Greninja @ Focus Sash
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Taunt
- Shadow Sneak
The spike stacking lead who can get up t-spikes to wear down opponents. Spikes specifically puts grounded threats in range of your attacks such as a Primal Groudon who can check and wall a lot on this team. Taunt is used to prevent defog from Giratina-O and most Arceus variants. Shadow Sneak allows you to beat Deoxy-S leads and prevent Rapid Spin.

Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast
The main sweeper on the team who can wreck an unprepared team after a Geo. Xerneas has tremendous power after a Geo but it needs certain checks to be gone or weakened before it can sweep. The hazards that Greninja provides compliments Xerneas' inability to OHKO certain mons, specifically Spdef Primal Groudon who takes 55.1 - 65% from a +2 Focus Blast. Thunder can hit anything weak to it for tremendous damage. The only survivor being Lugia who would have to take rocks damage before you can sweep. Focus Blast can nail steel type resistances and with spike support you may not have to risk the miss if they're weakened enough for a Moonblast.

Groudon (Groudon-Primal) @ Red Orb
Ability: Drought
EVs: 252 HP / 252 SpD / 4 Spe
Adamant Nature
- Earthquake
- Thunder Wave
- Stone Edge
- Stealth Rock
Primal Groudon serves as the stealth rocker on the team. It checks huge threats like GeoXern and Primal Kyogre which patches up a bunch of weaknesses for this team. T-Wave helps keep faster threats in check and makes Groudon a mon you don't wanna be setting up against. Stone Edge is for hitting Ho-oh who also greatly threatens this team as nothing on this team appreciates a banded Brave Bird.

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Will-O-Wisp
A decided go with Arceus Ghost as it checks E-Killer Arceus and can comfortably wear down a team with it's amazing bulk. Ghost stab is pretty powerful in this tier the only threats being Dark types which Xerneas can check. Spreading burns and providing a necessary amount of damage to certain threats is this mon's main goal to assure victory after a Geomancy.

Salamence (Salamence-Mega) @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 192 HP / 148 Atk / 168 Spe
Adamant Nature
- Frustration
- Refresh
- Dragon Dance
- Roost
The mega on the team and a secondary check to E killer Arceus. Salamence can also switch-in on a Primal Groudon pretty comfortably thanks to Refresh, but watch out for Stone Edge. Refresh also keeps Salamence from becoming set-up bait as a bulk GeoXern can set up pretty comfortably against a paralyzed Salamence. M-Salamence's slow set-up game is also greatly complimented toxic spikes which weaken a team enough for Salamence to easily sweep.

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 176 HP / 252 SpA / 76 Spe / 4 Spdef
Modest Nature
- Sleep Talk
- Origin Pulse
- Ice Beam
- Thunder
A powerful special attacker whos purpose is to tank hits from steel types and heavy damage back. Kyogre works well with Lando-T as it can check Primal Groudon who is the usually a safe switch into a Primal Kyogre. Sleep Talk is mainly to obsorb Dark Voids and backlash with a Sleep Talk. Kyogre is so powerful that an unprepared team often has nothing to switch-in to it which can force them to sack a huge threat which is what Kyogre's main purpose on the team is. The EV spread is for tanking two Dark Pulses as well+two turns of Bad Dreams making for a reliable switch-in
Conclusion: This team could use a lot of improvements as it is far from perfect in its current state. Any suggestions to improve this team are very welcome just as long as Xerneas and Greninja aren't replaced for anything else as I'm trying to make a team built around them.
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