Resource National Dex Ubers Bazaar

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Welcome to the National Dex Ubers Team Bazaar! This thread is for a more casual team-sharing environment than the RMT subforum. Here are the guidelines:

1. Make sure you've playtested your teams if you're sharing them and looking for advice.
2. Provide an importable for your team and a brief description.

That's it! Here's an example post:
Weirdhamster said:
https://pokepast.es/3bbddeff1b6d6f38

Sticky webs support helps a lot of slower threats shine. Calm mind Primal Kyogre and dragon dance Rayquaza can utilize their breaking power better without having to worry about their speed holding them down. Both Zacian and Mewtwo loves having opposing Zacian slowed down from sticky webs as they no longer have to worry about being revenge killed by it anymore. Arceus-Ground can utilize sticky webs by using swords dance to throw off high power earthquakes, or blow past walls such as Zygarde with Groundium Z. Zacian with play rough and tera blast ground can also feast on defensive teams as typical checks such as Zygarde or Primal Groudon now fail to check it.
 
:kyogre-primal::Ho-oh::groudon-primal::zacian-crowned::lunala::zygarde: Paraspam with specs lunala and Zacian

Pdon and zygarde help spread paralysis which helps lunala with its meddling speed to actually blowholes. Hooh can be thunderwave too now that i think about it. Zacian is using wild charge set as zygarde helps pdon matchup. Coil zygod is an amazing late game sweeper with its ability to wall basically any physical threat with the help of tera, glare, and defense boosts.


:kyogre-primal::Ho-oh::groudon-primal::Calyrex-ice::Necrozma-Dusk-Mane::arceus-fairy: Band caly and cm unecro

Wanted to try out band caly as it does shitloads of damage, trick cripples stall and balance switch ins like unsuspecting Ho-ohs and Dondozo, it also acts as cleric after trick. Arc fairy is used here for a better yveltal matchup but Zacian can be used too. Magearna can also be a potential alternative as it checks xern very well.

:glimmora::arceus::eternatus::xerneas::salamence-mega::calyrex-ice: HOstack

Prolly the best team I've made yet, glimmora is an amazing lead which ensures either a poison or hazards up. powerherp etern and z arceus threatens Ho-ohs that want to defog. Xerneas is arguably the best tera abuser and sweeper in the meta rn and prolly should have a suspect. Caly is able to reverse a lot of matches with it being able to sweep 4 mons with ease in trick room if played properly. Mega Salamence is my favourite wallbreaker, it 3 shots donzo with frustration meaning it does not have much problem with stall.

UPDATE: reached personal best of 1820 with HOstack.
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The first two teams arent tested too much so you can and should tweak it.
 
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:kyogre-primal::Ho-oh::groudon-primal::zacian-crowned::lunala::zygarde: Paraspam with specs lunala and Zacian

Pdon and zygarde help spread paralysis which helps lunala with its meddling speed to actually blowholes. Hooh can be thunderwave too now that i think about it. Zacian is using wild charge set as zygarde helps pdon matchup. Coil zygod is an amazing late game sweeper with its ability to wall basically any physical threat with the help of tera, glare, and defense boosts.


:kyogre-primal::Ho-oh::groudon-primal::Calyrex-ice::Necrozma-Dusk-Mane::arceus-fairy: Band caly and cm unecro

Wanted to try out band caly as it does shitloads of damage, trick cripples stall and balance switch ins like unsuspecting Ho-ohs and Dondozo, it also acts as cleric after trick. Arc fairy is used here for a better yveltal matchup but Zacian can be used too. Magearna can also be a potential alternative as it checks xern very well.

:glimmora::arceus::eternatus::xerneas::salamence-mega::calyrex-ice: HOstack

Prolly the best team I've made yet, glimmora is an amazing lead which ensures either a poison or hazards up. powerherp etern and z arceus threatens Ho-ohs that want to defog. Xerneas is arguably the best tera abuser and sweeper in the meta rn and prolly should have a suspect. Caly is able to reverse a lot of matches with it being able to sweep 4 mons with ease in trick room if played properly. Mega Salamence is my favourite wallbreaker, it 3 shots donzo with frustration meaning it does not have much problem with stall.

UPDATE: reached personal best of 1820 with HOstack.
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The first two teams arent tested too much so you can and should tweak it.
u posted the band caly team instead of specs lunala team
 
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literally mono psychic and also hard trick room
:Hatterene: :Calyrex-Ice: :Necrozma-Dusk-Mane: :Lunala: :Mewtwo-Mega-Y: :Tapu Lele:
https://pokepast.es/fa025aa21b54d295

hatterene is standard trick room lead with tera normal for marshadow, tectonic rage calyrex because it's fun for me to use and nukes nec/pdon/kyogre at +1, bog standard policy tr necrozma with tera water for kyogre, power herb lunala because I felt it could get the most mileage in trick room with tera fairy for ygod, mmy as a non tr cleaner and pretty good stallbreaker, tapu lele as a good mmy partner, eject button because I was feeling funky and it somehow works, tera normal for marshadow and e killer

feels fun using a trick room team where all three abusers can set trick room, i've hit top 10 on ladder
 
triple nap time screens big oc + mazar xern ubers shiest
:sv/grimmsnarl: :sv/kyogre-primal: :sv/groudon-primal: :sv/xerneas: :sv/gothitelle: :sv/necrozma-dusk-mane:

Team we built for NDFL (Shoutout R8 large 6-0 in ubers carry) that never ended up being used team was designed as mainly a hard counter to stall since our opp was a known ladder staller. Team exploits goth to take on non phazing variants of zygarde, dondozo, chansey if it doesnt tera ghost among many other fat mons that you may want removed and pp stalled. Since confide chansey with tera ghost is typically the main problem for this team winning I thought to pair up mazar xerneas with cm rest ogre so that you can force chansey to burn confides on ogre allowing xern to setup and sweep. You only need to burn around 6 confides to cleanly win the 1v1 vs chansey with xerneas. NDM is weakness policy trick room to stop offensive teams from getting out of hand and groudon is offensive mixed spikes.
 
Mega Diancie Balance

:sv/diancie-mega: :sv/giratina-origin: :sv/yveltal: :sv/zygarde-complete: :sv/ho-oh: :sv/groudon-primal:

This was for HGPL3 until I got robbed by a best-of-one gimmick questionable team. Mega Diancie has a strong Moonblast as well as EdgeQuake coverage, so it can be a problem for fatter teams to switch around, especially in the mid to late game. Spikes takes advantage of repeated switches, such as between Ho-Oh and Necrozma-DM, with Magic Bounce bouncing back hazards from suicide leads as well as status moves like Toxic from Ho-Oh. 24 Attack EVs allows us to 2HKO Blissey. Giratina-O switches into Primal Groudon and Primal Kyogre for Mega Diancie, can phaze setup mons with Dragon Tail, removes hazards with Defog and helps Mega Diancie attack better with Thunder Wave support. Yveltal has good synergy with Mega Diancie, offers priority in sucker punch against Mega Mewtwo Y and Ultra Necrozma as well as being a decent switch in to more passive mons like Chansey or Ferrothorn which could annoy Mega Diancie. Zygarde gives me a reasonable check to other strong physical mons, such as Mega Salamence and Marshadow, with more paralysis support with Glare, and it can act as a strong wincon with Tera Water against Calyrex-I. Ho-Oh and Primal Groudon handle the fairy types, such as Zacian-C, with Ho-Oh also being able to phaze and defog, and Primal Groudon offering more hazard support. Originally I had Arceus-Poison to handle Zacian-C and Arceus-Fairy, but I replaced it with Primal Groudon as it felt more consistent.

seriously who tf runs assault vest yveltal and focus sash flutter mane i got robbed from a win i should've just gone HP ground xern HO or something idfk

updated version: https://pokepast.es/9ee501123122e5db (mdiancie spread avoids 2hko from LO yvel dark pulse while outspeeding adamant mega salamence and modest palkia-o. offensive hooh is better than defensive cuz no more xern and deals with etern better)
 
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Have you tried using the endeavor tec? does considerably more than half to most of the mons in the tier due to diancies abysmal 50 base hp stat and puts stuff like blissey into ohko range of diamond storm without any investment

I know what you're talking about, but I don't like that set a lot, feels inconsistent sometimes and a lot of the time its easy pickings for :marshadow: or :arceus:. It's not BAD but I prefer just attacking normally, especially since getting :diancie-mega: in the game is diffucult enough.
 
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I made this team based around Mega-Metagross with its new indirect buffs from the DLC2. I added several teammates to support it. Yveltal is a nice partner with Meta-Mega, Grimmsnarl for screens and paralysis, Heatran for a Fairy Resistance+Hazards, Arceus-Fairy for a fighting resist as well as a nice mon in general, and Deoxys-Attack for priority and raw power. You can get a more in-depth view of my team building on this page. Apparently, I can't post on there without permission. (I didn't know. Oopsies. Thanks to Runo for directing me here.)

 
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I made this team based around Mega-Metagross with its new indirect buffs from the DLC2. I added several teammates to support it. Yveltal is a nice partner with Meta-Mega, Grimmsnarl for screens and paralysis, Heatran for a Fairy Resistance+Hazards, Arceus-Fairy for a fighting resist as well as a nice mon in general, and Deoxys-Attack for priority and raw power. You can get a more in-depth view of my team building on this page. Apparently, I can't post on there without permission. (I didn't know. Oopsies. Thanks to Runo for directing me here.)

The only fairy you need heatran to worry about is Zacian, which can either CC or tera ground blast
 
The only fairy you need heatran to worry about is Zacian, which can either CC or tera ground blast
That's true, but usually a simple thunder wave, a massive hit from Heatran and a strong enough move to finish it off usually does the trick. However, I do have to be careful. And if it does tera, then it falls victim to Deoxys with ice beam or e-speed. (Also sorry for the late response.)
 
Calyrex-Ice + NDM Soft Trick Room Offense Team Report
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Paste: https://pokepast.es/0ac01f7ca042e0a2
The Concept
I previously built a team with that NDM set and Choice Band Calyrex-Ice, but decided to try out Tera Ice + Never-Melt Ice as a substitute for CB so it can set up Trick Room for itself. I'm very happy with how much the two TR setters synergize with each other. Oftentimes, one will set TR and either die or I'll have the opportunity to hard switch into the other to continue the sweep/midgame wallbreak. It was very easy for me to adjust to this team because of the experience I had with the previous Calyrex + TR NDM team I made. This team is incredibly fun, in part due to having 3.5 setup sweepers/win cons (Geomancy Xern, the two TR setters, and Rock Polish Groudon). This is one of my favorite teams I've ever built and I'm currently at 1820 on the ladder with it.
The Team Members
Groudon:
Bulky strong Rock Polish Groudon is great for what I need it to do. One of its main roles is as a revenge killer against Xerneas, Arceus, Yveltal, Zacian, etc, but it can also serve as a late game cleaner under the right conditions with Rock Polish (Second-last replay being an example). The speed EVs let it outspeed uninvested Zygarde and also ends up significantly above the 438 speed benchmark after Rock Polish. The extra bulk it has is very appreciated. There have been dozens of games where it survived on 5-10% and was able to accomplish what it had to when it wouldn't have been able to if not for those HP EVs. Being almost max attack lets it still do obscene damage against neutral targets with Heat Crash and also cleanly OHKO un-tera'd Zacian. It's Primal Groudon. It's a pretty good pokemon in this tier
Arceus: I was very hesitant to run a support Groundceus with no way to hit flying types, but this set has exceeded my expectations. With Taunt and Recover, it can still set the tempo against Yveltal and Ho-Oh, allowing it to faint or hard switch on the right turn to keep momentum up. Taunting Ho-Oh and dying that turn gives Xerneas a very free Geomancy opportunity. I've never actually clicked tera Water with it but it's there for the ice, fire, and water resistances. Rocks are essential for this team to function: chipping Pokemon like Arceus and Xerneas, breaking Lunala's Shadow Shield, and nullifying the occasional Sash. Taunt allows it to prevent Geomancy from going off, as well as Defog from Ho-Oh and Taunt/Recover from opposing Arceus forms. The spatk investment is to have a guaranteed OHKO on no bulk Primal Groudon. Taunt also allows Xerneas to be turned into a setup opportunity: Calyrex can survive 1-2 neutral Xerneas moonblasts after Arceus faints/hard switches and retaliate with Tera Ice Glacial Lance. I lead Arceus about 70% of my games with this team if I had to guess. It's a very valuable at beating lead Glimmora: Taunt prevents any hazards from going up and then they're setup fodder for Necrozma if they run the standard set of Mud Shot + Mortal Spin.
Calyrex: Difficult to build a team around, but the reward is immense when you can make it work. Ice is an amazing attacking type in the tier, and this set was made to take full advantage of Glacial Lance's obscene power. Seed Bomb instead of Close Combat because it's much better against Dondozo + Kyogre and neutral Glacial Lance is barely weaker than supereffective CC (216 after stab vs. 240). Tera Ice + Never-Melt Ice is effectively a 1.6x boost (Lance goes from 180 BP after STAB to 288), slightly more than Choice Band. Tera is required to pick up some important KOs, like against Stealth Rock chipped Lunala and Xerneas. Not having a defensive tera to set up TR with hurts, but Tera Ice is sort of okay defensively when taking into account the fact that most supereffective attacks headed at Calyrex are against its half-Psychic typing. At team preview, the first thought on my mind is to see what Ice resistances the opposing team has and how to deal with them. Removing or significantly chipping one Steel type can completely snowball the game in your favor once Trick Room goes up. Opposing NDM is the best check to Calyrex completely running away with the game, so the rest of the team is made with chipping or KOing NDM and Zacian in mind. The only other relevant Ice resistances are Kyogre (OHKO'd by Seed Bomb) and tera Zygarde, which is very dependent on good foresight and play to beat. Calyrex's phenomenal natural bulk means it can survive almost any common unboosted attack from full, barring high roll lorb Yveltal Dark Pulse, modest Lunala or Eternatus' Meteor Beam, full health max spatk Kyogre Water Spout, high rolls of CB Marshadow Poltergeist, and +1 Zacian Behemoth Blade. However, the 2x Stealth Rock weakness can greatly cut into its ability to take a hit before/during Trick Room, which is what Taunt on Arceus is for. Against stall teams, Calyrex can completely run away with the game on turn 30 if you chip the opposing physical walls and bait out their Tera sufficiently. Calyrex-Ice is incredibly fun to use and performs very consistently game-to-game. Deserves B+ or even A- on the VR; it's way better than Zekrom, Palkia-Origin, Rayquaza, and even Mega Mewtwo Y imo.
Necrozma-Dusk Mane: The other trick room setter on this team. Steel/Psychic/Ground has perfect neutral coverage in the tier (as long as Celesteela isn't meta) and Necrozma also does a great job at getting Trick Room up and wallbreaking under it. One very common opposing mon to set up Trick Room against is post-Geomancy Xerneas. The only Xerneas set that can cleanly OHKO 248hp NDM is Tera Fighting Focus Blast (which I've never seen), so you have a 30% chance of surviving regardless. Getting TR up against Xerneas lets you revenge kill with Sunsteel Strike/Earthquake (depending on tera) or chip it and take the free switch into Calyrex, which will get the KO with Lance when it switches in and probably take another 1-3 KOs after that. NDM has 4 weaknesses to proc Policy: Dark, Ghost, Fire, and Ground. I never have this out against opposing Ho-Oh (even if they're taunted into Sacred Fire) because the 50% burn chance is so detrimental. The 30% flinch chance to Yveltal Dark Pulse is a death sentence, so I don't risk that either. Marshadow is a good setup opportunity, as are Lunala, Zygarde, Eternatus, Zacian, Mewtwo, and Deoxys. Tera Ground lets it hit ranges on opposing NDM, Groudon, Zacian, and tera Steel Xerneas (NDM needs a Weakness Policy attack boost or Tera to be OHKO them with Earthquake). However, even with the Weakness Policy boost, NDM can sometimes be starving for power against targets like Ho-Oh, Groudon, opposing NDM, Zygarde, and Arceus forms that can't be hit supereffectively (namely Dark and Normal). Chipping them before trying to sweep under Trick Room can be essential, which is best done by...
Yveltal, who acts as the glue mon and midgame progress maker for the team. I struggled to describe what it does for the team before watching the saved replays I have, but I'd say Yveltal's main purpose is as a midgame progress maker that's good at scaring out passive mons and sneakily threatening faster offensive pieces in situations where the opponent doesn't expect Yveltal to be scarf. Modest with no item to boost attack definitely can feel like it's starving for power, but it still hits valuable ranges like 2HKOing all but bulkiest Primal Groudon sets. Chipping Groudon, Arceus, or Zygarde with Oblivion Wing or Dark Pulse can be the difference between a Xerneas/Calyrex/Necrozma sweep being a success or failure. Knocking boots off Ho-Oh to ensure it takes Stealth Rock damage can accomplish the same thing. Yveltal is definitely the most finicky member of the team, owing to how it gives Xerneas free setup on the switchin and is also setup fodder for Zacian. Yveltal being able to outspeed and OHKO Marshadow is very valuable, as well as its ability to do lots of damage against Eternatus and Ho-Oh 1v1. Yveltal also does very well against Ultra Necrozma, which needs Stone Edge to prevent being revenged killed. U-Turn is okay at scouting switches early game, but it's definitely the move I click least with Yveltal. I've been considering replacing it with Heat Wave to have an actual move to hit Zacian with. I don't think I've clicked tera Dark more than once, mostly because Calyrex, Xerneas, and Necrozma have much better things to do comparatively with their tera and Yveltal getting KO'd can offer a free switch into one of them.
Xerneas: Initially I had a bulky CM Kyogre in this team slot. I think that the main reason I swapped it out for a standard geomancy Xerneas set was for the extra dark resistance and to have a more reliable Zygarde check. 188 speed EVs speed creeps other Xerneas who commonly run 184, with the rest uncreatively in bulk and spatk with a modest nature. Tera Electric's main benefits are the paralysis immunity, steel resistance, and STAB boost to Thunderbolt, allowing a clean OHKO on Ho-Oh at +2. Grass Knot is the strongest move Xerneas has to hit Groudon that isn't HP Ground (terrible base power against anything not supereffective) or Focus Blast (the worst move in the game). It also hits better ranges on Groudon, Arceus-Ground/Water, bulky Kyogre, and Tera Water Zygarde than Moonblast or non-Tera Thunderbolt. I hate running inaccurate moves on setup sweepers, especially on such a fast-paced volatile team. I mostly save Xerneas exclusively for late game, but sometimes throw out Moonblasts midgame to chip steel types, bait out special walls, or attempt to grab a KO on an Yveltal staying in. Tera Grass Ho-Oh obviously blunts a Xerneas sweep with Whirlwind, but forcing that effectively prevents Ho-Oh from halting a Calyrex sweep if it's able to get Trick Room up safely later.

Team Weaknesses
-Complete lack of priority
-Only one Normal resist
-Only fast Pokemon is choice locked and can't touch Zacian
-Weak to hazard stack: no hazard removal, 4/6 team members are susceptible to Toxic Spikes, 2 rock weaknesses, only one spikes immunity
-Every once in a while I find myself having to make some play that's entirely dependent on a hard read of what my opponent's set is. For example, Taunt/Will O Wisp Arceus can completely neuter a Trick Room sweep, but I might have no choice other than to go for it and hope that my opponent isn't running that set. I lost once to x-scissor ultra necrozma KOing half health calyrex as I was setting up trick room and haven't mentally recovered from that
-Opposing Kyogre is very scary until it's chipped/its set is revealed
-Weak to Ultra Necrozma if they run Dragon Dance/Earthquake/Photon Geyser/Sunsteel Strike and Yveltal/NDM have already been heavily chipped or KO'd

Replays
nickname explanations
i know nothing about ultrakill this is just to try and trick people into thinking it's u-nec
King Crimson is one of my favorite bands and on high ladder I've seen at least two people with king crimson related usernames, most notably discipline global who's currently 4th
BKC is the funniest and most intelligent man alive intentionally or unintentionally and I like naming specifically arceus after him
I came up with Calyrex's nickname first and just decided to name Yveltal after the other Talking Heads song I like
floober is the infamous nickname for z-geomancy xerneas and hopefully this can trick at least one person in-game into thinking that I'm running that
after coming up with the name ultrakill for Necrozma it made me think of Psycho Killer for Calyrex because this thing does murder quite a lot
Thank you for reading this if you got to the very end. I hope you have fun with the team if you decide to use it and/or that this writeup was informative and entertaining.
 
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First, my proudest creation: https://pokepast.es/420c2da95ff25f97
It's a Trick Room Team with an Eternatus in it. I've used it to defeat extremely skilled opponents on the ladder, including consistent ones like 09-10a.

Melmetal can defeat most Primal Groudon sets in Trick Room with one flinch with Double Iron Bash and then a Tectonic Rage. It also defeats Ho-Oh with one flinch and then either a Rock Slide or a Self-Destruct. Self-Destruct can also be used to prevent Melmetal from being setup fodder for Zygarde.

Hatterene is armed with Psychic Noise and Wonder Room. Psychic Noise can be used aggressively against an opposing Glimmora lead, and Wonder Room allows frequent Trick Room Wallers like Necrozma-Dusk-Mane to have an extremely hard time against physical attackers that they'd normally wall, such as Melmetal. Healing Wish lets Hatterene faint while granting a secure restoration of health to another team member.

Primal Groudon is a special attacker in this case that can absolutely tear through Arceus-Formes with ease by spamming a STAB Eruption in the Harsh Sunlight. Earth Power can be used to hit opposing Primal Groudons or steel types when Eruption's base power is too low or if there's a threat of a potential Primal Kyogre switch-in, and Solar Beam can obliterate many water types that try to wall Primal Groudon. Ancient Power is a nice little gimmick that can hit Ho-Oh for at least 55% of its health and force it out while potentially getting that nasty 1.5x to all stats, which has happened before. Stone Edge can easily miss, and with the current EVs, may not even OHKO the Ho-Oh.

Necrozma-Dusk-Mane can often run Earthquake over Photon Geyser to deal with opposing Necrozma-Dusk-Manes or Primal Groudons, or it can run Stone Edge and Earthquake if the teams on the ladder seem really inclined to utilize Ho-Oh defensively. It is set to have max defense because it needs to be able to set up the Trick Room in the face of threats like Zacian-Crowned, and you can use Mind Games to Tera Grass just to get that Trick Room set up for your other sweepers to come and dominate. Swords Dance is crucial to preventing naturally defensive Pokémon from easily walling Necrozma, as once it gets to 2x, it becomes a serious threat.

Calyrex-Ice with Tera Water and Heavy Duty Boots can serve as both a wall and a wall-breaker. Curse allows it to become a literal Tank and Attacker simultaneously, kind of like when Zygarde-C uses Coil, so you can almost see it as a Trick Room version of Zygarde. It can also tank a hit from most Pokémon, even surviving a Life Orb-boosted Dark Pulse from a Yveltal (Although not if it's Terastallized), and can safely set up Trick Room. Often, it will be the Pokémon that receives the Healing Wish due to how flexibly it can be used. Glacial Lance is literally Calyrex-Shadow's Astral Barrage, but only stronger and with less frequent checks. High Horsepower super effectively hits basically everything that resists Glacial Lance, and with a 1.5x Attack Boost from Curse, can overwhelm physically defensive Pokémon like Primal Groudon or Necrozma-Dusk-Mane.

Finally, Eternatus is probably the most sophisticated Pokémon on the team. It serves as the team's primary wall to Yveltal, as it's EV'd in such a way that it outspeeds Yveltal and has enough HP and special bulk to tank Dark Pulse and Oblivion Wing with ease. If necessary, you can Terastallize it to a Dark Typing to survive hits from especially powerful Dark Pulse moves from an opposing Yveltal. Eternatus also helps remove Toxic Spikes that may have been set up by an opposing Glimmora and can safely switch-in to Pokémon like Marshadow to set up Toxic Spikes of its own. (Well, assuming that Marshadow doesn't have a Life Orb or Choice Band-boosted Poltergeist or whatever). Furthermore, this Pokémon serves as the team's only possible way of fighting toxic Stall Teams. You can swap Hatterene into a Ditto that copies your Eternatus because everything won't work on the Hatterene. Oh, and many of the Pokémon have been nicknamed Kengan Ashura moves.

Here's one game I've played recently: https://replay.pokemonshowdown.com/gen9nationaldexubers-2072171365

Additional Games:
https://replay.pokemonshowdown.com/gen9nationaldexubers-2072467913
https://replay.pokemonshowdown.com/gen9nationaldexubers-2072464203 (Against Another Trick Room Team)
 
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Link: https://pokepast.es/29576b1f28380dba

Since a lot of people run Trick Room on the ladder, I developed the perfect team to counter it. When I see someone with a high ELO running Trick Room, I can immediately ladder with this team once the game is over to get a cheap victory. The methods are simple.

Defensive Necrozma-Dusk-Mane can wall Melmetal and Calyrex-Ice. If it can't, Marshadow can come in to wreak havoc once Trick Room ends. Alternatively, you can use Zygarde for some rather nasty strategies.

You can trap physical attackers with Tera Water Zygarde via Thousand Waves, then start spamming coil. It's very easy to do this on Trick Room teams because they simply can't afford to waste time maneuvering around Zygarde. You can periodically use Scale Shot to boost your Speed before Coiling to Max Attack or use Rest to safely recover all your health.

Kyurem-White is on the team for solely one purpose, which is to completely counter Primal Kyogre. Water Spout? Roost. Calm Mind? Noble Roar + Toxic. It tries to stall you? Freeze Dry, Roost, Noble Roar, and Toxic.

Arceus-Ground can use Will-o-Wisp to cripple physical attackers and render them useless. It has maximum defense to serve as a wall, both for against Trick Room's top physical threats and the common Primal Groudon we all encounter on the ladder.

Yveltal can help deal some damage to Pokémon that try to switch in and out, particularly with Knock Off. It's there for other reasons, though, and I didn't really put it there to counter Trick Room specifically but to deal with some other threats on the ladder. However, I think that you should only use this team when fighting specifically Trick Room because of how niche it is.

If you want to see how thoroughly this team can destroy Trick Room, check these replays:

https://replay.pokemonshowdown.com/gen9nationaldexubers-2064280912
https://replay.pokemonshowdown.com/gen9nationaldexubers-2054682580-kxcchlu10f9dcnqocq7qs4tb5dxdi85pw
(I changed the Marshadow set on this one, but yeah)
 
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Finally, I'd like to introduce one of my favorite teams to use. Someone named "discipline global" really doesn't like me when I use it, though, since he likes to run Stall Teams. That's right. This specific team is designed to take down Stall.

Link: https://pokepast.es/dd66c61e2a71e9c7

If you're a skilled player, this team should be easy to use against Stall Teams on the ladder. One of the strongest aspects of this team centers around a Primal Kyogre with the move "Block," which is an incredibly useful move against Chansey. You can use Rest to PP stall Chansey's Seismic Toss, and a great tip is to swap Eternatus into Chansey's Confides or Seismic Tosses to drain Chansey's ability to fully wall Kyogre.

Arceus-Dark can use Whirlpool and Perish Song, along with a Poison Tera Typing to avoid taking damage from Toxic, fundamentally eliminating anything without access to whirlwind or roar. It's a devastating avalanche of pressure you can overload on a simple Stall Team.

Zygarde's Thousand Waves set is a massive threat that constantly forces Stall Teams to switch into Giratina, Ho-Oh, or some other Ghost type. The plethora of switches means you can heavily exploit these switches for extra chip damage, as Rest only has 8 PP.

Ho-Oh does what it's meant to do; defogging and phasing sweepers like Xerneas. I always like to Tera Grass when facing Xerneas because they usually go for Thunder or Thunderbolt, and even if they use Moonblast, Ho-Oh will probably survive the hit anyway.

Examples:
https://replay.pokemonshowdown.com/gen9nationaldexubers-2059134774-ud5oaqk52trao1vlnp3g9jee6xdq6c2pw (vs Stall)
https://replay.pokemonshowdown.com/gen9nationaldexubers-2069291208-9nlddtii5bleci9pfuywkscrxmoefnypw (vs 09-10a)
https://replay.pokemonshowdown.com/gen9nationaldexubers-2069300649-minru8mo20xjc28q0hq066r0wj96izjpw (vs Stall)
 
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Team Link: https://pokepast.es/a767534aa50869ed

I'd like to now introduce a team that is one of those bizarre teams on the ladder that you can very easily lose to. In some cases, it can overwhelm stall completely, including teams that use aggressive Pokémon like Choice Band Ho-Oh.

The Arceus is equipped with a Flame Orb to prevent it from being statused with anything else, and it has the standard move Recover to heal itself when necessary. More importantly, the Arceus can trick its flame orb with another Pokémon, dealing devastating damage to Pokémon like Ho-oh that rely exclusively on their items. It can also be used to cripple opposing physical attackers. Facade has 140 base power from the Arceus' status, and this is high enough to actually threaten Dodonzo, especially if you manage to trick the Arceus' flame orb onto it to prevent leftovers recovery. Using Tera Normal may be better in this case because you can pretty much deal over 40% of its damage with a single Facade while negating it from recovering sufficiently, as Rest requires four turns to be optimal when you can kill it in three.

Ditto is used as a counter-measure against powerful Hyper Offensive teams who don't prepare for their strongest sweeper to be used against themselves. For example, if I've taken out the opponent's Primal Groudon and he's already used Tera on something else, I can do cool things like letting one of my Pokémon die to a Zacian-Crowned to ditto it and then kill his whole team. I think it's a good rule of thumb to run Tera Ghost on Ditto in case you end up in an Extreme Speed matchup, and to give it 0 happiness as you may end up transforming into a Mega Salamence with Frustration. I've noticed a lot of overconfident Mega Salamence users who let me Ditto their Pokémon and suddenly get swept with a boosted Frustration.

Zygarde can be used as the cancerous Thousand Waves trapper. Most people know how to play around this by now and will always swap in Ho-Oh or some kind of flying type Pokémon into the battle. At this point, you could legitimately peak the ladder just by running Stone Edge on Zygarde and defeating every single team that relies on Ho-Oh. That's how much you can anticipate the move at this point. But I won't do that.

Necrozma-Dusk-Mane is probably the most reliable wall in the Metagame due to its ability to tank multiple hits from a Tera Steel Melmetal, and although Tera Water Zygarde does it better, Necrozma can wall a variety of threats while threatening to set up Stealth Rock and crippling opposing Pokémon with moves like Toxic and Thunder Wave.

Eternatus is used as one of those extremely annoying Pokémon that can set up just one toxic spikes and simply win games. I'm not just saying that, either. There's more than just a few teams that lose to Toxic Spikes alone, as in the chip damage hits all of their Pokémon one way or another. Dragon Tail can be used to phase things like Calm Mind Arceus-Formes, and when they switch in again, they'll get poisoned and then phased again, which is just going to be a cold shower. It also doesn't help with Eternatus can play aggressively if necessary, dealing at least 50% of Primal Groudon's health with a single Dynamax Cannon with the given EVs. It's also the Team's check to Yveltal as it has max Special Defense and a speed stat just barely higher than a Yveltal with Maximum Speed, but Choice Specs Yveltal is a huge pain. Just hope you don't go against Choice Specs Yveltal, I suppose.
 
Two Cool Sets: Tera Poison Stallkiller Darkceus + Tera Fire Ingrain Xerneas
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I'm sure other people have run this Arceus-Dark set before, but I thought it up independently for my own teams. It doubles as a Xerneas check as well as a midgame progress maker/defensive piece against stall, HO, and balance. Against Xerneas, you usually tera and click Calm Mind when they use Geomancy, and afterward they cannot break you unless they have Psyshock (+2 252+ SpA Fairy Aura Xerneas Moonblast vs. +1 252 HP / 0 SpD Tera Poison Arceus-Dark: 129-153 (29 - 34.4%) -- 3.7% chance to 3HKO). Afterward, it's just a matter of racking up Toxic damage (or repeatedly using Judgment if they tera Steel) and clicking Recover until Xerneas drops. Without needing to Tera, +1 or even neutral Judgment still chunks Groudon, Necrozma + other Psychic types, Zygarde, Dondozo, other Arceus, Salamence, Rayquaza, and even Yveltal (although lorb + Taunt can give it some issues). Against Marshadow, Ho-Oh, and Eternatus, tera Poison lets Arceus set up (by taking a resisted Low Kick or absorbing Toxic) or take a KO if they're chipped enough. I started running this with a Glimmora HO team, and the benefit of having a second Toxic Spikes absorber can be massive. This is one of the most consistent sets for any Pokemon I've ever used. However, it suffers from the weaknesses that Poison gives it after Tera (namely Ground and Psychic) and complete inability to touch Zacian (although they might not attempt to set up on you before the set is revealed out of fear of Will O'Wisp).

I only have one saved replay with this set; neither it nor the teams I use it on are very flashy so I don't feel the urge to save the games I play with it. https://replay.pokemonshowdown.com/gen9nationaldexubers-2079325364-0dl9m1nfrz4gakmgbucvcdv06fcgil7pw

I thought of this Xerneas set when I really just felt like doing something unconventional/creative. I haven't played enough games to know if this is good yet, but I think it has some merit. The main crux of this set is setting up on Ho-Oh/Zacian/NDM with Tera Fire's resistances to Fire and Steel (while also helping in the Xerneas ditto and against Ditto). Against Ho-Oh, it's good to identify their set early on (so deciding on Ingrain vs. Substitute isn't a 50/50 for if they click Whirlwind vs. Toxic). Tera Fire also has utility against Groudon if you're already set up but haven't tera'd, because good Groudon players will always use Heat Crash instead of blades because of the accuracy and power difference. Uninvested Sacred Fire will never come close to breaking Substitute, but even max HP + Bold max defense can't make Primal Groudon Heat Crash consistently do less than substitute. 56 HP EVs brings Xern to 407 HP, the 4x-1 value that also means Seismic Toss can't break Substitutes. This set hypothetically beats Chansey/Blissey that don't have Confide, with Ingrain + Substitute providing the healing required to sub repeatedly and get multiple Geomancy boosts. If you're really crazy you can try running Leftovers instead of Power Herb. I think this set has a lot of potential to make Xerneas even more insufferable in the meta than it already is
 
I just won a rather large ND Ubers discord money tour in Freezai's Discord server that went on for months and wanted to share some of the teams I used. Some of them predate the Koraidon ban and the Tera Primals but have been updated to accomate the meta better, others are far newer and more meant for tournament prep but they 100% hold their out outside of those matchups.
:Zygarde::Ho-Oh::Groudon-Primal::Kyogre-Primal::Zacian-Crowned::Yveltal:Trapper Zygarde Sample
:Shuckle::Arceus::Necrozma-Dusk-Mane::Xerneas::Groudon-Primal::Rayquaza: Webs HO RMT
:Kyogre-Primal::Groudon-Primal::Yveltal::Ferrothorn::Ditto::Deoxys-Attack:FerroDitto Balance + Deo-A fun
:Kingambit::Groudon-Primal::Ho-Oh::Giratina-Origin::Ditto::Kyogre-Primal:Kingambit owns NDM
:Gothitelle::Kyogre-Primal::Zacian-Crowned::Yveltal::Groudon-Primal::Arceus-Fairy:STag + Swordfish
:Arceus-Ghost::Yveltal::Zygarde::Zacian-Crowned::Ho-Oh::Groudon-Primal:DD Taunt Arceus-Ghost
:Arceus::Xerneas::Deoxys-Speed::Kyurem-Black::Necrozma-Dusk-Mane::Groudon-Primal:Stallbreaker Kyurem-Black HO
:Groudon-Primal::Zacian-Crowned::Gothitelle::Ho-Oh::Kyogre-Primal::Arceus-Grass:STag + Swordfish + Arc-Grass compression

Below are still good teams but are just unused in tours. They're mainly just for when I just wanted to mess around with a particular core or idea that i thought could be potent.
:Yveltal::Necrozma-Dusk-Mane::Ho-Oh::Groudon-Primal::Arceus::Marshadow:E-Killer + Marshadow
:Yveltal::Zacian-Crowned::Groudon-Primal::Deoxys-Attack::Arceus-Fairy::Ho-Oh:The 1st BO Ever?
:Grimmsnarl::Salamence-Mega::Necrozma-Dusk-Mane::Groudon-Primal::Arceus::Xerneas:Mega Salamence Screens
:Yveltal::Alomomola::Groudon-Primal::Ho-Oh::Zacian-Crowned::Lunala:LOrb Yveltal + Alomomola
:Yveltal::Necrozma-Dusk-Mane::Groudon-Primal::Zygarde::Arceus-Fairy::Ho-Oh:SD Ultra-Necrozma + Offensive Ho-oh

Below are some more unserious teams that I just use for messing around but they can still have good use in some matchups and have outs against the rest of the tier.
:Scizor-Mega::Palkia-Origin::Groudon-Primal::Ho-Oh::Marshadow::Zygarde:SD Scizor + Palkia-O
:Shaymin-Sky::Eternatus::Groudon-Primal::Ho-Oh::Marshadow::Arceus-Dark:Sub Shaymin + Tkiller Eternatus
:Necrozma-Dusk-Mane::Yveltal::Groudon-Primal::Ho-Oh::Arceus-Grass::Lopunny-Mega:Arc-Grass + Mega Lopunny Weirdness
:Chansey::Giratina::Ho-Oh::Dondozo::Arceus-Fairy::Skarmory:Arc-Fairy + Skarmory Stall
:Grimmsnarl::Groudon-Primal::Necrozma-Dusk-Mane::Gyarados-Mega::Xerneas::Eternatus:Mega Gyarados HO
:Melmetal::Cresselia::Hatterene::Calyrex-Ice::Groudon-Primal::Necrozma-Dusk-Mane:Trick Room
:Arceus::Diancie-Mega::Necrozma-Dusk-Mane::Ho-Oh::Groudon-Primal::Pheromosa:3 Mons below B on the VR

Closing thoughts
:Basculegion: Broken
:Yveltal: Broken
:Zygarde: Broken
:Zacian-Crowned: Broken
:Deoxys-Attack: Broken
:Gothitelle: Broken
:Tera: Broken
 
My recent meta discussion post included a small builder dump that I'll do that below in a spoiler for anyone who uses this thread for teams. I'm not going to comment on them, but feel free to send me a message here or on discord if you have any questions about them. Onwards to the main reason for this post...



Mola Giratina-O Balance
:pmd/groudon-primal::pmd/giratina-origin::pmd/Alomomola::pmd/zygarde::pmd/arceus-dark::pmd/eternatus: (click for paste)
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Edits
  • Alomomola changed to Tera Poison. This can be may changed again in the future. Grass is an option to absorb Smeargle's Spore.
  • Arceus-Dark changed to 248 HP / 156 SpD / 104 Spe. I couldn't find any attacks where a few EVs enabled Arceus-Dark to either live an important hit or get some KO threshold. The closest was 60 Def EVs ensure that Ho-Oh's Sacred Fire will 4HKO even if the first one burns. This does mean that Timid Palkia-O can 2HKO with Hydro Pump and that trade is not worth it imo. Arceus-Dark is now slightly faster so that it outspeeds +1 Dragon Dance Solg Z Necrozma-DM.
  • Giratina-O has undergone a few changes. Tera Poison has been swapped for Tera Steel. Tera Poison was intially out of concern for Tera Fighting CC Zacian-C, but Primal Groudon and Zygarde should be able to handle that. Giratina now solidly checks Play Rough / Wild Charge / TB Ground which was the shakiest matchup. The EV spread is now 248 HP / 24 Def / 160 SpA / 32 SpD / 44 Spe. This allows it to live Tera Flying CB Rayquaza Dragon Ascent from full and +1 Eternatus Fire Blast after Tera Steel. 60 Def EVs with Tera Poison can be used to ensure that Zacian-C never OHKOes at +3, but this is unadvised as Giratina-O will almost never be at full health.


Team Origins

After my participation in Trios ended I still had a pretty strong urge to build some new stuff. The metagame is still rife for development and I had a lot of ideas for teams that were skeletons with a name in my builder. Adem has spent the last couple of weeks praising various CM Refresh Arceus formes and they are something I've been meaning to give another go for a while. The last time I'd attempted to build with them was in the Xerneas metagame where any deviance from 'standard' stuff was more often than not harshly punished. CM Refresh Arceus-Dark was certainly usable during that time, but everytime I built around it, the results left me unsatisfied. I either struggled to pilot them in game or the teams had consistency issues with certain matchups that I felt unacceptably large.

I had a lot of ideas for my Trios game vs R8 that were skeletons with a name. They have six mons, but at most two of them even have complete sets if that. I fiddled around with them, but found myself spinning aimlessly in progressing past the concept stage. That wasn't the case with CM Refresh Arceus-Dark and this is the result.

My starting elo was around 1680ish and the team went 29-2. The first loss was the first game with the team where I was very quickly reminded that Alomomola's default ability is Healer not Regenerator. This is not the first time forgotten this, but it will hopefully be the last. The other loss was largely due to Pokemon being Pokemon. Most mons in this tier rely on moves that are not 100% accurate and sometimes that really screws you over. Though it wasn't the only game with a lot of hax, it was fortunately was the only one where the result was influenced.

If I change anything on this team i'll update this post, but those changes are likely to be minor. The only likely changes are optimizing Giratina-O's EVs and maybe shifting some over to Def on Arceus-Dark. I didn't spend a huge amount of time on this team, but that is just the way she goes. Sometimes things just work.

Pokemon / Roles

:pmd/groudon-primal: I've said before that with nearly every team I make I just insert defensive Overheat Primal Groudon as the first slot in the builder and change it later if needed. That was indeed the case with this team though I have been experimenting with other sets recently. Unfortunately this team cannot afford that set. The team needs hazards somewhere and well Primal Groudon is a damn good rocker.

Primal Groudon does not need to, nor does it benefit from being played aggressively on this team. Against more offensive teams it can be difficult to safely Wish-pass to and is better off preserving HP. Against everything else it can be played somewhat freely, but should be played more safely as to not get worn down by Toxic. Alomomola generally keeps it healthy enough to be a decent offensive Primal Kyogre check if Wish is used aggressively.

:pmd/giratina-origin: My teambuilding ethos has always been if your team consistently requires hazards to be removed more than three times the team probably works better with Yveltal or Ho-Oh, Alomomola changes that. Alo+ Giratina-O is something I've been meaning to build with for a while, but have only just gotten around to now.

First, the EVs are wholly unoptimized. I put enough speed for base Zygarde, maxed HP, and dumped the rest into SpA. I'll revisit them in the future as I'm sure some investment into Def/SpD is probably better than what I have currently. Anyone that uses Giratina-O is very familiar with how meticulously its HP has to be managed at times. That obviously goes out the window (slight exaggeration) when Alo can Wish pass. Even if Primal Groudon switches in to block Flip Turn Alo is going to be fully healthy and can just Wish again directly to Giratina-O.

I've gone with Thunder Wave on this team as the status move of choice. Nothing that can absorb a Thunder Wave really wants to switch into Giratina-O. Primal Groudon and Zygarde does as well pre Tera. Arceus-Ground can absorb it, but is forced to recover afterwards when Giratina-O would switch out anyways. Tera Poison is chosen over Tera Steel because the team already is somewhat weak to Zacian-C and this provides a resistance to Tera Fight CC while covering for the TB Ground sets that delete Primal Groudon. +3 Behemoth Blade still OHKOes which I forgot about v BananaTimeZ.

All in all, this team has been a great first experience w/ Alo + Giratina-O. Though I do really quite like it, I'm having trouble imagining a team structure that deviates too far from this one without becoming incredibly passive while remaining somewhat consistent.

:pmd/Alomomola: All Alomomolas must be named after R8 in some way or you risk unleashing the wrath of Big Stall for not giving the proper credit. Alo is the main pivot and status absorber. Physdef was a consideration as the team does have some issues with Zacian-C, but being able to pivot more reliably makes the team significantly more consistent. The Zacian-C matchup is not great, but it is managable enough that the trade-off is worth it. I'm just noticing now that it is Tera Dark and that should probably be changed. I didn't put much thought into it and havn't had the desire to tera it once. When the team is edited I'll probably change it Poison or Fire. There isn't really much to say here, Alo really just does Alo things.

:pmd/zygarde: The teams catch all physical check. It isn't replaceable as the team becomes far too weak to Double Dance Primal Groudon and Marshadow without it. It is also the emergency Zacian-C check. R8 suggested making it faster than Zacian-C after a para and I get where that is coming from but Zygarde is already barely hanging on v Double Dance Primal Groudon and Zacian-C itself and glaring either of them means Giratina-O can dispatch them with Hex with some minor chip. Similar to Alo there isn't really much to talk about. This is the standard Zygarde set that does standard Zygarde things. The only thing lacking is the nickname, but I've built a lot of teams with Zygarde recently and scraped the bottom of the barrel for something.

:pmd/arceus-dark: The mon that the team is built around. Due to Adem raving about it so much the nickname felt appropriate. CM Refresh Arceus-Dark has impressed me. It isn't as good as the standard defensive set, but it is better than I gave it credit for. The defensive set is still better, but CM Refresh is very good. The single caveat is that I can't imagine using this without Zygarde. The defensive set does function well enough as a self sufficient defensive wall, but this set does not. Having to pair it with Zygarde isn't a big issue and the issues I had with CM Refresh Arceus-Dark were likely remnants from trying to build with it during the Xerneas metagame.

I've gone with a Timid SpD spread on Arceus-Dark primarily for LO Yveltal. This is the spread I use on Arceus-Fairy for the same purpose. LO Yveltal is incredibly common and the extra SpD goes a long way towards saving recovers which often ends up being quite important. Saving these recovers enables Arceus-Dark to more easily set up a sweep v things like Eternatus, LO Yveltal itself, and utility Arceus formes late game. The Timid nature also makes a huge difference as it lets Arceus-Dark set up on LO Yveltal as it CM and Recover as the Taunt wears off if needed. This is something that comes into play frequently.

Tera Fairy was chosen for a few reasons. First, the team has 3 dragons on it so being able to absorb attacks for them if needed is nice. It never terad for this reason, but the ability to do so if needed was quite nice. Second, it maintained a Dark resist so it can still handle LO Yveltal defensively. Third, it prevents Dragon Tail from interrupting setup if needed. Fourth, it enables Arceus-Dark to win against a Marshadow that has locked itself into Low Kick and allows Arceus-Dark to scout it in a pinch if Mola has been KO'd. It also gets rid of the Fairy weakness v Arceus-Fairy, but the only one I faced where this would have mattered was a faster set with Taunt which shut it down anyways.

Before testing I went in with the expectation that Arceus-Dark would be the primary wincon, but more often than not Eternatus or Zygarde would be. Arceus-Dark could have won in some of these games but I don't see the point in extending the game to show it doing so.

:pmd/eternatus: Credit to 09-10a for the set. It is one I like a lot and have been using a fair amount recently. Eternatus was the last mon to be put on the team and one that I thought might change. I was looking for a faster offensive mon that had a decent matchup into stall. The latter was particularly important as the first five can win vs stall, but using Zacian-C or Marshadow would leave less margin for error than I am comfortable with against stall. I decided to slap this Eternatus set on and change it up if the HO matchup turned out to be too rough.

Though I love Recover Meteor Beam Eternatus, it is not something that should be slapped on a team without any thought. Recover is great on this set, but dropping either Fire Blast or Sludge Bomb means Eternatus is always going to be walled by Zacian-C or Arceus-Fairy. Given the rest of the team I went with Fire Blast. This turned out to be the right decision and Arceus-Fairy, utility sets at least are fairly managable. Tera Fairy is again useful because of the whole 3 Dragons thing, but it also makes Eternatus Ditto proof which can be an issue for the standard Meteor Beam set.

Threats

:pmd/zacian-crowned: It is reasonably managable, but it can threaten to break some big holes or potentially sweep. It really depends on the specific set and gamestate. Zygarde can glare and live any +3 hit from full. At this point Giratina-O should be able to revenge it with Hex. Primal Groudon deals with non TB Ground sets. The sets the team runs into the biggest issues with are bad ones, but ladder is ladder. Really the only mon that Zacian-C enters for free on is Arceus-Dark. Even then tanking a judgement puts it in range of Hex.

:pmd/arceus-fairy: Applies to most Arceus formes but really any Arceus forme faster than Arceus-Dark with Taunt is annoying. As shown in one of the replays Eternatus can get past faster utility sets. Never ran into a faster CM set but I'd imagine that probably isn't great to deal with. It really depends on the actual set and the team that it is on. It isn't a 6-0 or anything but depending on the set and gamestate it can probably sweep fairly easily.

:pmd/smeargle: Never ran into this but I doubt the team handles Spore sets particularly well. Nuzzle is fine.

Replays

Vs Glimm HO
Vs Stall
Vs Sami (Specs Diagla be scary)
Vs Standard Balance
Doesn't matter but decided to 6-0 b/c they brought sashshadow
Vs Slurpuff Webs (Only real time Darceus went nuts)
Vs some BO/HO (showing resiliance despite hax)
Vs more offensive balance
Vs Floober
To get #1 - Yeah it has a Lugia but this actually annoyed me. Losing tina to the Crit was sort of evened out by the Mence paras. The Yv crit on Zygarde was pretty annoying given I protected on the Z Ground (it goes both ways so it is what it is) and I had to rely on non accurate moves instead of TA to win.
 

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This is a team report I made 8 months ago about the first team I hit 1800 with. Looking back, it's absolutely terrible. The things that stick out most are stone edge Marshadow, chesto berry Zygarde, slow SD Groudon, tera Ghost Darkceus (instead of tera Poison) and no entry hazards. I got a few comments on the post suggesting changes to the team and dropped like 150 elo after implementing them. I'm just gonna copy + paste it as it was written. When we were still together, my ex told me that she talked to her friends about how I play competitive Pokemon (specifically this tier) and that when they looked up what the tier was, my post was one of the top results. I've changed a lot as a player since then and hard disagree with literally the first opinion I share in it (Ho-Oh being near mandatory on every team). Here it is.
"Against teams with Whirlwind Ho-Oh it's very unreliable mid-game (especially if you use up your Chesto Berry) but that moveset isn't ultra-common as far as I'm aware." what the fuck was I talking about this was in the xerneas meta

https://pokepast.es/21366a589c5b82f4

ND Ubers is the tier I've been most successful in ever. I'm currently top 40 on the ladder (different account than what I uploaded the paste with) and the highest ELO I've reached with this specific team is ~1810. I really enjoy this tier, and wanted to share the most well-rounded team I've made in it. I'd consider it somewhere between balance and bulky offense.

Ho-Oh:

Absolutely amazing. My hot take is that behind P-Groudon and some form of Arceus, Ho-Oh is like a borderline mandatory inclusion on almost every team. It's the best defogger by far and the main reason why hazards aren't especially strong in the tier from my point of view. Sacred Fire is good damage against targets like Zacian-C, Yveltal, Xerneas, Necrozma-Dusk Mane, and Marshadow. It's not even terrible damage against Primal Groudon because of the sun it sets (P-Groudon functionally has no recovery so every bit of damage you get on it sticks). The 50% burn chance is amazing, especially against Arceus, Mega Salamence, Ultra Necrozma, and Zacian. Grass tera was a change I made yesterday and haven't had the time to fully test it yet. The idea is that you bait Zacians into clicking Wild Charge, tera grass, tank that hit if you're not at full HP (+1 252 Atk Zacian-Crowned Wild Charge vs. 248 HP / 220+ Def Ho-Oh: 260-306 (62.6 - 73.7%), and then Sacred Fire to probably KO it after WC recoil. With Primal Groudon, the hope is to survive a Stone Edge and then bait a fire attack to tank with Kyogre or Arceus. Defog is mandatory for hazard removal and recover is there because Ho-Oh is the best thing to absorb incoming Toxics and recover boosts your longevity with that. This Ho-Oh set is the defensive glue holding every team I make together, and this team isn't an exception.

Zygarde:

I really enjoy this set. Didn't come up with it myself, but tera normal + Extreme Speed is unironically amazing. For Zygarde-Complete's job of being a fat wall, normal is a fine defensive typing and importantly makes you immune to Spectral Thief. Usually you switch into a Precipice Blades, Behemoth Blade, Arceus Extreme Speed, or Yveltal Dark Pulse to get down to 40-60% HP, then proceed to click Rest or Coil. Against teams with Whirlwind Ho-Oh it's very unreliable mid-game (especially if you use up your Chesto Berry) but that moveset isn't ultra-common as far as I'm aware. Coil boosting defense drastically increases longevity compared to if it was running Dragon Dance, and it's especially valuable against opposing Ditto and Foul Play from Yveltal or Arceus. Tera Normal giving a boost to ESpeed lets you pick up unexpected kills against faster targets (pretty much everything), most important imo being Xerneas. The mind game of the first turn out against a Xerneas where it's a 50/50 whether they'l Moonblast or Geomancy is a common occurrence and I haven't found the best solution for that yet. Of all the members of this team, I'd say it has the most significant matchup reliance factor and as a result possesses a very low floor and high ceiling for the progress it can force in a game.

Marshadow:

CB Marshadow is the offensive glue that holds all my teams together. Low Kick > Close Combat because of the higher PP count, lack of defense drops, and the fact that the amount of targets below the 120 base power weight threshold is tiny (pretty much limited to like, chansey which is the singular case where I'll concede that CC is more optimal, a non-uber that has maybe 10% usage). Banded Low Kick does ~55-65% to bulk uninvested Primal Groudon and 90-100% to uninvested Primal Kyogre. If you can win the tera mind game with EKiller Arceus, then Low Kick is an ohko and Spectral Thief does 82-97% if it terastalizes ghost. Stone Edge over Rock Tomb is another change I made earlier today and haven't had time to test the effectiveness of. 10 more BP (after Technician) for -15% accuracy is awful, but having a better chance to OHKO Yveltal and Ho-Oh is valuable enough to make it worth considering. The argument of Poltergeist over Spectral Thief is also valid. I don't find myself stealing boosts with it terribly often, but it's often enough that I think that Poltergeist isn't worth running over it (lowered accuracy also being a significant reason). Tera Ghost lets you pick up KOs where you wouldn't be able to otherwise (Shadow Sneak turns into KO on Kyogre from 60%, max HP Xerneas at 40%, and no bulk Zacian at 50). Marshadow is usually the mid-game wallbreaker and/or late game cleaner, and it's very good at this job.

Choice Band is inflexible in a way that's very very constrictive to how Marshadow plays, but I think that the benefit of better damage + not taking Life Orb chip is worth it. It also lets you bluff Focus Sash but honestly, bluffing sash might be to the team's detriment now that I think about it. It's very unclear if it's effective during a battle. If Marshadow picks up a KO (that doesn't make it immediately obvious if it's banded) and they send in Xerneas, it's a 50/50 whether they'll Geomancy or Moonblast. I think Life Orb would turn Geomancy from a weird read into an unlikely hard read. Marshadium Z or Fightinium Z might be good too. Food for thought.

Primal Groudon:

It's the best thing in the tier. Far and away. I went through a period of not using it on offense/HO because its bad speed turned me away, but how wrong I was about that. Heat Crash in sun is amazing. Against (neutral types of) Arceus, it's functionally as powerful as Precipice Blades but with 100 accuracy (80 BP boosted by sun = 120). It does amazing damage to neutral and even resisted targets. Some calcs: 79-93% to 252hp Xerneas, 53-63% to neutral type 252hp forms of Arceus, OHKOs Lunala if it's taken any chip damage, guaranteed OHKO on Zacian-Crowned and Marshadow, 39-45% on max def + HP Ho-Oh, guaranteed OHKO on -def nature Yveltal and is still a guaranteed 2hko if it has max hp + defense and a boosting nature. Fire Punch is a noob trap, Heat Crash is far and away better. Precipice Blades does big numbers because it's a 120bp stab move attached to something with 180 base attack. The argument for earthquake over it is valid (when you factor in accuracy, the expected base power of the move before STAB is 102 compared to EQ's 100), but hitting better damage thresholds on Xerneas and Kyogre makes it worth it to me. Stone Edge is almost exclusively for Ho-Oh but it also chunks Mega Salamence and Rayquaza and is your only way to hit the occasional Giratina-O. I don't find myself clicking Swords Dance often. Bulk Up or Rock Polish might be better. The 76 speed EVs are to outspeed uninvested Xerneas. It also is just a decent speed creep number, allowing it to outspeed a surprising amount of enemy primals I encounter. 252+ Atk Groudon-Primal Precipice Blades is love, 252+ Atk Groudon-Primal Precipice Blades is life.

Arceus-Dark:

Before today, this was a Judgement/Earth Power/Calm Mind/Recover Arceus-Fairy (same EV spread and nature though). I switched it out because that wasn't doing enough damage and I wanted a dark resistance that didn't freely allow so many switches. I'm happy with Darkceus so far, but it has its issues. Foul Play being its only direct damage source isn't amazing. Ho-Oh sits on you for days, it's prone to getting hit with Toxic, and it doesn't do enough to most of the special attackers in the tier (except mega mewtwo y which has 150 base attack and 70 base defense lmao). However, the damage it does to P-Groudon, Necrozma, EKiller, Marshadow, and even Zacian makes up for it. Will-o-Wisp is for opposing Zacians, Zygardes, Arceus forms, Marshadows, Salamences, Necrozmas, et cetera. Taunt is mainly for hazard leads (I was tired of losing to smeargle), stall teams, Xerneas, and Ho-Oh. Both this team and the one I made beforehand are rather weak to offensive Yveltal and this Arceus set was made with winning that 1v1 in mind, but it doesn't do that a lot of the time. If Life Orb damage proc'd before Oblivion Wing healing, it'd be a completely different story but in the few 1v1 scenarios I've tested, L.O. Oblivion Wing can outdamage and out-heal Darkceus. It's still very very good as a defensive piece, but if anyone has suggestions for a possibly better choice then that would be appreciated (dark resist is mandatory). Overall, it's great for how it can ruin or just straight up ohko physical setup sweepers, namely EKiller and Ultra Necrozma. Tera Ghost is for the fighting immunity, which comes in handy against Zacian and Marshadow (most Zacian don't run Play Rough from my experience).

Primal Kyogre:

Compared to the previous version of this team, I swapped out Arceus-Fairy and Toxic Spikes Eternatus for Arceus-Dark and P-Kyogre. One significant weakness with that version of the team is the lack of good special attacking power, making it weaker into opposing Zygarde, Arceus-Ground, and even Primal Groudon. I decided to remedy that by adding special attacking power: the Pokemon. Kyogre does Kyogre things: clicking your 110 BP move boosted by rain and STAB, using boltbeam for the things that that attack can't hit, and clicking Calm Mind on the switches it forces. I usually find myself keeping it in the back until lategame, when it can ideally tank one or two powerful attacks and clean up (From full, it can survive +2 252 adamant life orb EKiller Extreme Speed, +2 252 modest Xerneas moonblast/thunderbolt, or +1 252 adamant Ultra Necrozma Outrage or Photon Geyser). I have the least to say about Kyogre because what it does is fairly clear and I also have the least amount of experience using it. Lorb Yveltal is also a contender for that last team slot as a strong special attacker, but I prefer Kyogre's bulk.

Those are all the team members and their roles explained. Overall, I think it's a good team and does very well into opposing balance, but it still has its flaws.



Weaknesses:

Like I mentioned before, offensive Yveltal is an issue. Kyogre, Ho-Oh and Arceus are the only things that take Dark Pulse well, but the latter two being so slow makes them prone to getting flinched. Ho-Oh and Arceus struggle to out-damage it. Marshadow is the best thing at dispatching Yveltal (if it's taken any damage from attacks or its own life orb), but actually switching it in is the hard part. I need more experience with the team to say more about the matchup, but offensive Yveltal usually gets at least one kill.

Toxic Spikes are hypothetically an issue, but I almost never see them and haven't encountered them at all since testing this version of the team.

Special and physical variants of Arceus-Ground are issues. They can usually come in for free and set up Calm Mind or Dragon Dance. Zygarde kinda stops the Dragon Dance variants and Marshadow the Calm Mind boosting ones but it's not obvious which one is which from team preview or from when they switch it in on Groudon. From experience, it's about 50/50 if the special variant runs Ice Beam or Power Gem as their coverage move.

It's a very very rare sight but this team doesn't have a good TR Calyrex-Ice matchup. Only one ice resistance, but that one resistance is weak to Seed Bomb. Weakness Policy Necrozma-Dusk Mane has the chance to wreak havoc in Trick Room but I don't see that too often either. Haven't actually encountered either of these on ladder, so they're indeterminate but hypothetically bad matchups.

There isn't really a good counterlead to Deoxys-Speed. One of them running Psycho Boost, Taunt, Spikes, and Stealth Rocks has the chance to taunt, set up hazards and/or do a lot of damage to everything on the team. Ho-Oh is probably the best for this job but it still has its flaws. Against 252 hp Deo-S with no other bulk, Sacred Fire has a 93% chance to 2hko, and they almost always just taunt turn 1. If they set up hazards turn 1 and then taunt and get KO'd turn 2, then you're pretty much forced to switch out from whatever they bring in and will have to defog away hazards later.

Band Marshadow is worse against stall/defensive teams than if it ran Life Orb.

If Marshadow is dead, then +2 EKiller has the chance to just wipe the entire team. I don't know the fraction of them that run tera normal vs. tera ghost but Zygarde, Darkceus and Marshadow are the only things that can survive +2 tera normal Silk Scarf Extreme Speed from full (and I don't consider Darkceus a reliable lategame answer because it will almost never be at full in a late game scenario because it has to switch into so much).



Notes:

If scarf Ditto transforms into Kyogre, Groudon, Ho-Oh, or Zygarde, then it's not fast whatsoever. Scarf Ditto transformed into any of them will be significantly slower than Marshadow and Arceus. I'm just adding this here because it took me too long to realize this and I definitely made a lot of misplays just operating under the incorrect assumption that scarf Ditto would outspeed everything.

For anyone reading that's uninformed, the Primals cannot Terastalize in the tier. I think when they could, the most common type for both was just flying and the mind games with terastalizing flying to be immune to Precipice Blades were just pretty boring. Either way, the tera types for those two in the image aren't relevant.

I've lost some embarrassing games with this team, it's nowhere near foolproof. Against teams with better longevity, it can be very dependent on winning reads, especially with Marshadow and Groudon.

ND Ubers low ladder is hell, and if you start laddering from scratch then you'll encounter so many terrible gimmick teams that happen to have the right tools to beat you. Try not to get demotivated, it happens to pretty much everyone. Against all of the stupid Basculegion teams you'll find, just keep Darkceus and Groudon healthy for the very end and they won't be able to do anything.

If you haven't used Power Construct Zygarde before: you have to be below 50% hp **at the very end of the turn** for the form change to proc. If an attack brings you down to 40% and you rest, then you won't switch forms. Learned this the hard way.

About EV spreads: Most of the numbers there are ones I just came up with in the teambuilder and thought felt nice. 248 hp on Ho-Oh is to minimize poison damage, 248 attack on Marshadow is because 252 evs in attack results in an odd number and a wasted stat point after applying the Choice Band boost, and 248 hp on Kyogre is to minimize hazard/status damage. Some people say that these incredibly minor adjustments are a waste of time, but countless games have been won or lost based on 1hp increments and the amount of thought/effort required to do these slight optimizations is preferable to the idea of losing a game because of it.

As mentioned before, the original version of this team was the same first four but with Arceus-Fairy and Eternatus instead of Darkceus and Kyogre, built with a friend who's a st*ll player. Arceus-Fairy was 252 HP 4 Def 252+ Spd Judgement/Earth Power/Calm Mind/Recover and Eternatus was the same EV spread and nature but with Toxic Spikes, Recover, and two attacks (originally Sludge Bomb + Dynamax Cannon but then S.B. and Flamethrower). Neither of them did enough damage for my liking, contributing to the problem I mentioned earlier of getting walled by physically defensive mons because the team was lacking special firepower. Also, a major influence on having Arceus-Fairy on the team was the since-banned Koraidon, which doesn't matter anymore. Toxic Spikes fell flat because of how easy it is for Ho-Oh to defog them away and because of the amount of steel and flying types that can switch into Eternatus and threaten it out/set up easily (namely Necrozma-DM, Zacian, Yveltal, and Mega Salamence). Eternatus just wasn't bulky or strong enough for what I wanted to do with it. Kyogre solves the firepower issue and Arceus-Dark mostly consolidates both of Eternatus and Arceus-Fairy's roles as a defensive switch and hazard spreader.



This was fun to write. Ended up being about as long as the essays I've had to write for college writing class. If you decide to use this team, I hope you have fun. ND Ubers is a great tier and I wish more people played it so the ladder would be more active. From my experience, low ladder is hell and high ladder is incredibly centralized. Mid ladder (around 1500-1700) is where I found the best blend of competitiveness and ability to win with creative teams. It's still a great format and I hope more players are able to make it to the upper echelons of the ladder with underutilized good Ubers like Calyrex-Ice, Lunala, and Zekrom that I barely see on high ladder. Thank you for reading.

ND Ubers Viability Rankings: https://www.smogon.com/forums/threa...ability-rankings-update-3-at-post-89.3712169/
[/ISPOILER]
 
Now that my Open run is over, thought I'd dump some teams I had built over the last few weeks. Recently got into this tier s/o bumboclaat and decided to work on some cool builds. Since starting a month or 2 ago I got 2 accounts to top 75 on the ladder and finished top 8 in the NDUbers Open. I don't really feel like making large descriptions for every team so I'm just gonna link them below.

https://pokepast.es/bf4d48ebc9222532
https://pokepast.es/f3d3ca166953b771
https://pokepast.es/8179ff3932c8c9ec
https://pokepast.es/5599f21ee53ff441
https://pokepast.es/d4a14ea55ff35cc8
https://pokepast.es/4a9e909896dab7b1
https://pokepast.es/71e3fc5ea1b8a3ae - i overcooked on this team its bad but i suppose someone can fix it

also s/o everyone in the ndubers server who helped me learn the tier and especially Bobsican for putting me on the goat chien pao
 
Decided to share a bunch of teams I've used since my last teamdump. These are all available for the Sample Sets as well (ideally the ones that I'd say are better) but edits would probably have to be made to clean the team up. Also I've tried to explain what each team does and why things are the way they are (unlike last time). I don't really know what to write here to be honest but have fun with these teams I guess (especially if you're in the open that would be kinda awesome).

Teams that are solid IMO
:tapu-lele: :shuckle: :deoxys-attack: :necrozma-ultra: :lunala: :marshadow: Tapu Lele Sticky Web PsySpam
Just a normal PsySpam build, nothing too crazy going on here. Shuckle has Sticky Web to help the team outspeed pretty much anything, although this does make the team a bit weaker into Scarf Yveltal so be careful about that. The EV spread for Shuckle is a more mixed spread but in hindsight Max Defense would be better I guess. Tapu Lele sets up terrain for Deoxys-A to spam +1 Expanding Force in after removing Ho-Oh or even Yveltal with Meteor Beam. I prefer Tera Psychic to just nuke stuff even harder, like OHKOing Defensive Primal Kyogre and Zacian-C with +1 Expanding Force. Ultra Necrozma also helps to sweep with Deoxys-A, having Earthquake to destroy opposing Necrozma-DM and Primal Groudon, and Stone Edge to break through Ho-Oh or Yveltal. I prefer Heavy-Duty Boots Lunala since otherwise this team would really struggle with Glimmora or opposing Shuckle, with it really liking Shuckle's Sticky Web to outspeed even Zacian-C, and Psyshock helping melt through Chansey or Blissey. Lunala is a good bulky sweeper for the team who is able to tank certain attacks if necessary as well due to her good natural bulk. Lastly, Marshadow helps deal with Dark-types like Arceus-Dark and offers a form of Priority for longer games where Psychic Terrain runs out. Spell Tag is better than Life Orb since I hate the latter's recoil but this can be changed as well.
:arceus-fairy: :deoxys-speed: :groudon-primal: :yveltal: :necrozma-ultra: :kyogre-primal: Offensive Arceus-Fairy Dual Screens HO
Arceus-Fairy is an annoying breaker for many balance or bulky offense teams to deal with. Deoxys-S sets up screens to turn everyone into bulky setup sweepers barring Yveltal, who offers a form of priority and a valuable Taunt user for the team. Primal Groudon sets up Stealth Rock while also being able to setup with Swords Dance. Ultra Necrozma is the main speed control of the team while it appreciates Arceus-Fairy breaking through Arceus-Dark and Yveltal for it, the latter who can't Defog away screens because of Arceus-Fairy. Finally, Primal Kyogre rounds this team off with a more reliable way of dealing with Primal Groudon, as well as handling Arceus-Water for the team. It should be noted that this team doesn't do super hot into Ferrothorn, so Heat Crash Double Dance Primal Groudon, or replacing Primal Kyogre entirely, would be valid decisions. But I'm not altering this team, since this is how I've left it in the builder and used it in general, so that's for you to decide.
:arceus-water: :zacian-crowned: :zygarde: :groudon-primal: :marshadow: :ho-oh: Calm Mind Arceus-Water Bulky Offense (w/ Eledyr)
Got help from Eledyr with this one (massive thanks BTW), since this is a reformed version of the CM Waterceus BO I put for Teambuilding Comp. We changed Grass Knot Arceus-Water to Ice Beam to better deal with Pokemon like Mega Salamence and Giratina-O who would otherwise be quite a nuisance, with Tera Poison to block Toxic and eat up Toxic Spikes. Giratina-O was replaced by Ho-Oh, who does significantly better into Arceus-Fairy, who annoyed the old team quite a bit. It still Defogs as usual, with Flare Blitz to not prevent Eternatus from being paralyzed by Zygarde's Glare.
:dialga: :marshadow: :zygarde: :groudon-primal: :ho-oh: :arceus-fairy: Specs Dialga + Banded Marshadow
This was posted on the Teambuilding Comp so come to this post for an explanation.
:chi-yu: :shuckle: :yveltal: :zacian-crowned: :eternatus: :marshadow: Chi-Yu + Yveltal Webs HO
I KNOW THIS TEAM DOES SHIT INTO MEGA TYRANITAR HE COMPLETELY SLIPPED MY MIND WHEN MAKING THIS OKAY NO NEED TO RUB SALT INTO THAT WOUND. Anyways, this was made as a sort of "counter" to PsySpam which I really didn't want to fight against, as you can tell by stacking two dark types and Tera Steel Shuckle to try and out-offense them. Chi-Yu in general is a really good breaker and I wish it would be used more, and with Yveltal, they can overwhelm would-be checks like Ho-Oh, Arceus-Fairy and opposing Yveltal. Marshadow and Zacian-C target the special walls which would be a bit annoying for these two, like Chansey, while they both technically break through Mega Tyranitar for me. The former is also my form of priority (if you've noticed Yveltal is Knock Off now). In hindsight, I'm not sure why I included Eternatus since I was already fast enough with Zacian-C, so he could probably be removed for someone like Primal Kyogre, or Arceus-Ground, although absorbing TSpikes is a nice asset for the team.
:zekrom: :shuckle: :necrozma-dusk-mane: :kyogre-primal: :arceus-ground: :rayquaza: Zekrom + Necrozma-DM Webs HO
If you can't tell already, I'm a big fan of Shuckle and Webs. I'm also a big fan of Zekrom since he's secretly goated. I did bring this to the Open before I got acted next round and it did work pretty well severely weakening Zygarde and burning the opponent's tera for my team, even if I did overpredict assuming they'd switch to Primal Groudon. Anyways, the whole concept is that Zekrom forces Dondozo to use Tera Fairy against Bolt Strike, which opens him up to Necrozma-DM, making this a sort of stallbreaking duo, that both appreciate webs support. Colbur Berry Necrozma-DM lives a +2 Foul Play from Arceus-Dark and is able to 2HKO with Sunsteel Strike. Primal Kyogre and Arceus-Ground are the special attackers that help break through Primal Groudon, while all 4 of these guys overwhelm Ferrothorn. Finally, Rayquaza offers priority in Extreme Speed, has V-Create to annihilate Ferrothorn if necessary (as well as other things), and has Tera Fire to, as shown in the Open, setup on Ho-Oh for free and go for a sweep once things have been broken down.
:garganacl: :giratina-origin: :arceus-fairy: :groudon-primal: :necrozma-dusk-mane: :ditto: Garganacl Balance with Ditto
:arceus-ghost: :zacian-crowned: :yveltal: :groudon-primal: :salamence-mega: :shuckle: Arceus-Ghost Webs HO
Note to self: stop using Sticky Webs. Ok in hindsight Shuckle was originally Glimmora but I changed it last minute since Shuckle fit better for Primal Groudon and Yveltal. Im pretty sure this was brought to R3 of Open but I'm not 100% sure and I cba to check. Anyways, Arceus-Ghost is kinda awesome, and Zacian-C helps break through Dark-types for it. Since nobody on the team really wants to Tera, Zacian-C can afford to be Tera Blast Ground to smack Primal Groudon. Yveltal is Heat Wave since Knock Off isn't needed really and Arceus-Ghost has priority in Extreme Speed. The last two are kinda self explanatory to just help break through fatter teams and they both appreciate the first three breaking and overwhelming Zygarde.
:salamence-mega: :rayquaza: :yveltal: :ho-oh: :groudon-primal: :arceus-water: FlySpam
This was made as an act against ladder spamming the hell out of Sticky Webs (ironic, the guy who spams Sticky Webs is complaining about others doing the exact same thing). Mega Salamence and Rayquaza are lethal physical attackers, both helping overwhelm common defensive backbones, even those that feature Zygarde. Just in case the latter gets too out of hand, Arceus-Water keeps it in check. Yveltal is the main form of speed control and has pivoting alongside Rayquaza. Ho-Oh is the defogger of the team and alongside Yveltal they help to overwhelm Steel-types like Zacian-C and especially Necrozma-DM. Primal Groudon beats the Rock-types like Arceus-Rock and Mega Diancie while having Spikes alongside Arceus-Water's Stealth Rock. Yes this team hates Glimmora but just try to out offense the opponent since this is supposed to be an offense team as opposed to balance.
:kingambit: :kyogre-primal: :eternatus: :groudon-primal: :arceus-fairy: :giratina-origin: Kingambit Offense
Kingambit is a funny guy. Primal Kyogre helps to beat Primal Groudon and Zygarde which otherwise eat this guy for breakfast. Specs Eternatus is a great breaker and offers good speed control alongside Sucker Punch from Kingambit, as well as being able to come into Low Kick from Marshadow. Primal Groudon gives hazards for the team and stallbreaks with Eruption while Arceus-Fairy comes in late-game to pressure and wallbreak even harder. Giratina-O defogs for the team and is the main thing stopping this team from folding to Extreme Killer Arceus.
:kyurem-black: :deoxys-speed: :arceus-ground: :yveltal: :eternatus: :kyogre-primal: Kyurem-Black Screens HO
:zygarde: :ho-oh: :groudon-primal: :necrozma-ultra: :yveltal: :arceus-fairy: Dragon Dance Zygarde + Stealth Rock Ultra Necrozma
I made a Dragon Dance Zygarde HO team a while back for Teambuilding Comp and I really didn't like it so I had another go at it, this time with Stealth Rocks Ultra Necrozma, and it's been going pretty well. Ho-Oh, Primal Groudon and Necrozma-DM form a decent defensive backbone for the team, while the last two hazard stack together, and the former defogs for the team. Yveltal is this team's priority option and helps break through defensive walls, while Arceus-Fairy stops offensive Yveltal from dismantling this team, and offers to be a status absorber for us too. I know there are two Z-Move users on the team but not gonna lie you don't use Dragonium Z on Zygarde a lot unless there's a Ditto or Mega Salamence you'd wanna get rid of, and Ultra Necrozma is solid without LTBTS anyways.

Teams that either use a shitmon or a weird set or are just bad or ALL THREE that would be funny

This post is getting really long and I have a feeling these teams aren't gonna be nearly as popular so I'm not going to go into a lot of detail to explain these teams, if at all.

:venusaur-mega: :groudon-primal: :arceus-ground: :zygarde: :yveltal: :ho-oh: Mega Venusaur + 3 Ground Types (stolen from Bumboclaat)
Ok I didn't steal this team specifically the original team had Ferrothorn and I thought "wow I like Mega Venusaur more so I'm gonna use him instead" and to be fair this team does better into Eternatus and even Zygarde because of this sooo looks like a win in my book. Tera Dark Ho-Oh is the only thing stopping this team from folding to offensive Yveltal by the way, and you can tell this team is from Bumboclaat cuz look at the Yveltal spread (no offense btw its a cool spread but I prefer 252/4/252).
:iron-treads: :eternatus: :arceus: :groudon-primal: :necrozma-ultra: :yveltal: Iron Treads + Calm Mind Ultra Necrozma HO
IIRC this team had Excadrill instead of Iron Treads since this was against 09-10a in the seasonal, but I'm p sure if I used Iron Treads instead I would've won the lead. Also quick sidenote but Special Ultra Necrozma in general is really underexplored someone should use that guy more he's not that bad.
:arceus-flying: :glimmora: :groudon-primal: :eternatus: :necrozma-dusk-mane: :marshadow: Arceus-Flying HO
:dragapult: :kyurem-black: :arceus-ground: :yveltal: :eternatus: :kyogre-primal: Dragapult Lead HO
Yes this is just the KyuB screens team but with Dragapult instead of Deoxys-S. The whole niche of this guy is to easily kill Smeargle with Dragon Darts and be able to gain momentum AND help to wallbreak with Curse, while being a somewhat decent emergency switch to Extreme Killer if its still around. EV Spread lives LO Marsh's sneak, outspeeds Etern and always OHKOes Smeargle with Dragon Darts, with the rest being dumped into SpDef. Is it good as a lead? Ehhhhh its ok I guess. Is it nom worthy??? Ehhhhh probably not tbh.
:annihilape: :salamence-mega: :arceus-water: :zacian-crowned: :groudon-primal: :deoxys-attack: Final Gambit Annihilape Offense
Basically just lead Annihilape and click Final Gambit for a free KO that isn't against defensive Yveltal, support Arceus formes, defensive Eternatus or a Ghost-type. Yes, this thing OHKOes offensive Eternatus. The rest of the mons are just mons that like part of a defensive core missing, like Mega Salamence liking Ho-Oh or Zygarde being OHKOed, or Deoxys-A liking Primal Groudon or Ho-Oh being removed too. This team is really stupid and to be honest the last slot is kinda whatever.
:roaring-moon: :glimmora: :arceus-fairy: :groudon-primal: :marshadow: :eternatus: Roaring Moon HO
GameFreak pissing me off cuz why the fuck does Roaring Moon have the same defenses as Mega Mewtwo Y??? The whole strat was that Roaring Moon could trap and setup on Pokemon like Ho-Oh with Tera Fire, but that's out the window since Ho-Oh can sometimes muscle past it anyways. FUCK I wish they gave this guy more defense, or just swapped it's SpDef and Def around. The rest of the team is just typical HO I guess it's nothing crazy.
:palkia: :slurpuff: :groudon-primal: :kyogre-primal: :arceus-ground: :rayquaza: Z-Heal Block Palkia Webs HO
1720964110444.png
:cyclizar: :kyogre-primal: :groudon-primal: :arceus-fairy: :giratina-origin: :yveltal: Cyclizar Offense
Have yall tried to fight against Offensive Yveltal or Primal Kyogre behind a Substitute? It's not fun. So that's basically the whole shtick with Cyclizar. I was considering using Ho-Oh and getting a cheeky Regenerator Core that kinda smokes Marshadow, but Giratina-O is just better for a defogger IMO.
:lucario-mega: :shuckle: :eternatus: :kyogre-primal: :arceus-ground: :yveltal: Mega Lucario Webs HO
This reminds me of the time some guy called me a "HO Webs Larper" and that really hurt my feelings what the fuck man. Yeah anyways Mega Lucario is uhhh a mon I guess. I still don't think its D Tier material since it can actually be annoying sometimes but I will agree its like C/C- at best.
:darmanitan-galar: :groudon-primal: :giratina-origin: :kyogre-primal: :arceus-fairy: :yveltal: Galarian Darmanitan BO
:darmanitan-galar: :diancie-mega: :eternatus: :ho-oh: :groudon-primal: :yveltal: Galarian Darmanitan Offense
I FUCKING LOVE GALARIAN DARMANITAN!!!!!!!!!!!!!!! "but but CHien Pao is better!! just use that instead!!" I DONT CARE. I don't see Mr. CP revenge-killing Zacian-C, instead I see it LOSING to it. I don't see GDarm hogging Tera, nah, we only need that shit to avoid rocks damage and smash through Pdon. I don't see GDarm demanding pivot support, nah, we GIVE the pivot support. GOD I love this Pokemon its so criminally underrated. By the way Flare Blitz sucks on GDarm u dont hit anything apart from Ferrothorn with that, if u hate NDM that much just use Tera Ground EQ.
:arceus-dragon: :groudon-primal: :ho-oh: :zacian-crowned: :marshadow: :kyogre-primal: MonoMove Arceus-Dragon
:terapagos-terastal: :zygarde: :groudon-primal: :marshadow: :arceus-fairy: :ho-oh: SpDef Terapagos Balance
I was thinking "If Zygarde is a good physical wall cuz it has good HP and phys bulk then can't Terapagos be a decent special wall for the same reason?" and this was born. Obviously this thing needs Tera to do its job but if you treat it like how you'd treat (say) Tera Water Zygarde this thing isn't horrible tbh. It's LEAGUES better than setup Terapagos btw Meteor Beam and CM Rock Polish sets suck ASS cuz Terapagos is weak af dont use those sets.
:slowbro-mega: :ferrothorn: :ho-oh: :yveltal: :groudon-primal: :eternatus: Mega Slowbro Balance
unfuuny tech i cba to explain this its just fun to use and the defensive backbone is good and etern beats hooh or smth idfk
:blastoise-mega: :tapu-lele: :glimmora: :necrozma-ultra: :lunala: :arceus-ground: Mega Blastoise PsySpam HO
did you know that terrain pulse becomes a 195 BP move under psychic terrain from MToise? did you know this mon is barely stronger than Primal Kyogre after shell smash with its water STAB? did you know that this team would probably actually be good if I used Deoxys-A over MToise? Its craz right? Too bad Deoxys-A folds to priority and has to rely on double switches to setup unlike MToise who can setup thanks to its actual bulk.

ok thats it thx for reading if you use any of these teams for open or for whatever ur a real one <3
 
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