With the current VGC format allowing certain legends into the mix, which means now teams don't just have to build against MKhang. From my play tests, the most common Legends I see brought are MRayquaza, PDon and Xerneas. The difficult part is that while MRay and Xerneas are fairly easy to build around, Primal Groudon is a monster that needs special care to effectively win against.
That being said, I wanted my team to go against the grain and use a legendary I have surprisingly not seen much of: Ho-Oh.
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The building process:
I wanted to make Ho-Oh be the perfect counter to Xerneas, so I knew it was going to need Iron Head.
But asides from resisting it's Fairy attacks, Xerneas still is a huge problem if it gets off Geomancy. So I had to partner him with someone who could shut down set ups, but also Fake Out support to allow Ho-Oh a set up.
The only practical choice became Liepard, who is the second fastest Prankster and the second fastest Fake Out, but the only one outside Sableye who has access to both.
Liepard is really only shut down by Whimsicott, too. I wanted the set to be a full disruption set, one that means that he still gets use after his main role is finished. So I gave him Knock Off for STAB as well as permanently crippling non Mega sets, such as Cresselia. Encore was given to punish moves that can't do much to Ho-Oh. Overall the synergy between the two is fantastic.
My third selection was Altaria to help counter the rampant usage of Mega Rayquaza and his Primal friends. However, I switched to Golduck in order to keep my mega slot open as well as cover Groudon much more effectively.
Though mostly used as a weather stopper, he combos well with the team and provides great coverage while removing the limits on my team imposed by Primordial Sea and Desolate Land.
I initially opted for Altaria to cover both my mega slot and my weather stopper, but separating them and using a more powerful mega is much better in the heavy hit format.
Plus, rearranging them around let me keep the same weaknesses as I initially had, therefore keeping consistency in the build. Intimidate is also very handy to let Salamence check MRayquaza and, to an extent, Primal Groudon.
Ferrothorn is amazing not only because it's a perfect check to MKang, but also against Kyogre and Xerneas.
With incredible bulk, most EV's can effectively be invested offensively. This makes him not only a pivot, but he can also be used to put pressure on the opponent via Leech Seed. His overt weakness and inability to harm Groudon limits how many games I can squeeze him into, but he's so effective that it's hard to not want to bring him every match.
My most recent team addition.
Xerneas is a beast. It's ability boosts its own STAB moves even further(albeit any fairy move for that matter) it has a great special attack stat, and with Geomancy, stopping him once he's going is only easy for pokemon with Priority moves like Bullet Punch. Don't let Xerneas get off Geomancy.
Here's a closer look:
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Atk / 116 HP/ 138 SpD
Adamant Nature
IVs: 0 Spe
- Gyro Ball
- Protect
- Power Whip
- Leech Seed
Ferrothorn is designed with Kyogre and Xerneas in mind. Gyro Ball hits faster opponents for massive damage if they don't resist. Power Whip covers Kyogre, Golduck, Milotic, and has a high Base Power coming off a decent attack stat. Due to his natural bulk, his ability and the Rocky Helmet, I was able to invest in full attack power and invest minimally into defenses.
Ho-Oh @ Leftovers
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird/Protect
- Tailwind
- Iron Head/Protect
The main star of the show. Very straight forward set, use Tailwind to sweep with his monstrous attack. Sacred Fire is a powerful STAB attack that has the potential for burn. Brave Bird is also STAB, but between that and Iron Head, I have no idea what to switch for Protect. Leftovers helps keep him alive seeing as he is reasonably bulk and can sponge most things except Rock Slide.
Liepard @ Focus Sash
Ability: Prankster
EVs: 160 HP/ 96 Def / 252 Spe
Jolly Nature
- Fake Out
- Foul Play
- Encore
- Knock Off
Ho-Oh's partner in crime. Thanks to being the fastest pokemon to learn both Fake Out and have the Prankster ability. Encore disrupts plays from Tailwind and Trick Room, as well as locks pokemon into moves that can do little to nothing against Ho-Oh. Knock Off is an excellent STAB move that disrupts anything not holding a Mega Stone. Foul Play let's Liepard function well against Groudon, Rayquaza etc. The spread maximizes speed while giving it some bulk to play with, though he's too frail and needs the Focus Sash either way.
Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 116 Def / 252 SpA / 140 Spe
Modest Nature
- Geomancy
- Dazzling Gleam
- Focus Blast
- Protect
Xerneas fills the spot of my second legendary, with Power Herb allowing a first turn Geomancy given the right circumstances. Dazzling Gleam is the better option than Moonblast, as it hits both pokemon(plus thanks to his ability it is still a very high power attack). Focus Blast covers steel types like Heatran who would otherwise well Xerneas. Protect is mandatory to keeping him alive and allow his partner to support him or cover any threats who would eliminate him.
Golduck @ Choice Scarf
Ability: Cloud Nine
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Psychic
- Focus Blast
Not much to say here. Scarf let's Golduck hit a high speed tier, outspeeding Kyogre Groudon and Xerneas, and keeping MRayquaza in check. Maximum speed and special attack investment let's Golduck OHKO PDon with Hydro Pump. Having a decent movepool, I went with Psychic, Focus Blast and Ice Beam for coverage moves.
Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Draco Meteor
- Double-Edge
- Earthquake
- Protect
My mega pokemon and one of the heaviest hitters in the game. Intimidate helps keep Groudon, Rayquaza, Khangaskan and other attackers in check. Double Edge is a STAB move thanks to Aerilate, and can OHKO most things that don't resist. Earthquake is a powerful move that covers Groudons one main weakness. Draco Meteor was chosen for STAB as well as keeping his set mixed. This way, I have an answer for opposing Salamence or other intimidate users. Protect is customary on a sweeper in doubles. The EV and Nature spread maxes out speed and attack to give the best possible damage output.
So there's my team after the edits. Let me know what you think, any suggestions, etc. It'll all be very appreciated!
That being said, I wanted my team to go against the grain and use a legendary I have surprisingly not seen much of: Ho-Oh.
The building process:
But asides from resisting it's Fairy attacks, Xerneas still is a huge problem if it gets off Geomancy. So I had to partner him with someone who could shut down set ups, but also Fake Out support to allow Ho-Oh a set up.
The only practical choice became Liepard, who is the second fastest Prankster and the second fastest Fake Out, but the only one outside Sableye who has access to both.
Liepard is really only shut down by Whimsicott, too. I wanted the set to be a full disruption set, one that means that he still gets use after his main role is finished. So I gave him Knock Off for STAB as well as permanently crippling non Mega sets, such as Cresselia. Encore was given to punish moves that can't do much to Ho-Oh. Overall the synergy between the two is fantastic.
My third selection was Altaria to help counter the rampant usage of Mega Rayquaza and his Primal friends. However, I switched to Golduck in order to keep my mega slot open as well as cover Groudon much more effectively.
Though mostly used as a weather stopper, he combos well with the team and provides great coverage while removing the limits on my team imposed by Primordial Sea and Desolate Land.
Plus, rearranging them around let me keep the same weaknesses as I initially had, therefore keeping consistency in the build. Intimidate is also very handy to let Salamence check MRayquaza and, to an extent, Primal Groudon.
With incredible bulk, most EV's can effectively be invested offensively. This makes him not only a pivot, but he can also be used to put pressure on the opponent via Leech Seed. His overt weakness and inability to harm Groudon limits how many games I can squeeze him into, but he's so effective that it's hard to not want to bring him every match.
Xerneas is a beast. It's ability boosts its own STAB moves even further(albeit any fairy move for that matter) it has a great special attack stat, and with Geomancy, stopping him once he's going is only easy for pokemon with Priority moves like Bullet Punch. Don't let Xerneas get off Geomancy.
Here's a closer look:
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Atk / 116 HP/ 138 SpD
Adamant Nature
IVs: 0 Spe
- Gyro Ball
- Protect
- Power Whip
- Leech Seed
Ferrothorn is designed with Kyogre and Xerneas in mind. Gyro Ball hits faster opponents for massive damage if they don't resist. Power Whip covers Kyogre, Golduck, Milotic, and has a high Base Power coming off a decent attack stat. Due to his natural bulk, his ability and the Rocky Helmet, I was able to invest in full attack power and invest minimally into defenses.
Ho-Oh @ Leftovers
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird/Protect
- Tailwind
- Iron Head/Protect
The main star of the show. Very straight forward set, use Tailwind to sweep with his monstrous attack. Sacred Fire is a powerful STAB attack that has the potential for burn. Brave Bird is also STAB, but between that and Iron Head, I have no idea what to switch for Protect. Leftovers helps keep him alive seeing as he is reasonably bulk and can sponge most things except Rock Slide.
Liepard @ Focus Sash
Ability: Prankster
EVs: 160 HP/ 96 Def / 252 Spe
Jolly Nature
- Fake Out
- Foul Play
- Encore
- Knock Off
Ho-Oh's partner in crime. Thanks to being the fastest pokemon to learn both Fake Out and have the Prankster ability. Encore disrupts plays from Tailwind and Trick Room, as well as locks pokemon into moves that can do little to nothing against Ho-Oh. Knock Off is an excellent STAB move that disrupts anything not holding a Mega Stone. Foul Play let's Liepard function well against Groudon, Rayquaza etc. The spread maximizes speed while giving it some bulk to play with, though he's too frail and needs the Focus Sash either way.
Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 116 Def / 252 SpA / 140 Spe
Modest Nature
- Geomancy
- Dazzling Gleam
- Focus Blast
- Protect
Xerneas fills the spot of my second legendary, with Power Herb allowing a first turn Geomancy given the right circumstances. Dazzling Gleam is the better option than Moonblast, as it hits both pokemon(plus thanks to his ability it is still a very high power attack). Focus Blast covers steel types like Heatran who would otherwise well Xerneas. Protect is mandatory to keeping him alive and allow his partner to support him or cover any threats who would eliminate him.
Golduck @ Choice Scarf
Ability: Cloud Nine
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Psychic
- Focus Blast
Not much to say here. Scarf let's Golduck hit a high speed tier, outspeeding Kyogre Groudon and Xerneas, and keeping MRayquaza in check. Maximum speed and special attack investment let's Golduck OHKO PDon with Hydro Pump. Having a decent movepool, I went with Psychic, Focus Blast and Ice Beam for coverage moves.
Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Draco Meteor
- Double-Edge
- Earthquake
- Protect
My mega pokemon and one of the heaviest hitters in the game. Intimidate helps keep Groudon, Rayquaza, Khangaskan and other attackers in check. Double Edge is a STAB move thanks to Aerilate, and can OHKO most things that don't resist. Earthquake is a powerful move that covers Groudons one main weakness. Draco Meteor was chosen for STAB as well as keeping his set mixed. This way, I have an answer for opposing Salamence or other intimidate users. Protect is customary on a sweeper in doubles. The EV and Nature spread maxes out speed and attack to give the best possible damage output.
So there's my team after the edits. Let me know what you think, any suggestions, etc. It'll all be very appreciated!
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