Champion Leon
Banned deucer.
Would Extreme Speed be better on Aerodactyl? Just for countering -ate Rayquaza for the priority win (plus if you switch into Nuzzle, etc.)some sauce:
feel like primal kyogre has a lot of untapped potential. here's a few sets i've played around with
Kyogre-Primal @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Sassy Nature
- Scald / Ice Beam
- Anchor Shot / Ice Beam
- Entrainment / Spectral Thief
- Roost
bounce ogre is a really solid glue mon that i've found myself slapping onto a lot of teams lately. it's a very solid counter to ph xern/ogre and normgar, and it can solidly check a ton of mons like pixilate diancie and triage ray just by virtue of its typing/bulk. scald + entrainment is difficult for a lot of teams to switch into, and so ogre is pretty good at chipping down teams over a long game with burns. ice beam lets ogre pressure tina and zyg and more effectively check ray. spectral can be used > entrain to better check gar and contra m2y and other miscellaneous nonsense. spectral still beats xern but im not sure if it beats ph ogre and it leaves you walled by stuff like ph tina/aud. this set always feels good against fat balance teams and its very rarely deadweight, just a really solid mon overall. i dont like u-turn much on this set bc it makes it really obnoxious to improof and you let imposter get a lot of momentum against you.
brought this with ice/anchor/entrain in ompl semi-finals vs jasprose bc i thought he might bring ph xern. it was also there to improof sr kyu-b, provide bounce support for shed, and help check triage ray: https://replay.pokemonshowdown.com/gen7balancedhackmons-786131531
also brought this in group stages of world cup vs qt with scald/ice/entrain, it put in a ton of work in this one: https://replay.pokemonshowdown.com/gen7balancedhackmons-837247289
Kyogre-Primal @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
- Steam Eruption
- Ice Beam
- Bolt Strike
- Shell Smash
sf ogre is way better than it looks at first glance. steam eruption 2hkos basically anything that doesn't resist it, and ice beam/bolt strike take out anything that does. i like this a lot as a shell smasher bc it beats a lot of common prankster/unaware mons by just being strong enough to 2hko them unboosted. why use sf ogre > sf mmy? there's a few reasons. ogre's better bulk and defensive typing allow it to stick around a lot longer, and in particular it doesn't get worn down so quickly by miscellaneous spectrals/uturns. kyogre has a much more powerful stab, which gives it a lot more initial power and means it relies far less on coverage to break stuff, which allows it to more effectively run stuff like shell smash. the surprise factor is pretty significant too; often people will go into something like tina or vest ogre to scout and just get bopped.
this set can be difficult to imposter-proof. shedinja works, but it's really the only decent option unless you want to go really deep and run something like unaware ferro or volt absorb ogre. its important to note that bolt strike does like 45-55 to imposter, meaning that imposter can't really safely switch in if you predict it, and if you smash on the switch to imposter you can just kill it with a decent roll or even just a little bit of prior damage.
this obviously lacks the raw power of other offensive ogre sets like specs primsea/tinted, but gains the advantage of being able to switch moves, being less telegraphed than primsea, being better at running shell smash, and not losing to other pogres.
here's a replay on ladder where sf ogre put in some good work: https://replay.pokemonshowdown.com/gen7balancedhackmons-833776329
Kyogre-Primal @ Waterium Z / Icium Z / Mystic Water
Ability: Primordial Sea
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Steam Eruption
- Ice Beam
- Anchor Shot
- Shore Up
i found a way to make primsea ogre not lose to imposter yeet
haven't really tested this set enough to come to a verdict on it, heaps of teams can't really deal with it defensively and it has bulk + shore up so it can stick around but it can't really beat giratina or other ogres besides freezing them. it is a very fun imposter lure tho
BIG PEX ENERGY (Toxapex) @ Black Sludge
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Shore Up
- Entrainment
- Scald / Poison Fang / Knock Off
- Anchor Shot / U-turn / Topsy-Turvy / whatever
pex is a weird mon, but i like it very much. its unique set of resists and good bulk allows it to role compress in a pretty unique way. pex beats mdiancie/xern without ground coverage, many variants of ogre, psychic-less mmx (ph, -ate, some tough claws sets, some contra sets sometimes), pheromosa and the bee, many kart sets, and some other miscellaneous dudes. it has an extremely slow u-turn, it's really hard for fat teams to wear down bc it can't be poisoned, resists uturn and anchor and isnt weak to core/spectral. pex's main niche is that it resists fairy+fire without needing an ability, making it a really efficient improof to v-create+hazards diancie. i've only really run pex on teams where i needed it to improof something specific, like in this ompl game where it was improofing a couple of weird mmx sets. pex walled basically willdbeast's whole team here, but i played it kinda poorly unfortunately. i'm not sure if pex is worth running without magic bounce — i've considered running levitate but i don't think that's very good
Mewtwo-Mega-Y @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Bolt Strike / Psychic / Sludge Wave
- Ice Beam / Moonblast
- Earth Power / Blue Flare
- Stealth Rock / Spikes
sf mmy makes for a good hazard setter bc it forces so many switches and beats most of the common defoggers/bouncers. sf mmy often runs a kinda situational move like psychic or sludge in the last slot, so you aren't sacrificing a huge amount running hazards on it. improof with some magic bounce fat dude, depending on coverage
Diancie-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Play Rough
- Low Kick
- Lovely Kiss
- Coil
i talked about this one on the discord yesterday and people seemed skeptical, so i figured it'd be good to explain why i think this set is worth using. defensively, this set is a solid counter to pretty much every ph gigas/mmx and it does a nice job at checking a variety of ray sets. it also gets a ton of momentum on a variety of fat mons, similar to ph xern. this set is good against the same types of teams that ph xern is good against, but it has a bit more initial speed and power. coil boosting the accuracy of kiss is really sweet and makes the set a lot more consistent. the 4x steel weakness is really annoying, as is the weaknesses to thousand waves and ogre's revdance. i brought this one against quantum tesseract in world cup: https://replay.pokemonshowdown.com/gen7balancedhackmons-837247289. it would have been able to do well in this game if i hadn't assumed the zygarde was soundproof
Aerodactyl-Mega @ Life Orb
Ability: Refrigerate
Happiness: 0
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Frustration
- Dragon Ascent
- Precipice Blades
- Swords Dance
really silly zyg/tina lure that can also check most mmx/ray sets and weakened mmy/gar. it can be imposter-proof sometimes if they haven't set their happiness
Xerneas @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest/Timid Nature
- Moonblast
- Magma Storm
- Taunt
- Nuzzle
taunt+nuzzle xern crushes a lot of fat teams. taunt shuts down entrainment/recovery and stops other fat ph mons from setting up on you. nuzzle does a few things: it makes the set more potent against offense, it's really good against imposter, and it lets you beat stuff like magic bounce audino that would beat you otherwise. you just paralyse them, then get them with magma and spam moonblast, it usually only takes one full para to take them out. this set goes really well with spikes. you do lose a lot against more offensive teams by dropping quiver + kiss, but this set is basically free wins vs a lot of common bulky builds, very fun stuff.
I like Kyogre especially because the initially slower speed diminishes the likelihood of Spectral Thief working after the boost, and lowering the likelihood of Core Enforcer activating (on the Sheer Force set).
My suggestion to everything that runs Ice Beam without Sheer Force, is use Frost Breathe! It bypasses Quiver Dance, etc. boosts, and deals slightly more damage on average (even though they have the same base power). This makes a huge difference when facing things like PH Xerneas with Quiver Dance, Contrarians with V-Create, or if your team has been Spectral Thiefed of your +SpD boosts. It also helps if your SpA is lowered (Topsy Turvey, Parting Shot, etc.)
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