SS Ubers Shadow of the day

Maxomega

supra ludio
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Hello everyone, and welcome to my second RMT! With the recent ban of Zacian-Crowned, I started building brand new teams on various Pokemon I wanted to make shine, such as Urshifu-Single-Strike or the forgotten king: Zamazenta-Crowned. But I decided to show you the build I did on Spectrier, a Pokemon which has rised in Ubers due to its ban in OU. I thought building on it could be fun, especially since it can lure Yveltal and help Calyrex-Shadow to sweep. Building this team was not that easy, and I'm happy to show you the final version of this team. I enjoyed playing this team a lot, and I hope you'll like playing it too! This RMT should bring you your shadow of the day through these two ghost horses. So, without any further ado, let's get into it!



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First, as mentioned above, I thought that Spectrier and Calyrex-Shadow could work well together, as Spectrier can lure Yveltal and win the duel against it (you'll see how in the 'in-depth'). Once Yveltal is knocked out, either Spectrier or Calyrex-Shadow can sweep the team of the opponent. Furthermore, these two horses constitute a solid offensive Ghost Spam core, and can easily destroy unprepared teams.


Since the team was pretty weak to Marshadow and its priority, Tangrowth seemed to be the best Pokemon to fit this role. Moreover, it is able to come on the other physical threats of the tier, namely Zekrom, Groudon and Zacian-Hero.


However, Tangrowth isn't bulky enough to come indefinitely on Zacian, and the Choice Band set can just 2HKO it with Play Rough. Then, I needed a Fairy resist to complete Tangrowth in its role, while not making the team too passive. This description corresponded perfectly with Necrozma-Dusk-Mane. It is a strong Fairy resist and has a significant offensive presence. Also, it benefits from Yveltal being weakened or knocked out.


At the moment, it was necessary for the team to have a wall to Kyogre, since the scarf one could just 6-0ed my team by spilling a Tsunami on the team. To fulfill this role, Blissey and Eternatus seemed great. On one side, Blissey was a wall to the Choice Specs and the Choice Scarf thanks to the Utility Umbrella, and could support the team with momentum, hazards or by being a cleric. On the other side, Eternatus was only a check to Choice Scarf Kyogre. However, it was a great answer to Calm Mind variants, since it could phaze them out with Dragon Tail. As you can see, I chose Blissey over Eternatus, since I planned to play a Necrozma-Dusk-Mane without hazards.


Finally, if you play or just know the Ubers metagame, you know what the team was lacking of... Indeed, the team was lacking of a Cinderace check! Just kidding, it was lacking of a Calyrex-Shadow check. Moreover, the team needed a Defogger, and so Yveltal was the best Pokemon to finish this team. It can bring Calyrex-Shadow or Spectrier on the field, thanks to U-turn ; and it works well with Necrozma-Dusk-Mane on the defensive side.




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In Pieces (Spectrier) @ Leftovers
Ability: Grim Neigh
EVs: 124 HP / 252 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Hex
- Will-O-Wisp

Spectrier is the essential element of the team, without whom the team would make less sense. Its main goal is to burn Yveltal, in order to pave the way to Calyrex-Shadow and Necrozma-Dusk-Mane (since it has a defensive set with Dragon Dance). To achieve this goal, the set is obviously composed of Will-O-Wisp. This attack is also useful to reduce the staying power of defensive Pokemon like Eternatus, while being able to handicap offensive ones such as Zekrom. Then I added Substitute and Calm Mind to the set. These two attacks allow Spectrier to set-up on a Pokemon which is burned or which would only rely on status to knock out Spectrier. The investments in Defense and HP allow Spectrier's Substitute to hold Foul Play of burnt Yveltal, as well as holding Sunsteel Strike of burnt defensive Necrozma-Dusk-Mane. As far as Hex is concerned, it is the only offensive attack in this set and it is resisted by Yveltal. However, Spectrier can win the duel against Yveltal (Foul Play only), since the damages are doubled on a Pokemon with status. Finally, the investments in Speed allow Spectrier to outspeed bases 100.
I chose Spectrier over Lunala because Lunala'styping doesn't allow it to win its duel against Yveltal. Moreover, Spectrier having a better speed, it is possible to invest more in Defense and HP: making Spectrier bulkier than Lunala.
  • 0- Atk Dark Aura burned Yveltal Foul Play vs. 124 HP / 252+ Def Spectrier: 69-82 (18.5 - 22%) -- guaranteed 2HKO after Leftovers recovery
  • 0 Atk burned Necrozma-Dusk-Mane Sunsteel Strike vs. 124 HP / 252+ Def Spectrier: 78-93 (20.9 - 25%) -- 6.3% chance to OHKO



In Between (Calyrex-Shadow) @ Choice Specs
Ability: As One (Spectrier)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Astral Barrage
- Psyshock
- Trick
- Aromatherapy / Nasty Plot

Let's now move on to Calyrex-Shadow. This Pokemon benefits greatly from the fact that Spectrier can eliminate, or at least weaken, Yveltal. The Choice Specs allows Calyrex-Shadow to assert its offensive presence in the team, in addition of being able to annoy defensive Pokemon thanks to Trick. Moreover, Trick is also another way to make Yveltal completely useless. Once it's burned and gets the Choice Specs, it won't be able to do anything, being only a set-up fodder for Spectrier or Necrozma-Dusk-Mane. As far as Astral Barrage is concerned, this attack is the main STAB of Calyrex-Shadow, this means this is the one that will be used most often: Ghost type having a really good coverage in Ubers. Psyshock is there to hit the two pink blobs: Blissey and Chansey, while allowing Calyrex-Shadow to hit Eternatus more efficiently. Finally, Aromatherapy allows Calyrex-Shadow to support the team and in particular the defensive core which could be in trouble if Tangrowth or Yveltal are poisoned. However, it's possible to play Nasty Plot instead of Aromatherapy in order to put a lot more pressure on the opponent team if Yveltal is weakened and burned (since Foul Play does not knock out Calyrex-Shadow).
  • 0- Atk Dark Aura burned Yveltal Foul Play vs. 0 HP / 0 Def Calyrex-Shadow: 218-258 (63.9 - 75.6%) -- guaranteed 2HKO



Hands held high (Tangrowth) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Sludge Bomb
- Earthquake
- Sleep Powder
- Grass Knot

Now let's talk about the team's punching ball: Tangrowth. Tangrowth's main role is to switch on physical threats, hold a hit, then switch and heal itself thanks to its ability: Regenerator. It can also weaken these threats thanks to the Rocky Helmet, limiting the comings and goings of Pokemon like Zacian or Marshadow. Sludge Bomb allows Tangrowth to effectively hit Zacian and the opposing Tangrowth. In addition, it can apply the poison to Pokemon which would absorb Spectrier's Will-O-Wisp, like Ho-Oh. As far as Earthquake is concerned, the main use of this attack is to hit Zekrom, however it can be useful if an Eternatus comes on the field. It's worth noticing that Sludge Bomb can hit Zekrom with Magnet Rise, since the set is more and more seen. Sleep Powder allows Tangrowth to support the team, as it gives a free switch on the sleeping Pokemon, providing to the team an opportunity to put pressure on the opposing team: either by set-upping Necrozma-Dusk-Mane or Spectrier, or by putting Calyrex-Shadow on the field. Finally, Grass Knot is there to hit effectively Zygarde-Complete, which could otherwise use Tangrowth as a set-up fodder.


Necrozma-Dusk Mane | SS | Smogon Strategy Pokedex
What I've done (Necrozma-Dusk-Mane) @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 36 Def / 92 SpD / 128 Spe
Careful Nature
- Sunsteel Strike
- Moonlight
- Earthquake
- Dragon Dance

The offensive presence of Necrozma-DM is essential so that the team isn't too passive. This is one of the reasons why Necrozma-DM has Dragon Dance. Moreover, it benefits a lot of Yveltal being burned, since it is able to set-up on the latter without any fear of a possible Foul Play or Knock Off. Indeed, the investments in HP and Defense allow Necrozma-DM (boosted after one Dragon Dance) to hold two burnt Yveltal Foul Play, while being able to 2HKO full HP Yveltal with Sunsteel Strike. Sunsteel Strike is Necrozma-DM's main STAB, allowing it to hit the majority of the tier and weaken the opposing team after a single Dragon Dance. As far as Earthquake is concerned, this attack gives Necrozma-DM the opportunity to super-efficiently hit defensive Pokemon resisting Sunsteel Strike, or those which can reduce Sunsteel Strike's PP to 0 thanks to the ability: Pressure, like Necrozma-DM itself or Eternatus. Moonlight allows Necrozma-DM to fulfill its role as a defensive Pokemon complementing Tangrowth. Indeed, it is able to switch on Choice Band Zacian's Play Rough, which would otherwise 2HKO Tangrowth. Moreover, it's a very good answer to Xerneas. Finally, Dragon Dance is here, as mentioned above, to make Necrozma-DM offensively threatening especially towards a team that would have a burnt or weakened Yveltal.
The investments in Speed allow Necrozma-DM to outspeed the standard defensive Eternatus (330 Speed), but also to outspeed the rare but powerful Landorus-Incarnate. The rest of the investment is put into Special Defense in order to avoid getting 2HKOed by Xerneas' Moonblast after a Geomancy.
  • +1 0 Atk Dark Aura burned Yveltal Foul Play vs. 252 HP / 36 Def Prism Armor Necrozma-Dusk-Mane: 178-210 (44.7 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
  • 0 Atk Dark Aura burned Yveltal Knock Off (97.5 BP) vs. 252 HP / 36 Def Prism Armor Necrozma-Dusk-Mane: 104-124 (26.1 - 31.1%) -- guaranteed 4HKO
  • 0 Atk Dark Aura burned Yveltal Knock Off vs. 252 HP / 36 Def Prism Armor Necrozma-Dusk-Mane: 70-82 (17.5 - 20.6%) -- possible 5HKO
  • +2 252+ SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 92+ SpD Necrozma-Dusk-Mane: 177-208 (44.4 - 52.2%) -- guaranteed 3HKO after Leftovers recovery



No more sorrow (Blissey) (F) @ Utility Umbrella
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Stealth Rock
- Teleport / Aromatherapy / Confide

Blissey. This pretty pink blob is one of the pillars of the team. Whenever Blissey is mentioned, reactions are often "this Pokemon can hold any attack on the special side", and well that's, as mentioned above, its main role in this team. However, Blissey can't hold everything. Indeed, Choice Specs Kyogre's Water Spout 2HKOes Blissey: that's why Blissey wears the Utility Umbrella. For those who don't know what this item does, here is the explanation: "The holder ignores rain- and sun-based effects. Damage and accuracy calculations from attacks used by the holder are affected by rain and sun, but not attacks used against the holder." This means, thanks to this item, if Blissey switch on Kyogre, Kyogre will do damages as if there was no rain (NB: at the moment, the calculator doesn't take into account the Utility Umbrella, so you have to remove Rain manually to calculate the damages). Soft-Boiled is the best way for Blissey to heal itself efficiently. As far as Seismic Toss is concerned, this attack does damages based on user's levels, so it isn't based on Blissey's offensive statistics, which are not excellent. Moreover Seismic Toss can do good damage to Kyogre Calm Mind which would otherwise be a problem for the team. Stealth Rock are here to support the team, because there wasn't any hazards setter yet. Furthermore, Stealth Rock are a good way to weaken easier Yveltal which would have been Trick by Calyrex-Shadow. Finally, the last attack of the set can be Teleport, Aromatherapy or Confide, and I'm going to explain you why each of these attacks can fit in this team:
  1. Teleport. This attack provides momentum to team, which is essential to apply constant pressure on the opposing team and to find the best opportunities to set-up Spectrier or Necrozma-DM. Also, thanks to Teleport, the offensive threats of the team won't take damages if they are sent on the field.
  2. Aromatherapy. This attack should only be put on Blissey if Calyrex-Shadow has Nasty Plot. By making such changes, the team becomes more aggressive, having three set-up Pokemon. While possessing a strong defensive core, which can cure status easily.
  3. Confide. This attack makes it much easier for the team to get rid of Kyogre Calm Mind. Indeed, without this attack, the path against Kyogre is to Teleport with Blissey when Kyogre is sleeping, then send Calyrex- Shadow and Trick the Choice Specs.
The investments are maxed out in Special Defense, allowing Blissey to better switch on Special threats, such as the aforementioned Kyogre. The rest is put in Defense, allowing Blissey not to be OHKO by physical attacks of defensive Pokemon.
without the Umbrella:
  • 252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 4 HP / 252+ SpD Blissey in Rain: 393-463 (60.2 - 71%) -- guaranteed 2HKO
  • 252 SpA Choice Specs Kyogre Water Spout (150 BP) vs. 4 HP / 252+ SpD Blissey in Rain: 358-423 (54.9 - 64.8%) -- guaranteed 2HKO

with the Umbrella:
  • 252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 4 HP / 252+ SpD Blissey: 262-309 (40.1 - 47.3%) -- guaranteed 3HKO
  • 252 SpA Choice Specs Kyogre Water Spout (150 BP) vs. 4 HP / 252+ SpD Blissey: 238-282 (36.5 - 43.2%) -- guaranteed 3HKO

with HP instead of Defense:
  • 0 Atk Dark Aura Yveltal Knock Off vs. 252 HP / 0 Def Blissey: 492-579 (68.9 - 81%) -- guaranteed 2HKO
  • 0 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 0 Def Blissey: 670-790 (93.8 - 110.6%) -- 62.5% chance to OHKO

with Defense instead of HP:
  • 0 Atk Dark Aura Yveltal Knock Off vs. 0 HP / 252 Def Blissey: 231-273 (35.4 - 41.9%) -- guaranteed 3HKO
  • 0 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 0 HP / 252 Def Blissey: 316-373 (48.5 - 57.2%) -- 94.1% chance to 2HKO


Bleed it out (Yveltal) @ Heavy-Duty Boots
Ability: Dark Aura
EVs: 248 HP / 16 Atk / 244 SpD
Careful Nature
IVs: 17 Spe
- Roost
- Defog
- Foul Play
- U-turn

Finally, let's close this team's presentation with the current icon of the Ubers: Yveltal. Its role is to provide consistent support to the team, thanks to Defog and U-turn in particular. But it is obviously there to provide a solid answer to Calyrex-Shadow. Roost is the best way for Yveltal to heal itself efficiently. As far as Defog is concerned, it allows Yveltal to remove hazards from the field, especially Toxic Spikes which are quite annoying for the team. Foul Play is an efficient way for Yveltal to hit the opposing team, especially thanks to its ability: Dark Aura. I chose not to put Knock Off since, despite many advantages, it could allow the tricked Pokemon by Calyrex-Shadow to hold Knock Off and get rid of the Choice Specs that was crippling it. That being said, it is possible to opt for this attack, but I do not recommend it. Finally, U-turn provides momentum to the team such as Blissey's Teleport.
The investments in HP and Special Defense allows Yveltal not to be 3HKOed by Astral Barrage from Choice Specs Calyrex-Shadow. The rest is put in Attack to get a better chance of breaking potential Calyrex-Shadow's Substitute. 17 IVs in Speed allow Yveltal to have a slower U-turn than the other Yveltal, while still outspeeding Calyrex-Ice max speed or Landorus-Therian.
  • 252 SpA Choice Specs Calyrex-Shadow Astral Barrage vs. 248 HP / 244+ SpD Yveltal: 129-152 (28.3 - 33.4%) -- 0% chance to 3HKO
  • 16 Atk Yveltal U-turn vs. 0 HP / 4 Def Calyrex-Shadow: 78-92 (22.8 - 26.9%) -- 50% chance to OHKO



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Gothitelle can be annoying for the team even though it can only trap 3 Pokemon out of 6. However, there are may ways to escape it. For Tangrowth, if you combine all the attacks: it has a total of 88 PP. This number being quite large, if Gothitelle doesn't have Stored Power, it may not have enough Rest to heal itself from the attacks (especially with Sludge Bomb being able to apply poison). For Necrozma-DM, there's no solution if it gets trapped: the trapper set with Charm will get rid of it. Finally, for Blissey, if it has Teleport, it will only have to wait for Gothitelle to Rest and for the Taunt to get off: then Blissey will be able to switch and get rid of the trap.


Ho-Oh is a problem for the team as there aren't any Pokemon which can effectively switch on it. Moreover, it is not affected by Spectrier's Will-O-Wisp. However, there are three different ways to get rid of it: poison it with Tangrowth's Sludge Bomb; give it the Choice Specs (with Calyrex-Shadow) and then put Stealth Rock on opponent's field; put Nasty Plot on Calyrex-Shadow instead of Aromatherapy and find the best moment to set-up Calyrex-Shadow.


Zygarde-Complete is difficult to manage with this team only if it has Toxic, otherwise Tangrowth completely walls it. That being said, if Zygarde-Complete has Toxic, it is necessary to weaken it as much as possible with Tangrowth's Grass Knot, then switch to heal Tangrowth thanks to its ability, and resend Tangrowth to get rid of Zygarde-Complete gradually. However, if it is the Rest set, you'll have to force it to Rest then send Calyrex-Shadow and threaten it with a Choice Specs Astral Barrage (or Trick it).




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In Pieces (Spectrier) @ Leftovers
Ability: Grim Neigh
EVs: 124 HP / 252 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Hex
- Will-O-Wisp

In Between (Calyrex-Shadow) @ Choice Specs
Ability: As One (Spectrier)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Astral Barrage
- Psyshock
- Trick
- Aromatherapy / Nasty Plot

Hands held high (Tangrowth) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Sludge Bomb
- Earthquake
- Sleep Powder
- Grass Knot

What I've done (Necrozma-Dusk-Mane) @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 36 Def / 92 SpD / 128 Spe
Careful Nature
- Sunsteel Strike
- Moonlight
- Earthquake
- Dragon Dance

No more sorrow (Blissey) (F) @ Utility Umbrella
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Stealth Rock
- Teleport / Aromatherapy / Confide

Bleed it out (Yveltal) @ Heavy-Duty Boots
Ability: Dark Aura
EVs: 248 HP / 16 Atk / 244 SpD
Careful Nature
IVs: 17 Spe
- Roost
- Defog
- Foul Play
- U-turn



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To conclude this RMT, I think that this team is really solid and that it can manage the majority of the metagame, despite the fact that it is based on a rather original core. Moreover, I would like to say that I had a lot of fun building this team and testing. I hope you will have as much fun playing this team as I had building it, and that this team will give new players the will to discover Ubers.
 
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Really cool team and rmt, Spectrier is obviously just a bad mon but there's ways that it can be used, and I think this may be the best way to go about it. I feel like maybe Mewtwo could be a better way to just beat Yveltal outright, but I do like the team comp of this generally, I have a few small suggestions though.

Minor Changes:
:necrozma-dusk-mane:
EV Spread
EVs: 252 HP / 36 Def / 92 SpD / 128 Spe Careful Nature --> EVs: 252 HP / 136 Atk / 120 Spe Adamant Nature

Gothitelle can be annoying for the team even though it can only trap 3 Pokemon out of 6.
:pain:
But with this ev spread change, if dusk mane clicks dd on the switch in then it has the power to just beat Gothitelle. With the defensive spread listed before, Phys.Def Gothitelle could just beat the set after a DD. Obviously Foul Play Damage will be higher from Yveltal, but the pressure this team puts on that thing is super high so it won't matter a ton, and an change that helps a ton is eq --> Stone Edge. This hits Yvel a ton harder, being a roll to just OHKO Max HP at +1, and that's assuming it's not the fast variant with even less HP. Especially with Blissey around to keep Xerneas in check and Tangrowth for Zacian, I think offensive works just fine here and helps the Goth mu a ton if you can dd with good timing. Ho-oh was mentioned in the threats list, and this just makes it not a counter to this mon anymore and instead baits it in super hard freeing up the Ghosts.

Offensive Stone Edge Vs. Yveltal
+1 132+ Atk Necrozma-Dusk-Mane Stone Edge vs. 248 HP / 4 Def Yveltal: 398-470 (87.4 - 103.2%) -- 18.8% chance to OHKO

Offensive Dusk Mane Vs Gothitelle

+1 136+ Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 248 HP / 56+ Def Gothitelle: 258-304 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery

-1 136+ Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 248 HP / 56+ Def Gothitelle: 115-136 (33.5 - 39.6%) -- 23.9% chance to 3HKO after Leftovers recovery

Defensive Dusk Mane Vs Gothitelle
+1 0 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 248 HP / 56+ Def Gothitelle: 214-253 (62.3 - 73.7%) -- guaranteed 2HKO after Leftovers recovery

-1 0 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 248 HP / 56+ Def Gothitelle: 96-114 (27.9 - 33.2%) -- 87.6% chance to 4HKO after Leftovers recovery

Offensive Dusk Mane Vs Xerneas
136+ Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 0 HP / 168 Def Xerneas: 338-402 (86 - 102.2%) -- 93.8% chance to OHKO after Stealth Rock

Zacian Vs Offensive Dusk Mane

+1 252+ Atk Choice Band Zacian Play Rough vs. 252 HP / 0 Def Necrozma-Dusk-Mane: 147-174 (36.9 - 43.7%) -- 99.8% chance to 3HKO after Leftovers recovery

+3 252 Atk Life Orb Zacian Close Combat vs. 252 HP / 0 Def Necrozma-Dusk-Mane: 346-407 (86.9 - 102.2%) -- 18.8% chance to OHKO
(Tangrowth lives 1 +3 hit and can sleep powder anyway)

Another change that is optional but not needed looking at it would be :choice-specs: --> :choice-scarf:on :calyrex-shadow:

There's a few reasons that I think this would benefit the team, 1 big one being that it's just quite slow in general. Nothing else outspeeds common scarfers, and this is the best form of speed control a team can get. It also ideally helps a ton in the webs mu, where constant pressure and everything getting outsped can be quite overwhelming for a balance like this where there's no immediate fast breaker that can't be easily walled like Banded Zacian, since Yvel on ho can just pivot into Caly. Another reason is for Sub Caly, which the team doesn't have a way to outspeed. Yveltal can use U-turn to break the sub if it is the rare sub seed, but then nothing actually beats it, especially if it's sub seed taunt > np or just 2 attacks psyshock for Blissey. The team also has a ton of pressure on Yveltal already, making the power of specs not super needed since half the team baits it and tries to break it. Final reason is that you mention DD Zygarde as a threat to the team, so being able to always outspeed even +2 speed ones and Trick it in a pinch to free up Tangrowth could be super useful, or just using it to revenge Zyg after Tang goes down. Obviously Specs does have it's great power backing it which is why I think it's just optional, but could be worth testing out. One downside is that Ho-oh avoids a 2HKO, but it doesn't do a ton back and can get tricked and weakened as well as being hard baited by Stone Edge Dusk Mane, so it's not unbeatable.

As for move slashes you listed on some mons, in my opinion:
Aromatherapy > NP on Calyrex-Shadow
Confide/Teleport > Aromatherapy on Blissey


Aroma on caly feels like it'll always just be better, having the super fast cleric option on a mon that forces a ton of switches feels invaluable a lot of the time. I always Confide should be the move to run on Blissey, but here there's an interesting team comp where it may be possible to run Teleport reliably, so I'll slash both over aroma since I don't think that's the way to go here. Confide obviously beats MBeam Etern, CM Ogre, and Geo Xern, but NDM can deal a ton to Xern, and Caly can Psyshock Etern / Trick CM Ogre, which is the only reason I'd ever consider Teleport. I think these mu's would need some testing to see if it's reliably doable, but Teleport frees up another mon from Goth lowering the trap count to 1 mon with high PP, so I think it's worth consideration.

1 more Speed IV on Yvel also seems reasonable just to creep those other 220 people like this standard DD Dusk Mane, so I'll add it to the paste here.

Updated RMT (pokepast.es)
Here's what I would do with the team, really cool idea. Bonus Mewtwo variation like I mentioned at the beginning here since it does a similar thing to Spectrier, but I think this is one of the best ways I've seen Spectrier be used given how limited it is in the meta. It feels like it might just wisp then die which is why I think m2 could fit the role of Yvel bait better, but it's built around the ghost horses and I think it's a well done structure around them.
 
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