Other Metagames Anything Goes M Ray + Zyg Balance, peaked 2100

Intro
Welcome to my first RMT all, I probably should have made one in SM for the amazing team that I had, but well pushed it back and here I am making a new one for USM. This team has had much success on the ladder as hinted by the title, reaching 2100 and 95 gxe. This team is not too difficult to use and is open to anyone who wants to ladder to high standards. Balance is imo the best playstyle of all in AG, and so I give to you an excellent balance team to use. However, I am free to suggestions as to how to improve this team as I know every team is not perfect.

Proof of peak:


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The Team:

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Skarpherim (Rayquaza-Mega) @ Choice Band
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Outrage
- Extreme Speed

Mega Rayquaza is put on this team to be the main stall breaker of the team. With choice band, its attack reaches insane levels and with adamant nature can break some variants of stall. As zesty would say, 'go big or go home'. Outrage is used on this set to help break the likes of ttar, zygarde and giratina which are very common on stall. As fairies are rare on stall this is a huge weapon to the arsenal. It can also be crucial late game if the fairy has been taken out the game and you can't afford the defence and spdef drops. Dragon Ascent is obviously completely mandatory, and v-create is very useful to hit steel types such as celesteela. Extreme speed is also just very useful in revenge killing anything that has been weakened.

Calcs:
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 252 HP / 252+ Def Multiscale Lugia: 123-146 (29.5 - 35%) -- 100% chance to 4HKO after Leftovers recovery (with Multi)
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 252 HP / 252+ Def Lugia: 247-292 (59.3 - 70.1%) -- guaranteed 2HKO after Leftovers recovery (without Multi) This calc shows that a mid roll will do 65 once Lugia switches in and multiscale has been broken, which means Lugia can roost it off and will be killed after a few turns.
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 252 HP / 252+ Def Arceus-Fairy: 262-309 (59 - 69.5%) -- guaranteed 2HKO
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 0 HP / 0 Def Arceus: 354-417 (92.9 - 109.4%) -- 56.3% chance to OHKO (scary af)
252+ Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 252 HP / 0 Def Arceus: 354-417 (79.7 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock
252+ Atk Choice Band Rayquaza-Mega Outrage vs. 248 HP / 252+ Def Tyranitar: 279-328 (69.2 - 81.3%) -- guaranteed 2HKO
252+ Atk Choice Band Rayquaza-Mega Outrage vs. 252 HP / 252+ Def Giratina: 524-618 (103.9 - 122.6%) -- guaranteed OHKO
252+ Atk Choice Band Rayquaza-Mega Outrage vs. 252 HP / 252+ Def Zygarde: 522-614 (124.2 - 146.1%) -- guaranteed OHKO


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GRNxBLN (Zygarde-Complete) @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Glare
- Thousand Arrows
- Coil
- Rest

Defensive Zygarde has amazing bulk and can be used a switch in to many physical threats. These include Ekiller, SD groundceus, DD Mega Rayquaza, marshadow (if no hp ice), Physical/Support Primal Groudon, Ho-oh and much more, the list goes on and on. In particular this team was weak to Ho-oh and ekiller, so Zygrade definitely puts in work. I chose to use coil as it beats any Sub SD arc set, offers late game pressure against passive teams and beats SD Primal Groudon with glare. Rest is mandatory on any defensive zygarde set to act as a proper physical wall, and t arrows offers coverage against the entire meta. Glare helps paralyse opponents, slowing their speed which helps banded ray sweep. Max defence must be used to be able to utilize the bulk and chek physical threats properly.

+2 252 Atk Arceus-Ground Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Zygarde: 349-412 (83 - 98%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Groudon-Primal Precipice Blades vs. 252 HP / 252+ Def Zygarde: 346-408 (82.3 - 97.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Life Orb Rayquaza-Mega Dragon Ascent vs. 252 HP / 252+ Def Zygarde: 339-399 (80.7 - 95%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Life Orb Arceus Extreme Speed vs. 252 HP / 252+ Def Zygarde: 222-263 (52.8 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 252+ Def Zygarde-Complete: 204-240 (32 - 37.7%) -- 0.2% chance to 3HKO after Leftovers recovery


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Zesty 43 (Arceus-Fairy) @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Defog

Arceus Fairy is almost mandatory for any balance team, as it beats so many meta mons right now, including yveltal, marshadow and of course mega rayquaza. Speed is chosen on this set to deal with taunt life orb yve, which can be very annoying to deal with if you have no speed. max speed also means you can outspeed and deal heavy damage to mega rayquaza, it being an ohko after rocks. On balance a defogger is very important, and fairyceus is a decent defogger as it can switch into many mons and find an opportunity to defog. it isn't by far the best defogger, but defogging isn't crucuial for this team and it fits the role well. Toxic is used to pressure mons such as support arceus ground and fairy, which can be very annoying for this team. Judgement and recover are self explanatory to have for any support Arceus.

Calcs:
252+ SpA Life Orb Yveltal Oblivion Wing vs. 252 HP / 0 SpD Arceus-Fairy: 161-191 (36.2 - 43%) -- guaranteed 3HKO
0 SpA Pixie Plate Arceus-Fairy Judgment vs. 0 HP / 0 SpD Yveltal: 306-362 (77.8 - 92.1%) -- guaranteed 2HKO
0 SpA Pixie Plate Arceus-Fairy Judgment vs. 0 HP / 4 SpD Rayquaza-Mega: 302-356 (86 - 101.4%) -- 6.3% chance to OHKO
252+ Atk Life Orb Rayquaza-Mega Dragon Ascent vs. 252 HP / 0 Def Arceus-Fairy: 308-363 (69.3 - 81.7%) -- guaranteed 2HKO


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Cromagnet (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Perish Song
- Will-O-Wisp

This team was in dire need of a cm refresh darkceus check, and of course a mane check. Luckily, Arceus dark tackles both of those issues. Perish song means that the opposing cm darkceus is on a timer and is forced to switch out. While perish song only has 8PP, this team offers another offensive pressure for the opp not being able to stall you out of perish songs and sweep with cm darkceus late game. Will-O-Wisp means that it can hamper double dance dusk mane, and proceed to pressure it and stop it from continuing to set up with judgment. Judgement of course also has a chance to ohko Ultra necro, which is a strong advantage. Wisp of course also helps for DD Mega Rayquaza and pesky steel types such as ferrothorn and celesteela. Maximum defence is used on this set to help withstand Dusk mane's Z if it uses rock polish, and helps take hits from the likes Dragon Dance Mega Rayquaza. 16 speed is used to speed creep 252 speed primal groudons as well as any opposing slow arcs.

Calcs:
252+ Atk Necrozma-Dusk-Mane Searing Sunraze Smash vs. 252 HP / 240+ Def Arceus-Dark: 264-312 (59.4 - 70.2%) -- guaranteed 2HKO
0 SpA Dread Plate Arceus-Dark Judgment vs. 0 HP / 0 SpD Necrozma-Ultra: 308-366 (91.9 - 109.2%) -- 56.3% chance to OHKO
+1 252+ Atk Life Orb Rayquaza-Mega Dragon Ascent vs. 252 HP / 240+ Def Arceus-Dark: 343-406 (77.2 - 91.4%) -- guaranteed 2HKO
0 SpA Dread Plate Arceus-Dark Judgment vs. 36 HP / 0 SpD Prism Armor Necrozma-Dusk-Mane: 211-249 (61.3 - 72.3%) -- guaranteed 2HKO

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Holy Break (Necrozma-Dusk-Mane) @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Sunsteel Strike
- Morning Sun

It's quite clear this team desperately needed a xern check, and here is the best one in the tier. Defensive Mane handles Xern with ease, and this set allows mane to beat support arcs 1v1 one as well, hence the full investment in spdef. The team also needed a rocker, and in my opinion dusk mane is the best rocker in game due to access to toxic and a toxic immunity itself. Morning sun acts as reasonably reliable recovery, however you have to watch the PP as there are only 8 of them. Sunsteel is obviously used to deal heavy damage to xern and Arceus Fairy.

Calcs:
0 SpA Earth Plate Arceus-Ground Judgment vs. 252 HP / 252+ SpD Prism Armor Necrozma-Dusk-Mane: 153-181 (38.4 - 45.4%) -- guaranteed 3HKO
+2 252+ SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 252+ SpD Necrozma-Dusk-Mane: 154-182 (38.6 - 45.7%) -- guaranteed 3HKO after Leftovers recovery

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Paycard (Groudon) @ Red Orb
Ability: Drought
EVs: 24 HP / 252 SpA / 104 SpD / 128 Spe
Mild Nature
- Rock Polish
- Fire Blast
- Precipice Blades
- Hidden Power [Ice]

Primal Kyogre was also clearly an issue here, and so Primal Groudon acted as a perfect fit. As the team already had a rocker and an excellent Xern check, primal Groudon could afford to be offensive. Zygarde has no doubt been very prevalent in the AG meta, and taking this into consideration this makes mixed don a lethal weapon. Choosing between hp ice and dragon pulse was difficult and I tested both extensively, but I think hp ice puts in more work as hitting Zygarde for more damage is crucial, even if it does that little bit less to Mega Rayquaza. Not many teams prepare for mixed don and it can take apart m gar balances if they do not have Arceus water. Mega Rayquaza can be annoying for this set, but if it gets chipped a little after some turns coming into stealth rock, primal Groudon can sweep with this set. Fire blast does huge amounts of damage to support arceus, meaning it cannot be toxic stalled by arceus (unless water). Precipice blades is used to hit Primal kyogre, and also to hit Xern harder if it is weakened and dusk mane has been taken out of the game. Rock Polish helps nullify Primal Groudon's low speed and means it can act as a sweeper. 128 Speed evs enables you to outspeed the 394 speed tier at +2, and max spa is used to deal the most damage possible. Mild nature is used to maintain spdef in order to act as a secondary check to Xern and to be able to switch into to Primal Kyogre reasonaly well. The defence isn't as mandatory, though it can suffer to forms of priority but Primal groudon has huge physical bulk anyway.

Calcs:
252+ SpA Groudon-Primal Hidden Power Ice vs. 252 HP / 0 SpD Zygarde: 336-396 (80 - 94.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Groudon-Primal Fire Blast vs. 252 HP / 0 SpD Arceus-Fairy in Harsh Sunshine: 282-333 (63.5 - 75%) -- guaranteed 2HKO
252+ SpA Groudon-Primal Hidden Power Ice vs. 0 HP / 4 SpD Rayquaza-Mega in Strong Winds: 160-190 (45.5 - 54.1%) -- 46.9% chance to 2HKO
+2 252+ SpA Xerneas Focus Blast vs. 24 HP / 104 SpD Groudon-Primal: 282-332 (81.2 - 95.6%) -- guaranteed 2HKO
252+ Atk Life Orb Rayquaza-Mega Dragon Ascent vs. 24 HP / 0- Def Groudon-Primal: 265-312 (76.3 - 89.9%) -- guaranteed 2HKO
252+ Atk Life Orb Rayquaza-Mega Extreme Speed vs. 24 HP / 0- Def Groudon-Primal: 117-139 (33.7 - 40%) -- guaranteed 3HKO
252+ SpA Kyogre-Primal Ice Beam vs. 24 HP / 104 SpD Groudon-Primal: 135-159 (38.9 - 45.8%) -- guaranteed 3HKO
0 SpA Earth Plate Arceus-Ground Judgment vs. 24 HP / 104 SpD Groudon-Primal: 294-348 (84.7 - 100.2%) -- 6.3% chance to OHKO

Replays:
https://replay.pokemonshowdown.com/gen7anythinggoes-721476287 - vs Skarpherim (DD ray in this replay though, rest of the team is the same)
https://replay.pokemonshowdown.com/gen7anythinggoes-715082912 - vs Paycard (he was meming with grassceus but shhh)
https://replay.pokemonshowdown.com/gen7anythinggoes-713483233 - SSNL vs Poison Adhesive
https://replay.pokemonshowdown.com/gen7anythinggoes-724828326 - vs Mysterious M
https://replay.pokemonshowdown.com/gen7anythinggoes-717314220 - vs Fluffie Mareep
https://replay.pokemonshowdown.com/gen7anythinggoes-716028937 - vs Lorgone
https://replay.pokemonshowdown.com/gen7anythinggoes-715519372 - vs Skarpherim
https://replay.pokemonshowdown.com/gen7anythinggoes-713474028 - vs TTTG

The Team: http://pokepast.es/8ea86b60366fd077

Conclusion
Not much more I can say other than I hope you try this team out and get the success out of it that I have had. If anyone has any suggestions/criticisms let me know so i can change it. I'd say the only outstanding weakness of this team is baton pass and possibly vivillon, both are annoying to face and very hard to deal with. However this team is very good against regular teams and i hope if you do try this team out you will enjoy using it.
 
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Look Gary there I am!
Great team bud I run a very similar one myself, but sets are different and such. Anyway, looks very solid except for a few things. As an avid user of celesteela, I see this team as getting very annoying by toxic protect leech seed, especially since it comes in on necro and arc fairy with virtually risk. I mean sure you have zyg and psong to keep it at bay, but nonetheless the team still allows cele to stay at high hp. With protect it can scout ray and pdon gets worn down easily. You can try the famous PG rest sd spdef don maybe if you want more longevity vs even ogre. Also, im gonna have to agree with zesty on this one, but imo haze > coil, for hitting stuff behind sub and beating sub dd dtail zygarde. One final thing just an initial look at the team, maybe try Z on necro dusk instead of lefties. I hear z spdef is a bad set but it has its merits such as not getting trapped by goth and still being able to dish out one last significant hit if burned. Also, maybe spdef rocks don and dd dusk mane? Just one last thing I thought of. Overall great team tho
 
Look Gary there I am!
Great team bud I run a very similar one myself, but sets are different and such. Anyway, looks very solid except for a few things. As an avid user of celesteela, I see this team as getting very annoying by toxic protect leech seed, especially since it comes in on necro and arc fairy with virtually risk. I mean sure you have zyg and psong to keep it at bay, but nonetheless the team still allows cele to stay at high hp. With protect it can scout ray and pdon gets worn down easily. You can try the famous PG rest sd spdef don maybe if you want more longevity vs even ogre. Also, im gonna have to agree with zesty on this one, but imo haze > coil, for hitting stuff behind sub and beating sub dd dtail zygarde. One final thing just an initial look at the team, maybe try Z on necro dusk instead of lefties. I hear z spdef is a bad set but it has its merits such as not getting trapped by goth and still being able to dish out one last significant hit if burned. Also, maybe spdef rocks don and dd dusk mane? Just one last thing I thought of. Overall great team tho

I had considered the changes of making dusk mane double dance and pdon defensive, but the reason I refrained from doing so was because it invited more pressure from support Arceus-Ground, particularly if it carried toxic. Defensive Dusk mane is able to beat it 1v1, whereas double dance cannot and is forced to switch out. Primal Groudon's fire blast also pressures groundceus extremely, meaning it cannot switch in safely at all. If Primal groudon was rocks, it would come down to a 50 50 whether to toxic as they could defog or use judgment against Arceus Ground. Mega Rayquaza is not a safe switch in pre mega due to ice beam being a clean ohko, and so this would mean the only switch in would be Arceus-fairy, which can be worn down by toxic. In addition the opponent will mostly likely to switch their arc ground if it against fairyceus due to toxic variants being common, and so it would be hard to kill if these changes were made. I believe Celesteela just is a pain for balance in general, though I believe if I changed Rayquaza to DD V-create this would make MU's vs Celesteela easier, however it would lose the ability to beat stall that carried ttar. The idea would be to basically do what you said and abuse darkceus's wisp + perish song and to go to Zygarde as it cannot do anything against it. I believe RP Mixed pdon would put in heavy work against cele teams, that would definitely be the wincon in this scenario. As for haze zygarde, I've been recommended that by a few good players now so I will take that into consideration and make that change. Thanks for the comments, all very good points.
 
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