Hello, RMT! Second thread from me, and this time I come not for OU advice, but for help improving this Ubers squad! It's a pretty vicious collection of threats, but I would like to finetune it. The gameplan is simple: set up rocks, use gengar and darkrai to remove pokemon that would trouble the sweepers, revenge kill (and get free kills from ppl misplaying around scarf) with xerneas... If those mons don't kill the opponent outright, we have rock polish groudon and swords dance arceus to clean up shop. Without further ado, the team!
Let's go through the team one by one:
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Dark Pulse
- Nasty Plot
- Sludge Bomb
This guy is 'nasty.' Dark Void can knock formidable threats out of commision AND deal damage (yay). Nasty plot goes hand in hand with that move, obviously. Dark Pulse is dark STAB, and sludge bomb is to pick off unsuspecting fairies who think they can pick off darkrai. The joke is on you, geomancy xerneas!
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Swords Dance
- Rock Slide
Soooo good. If you can set up rock polish/swords dance it's absolutely vicious; even if you can't, precipice blades... well, precipice blades. Rock slide helps with flying, and I value the extra accuracy compared with stone edge, which always seems to miss when I use it.
Arceus @ Life Orb
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake
Another ridiculous sweeper. Extreme speed even unboosted can pick off weakened enemies. Often can come in after deoxys-attack finally dies to extreme the last chunk of health off. Earthquake allows it to take on groudon and shadow claw prevents ghost walls. I don't know what else to stay, just standard swords dance arceus here.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Psycho Boost
- Knock Off
- Extreme Speed
A suicide lead that ain't so suicidal-- in other words, this guy, like Boromir, can take a lot of hits before going down, sometimes taking down half the enemy squad with the power of psycho boost and the priority reach of extreme speed. Also handles geomancy xerneas very well. Knock off the power herb to make geomancy a massive tempo loss (and so xerneas can't switch out) then psycho boost it to death. I love this guy.
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 224 Spe
Modest Nature
- Moonblast
- Focus Blast
- Aromatherapy
- Thunder
Nobody expects the scarfed Xerneas! (But actually). This fella prompts lots of misplays. People assume they can outspeed it when they can't. To give one example: against Darkrai's that run sludge bomb (like my own), you can switch it in. The opponent, assuming it to be a geomancy set, leaves in the darkrai, thinking they're tricking me by bombing the xerneas. Then BOOM! Picked off with a moonblast. Thunder provides coverage against flying and is great in kyogre's rain.
Gengar @ Gengarite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Destiny Bond
- Sludge Wave
- Shadow Ball
- Taunt
Prior to mega-evolving, this ghosty can soak up a precipice blades with levitate. Then, with shadow tag, he can be switched in strategically to trap the member of the enemy team my sweepers will have the biggest trouble with. Taunt is always useful, naturally, especially for forcing passive walls to trip destiny bond and go down in a gengar suicide pact.
I can't wait to hear your suggestions for improving this squad! Thanks,
-Simonquinlank
Let's go through the team one by one:
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Dark Pulse
- Nasty Plot
- Sludge Bomb
This guy is 'nasty.' Dark Void can knock formidable threats out of commision AND deal damage (yay). Nasty plot goes hand in hand with that move, obviously. Dark Pulse is dark STAB, and sludge bomb is to pick off unsuspecting fairies who think they can pick off darkrai. The joke is on you, geomancy xerneas!
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Swords Dance
- Rock Slide
Soooo good. If you can set up rock polish/swords dance it's absolutely vicious; even if you can't, precipice blades... well, precipice blades. Rock slide helps with flying, and I value the extra accuracy compared with stone edge, which always seems to miss when I use it.
Arceus @ Life Orb
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake
Another ridiculous sweeper. Extreme speed even unboosted can pick off weakened enemies. Often can come in after deoxys-attack finally dies to extreme the last chunk of health off. Earthquake allows it to take on groudon and shadow claw prevents ghost walls. I don't know what else to stay, just standard swords dance arceus here.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Psycho Boost
- Knock Off
- Extreme Speed
A suicide lead that ain't so suicidal-- in other words, this guy, like Boromir, can take a lot of hits before going down, sometimes taking down half the enemy squad with the power of psycho boost and the priority reach of extreme speed. Also handles geomancy xerneas very well. Knock off the power herb to make geomancy a massive tempo loss (and so xerneas can't switch out) then psycho boost it to death. I love this guy.
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 224 Spe
Modest Nature
- Moonblast
- Focus Blast
- Aromatherapy
- Thunder
Nobody expects the scarfed Xerneas! (But actually). This fella prompts lots of misplays. People assume they can outspeed it when they can't. To give one example: against Darkrai's that run sludge bomb (like my own), you can switch it in. The opponent, assuming it to be a geomancy set, leaves in the darkrai, thinking they're tricking me by bombing the xerneas. Then BOOM! Picked off with a moonblast. Thunder provides coverage against flying and is great in kyogre's rain.
Gengar @ Gengarite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Destiny Bond
- Sludge Wave
- Shadow Ball
- Taunt
Prior to mega-evolving, this ghosty can soak up a precipice blades with levitate. Then, with shadow tag, he can be switched in strategically to trap the member of the enemy team my sweepers will have the biggest trouble with. Taunt is always useful, naturally, especially for forcing passive walls to trip destiny bond and go down in a gengar suicide pact.
I can't wait to hear your suggestions for improving this squad! Thanks,
-Simonquinlank