Uber Counter-MMY/GeoXern Team

The intent of this team is to counter MMY and GeoXern, the most prevalent threats.

OH DEER GOD! (Xerneas) @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 244 HP / 236 SAtk / 8 SDef
Modest Nature
IVs: 30 SAtk / 30 SDef
- Geomancy
- Moonblast
- Substitute
- Rest

GeoXern is, was, and forever will be GeoXern. This set attempts to get in two 'Mancies using Substitute.

Like Onions (Kyogre) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Water Spout
- Calm Mind
- Ice Beam
- Thunder

Calm Mind Kyogre set, maximizing Rain boost.

Buns Of Steel (Arceus-Steel) @ Iron Plate
Ability: Multitype
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 SDef
Adamant Nature
- Cosmic Power
- Iron Head
- Iron Tail
- Hone Claws

Hone Claws sweeper. Iron Head is still included for flinch chance. Sp. Def to take a 'Mancy Moon Blast. Also can take an MMY Psystrike and/or Flamethrower.

Feebas (Mewtwo) @ Mewtwonite X
Ability: Unnerve
EVs: 180 HP / 180 Atk / 28 SDef / 120 Spd
Adamant Nature
- Drain Punch
- Zen Headbutt
- Iron Tail
- Bulk Up

Trying out Mewtwo X since EVERYONE uses Y. Helps against MKanga. Iron Tail for Xern (maybe).

Ho-Oh @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 SDef
Careful Nature
- Brave Bird
- Iron Head
- Sacred Fire
- Zen Headbutt

Typical Ho-Oh set. Assault vest to take special attacks. Zenbutt helps against MGar.

Frederick (Aegislash) (M) @ Assault Vest
Ability: Stance Change
Shiny: Yes
EVs: 108 HP / 152 Atk / 248 SDef
Brave Nature
IVs: 30 Atk / 30 Def / 30 SAtk / 0 Spd
- Shadow Claw
- Gyro Ball
- Shadow Sneak
- Head Smash

A very good MMY/GeoXern counter in my experience, though everyone hates on it. Can easily take a 'Mancy Moon Blast thanks to an initial 597 Sp. Def, then counters with a G-Ball. Xern's boosted Speed becomes it's downfall. Shadow Sneak gives Aegis priority, which has come in handy. Shadow Claw for MMY and general STAB.

If I NEED to put more info on anything, let me know.
 
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I tried my best. : )

OH DEER GOD! (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 252 SAtk / 56 Spd / 44 HP / 156 Def
Modest Nature
- Moonblast
- Thunder
- Substitute
- Geomancy

Like Onions (Kyogre) @ Damp Rock
Ability: Drizzle
EVs: 252 SAtk / 248 HP / 8 Spd
Modest Nature
- Hydro Pump
- Ice Beam
- Thunder
- Calm Mind

Buns Of Steel (Arceus-Steel) @ Iron Plate
Ability: Multitype
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Iron Head
- Stone Edge
- Earthquake
- Will-O-Wisp

Feebas (Mewtwo) @ Mewtwonite X
Ability: Unnerve
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Drain Punch
- Zen Headbutt
- Iron Tail
- Bulk Up

yo-hoE (Ho-Oh) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Flame Charge

Frederick (Aegislash) @ Assault Vest
Ability: Stance Change
EVs: 252 HP / 104 SDef / 152 Atk
Brave Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- Head Smash
- Gyro Ball
 
I tried my best. : )

OH DEER GOD! (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 252 SAtk / 56 Spd / 44 HP / 156 Def
Modest Nature
- Moonblast
- Thunder
- Substitute
- Geomancy

Like Onions (Kyogre) @ Damp Rock
Ability: Drizzle
EVs: 252 SAtk / 248 HP / 8 Spd
Modest Nature
- Hydro Pump
- Ice Beam
- Thunder
- Calm Mind

Buns Of Steel (Arceus-Steel) @ Iron Plate
Ability: Multitype
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Iron Head
- Stone Edge
- Earthquake
- Will-O-Wisp

Feebas (Mewtwo) @ Mewtwonite X
Ability: Unnerve
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Drain Punch
- Zen Headbutt
- Iron Tail
- Bulk Up

yo-hoE (Ho-Oh) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Flame Charge

Frederick (Aegislash) @ Assault Vest
Ability: Stance Change
EVs: 252 HP / 104 SDef / 152 Atk
Brave Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- Head Smash
- Gyro Ball

AVgis kinda needs all the Sp. Def he can get though, right? And Shadow Ball seems like a bad choice on a physical attacker meant to take on Pokemon with high Sp Def, like Calm Mind MMY. Shadow Claw wouldn't be affected by any Sp Def buffs.
Most people said to pick Water Spout over Hydro Pump.
Is there any way to boost Arceus' Sp Def? And the Hone Claws Iron Tail thing works pretty well from what I've seen. Cosmic Power I admit can go. And he was meant to take Special Attacks.
I wanted to give Mewtwo X both bulk and offense. Is this feasible?
Why EQ on Ho-Oh? And why speed investment?
I don't know why the IV's ever got reduced, not counting AVgis' Speed. I fixed that.

Could you explain your changes in depth?
 
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Use Shadow Ball because it's power won't be affected after that MMY uses Will-O-Wisp on you. If that MMY turns out to be a CM MMY, then you can easily beat it with Gyro Ball + Shadow Sneak.

I choose Hydro Pump over Water Spout since your Kyogre's HP may not be as high by the time it attacks since you didn't speed invest. I'm not really sure why your Kyogre has Damp Rock because the rest of your team doesn't even need the rain. You should probably change it for the scarf set.

If you want to boost your Arceus' Sp Def, give it Calm Mind and Judgment.

Your Mewtwo should be bulky enough after a single Bulk Up. I gave it max speed so it could outspeed Darkrai and OHKO it with Drain Punch.

I gave your Ho-Oh max speed since it would be able to outspeed MMY (the pokemon you wanted to counter) after a single Flame Charge boost.
 
Xernas - Theres no point trying to push your luck getting two geomancies up. +2 will moonblast will sweep most things. Subxern is nice to give it a chance to survive bullet punchers, but that will limit you to one last move. Rest will leave you as a sitting duck considering you dont have sleep talk, so you should decide if you want to use the 4th move for HP fire/thunder/psyshock to give you coverage.

Kyogre - I dont see damp rock being very good, you will be losing a few rain turns setting up with CM but i think lefties recovery would be vital considering you dont have any other way to heal back up. Because you are using damp rock you will be out-sped by most mons, and since you dont have recovery and if you dont only CM on free moves, youll take a fair bit of damage, making water spout to be quite weak. youd be better off with surf.

Arceus - what. i cant see the point of two iron moves that dont do anything particuarly unique. Nor do i understand why you have cosmic power, or hone claws, but letalone together? if you want you boost your attack go with SD, and replace the other with recovery. Visa versa if you want to increase your defenses, cosmic power (if you really do want to use that).

Ho-Oh - assault vest while in theory seems great to check xerneas, i feel is like cutting off the claws of a bird. Ho-oh already has sexy sp def that can check xerneas fine (if it doesnt have thunder/psyshock) and finish the job in tact with regeneration. hooh is a huge threat to any team and should be prepared for by stealth rocks (which you have no way of clearing) and a physical rock move which your AV isnt going to help with. You should use an item that gives its moves extra power such as choice band or life orb. As with its moveset - you can use iron head if you wish but sacred fire should do fine + the chance to burn it and burn anything that tries to switch in to it. You dont need zen headbut to kill MGAR, if ho-oh touched mgar, its dead. the problem there is that mGAR will outspeed and possibly destiny bond it. You should have earthquake for excellent coverage that would otherwise be a problem to it. If you do decide you dont ironhead AND zen headbut, go with sleep talk. It's pretty niche but will give you something to switch in to on darkrai's obvious dark void and should be able to take a sp atk hit decently.

aegislash - i cant figure out why youd want head smash on it, or why you wouldnt use king shield.
 
Xernas - Theres no point trying to push your luck getting two geomancies up. +2 will moonblast will sweep most things. Subxern is nice to give it a chance to survive bullet punchers, but that will limit you to one last move. Rest will leave you as a sitting duck considering you dont have sleep talk, so you should decide if you want to use the 4th move for HP fire/thunder/psyshock to give you coverage.

Kyogre - I dont see damp rock being very good, you will be losing a few rain turns setting up with CM but i think lefties recovery would be vital considering you dont have any other way to heal back up. Because you are using damp rock you will be out-sped by most mons, and since you dont have recovery and if you dont only CM on free moves, youll take a fair bit of damage, making water spout to be quite weak. youd be better off with surf.

Arceus - what. i cant see the point of two iron moves that dont do anything particuarly unique. Nor do i understand why you have cosmic power, or hone claws, but letalone together? if you want you boost your attack go with SD, and replace the other with recovery. Visa versa if you want to increase your defenses, cosmic power (if you really do want to use that).

Ho-Oh - assault vest while in theory seems great to check xerneas, i feel is like cutting off the claws of a bird. Ho-oh already has sexy sp def that can check xerneas fine (if it doesnt have thunder/psyshock) and finish the job in tact with regeneration. hooh is a huge threat to any team and should be prepared for by stealth rocks (which you have no way of clearing) and a physical rock move which your AV isnt going to help with. You should use an item that gives its moves extra power such as choice band or life orb. As with its moveset - you can use iron head if you wish but sacred fire should do fine + the chance to burn it and burn anything that tries to switch in to it. You dont need zen headbut to kill MGAR, if ho-oh touched mgar, its dead. the problem there is that mGAR will outspeed and possibly destiny bond it. You should have earthquake for excellent coverage that would otherwise be a problem to it. If you do decide you dont ironhead AND zen headbut, go with sleep talk. It's pretty niche but will give you something to switch in to on darkrai's obvious dark void and should be able to take a sp atk hit decently.

aegislash - i cant figure out why youd want head smash on it, or why you wouldnt use king shield.
I used the above team OpTic Gaga devised. I may make further changes.
 
Hey DialgaTheTimeLord,

It's a nice try, to state it bluntly. Checking two mons in the metagame A LOT isn't going to win games. It's like saying that a bad football team will win the Superbowl because it has a surefire way of beating one team (idk, maybe they infiltrated the coach's house and stole the playbook). That doesn't work because you lose to every team that is NOT that one team that you can beat. Get it?

Anways, OpTic Gaga tried to fix stuff without making major changes. Not much that can be done, but for future reference you should stay away from having 3 Xern checks and no checks to, say Kyogre or Zekrom or stuff.
 
Hey DialgaTheTimeLord,

It's a nice try, to state it bluntly. Checking two mons in the metagame A LOT isn't going to win games. It's like saying that a bad football team will win the Superbowl because it has a surefire way of beating one team (idk, maybe they infiltrated the coach's house and stole the playbook). That doesn't work because you lose to every team that is NOT that one team that you can beat. Get it?

Anways, OpTic Gaga tried to fix stuff without making major changes. Not much that can be done, but for future reference you should stay away from having 3 Xern checks and no checks to, say Kyogre or Zekrom or stuff.
I'll keep this in mind.
 
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