Hello all, I've been playing around with a new team as of late and it's far from the best but I find it fun to play around with it. Anywhere here's the team.
Kyogre @ Blue Orb
Ability: Drizzle
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder Wave
First and foremost my favourite mon, shame he got sent to B+. Anyway I wanted to try building around an offensive Primal Kyogre this time. The EVs are standard but the moves are slightly different. Origin Pulse is the standard STAB move to smack things around with, and Ice Beam is the obligatory coverage move. Calm Mind boosts Kyogre's offenses to ridiculous levels while giving him a nice boost to his special defense. Calm Mind also helps Kyogre blow up stall. However, I run Twave over Thunder in order to help with the speed issue. It's especially handy when Kyogre is able to scare off Groudong as it gives him the ability to cripple any checks that come in, and if Groudong is dead or worn down a bit I can even Calm Mind to make the next attack even more powerful.
Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt
When it comes to Kyogre checks Groudon isn't the first thing that's on my mind but rather the Lati twins. The twins are able to come in, and just Psyshock Kyogre to death, or scare him off giving them a free turn. Yveltal is my answer to them, as he can switch in on their psychic STAB and retaliate with powerful dark STAB moves. Aside from that Yveltal is an awesome Primal Groudong check assuming they aren't running stone miss or some other rock move. The moves themselves are pretty much self explanatory, Dark Pulse is the main STAB, doing heavy damage to anything that doesn't resist it. Oblivion Wing helps heal the LO recoil he'll take over the match as well as being a strong move. Sucker Punch picks off weakened opponents or it can be used to deal some bit of damage before getting knocked out. Taunt prevents the opponent from setting up, getting hazards on my side, and stops them from spreading status inflections. Stall also really hates Taunt as well, so that's a plus.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Ho-Oh provides me with a strong, reliable Darkrai and secondary Xern check while being a soft Groudong check. Choice Band increases the power on Brave Bird and EQ, which are great STAB and coverage moves respectively. With Sleep Talk Ho-Oh can take Dark Void, and use sleep talk to bypass the limitations of the choice band, and if I'm lucky it will one shot Darkrai with Brave Bird, otherwise it will do heavy damage with EQ or Sacred Fire. However it must be wary of Darkrai's Thunder, so sometimes switching out is the best option. Against Xern it is able to resist it's Moon blast STAB and can slaughter Xern easily if it's not packing Thunder.
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Defog
- Will-O-Wisp
- Judgment
- Recover
So I realized, I have two birds but nothing to get rid of stealth rocks, and strong, physical attackers are all over the place. That's where Arc Ghost comes in. Ghosty horse thing provides precious Defog support, thus taking pressure off switching. Will-O-Wisp helps cripple strong physical attackers such as Ekiller, Mega Kahn, Ray, Megamence, and all sorts of other things. Judgement is it's one attack but it's usually enough to get the job done, espically against Mewtwo , Deoxys, and other ghosts. (However Normal types can be a bit annoying.) Recover increases Arceus' longevity in the event it has to Defog multiple times. Plus being a ghost it can block rapid spinners and it's immune to strong normal moves which is always a nice perk. However it's a bit of a pain to switch out after burning Ekiller or Megakahn though.
Worst Mon Ever (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar
Of course most uber teams wouldn't be complete without this stupid thing. I went full on special defense with the EVs in order to check Primal Kyogre and Xerneas better. However with Ho-Oh around Groudong doesn't always have to deal with Xern so some pressure is taken off there. Aside from that Groudong fufills his role of being the obligatory Stealth Rock setter first and foremost. EQ is his ground STAB, and Lava Plume is there so he can hit things EQ can't, and hopefully burn them. (It never does though.) Roar is in the last slot in order to stop the opponent from setting up a sweep, and to harass the opponent through Stealth Rock damage.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Focus Blast
Here is the late game cleaner, and another personal favourite of mine. Everything about this set is standard. You Geomancy once Xerneas' checks have been weakened. Moonblast is the main STAB attack, allowing you to one shot quite a few things. Focus Blast is there for steel types and Groudong. Aromatherapy is there to allow Xern to have more team support. While the opponent switches into their Xern check, Xerneas can heal the whole team of any status infliction, or even itself sometimes. Overall a very straight forward, yet effective mon.
There we go. One major threat I can think off the top of my head is an opposing Primal Kyogre. If they are able to force/kill my Groudong they can smack me around and do some damage before falling. Aside from that I find this team to be a blast to play with.

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder Wave
First and foremost my favourite mon, shame he got sent to B+. Anyway I wanted to try building around an offensive Primal Kyogre this time. The EVs are standard but the moves are slightly different. Origin Pulse is the standard STAB move to smack things around with, and Ice Beam is the obligatory coverage move. Calm Mind boosts Kyogre's offenses to ridiculous levels while giving him a nice boost to his special defense. Calm Mind also helps Kyogre blow up stall. However, I run Twave over Thunder in order to help with the speed issue. It's especially handy when Kyogre is able to scare off Groudong as it gives him the ability to cripple any checks that come in, and if Groudong is dead or worn down a bit I can even Calm Mind to make the next attack even more powerful.

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt
When it comes to Kyogre checks Groudon isn't the first thing that's on my mind but rather the Lati twins. The twins are able to come in, and just Psyshock Kyogre to death, or scare him off giving them a free turn. Yveltal is my answer to them, as he can switch in on their psychic STAB and retaliate with powerful dark STAB moves. Aside from that Yveltal is an awesome Primal Groudong check assuming they aren't running stone miss or some other rock move. The moves themselves are pretty much self explanatory, Dark Pulse is the main STAB, doing heavy damage to anything that doesn't resist it. Oblivion Wing helps heal the LO recoil he'll take over the match as well as being a strong move. Sucker Punch picks off weakened opponents or it can be used to deal some bit of damage before getting knocked out. Taunt prevents the opponent from setting up, getting hazards on my side, and stops them from spreading status inflections. Stall also really hates Taunt as well, so that's a plus.

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Ho-Oh provides me with a strong, reliable Darkrai and secondary Xern check while being a soft Groudong check. Choice Band increases the power on Brave Bird and EQ, which are great STAB and coverage moves respectively. With Sleep Talk Ho-Oh can take Dark Void, and use sleep talk to bypass the limitations of the choice band, and if I'm lucky it will one shot Darkrai with Brave Bird, otherwise it will do heavy damage with EQ or Sacred Fire. However it must be wary of Darkrai's Thunder, so sometimes switching out is the best option. Against Xern it is able to resist it's Moon blast STAB and can slaughter Xern easily if it's not packing Thunder.

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Defog
- Will-O-Wisp
- Judgment
- Recover
So I realized, I have two birds but nothing to get rid of stealth rocks, and strong, physical attackers are all over the place. That's where Arc Ghost comes in. Ghosty horse thing provides precious Defog support, thus taking pressure off switching. Will-O-Wisp helps cripple strong physical attackers such as Ekiller, Mega Kahn, Ray, Megamence, and all sorts of other things. Judgement is it's one attack but it's usually enough to get the job done, espically against Mewtwo , Deoxys, and other ghosts. (However Normal types can be a bit annoying.) Recover increases Arceus' longevity in the event it has to Defog multiple times. Plus being a ghost it can block rapid spinners and it's immune to strong normal moves which is always a nice perk. However it's a bit of a pain to switch out after burning Ekiller or Megakahn though.

Worst Mon Ever (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar
Of course most uber teams wouldn't be complete without this stupid thing. I went full on special defense with the EVs in order to check Primal Kyogre and Xerneas better. However with Ho-Oh around Groudong doesn't always have to deal with Xern so some pressure is taken off there. Aside from that Groudong fufills his role of being the obligatory Stealth Rock setter first and foremost. EQ is his ground STAB, and Lava Plume is there so he can hit things EQ can't, and hopefully burn them. (It never does though.) Roar is in the last slot in order to stop the opponent from setting up a sweep, and to harass the opponent through Stealth Rock damage.

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Focus Blast
Here is the late game cleaner, and another personal favourite of mine. Everything about this set is standard. You Geomancy once Xerneas' checks have been weakened. Moonblast is the main STAB attack, allowing you to one shot quite a few things. Focus Blast is there for steel types and Groudong. Aromatherapy is there to allow Xern to have more team support. While the opponent switches into their Xern check, Xerneas can heal the whole team of any status infliction, or even itself sometimes. Overall a very straight forward, yet effective mon.
There we go. One major threat I can think off the top of my head is an opposing Primal Kyogre. If they are able to force/kill my Groudong they can smack me around and do some damage before falling. Aside from that I find this team to be a blast to play with.