Metagame USUM AG Metagame Discussion Thread

vivalospride

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Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Nuzzle
- Sticky Web
- Rapid Spin
- Whirlwind

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Ascent
- Earthquake
- Extreme Speed

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Oblivion Wing
- Heat Wave
- Taunt

Arceus @ Leftovers
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Substitute

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 40 HP / 252 Atk / 4 SpD / 212 Spe
Jolly Nature
- Stealth Rock
- Sunsteel Strike
- Earthquake
- Swords Dance

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 144 HP / 24 Def / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Hidden Power [Rock]
- Geomancy

Hola, I'm just here to drop this webs team here. Basically I started with Smeargle and then plopped SD mray cuz u know it's fuckin webs why tf not. I went with Heat Wave Yvel in the next slot to deal with Steels and shit like Necro while also giving Taunt support to help keep webs on the field and all that shit. Ekiller Arc comes thru here as the offensive mray answer, and in general can put in work with powerful priority vs a lot of floaty mons that might ignore the webs debuff. Necro comes in as a Xern answer w/ rocks... yes ik pdon would prolly be better here but fuck pdon that mon is boring as shit. Xerneas rounds out the squad as a Yvel answer and Marsh answer that can clean shit up w/ Geomancy.
 
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Smeargle @ Focus Sash
Ability: Moody
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Nuzzle
- Sticky Web
- Rapid Spin
- Baton Pass

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Ascent
- Earthquake
- Extreme Speed

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Oblivion Wing
- Heat Wave
- Taunt

Arceus @ Leftovers
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Substitute

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 40 HP / 252 Atk / 4 SpD / 212 Spe
Jolly Nature
- Stealth Rock
- Sunsteel Strike
- Earthquake
- Rock Polish

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 144 HP / 24 Def / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Hidden Power [Rock]
- Geomancy

Hola, I'm just here to drop this webs team here. Basically I started with Smeargle and then plopped SD mray cuz u know it's fuckin webs why tf not. I went with Heat Wave Yvel in the next slot to deal with Steels and shit like Necro while also giving Taunt support to help keep webs on the field and all that shit. Ekiller Arc comes thru here as the offensive mray answer, and in general can put in work with powerful priority vs a lot of floaty mons that might ignore the webs debuff. Necro comes in as a Xern answer w/ rocks... yes ik pdon would prolly be better here but fuck pdon that mon is boring as shit. Xerneas rounds out the squad as a Yvel answer and Marsh answer that can clean shit up w/ Geomancy.
I mean this looks like your avg webs team but I dont get why you decided Jolly Dusk Mane + Rock Polish instead of Swords Dance was the way to go? Relying on WP to get Atk boost seems like an invitation to Defog on it. Same with Jolly Lefties EKiller unless your opp gets the Defog it seems like the worse option and rather allows your opp to Defog instead of preventing it. Heat Wave seems like a legit option but aside from helping Xern I am not sure if you need it. Sucker Punch / Focus Blast might be a better option. HP Rock is good vs Ho-Oh but seems specific on Webs HO team but to each their own. Last but not least the Smeargle set is set up fodder for Sub mons like Zygarde which your team would struggle with. Id suggest Whirlwind (or Taunt Ig) instead of Baton Pass as Moody Pass can drop Smeargles Speed or Accuracy which could bring you in unfortunate situations and BP seems (atleast to me) not reliable and could make you (or ppl using this potential sample) bring in a Sweeper at a bad timing.
 

Megazard

mfw toge rises
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Council talked a lot about samples and decided to ultimately add 4 more teams. While it's a small amount of the submissions, that doesn't necessarily mean your team was flawed. Several teams overlapped with slightly better, similarly structured teams, and when it came down to choosing one or the other, they got rejected, and there were a few which aren't terrible but also not worth sampling simply because they aren't ideal to share with new players. Anyway, we'll be putting Arceus Grass balance by Zesty43, Bandray balance by Zenithial, Excadrill HO by Pigeons, and SubCM Lunala balance by Arushi in samples whenever Chloe gets around to it. Thanks for all the submissions, obviously we'll still take new teams but that's it for the big special push to get some more updated ones before whenever AGLT might end up being.
 
This team is from Pigeons, he/she/it made it for me on the om teambuilding workshop, and it is a very powerful team. It has served me well in multiple room tournaments and on ladder. It is an overall solid balance team, and I am curious to see what everyone else has to say about it! Please feel free to provide tips or changes! Thanks for reading this.
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Substitute
- Taunt

Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Sunsteel Strike
- Toxic
- Morning Sun
- Stealth Rock

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 32 HP / 236 SpA / 240 Spe
Modest Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Thousand Arrows
- Dragon Tail
- Rest
- Coil

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Power Whip
- Leech Seed
- Spikes
- Protect

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
 
Scarf Kyogre hyper offense
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Toxic

Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Thunder
- Ice Beam

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 252 HP / 204 Def / 52 SpD
Impish Nature
- Sacred Fire
- Recover
- Toxic
- Defog

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 Atk / 8 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Sunsteel Strike
- Earthquake

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Ascent
- Earthquake
- Extreme Speed

Just going to drop this team
 
Sample team drop. Z move marsh Bulky offense/ Balance
This team is incredibly effective in ladder as it can deal with multiple playstyles. BU marsh helps with the MU vs stall and balance, with mega ray providing as a alternative sweeper/revenge killer. Haze zygarde is able to beat bp, while ferro and zygarde plus arceus fairy make HO hard pressed to break through.pdon provides a much needed second toxic user, along with helping the odds vs defensive dusk mane. PDon also sets the much needed stealth rocks. This team was made with the intent of marshadow destroying late game, but mray can also provide this.
I hope you will consider this team!
 
Might as well submit a sample but anyone can use this if they want I guess, here's a toxic spike offense

https://pokepast.es/eaaee9f9a6682aee

T-spike isn't seen often in AG for two reasons:
1. hardly any mon with a bst 400< gets it
2. the mons that do get it are hard to make use of and are unviable

Even so, certain mons benefit immensely when a tspike is set

For this team I prefer Accelgor over Scolipede for a couple reasons. Mainly being encore is nice to have and Scoli loses to Mgar lead if it's sash instead of mental herb. If it is mental herb then lots of things in the meta can ohko Scoli, some even out-speeding and ohko'ing it such as +speed Mray and scarf Yveltal

Marsh and Zyg abuse t-spike very well, sub + setup is extremely good
Mgar does what Mgar be doing i.e revenge, take out unecro, taunt is useful, hex utilizes tspike
Fairyceus is a mid ground for Marsh, Yve, Zyg, can clear sticky web with defog, and roar out any switch-ins to spread poison
Pdon provides some offense, checks several threats such as Pogre, Xern, Steelceus, and is a rock setter. The EVs are for taking on +2 Xerneas focus blast after rocks and outspeeding 254 Yveltal. The rest are in Atk
 
Hi all. Is stall the best playstyle in AG right now? I've noticed that the player "Lejon ga Fram" (some call him Lance, apparently) has the highest winrate at the ladder by a huge margin when compared to other players. His team (a combination of Sableye-M, Blissey, Lugia, Ho-oh, Giratina and Arceus Steel) seems to not have many counters, if any.
 
Hi all. Is stall the best playstyle in AG right now? I've noticed that the player "Lejon ga Fram" (some call him Lance, apparently) has the highest winrate at the ladder by a huge margin when compared to other players. His team (a combination of Sableye-M, Blissey, Lugia, Ho-oh, Giratina and Arceus Steel) seems to not have many counters, if any.
There is, and probably will never be, a definitive "best" playstyle. Each playstyle does well against different things. However, you can always counter team any playstyle, which makes it so you cannot just spam, say, stall, on ladder all day and expect to never lose. Lance's w/l comes from a very solid teambuild, experience, and laddering at random times to avoid getting sniped. However, this doesn 't mean stall is the reason for his success. Any playstyle is perfectly viable, and if you know what you are doing, you can succeed no matter what you are running.
hope this helped!
 
submitting a sample team ive found a lot of success with and is pretty straight forward to use
https://pokepast.es/40f5577fd9181f2f
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Recover
- Ice Beam

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Judgment
- Ice Beam

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Bullet Seed
- Leech Seed
- Protect
- Thunder Wave

Rayquaza-Mega @ Choice Band
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Extreme Speed
- Earthquake

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Focus Blast
- Psychic
 
Here is my Vivillon webs team

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 164 Def / 96 SpD
Calm Nature
- Sticky Web
- Rock Tomb
- Infestation
- Encore

Vivillon-Ocean @ Leftovers
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Hurricane
- Substitute

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Sunsteel Strike
- Photon Geyser

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Taunt
- Sucker Punch

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stealth Rock
- Rock Tomb

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Ascent
- Earthquake
- Extreme Speed
- Swords Dance



This team is mostly standard webs pokemon that can abuse being faster than their opponents
I used shuckle instead of smeargle because I felt that having immunity to taunt while still having sturdy makes it better for this team than smeargle
Shuckle and pdon have rock tomb to prevent have speed control on mons like yveltal and mray
 
Watergirl (Kyogre) @ Mystic Water
Ability: Drizzle
EVs: 32 Def / 252 SpA / 28 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 4 SpD / 248 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Hyper Voice
- Calm Mind
- Flamethrower

Fireguy 1 (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 12 SpD / 244 Spe
Serious Nature
- Hone Claws
- Fire Punch
- Precipice Blades
- Dragon Tail

Fast and Furious (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Play Rough
- Belly Drum
- Ice Punch
- Aqua Jet

Necrozma-Dawn-Wings @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Moongeist Beam
- Photon Geyser
- Psychic

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Earthquake
- Extreme Speed

That's my anything goes team - a bit average, but im still developing :blobthumbsup:
 
Watergirl (Kyogre) @ Mystic Water
Ability: Drizzle
EVs: 32 Def / 252 SpA / 28 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 4 SpD / 248 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Hyper Voice
- Calm Mind
- Flamethrower

Fireguy 1 (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 12 SpD / 244 Spe
Serious Nature
- Hone Claws
- Fire Punch
- Precipice Blades
- Dragon Tail

Fast and Furious (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Play Rough
- Belly Drum
- Ice Punch
- Aqua Jet

Necrozma-Dawn-Wings @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Moongeist Beam
- Photon Geyser
- Psychic

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Earthquake
- Extreme Speed

That's my anything goes team - a bit average, but im still developing :blobthumbsup:
Ok then The one compliment I can give this team is that it's far from average. Your only "normal" set is mega ray, but I'd suggest you A. Replace orb with choice band or B. Replace v create with dragon dance. As for your ultra set, its's far from good, not to mention you forgot EV's. Change base form to dusk mane and have photon, heat wave, calm mind, dragon pulse. Delete azumarill, its hot garbage, I'd suggest LO marshadow instead if ur going for HO. For pdon, im extremely confused as to why its nature is serious. I'd also suggest running 281 speed to creep arcs, but then I'd suggest a special set. Please replace arc fighting with arc fairy. If u want to make it cm or defensive its up to u, but you have literally no switchins to any major threats in this tier, and you don't have sr. And make kyogre scarf.
These changes should help ur team, if u want more in-depth analysis' of ur team, just post it in the AG room on PS! Or, ya know, u could make another one since this team is extremely mediocre.
 
Watergirl (Kyogre) @ Mystic Water
Ability: Drizzle
EVs: 32 Def / 252 SpA / 28 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 4 SpD / 248 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Hyper Voice
- Calm Mind
- Flamethrower

Fireguy 1 (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 12 SpD / 244 Spe
Serious Nature
- Hone Claws
- Fire Punch
- Precipice Blades
- Dragon Tail

Fast and Furious (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Play Rough
- Belly Drum
- Ice Punch
- Aqua Jet

Necrozma-Dawn-Wings @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Moongeist Beam
- Photon Geyser
- Psychic

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Earthquake
- Extreme Speed

That's my anything goes team - a bit average, but im still developing :blobthumbsup:
I would actually say your team is below average in terms of the sets that you use, But you are new player and I hope that you continue you interest in Anything Goes. I would use Primal Kyogre over mystic water kyogre just because it is significantly stronger with it's improved defenses and ability to use a strong thunder and ice beam. I personally have no problem with using arceus fighting even though there are better arceus types but I would recommend recover over hyper voice, For the pdon I would put stealth rocks on it just because your team is lacking a stealth rock setter and I would replace hone claws with swords dance. Just Don't Use Azumarill. For the necroma set I would replace psychic with calm mind and earth power with dragon pulse, And Finally for Rayquaza I would either make it band, scarf, or replace v-create with dragon dance.

Don't let this critique of your team make you think you aren't good, I understand that you are just starting and you are just starting to learn the metagame, I hope you see future success in anything goes
 
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Sunsteel Strike

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Ice Beam
- Psychic

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

I am submitting this team that has got me a lot of success in battles
I understand psyspam is considered a niche strategy that doesn't work without a certain set of circumstances being met but I have managed to make to work and used it to get to second on the ladder and win a many of the room tours that I used it in.
The team is relativity easy to use and is scary when you get your opponent in to certain situations where they can't possibly win
 
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Sunsteel Strike

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Ice Beam
- Psychic

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

I am submitting this team that has got me a lot of success in battles
I understand psyspam is considered a niche strategy that doesn't work without a certain set of circumstances being met but I have managed to make to work and used it to get to second on the ladder and win a many of the room tours that I used it in.
The team is relativity easy to use and is scary when you get your opponent in to certain situations where they can't possibly win
Hmm I’m very new to Anything Goes but I know enough to know that mono is easily beaten. You should probably replace on of those deo-as for something that can reliably beat steel types like Dusk Mane.
 
Hmm I’m very new to Anything Goes but I know enough to know that mono is easily beaten. You should probably replace on of those deo-as for something that can reliably beat steel types like Dusk Mane.
That isn't a problem for me, Dark pulse on deo beats necrozma and superpower beats steel types, and ultra necroma has no problem beating steel types
 
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Sunsteel Strike

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Ice Beam
- Psychic

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Magic Coat
- Taunt

I am submitting this team that has got me a lot of success in battles
I understand psyspam is considered a niche strategy that doesn't work without a certain set of circumstances being met but I have managed to make to work and used it to get to second on the ladder and win a many of the room tours that I used it in.
The team is relativity easy to use and is scary when you get your opponent in to certain situations where they can't possibly win
The biggest problem with this team isn't the lack of answers to common steel types (It can deal with them, albeit it still struggles with them) but the lack of pivots. Yes, I know this is a HO and that it doesn't necessarily require defensive pokemon, but with psyspam, you lack an ability to use priority. Your only answer to anything scarf is deo a sash and scarf, which, tbh, are not checks. Any smart player can easily scout these sets and switch, and scarf deo is incredibly ez to set up on. darkceus can shrug off a superpower with recover and then do major damage to your switchin. You rely on lele to keep rocks off, yet that still lets exca and faster rockers get them up, since coat can be played around. Not to mention, you have no actual rocks of your own, which means yveltal just keeps getting switchins. All in all, psyspam is an extremely inconsistent playstyle that any smart player will beat. This team is even worse that some other ones I've seen since it does the OPPOSITE of what HO is supposed to do: it allows the other team to set up.
 
Mewtwo-Mega @ Mewtwonite X
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Iron Tail
- Zen Headbutt
- Bulk Up
I used this set some months back as a lure for weakened Fairceus, and it actually worked p well. Max damage at plus 1 is 73, however this can be brought down by packing multiple set up sweepers to overload fairceus. It's really ez to set up with this thing, and can put in a lot of work. Not to mention:
+1 252 Atk Mega Mewtwo X Iron Tail vs. 252 HP / 0 Def Xerneas: 454-536 (99.5 - 117.5%) -- 93.8% chance to OHKO and guaranteed after rocks. Low kick mmx has already been recognized as a potent killer, but this set allows mmx to blow past its standard check. Also: 0 SpA Pixie Plate Arceus-Fairy Judgment vs. 0 HP / 0 SpD Mega Mewtwo X: 302-356 (85.5 - 100.8%) -- 6.3% chance to OHKO Watch out for rocks, but yeah. It's p niche but it's a fun lure to use.
 

End Of The Storm

Banned deucer.
https://pokepast.es/510021f81dcb5374

Mega Ray + Ultra Necrozma Bulky Offense

Here is a team inspired by general Ubers team building tendencies. This team aims to cover many of the threats covered in AG while still retaining momentum for a potential Mega Ray/Ultra Necrozma sweep. Specially Defensive Dusk Mane Necrozma reloably sets up hazards, spreads toxic, and is a really great way to counter Geo Xern and some CM Arceus Forms while Xerneas serves as this teams cleric and defogger. Defensive Xern is essentially a superior version of Fairyceus. Zygarde is used to neutralize set up sweepers and Baton Pass chains and Glare spam facilitates a potential Mega Ray/Ultra Necrozma sweep. Lastly, CM Groundceus is used to apply pressure and weaken or defeat a wide variety of defensive threat. What differentiates this team from most teams in AG is that it only uses one Supportceus form and some unusual choices work fantastically in the context of this team.
 
https://pokepast.es/510021f81dcb5374

Mega Ray + Ultra Necrozma Bulky Offense

Here is a team inspired by general Ubers team building tendencies. This team aims to cover many of the threats covered in AG while still retaining momentum for a potential Mega Ray/Ultra Necrozma sweep. Specially Defensive Dusk Mane Necrozma reloably sets up hazards, spreads toxic, and is a really great way to counter Geo Xern and some CM Arceus Forms while Xerneas serves as this teams cleric and defogger. Defensive Xern is essentially a superior version of Fairyceus. Zygarde is used to neutralize set up sweepers and Baton Pass chains and Glare spam facilitates a potential Mega Ray/Ultra Necrozma sweep. Lastly, CM Groundceus is used to apply pressure and weaken or defeat a wide variety of defensive threat. What differentiates this team from most teams in AG is that it only uses one Supportceus form and some unusual choices work fantastically in the context of this team.
Why are you using dawn wings for the base for unecro? You can do another dusk mane, and dusk manes aren’t 4x weak to dark and ghost. Also, sd ray tends to be viable only on webs, as, without webs, it is still outsped by a lot of potential revenge killers like mega gengar and scarf yveltal. Also, lefties xern just doesn’t seem that great. Idk why, but it just seems like it lacks the potential to do much to anything. Maybe scarf > leftovers on it? Indeed, fairyceus has higher speed and better defensive stats, so I really don’t know what you are trying to achieve with defensive xern instead of fairyceus.
 
Why are you using dawn wings for the base for unecro? You can do another dusk mane, and dusk manes aren’t 4x weak to dark and ghost. Also, sd ray tends to be viable only on webs, as, without webs, it is still outsped by a lot of potential revenge killers like mega gengar and scarf yveltal. Also, lefties xern just doesn’t seem that great. Idk why, but it just seems like it lacks the potential to do much to anything. Maybe scarf > leftovers on it? Indeed, fairyceus has higher speed and better defensive stats, so I really don’t know what you are trying to achieve with defensive xern instead of fairyceus.
He, in fact, cannot Use two dusk manes. However, it would be better to use ferro and then change it to dusk mane. Also, why did he get banned lmao
 

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