The Eye of the Shitticane
The above image is from August 28 and I started thinking about Fezandipiti sometime July. I made a
VR nom a couple of weeks ago explaining the thought process behind Fezandipiti. If you're interested in it read that as there isn't really anything I have to say about Fezandipiti that wasn't said there. Fezandipiti is a diamond in the rough and I'm sure that there are more to be found. Last year previously overlooked Pokémon such as Garganacl and Alomomola have risen to prominence with Alomomola becoming a core part of the metagame. A throughpoint with all of these is that they are primarily defensive Pokémon. If you're looking for the 'next big thing' you're more likely to have success with defensive Pokémon as most offensive Pokémon have been experimented with and defensive ones, especially those in lower tiers tend to be overlooked. I don't know when I'll get to it, but the next project will be
Zarude.
Team Background
Even though I started tinkering around with Fezandipiti in July I don't think I got around to making a team with it until sometime in September during NDPL. At the time I made three variants - one with each of Deoxys-A, Marshadow, and Chien-Pao. The Deoxys-A version ended up being the best, but the Marshadow version was alright as well. I'm not sure how much experimentation there is to be had as Fezandipiti does kind of specific things and provides specific support even if these are valuable. The Chien-Pao build I made was a failure, but I think there is potential there, it just needs tinkering rather than slapping Chien-Pao in the last slot. I've been exploring other Fezandipiti builds which have had varying levels of success, but will keep those private for the time being. This team is public and has had some tournament success so it gets the spotlight.
Team Members / Roles

Used the 140+ Def normally found on SD Utility Primal Groudon. This is primarily for Zacian-C so Primal Groudon can live +3 Tera Fighting CC after a single layer of Spikes. The extra defence also comes in handy against Dragon Dance Necrozma-DM which has the potential to be troublesome if Stone Edge is used over Photon Geyser and it takes Ho-Oh down. Primal Groudon also provides a necessary switch-in to offensive Primal Kyogre which can otherwise get out of hand quite quickly. On slower balance teams like this I generally prefer Toxic over Rock Tomb for the stall matchup due lacking a stallbreaker and to ease the burden on Fezandipiti in that matchup. Rock Tomb is quite usable though and the utility from the speed drop is quite usable, but this team already has adequate means of slowing down faster threats via Ho-Oh's Thunder Wave and Zygarde's Dragon Tail. I'd recommend trying Icy Wind on Fezandipiti before Rock Tomb on Primal Groudon as this team isn't particularly concerned with Ho-Oh. Overheat's utility is too important to drop. The Speed EVs allow Primal Groudon to outspeed Paralyzed Eternatus if needed.
Soft checks:

(offensive)


(DD)



Hard checks:








Counters:

(defensive)

I'll call this standard offensive Ho-Oh at this point as this will end up being the dex spread. I wanted Thunder Wave on Ho-Oh as a backup option against Zacian-C and Eternatus as this team would prefer that Ho-Oh paralyzes them as opposed to Zygarde since it doesn't want to switch into either of them. Tera Fairy Zygarde means Dragon Dance Zygarde and Primal Groudon should not be an issue so Ho-Oh thudding into those is fine. Brave Bird does more than enough to Primal Groudon on the switch while also chunking Alomomola enough to make progress.
Soft Checks:

(Overheat)


(DD)










Hard Checks





Counters


Uses Tera to handle:







Like Ho-Oh, soon to be standard EVs. SpD lets you setup on wallbreaker Eternatus from full, but with Fezandipiti a 252 HP/ 252 Spe or more mixed spread may be slightly better (248 HP / 92 Def / 16 SpA / 52 SpD / 100 Spe or 248 HP / 112 Def / 4 SpA / 52 SpD / 96 Spe). It is Arceus-Dark and does the typical Arceus-Dark things of checking various teambuilding checkboxes. Ultra Necrozma and LO Yveltal counterplay / Taunt user / win condition that is self sufficent but also synergizes with the team ect. Don't really see another Arceus forme slotting in easily at with the direction this style of team wants to go. This team can handle, but already does not love Dragon Dance Necrozma-DM so Arceus-Fairy is incredibly difficult to justify without making it too passive as it probably would want Will-O-Wisp. Arceus-Dark's ability to brute force through Ho-Oh is much appreciated which is only made easier by Fezandipiti reliably Toxicing it in the long run so Arceus-Dark isn't forced to burn through Recover PP to beat offensive Ho-Oh.
Soft Checks:













Hard Checks:









Counters:


(coil)
Uses Tera to handle:




This team definitely wants Tera Fairy Zygarde as it is otherwise far too weak to Dragon Dance Zygarde. Dragon Tail provides very needed phasing to help against setup sweepers in a pinch such as Necrozma-DM, Arceus, and Arceus-Dark and helps relieve some of the defensive pressure off of Zygarde. Speed is just for mons trying to Speed creep Zygarde. 248 HP 212+ Def / 44 SpD / 4 Spe works as well. This lets it survive 252 SpA Dynamax Cannon and 208+ Def is the magic number for Zygarde to survive what it needs to on the physical side. Although the secondary spread is great, I'm not sure it is great for this team. Outside of Zygarde it is a bit physically squishy even with the more physically defensive Primal Groudon than usual. A little wiggle room never hurts and Zygarde is rarely needing to deal with Eternatus on this team. Zygarde is probably the defensive Pokémon which appreciates Fezandipiti the most thanks to its ability to stuff the Taunt Calm Mind Arceus formes that would otherwise use it as setup fodder.
Soft Checks:







Hard Checks:





Counters:






Handles with Tera:

(DD)



See here again. Went with Tera Grass over Tera Dark to provide backup against the occasional Calm Mind Arceus-Ground and Arceus-Water. Tera Dark works, but Fezandipiti needs 72 SpA to cleanly 2HKO Ultra Necrozma and this sort of team does not tend to have the time to set Stealth Rock against HO. I do still think Tera Dark is usable, but as a backup to whatever the proper Ultra Necrozma counterplay happens to be. 248 HP / 52 Def / 208 SpD does avoid the 2HKO from any attack with Tera Dark, but this is more theorymon as in practice Ultra Necrozma is always going to be at +1 anyways. 248 HP / 48 Def / 212 SpD lets it survive +1 Earthquake after Stealth Rock and a layer of Spikes. Bobsican's experimentation with Utility Umbrella could fit on this team as well due to being slightly vulnerable to Primal Kyogre, but the Leftovers healing really adds up since most of what Fezandipiti wants to be in against can prevent Roost with Taunt. As mentioned earlier, Icy Wind over Moonblast is an option and has proven viable on other teams, but Acid Spray is mandatory to enable Deoxys-A to secure certain KOs. For example, after U-Turn chip Psycho Boost OHKOes -1 248 HP / 24 SpD Primal Kyogre.
Soft Checks:






Hard Checks:

Counters:










Handles with Tera (rare):


(Coil)


I'm still not really sure what the best last two moves are for Deoxys-A. The team definitely still wants Tera Ghost for Ekiller in case it bops Zygarde with Double-Edge. Beyond that I don't really know. I intially wanted Tera Blast Ghost but didn't feel Deoxys-A terad enough for that to be worth it. Ice Beam and/or Extreme Speed in one of those two slots is probably worth considering. I did think about Icy Wind for a bit, but this team does not benefit from slowing down Zacian-C with Deoxys-A and Yveltal isn't a problem. Shadow Ball is nice for Dragon Dance Necrozma-DM, but I've found it to be less practical than it is on paper given the chip needed and that Necrozma-DM outspeeds Deoxys-A if given the opportunity to boost twice anyways. Future Sight and Reflect are other options I've considered.
Used to offensively check:



(coil)


(post tera):








(cb)








Major Threats

Dragon Dance Necrozma-DM usually is not going to sweep, but can do enough damage to the defensive backbone when positioned well to enable a teammate to clean up. Fortunately, it is not super common as it is somewhat slept on and somewhat difficult to fit. Positioning it well against this team is somewhat risky and difficult, but very rewarding due to the damage it is capable of doing once that has been achieved and it gets a boost. This isn't shocking as Necrozma-DM's viability largely hinges its ability to easily punch holes in the defensive backbone of balance and bulky offense teams. Primal Groudon can switch in and revenge, Deoxys-A revenges after some chip, and Zygarde handles it so long as the Z move can be baited. If Necrozma-DM lacks Stone Edge Ho-Oh cripples it with Sacred Fire or Thunder Wave. The tools to beat it are there, but it is annoying.

This is a similar situation to Necrozma-DM, but the only real concern is SD Tera Normal Double-Edge sets. This is a very effective lure set that excells at taking out Zygarde and is very capable of disguising itself. It will likely be paired with something that can take advantage of Zygarde's absence even if Deoxys-A revenge kills it afterwards with Tera Ghost. The damage will likely be done and in the matchup against HO momentum is everything. It isn't a 6-0 by any means, but worthwhile keeping in the back of your mind. It really is this specific set as otherwise Zygarde can survive a hit and phase it.

Speedy wallbreaker with incredibly variable coverage that is hard to tell at team preview. Changing Fezandipiti to Tera Dark will enable it to smoke most Deoxys-A, but it still has the ability to get in and fire off attacks, switch out, and repeat the process later. Deoxys-A lives and dies on clicking the right move. It won't always, but sometimes will and that is a scary day.
Minor Threats

It is a big threat until Zygarde can Tera Fairy. It is probably worthwhile doing that early as this team just doesn't really switch into it well. Fortunately most Chien-Pao teams tend to not love Tera Fairy Zygarde even with special Giratina-O due to Dragon Tail disrupting wish passing and their momentum based gameplan. If Zygarde teras early Deoxys-A can put in a lot more work as even if Chien-Pao switches in on Psyscho boost the opponent has to double to prevent Zygarde from getting a free Coil. Ho-Oh can scout once, but do so with caution.

Zacian-C is something to be properly respected more than a bona fide threat. Primal Groudon is ev'd for it and if it is forced to Terastallize Deoxys-A easily revenges it. Every combination of moves can be handled, but hand-waving away Zacian-C will not end well. Babiri Berry Icy Wind Fezandipiti is a tech to annoy Zacian-C + its teammates if you change some other stuff.

Strictly Tera Fairy Gothitelle since Zygarde has Dragon Tail and Ho-Oh is offensive. It is still Gothitelle v a team that relies on Zygarde defensively which means it inherently has issues with Goth. Goth is almost assuredly going to be paired with something that needs it removed. This isn't a super trappable team, but it is still a defensive one and 99% of the time this means being somewhat weak to Gothitelle. Shadow Tag should be banned.
Minor Annoyances

This isn't a threat as much as it is annoying as hell to pivot around. Acid Spray -> U-Turn into Deoxys-A works, but can feel quite risky at times. Fezandipiti can easily handle or force out Garganacl itself, but a lot depends on its teammates as Salt Cure is annoying and it probably isn't worth popping Tera Grass on Ho-Oh for a free pivot that doesn't actually hurt Garganacl. Zygarde is the best initial pivot, but doesn't want to accumulate too much Salt Cure chip if it can help it. Forcing Garganacl to Terastallize makes it million times easier to gameplan against as the team handles both Tera Fairy (Overheat) and Tera Water (Zygarde or Arceus-Dark) quite easily. Careful Garganacl is mediocre imo, but is more common due to being listed on the strategy dex. One of the things it does do is live Psycho Boost after Stealth Rock so calcing to make sure Deoxys-A isn't KOed or chipped too much is very worthwhile given that it is very strong against most Garganacl teams. Salt Cure is about the only move in the game that Deoxys-A survives, but is rarely worth taking 70% to do so.

There is lots of Ferrothorn counterplay, but Ho-Oh really doesn't want to get knocked and Primal Groudon's HP is limited. If forced to Tera Ferrothorn is a piece of cake. Pretty much everything on the team except Zygarde beats Ferrothorn, but forcing tera and enabling Fez to do its thing makes it a non issue. The team isn't massively hazard weak, especially against Ferrothorn teams where there will be time Defog, but nothing in this tier loves switching into Knock + Leech. Fezandipiti doesn't really care much about either, but also cannot do anything to it beyond pivot unless Ferrothorn is forced to Tera.

One thing I've learned through testing various Fezandipiti teams is that greedily staying in against Ho-Oh to attempt a Toxic Chain proc via Moonblast / Acid Spray is never worth it. Just U-turn out and let Zygarde get burned or scout with your own Ho-Oh. The team is very reliant on Fezandipiti to handle stuff like Taunt CM Arceus formes, LO Yveltal, and Meteor Beam Eternatus. It can do all of these if healthy and Ho-Oh will go down with time. Play the long game. Fez doesn't need to be at 100 to deal with these, but it needs to be relatively healthy to handle Yveltal and Eternatus.
Potential Changes

I'm really not a fan of using Primal Groudon as a Spike setter as a general rule in NatDex Ubers. Spikes are great, but I find Primal Groudon to be a poor setter and find that hazard stack teams are nearly always better with Ferrothorn as a Spike setter or if they go with Stealth Rock + Toxic Spikes. That being said, this is not a hazard stacking team as Fezandipiti somehow does not get access to Toxic Spikes, but Spikes honestly work well enough here. The biggest reason to use Stealth Rock over Spikes is LO Yveltal which is not a signifcant hinderance to this team due to Fezandipiti and offensive Ho-Oh so they can fit if desired.
Toxic is the move that I'd consider to be the most droppable. Toxic is an amazing move, but if you otherwise feel confident against stall it is droppable as that is where this team gets the most value from it. Rock Tomb directly threatens Ho-Oh, which can be nice for avoiding potentially exploitable Rest loops with Zygarde. Otherwise I'd probably go for Roar as Fezandipiti switches into Yveltal and Taunt Arceus formes until the end of time so that is less of a concern and given that Primal Groudon is primarily tasked with taking on Zaican-C this is preferable over Dragon Tail. If you want to make this team sigfnicantly bulkier I can see Rest potentially working, but that is purely theorymon rather than something I've tested until Rock Tomb, Roar, and Dragon Tail.

Most changes that would be made to Ho-Oh are likely contingent on filling in gaps due to changing something else. Regardless of what you opt to change, I find it difficult to imagine one of those being swapping Zygarde for another Pokémon. Consequently, one of Ho-Oh or Zygarde probably wants to be able to phase while the other wants to spread status - likely Paralysis to act as quasi 'Speed control'. If these are slotted elsewhere or uneeded I'd recommend giving Bulldoze or Flame Charge a go. If you change the team enough that Tera Grass is not needed defensively Tera Flying Ho-Oh is a very underrated wallbreaker which can fit on here. Tera Ground is fraudulent in general, but especially on this team.

On this type of team some variation of defensive Tera Fairy Zygarde will likely always be present. Tera Water would be nice, but Dragon Dance Zygarde will otherwise sweep or break irrecoverable holes in the defensive backbone far too easily. Furthermore, Marshadow and Double Dance Primal Groudon become massive issues. These are solvable while keeping Fezandipiti, but would require so much to be changed that it is a wholly different team rather than a variation. However, Zygarde still has some flexibility as it can viably use Glare if phasing is fit elsewhere. Additionally, it can fit a bit of SpD investment for certain hits, but ultimately there is not much room due to the physical Zygarde needs to absorb.

There is not much to change here while keeping Arceus-Dark unless major changes are needed. Ultra Necrozma is silly and Arceus-Dark is the sole defensive counterplay that does not rely on certain conditions being met ala Yveltal. Furthermore, defensive Arceus-Dark + Coil Zygarde is throwing in the builder on most teams. Theoretically, this team could be an exception due to Fezandipiti checking the stuff that gives this duo trouble, but that strains Fezandipiti way too much when it is asked to carry this level of defensive burden. Calm Mind Arceus-Dark is an excellent wincon which this team needs to avoid being too passive. Taunt is the way to go in that last slot imo, but other options such as Dragon Tail, Reflect, and Chilling Water are moves I think can work. Keep Tera Poison for the immunity.

I'm shocked this doesn't have Toxic Spikes and I have experimented with some other stuff - some of which I'll keep private. However, as mentioned above the alternate move I've found the most useful is Icy Wind. It still does enough damage to Yveltal and makes dealing with Sticky Web - and by extension - Chi- Yu far easier to deal with. Icy Wind also lets Fezandipiti support slower wallbreakers if you want to change things up from Deoxys-A. The EV spread is slightly flexible as 248 HP / 44 Def lets it survive Choice Band Spectral Thief, but you could also put them into Speed. Fezandipiti has enough spare EVs to outspeed Double Dance Primal Groudon, but can still handle what it needs to if it wants to outspeed Dragon Dance Necrozma-DM which can be very nice. U-Turn and Roost are mandatory, everything else is flexible and can be tailored to what the team needs as any attack will still get Toxic Chain procs. If you run Icy Wind go with 23 Speed IVs. Underspeeding -1 341 Speed Arceus formes for the slow pivot is more important than outspeeding uninvested Zygarde.

As mentioned above, I really don't know what the 'optimal' last two moves on Deoxys-A are. It really only needs Psycho Boost + Low Kick. I think about anything works, but Extreme Speed is the best non meme option. Keep Tera Ghost - you have a Zygarde and Extreme Speed helps pick off boosted threats such as Dragon Dance Zygarde and Ultra Necrozma while denying Yveltal's Sucker Punch if you are ballsy. Future Sight, Knock off, Reflect, and Spikes are ideas I toyed around with.
Replays
Bumboclaat v Squeeby (Beers & Buds)
Entro v Rarh2 (NDBD)