VGC Hello People! I have a new team! Please rate and help it!

Hello everyone! Under the advice of iPRODIGY VGC, I have completely redone my team from the ground up. There are now the restricted legends as well as a cloud nine user. The core that I am using contains Ho-Oh, Primal Groudon, and Latios. This core was taken from a discussion thread. I have battled with this team and its won its fair share of battles, but at the same time has also lost its fair share. The main weaknesses that my team has is against Smeargle's Dark Void, sorta Xerneas, and sometimes Primal Kyogre. I do believe there are more, but I cannot remember as of right now. Well, here is my team.


hooh.gif

Ho-Oh @ Charcoal
Ability: Pressure
Level: 50
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Tailwind
- Protect

Ho-Oh is one of my lead Pokemon. I always start off with a tailwind as it usually doesn't get hit with fake out and it slightly increases my team's speed. It's got charcoal to give Sacred Fire that extra boost. Sacred Fire is also boosted with Groudon's Desolate Land and with it's adamant nature so Sacred Fire does a lot of damage. Sometimes it OHKOs some water types. The Ho-Oh had Brave Bird in its set, but I have never had to use it. I always use Tailwind, Sacred Fire, and Protect. It seems like a waste of a move, but I don't know what I would replace it with.


groudon-primal.gif

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 180 HP / 252 SpA / 76 Spe
Quiet Nature
- Earth Power
- Overheat
- Rock Slide
- Protect

Groudon is my other lead Pokemon. While Ho-Oh sets up the Tailwind first turn, Groudon protects as it is the main target when the opponent goes for a fake out. This prevents Mega Kangs from getting the double hit and if they go for a Power-up Punch it prevents the double attack boost. It also prevents any slight damage. Earth Power is used mainly to take out other Primal Groudons as well as steel types and the occasional electric type. Rockslide takes out most flying types in about 2 hits as well as hitting both Pokemon and flinching them if fast enough. Sometimes Ho-Oh's Tailwind gives Groudon that little boost. Overheat is my main STAB. Under Desolate Land, it pretty much OHKOs most Pokemon and does great damage to Primal Kyogre.


latios.gif

Latios @ Expert Belt
Ability: Levitate
Level: 50
EVs: 236 SpA / 20 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Grass Knot
- Protect

Latios is the next Pokemon. It switches into Kyogre and goes for Grass Knot. It does decent damage and takes about 3 or 4 of them to knock it out but damage is damage. Draco Meteor is there to check other dragon types as well as do good damage to most Pokemon. Psychic is there for good coverage and does good damage. Protect is self-explanatory. Latinos isn't used as much as it should be. It ends up on the bench a lot of the time.


golduck.gif

Golduck (M) @ Focus Sash
Ability: Cloud Nine
Level: 50
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Ice Beam
- Scald
- Psychic
- Zen Headbutt

Golduck is a good member of the team. Upon suggestion from iPRODIGY VGC, I put a Cloud Nine Pokemon into the team. Rather than have Rayquaza's Air Lock, I went with Golduck. Sending it in on a Primal Groudon, Primal Kyogre, or Mega Rayquaza well negate all effects from the extreme weather conditions. Fire moves can be used while Primordial Sea is active, water moves can be used while Desolate Land is active, etc etc. I had no clue on what good Golduck sets there are so I just threw something together which is why it isn't very good. I've got Ice Beam and Scald and then I figured Psychic would be good. Zen Headbutt was spotted and ended up in its set. The nature and EVs were suggested from the team builder.


gengar-mega.gif

Gengar (M) @ Gengarite
Ability: Levitate
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Sludge Bomb
- Sucker Punch
- Shadow Ball
- Knock Off

Gengar is the Mega of my team. I put it on my team to counter Xerneas. I also haven't used it much as Ho-Oh and Groudon usually take care of things. I do use it more than Latios though. I also put this together myself. Sludge Bomb obviously for fairies, STAB, and the chance of poison. Knock Off to get rid of the opponent's item as well as do good damage. Sucker Punch is for priority as it does good damage to some Pokemon. And Shadow Ball is just for some more STAB.


ferrothorn.gif

Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Energy Ball
- Leech Seed
- Gyro Ball
- Protect

The last member of my team is Ferrothorn. I went with the standard Iron Barbs/Rocky Helmet combo as well as the standard moves. Energy Ball for water types and Primal Kyogre, Leech Seed for all pokemon and health gain, Gyro Ball is for fairies. Specifically Xerneas if I choose to throw Ferrothorn in rather than Gengar or if Gengar faints. Protect is to stall for HP gain from Leech Seed or to keep from fainting.

That was my new team! I know that Golduck and Gengar need worked on. I'm not even sure if Gengar should be the mega to be honest. I just thought it'd be good for Xerneas and it has proved to work decently in-game so I gave it a shot. Ferrothorn I feel is kinda on his own in the team, but he does come in handy sometimes. Latios I feel needs to be used more often. Ho-Oh and Groudon steal the show and do very well. I've won a lot of battles 4-0 because of Ho-Oh and Groudon. The biggest weakness my team has is Dark Void Smeargle. It gets me everytime. Sometimes I can power through and make a win, but its really tough. Xerneas I sometimes have problems with and sometimes with Primal Kyogre too. Anyways, please critique my team and help me make it better! Thank you!
 
Pretty good team. I'm going to half assed borrow Draconid997 's format from memory (also if you're reading this feel free to provide a second opinion. I'm by no means an expert on this).

Alright first let's look at your answers to common Threats. The ones in bold are ones that could use some work.
  • Groudon: 2 (unless they carry Rock Slide or have Gravity support)
  • Kyogre: 1
  • Xerneas : 1
  • Smeargle: 1
  • Rayquaza: 1
So as you can see, with no taunt option, you're extremely weak to Smeargle. To take care of this while simultaneously improving your Xerneas match up even further, here is my suggested set for Gengar.

gengar-mega.gif

Gengar @ Gengarite
Ability: Levitate
Level: 50
EVs: 4 HP / 252 Sp. Atk / 252 Speed /
Timid Nature
-Sludge Bomb
-Shadow Ball
-Taunt
-Protect

With taunt added, you're match up against both Smeargle and Xerneas are improved. I'm not a big fan of sucker punch on Gengar, since he's already rather speedy. I've added Protect for more longevity and shadow ball as a decent STAB alternative to Sludge Bomb. Hidden Power water is another interesting option that Wolfe Glick has been using on his Gengar.


groudon-primal.gif

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 180 HP / 252 Atk / 76 Spe
Brave Nature
- Precipice Blades
- Overheat
- Rock Slide
- Protect
Physical Groudon is better in this Meta in my opinion. Also, since Overheat is now your only Special move, I've switched around some things, since it already hits like a tank in the sun.

This is all I've got for now. I may come back and edit this if I think of more.
Landorus-Therian > Golduck
Since there's not a big need for Golduck anymore, I'd suggest switching him out for Landorus-Therian. He's a great Pokémon and the intimidate option can help against opposing Kang. It can also help out with the Rayquaza weakness with Rock Slide.
landorus-therian.gif

Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EV's: 4 HP / 236 Atk / 4 Def / 12 Sp. Def / 252 Speed
Adamant Nature
-Explosion
-Rock Slide
-Earthquake
-U-Turn
Also tagging SamVGC since he's my tutor and we can talk about this team.
 
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Pretty good team. I'm going to half assed borrow Draconid997 's format from memory (also if you're reading this feel free to provide a second opinion. I'm by no means an expert on this).

Alright first let's look at your answers to common Threats. The ones in bold are ones that could use some work.
  • Groudon: 2 (unless they carry Rock Slide or have Gravity support)
  • Kyogre: 1
  • Xerneas : 1
  • Smeargle: 1
  • Rayquaza: 1
So as you can see, with no taunt option, you're extremely weak to Smeargle. To take care of this while simultaneously improving your Xerneas match up even further, here is my suggested set for Gengar.

gengar-mega.gif

Gengar @ Gengarite
Ability: Levitate
Level: 50
EVs: 4 HP / 252 Sp. Atk / 252 Speed /
Timid Nature
-Sludge Bomb
-Shadow Ball
-Taunt
-Protect

With taunt added, you're match up against both Smeargle and Xerneas are improved. I'm not a big fan of sucker punch on Gengar, since he's already rather speedy. I've added Protect for more longevity and shadow ball as a decent STAB alternative to Sludge Bomb. Hidden Power water is another interesting option that Wolfe Glick has been using on his Gengar.


groudon-primal.gif

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 180 HP / 252 Atk / 76 Spe
Brave Nature
- Precipice Blades
- Overheat
- Rock Slide
- Protect
Physical Groudon is better in this Meta in my opinion. Also, since Overheat is now your only Special move, I've switched around some things, since it already hits like a tank in the sun.

This is all I've got for now. I may come back and edit this if I think of more.

Thank you so much! I really appreciate the edits to the team. Looking at them and reading them, they all make sense and seem like they will be very beneficial. I'm going to make the changes and test it out in battle.
 
Hey ShinyMewInc. :D
This is a pretty interesting team, and i thought i would bring a couple of ideas to it on top of what iPRODIGY VGC has already covered
Most of these are going to be small EV spread changes, so pick and choose what you like from the bigger changes

Smaller Changes (EV spread refinements etc)


Ho-oh

ho-oh.png


Ho-Oh @ Maranga/Lum Berry / Leftovers
Ability: Pressure
Level: 50
EVs: 132 HP / 76 Atk / 28 Def / 36 SpD / 236 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Tailwind / Substitute
- Protect / Recover

This is FamousDeaf's Ho-Oh spread from the Melbourne PC. Since you're using an adamant Ho-Oh as opposed to a more bulky set, i thought that this spread might interest you. The speed EVs allow Ho-Oh to outspeed smeargle (Ho-Oh hits 140 speed and Smeargle hits 139) which allows you to safely use sacred fire to burn Smeargle and the rest of the EVs go into attack and bulk. FamousDeaf admitted that the bulk EVs aren't for anything in particular so i'll try and find some alternative spreads later on to try and optimise the spread a little more :)
In terms of moveset, Sacred Fire and Brave Bird are Ho-Oh's best STABs and I would definitely recommend you keep them. As for the last two moves, it's a matter of choosing between recover, substitute, tailwind and protect.
These moveslots correspond to the item choice, which is completely up to you:
Maranga Berry - Makes facing xerneas/special groudon laughable: use tailwind + recover/protect
Lum Berry - Makes facing smeargle a lot easier: use tailwind + recover/protect
Leftovers - Synergises well with substitute, so this makes stalling a little easier: use substitute + recover/protect (i would use recover)

Groudon


groudon-primal.png

PHYSICAL


Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 12 HP / 236 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Precipice Blades
- Overheat
- Rock Slide / Rock Tomb
- Protect

SPECIAL

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 12 HP / 20 Def / 20 SpA / 220 SpD / 236 Spe
EVs: 12 HP / 4 Def / 236 SpA / 4 SpD / 252 Spe*
Modest / Timid* Nature
- Earth Power
- Eruption
- Flamethrower / Fire Blast
- Protect

(*Data in italics belong on the same set)

Running groudon on a tailwind team with a negative nature doesn't really cut it imo. These are some more optimal spreads for groudon's role, and what you choose is completely up to you.

The first spread (physical) allows groudon to be as fast as possible with the best attacks groudon has on the physical spectrum.
Precipice blades is one of groudon's best spread moves, and is fantastic for when inside TW for big damage.
Overheat with a jolly nature may seem counter-intuitive, but it does more damage than groudon's next best physical fire STAB, fire punch.
Rock Slide or Rock Tomb is also up to you, and they're mainly just for hitting Ho-Oh (which is a great perk to physical groudon) but rock tomb can also provide you with another form of speed control which is great.
The EV spread is just minimal bulk for surviving CB landorus-t's earthquake with the rest in the offenses

The initial second spread (special) allows you to check fast special primal groudon more easily if you're worried about that, as it can survive an earth power from timid max SpA groudon and OHKO back with its own.
The second EV spread listed is just a minimal bulk spread that allows groudon to be as fast as possible with max offence.
In terms of moves, earth power for groudon as mentioned, eruption for a powerful spread move and flamethrower/fire blast for a coverage move to hit through wide guard, which again is up to you.

Ferrothorn

ferrothorn.png


Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Atk / 60 SpD
Sassy
Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Protect

A few small changes here. At the minute, your spread looks like it's an automatic one from the teambuilder, so this one is a little more optimised for vgc 16. Credit to Jibaku for the spread, this OHKOs 4 HP geo-boosted xerneas with gyro ball, with the rest in bulk to survive a couple water spouts from kyogre and dazzling gleams from xerneas.
A general rule for creating efficient ferrothorn spreads is to never let the defences surpass offence. Generally this means maxing out HP, but in a few cases, ferrothorn's most efficient spread is when HP=SpD.
Power whip with 196 Atk has a good chance of OHKOing min bulk primal kyogre.

Bigger Changes

Latios -> Salamence-Mega

salamence-mega.png


Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Double-Edge
- Hyper Voice
- Protect

You mention a couple times in your OP that you feel that you're not using latios as much as you would like, so this is what i suggest you use. Mega salamence does a better job at checking groudon and rayquaza than latios does, given that latios underspeeds rayquaza once it has mega evolved, and salamence doesn't. It also bring intimidate to the team, which is incredibly useful for weakening physical groudon which as you have gathered usually run a rock type move for hitting ho-oh. As for the set, this is pretty bog standard, but i don't think that it needs much optimization given that it does everything that it needs to do. Draco meteor for rayquaza, hyper voice for nice spread damage and double-edge for a powerful physical STAB.

Golduck -> Landorus-Therian

landorus-therian.png


Landorus-Therian @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Explosion

I completely agree with iPRODIGY VGC with this switch. Landorus-T means that you have a second answer to physical primal groudon, it also brings a second intimidate to the team and can utilize u-turn to shuffle the intimidate ability between itself and salamence, which is perfect again for nerfing physical groudon. Choice band is my recommended item here since you want to be running explosion on the team given that you have gengar who has great synergy with the move and can lead well with it. Choice band will let you do a lot more damage with explosion etc, and going by usage it looks a better item than AV, although both are very viable. (PGL says: 46.2% of landorus-t use choice band, 18.4% use AV; 54.8% are jolly, 39.4% are adamant)

Gengar-Mega -> Gengar (non-mega)

gengar.png


Gengar @ Focus Sash
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Taunt
- Icy Wind
- Protect

So that you can bring both mega salamence and gengar to the field, i would recommend a supportive gengar set that allows you to check xerneas/smeargle more easily. Icy wind is a great move that gives you an extra form of speed control that is great for leading with (check out namikaze's article). It also bypasses follow me, which means xerneas can be slowed down to normal pace in 2 turns. Taunt gives great coverage against smeargle/sitrus cresselia etc, and sludge bomb is gengar's best STAB for stuff like xerneas. EVs are pretty simple, they don't really need optimising given that gengar holds sash.

Ho-Oh @ Maranga Berry
Ability: Pressure
Level: 50
EVs: 132 HP / 76 Atk / 28 Def / 36 SpD / 236 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Tailwind
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 12 HP / 236 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Precipice Blades
- Overheat
- Rock Tomb
- Protect

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Double-Edge
- Hyper Voice
- Protect

Landorus-Therian @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Explosion

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Atk / 60 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Protect

Gengar @ Focus Sash
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Taunt
- Icy Wind
- Protect

Hope I've helped you out a bit :)
 
Here are some more Ho-Oh spreads to try out:

Ho-Oh @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 236 HP / 164 Atk / 44 Def / 60 SpD / 4 Spe
Careful Nature
- Sacred Fire
- Brave Bird
- Tailwind
- Recover

Here are some calcs:
  • 252+ SpA Primal Kyogre Origin Pulse vs. 236 HP / 60+ SpD Ho-Oh in Heavy Rain: 176-210 (83.4 - 99.5%) -- guaranteed 2HKO after Sitrus Berry recovery
  • 252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 236 HP / 44 Def Ho-Oh: 175-208 (82.9 - 98.5%) -- guaranteed 2HKO after Sitrus Berry recovery
  • +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 236 HP / 60+ SpD Ho-Oh: 42-49 (19.9 - 23.2%) -- possible 6HKO after Sitrus Berry recovery
  • +2 252 SpA Fairy Aura Xerneas Moonblast vs. 236 HP / 60+ SpD Ho-Oh: 66-78 (31.2 - 36.9%) -- guaranteed 4HKO after Sitrus Berry recovery
  • 252 SpA Primal Groudon Eruption (150 BP) vs. 236 HP / 60+ SpD Ho-Oh in Harsh Sun: 48-57 (22.7 - 27%) -- possible 5HKO after Sitrus Berry recovery
  • 252 Atk Primal Groudon Rock Slide vs. 236 HP / 44 Def Ho-Oh: 172-204 (81.5 - 96.6%) -- guaranteed 2HKO after Sitrus Berry recovery
Ho-Oh @ Leftovers
Ability: Pressure
Level: 50
EVs: 92 HP / 212 Atk / 156 Def / 44 SpD / 4 Spe
Careful Nature
- Sacred Fire
- Brave Bird
- Recover
- Substitute

Jon Hu's Ho-Oh, the HP EVs give a 'leftovers number' (16n+1) which maximises recovery. Not sure what other benchmarks are hit, but this is a great set :)
 
Thanks Draconid997 for the second opinion. Definitely found way more then I did. I dig the Careful Ho-Oh. Really really bulky especially with Recover. Also like the Mence change. Wasn't sure what to put in there because I wasn't sure if Latios outsped Rayquaza.

Also John Hu's Ho-Oh I think was EV'd to survive Rock Slide and Mega Rayquaza Life Orb Draco Meteor. I think.
 
Thanks Draconid997 for the second opinion. Definitely found way more then I did. I dig the Careful Ho-Oh. Really really bulky especially with Recover. Also like the Mence change. Wasn't sure what to put in there because I wasn't sure if Latios outsped Rayquaza.

Also John Hu's Ho-Oh I think was EV'd to survive Rock Slide and Mega Rayquaza Life Orb Draco Meteor. I think.
Ill check that spread when i get the chance :)
  • 252+ Atk Primal Groudon Rock Slide vs. 92 HP / 156 Def Ho-Oh: 164-196 (84.9 - 101.5%) -- 6.3% chance to OHKO
  • 252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 92 HP / 156 Def Ho-Oh: 157-187 (81.3 - 96.8%) -- guaranteed 2HKO after Leftovers recovery
Yup you're right
 
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Xerneas
  • +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 92 HP / 44+ SpD Ho-Oh: 55-66 (28.4 - 34.1%) -- 1.8% chance to 3HKO
  • +2 252 SpA Fairy Aura Xerneas Moonblast vs. 92 HP / 44+ SpD Ho-Oh: 66-78 (34.1 - 40.4%) -- guaranteed 3HKO
  • 212 Atk Ho-Oh Brave Bird vs. 4 HP / 0 Def Xerneas: 105-124 (51.9 - 61.3%) -- guaranteed 2HKO
  • 212 Atk Ho-Oh Sacred Fire vs. 4 HP / 0 Def Xerneas: 87-103 (43 - 50.9%) -- 4.7% chance to 2HKO
Groudon
  • 212 Atk Ho-Oh Brave Bird vs. 252 HP / 0 Def Primal Groudon: 67-79 (32.3 - 38.1%) -- 96.3% chance to 3HKO
  • 252+ SpA Primal Groudon Eruption (150 BP) vs. 92 HP / 44+ SpD Ho-Oh in Harsh Sunshine: 72-85 (37.3 - 44%) -- guaranteed 3HKO
  • 252 Atk Primal Groudon Fire Punch vs. 92 HP / 156 Def Ho-Oh in Harsh Sunshine: 57-67 (29.5 - 34.7%) -- 9.8% chance to 3HKO
Rayquaza
  • 212 Atk Ho-Oh Brave Bird vs. 4 HP / 0 Def Mega Rayquaza: 100-118 (55.2 - 65.1%) -- guaranteed 2HKO
  • 0 Atk Mega Rayquaza Dragon Ascent vs. 92 HP / 156 Def Ho-Oh: 105-124 (54.4 - 64.2%) -- guaranteed 2HKO
  • 252 SpA Life Orb Mega Rayquaza Draco Meteor vs. 92 HP / 44+ SpD Ho-Oh: 113-134 (58.5 - 69.4%) -- guaranteed 2HKO
Kangaskhan
  • 252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 92 HP / 156 Def Ho-Oh: 139-163 (72 - 84.4%) -- guaranteed 2HKO (OHKO after Fake Out damage)
That's all of them I had time for right now. Also Max Atk Groudon Rock Slide is always a OHKO.

It seems we got different answers for Rock Slide Calcs. I probably messed up somewhere.
 
Xerneas
  • +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 92 HP / 44+ SpD Ho-Oh: 55-66 (28.4 - 34.1%) -- 1.8% chance to 3HKO
  • +2 252 SpA Fairy Aura Xerneas Moonblast vs. 92 HP / 44+ SpD Ho-Oh: 66-78 (34.1 - 40.4%) -- guaranteed 3HKO
  • 212 Atk Ho-Oh Brave Bird vs. 4 HP / 0 Def Xerneas: 105-124 (51.9 - 61.3%) -- guaranteed 2HKO
  • 212 Atk Ho-Oh Sacred Fire vs. 4 HP / 0 Def Xerneas: 87-103 (43 - 50.9%) -- 4.7% chance to 2HKO
Groudon
  • 212 Atk Ho-Oh Brave Bird vs. 252 HP / 0 Def Primal Groudon: 67-79 (32.3 - 38.1%) -- 96.3% chance to 3HKO
  • 252+ SpA Primal Groudon Eruption (150 BP) vs. 92 HP / 44+ SpD Ho-Oh in Harsh Sunshine: 72-85 (37.3 - 44%) -- guaranteed 3HKO
  • 252 Atk Primal Groudon Fire Punch vs. 92 HP / 156 Def Ho-Oh in Harsh Sunshine: 57-67 (29.5 - 34.7%) -- 9.8% chance to 3HKO
Rayquaza
  • 212 Atk Ho-Oh Brave Bird vs. 4 HP / 0 Def Mega Rayquaza: 100-118 (55.2 - 65.1%) -- guaranteed 2HKO
  • 0 Atk Mega Rayquaza Dragon Ascent vs. 92 HP / 156 Def Ho-Oh: 105-124 (54.4 - 64.2%) -- guaranteed 2HKO
  • 252 SpA Life Orb Mega Rayquaza Draco Meteor vs. 92 HP / 44+ SpD Ho-Oh: 113-134 (58.5 - 69.4%) -- guaranteed 2HKO
Kangaskhan
  • 252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 92 HP / 156 Def Ho-Oh: 139-163 (72 - 84.4%) -- guaranteed 2HKO (OHKO after Fake Out damage)
That's all of them I had time for right now. Also Max Atk Groudon Rock Slide is always a OHKO.

It seems we got different answers for Rock Slide Calcs. I probably messed up somewhere.
The reason why you got a different calc for rock slide is because the calc didnt account for spread damage (i.e click doubles on the calc):
  • 252+ Atk Primal Groudon Rock Slide vs. 92 HP / 156 Def Ho-Oh: 316-376 (84 - 100%) -- 6.3% chance to OHKO
same goes for your other spread moves:
  • +2 252+ SpA Fairy Aura Xerneas Dazzling Gleam vs. 92 HP / 44+ SpD Ho-Oh: 87-102 (23.1 - 27.1%) -- 58.1% chance to 4HKO
  • +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 92 HP / 44+ SpD Ho-Oh: 78-93 (20.7 - 24.7%) -- guaranteed 5HKO
  • 252+ SpA Primal Groudon Eruption (150 BP) vs. 92 HP / 44+ SpD Ho-Oh in Harsh Sunshine: 102-120 (27.1 - 31.9%) -- guaranteed 4HKO
  • 252 SpA Primal Groudon Eruption (150 BP) vs. 92 HP / 44+ SpD Ho-Oh in Harsh Sunshine: 92-108 (24.4 - 28.7%) -- 99.5% chance to 4HKO
 
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