





Natural 2
The sequel and finale to Natural
aka: How I Made 95 GXE In Competitive Hacked Pokémon with a Legitimate Pokémon.
Legal White Kyurem is back; bigger and stronger than ever before; in a team much better than last time. I don't have much of a story behind this. I was just bored and wanted to use legal White Kyurem again to see how far I could get with it. I wanted to draw out this Pokémon's power to its fullest potential. My goal was to build the best team around it and succeed. I used the same account as before, but I wasn't entirely using White Kyurem from 90 to 95 GXE. I somehow managed to build myself up to 93 GXE using an awful Ludicolo + Mold Breaker Final Gambit Blissey team. From 93 GXE onward I decided to use this new White Kyurem team and play as much as I could until I lost a single game. I won about 15 or so games in a row, ascended to 95.5 GXE, and then lost. As of this post, this is the highest GXE I have ever made in any format on Pokémon Showdown and I'm quite surprised it was done with a team not entirely serious. It did have raised deviation from ladder decay, but we take what we can get here.
This is the final RMT in the series of RMTs I'm making to commemorate events or achievements I've gone through since Natural and the last RMT I'm making until I have some great reason to come up with something else. Talk about foreshadowing. Natural came out exactly 3 years ago too.
I've passed this around for a while now but have been planning to make a formal RMT of it since I made the accomplishment.
Evidence:
Note: Fuego II Ironworks was not the first account I used this team on. I tested it out on other accounts before using Fuego II Ironworks to see if it would work. Through my tests I managed to gain ~1-2 full points of GXE on multiple other accounts.
Teambuilding Process


In the prequel RMT, I alluded to Gen 5 Pokémon lore by stating a hacked White Kyurem normally runs Refrigerate then claiming White Kyurem prefers a set true to itself. I also pointed out how Black Kyurem was a more ideal Refrigerate user. I wanted to go even deeper than this. Let me elaborate:
Reshiram represents Truth and when fused with Kyurem to become White Kyurem, it is said to ensure that Truth will prevail.
Zekrom represents Ideals and when fused with Kyurem to become Black Kyurem, it is said to ensure that Ideals will prevail.
In ORAS Pure Hackmons, White Kyurem can get away with running a set encompassing the truth of its identity. Black Kyurem cannot. Black Kyurem is in need of modifications in order to thrive. Like every other Pokémon in Pure Hackmons, Black Kyurem is in need of a set encompassing the ideals its identity can be shaped into. This same duality exists in the legal formats of the 3DS era. White Kyurem can work in Anything Goes while Black Kyurem cannot due to its lack of great physical attack moves and proper set-up for them. Black Kyurem is in desperate need of modifications in order to keep up. Additionally, White Kyurem ends up being better than Black Kyurem in Anything Goes while Black Kyurem ends up being better than White Kyurem in Pure Hackmons.
Let's go even further:
Anything Goes is the full Pokémon metagame where Pokémon have to abide by their natural restrictions - aka keeping the truth of how they are in nature. Anything Goes represents a world of Truth.
Pure Hackmons is the full Pokémon metagame where Pokémon can be modified to however its trainer sees fit - aka shaping ideals into the reality of Pokémon in hopes of making them better. Pure Hackmons represents a world of Ideals.
The philosophical duality between these two Pokémon is absolutely perfect and it was only out of sheer coincidence that this applies very well to the competitive Pokémon format of the 3DS era. The point of this team and the prequel RMT was to see how far I could make it with a legal White Kyurem. However, upon realizing the duality between White Kyurem and Black Kyurem as well as having a second opportunity to push further with White Kyurem, I decided I HAD to pair Black Kyurem with White Kyurem. There was no other choice. I was not missing out on this opportunity to make this happen. Black Kyurem not only added more significance but more of a symbolic meaning to the team, ultimately leading it to be the most fitting pair for the final version of Natural. I also felt Black Kyurem was an underrated -ate user in the metagame who can serve as a useful lead and revenge-killer anyway. It's quite a good Pokémon. People just weren't really using it since they were more focused on its competitors, Huge Power Regigigas and Pixilate Mega Diancie.


Legal White Kyurem needs a Baton Passer with Shell Smash in order to proficiently work. I had Xerneas as the Baton Passer at first but then had great difficulty dealing with opposing Mega Audino while testing on other alts. I ended up realizing the team had no solid way of consistently building momentum, which White Kyurem would've also really liked otherwise in case it could immediately threaten something. I eventually decided to pass Xerneas's baton to Primal Kyogre and replace Xerneas's slot on the team with the more useful Mega Audino. Mega Audino helped with speed control and building up momentum in crucial points of the game, which I didn't realize turned out to be very important for the long-run.

Giratina is the best Pokémon in the metagame. It prevents sweeps, harshly punishes Wonder Guards, and serves as the team's bulky defogger. You can never go wrong with adding Giratina to a team in Gen 6 Pure Hackmons. Since I was trying to give Kyurem the best team I could and was not restricting myself in any other way, I figured adding Giratina was a must.

Primal Groudon is a powerful sweeper for the team who is typically a complete menace for most teams to work around. It's great at handling things physically while White Kyurem handles breaking and sweeping from the special side. With Primal Groudon complimenting White Kyurem, the team was covered in offenses from both physical and special angles.

Primal Kyogre is a top tier Wonder Guard; arguably the best in Gen 6 alongside Mega Audino and Xerneas. It was primarily added to the team to act as a great support for the team and imposter-proof for White Kyurem but ended up being the Baton Passer of the team instead, passing Substitute and Shell Smash boosts to Primal Groudon and especially White Kyurem.
The Team
On another note, the Pokémon who would otherwise have max HP EVs were given 248 HP EVs instead in order to take less indirect damage/recoil from moves. This includes the likes of hazards, status, Curse, and Substitute, which are all mostly prevalent in Pure Hackmons. This team is named after different frames and different states of mind.

Truth (Kyurem-White) @ Choice Specs
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Fusion Flare
- Earth Power
White Kyurem is the star of the show. Its job is to hit as hard as it possibly could in order to either do significant damage as a standalone Pokémon or sweep after receiving set-up boosts. Turboblaze is already the best ability it could run and is useful on its own in Pure Hackmons, but being a legal set leaves it bound to that ability. The ability allows White Kyurem to break through Wonder Guards, enabling it to create dents on many teams. This alongside Gen 6's EV limit, serves as the biggest factor to why White Kyurem is usable with its legal set. Choice Specs is given to maximize damage output and do more damage with Ice-type moves than the likes of Soul Dew Mega Latios. Max Special Attack EVs were given to further maximize damage output, which works especially since Special Attack is the stat White Kyurem is using most. Max Speed is greatly appreciated for outspeeding every Pokémon at x2, outspeeding Mega Beedrill, Mega Gengar, and Mega Mewtwo X after they land on Sticky Web, and outspeeding base 90 Speed Pokémon such as Adamant Primal Groudon at +0. Lastly, Modest Nature was given to make the most out of White Kyurem's Special Attack. This team has plenty of Speed support for White Kyurem, so running Modest over a Speed-benefitting Nature is preferable here.
Move Descriptions
Draco Meteor - Harshly punishes opposing Giratina trying to interfere with White Kyurem's support or ability to sweep. It outright OHKOs Giratina and forces it to switch out into a large variety of Pokémon who would not like to take a hit from Choice Specs Draco Meteor White Kyurem. This is an incredible feat on its own and is the reason legal White Kyurem can be used as a breaker. Draco Meteor can also punish some of this team's biggest checks such as Mega Gyarados and Primal Kyogre if timed right.
Ice Beam - Super spammable STAB move with 100% accuracy and no Pokémon immune. This is the primary move White Kyurem uses if it wants to sweep the game but it could also be used to punish what you may force Giratina out into. Fairy-type Wonder Guards such as Mega Audino and Xerneas would not like suddenly getting hit by Ice Beam when the opposing player predicted a Draco Meteor instead. The unique thing about this move is that it's more spammable than anything a Mold Breaker Mega Latios or Mega Rayquaza can pull off since Ice Beam is able to hit a wider range of viable Pokémon harder than the STABs of its Dragon-type competitors.
Fusion Flare - This move serves as valuable coverage against Steel-type Pokémon who could switch into Draco Meteor and Ice Beam, such as Registeel, Aegislash, Mega Scizor, and Escavalier, potentially giving plenty of otherwise switch-ins a really difficult time. Searing Shot can inflict burns but White Kyurem is OHKOing most of its targets with this move anyway after rocks are up and the lack of burn may work in the long-run to help Primal Groudon find more opportunities to inflict Spore.
Earth Power - Deals with a potential wave of Steel-types Fusion Flare doesn't do as well against, such as Dialga, Heatran, and Empoleon, as well as doing more damage to the Fire-type Pokémon who resist both Ice Beam and Fusion Flare but could take Earth Power super effectively.

Ideals (Kyurem-Black) @ Never-Melt Ice
Ability: Refrigerate
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Fake Out
- Extreme Speed
- Pursuit
- Stealth Rock
Black Kyurem is White Kyurem's co-star for the team, aiming to serve as its counterpart shining with a hacked set! This team's Black Kyurem was made to run as a lead and eventual revenge-killer down the line. Refrigerate was given to change Black Kyurem's powerful priority attacks into Ice-type STABs. Never-Melt Ice boosts the power of those STABs while maximum Attack and Adamant Nature lets this Pokémon make the most of its Attack stat. Maximum Defense was given for Black Kyurem to take more hits from opposing Fake Out and Extreme Speed before dishing out its own moves. It allows Black Kyurem to possibly survive against Pixilate Extreme Speed Mega Diancie or Huge Power Extreme Speed Regigigas.
Move Descriptions
Fake Out - Use to break sashes and otherwise deal extra damage to opposing Pokémon while guaranteeing a flinch. A classic staple to many -ate sets.
Extreme Speed - Primary attack boosted into Ice-type STAB by Refrigerate. This powerful move carries +2 priority and hits the likes of Mega Rayquaza, Mega Latios, and Giratina super effectively. It also does a clean chunk of damage to the majority of Pokémon in the metagame overall since under EV limitations, most offense Pokémon don't have room to run HP or Defense EVs needed to take STAB-boosted hits from base 170 Attack Pokémon.
Pursuit - Punishes threats Black Kyurem could force out with Fake Out or Extreme Speed, such as the aforementioned Mega Latios, Mega Rayquaza, and Giratina. Could also threaten the likes of Mega Mewtwos and Mega Gengar. All of these Pokémon would really like to switch out of -ate Black Kyurem but most would not see a nasty Pursuit coming for them under the right circumstances. This ensures either the opposing Pokémon getting KOed while trying to leave or them not being able to leave without taking a huge chunk of damage as punishment.
Stealth Rock - Used to set hazards for the team. -ates typically serve as good hazard leads since there's not much getting in the way of them throwing rocks up most of the time. Additionally, Stealth Rock is great for supporting the whole team with hazard control. Focus Sashes can break and tight KO ranges could lean more closely on this team's side. The team could struggle to sweep without Stealth Rock in place. White Kyurem loves when its teammates have Stealth Rock.

Clarity (Audino-Mega) @ Safety Goggles
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Recover
- Chatter
- Sticky Web
- Parting Shot
I was trying to give the best team I could to legal White Kyurem and apparently my favorite Pokémon is so good it still manages to find its way into the team despite not initially being there or in the prequel. This is because the combination of Mega Audino's bulk, typing, and low Speed allows it to provide the role of a momentum builder better than any other Pokémon in the game. Just this sheer feat it could provide for the team warranted its presence rather than any personal biases I could have to fit my favorite Pokémon in. Impressive isn't it? Maybe Karen wants us to find the right metagame for our favorites. I've found mine. Mega Audino serves as safety net against opposing No Guard Pokémon with its Wonder Guard ability, while leaving few Pokémon able to properly hit deal damage to it. Safety Goggles allows Mega Audino to block Spore, which is a move frequent among many sweepers. Mega Audino wants to tank as many viable moves as it could. Thanks to the presence of Huge Power, the lack of King's Shield, and Mega Audino's type combination blocking most high tier Special Attackers in the meta, this Mega Audino set prefers to have maximum HP and maximum Defense over Special Defense. Relaxed Nature allows for Mega Audino's Defense to be as high as 386 while giving it a minimum Speed of 94 when given no EVs or IVs in Speed. The minimum Speed helps Mega Audino always move last so it could using Parting Shot into the right Pokémon when it needs to.
Move Descriptions
Recover - Want a tank? 50% recovery moves are a must. Recover is a fine move to fulfill the job as it can regularly heal Mega Audino's HP by a whole 50% with each use. It could use alternatives like Heal Order, Milk Drink, Slack Off, Roost, and Soft-Boiled, but I like to keep things as normal as Audino's primary type. There's no real advantage Mega Audino has running any of these moves over another one listed. It could run any of the aforementioned healing moves.
Chatter - While testing with team, the Mega Audino I struggled against had the tendency of running Chatter. Chatter was a newly emerging move used on it to give Mega Audino more opportunities to build momentum for teams. It can hit any non Wonder Guard Pokémon through Substitute then inflict confusion. Confusion gives each Pokémon a 50% chance of hitting themselves in Generation 6 and is a status no offense Pokémon would ever like having, likely causing them to either hit themselves or switch into a different Pokémon, giving Mega Audino a free turn to do what it wants. It serves as a useful utility move for this reason and in result, caused a large surge of Mega Audino to reappear on ladder. This discovery led Mega Audino to reclaim the title of most used Wonder Guard throughout the last several months of the Gen 6 Pure Hackmons permaladder and is part of what changed in the metagame to make Mega Audino still arguably better as a Wonder Guard than Xerneas.
Sticky Web - Thrown to give White Kyurem extra Speed support, allowing it to be pivoted into and immediately threaten targets such as Mega Latios, Mega Gengar, Huge Power Mega Mewtwo X and Wonder Guard Mega Beedrill.
Parting Shot - Reduces the offense stats of opposing targets while enabling Mega Audino to pivot into any other member of the team. The lowered offenses ensures a safer switch-in and Parting Shot being a status move enables it to affect even opposing Wonder Guard Pokémon.

Distortion (Giratina) @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Encore
- Curse
- Recover
Giratina rules the metagame. It's the best Pokémon in it! Some would even argue you can't make a great ORAS Pure Hackmons team without Giratina. While I don't fully agree a great team without Giratina is impossible, this belief makes sense. This Pokémon is insanely splashable for saving the game from many sweeps. You can't really go wrong with slapping Giratina anywhere. As for its investments, I'm gonna be blunt. Giratina likes beating Primal Groudon. It likes serving better odds against Mega Gyarados and Mega Mewtwo X. All of Giratina's biggest offense threats in the metagame are physical attackers. Prankster Giratina's not doing its job as well as it could without Bold Nature max Defense. Prankster is the best ability on Giratina by far as it serves to greatly punish Pokémon who gain x2 offenses and Speed with Shell Smash. The ability also allows Giratina to quickly Recover out of dire situations and pull off final gambits with Curse when needed. Prankster allows players to use any utility move they want before the opponent's Pokémon can even move. Safety Goggles was given to block Spore since it is prominently ran among many sweepers who could give Giratina a much harder time otherwise.
Move Descriptions
Defog - Clears hazards for the team. Helps both Kyurem formes especially since they are both weak to Stealth Rock. Also allows this team to move around more in order to take attacks and build momentum.
Encore - Harshly punishes any Pokémon who dares to set up when a Giratina is still present in battle. Unless misplays were made from the Giratina user or Giratina was put to sleep ahead of time, Encore stops sweepers from being able to do anything until the Giratina is removed from the battle. This move forces targets to spam the same move multiple turns in a row, giving you a free turn and potentially multiple free turns.
Curse - Used to break Wonder Guard Pokémon when healthy or set-up sweepers if Giratina cannot survive. This is Giratina's signature move in Gen 6 Pure Hackmons. The 25% damage it inflicts every single turn adds pressure to everything.
Recover - Only give this move to Giratina if you like winning. Alternatively, give it Heal Order, Milk Drink, Soft-Boiled, Slack Off or Roost. Give it none of these moves if you like losing games instead. Trust me it's the easiest way to lose games. This applies to 100% of Giratina with the Prankster ability.


Concrete (Groudon-Primal) @ Safety Goggles
Ability: Mold Breaker
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Spore
- Shell Smash
- Thousand Arrows
- King's Shield
Primal Groudon is an absolute behemoth, being able to fit into nearly any team while still being a massive threat that's hard to stop all around. It's easily one of the most if not the most broken Pokémon in the metagame. A perfect fit to compliment White Kyurem's role as a Special Attacking sweeper. Blissey are in tears now. Primal Groudon was given Safety Goggles like several other Pokémon on this team in order to block Spore, as Prankster Spore could be an annoying countermeasure to it otherwise. Mold Breaker is essential for Primal Groudon to break past Wonder Guards, while Adamant Nature is given to provide maximum damage output. In order to maximize its effectiveness, Primal Groudon wants to be as bulky as possible and hit as hard as possible. This is why it has maximum Attack EVs and nearly maximum HP EVs. However, 16 Speed EVs were given to let Primal Groudon outspeed some of the metagame's fastest Pokémon after a Shell Smash boost. These Pokémon include the likes of Mega Aerodactyl, Deoxys-Attack, and Wonder Guard Electrode.
Move Descriptions
Spore - Used to inflict sleep, giving Primal Groudon free turns to set up and eventually sweep. Just hope there's no Giratina or Mega Gyarados in sight.
Shell Smash - If Primal Groudon wants the power of Thanos with six infinity stones, he's gonna have to try a little bit. Shell Smash boosts Attack, Special Attack, and Speed by 2 stages, leaving it to become a complete menace to stop. Teams without proper answers active in battle just lose after this.
Thousand Arrows - This move is ridiculously broken. Primal Groudon needs no other attack. It can just live off this. Thousand Arrows hits everything hard. Its resistances kinda suck in this metagame. Flying-types cry in disbelief of suddenly getting hit by a Ground-type move. This is Primal Groudon's flagship move in Pure Hackmons. A Primal Groudon without Thousand Arrows in ORAS Pure Hackmons is not truly a Primal Groudo, but some funny lookalike at most.
King's Shield - This move enables Primal Groudon to scout for attacks and even block revenge-killers such as Regigigas, Mega Diancie, and Black Kyurem. It could also troll Mega Gyarados if the Mega Gyarados user overpredicts a switch-out. Primal Groudon's bulk combined with King's Shield lowering the Attack stats of revenge-killers leaves Primal Groudon virtually unstoppable once it gets going.

Murky (Kyogre-Primal) @ Leftovers
Ability: Wonder Guard
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Shell Smash
- Baton Pass
- Substitute
Primal Kyogre is the second Wonder Guard of the team and White Kyurem's primary support. I figured given how broken Moonblast is in this game, the high enough Special Attack and similar Speed stat Primal Kyogre has with Xerneas would let me get away with copying the set I had when Xerneas was on the team and giving it directly to Primal Kyogre instead! Sounds crazy right? Yeah, but it worked out! Leftovers was given to have Primal Kyogre recover after it uses Substitute. The EVs were specifically given with Modest Nature to maximize Special Attack and give Primal Kyogre the lowest Speed possible while enabling it to outspeed Deoxys-Speed after a Shell Smash. The rest of the EVs were given to HP for overall better bulk from both angles. This led to it having an even HP stat but I figured the Leftovers healing could contribute in making up for it. Let me know if there's a better EV spread.
Move Descriptions
Moonblast - Is a really good move in the metagame that hits the likes of Mega Latios, Mega Mewtwo X, Mega Gyarados, Mega Rayquaza, and Giratina super effectively. It lacks many great resistances and the ones that exist are scared of Primal Kyogre as they often see it as a threat wielding Water-type moves. I figured Moonblast could work since Primal Kyogre wields a whopping base 180 Special Attack and could slap players when they least expect it. Players run offensive threats in front of Shell Smash Primal Kyogre without any clue of what it could run, then get competely baffled when their Mega Rayquaza, Mega Gyarados, or Mega Mewtwo X's HP goes "bye-bye" from a Moonblast they never saw coming. Additionally, Moonblast is also this team's only great answer to Mega Gyarados. Aside from this, some Giratina sets struggle against the move. Moonblast has worked wonders against anyone standing in the way of this team's Primal Kyogre.
Shell Smash - This move boosts Primal Kyogre's Attack, Special Attack, and Speed by 2 stages each use either to use for itself with Moonblast or to Baton Pass to either Primal Groudon or White Kyurem. Primal Groudon and White Kyurem become much less manageable for the opposing team after support from Primal Kyogre.
Baton Pass - Amazing move that allows Primal Kyogre to pass the Substitute and/or Shell Smash boosts it holds to another Pokémon. This is mostly for White Kyurem and Primal Groudon but there may be times were it's better to pass to someone else.
Substitute - Almost completely ensures the Pokémon behind it will be safe for as long as the doll created isn't broken. Can also be Baton Passed into a teammate.
Checks and Counters










Replays
I had many great replays for this team, including what were some of my favorite replays ever, but unfortunately, due to replay data being lost from Pokémon Showdown, all those replays are gone. I've managed to play plenty more games with this team since but haven't found the games or replays to be as great as the ones back then. Nevertheless I still have some replays to share that show a good example of how this team works.

https://replay.pokemonshowdown.com/gen6purehackmons-2131612305?p2
Battle against kha243 (using a variation of aerobee's famous Deer Squad team)

https://replay.pokemonshowdown.com/gen6purehackmons-2072266374
Battle against Chimerk

https://replay.pokemonshowdown.com/gen6purehackmons-2130316135
Battle against LycanrocWasTaken4

https://replay.pokemonshowdown.com/gen6purehackmons-2053960142
Battle against lag=bad (ASDFGHJKLKJHGFD)

https://replay.pokemonshowdown.com/gen6purehackmons-2054010575
Battle against Eyeos
Conclusion
I have quite a lot to say about this team and White Kyurem's involvement in it. First of all, I really love how this went. This team defines the very essence of who I am as a Pokémon fan. Someone who's really into the battles, lore, and worldbuilding in the series and prefers taking silly approaches on paper when it comes to building teams. Laddering in a fully serious manner gives me a lot of stress and trying to consistently keep up with the absolute best players of the game while trying my all gives me mental turmoil, so I make a lot of creative teams for ladder in order to create an excuse for if I fail, which ends up being all the more rewarding if I end up succeeding instead.
Legal White Kyurem was just a silly gimmick I wanted to try because I saw potential in it and not only was I able to pull it off effectively, I was also able to tie its relevance as a legal set with the overall lore of Pokémon and turn it into new information for Pokémon's worldbuilding, making this team much more personally suited for me. It even still has my favorite Pokémon of all things! Let's go! I also find this team to be quite an amazing gem for ORAS, since there's truly no other generation of Pure Hackmons where a legal White Kyurem set could be viable in let alone make 95 GXE. This is an entirely unique part of ORAS, which makes these games all the more cool!
Personal matters aside, I'm gonna be honest, this team is quite a beast and was much better than I ever expected it to be. It's by no means perfect but I was shocked by how effective it could be at cleaning the metagame. Even battling off against other players using this team gave me a hard time. You see, I had another team in mind I wanted to post an RMT of similar to this, but since it's built off the very one on this RMT, I'll just link it here instead:
https://pokepast.es/b668269b213b12fa.
This is a Monotype Normal team that managed to make Top 5 on ladder and 90 GXE with hardly any difficulty.
As with the legal White Kyurem itself, I actually think the legal set is great enough to be considered meta and is the best White Kyurem set I've ever seen on ladder. If given enough support, Choice Specs Ice Beam with Fire and Ground-type coverage can easily do the job better than even hacked White Kyurem sets. On paper, Searing Shot would be a 100% better choice than Fusion Flare due to its 30% chance of burning, but I find this not so relevant as Fusion Flare OHKOs all of its biggest targets anyway, such as Mega Scizor and Escavalier. The lack of burn could also be useful for the lategame if I am able to pull off a status infliction with Primal Groudon or if I'm struggling against Imposter and don't want to be burned! I don't see many situations where a Searing Shot burn from this team's White Kyurem could matter, leaving Fusion Flare itself to still be a meta option to help with status inflictions from teammates and cover for possible imposter-proofing instead! Some people like to run Spacial Rend over Draco Meteor, but Spacial Rend doesn't quite do the damage I'd prefer. Any Giratina with Special Defense investment for some reason can still survive a Spacial Rend and Spacial Rend is not a good move for Choice Specs White Kyurem to sweep with anyway. The Dragon-type move is exclusively for breaking. Otherwise you're asking for your sweep to get stopped by the common Xerneas, Mega Audino, or Mega Diancie. The combination of these two factors leaves Spacial Rend to be an entirely pointless option to use over Draco Meteor. Draco Meteor is the most reliable Dragon-type STAB move a White Kyurem could use in the game. Freeze Dry is often used over Ice Beam to hit Water-type Pokémon but otherwise has much lower BP than Ice Beam and would not be as reliable for sweeping or breaking overall. If White Kyurem wants to sweep, it's hitting far more consistently high ranges with Ice Beam. Ice Beam also helps potentially imposter-proof better. Lastly, Earth Power is the best Special Ground-type attack in the game anyway, which perfectly fits as coverage to compliment White Kyurem's STABs. I truly think legal White Kyurem can be no joke in ORAS Pure Hackmons. While it and White Kyurem in general aren't the best Pokémon in the metagame, this legal White Kyurem set has proven White Kyurem's viability in ORAS Pure Hackmons and kept it from going any lower in the Viability Rankings.
I'm now in for one final take: I've already said White Kyurem is better than Black Kyurem in ORAS Anything Goes than it is in ORAS Pure Hackmons. What if I told you, legal White Kyurem is also better in ORAS Pure Hackmons than it is in ORAS Anything Goes? As the only person to have ever consistently used legal White Kyurem in ORAS Pure Hackmons by this point, I consider this to be true! In all fairness, White Kyurem is currently listed as D rank in the ORAS Anything Goes viability rankings anyway (while Black Kyurem isn't ranked at all), but ORAS Pure Hackmons appreciates Pokémon having the Turboblaze ability more than ORAS Anything Goes since Wonder Guards block everything else except for super effective coverage. On top of this, ORAS Pure Hackmons provides lot more opportunities for White Kyurem to get the support it needs to become threatening. Otherwise, ORAS Pure Hackmons still creates an environment where White Kyurem can single-handedly punish the best Pokémon in the metagame. It's not consistently great at handling the Mega Rayquaza, Arceus, and Xerneas of ORAS Anything Goes but is always great at scaring away any Giratina in ORAS Pure Hackmons!
White Kyurem is incredible for its ability to wield a whopping base 170 Special Attack and a good offensive type combination, especially Ice-type, allowing it to hit most opposing Pokémon very hard with STAB. It also has Earth Power and Fusion Flare to hit most STAB resistances super effectively. It's not too frail, and not super slow either. These factors combined make legal White Kyurem exist with a niche use it could pull off somewhat consistently in ORAS Pure Hackmons, when no other Pokémon holding a legal set could ever do the same. Congratulations White Kyurem. You've outdone everything else in using a set encompassing Truth.
Thank you all for reading this RMT. I am glad to have finally written and shared it by now. Use this team as you wish or just react to this post if you wish to support. Take care and have a great day o7.
Importable
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