TEAM OVERVIEW
The Movesets
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Play Rough
- Toxic
- Thunder Wave
- Spikes
This Klefki set is probably the most common in ubers. Klefki is most likely the most important member in this team because without it, xerneas destoys this team. This is ment to status and stack up hazards, but its important to hold back on setting up hazards if there is an alive Xerneas on the opponents' team. T-Wave is used mroe often to cripple sweepers like Blazkien, Kang and such, and toxic is to cripple walls like Arceus and Lugia. The spikes damage added up with SR and Kyogre's Roar will put pressure on the opponent to think propperly before to waste health on switching out and since i dont have any Spinner/Defoger, the opponent's Defog (if he has it) will take care of that.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Knock Off
- Earthquake
- Stealth Rock
This will most likely be the usual lead of choice to set up SR and then U-turn/Knock Off depending on the opposing pokemon. Knock Off is pretty useful on it, you can cripple pokemons on switch in with it and maybe finish them off with EQ if they dont outspeed/resist you. The reason im using this over Groudon is because of U-turn, Knock Off, Intimidate and mainly becasue it would mess my rain up.
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 176 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Rest
- Scald
- Sleep Talk
- Roar
This moveset is known to be used with a specially defensive set, but I wanted something offensive that can phase out Geomancy Xerneas, have recovery, hits hard and still be bulky. If you see that your Opponent has a darkrai, you may want to lead with Kyogre and sleep talk first turn because if you are lucky enough to get scald, that darkrai is one less pokemon to worry about! I have enough speed to outspeed bulky Xerneas and 2HKO it if its physically def. It still OHKOs a lot of stuff with 172 Spa and is overall, a great set to synergy with the rest of the team.
Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spacial Rend
- Hydro Pump
- Thunder
- Surf / Fire Blast
Palkia is scarfed because my team doesnt really has a fast attacker and Palkia was perfect to take that spot. Modest Hydro Pumps and Surfs boosted by the rain can be devastating and doesn't has a lot of switch ins. To make Palkia work, you should send it out after being into Kyogre to take advantage of the rain, which is the main reason of this set. It usually is a late game sweeper with the scarf, once stuff is weakened, you can just spam Spacial Rend or Hydro depending on the opponents team. You might want to consider running fire blast just for Ferrothorn, but I dont see it often, so I usually run Surf.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 248 HP / 132 Atk / 128 Spe
Jolly Nature
- Seismic Toss
- Return
- Wish
- Protect
Alright, so this set might seem weird, but its like that for a reason. If you didn't noticed yet, my two walls both dont have any recovery outside of leftovers so I needed a Wish passer with some decent HP. I have max HP to pass bigger wishes and for general Bulk, 128 speed to Outspeed non-invested base 95's and speed creeping 90's after Mega-Evolving. I have Seismic Toss on this because I have no HealBell/Aromatherapy users so if I get burned,I cant still decently hard with it.
Arceus - Poison (Arceus) @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Focus Blast
- Recover
This is just the regular Arceus-Ghost CM set, pretty effective and synergies well with the team and mainly switches in and out with Kang. If you take out the things that cant stop this, you might get a sweep. The nickname is just for obvious troll reason, I just felt like it. Calm mind can be pretty usefull against other Arceus as they most likely on have Judgement as there attacking move (Exept Normal Arceus) and you can freely set up on them and if they willo, you always have recover to continue the sweep.
The 3 ''Duos''
This duo is my wall chore. Klefki being the specially defensive one and Landorus the physical one. Klefki's main weakness is ground, as EQ and E-Power are pretty common in this tier and Lando's main weakness is Ice, wich are both covered by each other. The other two weaknesses are Fire fore Klefki and Water for Lando are both covered by our next duo; Kyogre and Palkia. The reason landorus isnt carrying the toxic and stone edge like most defensive ones is simply because klefki has the prankster toxic and also because Ho-Oh, which is most likely the reason to run stone edge outside of near perfect coverage, is easily delt with by the following duo.
This pretty popular duo is a more offensive one that is obviously based on rain. They cover the weaknesses of the first duo and also get their weaknesses covered by the first duo. Kyogre's Grass weakness is covered by Klef and it's Electric weakness by Lando and Palkia's weaknesses (Dragon and Fairy) are both covered by Klef. Kyogre's Drizzle is the key of this combo, as it boosts the power of palkia.
The last duo didn't really had anything to do with the other two, but still blends in well. Kangashan's Fighting weakness is covered by Arceus and Arceus's Ghost weakness is covered by kang. Great duo overall, pretty bulky and they both have recovery, usually not easy to take down.
Watch Out For:
Importable:
http://pastebin.com/nA0cN3qP
This was my first ever thread and took me a long time to do, so every tips on making threads or on this team in general would be appreaciated, thanks! :)






The Movesets

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Play Rough
- Toxic
- Thunder Wave
- Spikes
This Klefki set is probably the most common in ubers. Klefki is most likely the most important member in this team because without it, xerneas destoys this team. This is ment to status and stack up hazards, but its important to hold back on setting up hazards if there is an alive Xerneas on the opponents' team. T-Wave is used mroe often to cripple sweepers like Blazkien, Kang and such, and toxic is to cripple walls like Arceus and Lugia. The spikes damage added up with SR and Kyogre's Roar will put pressure on the opponent to think propperly before to waste health on switching out and since i dont have any Spinner/Defoger, the opponent's Defog (if he has it) will take care of that.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Knock Off
- Earthquake
- Stealth Rock
This will most likely be the usual lead of choice to set up SR and then U-turn/Knock Off depending on the opposing pokemon. Knock Off is pretty useful on it, you can cripple pokemons on switch in with it and maybe finish them off with EQ if they dont outspeed/resist you. The reason im using this over Groudon is because of U-turn, Knock Off, Intimidate and mainly becasue it would mess my rain up.

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 176 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Rest
- Scald
- Sleep Talk
- Roar
This moveset is known to be used with a specially defensive set, but I wanted something offensive that can phase out Geomancy Xerneas, have recovery, hits hard and still be bulky. If you see that your Opponent has a darkrai, you may want to lead with Kyogre and sleep talk first turn because if you are lucky enough to get scald, that darkrai is one less pokemon to worry about! I have enough speed to outspeed bulky Xerneas and 2HKO it if its physically def. It still OHKOs a lot of stuff with 172 Spa and is overall, a great set to synergy with the rest of the team.

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spacial Rend
- Hydro Pump
- Thunder
- Surf / Fire Blast
Palkia is scarfed because my team doesnt really has a fast attacker and Palkia was perfect to take that spot. Modest Hydro Pumps and Surfs boosted by the rain can be devastating and doesn't has a lot of switch ins. To make Palkia work, you should send it out after being into Kyogre to take advantage of the rain, which is the main reason of this set. It usually is a late game sweeper with the scarf, once stuff is weakened, you can just spam Spacial Rend or Hydro depending on the opponents team. You might want to consider running fire blast just for Ferrothorn, but I dont see it often, so I usually run Surf.

Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 248 HP / 132 Atk / 128 Spe
Jolly Nature
- Seismic Toss
- Return
- Wish
- Protect
Alright, so this set might seem weird, but its like that for a reason. If you didn't noticed yet, my two walls both dont have any recovery outside of leftovers so I needed a Wish passer with some decent HP. I have max HP to pass bigger wishes and for general Bulk, 128 speed to Outspeed non-invested base 95's and speed creeping 90's after Mega-Evolving. I have Seismic Toss on this because I have no HealBell/Aromatherapy users so if I get burned,I cant still decently hard with it.

Arceus - Poison (Arceus) @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Focus Blast
- Recover
This is just the regular Arceus-Ghost CM set, pretty effective and synergies well with the team and mainly switches in and out with Kang. If you take out the things that cant stop this, you might get a sweep. The nickname is just for obvious troll reason, I just felt like it. Calm mind can be pretty usefull against other Arceus as they most likely on have Judgement as there attacking move (Exept Normal Arceus) and you can freely set up on them and if they willo, you always have recover to continue the sweep.
The 3 ''Duos''


This duo is my wall chore. Klefki being the specially defensive one and Landorus the physical one. Klefki's main weakness is ground, as EQ and E-Power are pretty common in this tier and Lando's main weakness is Ice, wich are both covered by each other. The other two weaknesses are Fire fore Klefki and Water for Lando are both covered by our next duo; Kyogre and Palkia. The reason landorus isnt carrying the toxic and stone edge like most defensive ones is simply because klefki has the prankster toxic and also because Ho-Oh, which is most likely the reason to run stone edge outside of near perfect coverage, is easily delt with by the following duo.


This pretty popular duo is a more offensive one that is obviously based on rain. They cover the weaknesses of the first duo and also get their weaknesses covered by the first duo. Kyogre's Grass weakness is covered by Klef and it's Electric weakness by Lando and Palkia's weaknesses (Dragon and Fairy) are both covered by Klef. Kyogre's Drizzle is the key of this combo, as it boosts the power of palkia.


The last duo didn't really had anything to do with the other two, but still blends in well. Kangashan's Fighting weakness is covered by Arceus and Arceus's Ghost weakness is covered by kang. Great duo overall, pretty bulky and they both have recovery, usually not easy to take down.
Watch Out For:


Importable:
http://pastebin.com/nA0cN3qP
This was my first ever thread and took me a long time to do, so every tips on making threads or on this team in general would be appreaciated, thanks! :)
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