Hi, this is my first RMT. I am currently 1583 with this team on the Showdown Ubers ladder. I love Arceus-Electric and I love Toxic Spikes, so I wanted to make a team that features both. I definitely need some advice on this team, especially on my sixth slot. I lack a true Xerneas or Mega Gengar check, which is terrible and dumb because they're everywhere. I also wish I had improved Defog prevention and defensive synergy, though I usually get by with sheer offense. Shoutout to Anguis/Prometheus/MadMonkey/whoeverthehellyouarenow for mentoring me on Pokemon Online.
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Endeavor
- Pin Missle
This is my favorite lead in the tier, mainly due to how rare Toxic Spikes is and how much many prominent threats hate them. The double hazards allow me to set up at least one layer of hazards, usually two, depending on the opponent's team. These help with Arceus-Electric's sweep greatly. Endeavor can be absolutely wicked, mainly against choiced Kyogre leads or when GeoXern without Substitute decides to set up on me. Pin Missle decimates Deoxys-A and with luck can KO Deoxys-S. Focus Sash is vital for setting at least one hazard. The main problem with this set is that lacking Protect leaves me very Dark Void vulnerable.
Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 248 HP / 4 Def/ 4 SpAtk / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Ice Beam
- Recover
Arceus-Electric is my favorite sweeper in the tier and is really fun to use (go away EK). He's probably the best user of Calm Mind in the tier, and after two or three can quickly lead to a GG. Judgement's power over Thunderbolt is usually worth it without the measly 10% paralysis, and its lesser PP is usually fine since I'm never in stall wars with this thing. Ice Beam is excellent coverage, though needs to be boosted and supported by hazards to be effective against most Ground-types. Recover is needed for longevity. He appreciates Toxic Spikes greatly as he boosts and recovers, and spikestacking can secure many KOs after a Calm Mind boost or two.
Edited to 248 HP / 4 Def/ 4 SpAtk / 252 Spe spread at Edgar's suggestion for better bulk, while being able to speed-tie with other +Speed Arceus forms.
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Protect
- Swords Dance
I quickly noticed how well this guy works with Arceus-Electric. His job is NOT to sweep, but to break walls and/or clean. He gets of some major asspains for Arceus-Electric, mainly Blissey, Ferrothorn, Arceus- Grass, and Dialga. Low Kick hits most of the tier very, very hard and with Stealth Rock and Spikes can remove many things in one hit. The same goes for Flare Blitz, which under Groudon's sun can dispose of Ho-Oh if rocks are on the field. Protect is vital for speed boosting and can work great with Toxic Spikes. Swords Dance is used rarely, mainly when a faster Arceus form uses Defog. Blaziken is the only thing on this team that outspeeds Mega Gengar, although I need a turn to boost. Adamant boosts Attack as much as possible. Life Orb is used since my mega slot is full.
Groudon @ Lum Berry
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roar
- Stealth Rock
- Earthquake
- Stone Edge
This is a standard support Groudon set. He sets rocks, checks EK and Zekrom, and provides sunlight to make Blaziken's Flare Blitz monstrous. Earthquake is beautiful stab, Stone Edge provides good coverage. Roar allows me to check (albeit shakily) Extreme Killer and works beautifully with Toxic Spikes and/or Spikes. Leftovers are for longevity. The EVs are put into HP and Defense to blanket check many prominent physical threats. His big defense really helps against priority, which this team is otherwise weak against.
Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
- Spacial Rend
- Hydro Pump
- Fire Blast
- Roar
I tend to always use Palkia on teams because of how vital a Kyogre switch-in is, despite how predictable it is. He is also handy in outspeeding unchoiced Dragons. Spacial Rend and Hydro Pump give wonderful stab and with multiple hazards can seriously wreck. Fire Blast kills Fire/Steel things and is boosted by Drought. Roar shuffles stuff around with hazards and is used over Dragon Tail because Xerneas scares me.
Kangaskhan (F) @ Kangaskhanite
Ability: Early Bird
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Crunch
Mega Kangaskhan works excellently with racking up Toxic Spikes damage, yet I doubt his synergy with the rest of the team. However, with Fake Out and Sucker Punch combined with poison, he cleans off a +2 Speed weakened Xerneas, which is so important for my team. Fake Out also finishes off anything left on 1 HP by Scolipede's Endeavor and gives me much needed priority outside of Sucker Punch. Return hits through subs and hits hard. Crunch is there because I'm very Giratina vulnerable without it. Jolly lets me outspeed unboosted Xerneas and everything slower.

Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Jolly Nature
- Toxic Spikes
- Spikes
- Endeavor
- Pin Missle
This is my favorite lead in the tier, mainly due to how rare Toxic Spikes is and how much many prominent threats hate them. The double hazards allow me to set up at least one layer of hazards, usually two, depending on the opponent's team. These help with Arceus-Electric's sweep greatly. Endeavor can be absolutely wicked, mainly against choiced Kyogre leads or when GeoXern without Substitute decides to set up on me. Pin Missle decimates Deoxys-A and with luck can KO Deoxys-S. Focus Sash is vital for setting at least one hazard. The main problem with this set is that lacking Protect leaves me very Dark Void vulnerable.

Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 248 HP / 4 Def/ 4 SpAtk / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Ice Beam
- Recover
Arceus-Electric is my favorite sweeper in the tier and is really fun to use (go away EK). He's probably the best user of Calm Mind in the tier, and after two or three can quickly lead to a GG. Judgement's power over Thunderbolt is usually worth it without the measly 10% paralysis, and its lesser PP is usually fine since I'm never in stall wars with this thing. Ice Beam is excellent coverage, though needs to be boosted and supported by hazards to be effective against most Ground-types. Recover is needed for longevity. He appreciates Toxic Spikes greatly as he boosts and recovers, and spikestacking can secure many KOs after a Calm Mind boost or two.
Edited to 248 HP / 4 Def/ 4 SpAtk / 252 Spe spread at Edgar's suggestion for better bulk, while being able to speed-tie with other +Speed Arceus forms.

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Protect
- Swords Dance
I quickly noticed how well this guy works with Arceus-Electric. His job is NOT to sweep, but to break walls and/or clean. He gets of some major asspains for Arceus-Electric, mainly Blissey, Ferrothorn, Arceus- Grass, and Dialga. Low Kick hits most of the tier very, very hard and with Stealth Rock and Spikes can remove many things in one hit. The same goes for Flare Blitz, which under Groudon's sun can dispose of Ho-Oh if rocks are on the field. Protect is vital for speed boosting and can work great with Toxic Spikes. Swords Dance is used rarely, mainly when a faster Arceus form uses Defog. Blaziken is the only thing on this team that outspeeds Mega Gengar, although I need a turn to boost. Adamant boosts Attack as much as possible. Life Orb is used since my mega slot is full.

Groudon @ Lum Berry
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roar
- Stealth Rock
- Earthquake
- Stone Edge
This is a standard support Groudon set. He sets rocks, checks EK and Zekrom, and provides sunlight to make Blaziken's Flare Blitz monstrous. Earthquake is beautiful stab, Stone Edge provides good coverage. Roar allows me to check (albeit shakily) Extreme Killer and works beautifully with Toxic Spikes and/or Spikes. Leftovers are for longevity. The EVs are put into HP and Defense to blanket check many prominent physical threats. His big defense really helps against priority, which this team is otherwise weak against.

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
- Spacial Rend
- Hydro Pump
- Fire Blast
- Roar
I tend to always use Palkia on teams because of how vital a Kyogre switch-in is, despite how predictable it is. He is also handy in outspeeding unchoiced Dragons. Spacial Rend and Hydro Pump give wonderful stab and with multiple hazards can seriously wreck. Fire Blast kills Fire/Steel things and is boosted by Drought. Roar shuffles stuff around with hazards and is used over Dragon Tail because Xerneas scares me.

Kangaskhan (F) @ Kangaskhanite
Ability: Early Bird
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Crunch
Mega Kangaskhan works excellently with racking up Toxic Spikes damage, yet I doubt his synergy with the rest of the team. However, with Fake Out and Sucker Punch combined with poison, he cleans off a +2 Speed weakened Xerneas, which is so important for my team. Fake Out also finishes off anything left on 1 HP by Scolipede's Endeavor and gives me much needed priority outside of Sucker Punch. Return hits through subs and hits hard. Crunch is there because I'm very Giratina vulnerable without it. Jolly lets me outspeed unboosted Xerneas and everything slower.
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