XY Ubers U DONT REALLY WANT IT-Balanced Uber SquAd-Peaked top 4

Hey errybody, pakman back for my third RMT. I usually silently lurk in the background of smogon forums and figure out what's what. After lurking, I decided to switch up from OU and go into the infamous Ubers.
I originally threw these bunch of pokes together to see if they worked together and surprisingly they did. After changing around some of their movesets and laddering a bit more seriously, I managed to creep into the top 5 of the ubersuspect ladder test! This team is essentially my favorite type of playstyle, balanced, although it features a bit more of offensive presence than it does defensive. With all this being said, I know I can improve this team and I am reaching out to you guys for some feedback on how to do this.

Proof of peak: Screen Shot 2014-11-03 at 12.17.11 AM.png

And here is the team:

arceus.png

Allah (Arceus) @ Lum Berry
Ability: Multitype
EVs: 252 Atk / 200 Def / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover
**NOTE- if any muslims find offense to this, don't lol, it's just a nickname, I'm muslim myself and find it hilarious.** To get my team started off, we have the infamous Extreme Killer Arceus. You already know what it does and yet are stil scared shitless when it comes in and sets up on your face. Standard moveset. Swords Dance for the instant +2 Powerup. Recover for the longevity and Extremespeed for the ultimate priority STAB that leaves a huge dent in things pokemons such as Kyogre, Palkia, Choice Band Ho-OH and many others. I chose shadow claw over shadow force because if my opponents have a normal type, which are common in the Uber tier in examples of Arceus' and Mega-Kangaskhan, they can easily switch out, killing my momentum. Standard god set. Standard God pokemon.

xerneas.png

Rudolph (Xerneas) @ Life Orb
Ability: Fairy Aura
EVs: 4 HP / 252 Atk / 252 SpA
Naughty Nature
IVs: 0 Atk
- Aromatherapy
- Rock Slide
- Moonblast
- Close Combat
Next up is my boy rudolph, aka Xerneas. Most Uber teams i've seen have either a) A xerneas on their team (most often the Geomancy set-op as fuck) or b) A solid Xerneas counter. Me being no different decided to include this magic reindeer on my team as well, considering it's fucking amazing and can run so many viable sets. I opted for the less common mixed xerneas set, as a way to either beat or outright weaken it's usual checks (scizor not included). Aromatherapy helps my team in general, getting rid of burns to Zekrom, Scizor and Arceus, toxic to Palkia and Ho-Oh, etc. The next 3 moves I'll explain. Moonblast- no explanation needed (HA!)- lol it's STAB and boosted by fairy aura backed by Xerneas's already sky high special attack, deals significant damage to anything not outright resisted to it. I chose Close Combat as a surprise factor and its dividends has paid off. It does around 80-90% to arceus who think it can set up on xerneas, OHKO's the pink blobs after they've been weakened, and does approximately 65-75% on the usual ferrothorn, making it to either switch out, or risk sacking itself. For the last move slot, I chose rock slide mainly to deal with Ho-Oh because Ho-Oh's a bitch to deal with. If I see a Ho-Oh on the opponent's team and I have a type advantage with the current pokemon I'm facing, I usually go with rock slide and see their Ho-Oh faint as it switches in. Fuck you Ho-Oh

Ho_Oh_v_2_by_Xous54.png

DaRealMVP (Ho-Oh) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Adamant Nature
- Sacred Fire
- Whirlwind
- Roost
- Brave Bird
My Favorite Fucking pokemon on the team. It saved my ass so many times in close battles it's unbelievable. Ho-Oh is the real MVP on this team. It serves as +2 (hell even a +3 at times) Ekiller check, a standard Geomancy Xerneas check (Thunder mostly never OHKO's lolz) and a counter to so many other things. Brave Bird is there for a mandatory secondary STAB and to predict incoming switches to a Sacred Fire such as Kyogre. Once it gets a burn on incoming physical attackers, such as Zekrom (whose bolt strike does around 50-60%, I can roost on it for days and stall it out). Gets rid of Ferrothorn, Scizor, burns everything that isn't a fire type, phazes out bulky walls such as Lugia AND has a STAB move that induces burns 50% of the time crippling physical attackers and breaking sturdies and focus sashes? Ho-oh, you da real mvp. It also serves as a decent Yveltal check.

Mega_Scizor-1-.png

fuckurocks (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 160 HP / 96 Atk / 252 Def
Adamant Nature
- Bullet Punch
- Defog
- Superpower
- Knock Off
Next up is my preferred mega, mega scizor. My mega is crucial to this team for many so many reasons. It serves as a way to beat xerneas one on one majority of the time if it didn't use geomancy nor does it have HP fire. Bullet punch does a minumum of 50% to the standard 32def geomancy xerneas, allowing it 2hko it. Defog is mandatory on a team because my fucking ho-oh needs to survive at all costs, it's my team's most crucial member and checks so many things. Knock off is there because it's 6th generations best utility move imo. It knocks off the opponents item, which can turn the momentum of the game to my favor. Obviously doesn't work if the opponent is a mega or an arceus forme, but it still is useful on incoming switch ins such as Dialga, Ferrothorn, Palkia, Ho-Oh, Yveltal, etc. For the last move, I chose superpower for 3 reasons: to deal MASSIVE damage to Mega Kangaskhans who either use Scizor as PUP, and because my team generally dislikes Mega Kangaskhan in general. Secondly, it serves as good move to weaken opposing Arceus' and Ferrothorn who try to set up on it. What I normally do is, predict an Arceus Swords Dance, have either my Xerneas use CC, or Scizor use Superpower, and weaken Arceus to a point where it has to use Espeed or risk getting knocked out. If i am currently using Xerneas, I switch to Scizor, who can take a standard +2 Espeed rather easily, than proceed with a bullet punch or knock off if I am predicting a switch. Too bad scizor has 4MSS or else I would have included Roost, Swords Dance and U-turn for momentum lol.

zekrom.png

bandorspecs? (Zekrom) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 Def
- Bolt Strike
- Outrage
- Volt Switch
- Thunder Wave
The answer is neither!!!!! Next up is my boy Zekrom, a personal favorite pokeman of mine. I needed a fast pokemon that a) can revenge Kyogre, and b) preserve momentum. Zekrom fit the bill perfectly. It also provided much needed paralysis relief on my team as it can soak up t-wave for days. Its Bolt Strike is its signature move as you already know, OHKO'ing most darkrai, Kyogre and Ho-Oh variants, severely damaging Lugia, Yveltal, and most flying and water Arceus' formes. It also deals decent damage to Xerneas (60-70%) before it gets a chance to geomancy or use moonblast. Only downside is its 85% accuracy and its tendency to miss when its needed most. If my opponent has a ground type, I really need to be careful using electric type moves in general as it can kill the momentum for me and even lose me the game. Outrage is my other secondary STAB move that most ScarfRom's have. Once all my opponent's steel and fairy type pokemon have been dealt with, I usually spam this move. Volt switch is another STAB that maintains momentum if i predict an upcoming switch. Like I said before, really need to be careful of ground types such as Groudon, Landorus-T and Arceus-Ground who can come in and wreak havoc if make the wrong prediction. For my last move I chose thunderwave. This is mainly another way to deal with Xerneas. Imagine if an opponent sent a Xerneas out, it hasn't used geomancy yet. I can bring out Zekrom and hit it with a wave, crippling it for the rest of the game as I have never seen a Xerneas with a Lum berry. Also useful for parahax and shit.


palkia.jpg

ggkyogre (Palkia) @ Assault Vest
Ability: Pressure
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Spacial Rend
- Thunder
- Hydro Pump
- Fire Blast
Last but not least is Palkia, my mandatory Kyogre check. Not much to be said about this pokemon although I feel like it's the most expendable. With AV equipped, it can take Water Spouts for days from Kyogre and do a significant chunk back with a max SpA Thunder. Hydropump and Spacial Rend are STABS that do decent damage to anything that doesn't outright resist them. Just a note, but Spacial Rend is my primary way of dealing with Groudon, the main pokemon that this team hates. Thunder is useful for mons such as Ho-OH, Yveltal, Lugia, Arceus Flying/Water and Kyogre. Fire Blast is there to take care of opposing Ferrothorns who tend to switch in on a predicted Thunder from Palkia.

If you guys have another pokemon who can serve as a groudon check, Kyogre check while still maintaning offensive presence, let me know!

That's it for the team guys, please let me know what I can do to improve it, thanks!

ALSO IF YOU GUYS CAN CHANGE THE EV'S TO BETTER ONES IT WOULD BE MUCH APPRECIATED.


THREATS
Groudon- Fucking hate this thing. When I see it on my opponents team, I have to be very careful playing around it. Most often it's a lead so I lead with Palkia and 2hko it with Spacial Rend. It's annoying as fuck with its moves such as stealth rock, stone edge and fire punch as these can severely cripple my team.

Ferrothorn-more of an annoyance than it is a threat but it can get rocks up, start leech seeding and blah, I don't like facing it.

Geomancy Xerneas- Ho-OH can whirlwind it out if it's at full health but if it's not, it's pretty much gg as this deer runs through my whole team at +2. This is why it is crucial to get defog off with my scizor or to prevent rocks altogether

Dialga- similar to Ferrothorn, this thing is annoying. It can set up rocks, spread parahax, use flash cannon to do a solid chunk to xerneas, Fire blast Scizor, Thunder Ho-Oh and Draco Meteor Palkia and Zekrom. Have to be careful playing around it but I usually just Close Combat with Xerneas to weaken it, and finish it off with a secondary mon
 
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Some things of note: running 0 attack IVs is good on special attackers for Foul Play reasons, but when half your moves are physical, not so much... Might wanna fix that on Xern :P
Next: Arceus's spread is a tad bit odd, 252+ speed is becoming incredibly common to outspeed certain threats, so if you want to conform to the new norm, then it'd be something like 252 Atk / 4 Def / 252 Spe Jolly Nature. Gets the speed creep on some threats (don't remember which atm :/), and people also tend to run Earthquake > Recover (also preference).
Lastly: Your Ho-Oh is a bit odd, even though apparently Defensive Ho-Oh is a set on Smogon, I have personally never actually seen Whirlwind Ho-Oh. If it works, great (as you have no phaze move for Set up sweepers/BP otherwise, unless you do something weird with Palk with Lustrous + Roar, which nobody does ever), but maybe there's a better set, I dunno, just feels odd :/
 
I would highly suggest you get a Stealth Rock setter to keep opposing Ho-Oh in line. Right now it seems Ho-Oh can come in for free and you are forced to go into Zekrom and hope you don't get burned. Even with the defense investment and Lum berry, your EKiller does not want to come in since it also has to setup before it can deal significant damage against opposing Ho-Oh. If you didn't have Scizor I believe the issue would be lesser since you do have offensive checks for Ho-Oh, it's just that Scizor is a Ho-Oh magnet and a mon you can't afford to loose if your opponent still has Xerneas (yes you can punish switch-ins with Knock Off but you'll still have to send something into an item-less Ho-Oh). You mention a hate for Groudon and Dialga, so I think Landorus-T may be a mon that would interest you since it handles Groudon and Dialga pretty well, sets SR, is a Ho-Oh deterrent (its still doesn't like switching in because of burns), would help you check Exca + Blaze better (some run Stone Edge), and intimidate has general utility. As for fitting it on your team I would choose between Palkia and Zekrom as your Kyogre check; Zekrom has advantages at the cost of being a more prediction reliant Kyogre check when compared to Palkia.

You mention a weakness to Geomacy Xernease that doesn't really exist; you have double priority (EKiller and Mega Scizor). It can, however, set up against your Xerneas and Palkia practically for free, but only because you aren't running any speed on them. If you end up keeping Palkia you should be running max speed on an offensive set; Life Orb Xerneas also really wants more speed investment. One of the situations when Life Orb Xerneas wants more speed is when against a Geo Xern that chooses to set up, in which case if you have more speed you should go first and deal enough damage to where Scizor / EKiller can revenge kill easily. Note that experienced players usually assume Life Orb Xern runs more speed investment than Geo Xern, which means that if they have scouted your set they probably won't set up, and obviously not if Scizor is still alive. As for your annoyance of Ferrothorn I don't really see an issue with that either. Sure it checks Zekrom but you can just Volt Switch into Ho-Oh (typically I find Stealth Rock setters that are Ho-Oh magnets not very good because Ho-Oh still gets in for free). You do have anti-hazard support even though its on Scizor, but basically you can still get Ho-Oh in for free multiple times if your opponent is using Ferrothorn. On almost all your mons you are running coverage moves which own Ferro so I really don't see why it's an issue.

For optimizations I would try Draco Meteor on Zekrom to nuke Groudon switch ins (especially since you said you despise them). If you keep Palkia I would try changing to a different item and see if you like it more, definitely run max speed on Palkia too. I understand you like having Xerneas' physical moves hit hard, but they still do what they need to even when running speed investment. I would also recommend you play with other EKiller sets and spreads to see if you like other variants more (max speed Life Orb, alternate coverage, etc.). I've never been very good at team building so take my suggestions with a grain of salt.
 
Alright so I would straight away recommend that you switch out your Arceus and Palkia sets for these:

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Shadow Claw
- Swords Dance

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder Wave

This means that Arceus can now outspeed unevolved Gengar and dispose of it with Shadow Claw, whilst also at worst speedtying with opposing Support Arceus such as Ghost and Rock that will try to Wisp you.

Lustrous Orb Palkia seems to fit better on this team as it can still take Kyogre's assaults very nicely whilst also being able to Thunder Wave any Xerneas that try to set up on it as well as crippling any support Arceus that try to wall it (the 96+ speed spread outruns Palkia but when paralyzed they can no longer Recover before taking hits).

I would honestly consider changing your Scarf user as Palkia already checks Kyogre very nicely. you could try Scarf Genesect as it outspeeds all other Scarf users, letting you U-Turn or Ice Beam them, and can U-turn off Deoxys / Greninja / Scolipede / etc into Arceus to limit hazard leads to one layer, it checks Mewtwo and Darkrai very nicely and also gives you a strong Iron Head to finish off paralyzed Geomancy Xerneas with, as well as bashing any non-Scarf variants. Groudon also doesn't cockblock Genesect like it does Zekrom as U-Turn hands you a switch into Palkia, and Ice Beam does a lot as well. I recommend:

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- ExtremeSpeed
- Ice Beam

This also gives you a +1 Extremespeed to finish off weakened Extremekiller and Xerneas that took a heavy hit whilst setting up (which they should have done). You also get to check both SD and DD Rayquaza very nicely, with Dragon Dance in particular looking like it can cause you serious issues if it sets up.


MFW i mixed up this team with the one before it, fuck me. (Scarf Zekrom, Hooh and Xerneas on both zz)

Finally, i would run 248 HP / 52 SpDef / rest in Def for Ho-Oh, as this allows you to check Xerneas in an emergency (it never hurts to pile on the Xerneas checks in my opinion, and this one is very minor). 52 SpDef allows you to take +2 Modest Thunder from Xerneas at full health.
 
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Hey Pakman,

Nice team. It looks pretty solid, and in terms of the first two set changes suggested by my friend PISTOLERO here are good set suggestions (though moving the 4 HP to either Def or SpD on Palkia would probably be preferable, same with the SpA to Def on Arceus because you don't need the SpA for anything and moving it to defense keeps your Genesect boost SpA). I think one of the main things that bothers me about the team is that Scizor is not the most reliable defogger, mainly because it can be pressured to stay alive by any Xerneas on the opposing team, and Ekiller as well, both of which commonly run Fire moves on top of that, although Ho-Oh certainly helps in both regards. I would say that a Defog Arceus forme would be useful, probably Water, Fairy, Ghost, or Rock I guess. Not all of those are great choices, but some require different amounts of shifting things, for example running Waterceus would probably mean changing Palkia, Fairy would mean changing Xerneas, Ghost and Rock require less shifting things but its up to you. Play around with it, if you want more instruction with this Support Arceus thing feel free to PM me, but seeing as it is kind of contrary to your intentions as far as I can tell seeing as you are using Ekiller, I won't pursue it. In terms of weaknesses, Palkia is a major threat, and a lot of offensive teams that can keep momentum will be tough for you, since the backbone of Ho-Oh+Scizor for Ekiller and Xerneas is broken quite easily especially with rocks.. Actually, Stall seems annoying on occasion too, especially with a strong Xerneas check like Aegislash. I also agree with your ground weakness. A lot of physical attackers will overpower you, like Ho-oh, Zekrom, etc.

In terms of some fixes, I have a few suggestions. Without altering the structure so much, I think running Scarf Xerneas over your current set would be nice to give you a scarfer, then you could replace Zekrom with something like Lando-T to strengthen your defensive core and check Grounds+Zekrom+Ho-Oh nicely for you and also brings rocks which you lack. You still end up Palkia weak and stall weak, but it's definitely a bit stronger in general. You could even try something like Refresh Ekiller from here which would be cool vs Stall.

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 76 Atk / 248 SpA / 184 Spe
Mild Nature
- Moonblast
- Close Combat
- Aromatherapy
- Rock Slide

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Earthquake
- Toxic
- Stone Edge
- Stealth Rock

Good luck!
 
Some things of note: running 0 attack IVs is good on special attackers for Foul Play reasons, but when half your moves are physical, not so much... Might wanna fix that on Xern :P
Next: Arceus's spread is a tad bit odd, 252+ speed is becoming incredibly common to outspeed certain threats, so if you want to conform to the new norm, then it'd be something like 252 Atk / 4 Def / 252 Spe Jolly Nature. Gets the speed creep on some threats (don't remember which atm :/), and people also tend to run Earthquake > Recover (also preference).
Lastly: Your Ho-Oh is a bit odd, even though apparently Defensive Ho-Oh is a set on Smogon, I have personally never actually seen Whirlwind Ho-Oh. If it works, great (as you have no phaze move for Set up sweepers/BP otherwise, unless you do something weird with Palk with Lustrous + Roar, which nobody does ever), but maybe there's a better set, I dunno, just feels odd :/

Hi, thanks for the rate! I will change Palkia's Attack Iv's to 0. I prefer not to use max speed Arceus as it already has +2 extremespeed, outspeeding everything that isn't a faster E killer. That is why I decided to use the remaining Ev's in bulk, so it can better take hits and recover and proceed to SD
My Ho-Oh set is odd, but it works wonders. As you said, it phazes set up sweepers such as geomancy xerneas, CM arceus and the common Ekiller if it gets to +2/+3
 
I would highly suggest you get a Stealth Rock setter to keep opposing Ho-Oh in line. Right now it seems Ho-Oh can come in for free and you are forced to go into Zekrom and hope you don't get burned. Even with the defense investment and Lum berry, your EKiller does not want to come in since it also has to setup before it can deal significant damage against opposing Ho-Oh. If you didn't have Scizor I believe the issue would be lesser since you do have offensive checks for Ho-Oh, it's just that Scizor is a Ho-Oh magnet and a mon you can't afford to loose if your opponent still has Xerneas (yes you can punish switch-ins with Knock Off but you'll still have to send something into an item-less Ho-Oh). You mention a hate for Groudon and Dialga, so I think Landorus-T may be a mon that would interest you since it handles Groudon and Dialga pretty well, sets SR, is a Ho-Oh deterrent (its still doesn't like switching in because of burns), would help you check Exca + Blaze better (some run Stone Edge), and intimidate has general utility. As for fitting it on your team I would choose between Palkia and Zekrom as your Kyogre check; Zekrom has advantages at the cost of being a more prediction reliant Kyogre check when compared to Palkia.

You mention a weakness to Geomacy Xernease that doesn't really exist; you have double priority (EKiller and Mega Scizor). It can, however, set up against your Xerneas and Palkia practically for free, but only because you aren't running any speed on them. If you end up keeping Palkia you should be running max speed on an offensive set; Life Orb Xerneas also really wants more speed investment. One of the situations when Life Orb Xerneas wants more speed is when against a Geo Xern that chooses to set up, in which case if you have more speed you should go first and deal enough damage to where Scizor / EKiller can revenge kill easily. Note that experienced players usually assume Life Orb Xern runs more speed investment than Geo Xern, which means that if they have scouted your set they probably won't set up, and obviously not if Scizor is still alive. As for your annoyance of Ferrothorn I don't really see an issue with that either. Sure it checks Zekrom but you can just Volt Switch into Ho-Oh (typically I find Stealth Rock setters that are Ho-Oh magnets not very good because Ho-Oh still gets in for free). You do have anti-hazard support even though its on Scizor, but basically you can still get Ho-Oh in for free multiple times if your opponent is using Ferrothorn. On almost all your mons you are running coverage moves which own Ferro so I really don't see why it's an issue.

For optimizations I would try Draco Meteor on Zekrom to nuke Groudon switch ins (especially since you said you despise them). If you keep Palkia I would try changing to a different item and see if you like it more, definitely run max speed on Palkia too. I understand you like having Xerneas' physical moves hit hard, but they still do what they need to even when running speed investment. I would also recommend you play with other EKiller sets and spreads to see if you like other variants more (max speed Life Orb, alternate coverage, etc.). I've never been very good at team building so take my suggestions with a grain of salt.

Hi, thanks for the reply! I admit I do need a stealth rocker, but Ho-Oh isnt that big of a threat to this team from I noticed. The only version that is somewhat threatening is the CB version which does around 60% to my own. If it gets locked into BB, i can either switch to Zekrom and proceed to otherwise volt switch and bolt strike. Otherwise I can switch into my own ho-oh and proceed to roost off the damage. I run max HP on AV Palkia so it can take minimal damage from threats. I will try running max speed and get back to you on that. Considering mixed Xerneas, I need the max in the dual attacking stats so it can deal maximal damage to threats. If it gets sacked, I can switch into my Ho-Oh and proceed to whirlwind or if it's weakened enough, revenge kill with scizor or arceus. Hmm i'll try changing to max speed to see if the difference in damage matters. Ferrothorn isn't much of an issue as it is an annoyance. On Zekrom, I had Draco Meteor originally but i opted to use Twave because A) after it uses DM, its spA gets reduced 2 stages and it's locked into that move. For obvious reasons, this is detrimental to my team and kills momentum.
 
Sniping haxiom for rating, soon as I get to my laptop I will write it

Alright so I would straight away recommend that you switch out your Arceus and Palkia sets for these:

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Shadow Claw
- Swords Dance

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder Wave

This means that Arceus can now outspeed unevolved Gengar and dispose of it with Shadow Claw, whilst also at worst speedtying with opposing Support Arceus such as Ghost and Rock that will try to Wisp you.

Lustrous Orb Palkia seems to fit better on this team as it can still take Kyogre's assaults very nicely whilst also being able to Thunder Wave any Xerneas that try to set up on it as well as crippling any support Arceus that try to wall it (the 96+ speed spread outruns Palkia but when paralyzed they can no longer Recover before taking hits).

I would honestly consider changing your Scarf user as Palkia already checks Kyogre very nicely. you could try Scarf Genesect as it outspeeds all other Scarf users, letting you U-Turn or Ice Beam them, and can U-turn off Deoxys / Greninja / Scolipede / etc into Arceus to limit hazard leads to one layer, it checks Mewtwo and Darkrai very nicely and also gives you a strong Iron Head to finish off paralyzed Geomancy Xerneas with, as well as bashing any non-Scarf variants. Groudon also doesn't cockblock Genesect like it does Zekrom as U-Turn hands you a switch into Palkia, and Ice Beam does a lot as well. I recommend:

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- ExtremeSpeed
- Ice Beam

This also gives you a +1 Extremespeed to finish off weakened Extremekiller and Xerneas that took a heavy hit whilst setting up (which they should have done). You also get to check both SD and DD Rayquaza very nicely, with Dragon Dance in particular looking like it can cause you serious issues if it sets up.

Finally, i would run 248 HP / 52 SpDef / rest in Def for Ho-Oh, as this allows you to check Xerneas in an emergency (it never hurts to pile on the Xerneas checks in my opinion, and this one is very minor). 52 SpDef allows you to take +2 Modest Thunder from Xerneas at full health.

Hope this rate helps :)

P.S. Haxiom is bad

Hey, thanks for the reply! I personally don't find mega gengar that big of a threat, as I can revenge it with zekrom, deal with it with palkia due to AV or play mind games with it with Arceus and Ho-oh. I use lum berry over life orb because mons who usually have WOW are slower than arceus and once it gets a free SD up (or WOW misses), it gets pretty hard to wall. I will consider running twave on Palkia as it can stop various threats from setting up and being annoying in general.

As much as I hate to say it, i will try switching zekrom with genesect and see how that plays out, although it leaves me with 2 mons with a 4x weakness to fire.

I will also change Ho-Oh's EV so it has more special bulk
 
Hey Pakman,

Nice team. It looks pretty solid, and in terms of the first two set changes suggested by my friend PISTOLERO here are good set suggestions (though moving the 4 HP to either Def or SpD on Palkia would probably be preferable, same with the SpA to Def on Arceus because you don't need the SpA for anything and moving it to defense keeps your Genesect boost SpA). I think one of the main things that bothers me about the team is that Scizor is not the most reliable defogger, mainly because it can be pressured to stay alive by any Xerneas on the opposing team, and Ekiller as well, both of which commonly run Fire moves on top of that, although Ho-Oh certainly helps in both regards. I would say that a Defog Arceus forme would be useful, probably Water, Fairy, Ghost, or Rock I guess. Not all of those are great choices, but some require different amounts of shifting things, for example running Waterceus would probably mean changing Palkia, Fairy would mean changing Xerneas, Ghost and Rock require less shifting things but its up to you. Play around with it, if you want more instruction with this Support Arceus thing feel free to PM me, but seeing as it is kind of contrary to your intentions as far as I can tell seeing as you are using Ekiller, I won't pursue it. In terms of weaknesses, Palkia is a major threat, and a lot of offensive teams that can keep momentum will be tough for you, since the backbone of Ho-Oh+Scizor for Ekiller and Xerneas is broken quite easily especially with rocks.. Actually, Stall seems annoying on occasion too, especially with a strong Xerneas check like Aegislash. I also agree with your ground weakness. A lot of physical attackers will overpower you, like Ho-oh, Zekrom, etc.

In terms of some fixes, I have a few suggestions. Without altering the structure so much, I think running Scarf Xerneas over your current set would be nice to give you a scarfer, then you could replace Zekrom with something like Lando-T to strengthen your defensive core and check Grounds+Zekrom+Ho-Oh nicely for you and also brings rocks which you lack. You still end up Palkia weak and stall weak, but it's definitely a bit stronger in general. You could even try something like Refresh Ekiller from here which would be cool vs Stall.

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 76 Atk / 248 SpA / 184 Spe
Mild Nature
- Moonblast
- Close Combat
- Aromatherapy
- Rock Slide

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Earthquake
- Toxic
- Stone Edge
- Stealth Rock

Good luck!

Hey man, thanks for the rate! I like Scizor because it provides a variety of roles and I think that adding a defog arceus forme and replacing scizor might mess around with team chemistry. I will make an alt account and test this out. I will also try the changes to scarf xerneas and adding Landorus-T to set up rocks and be a general check to Dialga, Zekrom and ho-oh
 
Hey man, thanks for the rate! I like Scizor because it provides a variety of roles and I think that adding a defog arceus forme and replacing scizor might mess around with team chemistry. I will make an alt account and test this out. I will also try the changes to scarf xerneas and adding Landorus-T to set up rocks and be a general check to Dialga, Zekrom and ho-oh
I was not asserting that scizor needed to be changed, buy rather that defog scizor needed to be changed. It has a lot more cool moves to play with, especially roost which is actually kind of necessary on Scizor.
 
Hey Pakman :] This team is actually pretty good, I like it quite a bit actually. The core of zekrom+ekiller is a strong thing to have on offensive teams as it makes ekiller that much more threatening versus balanced teams that use ground types (think landorus, groudon) as their way to check ekiller. A slight problem these teams tend to have (in general) is being weak to stall, but you fix this by using life orb xerneas. I'm however not particularly fond of ho-oh on this team, and I think this is mainly because scizor is such an unreliable defogger (it really cant beat rocks setters without toxic). It feels pretty out of place, as it the only thing it really does is check physical attackers, but not only is your spread sub-optimal, you also do not need ho-oh do do this job on such an offensive team. The same goes for its physical attacking prowess. It may be nice to punch holes in opposing teams (especially those not prepared for ho-oh), but it wont get the chance to do this often. Anyway here is my suggestion. The biggest problem I noticed is that you lack stealth rock, this move is mandatory on every team and especially on offence. Without hazards it becomes much harder to pressure the opposing team (forcing them to defog, racking up damage) which is what you should be relying on. Though you're that /that/ ho-oh weak (scizor's presence is the reason for the //) it would greatly help reduce its longevity, and the same goes for pokemon that could otherwise be threatening such as yveltal and rayquaza. The stealth rock user that would fit best is landorus-t, and I'm going to suggest Earth Plate Landorus-Therian>Ho-Oh. Not only would this give your team stealth rock, it would also help you (soft)check pokemon such as rayquaza and ho-oh which your team could otherwise struggle against a bit. Earth plate lant doesn't hit like a wet bag either, and can quickly regain momentum with u-turn. The ev spread is one I like much more than the "standard" jolly max max spread, because jolly often isn't needed; it only helps vs adamant rayquaza. This spread hits about as hard as max attack jolly (4 atk points lower), but it is much more bulky, so it doesn't turn into a frail piece of poop (+1 252 Atk Life Orb Arceus Extreme Speed vs. 0 HP / 0 Def Landorus-T: 265-312 (83 - 97.8%) -- 68.8% chance to OHKO after Stealth Rock, +1 252 Atk Life Orb Arceus Extreme Speed vs. 0 HP / 164 Def Landorus-T: 220-261 (68.9 - 81.8%) -- guaranteed 2HKO after Stealth Rock. 96 atk hits a jump point in attack. And I guess sort of as a response to the above raters, I don't think its a good idea at all to replace zekrom as it is pretty much a core pokemon because 1. it can weaken checks for arceus, and 2. it is your scarfer and way to revenge-kill pokemon without having to maybe sack your scizor or arceus. I'll post optimization of your sets later, I have to go study shit now n_n

Hope I helped, if you have any more questions be sure to let me know :]

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645_therian.gif

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 96 Atk / 164 Def / 248 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock


 
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