ORAS Ubers Ghosted to Victory

Why is this RMT named Ghosted to Victory? Because both the name and the team would be the only way I could ever win a tournament match. Oh and I suppose the two Ghost-type mons on my team have good synergy.

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Photo Credit: Gastrik

This is a modified version of a team that I posted in the Ubers team-building competition thread. I didn't win because I faced fierce competition from players who are simply better than me, but a lot of people liked mine! It is meant to be strong versus stall and fatter balance teams while having a relatively even matchup versus offense so that it isn't totally matchup reliant.

I decided to post this specific team for a couple of reasons: First, I think that it's a decent team and one of my closest friends here on Smogon, Lord Outrage, said that he really liked it. In fact, he's used it a few times will be featured in a few replays, as having a much better player use my team can bring out its potential more than I, an average player, can. Second, it shows how I've grown as a player. My other two RMTs were of pretty shitty teams and it was clear that I lacked knowledge of the metagame. I've grown a lot as both a builder and a player since then, even to the point of writing an analysis for Mega Sableye for the Smogon Dex. :)

I'm not saying that this team is some amazing and perfected team, but my progress is clear, as both Outrage and I have used this team with reasonable success. Needless to say, I'm open to suggestions to improve it even further. Please note that not every spread is the exact one I use as that gives away just a bit too much.

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I wanted to build this team around SD Ghostceus because it can easily run through whole teams at +2 with little support, as it is generally woefully underprepared for and has a couple metagame trends going its way!

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The fact that Arceus formes are hidden during team preview coupled with the fact that Ghostceus doesn't have too many viable checks made me choose Perish Trap Mega Gengar to trap them to open up Ghostceus for a sweep. These two mons also gave me a great matchup against stall and fat balance teams right off the bat.

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Being a lazy team builder, I decided to use Support Primal Groudon to give my team Stealth Rock and a solid check to Xerneas and Mega Salamence, as well as a soft check to Ho-oh, EKiller, and 97 other threats.

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Primal Kyogre always pushes my shit in so I decided to add Defog Latias to check it as well as get rid of hazards, as my team hates Spikes-stacking from the likes of Deoxys-S and Klefki with so many grounded mons. Latias is also one of my main ways to break through Primal Groudon for Ghostceus.

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I chose Life Orb Yveltal as the fifth member of my team because it filled a bunch of roles that my team desperately needed: a sturdy wall-breaker with decent recovery, a lure for a select few mons, a Ghostceus check of my own, and a good way to deal with defensive Yveltal.

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I love Klefki as a support and glue mon on this team because it cripples so many things that my team is weak to such as Darkrai, Rayquaza, Yveltal, and Mega Salamence and it gives me a secondary check to Xerneas. It also gives a lot of breathing room to my teammates, especially Mega Gengar and Ghostceus, with Reflect, Light Screen, and Thunder Wave. In short, teams like this only work because of Klefki lol.

In-Depth Analysis
Photo Credit: Miang
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Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Extreme Speed
- Brick Break


SD Ghostceus is a really cool mon to build around and is my main win condition on the team. After a +2 boost, Shadow Force hits like a truck and OHKOs most of the metagame with little to no prior damage, while Extreme Speed gives my team priority to pick off weakened threats and Brick Break lets me 1v1 many variants of Ekiller. This coupled with the fact that Ghostceus has the bulk to set up on a lot of mons makes it a great start to a team as it does not need too much support to clean a team mid- to late-game. Ghostceus also has a couple of metagame trends going its way. Defensive Yveltal is less common now due to the rise in EKiller running Stone Edge instead of Shadow Claw as a coverage move, leaving teams less prepared for Ghostceus than before.

The EVs are standard: max Spe + a Jolly nature allows me to at least speed tie opposing Arceus formes and max Atk maximizes damage. Nothing too special, but it's the optimal spread for this set.

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Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Protect
- Disable
- Destiny Bond


Ah, the forgotten threat himself! So I've learned that pairing Mega Gengar with Ghostceus is really broken for a few reasons. 1) Team preview doesn't reveal my Arceus forme, giving me the opportunity to catch, trap, and take out a check to Ghostceus with Mega Gengar. 2) Many teams only carry one mon that can deal with Ghostceus well, so trapping it and taking it out can give me the advantage early on in a match. Mega Gengar just pairs really well with an explosive threat like Ghostceus and I'll message the esteemed Ubers leaders about a complex Spooky Plate + Gengarite ban shortly.

Mega Gengar's main job for this team is to take out the opposing team's Arceus forme and the EV spread and moveset is specialised to do so. Offensive Arceus formes are very threatening to my team and support variants can either live with a little investment into defense or can potentially speed tie and cripple Ghostceus by burning it. With this set Mega Gengar can force trades with the former using Destiny Bond and take out the latter with Perish Song, Protect, and Disable. I've tested a few Mega Gengar sets and they all perform about as well as the other on this team, but Perish Trap + Disable is great for creating set-up fodder for Ghostceus out of one of the most threatening mons to this team, CB Ho-Oh, which clutched this set's use on my team.

Max HP gives Mega Gengar enough bulk to tank random neutral Judgments from support Arceus so that it can Disable it and take it out safely with Perish Song. Max speed is good for this team because it gives me more option to force trades against fast threats such as Darkrai or Shaymin-S in a pinch, helping me against offensive teams and balance breakers. I also don't find Taunt necessary.

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Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Thunder Wave / Roar
- Precipice Blades
- Stone Edge / Rock Slide


Not gonna spend too much time talking about this mon, everyone knows what this set does and why 4/5 teams are just better with Primal Groudon. Having a Stealth Rock user and a mon that checks half of the metagame is always nice, and spreading Thunder Wave is nice for haxing better opponents than you slowing down mons that are faster than Ghostceus and checking stuff like Xerneas and hitting Lati@s on the switch. I use Precipice Blades over Earthquake because I'm a man the higher damage output is cool against Xerneas. I know that running Thunder Wave on both of my Xerneas checks can backfire on me against the rare Misty Terrain Xerneas, which is why I slashed Roar onto it, but the rest of my team pressures Xerneas enough that a random hit + Precipice Blades + Extreme Speed from Ghostceus or Sucker Punch from Yveltal usually does the job. I also run Stone Edge over Lava Plume because Ho-Oh is a monster and it helps me against Mega Salamence. Rock Slide is also an option for paraflinching stuff to death, but it's a damned shame that Primal Groudon doesn't have Serene Grace as a secondary ability.

Max HP + 200 SpDef let's Primal Groudon check Xerneas and Primal Kyogre and 56 Def with an Impish nature let's me live +2 Ekiller's Earthquake and weaken it with Precipice Blades. I won't reveal my speed creep, but I highly recommend it to try and outspeed Ho-Oh.

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Latias @ Soul Dew
Ability: Levitate
EVs: 192 HP / 116 Def / 168 SpA / 32 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Draco Meteor
- Psyshock


Defog Latias is this team's main answer to both Primal Kyogre and Primal Groudon as well as my team's hazard control since Spikes and, to a lesser extent, Stealth Rock suck to have on my side. It beats them both with the defense investment and is a soft check to SD + RP variants of Primal Groudon and can put it in range of Ghostceus' Extreme Speed or Yveltal's Sucker Punch with some residual damage. Not really much else to say about what this mon does, but I'll stress how it's one of the only switch-ins to Primal Kyogre which is cool.

The EV spread is a bit convoluted. 192 HP avoids the 2HKO from 252 SpA Modest Primal Kyogre's Ice Beam, 116 Def lets Latias survive one +2 Stone Edge from Primal Groudon at full and retaliate with a Draco Meteor, 32 Spe with a Timid nature outspeeds Adamant Rayquaza which is always a nice benchmark to hit, and the rest is dumped into SpA to give Psyshock and Draco Meteor a little extra kick. The normal spreads with 176+ Spe works, too, so that Mega Salamence can be sniped before it Mega Evolves, but this spread lets Latias tank a single hit and OHKO with Draco Meteor.

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Yveltal @ Life Orb / Black Glasses
Ability: Dark Aura
EVs: 72 Atk / 252 SpA / 184 Spe
Rash Nature
- Dark Pulse
- Sucker Punch
- Oblivion Wing
- Heat Wave / U-turn


Life Orb Yveltal is a cool offensive mon that has decent staying power with Oblivion Wing. Its main job is to stop opposing Ghostceus, break through stuff like Primal Groudon for Ghostceus, either lure in Klefki and smack it with Heat Wave or give momentum with U-Turn, and provide strong priority in the form of Sucker Punch, as Extreme Speed on Ghostceus is pretty weak even at +2 and doesn't always get the job done. I prefer using Heat Wave because most people use Klefki to check Yveltal and walk into Heat Wave like a brick wall, but U-Turn with Black Glasses lets Yveltal live longer and gain momentum or switch into a check without having to take a hit. I use Black Glasses over Dread Plate because Yveltal needs a cool item and I refuse to acknowledge that Arceus with Trick exists. Also, U-turn + Mega Gengar is broken and I'll be sure to message the Ubers tier leaders about banning it as well, do not worry!

The EV Spread maximises damage from both my special attacks and Sucker Punch as well as lets me outrun neutral 252 Spe base 90s. If I run Black Glasses and U-turn, I use the standard spread of 132 HP / 28 Atk / 252 SpA / 96 Spe which lives a Return from 252 Atk Adamant Mega Salamence after Stealth Rock, OHKOs it after Stealth Rock if it doesn't run HP investment, and outspeeds 0 Spe Lugia, not that 0 Spe Lugia is common. It also ensures that I outspeed almost every Geomancy Xerneas spread. The rest is dumped into Atk to give Sucker Punch a little extra kick.

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Klefki @ Leftovers / Light Clay
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Reflect
- Light Screen
- Thunder Wave
- Play Rough / Spikes
(thank-you Hack for the suggestion)

For some reason people seem to hate using this mon and think that it's overrated, but it can be such an asset if you probably manage its HP. In fact, the key (lol) to using Klefki well is keeping pressure off of it so that it doesn't get overloaded. The rest of the team does this pretty well, and it's the MVP in so many matches. As Outrage told me recently: "Damn, this mon is half the team."

Klefki is this team's glue, as it checks a lot of the metagame, including a lot of threatening mons to this team such as Lati@s, Darkrai, Rayquaza, and Mega Salamence with Thunder Wave. Teams like mine need Klefki so that I can keep the top-tier threats at bay until I've set the conditions for a Ghostceus sweep. Also, Screens + Perish Trap is actually amazing and I'll be messaging the Ubers leaders again with the idea to ban Screens + Mega Gengar and lets me more easily trap support Arceus formes running Judgment (ahem, Waterceus). Screens also gives me more breathing room against some of the mons that this team is weak to for a few turns, which is pretty helpful. Managing Klefki's HP is important due to how much it needs to check, so I decided to use Leftovers over Light Clay, as I only need a few turns of Screens to change the tide of a match. Light Clay is still a valid option, however, so I slashed it. Spikes can be used over Play Rough to ruin Stall even more.

The EVs are standard: 248 HP + 252 SpDef with a Careful nature lets Klefki eat hits from Darkrai, Xerneas, and Lati@s since it already threatens many physical attackers with Thunder Wave already and has the typing to live many physical hits.

Outrage's Thoughts:
After using this team on several occasion, I was really impressed by both the innovation with Dual Screens Klefki and Disable Gengar as well as the decent match-up it provides vs all archetypes and common teams. Unlike some people might think Mega Gengar+Arceus-Ghost is not redundant here and makes the team very threatening offensively if played well. Dual Screens Klefki is really good vs offensive teams and makes this team a bit less weak to everything while pretty much everything else is covered decently. Good Job!

Thank-you Hack for this suggestion and talking me through it: Rayquaza > Latias

Rayquaza @ Charti Berry
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance / Dragon Dance
- Dragon Ascent
- Aqua Tail
- Extreme Speed

Charti Berry SD/DD Rayquaza serves as an offensive check to both Primal Groudon and Primal Kyogre, gives me another form of priority, and another win condition that loves Screens. Using this mon means that I can't Defog, but if Klefki has Spikes, then the hazard game becomes very difficult for most teams to handle so it pressures a Defog from their side and lets Mega Gengar put in even more work. Overall, I like this mon better than Latias on this team due to how much it and Ghostceus pressure all archetypes with Screens up, though I still think that the team functions well with Latias. Since Primal Groudon now has to switch into Primal Kyogre more, running 252+ SpDef is an option since Rayquaza is an offensive check and cannot switch into it. This makes the team slightly weaker to Ekiller, but Mega Gengar's main role is to take out Arceus formes anyway. Overall, Rayquaza has a lot of synergy with Arceus-Ghost and Heat Wave Yveltal. The combination of these threats ruin Latias and Klefki balance since Klefki is lured in and dispatched by Heat Wave, leaving Rayquaza to tear shit up, and if Latias revenge-kills it, Arceus-Ghost is open to set up. They also break well for one another and having a second win condition lets this team be used more aggressively. I've personally had better luck using SD, but YMMV and DD is a fine option as well. I'd use Aqua Tail > Waterfall, even on SD, as +2 Aqua Tail KOs standard 248 HP / 0 Def Rockceus after Stealth Rock while Waterfall does not.

The EV spread is simple: 252+ Atk lets Rayquaza hit hard and max Spe punishes people who don't hit the 290 benchmark for whatever reason. Waterfall/Aqua Tail is for Primal Groudon, Dragon Ascent hits like a truck, and Extreme Speed gives me more priority.

Another small change: Offensive Primal Groudon > Defensive Primal Groudon

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 152 Atk / 52 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Rock Slide / Stone Edge
- Thunder Wave / Dragon Tail

When testing this team, I defaulted to using the defensive set, but I felt that using a more offensive spread, especially with Screens, made a lot of sense. Thus, this set was born. I kept max HP since I wanted to tank stuff from Mega Salamence and Ho-Oh in a pinch, and I added just enough SpDef to take a +2 HP Ground from Xerneas comfortably and enough speed to comfortably outspeed most Ho-Oh variants, and dumped the rest into Atk. With this Atk, Stealth Rock/1 layer of Spikes + Precipice Blades + Extreme Speed from Rayquaza almost always KOs 184 HP / 28 Def variants of Xerneas. Using a spread like this helps keep my team offensive and exude offensive pressure, while setting up hazards/ screens with Klefki and removing key threats to Ghostceus + Rayquaza. I almost always use Light Clay when using this version of Primal Groudon to abuse Screens + offensive pressure. Thunder Wave and Rock Slide can be used to hax and still hit Ho-Oh/Mence, but I like Dragon Tail to keep Mence out whenever possible and weaken Lati@s to keep them from Defogging.

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Ho-Oh: Ho-Oh is probably the biggest threat to this team. Life Orb + 3 attacks is very troublesome and I usually have to let Primal Groudon get weakened or trade with Mega Gengar to deal with it. However, CB Ho-Oh can be dealt with by Mega Gengar's Disable and turn it into set-up fodder for Ghostceus or used to take it out then and there. Both Yveltal and Latias pressure it, too and Defoggers are pressured a ton by Mega Gengar and Ghostceus, making it a bit easier to deal with. Ho-Oh cannot stop a Ghostceus sweep unless it runs the rare Substitute, too. With all that said, it still needs to played around very carefully.

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Mega Salamence: Not the worst mon to deal with, as 5-6 of my mons pressure it with either Thunder Wave or powerful STAB attacks, but it is harder to deal with if it runs Double Edge after a DD. Running 176+ Spe on Latias can help pressure it before it Mega Evolves, but my set with some Def investment helps Latias stomach a hit and OHKO in return. However, If a team runs DD Rayquaza + DD Mega Salamence, then the matchup is close to impossible as Klefki is far too pressured by them. All other Rayquaza sets are manageable in conjunction with Mega Salamence, but still threatening.

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Primal Groudon: The only set that gives me trouble is the defensive set with Thunder Wave since both my normal switch-ins are crippled by it. Still a manageable threat though as it can only take so many beatings.

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Offensive Arceus formes: the only reason I'm putting this there is for those sad times when Destiny Bond mindgames go sour with Mega Gengar, though they are usually easy to pin down between Destiny Bond, Protect, and Perish Song. People also tend to get psyched out and welcome the trade, despite it almost always being in my favour.

Hyper Offense: This is about a 50/50 match-up to be honest. Countering HO wasn't what I had in mind when making this team, but having Dual Screens Klefki + Destiny Bond Mega Gengar helps keep things somewhat even. As long as something is asleep (usually Yveltal), Klefki can get a free Light Screen or Reflect every time Darkrai comes in which is nice. Ghostceus also runs through HO after Darkrai and Primal Groudon get weakened a little bit, but it's hard to set up on anything unless Screens are up.

Balance: Most Balance teams struggle against Mega Gengar + SD Ghostceus + offensive Yveltal, but it's hard to generalise such a diverse playstyle. I tend to have an easier time against fatter Balance teams since they almost always lack a Pursuit user, giving Mega Gengar free reign to punch holes in their team and keep Ho-Oh in check, as they tend to break apart once that is gone.

Stall: Easiest match-up of your life if they don't run a Pursuit user, almost the easiest matchup of your life if they do. Stall teams already struggle with offensive Yveltal variants + Mega Gengar on their own, but keeping Tyranitar pressured by Primal Groudon and Ghostceus makes the matchup especially easy.

Sand: Sand is definitely the hardest matchup, as Excadrill + Tyranitar is really hard to deal with under sand. I didn't have them under my "Biggest Threats" section because I treat them as the backbone of an entire playstyle instead of individual threats.

Me vs. Stall: Fun match against a unique Stall team. Easy matchup since they had no pursuit trapper and Gengar bait in the form of Clefable and Arceus-Water.

Me vs. Ho-Oh + Mega Gengar Balance: Ho-Oh + Mega Gengar is scary, but I was able to play around it and take the match. Good game other than a couple misplays on both sides.

Outrage vs. Mega Salamence + Rayquaza Offense: Bit of a tough match. The two dragons + the Arceus-Ghost luck was kinda devastating, but Outrage played well and took the match in the end.

Outrage vs. Offense: Clean match, Outrage stayed in control the entire time with the help of Screens and never giving Mega Salamence time to set up.

Outrage vs. Bulky Offense: Bit of a haxy one, but KOing Klefki early on gave Outrage a huge advantage and out-mind-gamed the Mega Salamence.

Shoutouts
(In no particular order, inb4 Miang bitches about it):​

Lord Outrage: You've been an amazing friend and have helped me become a much better builder and player through our numerous conversations. Thank-you so much for using this team and providing high quality replays for this RMT. You're amazing and my French is getting better with your help. n_n <3

Miang: One of my best friends on this site and an amazing artist as everybody can see. It's always fun to talk to you and play friendlies, whether it be CC1v1, BF, or Ubers. Whatever the format, I'll always be able to CT you and I hope that never changes. You also help me improve my French so thanks for that. <3

magsyy: I actually lost to you on the ladder against your CM Ho-Oh team, so fuck you. Nah, but seriously, you're a fun guy to talk to and you use the best sets ever. Maybe one day you'll be a good user like I am and get your Voice back. Well, maybe not…

Dilwar: You and I are in the r/stunfisk squad and I don't know of anyone else who is… Anyway, you're a decent good mod (pls don't ban me) and a good friend and a funny person. And I suppose you're okay at Pokemon.

DracoMaster Dab : You're an average good battler who loves to hax, but you're also a good friend and have some unique PS! usernames. Keep on being the good user that you strive to be.

Gastrik: Don't know you too well (yet!), but thanks for the Intro art and I'm sure that we'll be good friends in no time. ^^

Haruno: I know you just wanted to feel special so you asked me to put you here... Kidding, you're a cool person and an excellent mod in the Ubers chatroom! Definitely better than Dilwar, but don't tell him I said it.

People who helped my first analysis go smoothly: Sweep, WreckDra, Nayrz, Muk, and Malley. Thanks for all the help with either the QCs or the GP checks. :) Special shoutout to Malley for giving me good advice on my previous shitty RMTs.

The rest of the PS! Ubers room: too lazy to type in all the names, sorry. Still love you all.

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Extreme Speed
- Brick Break

Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Protect
- Disable
- Destiny Bond

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Precipice Blades
- Stone Edge

Latias @ Soul Dew
Ability: Levitate
EVs: 192 HP / 116 Def / 168 SpA / 32 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Draco Meteor
- Psyshock

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 72 Atk / 252 SpA / 184 Spe
Rash Nature
- Dark Pulse
- Sucker Punch
- Oblivion Wing
- Heat Wave

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Reflect
- Light Screen
- Thunder Wave
- Play Rough

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 152 Atk / 52 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Dragon Tail

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Extreme Speed
- Brick Break

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Sucker Punch
- Oblivion Wing
- Heat Wave

Rayquaza @ Charti Berry
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Dragon Ascent
- Aqua Tail
- Extreme Speed

Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Protect
- Disable
- Destiny Bond

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Spikes
 
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WOW I ASKED FOR DEMOTE :( anyways hl of this rmt is of course miangs pictures lmao. At a quick glance i see an ez fix to help your team. In ubers the only advantage running max speed mega gengar is to speed tie lo mewtwo and outspeed darkrai but neither are those are important when you run a perish trapper set. I suggest using this set to increase bulk. It can survive a +2 moonblast from xerneas and has a good chance to survive +2 thunder. 248hp/84spd/176spe
 
Thanks for the rate! I actually disagree with putting SpDef on gar cause 248 HP / 8 SpDef already lives a +2 Moonblast and I think playing with rolls is a bad idea in the first place. I don't really find using gar as a xern check too useful when I have to give it up as a skymin check, which can get out of hand with a little luck. :/ Besides, xern is already super pressured by every other mon.
 
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checking some old notes try sleep talk primal groudon dude! you can try to get sneaky with some rocks (on something else?) and youll never get "counter" lead

this damn turn one decides all game!
 
After some suggestions from users such as Hack and my own theorymonning + testing, I wrote a Possible Changes section and made an updated Importable with a version of the team that I think is a bit better and more fun to use. I think it relies more on offensively checking threats with Screens + hard-hitting mons and is a bit better against HO since you pressure them a lot more, while still wrecking Stall and Klefki/Latias Balance. Overall, I think this team is far more optimised than it was before.

I still like the original version of the team and still think that it's a solid build, but the new version with 0 attacks Light Clay Klefki (I never click Play Rough, I simply don't have the "time," as clicking a Screen or setting Spikes is always more important than hitting a Darkrai or an Yveltal) + SD/DD Rayquaza + Offensive Primal Groudon is a bit more optimised in terms of pressuring HO/Sand builds while keeping true to its original purpose to give Stall and fat Balance teams a lot of trouble.
 
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