Hi,
I am looking for help with my team. I do try to run HO sets and, in this case, prioritize priority. This is mostly to negate sucker punch and to let xerneas users think they will get a second turn after geomancy.
The team is successful, it hit a peak of 1500 on the ladder but I'm needing something to make the team great. That being said, here is the team:
Arceus @ Silk Scarf
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Earthquake
- Extreme Speed
I use Arceus, initially, for it's BST and having Extremespeed. Swords dance is in there for the easy boost. Earthquake is used for Pdon and steel types, as well as arceus forms which resist ES. shadow claw to stop ghost Arceus. I use a silk scarf over life orb for a lack of recoil, but this is probably an issue.
Mega Gengar stops this dead in it's tracks. Most times people have already seen EQ in the battle so they destiny bond me.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Power-Up Punch
- Extreme Speed
- Fire Punch
- Thunder Punch
I run a similar revenge killing set with Infernape, only with mach punch, with some success. Open with a power up punch, then keep doing PUP until the sash is in effect. Then either spam ES or the coverage moves.
Mega Khan stops this by breaking the sash early
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Lava Plume
- Dragon Claw
- Stone Edge
I use this one for it's type and ability. Before it received speed boosts from blaziken, however i havnt had the same success with rock polish. Dragon claw is there for the eon duo and stone edge for ho-oh.
P-kyogre does well against it, and has no real answer to any water one
Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Insomnia
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Psystrike
- Shadow Ball
- Aura Sphere
Again, this is used for brute power and to spread twave. Shadow ball is there for ghost arceus and other MMYs. It struggles against MMX and yveltal kills it before much happens
Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpA
Lonely Nature
- Sacred Fire
- Defog
- Brave Bird
- Earthquake
My defogger, which will be a problem in itself. Bulky enough to hold its own when hazards are gone.
Any good groudon kills it instantly, as will things like xerneas
Rayquaza @ Muscle Band
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Dragon Dance
- Extreme Speed
Another extremespeeder which shows up to finish the job(and since most opponents ive had finish with xerneas, tricks them into thinking they have an easy geomancy boosted kill). Dragon ascent and v-create are there for power, DD in case of a setup opportunity.
As you can see, the location of defog doesn't help, and lack of recovery means battles can turn into shootouts. any help is appreciated.
My apologies if my descriptions aren't detailed enough, it looked like more was written on my phone
I am looking for help with my team. I do try to run HO sets and, in this case, prioritize priority. This is mostly to negate sucker punch and to let xerneas users think they will get a second turn after geomancy.
The team is successful, it hit a peak of 1500 on the ladder but I'm needing something to make the team great. That being said, here is the team:
Arceus @ Silk Scarf
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Earthquake
- Extreme Speed
I use Arceus, initially, for it's BST and having Extremespeed. Swords dance is in there for the easy boost. Earthquake is used for Pdon and steel types, as well as arceus forms which resist ES. shadow claw to stop ghost Arceus. I use a silk scarf over life orb for a lack of recoil, but this is probably an issue.
Mega Gengar stops this dead in it's tracks. Most times people have already seen EQ in the battle so they destiny bond me.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Power-Up Punch
- Extreme Speed
- Fire Punch
- Thunder Punch
I run a similar revenge killing set with Infernape, only with mach punch, with some success. Open with a power up punch, then keep doing PUP until the sash is in effect. Then either spam ES or the coverage moves.
Mega Khan stops this by breaking the sash early
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Lava Plume
- Dragon Claw
- Stone Edge
I use this one for it's type and ability. Before it received speed boosts from blaziken, however i havnt had the same success with rock polish. Dragon claw is there for the eon duo and stone edge for ho-oh.
P-kyogre does well against it, and has no real answer to any water one
Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Insomnia
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Psystrike
- Shadow Ball
- Aura Sphere
Again, this is used for brute power and to spread twave. Shadow ball is there for ghost arceus and other MMYs. It struggles against MMX and yveltal kills it before much happens
Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpA
Lonely Nature
- Sacred Fire
- Defog
- Brave Bird
- Earthquake
My defogger, which will be a problem in itself. Bulky enough to hold its own when hazards are gone.
Any good groudon kills it instantly, as will things like xerneas
Rayquaza @ Muscle Band
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Dragon Dance
- Extreme Speed
Another extremespeeder which shows up to finish the job(and since most opponents ive had finish with xerneas, tricks them into thinking they have an easy geomancy boosted kill). Dragon ascent and v-create are there for power, DD in case of a setup opportunity.
As you can see, the location of defog doesn't help, and lack of recovery means battles can turn into shootouts. any help is appreciated.
My apologies if my descriptions aren't detailed enough, it looked like more was written on my phone