboblaze
252 Spe/252 SpA/4 SpD
Modest Nature (+Special Attack, -Attack)
Draco Meteor
Fusion Flare
Ice Beam
Focus Blast
Since no sweepers are on this team, wallbreakers will have to do instead. And look who it is! Kyurem-W is one of those Pokemon on this team that has always surprised me on how goddamn well it does its job, murdering most special walls immediately, like Yveltal, Lugia and even Giratina. Draco Meteor is the obvious flagship move, and I will usually spam it repeatedly if the Fairies are gone. If not, I usually go for Ice Beam, as it blows Lugia and Yveltal out of the sky, and does significant damage to Arceus-Ground. Fusion Flare is just for incinerating almost every Steel in the game bar Aegislash, and is also a safe move to spam provided Kyogre is taken care of beforehand. Focus Blast is to 2HKO Blissey and do considerable damage to Chansey, kills MegaKang and E-killer, and can take down Dialga reliably well. I usually do not reveal Kyurem-W early game as Fairies could be lurking in the shadows, and a wrong time to Draco is a fatal mistake.

"Da Rules"
Arceus @ Pixie Plate
Ability: Multitype
252 HP/112 Spe/144 Def
Timid Nature (+Speed, -Attack)
Judgment
Defog
Will-O-Wisp
Recover
Arceus-Fairy provides support for Kyurem-W, Ho-oh and Palkia's shenanigans, and has been a magical experience to play with (it actually checks Dragons while not being a cockwipe, hmm Xern?). It also provides support with Defog, which should be kept away to keep Ho-oh and Kyurem-W healthy, and not to break Lugia's Multiscale. Judgment has been a solid mono-attacking move for Arceus, and can deal considerable damage to all those Dragon, Fighting and Dark types out there, almost all of which it can reliably dispose of. Recover is just for stalling shenanigans, and Will-O-Wisp is to burn physical attackers that could threaten the team's longevity. The Ev's are weird, but they are important. 112 Speed EV's outspeeds everything up to JollyChomp, burning almost every single relevant physical attacker bar E-killer, and can Defog stuff away before getting hit, which is huge for my team's survival.

"Ring Wraith"
Giratina-Origin @ Griseous Orb
Ability: Levitate
252 HP/248 Atk/8 Spe
Adamant Nature (+Attack, -Special Attack)
Stone Edge
Earthquake
Shadow Sneak
Roar/Dragon Tail
Back for another round on the team, Giratina-O redeems itself from my previous incompetence of making it fit on my team, with credit to AceSat of course. Relieving my weakness to MegaGar, Arc-Electric and Ho-oh slightly, Giratina-O has all the extra support that Lugia had, and more. Shadow Sneak, with 1 less than full investment, now has the power to revenge weakened sweepers, or just annoy the living hell out of Arceus-Ghost. EdgeQuake has been a lot more useful than I thought it would be, letting Giratina hit a good amount of things for neutral damage, in addition to speed creeping Ho-oh and OHKOing it with Stone Edge without trouble, which is neat considering I don't have SR on the team. Earthquake hits Arc-Electric, a newfound threat in Mega Lucario, and Dialga for good damage, and can finish them off with Shadow Sneak, which is invaluable when keeping sweepers in check. Now, Giratina-O can still phaze out sweepers with its titanic invested bulk, and hit them with Roar (considering every Xern just Geomancy's instead of obviously Moonblasting to be safe), and can deter Sub setters like Ho-oh and Shaymin-S. However, if I really want to annoy stuff, Dragon Tail can be used for residual damage, which is super-useful, at the cost of missing an important target in Xerneas. 252 HP Ev's are used instead of 252 Def Ev's because I want Giratina-O to be an all-around bulky attacker, instead of focusing on 1 stat due to my team's specific shortcomings.

"Dalek Caan"
Palkia @ Assault Vest
Ability: Pressure
252 Spe/252 SpA/4 SpD
Timid Nature (+Speed, -Attack)
Spacial Rend
Hydro Pump
Thunder
Fire Blast
Though Assault Vest Palkia was slapped on to deal with most variants of Kyogre, he was considered solid team glue last gen for a reason. Palkia has always been efficient at what he does time and time again, and with that bulletproof....thing strapped to its chest, it has been so hilarious fighting Kyogre. It is just so satisfying just being able to beat almost every variant of Kyogre 100% of the time. And before you ask me to change to Lustrous Orb, I tried it, and I hated it, and Assault Vest lets Palkia become somewhat of a tanky special pivot on my team outside of Ho-oh's services, giving it purpose outside of strangling Kyogre. Spacial Rend is chosen over Draco because:
a) I already have Kyurem-W, so that's that
b)I want more consistency with Palkia, as I want it to reliably stay in for as long as it can to wreak havoc
Also the crits are pretty fun. Hydro Pump allows me to become an emergency Ho-oh check, while being a very powerful STAB move to use, especially under rain, steamrolling or severely damaging opposing sweepers. Thunder gives me the ability to beat Kyogre 1-on-1, even without Rest, but it can't deal with RestTalk Kyogre without Rest, but my teammates cover that issue well. I can also abuse Thunder provided rain is up, and the 30% paralysis has been invaluable. Fire Blast lets Palkia not be deadweight under sun, and can destroy almost any Steel-type not named Aegislash. Despite how well Palkia has helped my team, there has been one noticeable flaw: all of its moves can miss. This has happened so many times, particularly in vital situations, and makes me rethink the luck vs. skill ratio in Pokemon, but whatever.
Threat List (Because I don't know how to make hide tags lol)
- Xerneas (it's still a dick)
- Gengar (Shadow Sneak from Giratina, in addition to Genesect and Giratina being able to switch out of it)
- Arceus-Rock
- Ho-oh (sometimes; Palkia can deal with it, and Giratina can OHKO with Stone Edge)
- RestTalk Kyogre (can be troublesome, but Genesect can soften it up with a U-turn for Palkia)
- Arceus-Electric (just use EQ on Giratina and Ho-oh, not as much of a problem as it was)
- Mega-Lucario (Only Ho-oh can legitimately deal with a healthy one, but Giratina can be a one-time check to it with EQ+Shadow Sneak if it is a NP set)
- Chansey (Though rare, Genesect can't OHKO it even with a +1 Explosion and Ho-oh can somewhat deal with it due to Sacred Fire, but Kyurem-W can't 2HKO it without Stealth Rock)
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