Song Vid: (lel u have been warned)
Heya, i'm Yolocat10, once ranked 13th place in AG ladder and reladdered back to 10th, heres proof:View attachment 65919
So here's the team at a glance:
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Bergentrückung (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Pursuit
- Defog
- Superpower
Scizor actually plays well in AG, because of the tendancy of those EspeedKillerArceuses and some GeoXerns to appear out of nowhere, which is the main weakness of this team. BPunch does decent damage, usually 25% to stallers and walls and 3HKOing most mons, most people who underestimate the damage and switch out to set-up will lose a mon. Usually, banded scizor would deal 90%+ damage to Geomancy Xern with Bullet Punch and has a high chance of OHKOing EspeedKillerArceus with Superpower. Defog allows the opponent to be tricked into thinking this is a defensive scizor, suprising them when dealing mass damage, and works well since my team is terribly weak to Stealth Rock. Anyway, U-turn is supposed to ease predictions, and Defog kinda serves the same purpose. Pursuit can be used in a huge number of ways, from predicting switches to countering Mega-Gengar.
Your Best Friend (Rayquaza-Mega) @ Choice Band
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Ascent
- Earthquake
- Extreme Speed
Mega-Ray simply destroys PrimalGroudon with Waterfall, which otherwise destroys my team, (without band wouldnt kill) So this is the perfect addition for the team. Dragon Ascent can sweep whole teams if the opponent doesn't realize this thing is banded. It also is a good wallbreaker, leaving bulky pokemon heavily crippled. Equake is used over V-create because the stat drops don't seem appealing, and ExtremeSpeed makes for a great revenge killer. Overall, i think this mon helps to prevent many of this team's weaknesses.
Heartache (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 192 HP / 252 SpA / 64 Spe
IVs: 0 Atk
Modest Nature
- Moonblast
- Hidden Power [Fire]
- Ingrain
- Geomancy
GeoXern is the core of the team. Why? Most mons in my team resort to physical attacks, usually killing those that counter Xern. (Especially Banded Drag Ascent against clefable) Chandelure (we'll get there later lol) can easily cripple one mon too with Trick. By doing this, Xern would have the chance to set up and sweep, destroying the opposing player's team. HP[Fire] would kill cute Xerneas checks such as Scizor and Genesect, which would otherwise halt the sweep. Ingrain allows it to continue sweeping against the best Xerneas checks, like PrimalGroudon which is fairly common. Unless the other opponent still has other counters like Clefable, the opponent's team would be heavily crippled or fully annihilated. In conjunction with dual screen Klefki, this thing is impossible to be revenge killed easily by ExtremeSpeed.
Gaster's Theme (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Flamethrower
- Shadow Ball
- Clear Smog
- Trick
Lol I know this mon has terrible speed and is horribly frail, without scarf this thing would have been terribad. However, this is my favorite mon, because of its effectiveness in AG, due to the mons that are usually used there. Trick is a great way to turn tables in conjunction with Xernes. How? When a SDed Arceus comes in, trick would cause it to be locked onto a move, and since it can only use Equake, ShadowClaw or ShadowForce, after killing Chandelure Xern can set up Geomancy, sweeping teams as ShadowClaw would never kill Xern. When it uses Equake ,however, I usually switch to MegaRay. Shadow Ball and Flamethrower is highly underestimated, but ShadowBall could 2hko a GhostCeus and deal 88% damage to Mewtwo, regardless of mega evolution. Flamethrower will destroy steel-type walls. Clear Smog is used if an Arceus Ghost is in play, as ShadowForce would kill it but never kill Xern. Also infiltrator is used over Flash Fire because darkrai is the main weakness of the team, and trick will cause darkrai to get locked into either Nasty Plot of Dark Pulse if substitute is already up. (who uses dark void on chandelure lol) Overall, this mon can turn tables over sweepers that had already setted-up.
Nyeh Heh Heh! (Ho-Oh) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Sacred Fire
- Toxic
- Reflect
- Roost
I call Ho-Oh the calvary of my team. Why? All my mons are weak to special attacks, and this counters it. Being a wall, it blocks GeoXern pretty well. Sacred Fire would destroy those pesky steel-type walls. Reflectcauses it to be known as meme bird can be used in conjunction with Sacred Fire, and can cause Arceus to do nothing at all with a SwordDance boosted ExtremeSpeed. Overall, its a pretty good special wall, however Stealth Rock may easily kill it. Try not to switch into it to often when stealth rock is in. Dont sacrifice it if possible. It plays a highly important role to block special attacks.
Ink!ovainia (Klefki) @ Light Clay
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Safeguard
This mon is heavily useful, being one of the best anti-leads for my team. However, its main purpose is to protect Xerneas from ExtremeSpeed with Reflect, allowing it to sweep without disruption. Klefki blocks many first turn sweepers with Reflect and LightScreen, like Dragon Dance Rayquaza or EspeedKillerArceus, then switching out to Xerneas which can soak up damage with Reflect, allowing a counter sweep. Safeguard further enhances its role as an anti-lead, checking Darkrai and SporeSmeargle. It can be used Late-game for blocking late-game cleaners with Foul Play or Reflect.
Team weaknesses in order:
1.Stealth Rocks
This simply destroys my team. I dont think i need to explan.
2.Offensive Yvetal
This is by far the most glaring weakness of this team. Although it is easy setup bait for GeoXern, a switch into a check, would kill Xern, then switching back to Yvetal would simply destroy the team.
3.Giratina
Giratina can outstall Ho-Oh, block ChoiceBand Rayquaza, even walling Chandelure's Shadow ball. However, if GeoXern is alive, it becomes setup bait and can cause sweep. However, as stated above, checks to Xerneas exists.
4.Choice Band Ho-Oh
Choice band Ho-oh simply demolishes my team, since specially defensive Ho-oh, Chandelure, and almost all of my team dosent sound like good checks to this threat. This leaves Choice Band Rayquaza to OHKO it, but even then, switching exists and soon Rayquaza would die to a check.
And many more weaknesses lol, too lazy to list
Oh right, ty Zangy for pointing out Stealth Rock weakness, im currently finding a good one. Also i removed Magneton and Hooh's Will'o Wisp.
Heya, i'm Yolocat10, once ranked 13th place in AG ladder and reladdered back to 10th, heres proof:View attachment 65919
So here's the team at a glance:
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Bergentrückung (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Pursuit
- Defog
- Superpower
Scizor actually plays well in AG, because of the tendancy of those EspeedKillerArceuses and some GeoXerns to appear out of nowhere, which is the main weakness of this team. BPunch does decent damage, usually 25% to stallers and walls and 3HKOing most mons, most people who underestimate the damage and switch out to set-up will lose a mon. Usually, banded scizor would deal 90%+ damage to Geomancy Xern with Bullet Punch and has a high chance of OHKOing EspeedKillerArceus with Superpower. Defog allows the opponent to be tricked into thinking this is a defensive scizor, suprising them when dealing mass damage, and works well since my team is terribly weak to Stealth Rock. Anyway, U-turn is supposed to ease predictions, and Defog kinda serves the same purpose. Pursuit can be used in a huge number of ways, from predicting switches to countering Mega-Gengar.
Your Best Friend (Rayquaza-Mega) @ Choice Band
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Ascent
- Earthquake
- Extreme Speed
Mega-Ray simply destroys PrimalGroudon with Waterfall, which otherwise destroys my team, (without band wouldnt kill) So this is the perfect addition for the team. Dragon Ascent can sweep whole teams if the opponent doesn't realize this thing is banded. It also is a good wallbreaker, leaving bulky pokemon heavily crippled. Equake is used over V-create because the stat drops don't seem appealing, and ExtremeSpeed makes for a great revenge killer. Overall, i think this mon helps to prevent many of this team's weaknesses.
Heartache (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 192 HP / 252 SpA / 64 Spe
IVs: 0 Atk
Modest Nature
- Moonblast
- Hidden Power [Fire]
- Ingrain
- Geomancy
GeoXern is the core of the team. Why? Most mons in my team resort to physical attacks, usually killing those that counter Xern. (Especially Banded Drag Ascent against clefable) Chandelure (we'll get there later lol) can easily cripple one mon too with Trick. By doing this, Xern would have the chance to set up and sweep, destroying the opposing player's team. HP[Fire] would kill cute Xerneas checks such as Scizor and Genesect, which would otherwise halt the sweep. Ingrain allows it to continue sweeping against the best Xerneas checks, like PrimalGroudon which is fairly common. Unless the other opponent still has other counters like Clefable, the opponent's team would be heavily crippled or fully annihilated. In conjunction with dual screen Klefki, this thing is impossible to be revenge killed easily by ExtremeSpeed.
Gaster's Theme (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Flamethrower
- Shadow Ball
- Clear Smog
- Trick
Lol I know this mon has terrible speed and is horribly frail, without scarf this thing would have been terribad. However, this is my favorite mon, because of its effectiveness in AG, due to the mons that are usually used there. Trick is a great way to turn tables in conjunction with Xernes. How? When a SDed Arceus comes in, trick would cause it to be locked onto a move, and since it can only use Equake, ShadowClaw or ShadowForce, after killing Chandelure Xern can set up Geomancy, sweeping teams as ShadowClaw would never kill Xern. When it uses Equake ,however, I usually switch to MegaRay. Shadow Ball and Flamethrower is highly underestimated, but ShadowBall could 2hko a GhostCeus and deal 88% damage to Mewtwo, regardless of mega evolution. Flamethrower will destroy steel-type walls. Clear Smog is used if an Arceus Ghost is in play, as ShadowForce would kill it but never kill Xern. Also infiltrator is used over Flash Fire because darkrai is the main weakness of the team, and trick will cause darkrai to get locked into either Nasty Plot of Dark Pulse if substitute is already up. (who uses dark void on chandelure lol) Overall, this mon can turn tables over sweepers that had already setted-up.
Nyeh Heh Heh! (Ho-Oh) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Sacred Fire
- Toxic
- Reflect
- Roost
I call Ho-Oh the calvary of my team. Why? All my mons are weak to special attacks, and this counters it. Being a wall, it blocks GeoXern pretty well. Sacred Fire would destroy those pesky steel-type walls. Reflect
Ink!ovainia (Klefki) @ Light Clay
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Safeguard
This mon is heavily useful, being one of the best anti-leads for my team. However, its main purpose is to protect Xerneas from ExtremeSpeed with Reflect, allowing it to sweep without disruption. Klefki blocks many first turn sweepers with Reflect and LightScreen, like Dragon Dance Rayquaza or EspeedKillerArceus, then switching out to Xerneas which can soak up damage with Reflect, allowing a counter sweep. Safeguard further enhances its role as an anti-lead, checking Darkrai and SporeSmeargle. It can be used Late-game for blocking late-game cleaners with Foul Play or Reflect.
Team weaknesses in order:
1.Stealth Rocks
This simply destroys my team. I dont think i need to explan.
2.Offensive Yvetal
This is by far the most glaring weakness of this team. Although it is easy setup bait for GeoXern, a switch into a check, would kill Xern, then switching back to Yvetal would simply destroy the team.
3.Giratina
Giratina can outstall Ho-Oh, block ChoiceBand Rayquaza, even walling Chandelure's Shadow ball. However, if GeoXern is alive, it becomes setup bait and can cause sweep. However, as stated above, checks to Xerneas exists.
4.Choice Band Ho-Oh
Choice band Ho-oh simply demolishes my team, since specially defensive Ho-oh, Chandelure, and almost all of my team dosent sound like good checks to this threat. This leaves Choice Band Rayquaza to OHKO it, but even then, switching exists and soon Rayquaza would die to a check.
And many more weaknesses lol, too lazy to list
Oh right, ty Zangy for pointing out Stealth Rock weakness, im currently finding a good one. Also i removed Magneton and Hooh's Will'o Wisp.
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