ORAS Doubles OU Deoxys-Attack Hyper Offence (1500+)

Deoxys-Attack Hyper Offence

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diancie-mega.gif
keldeo.gif
weavile.gif
salamence.gif
bisharp.gif


My name is Dan (or Psijguy on the forums) and I've been playing competitive Pokemon since BW2 but have never posted on the forum. After not enjoying this years VGC16 format I decided to learn Smogon doubles and created this team which has been extremely fun and very effective that I thought I'd share.

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Team-Building Process

I started with Deoxys-Attack because I noticed it wasn't too high in the viability rankings and I wanted to see if it had as many flaws as I was under the impression of it having. After that I added Mega-Diancie with the idea that two crazy strong Pokemon with great speed stats would be a really great offensive core. Deoxys-Attack is very frail and I was scared of Talonflame so I added Quick Guard Keldeo, I later changed it to Taunt to help combat Trick Room. Keldeo also helped punish steel types that resisted Diancie's hits. My fourth Pokemon was Weavile. Weavile's Fake Out is very useful for helping hinder Trick Room, Talonflames and its Dark and Ice coverage help beat Psychic types my team can't touch and the every present Landorus-T. I still felt threatened by Steel types, opposing Diancie's, Landorus-Therian and Grass types - especially Ferrothorn - to remedy this I added Salamence. It was one of my favourite Pokemon and with a Scarf it had an amazing speed tier and wonderful coverage to help the team. Finally, my team struggled with bulky Water types so it was only sensible to add a Breloom. Breloom did very little when I had it on the team so I added a Bisharp. It gave me another check to Intimidate and a super strong Knock Off as well as priority. I love its typing and it completes my Steel Fairy Dragon core.

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The Team in Detail

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Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect

Deoxys-Attack is the heart and soul of the team. Psycho Boost picks up OHKOs on so many Pokemon and it always feels so good when it does. Superpower hits Dark types for huge damage and Extreme Speed helps it to beat Talonflame and Sucker Punch especially. Detect allows it to not take damage turn one while Diancie mega evolves. As it is so frail the Naive nature scarcely makes a difference and gives Super Power way more damage than a Timid one. Focus Sash is a necessity if you want it to stick around for more than a turn or two.

diancie-mega.gif


Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Diancie is my answer to most Flying, Fire, Dark and Dragon types. Diamond Storm and Moonblast are unrelentingly powerful STAB moves and Earth Power is more or less just for Heatran and the occasional Electric type. Protect is critical for allowing it to mega evolve and get its speed so it can OHKO faster threats like Charizard-Y. Hasty nature gives it necessary power although it sacrifices some defence which tends to be more preferable than special defence.

keldeo.gif


Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Originally Keldeo had two purposes. The first was to use Quick Guard but later I found out my team got totally shafted by Trick Room and that had to go. The other was to held beat Steel types that wanted to give Diancie a hard time. Secret Sword and Hydro Pump do significant damage to all Steel types. Taunt is also good for making Amoonguss less of a threat if I don't have my Deoxys-Attack in a position to let off a nice and powerful Psycho-Boost.

weavile.gif


Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Ice Shard

Weavile helps beat the Psychic types Keldeo can't touch as well as Landorus-Therian and Thundurus-Incarnate which both gave me some hassle. The Focus Sash allows it to live a hit and ensure it gets off good damage with a STAB Knock Off or Icicle Crash before some final chip damage with Ice Shard. Fake Our is essential crippling fast threats for a turn and forcing my opponents to play around it allowing me to either switch out for match up or get off a powerful hit for (almost) free. Weavile has been one of the most useful Pokemon in my experience.

salamence.gif


Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Hydro Pump
- Stone Edge

Salamence is one of the most underrated threats in the ORAS Doubles OU metagame. It has killer coverage, one of the best abilities and great stats. It's my main answer to Scizor and Ferrothorn and also a great way to cripple physical attackers. It's Draco Meteor is one of my main ways of dealing with bulky Water Types (alongside Knock Off's and Psycho Boosts). Stone Edge is a nice way of hitting Flying types, especially Charizard-Y. Hydro Pump is mainly useful for hitting Ground types and Heatran since other Fire types are most often seen with sun.

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Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Protect

I removed Breloomas its coverage wasn't doing too great for me. Bisharp allows me to deal with Fairy types that otherwise would run through my team. Iron Head and Knock Off both do wonderful damage off a base 125 attack stat. Sucker Punch lets Bisharp make up for its mediocre speed with priority and Protect is mainly for (temporarily) dodging Will-O-Wisps. Defiant is one of my favourite abilities as it punishes opponents who like to use Icy Wind or Intimidate and amplifies the threat of Bisharp hugely.

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THE THREAT LIST

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Bulky Water Types

If you ever want to beat this team, bring multiple bulky Water types. This team has no way to hit them for super effective damage and relies solely on its huge damage output to maim them. While Suicune and Politoed can be dealt with with a little effort, Milotic is this teams Achilles' heel. To beat it you need to just keep hitting it and Taunting it with Keldeo but it can still do huge damage.


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Trick Room
Although it's powerful, this team is very frail and struggles to stall out Trick Room if it gets set up. My only ream answer is Taunt Keldeo which can't beat mons like Slowbro or Aromatisse with Oblivious and Aromaveil respectively. I can also use Fake Out Weavile and try to flinch Trick Room setters with Iron Head and/or Icicle Crash but if you rely on flinches to win its pretty evident your team has a hole somewhere.

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Perish Trapping
I personally believe that Perish Trapping tends to come down to players skills more than team match up but team match up undoubtedly plays a part. Trapping is a pretty minor threat and more often than not it's extremely manageable with this team. However, well built trapping teams are still an issue so it is worth mentioning as a threat. I would recommend leading Weavile and Deoxys against perish trapping in most circumstances and going from there.

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Thank you very much for reading my RMT! I hope that people enjoy using this team and any feedback or (constructive) criticism is welcomed. Below is proof that this team has reached 1500 at least, the highest it reached was somewhere in the region of 1530~ but I don't have any photographic proof so you'll have to take my word for it. I don't currently have any replays of me using the team at hand but I'll try and play some in the next few days and update this with them.

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Hi there! This seems like a really solid hyper offense team you have right here. For Hyper Offense, this team is actually not bad. It just needs a few tweaks and here is what I would recommend using. Because this is Hyper Offense, here are a few things that I would recommend changing.

First I recommend using Quick Guard > Taunt on Keldeo....now wait, I'm not removing your Trick Room checks, this is just the first change. Blocking priority moves is definitely a helpful thing to achieve because HO tends to have problems with Fake Outs and other priority moves like Thunder Wave on Thundurus. This also will lessen Weavile's job of faking out a Fake Out user. Second, while I do respect that Salamence set which is not that bad, I recommend changing it to a Life Orb set with Roar instead of the usual Tailwind. This can: bluff Tailwind, which is normally on Salamence and take away any Pokemon that potentially set up Trick Room or anything like Calm Mind Cresselia. Because this would take away the chance for Mence to kill Landorus-T first, the final thing I can recommend is Ice Beam > Superpower to deal with Landorus-T in a faster pace.

Hope these help! n_n Here are the sets in case you need them:
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Ice Beam
- Extreme Speed
- Detect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Jolly Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Roar
- Protect
 
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hey dude it looks like u have a cool team there but im extremely sick and tired now so idk if my rate will help much if at all:

my first idea would be to just change your bisharp to amoonguss.
first of all bulky waters such as suicune and toed don't do anything to it apart from like 40% ice beams that you can regenerate off with regenerator and you can spore them and wittle them down with giga drain in return
also your team is extremely weak to sleep spam because you have no grass and no goggles so amoonguss is nice

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
- Spore
- Rage Powder
- Giga Drain
- Sludge Bomb / Protect

now second of all one of the reason i use mence (personally) is because of the fact that life orb allows you to absolutely destroy balance as you have killer coverage and you can switch between hydro fb and draco freely. you're very limited to what you have and things will just be able to switch in to it now if they predict correctly, which is something you'd like to avoid
a life orb set is much better in my opinion

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Hydro Pump
- Tailwind / Protect (Tailwind not entirely necessary as your team like 108+ all across the board lol)

now im a little afraid though about talonflame, and as you've stated before you're weak to perish trap. now i personally don't think you're weak per se to perish trap as you had a bisharp which is a hard check to perish trap, but that's changed to amoonguss now

the prob with this is that there's little that can reliably check both talon and ptrap
you could go for hoopa-unbound on your team if you're confident enough in diancie to check it. steel wing talonflame still 6-0s your team but w/e. hoopa-unbound is probably the single best perish trap check

if you want a pure talon check however, you could use LO thundurus over weavile, which performs very well in HO teams like these
use a defensive thundurus in this case because you can use taunt on this and then quick guard on keld so you'll have an easier TR matchup

if you decide to use hoopa-u then i'd recommend using tailwind on salamence

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 Atk / 204 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 104 Def / 8 SpA / 132 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect

again, i'm feeling very sick so idk if this rate was useful but i tried
 
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Hi Psijguy, cool looking team. I just have a few suggestions. You should change Salamence to a Life Orb Tailwind set because it helps you beat the things you wanted it to beat easier(Ferrothorn Charizard etc.) without being choice locked and helps out Diancie mainly and itself with Tailwind. I think you should keep Stone Edge over Hydro Pump because you already have several things to beat Heatran/Landorus but only have Diancie to KO Charizard and most Sun builds have Wide Guard so having a sure fire way to knock out Zard is nice. Next change and last change is using Aegislash over Bisharp. I noticed you don't have any Spore switch ins and only 1 Earthquake immunity. You definitely have ways of handling Lando but things like Gardevoir and Sylveon are problematic so a WG Safety Goggles Aegislash helps with all of that while being a good check to TR just like Bisharp.

Your Trick Room match up is not as bad as you say, Fake Out + Taunt basically shuts down any combination because no one uses Slowbro or Aromatisse that's just the bad lower doubles ladder. You also have Weavile, Aegislash, and Diancie to chunk every setter I can think of. As for bulky waters Milotic again is a thing that's mostly used on the doubles ladder, it's not bad, just really uncommon in tournaments. Lastly Perish trap is mostly a gimmick and is not common at all so I wouldn't worry about it.

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Ice Shard

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Stone Edge
- Tailwind

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 236 HP / 20 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Tbh after looking at the team for a good bit I have 2 worries: Thundurus and Rain. Thundurus can freely Twave whatever it wants and nothing is stopping it from doing so. For Rain, you really have to utilize your sashes to knock out Ludicolo/Kingdra, it's not an impossible match up but it's a tough one. I'll either make another post or edit this one with a different route you can take later.

Just try out a bulky Thundurus that other people suggested(I'm not all that sure over what though)that fixes the worries I had. Gl testing.
 
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Hi there! This seems like a really solid hyper offense team you have right here. For Hyper Offense, this team is actually not bad. It just needs a few tweaks and here is what I would recommend using. Because this is Hyper Offense, here are a few things that I would recommend changing.

First I recommend using Quick Guard > Taunt on Keldeo....now wait, I'm not removing your Trick Room checks, this is just the first change. Blocking priority moves is definitely a helpful thing to achieve because HO tends to have problems with Fake Outs and other priority moves like Thunder Wave on Thundurus. This also will lessen Weavile's job of faking out a Fake Out user. Second, while I do respect that Salamence set which is not that bad, I recommend changing it to a Life Orb set with Roar instead of the usual Tailwind. This can: bluff Tailwind, which is normally on Salamence and take away any Pokemon that potentially set up Trick Room or anything like Calm Mind Cresselia. Because this would take away the chance for Mence to kill Landorus-T first, the final thing I can recommend is Ice Beam > Superpower to deal with Landorus-T in a faster pace.

Hope these help! n_n Here are the sets in case you need them:
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Ice Beam
- Extreme Speed
- Detect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Jolly Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Jolly Nature
- Draco Meteor
- Fire Blast
- Roar
- Protect

I really like the idea for the Salamence set (you put Jolly not Timid btw) and appreciate that I can now use Quick Guard on my Keldeo which definitely helps me a lot! I think I'll keep the Super Power on Deoxys however since it's actually very capable of OHKOing Landorus-Therian with a Psycho Boost. I'll definitely test out the changes! Talonflame should also be way more manageable with Quick Guard meaning the lack of coverage moves for it on Mence should be less of an issue. Zard-Y also becomes slightly more potent but again, Deoxys-A can Psycho Boost it and then it's gone. Thanks for the feedback!
 
hey dude it looks like u have a cool team there but im extremely sick and tired now so idk if my rate will help much if at all:

my first idea would be to just change your bisharp to amoonguss.
first of all bulky waters such as suicune and toed don't do anything to it apart from like 40% ice beams that you can regenerate off with regenerator and you can spore them and wittle them down with giga drain in return
also your team is extremely weak to sleep spam because you have no grass and no goggles so amoonguss is nice

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
- Spore
- Rage Powder
- Giga Drain
- Sludge Bomb / Protect

now second of all one of the reason i use mence (personally) is because of the fact that life orb allows you to absolutely destroy balance as you have killer coverage and you can switch between hydro fb and draco freely. you're very limited to what you have and things will just be able to switch in to it now if they predict correctly, which is something you'd like to avoid
a life orb set is much better in my opinion

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Hydro Pump
- Tailwind / Protect (Tailwind not entirely necessary as your team like 108+ all across the board lol)

now im a little afraid though about talonflame, and as you've stated before you're weak to perish trap. now i personally don't think you're weak per se to perish trap as you had a bisharp which is a hard check to perish trap, but that's changed to amoonguss now

the prob with this is that there's little that can reliably check both talon and ptrap
you could go for hoopa-unbound on your team if you're confident enough in diancie to check it. steel wing talonflame still 6-0s your team but w/e. hoopa-unbound is probably the single best perish trap check

if you want a pure talon check however, you could use LO thundurus over weavile, which performs very well in HO teams like these
use a defensive thundurus in this case because you can use taunt on this and then quick guard on keld so you'll have an easier TR matchup

if you decide to use hoopa-u then i'd recommend using tailwind on salamence

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 Atk / 204 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 104 Def / 8 SpA / 132 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect

again, i'm feeling very sick so idk if this rate was useful but i tried

I'm not such a fan of the Amoonguss since I feel it somewhat slows down the offensive nature of my team but I love the idea of a defensive Thundurus-T! Even a defensive set should really help with fat Water types and Trick Room so it actually solves a lot of my issues. I don't think I'll end up trying Hoop-Unbound since I don't feel too confident using it and I'm not sure what I'd replace. Thanks for the feedback, I'm looking forward to testing the Thundurus :)
 
Hi Psijguy, cool looking team. I just have a few suggestions. You should change Salamence to a Life Orb Tailwind set because it helps you beat the things you wanted it to beat easier(Ferrothorn Charizard etc.) without being choice locked and helps out Diancie mainly and itself with Tailwind. I think you should keep Stone Edge over Hydro Pump because you already have several things to beat Heatran/Landorus but only have Diancie to KO Charizard and most Sun builds have Wide Guard so having a sure fire way to knock out Zard is nice. Next change and last change is using Aegislash over Bisharp. I noticed you don't have any Spore switch ins and only 1 Earthquake immunity. You definitely have ways of handling Lando but things like Gardevoir and Sylveon are problematic so a WG Safety Goggles Aegislash helps with all of that while being a good check to TR just like Bisharp.

Your Trick Room match up is not as bad as you say, Fake Out + Taunt basically shuts down any combination because no one uses Slowbro or Aromatisse that's just the bad lower doubles ladder. You also have Weavile, Aegislash, and Diancie to chunk every setter I can think of. As for bulky waters Milotic again is a thing that's mostly used on the doubles ladder, it's not bad, just really uncommon in tournaments. Lastly Perish trap is mostly a gimmick and is not common at all so I wouldn't worry about it.

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Ice Shard

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Stone Edge
- Tailwind

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 236 HP / 20 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Tbh after looking at the team for a good bit I have 2 worries: Thundurus and Rain. Thundurus can freely Twave whatever it wants and nothing is stopping it from doing so. For Rain, you really have to utilize your sashes to knock out Ludicolo/Kingdra, it's not an impossible match up but it's a tough one. I'll either make another post or edit this one with a different route you can take later.


I think the consensus seems to be Life Orb Salamence is a way better option so I'll definitely try that out. Rain can be an issue but it's not been too major. The team has a decent amount of protect and although I said it lacks in bulk it usually manages to have a decent match up, however rain still can be an issue. Aegislash is probably a good idea, especially as it helps completely shut down fairy types I have trouble damaging (in particular Mega-Gardevoir which I seem to have forgot to put on the threat lists oops!) Thanks for the feedback!
 
I'm not such a fan of the Amoonguss since I feel it somewhat slows down the offensive nature of my team but I love the idea of a defensive Thundurus-T! Even a defensive set should really help with fat Water types and Trick Room so it actually solves a lot of my issues. I don't think I'll end up trying Hoop-Unbound since I don't feel too confident using it and I'm not sure what I'd replace. Thanks for the feedback, I'm looking forward to testing the Thundurus :)
Oh, it's supposed to be Thundurus-Incarnate, not Therian. Good luck testing it out :D
 
Better deo spread:

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 124 Atk / 132 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Protect

132 SpA Deoxys-A Psycho Boost vs. 44 HP / 0 SpD Landorus-T: 330-388 (100 - 117.5%) -- guaranteed OHKO
You're really not gonna need max spa on deo, its much more preferable to have higher attack for better espeeds and rolls on kanga, kyube, tran. Pretty sure the only real benchmark extra spa gets is a better roll on keld at -2.
 
Really cool team, just a quick nitpick. You might wanna run Aegislash > Bisharp because Aegislash does better vs bulky waters, better vs Perish Trap, better vs fairies, and it can switch in easier. There are a couple of routes you could go here.

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Shadow Ball
- Flash Cannon / Wide Guard
- Substitute
- King's Shield
Aegislash @ Weakness Policy / Safety Goggles
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard / Shadow Sneak
- King's Shield
Obviously you can tailor either set to your personal preferences. But yeah, just an idea (and a good one bc Aegislash is way better in that slot imho)
Edit: Safety Goggles Aegislash is probably the best because you have no sleep switch ins
 
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