Wings of Night
I COULD BE BANNED!
Hey guys, it's me. This time with a serious rmt n_n
I started with Mega Sableye because I wanted to build balance and Mega Sableye is one of the best Megas in it
Ho-Oh appreciates Mega Sableye's ability to bounce hazards back from stuff like Deo-A, Mega-Aero, Bronzong, Tyranitar etc and checks stuff eg Xerneas, Darkrai which threaten Mega Sableye
I don't think I need to explain why I chose this. It just does so much for every team. It's my stealth rock setter, primary Kyogre/Xern check etc
It's really good on balance because of all the stuff it checks like Mega Diancie, Ho-Oh, Rayquaza, Mega Salamence and SD Groundceus which all threaten the 3 previous members
Dual Dance Primal Groudon was really threatening, I needed a defoger, opposing Waterceus were kinda annoying and Latios also acts as my second Primal Kyogre check
Xerneas was added as the last Member because I felt like I needed an offensive Yveltal check and a cleric was also nice because of opposing waterceus
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out
The set is pretty standard but I run toxic over will-o-wisp because I think it's more important to hit Ho-Oh or Primal Groudon with toxic than hitting things like Klefki with WoW and I don't really see myself clicking WoW often anyways. Mega Sableye acts as a switch in to things like Ekiller, Deo-A, MMX and many hazard setters. Fake out so I can get a free Mega Evolution against everything.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake
Like I said Ho-oh synergizes pretty well with Mega Sableye because it checks things like Xerneas, CM Arceus (except Arceus-Rock) and Darkrai while Mega Sableye comes in on various stealth rock setters. The spread allows Ho-Oh to live a +2 Thunder from Xerneas and outspeed max speed Diancie before megaevolving although you could run a bit more speed to creep things like defensive Primal Groudon which also run a bit speed. Earthquake destroys Diancie and does really solid damage to Arceus-Rock and Tyranitar while Sleep Talk allows it to check Darkrai.
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar/Dragon Tail
- Thunder Wave
Primal Groudon fits on almost every Team for a reason. It acts as my primary Primal Kyogre and Xerneas check while being the stealth rock setter. I chose the spdef spread because surviving a hit from +2 ekiller is not necessary at all while checking Xerneas (+2 Moonblast doesn't 2HKO if it's full) is really important. Precipice blades is the obligatory stab move which 2HKOs standard Geoxern although I hate the accuracy (has lost me some games against geoxern too) which is why I run Roar too. Thunder Wave to cripple Lati as they switch in on Pdon.
Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam
Due to it's pure water typing and solid defenses it can check many threats like Mega Salamence, Ho-Oh, RP Pdon, Rayquaza, SD Groundceus and Mega Diancie. Ice Beam + Judgment obviously hits all of them while toxic is nice for Latis/Primal Kyogre and primary you don't want to be complete Primal Groudon fodder. You could also run 248 HP/204 Def/56 speed which still outspeeds adamant Rayquaza but I like to outspeed offensive Yveltal so I can stall it out if it lacks taunt if needed.
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot/ Psyshock
- Draco Meteor
- Roost
- Defog
I chose Latios as my fifth member so I don't get destroyed by Dual Dance Primal Groudon and have hazard removal for Ho-Oh. Having a secondary Primal Kyogre switch in is also nice. I am really unsure about grass knot or psyshock tho. Grass Knot 2HKOs TTar and prevents arceus water from beating me 1v1 if Latios is toxic'd while Psyshock prevents Ho-Oh (draco does a ton but still doesn't 2HKO) and Klefki from getting free switchins. What do you think?
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]
Geomancy Turn 1, game ends.
Jk but having Xerneas as an offensive Lati/Yveltal check + cleric is really nice as aromatherapy really helps in long battles vs Waterceus. I don't really see a reason to run thunder in this metagame because roar Kyogre is pretty uncommon and HP Rock hits Ho-Oh even better and also doesn't miss. With this spread it speedcreeps other standard Geoxern and prevents Genesect from getting an atk boost while also outspeeding scarf genesect.
A well played Ho-Oh can be really annoying if it burns waterceus which happens sooner or later but it's not like it 6-0s.
The defensive set doesn't do anything vs my team but I don't really have switchins for offensive variants especially if they run knock off or taunt.
CM/Defog variants can't really beat Ho-Oh but SD variants can really get a problem if they can setup for free. Primal Groudon and Arceus-Water are the only things which can take a +2 Sforce.
Latias isn't as threatening as Latios because it lacks the power to break some things but Latios 2HKOs everything on my team and can literally spam psyshock because Mega Sableye isn't a lati switch in at all. Fortunately they don't really get free switch ins.
If your opponent gets up rocks, darkrai has thunder or haxes with sleep talk rolls/dark pulse flinches the team gets pretty much destroyed.
Hope u guys enjoyed. If you have any suggestions drop them if you want :]
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out
The set is pretty standard but I run toxic over will-o-wisp because I think it's more important to hit Ho-Oh or Primal Groudon with toxic than hitting things like Klefki with WoW and I don't really see myself clicking WoW often anyways. Mega Sableye acts as a switch in to things like Ekiller, Deo-A, MMX and many hazard setters. Fake out so I can get a free Mega Evolution against everything.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake
Like I said Ho-oh synergizes pretty well with Mega Sableye because it checks things like Xerneas, CM Arceus (except Arceus-Rock) and Darkrai while Mega Sableye comes in on various stealth rock setters. The spread allows Ho-Oh to live a +2 Thunder from Xerneas and outspeed max speed Diancie before megaevolving although you could run a bit more speed to creep things like defensive Primal Groudon which also run a bit speed. Earthquake destroys Diancie and does really solid damage to Arceus-Rock and Tyranitar while Sleep Talk allows it to check Darkrai.
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar/Dragon Tail
- Thunder Wave
Primal Groudon fits on almost every Team for a reason. It acts as my primary Primal Kyogre and Xerneas check while being the stealth rock setter. I chose the spdef spread because surviving a hit from +2 ekiller is not necessary at all while checking Xerneas (+2 Moonblast doesn't 2HKO if it's full) is really important. Precipice blades is the obligatory stab move which 2HKOs standard Geoxern although I hate the accuracy (has lost me some games against geoxern too) which is why I run Roar too. Thunder Wave to cripple Lati as they switch in on Pdon.
Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam
Due to it's pure water typing and solid defenses it can check many threats like Mega Salamence, Ho-Oh, RP Pdon, Rayquaza, SD Groundceus and Mega Diancie. Ice Beam + Judgment obviously hits all of them while toxic is nice for Latis/Primal Kyogre and primary you don't want to be complete Primal Groudon fodder. You could also run 248 HP/204 Def/56 speed which still outspeeds adamant Rayquaza but I like to outspeed offensive Yveltal so I can stall it out if it lacks taunt if needed.
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot/ Psyshock
- Draco Meteor
- Roost
- Defog
I chose Latios as my fifth member so I don't get destroyed by Dual Dance Primal Groudon and have hazard removal for Ho-Oh. Having a secondary Primal Kyogre switch in is also nice. I am really unsure about grass knot or psyshock tho. Grass Knot 2HKOs TTar and prevents arceus water from beating me 1v1 if Latios is toxic'd while Psyshock prevents Ho-Oh (draco does a ton but still doesn't 2HKO) and Klefki from getting free switchins. What do you think?
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]
Geomancy Turn 1, game ends.
Jk but having Xerneas as an offensive Lati/Yveltal check + cleric is really nice as aromatherapy really helps in long battles vs Waterceus. I don't really see a reason to run thunder in this metagame because roar Kyogre is pretty uncommon and HP Rock hits Ho-Oh even better and also doesn't miss. With this spread it speedcreeps other standard Geoxern and prevents Genesect from getting an atk boost while also outspeeding scarf genesect.
Hope u guys enjoyed. If you have any suggestions drop them if you want :]
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake
Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar
- Thunder Wave
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Draco Meteor
- Roost
- Defog
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake
Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar
- Thunder Wave
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Draco Meteor
- Roost
- Defog
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