As usual, Golisopod is the main physical attacker of the team. It's a very straightforward Pokemon: simply choose the appropriate move and keep attacking until Golisopod dies...which actually doesn't happen very often, thanks to Emergency Exit. This ability may look like a burden at first, but after more than a year of intensive Golisopod usage, we learned to make the best of it. Basically, it acts like a life insurance: whenever Golisopod's HP drop under 50%, Emergency Exit kindly removes Golisopod from the field, ensuring that it won't be dealt the final blow too soon. One may think that Emergency Exit may put the switched in Pokemon at risk of taking an attack directed at Golisopod, but that's not usually the case. Between Blastoise’s Fake Out, which can stop SE attacks that have the potential to immediately send Golisopod out, and Golisopod's bulk, which usually allows it to tank even strong neutral attacks, it's very rare that the forced switch-in has to take a hit while entering the field. Emergency Exit also has other minor advantages, such as reactivating First Impression and preventing end of turn effects such as poison, weather damage and Leech Seed. Despite having a few redeeming qualities, Emergency Exit is still likely to let you down at times. Unexpected attacks aimed at Golisopod (or well-timed critical hits) can and will lead to unwanted activations of the ability, making Golisopod lose the turn. Also, it's undeniable that sometimes EE will put you in a disadvantageous position (e.g. you are forced to send out Cresselia against two dark-types). Nonetheless, with some practice you'll quickly learn to manage Golisopod's ability, and its minor flaws are a price we're willing to pay to use such a powerful and reliable Pokemon.
Now let's have a look at its moveset. Very basic, yet surprisingly effective.
Leech Life is perhaps the most important weapon in Golisopod's arsenal: it’s strong, reliable, and capable of recovering large amounts of health, which is essential to keep Golisopod alive and to postpone the activation of EE (if needed). It's the move you'll be using most of the time, even on targets that are neutral to both Bug and Water, unless you specifically need to aim for a defense drop. It's also the most reliable move to quickly destroy the omnipresent Dark-types that may cause Cresselia huge troubles. Last but not least, Leech Life is needed to protect Blastoise from Grass-types, although it can defend itself with Ice Beam to a certain extent.
Aqua Jet takes the second slot, providing Golisopod a reliable and decently powerful priority attack. This is very useful in all those situations when you can't predict if Golisopod will be sent away by EE, as you can at least deal some damage in case you are forced out. Aqua Jet also packs enough power to cleanly 2HKO several fast Pokemon with a water weakness, including Salazzle, (Mega) Blaziken, Aerodactyl and Archeops.
First Impression doesn't see much use for obvious reasons, but thanks to its +2 priority, it still proves very useful to quickly eliminate annoying targets such as Mega Sceptile, Mega Latios, Mega Alakazam, Azelf and Mega Sharpedo. First Impression also deals good damage to most Electric-types, making it a nice tool to revenge kill weakened ones after Togedemaru has fallen.
The last slot goes to
Liquidation, which gives Golisopod a stronger alternative to Aqua Jet when it needs to target bulky Ground- and Rock-types such as Hippowdon, Steelix, Gigalith and Aggron. Of course, some Fake Out support is usually needed in order to safely use Liquidation against said Pokemon, as Golisopod is easily outrun and sent away by a Rock-type move. The side effect of Liquidation can come in handy to weaken particularly bulky foes, or to put something in the KO range of Aqua Jet. Although it's not a bad move by any means, it's easily the most expendable one, especially since Golisopod is paired with Blastoise, which has a strong Water attack in Water Pulse. Interesting options include Knock Off, Poison Jab and Sucker Punch, should one desire more coverage against specific threats or an extra priority move. That said, discarding Liquidation can spell doom when facing troublesome opponents like Mega Charizard X, Mega Charizard Y and Mega Mawile.
The EV spread is very simple: max attack with an Adamant nature allows Golisopod to deal as much damage as possible, while max HP gives it well rounded bulk. The mandatory item (at least in our opinion) is an
Assault Vest, which gives Golisopod a considerable boost to its already decent Special Defense, making it exceptionally durable on both sides. The following calculations showcase the impact of AV in increasing Golisopod's survivability:
Attacks that would OHKO Golisopod without an Assault Vest:
252 SpA Jolteon Thunder vs. 252 HP / 0 SpD Assault Vest Golisopod: 122-146 (67 - 80.2%) -- guaranteed 2HKO
252 SpA Choice Specs Latios Thunder vs. 252 HP / 0 SpD Assault Vest Golisopod: 138-164 (75.8 - 90.1%) -- guaranteed 2HKO
252 SpA Raikou Thunder vs. 252 HP / 0 SpD Assault Vest Golisopod: 126-150 (69.2 - 82.4%) -- guaranteed 2HKO
252 SpA Tornadus Hurricane vs. 252 HP / 0 SpD Assault Vest Golisopod: 134-158 (73.6 - 86.8%) -- guaranteed 2HKO
252 SpA Pidgeot-Mega Hurricane vs. 252 HP / 0 SpD Assault Vest Golisopod: 140-168 (76.9 - 92.3%) -- guaranteed 2HKO
252+ SpA Oranguru Gigavolt Havoc (185 BP) vs. 252 HP / 0 SpD Assault Vest Golisopod: 132-156 (72.5 - 85.7%) -- guaranteed 2HKO
252+ SpA Pixilate Gardevoir-Mega Hyper Beam vs. 252 HP / 0 SpD Assault Vest Golisopod: 147-174 (80.7 - 95.6%) -- guaranteed 2HKO
Attacks that would trigger Emergency Exit without an Assault Vest:
252+ SpA Carbink Power Gem vs. 252 HP / 0 SpD Assault Vest Golisopod: 62-74 (34 - 40.6%) -- guaranteed 3HKO
252 SpA Delphox Fire Blast vs. 252 HP / 0 SpD Assault Vest Golisopod: 63-75 (34.6 - 41.2%) -- guaranteed 3HKO
252 SpA Arcanine Overheat vs. 252 HP / 0 SpD Assault Vest Golisopod: 67-81 (36.8 - 44.5%) -- guaranteed 3HKO
252 SpA Starmie Thunderbolt vs. 252 HP / 0 SpD Assault Vest Golisopod: 64-76 (35.1 - 41.7%) -- guaranteed 3HKO
252 SpA Salamence Draco Meteor vs. 252 HP / 0 SpD Assault Vest Golisopod: 73-87 (40.1 - 47.8%) -- guaranteed 3HKO
252 SpA Alakazam-Mega Psychic vs. 252 HP / 0 SpD Assault Vest Golisopod: 70-84 (38.4 - 46.1%) -- guaranteed 3HKO
As mentioned earlier, Blastoise was chosen as Golisopod's new partner because I wanted a strong special attacker with access to Fake Out. This had the double benefit of shielding Golisopod from dangerous attacks even without Lightningrod, while also having only one Pokemon susceptible to Intimidates and burns. Additionally, Blastoise, with its access to Ice-type moves, can deal with those Dragon/Flying and Water/Flying Pokemon that Golisopod can't touch. Lastly, Blastoise’s decentish speed allows it to outpace and KO bulky, slow Rock-types that could easily eat an Aqua Jet and send away or outright KO Golisopod (Armaldo, Barbaracle and the like). These guys worked incredibly well together, as they have solid attacking power, above average bulk, and a good selection of moves with wide coverage (with a few notable exceptions that will be outlined later). Of course, Togedemaru had a vital role in determining Golisopod and Blastoise's success, as it made their shared electric weakness a non-issue.
Now, the moveset.
Fake Out is Fake Out, it's useful as always to stop a dangerous foe while Blastoise's partner deals with it. Blastoise isn't exactly the most competent Fake Out user, as it’s slower than most Battle Tree Fake Outers. Also, sometimes Blastoise is better attacking right away in order to quickly eliminate a threat to Golisopod, making Fake Out a rarely used move. Although Blastoise can probably work even without it, replacing it would increase the necessity to switch out from troublesome foes, which is never a good thing. That said, if you want to replace it, Dark Pulse, Aqua Jet and Protect are all worthwhile options.
For the STAB move, I chose
Water Pulse. I picked it over Scald for various reasons. First of all, the burn chance of Scald can put you in a bad spot if you happen to burn Pokemon with Guts or other abilities that take advantage of status. Water Pulse, on the other hand, can be used on anything without worries, and the confusion chance proved useful more than once to buy a few free turns. Another advantage over Scald is the increase in power, which comes in handy in ensuring a few KOs. Some examples:
188+ SpA Blastoise-Mega Scald vs. 252 HP / 0 SpD Rotom-Heat: 140-168 (89.1 - 107%) -- 37.5% chance to OHKO
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 252 HP / 0 SpD Rotom-Heat: 158-188 (100.6 - 119.7%) -- guaranteed OHKO
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188+ SpA Blastoise-Mega Scald vs. 0 HP / 168 SpD Excadrill: 168-200 (90.8 - 108.1%) -- 50% chance to OHKO
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 0 HP / 168 SpD Excadrill: 188-224 (101.6 - 121%) -- guaranteed OHKO
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188+ SpA Blastoise-Mega Scald vs. 252 HP / 0 SpD Golurk: 176-210 (89.7 - 107.1%) -- 37.5% chance to OHKO
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 252 HP / 0 SpD Golurk: 200-236 (102 - 120.4%) -- guaranteed OHKO
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188+ SpA Blastoise-Mega Scald vs. 0 HP / 168 SpD Emboar: 168-200 (90.8 - 108.1%) -- 50% chance to OHKO
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 0 HP / 168 SpD Emboar: 188-224 (101.6 - 121%) -- guaranteed OHKO
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188+ SpA Blastoise-Mega Scald vs. 252 HP / 0 SpD Armaldo: 176-210 (96.7 - 115.3%) -- 81.3% chance to OHKO
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 252 HP / 0 SpD Armaldo: 200-236 (109.8 - 129.6%) -- guaranteed OHKO
Although my preference goes to Water Pulse, Scald is still a viable alternative if one wants to take advantage of potential burns, not to mention that it can be used to defrost Blastoise and, in a pinch, its teammates (well, not Togedemaru ^^).
The second attacking move is
Aura Sphere, one of the main perks of Mega Blastoise over other special attackers, and probably the most important move in its arsenal. Since it can't miss, it’s the perfect tool to hit through Bright Powders/Lax Incenses and Double Teams, taking away a great source of frustration. Now previously annoying Pokemon like Walrein-4, Registeel-4 and Bastiodon-3 are no longer an issue. Another thing worth noting is that Aura Sphere is almost as powerful as Water Pulse, making them interchangeable assuming they have the same grade of effectiveness. An example:
188+ SpA Mega Launcher Blastoise-Mega Water Pulse vs. 0 HP / 252 SpD Rampardos: 198-234 (115.1 - 136%) -- guaranteed OHKO
188+ SpA Mega Launcher Blastoise-Mega Aura Sphere vs. 0 HP / 252 SpD Rampardos: 174-206 (101.1 - 119.7%) -- guaranteed OHKO
This is very important to keep in mind if Water Pulse loses power because of Sunny Day, or becomes outright unusable for the presence of a Storm Drain Pokemon. Together with Golisopod's Bug-type moves, Aura Sphere also makes short work of most Dark-types, which are the bane of Cresselia's existence, while also taking a sizable chunk out of most Steel-types, some of which are too bulky for the rest of team.
The choice of the fourth move required some extra thinking. At first I tried Dark Pulse, mainly because I wanted another Mega Launcher-boosted move. Although it makes the starting duo more effective at handling foes like Jellicent and Toxapex, it still leaves the team vulnerable to dangerous Pokemon such as Mega Salamence, Dragonite and Mega Altaria, so I moved on. Unlike Raichu, Blastoise has no shortage of Ice-type moves, so I just had to choose the most suitable one. Icy Wind was my first thought, as Blastoise and Cresselia, with their decent speed, could easily take advantage of it. However, I quickly changed my mind when I realized how weak a spread Icy Wind is, not to mention that many of its targets are still faster than Blastoise even at -1 (e.g. Mega Salamence) and that it can fail. More power was definitely required, so the good old, reliable
Ice Beam was the way to go. With Ice Beam, Blastoise can support Golisopod, dealing sizable damage to most Flying- and Dragon-types. Ice Beam also allows Blastoise to somewhat deal with Grass-types, lessening the need for Golisopod's help.
Unlike Golisopod, Blastoise has a more convoluted EV spread, which stems from my hatred for Rotom Appliances (seriously, those tiny levitating demons are everywhere, and are always a pain to deal with). The 68 speed EVs are needed to outrun uninvested Rotom forms, while 188 EVs in SpA with a modest nature ensure the OHKO on 252/0 Rotom-H. The 236/12 investment in special bulk gives you very good chances to survive a Thunder from a modest Rotom-A. Blastoise’s EV spread could actually be tailored to always survive such a hit, but that would require to move 56 EVs from HP to SpDef, compromising its physical bulk. The 4 leftovers EVs are put in Defense.
Ah, Togedemaru! There aren't enough words to describe the impact that the introduction of the gen 7 pikaclone had on the performance of the team. As you know if you read my old analyses, Togedemaru’s role was previously fulfilled by Raichu. Now, I can't say Raichu is a bad Pokemon, most of the time it got the job done by shielding Golisopod from electric attacks and assisting it in the elimination of troublesome enemies. As explained, however, I slowly but steadily grew tired of Raichu's limitations, namely a mediocre Special Attack, a poor offensive movepool, and the absolute inability to take even low-powered attacks without instantly dying. This last issue proved particularly annoying with the new design of the team, as the Lightningrod user now had to stay in the backline, so I needed something with at least some switch-in opportunities. Despite its horrid defenses (almost on par with Raichu's), Togedemaru can usually switch-in relatively safely thanks to its amazing defensive typing and ability, which grant it two immunities, two 4x resistances and eight 2x resistances. The fact that Togedemaru resists all of Blastoise and Golisopod's weaknesses helps it entering the field without taking excessive amounts of damage. A wonderful defensive typing isn't the only advantage that Togedemaru has over Raichu. Speaking of advantages, I'd like to make a quick list of the main benefits of each Pokemon:
Raichu
- Higher speed stat (110 vs 96), which allows it to outspeed the crowded base 100 speed tier. In addition, it gets the jump on a number of Fake Out users such as Mega Kangaskhan, Infernape and Mienshao.
- Ability to put to use Lightningrod SpA boosts.
- Being a special attacker, it's not hindered by Intimidate and burns.
Togedemaru
- Great defensive typing. As mentioned, this is very useful in order to avoid being wiped out instantly upon entering the battlefield. However, it has another distinct advantage: it allows you to predict the AI’s attacks with a higher degree of accuracy, especially if Togedemaru is paired with Golisopod, as they have a good defensive synergy.
- Sandstorm immunity. This is more crucial than one may think, as Tyranitar and Hippowdon are everywhere, and there are a few dangerous Sandstorm (ab)users, such as Excadrill-3, Mega Garchomp and Landorus-3, so not losing your Focus Sash prematurely can make a huge difference.
- Spiky Shield. An enhanced version of Protect that also deals damage if the enemy makes physical contact. This extra bit of damage proved very useful to prevent foes from surviving with a silver of life (a not so rare occurrence). The move works very well on Togedemaru, as it attracts the Fighting-type moves that many physical attackers run as coverage moves. However, its main selling point is its Grass typing, which makes it WAY cooler than Protect!
- Flinches. Both Zing Zap and Iron Head have a solid 30% chance of making the foe flinch. While it's not something you can rely on, it's something you can fall back on in desperate circumstances, when you absolutely need a free turn. Flinches actually saved us more than once, and even in more relaxed situations, they are always useful to make the battle smoother.
At the end of the day, both Pokemon are perfectly usable, but with this team Togedemaru has the edge over Raichu because of its higher survivability.
Speaking of survivability, it's worth noting that despite its thin defenses, Togedemaru still works well as a Lightningrod user, as several Electric types lack coverage moves against Steel types, thus failing to even 2HKO Togedemaru. This means that when facing said Electric types, Togedemaru and its teammate can usually gang up on the other foe without fearing much retaliation on Togedemaru. Here are some calculations.
252 SpA Raikou Shadow Ball vs. 4 HP / 0 SpD Togedemaru: 55-65 (39 - 46%) -- guaranteed 3HKO
252 SpA Jolteon Shadow Ball vs. 4 HP / 0 SpD Togedemaru: 53-63 (37.5 - 44.6%) -- guaranteed 3HKO
252 SpA Zapdos Ancient Power vs. 4 HP / 0 SpD Togedemaru: 22-26 (15.6 - 18.4%) -- possible 6HKO
252+ SpA Rotom-Frost Shadow Ball vs. 4 HP / 0 SpD Togedemaru: 56-67 (39.7 - 47.5%) -- guaranteed 3HKO
252 SpA Raichu-Alola Psychic vs. 4 HP / 0 SpD Togedemaru: 40-48 (28.3 - 34%) -- 0.9% chance to 3HKO
0 SpA Lanturn Ice Beam vs. 4 HP / 0 SpD Togedemaru: 17-21 (12 - 14.8%) -- possible 7HKO
252+ SpA Magnezone Tri Attack vs. 4 HP / 0 SpD Togedemaru: 32-38 (22.6 - 26.9%) -- 50% chance to 4HKO
Most of Togedemaru's moveset has already been discussed, but let's make a quick recap.
Zing Zap and
Iron Head are its damaging tools, and are essentially the same move (same power, accuracy and secondary effect), just with different typing. Zing Zap coverage was particularly important throughout the run, as it hits a few targets that can comfortably tank all of Golisopod and Blastoise's attacks, e.g. Primarina, Toxapex, Jellicent and Gyarados. Iron Head has somewhat limited coverage: since Rock and Ice types are usually dealt with by Golisopod and Blastoise, its main targets are Fairy types, with Mega-Altaria, Mega-Gardevoir and Togekiss being the most prominent ones. That said, Iron Head had a deep impact on Togedemaru's usability, as before USUM that slot was occupied by filler options like Toxic and Nuzzle, which saw only occasional use. Iron Head gave Togedemaru a solid secondary attacking move to use against Grass, Ground and Dragon types, reducing the number of Pokemon capable of walling Togedemaru. Additionally, having a second flinching attack is exceptionally useful, since a few free turns are never a bad thing.
The third slot goes to
Spiky Shield, a.k.a. Protect 2.0. The residual damage it provides can sometimes turn 3HKOs into 2HKOs, or even deal the final blow to severely injured foes. And let's face it, is there anything funnier than watching a HJK user while it crashes into a wall of spikes?
Fake Out is the fourth and last move. At a glance, it may seem like an odd choice, as we already have another Fake Out user in Blastoise. However, the truth is that Togedemaru used Fake Out way more often than Blastoise. Between its good firepower and decent coverage, Blastoise can KO or severely damage a lot of Pokemon, meaning that most of the time it's better off attacking right away. Togedemaru, on the other hand, lacks the power to immediately threaten foes, nor has the bulk to take repeated attacks. Therefore, it relies on smart use of Fake Out and Spiky Shield to stay on the field as long as possible and carry out its Lightningrod duty. In addition, it's not uncommon for Togedemaru to use Fake Out to finish off an enemy that barely survived Blastoise or Golisopod's attacks. Lastly, the aforementioned defensive synergy between Togedemaru and Golisopod means that the latter can usually switch back into Ground or Fighting attacks aimed at the former. This gives Togedemaru another opportunity to use Fake Out later in the match.
Togedemaru has a very simple EV spread: max speed with a jolly nature to outrun as many opponents as possible, and max attack to have some offensive presence. Given Togedemaru's awful defenses, investing in bulk would be pointless, not to mention that reducing speed would allow more Fake Out users to outrun it. Also, the attack investment actually allows it to grab a few KOs here and there:
252 Atk Togedemaru Iron Head vs. 0 HP / 0 Def Florges: 156-186 (101.9 - 121.5%) -- guaranteed OHKO
252 Atk Togedemaru Zing Zap vs. 252 HP / 252+ Def Pelipper: 168-196 (100.5 - 117.3%) -- guaranteed OHKO
252 Atk Togedemaru Zing Zap vs. 0 HP / 0- Def Staraptor: 168-200 (105 - 125%) -- guaranteed OHKO
The held item is, of course, a
Focus Sash.
There are times when Golisopod and Blastoise, despite their offensive prowess, can't deal with all the enemies on their own. An unexpected miss, an untimely critical hit, or simply a bad matchup, can prematurely end their sweep. Or sometimes, we lose Togedemaru too early, and the opponents conveniently reveal two electric Pokemon in the backline. In these and other unfavorable situations, when things look desperate, Cresselia comes to rescue. With Cresselia, the battle plan is very simple: tank hits all day long. That's what she's supposed to do, and that's what she's successfully done most of the time. While she has a mediocre defensive typing, her titanic bulk and ability to get rid of status (especially Poison) with Rest allowed her to outstall several annoying opponents, even in 1v2 situations. The following calculations show how Cresselia can withstand even incredibly powerful attacks:
252+ Atk Escavalier Megahorn vs. 244 HP / 140+ Def Cresselia: 162-192 (71.6 - 84.9%) -- guaranteed 2HKO
252+ Atk Choice Band Armaldo X-Scissor vs. 244 HP / 140+ Def Cresselia: 152-182 (67.2 - 80.5%) -- guaranteed 2HKO
252+ Atk Choice Band Slaking Giga Impact vs. 244 HP / 140+ Def Cresselia: 171-202 (75.6 - 89.3%) -- guaranteed 2HKO
+1 252 Atk Mold Breaker Gyarados-Mega Crunch vs. 244 HP / 140+ Def Cresselia: 164-194 (72.5 - 85.8%) -- guaranteed 2HKO
252 Atk Choice Band Archeops Head Smash vs. 244 HP / 140+ Def Cresselia: 141-166 (62.3 - 73.4%) -- guaranteed 2HKO
+2 252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 244 HP / 140+ Def Cresselia: 186-219 (82.3 - 96.9%) -- guaranteed 2HKO
252+ Atk Life Orb Golisopod First Impression vs. 244 HP / 140+ Def Cresselia: 151-179 (66.8 - 79.2%) -- guaranteed 2HKO
252+ Atk Choice Band Trevenant Shadow Claw vs. 244 HP / 140+ Def Cresselia on a critical hit: 186-218 (82.3 - 96.4%) -- guaranteed 2HKO
+2 0 SpA Volcarona Bug Buzz vs. 244 HP / 108 SpD Cresselia: 192-228 (84.9 - 100.8%) -- 6.3% chance to OHKO
252+ SpA Choice Specs Mega Launcher Clawitzer Dark Pulse vs. 244 HP / 108 SpD Cresselia: 158-186 (69.9 - 82.3%) -- guaranteed 2HKO
252 SpA Mismagius Never-Ending Nightmare (160 BP) vs. 244 HP / 108 SpD Cresselia: 174-206 (76.9 - 91.1%) -- guaranteed 2HKO
Cresselia's extreme sturdiness allows her to avoid being 3HKOed by anything lacking high offensive stats and/or incredibly strong attacks. This means that most of the time she can comfortably alternate between Calm Mind and Rest until she's ready to fire off decently powerful attacks. Cresselia's good speed (at least for a wall) greatly increases her survivability, as it provides her with more opportunities to use Rest before being taken out.
Now let's have a quick look at her movepool. It's a pretty standard Calm Mind set, with the only oddity being the coverage move used alongside her STAB move.
Psychic is Cresselia's primary attacking move. It's been chosen over Psyshock for its higher base power and possible Sp.Def. drops. That said, Psyshock is still a viable choice to win Calm Mind wars and to hit special walls/tanks like Blissey and Snorlax.
In the second slot we have
Hidden Power Fire. We chose it over other coverage moves because we wanted a second SE move against Steel types, as Blastoise can't always handle them on its own. Although it proved very useful to take out annoying targets like Mega Scizor and Ferrothorn, its base power is pathetically low, so it needs several boosts before dealing any meaningful damage. With that in mind, and considering the threat posed by Dark types, maybe I should replace it with another coverage move, with Moonblast being the most appealing option.
Calm Mind boosts Cresselia’s Sp.Def. to godlike levels while giving her at least some sort of offensive presence. The Sp.Def. boosts in particular allow her to wall any special attacker lacking a strong SE move.
Rest is probably Cresselia's most important move. Not only it makes her a sturdy status absorber, but it also allows her to win stall wars against opponents that can comfortably handle even a fully setup Cresselia, such as Cresselia-2 and Blissey-4. Additionally, it can be used to make an opponent waste all the pp of a dangerous attack (e.g. a SE non-STAB move that barely fails to 3HKO Cresselia) before starting the setup.
With Cresselia, we have a pretty elaborate ev spread. The investment in Sp.Def. allows Cresselia to always survive Honchkrow’s Black Hole Eclipse from full health, while the defensive EVs maximize the chances of avoiding the 2HKO from Tyranitar’s Crunch. Those 12 speed EVs are there to outrun uninvested Rotoms, and the 4 remaining EVs are placed in Sp.Atk. The best item for Cresselia is undoubtedly
Leftovers, which is actually enough to keep her alive most of time. However, a Chesto Berry is a viable alternative for a one-turn Rest.