A Shining Light

My first RMT. I guess I have to go this route since the whole battling 101 thing is down. The only major problem I found is that I pretty much have to sacrifice one Pokemon in order to defeat darkrai or kyorge.


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@ Spooky Plate Trait: Multitype
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Judgment
- Flamethrower
- Roar
- Magic Coat
My lead is a Ghost type Arceus. Arceus also serves a a spin blocker on my team and functions independently in the start of a march. Magic Coat comes in to play if I read the setup. This potential gives me free damage/switch-in as my opponent will either try again and get hit by one of my one of my other three moves or I just get the switch-in as they most likely wouldn't be reading the switch unless they had type advantage. And arceus out speeds the main threats that do have type advantage, minus invested Darkrai. Then Roar is there, so I can simply cycle through Pokemon to give me a more favorable MU. Flamethrower also get the boost from the light that groudon provides. Choiced kyorge lead is the only thing that gives me real trouble with this set.


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@ Leftovers
Trait: Drought
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Dragon Tail
Pretty much defensive tank that gives me free switch-in for those moments in ubers when someone actually tries to hit you with a physical move. Drought isn't used in a gimmicky fashion in my team, as none of my Pokemon have solar beam or any other move/ nature that requires the use of the sun to be practical. It is there only to weaken water moves and strengthen fire moves. Pretty much standard support groudon.

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@ Choice Scarf
Trait: Teravolt
EVs: 252 HP / 252 Atk / 4 SAtk
Jolly Nature (+Spd, -SAtk)
- Bolt Strike
- Volt Switch
- Crunch
- Outrage
Zekrom is here to pretty much take on or atleast make kyorge run away for a bit. Since zekrom doesn't user thunder I don't need rain. The speed investments are so i know i can out speed an uninvested kyorge.

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@ Leftovers
Trait: Pressure
EVs: 192 HP / 240 Atk / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Sunny Day
- Roost
- Sacred Fire
- Psychic
Pretty much if something stupid happened to groudon early on an I still wanted the benefit of sun Ho-oh has me covered. It carriers psychic for the type coverage and I have caught some people off gaurd with this move. It doesn't get used that often, but it does come in handy. I don't feel like there is another move that could maximize this ho-oh's potential more. Maybe earthquake?
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@ Choice Specs
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Ice Beam
- Fusion Flare
- Earth Power

Before BW2 came out I used reshiram, but this does reshiram's job a lot better, plus i get ice beam. It is a pretty mindless set. You wait until you get the switch-in and this you unleash your power. I'm still in debate whether i want specs or scarf. I have tried both, and the trade-off is really annoying me. Suggestions?

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@ Life Orb
Trait: Air Lock
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Waterfall
- Fire Blast
- ExtremeSpeed
- Outrage

If I need to get rid off the all the weather annoyances that ubers can bring I switch into Rayquaza. I find myself heavily reliant on this guy; as if he goes down too early into the game it pretty much means I lost. I actually tried replacing him with fortress to have rapid spin, but the more games I played I felt that it really only bothered me when ho-oh got hit by it. The movest is pretty much revolves around stopping weather users.
 
Ghost arceus should really only be used if you need to spin-block so i dont see the point of running it seeing as your only hazard is SR. Now down to business:

Ho-oh's set doesn't look right at all; why run psychic on a physical attacker... I suggest running Brave Bird over it for a superior STAB. Sunny Day is a decent option on Ho-oh but i feel its outclassed by Substitute which lets you scout around for switches and can then proceed to fire off very powerful STABs. Subbing on a kyogre switch in will let you do upward of 65% damage so weather wars shouldn't be too difficult.

Onto Zekrom:
I don't suggest running only Outrage as it will not be reliable to revenge kill with. Hence suggest running Dragon Claw as well. Crunch really only lets you hit mewtwo which is going to take ~85% damage iirc. The EV's are not quite right, you should invest them into speed to give a spread like 252 Atk/ 4 Sp. Atk/ 252 Spe. This will let you speed-tie with other base 90's scarfed and will be far more useful. You may want to run fusion bolt over volt switch because it will be far more powerful and reliable however if you want to run volt switch a hasty nature will not reduce its power and it will keep you Sp. Def to sponge NVE special moves like hydro pump. A Naive nature is also an option because of his superior base 120 def.


Kyurem:
Specs Kyurem does hit like a truck but i really prefer scarf kyurem because it can outspeed all the other base 90 scarfers in the tier. If you do choose scarf then you can run LO or Band on Zekrom as Kyurem will be doing 90% of your revenge killing. Also if you do run scarf a timid nature is advised, even with specs timid is very handy as it lets you outspeed the plethora of base 90's unboosted.'

Rayquaza:
I am not seeing the point of waterfall on rayquaza and i believe a boosting move such as swords dance or dragon dance will be far more effective. I would go with swords dance as it works nicely with E-speed. However, Dragon Dance is still viable as it will be very difficult to revenge kill. Anyway swords dance will boost his already giant attack even further making him VERY powerful.

Now, onto an arceus forme, You have quite enough offensive power on your team so a defensive forme will fit in nicely. The ones that come to mind are, Grasseus and Steelceus because Grasseus can switch in on whatever kyogre want to throw at you whereas Steelceus will give you a much needed Dragon resist.


Zekrom @ Choice Scarf
Trait: Teravolt
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Bolt Strike
- Dragon Claw
- Outrage
- Fusion Bolt

Ho-Oh @ Leftovers
Trait: Regenerator
EVs: 192 HP / 240 Atk / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Brave Bird
- Sacred Fire
- Recover
- Substitute

if you want to change kyurem then:
Kyurem-W @ Choice Scarf
Trait: Turboblaze
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Ice Beam
- Fusion Flare
- Focus Blast/ Earth Power
 
Hello hichez, great team you have here, though there is room for improvement.

For Ho-Oh, using Brave Bird and Substitute > Sunny Day and Psychic works much better, as with Brave Bird you abuse Ho-Oh's higher Attack stat, and with Substitute, you can sub in front on Pokemon such as Groundon and T-Tar that usually switch in to Ho-Oh, allowing to get a free hit with Sacred Fire, maybe scoring a burn. Also, using Recover > Roost for a recovery move also works, as using Roost will make you weak to Ground after use, and since you're not using a faster spread on Ho-Oh, its better to avoid gaining an extra weakness for a turn. Speaking of the spread, a spread of 208 HP / 252 Atk / 48 Spd allows you to outpace 4 Spe Xatu, which can set up Reflect in your face, along with other base 90 Pokemon such as Kyorge and Groundon that try and speed creep. Plus, you still make 101 HP Subs, so all isn't lost there. Lastly, using Regenerator > Pressure helps, as you can recover off damage from the Substitutes, as well as not fearing Stealth Rock as much. Also, on Kyurem-White, using Focus Blast > Earth Power works, as you now OHKO Tyranitar and 2HKO Blissey after Stealth Rock. Also, using a Timid nature is better as well, as you now Speed tie with other Timid Kyurem and Rayquaza, and while you do lose some power, Choice Specs still ensures you're smashing anything that tries to challenge it.

From there come the Pokemon changes. Now, seeing that you're using both Ho-Oh and Kyurem-White on your team, you now need a Spinner to ensure that Stealth Rock and Toxic Spikes, which is also a problem for your team, are gone. As such, Forretress > Zekrom works wonders, as you not only get a spinner, you also get a Pokemon that is a Dragon-type resist, along with something that can use Volt Switch to keep up the momentum, like your Zekrom did. From there, you need something to keep Spikes on the field, along with Stealth Rock. As such, Specially Defensive Giratina > Rayquaza works, as you not only get something that can block Rapid Spin, you also get a reliable Kyorge switch in, along with something to absorb Dark Void from Darkrai. Plus, you get a solid check to SD Arceus, as Will-O-Wisp will keep that and offensive Groundon at bay. Not only that, but it forms a great defensive core with Forretress.

Finally, since your team requires Forretress to keep hazards away, you need a way to get rid of Ghost-types, aka spin blockers. As such, changing Arceus to the Dark version works, as you get a reliable way to switch into Pokemon such as Mewtwo, Latios, and Latias, which are all major threats, but a way to get rid of the Ghost-types that try and stop Forry from spinning. Plus, you have something to bait out Ferrothorn, Forretress, and Skarmory, only for those Pokemon to get roasted by Flamethrower. Plus, you get something to bait out Terrakion, just to burn it with Will-O-Wisp.

So, in summary:

Pros: Brave Bird gains STAB and Sub helps to gain momentum, as Ho-Oh has plenty of opportunists to sub on Pokemon such as Ferro and Forry as they switch out, as well as support Groudon without Stone Edge and defensive Giratina; Recover heals off damage without making Ho-Oh weak to Ground; New EV Spread means Xatu can't stop you with Reflect, as well as gaining the jump on other base 90 Pokemon; Regenerator fends off damage from Stealth Rock and Sub better, though its still good to have them removed first.

Cons: Sunny Day + Psychic isn't doing much for Ho-Oh, as it shouldn't be staying in on Pokemon such as Kyorge and Tyranitar while Psychic has no good coverage that Brave Bird can't touch; Roost makes it easier to take Electric, Ice, and Rock-type attacks; Pressure does stall out moves such as Stone Edge, though Regenrator is much better

Pros: Wreck T-Tar and Steel Arceus despite the weather, 2HKO Blissey after Stealth Rock; Timid allows you to speed tie with other Kyurem-White and Rayquaza

Cons: Earth Power is WAY more accurate and still gets Steel Arceus and Tyranitar, though Focus Blast OHKOs T-Tar while 2HKOing Arceus-Steel and Bliss; Modest loses out on some OHKOs, though Stealth Rock and Spike support helps out with the loss of power

Pros: Spinner, Dragon-resist, Volt Switch for momentum

Cons: Losing your revenge killer, though Zekrom isn't the best of revenge killers, as Pokemon such as Scarfed Kyurem-White and Palkia still outpace it, along with +1 Rayquaza

Pros: Spinblocker, status absorber, Kyorge switch in, check to Blaziken, Will-O-Wisp checks SD Arceus and Offensive Groundon

Cons: Losing another offensive Pokemon, though Rayquaza wasn't doing much for the team imo

Pros: Check to Mewtwo, Latios and Latias, Pokemon that can get rid of Ghosts that try and block Forry's Rapid Spin, Steel bait for Flamethrower(which is boosted by sun), more Will-O-Wisp for those Physical Pokemon

Cons: Losing a reliable SD Arceus check, though Giratina can do that much better due to the better natural bulk

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Forretress
(M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Rapid Spin
- Volt Switch
- Pain Split

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Giratina
@ Leftovers
Trait: Pressure
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Will-O-Wisp
- Dragon Tail
- Rest
- Sleep Talk

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Arceus-Dark
@ Dread Plate
Trait: Multitype
EVs: 248 HP / 44 Def / 216 SDef
Sassy Nature (+SDef, -Spd)
- Recover
- Payback
- Flamethrower
- Will-O-Wisp

Good Luck with the team, hope I helped
 
@ CrackinSkulls
I agree about the scarf for Kyruem-W. Now that I have had time to put my ideas on paper I think it would best for me to not miss an opportunity to get damage with him as in ubers Kyruem-W is pretty much a a buffed glass canon.

@TrollFreak

I think your idea about adding ferrothorn and giratina is pretty smart. Back when I was using Reshiram and ferrothorn my team would just get murdered, so I just went back to zekrom. Also the synergy between those two pokemon just seems to be really strong. I think I will just stay with earth power since I will be adding ferrothorn and giratina. I don't see the need in losing one of the few remaining powerhouses on my team, because I missed.

It seems that I will have to consider changing my arceus once again. I feel that I will be changing him often trying to get everything just right. At least he is more flexible than most Pokemon. I was trying to be too creative with ho-oh. I have never been a huge fan of substitute sets, but I am not totally against trying some new things out. Thanks for the critiques.

Who should lead in this team? Fortress?
 
YOu don't need a dedicated lead, just lead off with a Pokemon that gives you the best chance of winning(also, if you lead with Forry and it dies to early, you lose your spinner + Dragon-resist)
 
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