The Team:
Importable
Croissant (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Toxic
- Moonlight
- Ice Beam
Cresselia is one of the main trick room setters. It's the team's best way of somewhat stalling and breaking down walls such as Lugia. It's way more physically biased due to it's ability to counter Primal Groudon (who has advantage over Kyogre) and Mega Salamence. Moonlight heals 2/3 HP vs Groudon and a mix of Trick Room, Ice Beam and Moonlight can break down Mega Salamence. The main problem is the 2 psychics on the team, making it difficult to deal with Dark and Ghost types.
Expand the Land (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Stone Edge
- Fire Punch
- Swords Dance
Primal Groudon one of the main breakers on the team. Once given trick room, it can tear through teams in the free 3 turns it's given. It's 3 attacks hit hard, and swords dance in case the enemy is stalling. It's defensive bulk also allows it to tank a +2 Extreme Killer Arceus and hit back. Naturally, it also counter Kyogre. There's nothing much more to say other than it's one of the strongest trick room abusers.
Un-Expand the Land (Kyogre-Primal) @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Origin Pulse
- Thunder
- Ice Beam
- Sleep Talk
Same thing as Groudon, except specially offensive and defensive. Has 3 attacks to hit hard. Sleep talk is to deal with Darkrai on the first turn, as well as to deal with baton pass teams and other sleep inducers. Nothing much else to say other than it's a strong trick room abuser.
Belldozer (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Gyro Ball
- Explosion
Bronzong is the other main trick room setter. Rocks to deal stop the enemy from switching as easily as well as Gyro Ball to do some damage and Explosion to give some momentum. Bronzong is the best counter for Xerneas, as it can take a +2 attack, trick room, and one shot with gyro ball. Main problem is that 2 psychics is a pain to deal with ghost and dark types.
Challenger (Dialga) @ Life Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Draco Meteor
- Flash Cannon
- Thunder
Dialga is the last trick room setter, which is also more of a breaker. Flash Cannon can take care of much of the annoying fairies such as Xerneas, Draco Meteor breaks the dragons such as Palkia and Giritina, and Thunder deals with Kyogre and other water types.
mx + b (Yveltal) @ Life Orb
Ability: Dark Aura
EVs: 184 HP / 72 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Foul Play
Yveltal is mostly the trump card of the team. It can deal consistent damage with oblivion wing and dark pulse, check Extreme Killer Arceus, and sucker punch threats such as Mewtwo. A dark type is also needed to deal with the dark and ghost types that threaten the main trick room setters.
Summary
Overall, the team has the ability to deal with any threat in the Ubers meta game. However, this relies on the ability to predict the opponent's moves, which will lead to easy wins. The team does however struggle against opponents setting up hazards or preparing for a sweep, as well as priority. The team also lacks a mega, and though Mega Mawile may be a better option over Yveltal, I'll leave it as is for now. Another issue is that my team can't really abuse free turns, as it's only momentum move is explosion.
Threat List
Priority - Priority users mainly inc. Extreme Killer Arceus and Deoxys Attack. Extreme Killer Arceus has the coverage to one shot pretty much everything on my team except maybe Groudon with a +2 attack. Best way of dealing with it is through prediction and foul play. Deoxys Attack can break most of the team without trick room up, and even then extreme speed hurts. Giritina and Aegislash also have priority, but aren't that difficult to deal with.
Darkrai - If the opponent leads with Darkrai and uses dark void on Kyogre, then it's pretty ez to deal with. Otherwise, Rocks + trick room should be able to take care of him. Otherwise, it can OHKO my trickroom setters and then clean up the rest of the team if Yveltal is dead.
Baton Pass - Without any phasing, baton pass teams are a pain to deal with, though I haven't lost to one yet. Best way is to use rock to break sash and sleep talk the spore.
Yveltal - Yveltal is similar to Darkrai, as it can break my trick room setters and dent my damagers. For him I need to ensure that trick room is up and Kyogre can land the kill.
Hazards - Hazards are annoying without something to remove them with and with a lack of momentum. The team requires a lot of switching in and out, and hazards don't help. Main hazard setters that are frustrating inc. Deoxys Speed and Klefki, as they can guarantee at least 2 sets of hazards most of the time.
U-turn - U-turn adds to the problems with momentum to get a good switch. U-turn also does a decent amount of damage to most of the team.
Calm Mind - Calm mind pokemon (mostly Arceus) are also a pain as they can take advantage of a poor switch and get 1 stack, after which it can chunk Groudon or take no damage from the rest of the team. This is even worse when they have a sub up.
Substitute - Subs are a pain to deal with as well, nothing much to elaborate on.







Croissant (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Toxic
- Moonlight
- Ice Beam
Cresselia is one of the main trick room setters. It's the team's best way of somewhat stalling and breaking down walls such as Lugia. It's way more physically biased due to it's ability to counter Primal Groudon (who has advantage over Kyogre) and Mega Salamence. Moonlight heals 2/3 HP vs Groudon and a mix of Trick Room, Ice Beam and Moonlight can break down Mega Salamence. The main problem is the 2 psychics on the team, making it difficult to deal with Dark and Ghost types.

Expand the Land (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Stone Edge
- Fire Punch
- Swords Dance
Primal Groudon one of the main breakers on the team. Once given trick room, it can tear through teams in the free 3 turns it's given. It's 3 attacks hit hard, and swords dance in case the enemy is stalling. It's defensive bulk also allows it to tank a +2 Extreme Killer Arceus and hit back. Naturally, it also counter Kyogre. There's nothing much more to say other than it's one of the strongest trick room abusers.

Un-Expand the Land (Kyogre-Primal) @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Origin Pulse
- Thunder
- Ice Beam
- Sleep Talk
Same thing as Groudon, except specially offensive and defensive. Has 3 attacks to hit hard. Sleep talk is to deal with Darkrai on the first turn, as well as to deal with baton pass teams and other sleep inducers. Nothing much else to say other than it's a strong trick room abuser.

Belldozer (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Gyro Ball
- Explosion
Bronzong is the other main trick room setter. Rocks to deal stop the enemy from switching as easily as well as Gyro Ball to do some damage and Explosion to give some momentum. Bronzong is the best counter for Xerneas, as it can take a +2 attack, trick room, and one shot with gyro ball. Main problem is that 2 psychics is a pain to deal with ghost and dark types.

Challenger (Dialga) @ Life Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Draco Meteor
- Flash Cannon
- Thunder
Dialga is the last trick room setter, which is also more of a breaker. Flash Cannon can take care of much of the annoying fairies such as Xerneas, Draco Meteor breaks the dragons such as Palkia and Giritina, and Thunder deals with Kyogre and other water types.

mx + b (Yveltal) @ Life Orb
Ability: Dark Aura
EVs: 184 HP / 72 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Foul Play
Yveltal is mostly the trump card of the team. It can deal consistent damage with oblivion wing and dark pulse, check Extreme Killer Arceus, and sucker punch threats such as Mewtwo. A dark type is also needed to deal with the dark and ghost types that threaten the main trick room setters.
Summary
Overall, the team has the ability to deal with any threat in the Ubers meta game. However, this relies on the ability to predict the opponent's moves, which will lead to easy wins. The team does however struggle against opponents setting up hazards or preparing for a sweep, as well as priority. The team also lacks a mega, and though Mega Mawile may be a better option over Yveltal, I'll leave it as is for now. Another issue is that my team can't really abuse free turns, as it's only momentum move is explosion.
Threat List
Darkrai - If the opponent leads with Darkrai and uses dark void on Kyogre, then it's pretty ez to deal with. Otherwise, Rocks + trick room should be able to take care of him. Otherwise, it can OHKO my trickroom setters and then clean up the rest of the team if Yveltal is dead.
Baton Pass - Without any phasing, baton pass teams are a pain to deal with, though I haven't lost to one yet. Best way is to use rock to break sash and sleep talk the spore.
Yveltal - Yveltal is similar to Darkrai, as it can break my trick room setters and dent my damagers. For him I need to ensure that trick room is up and Kyogre can land the kill.
Hazards - Hazards are annoying without something to remove them with and with a lack of momentum. The team requires a lot of switching in and out, and hazards don't help. Main hazard setters that are frustrating inc. Deoxys Speed and Klefki, as they can guarantee at least 2 sets of hazards most of the time.
U-turn - U-turn adds to the problems with momentum to get a good switch. U-turn also does a decent amount of damage to most of the team.
Calm Mind - Calm mind pokemon (mostly Arceus) are also a pain as they can take advantage of a poor switch and get 1 stack, after which it can chunk Groudon or take no damage from the rest of the team. This is even worse when they have a sub up.
Substitute - Subs are a pain to deal with as well, nothing much to elaborate on.
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