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ORAS 1U Sample Teams Thread

Discussion in 'Public Teams' started by Disaster Area, Aug 17, 2015.

  1. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Welcome to the Sample Teams Thread! In this thread, Pokemon Perfect's community will post their teams, to help newer players become familiar with the metagame, and to show how diverse ORAS 1U can be. Teams are ordered by the player giving them, and then in terms of how recent, so more recent submissions by players mean that those player's builds make it to the top and their most recent builds get priority. If a player or the community decide a team is out-dated it can be moved to a section in the opening post of the thread for outdated teams only.

    Disaster Area

    A Standard Sun Build
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This is a pretty standard sun set-up, with Mega Sableye + Groudon + Ho-oh being a dangerous sun and anti-hazard core, which I happened to find a nice way to fill. Latias is a great answer to Kyogre / Groudon and is added for that reason - reflect type helps agains Double Dance and Thunder Wave Groudon in particular, as well as making choiced Kyogre's ice beam resisted instead of super-effective. Klefki's Spikes and priority status means that plenty of strong attackers can easily be neutered. Ho-oh and Klefki together can both beat any Xerneas and any Darkrai set if played well. Arceus-Rock provides anti Ho-oh, anti-Ekiller, and Defog support and brings the team together, as well as giving Latias the free slot to run both Reflect Type and Toxic. A solid team with room for creative play. Speed on Ho-oh can be adjusted to player preference.
    Ho-Oh @ Choice Band
    Ability: Regenerator
    EVs: 176 HP / 252 Atk / 80 Spe
    Adamant Nature
    - Brave Bird
    - Sacred Fire
    - Sleep Talk
    - Earthquake

    Klefki @ Leftovers
    Ability: Prankster
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Play Rough
    - Spikes
    - Thunder Wave
    - Toxic

    Latias @ Soul Dew
    Ability: Levitate
    EVs: 228 HP / 104 SpA / 176 Spe
    Timid Nature
    IVs: 0 Atk
    - Roost
    - Dragon Pulse
    - Toxic
    - Reflect Type

    Groudon @ Leftovers
    Ability: Drought
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    - Earthquake
    - Stealth Rock
    - Dragon Tail
    - Stone Edge

    Sableye @ Sablenite
    Ability: Prankster
    EVs: 248 HP / 124 Def / 136 SpD
    Impish Nature
    - Will-O-Wisp
    - Recover
    - Foul Play
    - Fake Out

    Arceus-Rock @ Stone Plate
    Ability: Multitype
    EVs: 252 HP / 160 Def / 96 Spe
    Timid Nature
    IVs: 0 Atk
    - Judgment
    - Recover
    - Will-O-Wisp
    - Defog

    Sticky Webs
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The basic idea of webs is to get webs down and then keep them down, and use offensive threats which benefit from their answers being slower or fit the hyper-offensive nature that the teamstyle requires. To prevent defog, there's 2 taunters, Landorus-T which has U-turn giving it a tool to get momentum back versus defoggers, and SD Mega Lucario and Ghostceus which are very threatening if given a free turn even if it's for webs to be removed, and in particular all other than Lando-T outspeed Lati@s (which aren't affected by webs) making them incapable of defogging versus this team.
    Lucario @ Lucarionite
    Ability: Steadfast
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Swords Dance
    - Iron Tail
    - Close Combat
    - Rock Slide

    Smeargle @ Focus Sash
    Ability: Own Tempo
    EVs: 252 HP / 4 Atk / 252 Spe
    Jolly Nature
    - Nuzzle
    - Rapid Spin
    - Sticky Web
    - Skill Swap

    Mewtwo @ Life Orb
    Ability: Unnerve
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Taunt
    - Psystrike
    - Fire Blast
    - Focus Blast

    Landorus-Therian @ Earth Plate
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - U-turn
    - Stealth Rock
    - Earthquake
    - Stone Edge

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dark Pulse
    - Dark Void
    - Taunt
    - Sludge Bomb

    Arceus-Ghost @ Spooky Plate
    Ability: Multitype
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Swords Dance
    - Shadow Force
    - Shadow Claw
    - Brick Break

    Blaze+Ghosty HO
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This team is Hyper Offense with SD Blaziken and Arceus Ghost together. Rayquaza and SD Blaziken are powerful stallbreakers, Deo-S is a reliable Spiker - with Mental Herb allowing you to guarantee your stealth rocks. SD Blaze and SD Ghosty both pressure similar physical walls, such as physically defensive Ho-oh, making them a good combination. Darkrai helps you pressure Ghost-types which Blaziken often brings in, such as Giratina-O or Arceus-Ghost, whilst Scarf Zekrom makes the team a bit faster, absorbs opposing Darkrai's sleep, provides an emergency Ho-oh and Kyogre check, and has Volt Switch to keep momentum.
    Deoxys-Speed @ Mental Herb
    Ability: Pressure
    EVs: 248 HP / 8 SpD / 252 Spe
    Timid Nature
    - Stealth Rock
    - Spikes
    - Skill Swap
    - Taunt

    Blaziken @ Blazikenite
    Ability: Speed Boost
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Flare Blitz
    - Low Kick
    - Swords Dance
    - Protect

    Arceus-Ghost @ Spooky Plate
    Ability: Multitype
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Swords Dance
    - Shadow Force
    - Shadow Claw
    - Brick Break

    Rayquaza @ Life Orb
    Ability: Air Lock
    EVs: 252 Atk / 4 SpA / 252 Spe
    Hasty Nature
    - Dragon Ascent
    - Dragon Dance
    - Earthquake
    - Draco Meteor

    Zekrom @ Choice Scarf
    Ability: Teravolt
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Bolt Strike
    - Outrage
    - Volt Switch
    - Sleep Talk

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dark Void
    - Dark Pulse
    - Sludge Bomb
    - Nasty Plot

    WishRachi + CMOgre + Twave Don
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The idea behind this team was to have an offensive CM Kyogre with 3 Attacks - giving it great coverage - and pair it with a Twave Groudon to paralyze Lati@s - common answers to Kyogre, and Jirachi, providing Wish without draining momentum, as well as being a very solid Xerneas answer. With U-turn and the offensive Kyogre Ho-oh finds itself fairly well checked. The remainder of the team fills remaining holes, but the team does have a couple of flaws. Firstly, it can't break Mega Sableye + Gastrodon at all easily, since you can't pressure the core with your main win condition and you can't get up spikes, so it requires a long game involving chipping with Stealth Rock damage. Also, Ferrothorn is a pain. The most you can do is pressure it with Groudon (carrying Fire Punch meaning there's the threat of OHKOing it, but it comes at the cost of not being able to touch Ho-oh), Taunt Yveltal, and spiking up with your own Ferrothorn. Opposing Kyogre can be difficult too, especially since SpecsOgre 2HKOs Ferrothorn, but you can use your own Kyogre to at least force it out once. Nevertheless, whilst the team has a couple of issues, it's a good concept and the team itself works fairly well.
    Kyogre @ Leftovers
    Ability: Drizzle
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Thunder
    - Calm Mind
    - Ice Beam
    - Origin Pulse

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 236 SpD / 20 Spe
    Careful Nature
    - Iron Head
    - Wish
    - U-turn
    - Thunder Wave

    Groudon @ Leftovers
    Ability: Drought
    EVs: 236 HP / 252 Atk / 20 Spe
    Adamant Nature
    - Thunder Wave
    - Stealth Rock
    - Precipice Blades
    - Fire Punch

    Yveltal @ Dread Plate
    Ability: Dark Aura
    EVs: 248 HP / 252 Def / 8 Spe
    Impish Nature
    - Foul Play
    - Taunt
    - Roost
    - Sucker Punch

    Arceus-Fairy @ Pixie Plate
    Ability: Multitype
    EVs: 248 HP / 148 SpA / 112 Spe
    Timid Nature
    - Judgment
    - Defog
    - Recover
    - Stone Edge

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Power Whip
    - Spikes
    - Thunder Wave
    - Leech Seed

    Heavy Sun Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This team is based around Mega Blaziken + Ekiller (Swords Dance Arceus-Normal, aka Exteme Killer Arceus) which wear down eachothers checks and counters. Groudon provides Sun and Stealth Rock support, Dragon Tail being chosen to help wear down Lati@s, which can potentially prevent Blaziken from being able to sweep. Genesect switches into Lati@s, and can pressure Mewtwo, and steal momentum, whilst Darkrai pressures Arceus-Ghost and other Ghost- and Psychic-types. Taunt is chosen to prevent CB Ho-oh from Sleep Talking versus you after it absorbs Dark Void. Latios provides support against Kyogre, a potential emergency Defog, and can Memento to allow Blaziken a free Swords Dance. Stone Edge on Blaziken is specifically for Ho-oh, but could be replaced with Protect to allow additional revenge-killing capabilities. High Jump Kick could be run over Low Kick if you're worried about the rare Quagsire, which otherwise hinders the team hugely, but due to its rarity it is probably better to run Low Kick instead, which attaches with itself no risk. More speed could be run on Groudon (taken out of HP) to try and outspeed opposing Ho-oh, if you are so inclined.
    Blaziken @ Blazikenite
    Ability: Speed Boost
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Swords Dance
    - Stone Edge / Protect
    - Low Kick
    - Flare Blitz

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

    Groudon @ Earth Plate
    Ability: Drought
    EVs: 248 HP / 252 Atk / 8 Spe
    Adamant Nature
    - Earthquake
    - Stealth Rock
    - Stone Edge
    - Dragon Tail

    Genesect @ Choice Scarf
    Ability: Download
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - Explosion
    - U-turn
    - Iron Head
    - Ice Beam

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dark Void
    - Taunt
    - Dark Pulse
    - Sludge Bomb

    Latios @ Soul Dew
    Ability: Levitate
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Memento
    - Draco Meteor
    - Psyshock
    - Defog

    Sub+Hone Claws Zekrom Balance
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    It's a pretty basic balance team. Arceus-Water, Zekrom and Diancie check Ho-oh; Arceus-Water, Zekrom and Ferrothorn check Kyogre. Ho-oh and Zekrom break down defensive teams, with Yveltal having the capacity to clean if it's needed. Versus more offensive teams, you need to get greater use out of Yveltal; offensive teams are a trickier matchup but the team is very bulky, however they may give too much space to powerful threats to allow it to stand up to them.
    Diancie @ Diancite
    Ability: Clear Body
    EVs: 248 HP / 124 Def / 136 Spe
    Bold Nature
    - Stealth Rock
    - Moonblast
    - Diamond Storm
    - Protect

    Arceus-Water @ Splash Plate
    Ability: Multitype
    EVs: 252 HP / 80 SpD / 176 Spe
    Timid Nature
    IVs: 0 Atk
    - Recover
    - Defog
    - Judgment
    - Will-O-Wisp

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 252 HP / 4 Def / 252 SpD
    Sassy Nature
    IVs: 0 Spe
    - Power Whip
    - Spikes
    - Toxic
    - Protect

    Ho-Oh @ Choice Band
    Ability: Regenerator
    EVs: 252 HP / 252 Atk / 4 Spe
    Adamant Nature
    - Brave Bird
    - Sacred Fire
    - Sleep Talk
    - Earthquake

    Yveltal @ Choice Scarf
    Ability: Dark Aura
    EVs: 32 HP / 4 Def / 248 SpA / 224 Spe
    Modest Nature
    - Foul Play
    - Dark Pulse
    - Oblivion Wing
    - U-turn

    Zekrom @ Leftovers
    Ability: Teravolt
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Substitute
    - Hone Claws
    - Dragon Claw
    - Bolt Strike

    Ho-oh + Mega Sableye Balance
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This was my attempt at a basic balance team, focussed around the obvious core of Groudon+Ho-oh+Mega Sableye, i.e. amazing Ho-oh support, in the form of Sun, Stealth Rock, and Stealth Rock prevention measures. Scarf Zekrom provides a cleaner, and possibly slight breaker mid-game. Alongside Arceus-Water it checks Ho-oh and Kyogre, though it is fair to feel the team is perhaps a bit Kyogre weak. Klefki provides Spikes, a Lati@s switch-in (though Dragon Tail Groudon helps with them also), and a bit of other goodness. Its set can be adjusted a lot as per preference. Play Rough breaks Xerneas subs generally (helpful for the rare SubCM), Dazzling Gleam however is better versus Mega-Sableye, as it hits its weaker (and generally less-invested) defensive stat, Flash Cannon lets it get past Mega Diancie, and is stronger than any other move versus Xerneas (Substitutes notwithstanding). Toxic and Thunder Wave are status optinos, and Magnet Rise is nice versus Groudon. Light Screen could be tried to help with SpecsOgre. It's very versatile and up to preference.. I hadn't given it enough thought when I made the team, but a set somewhat like is present here should be effective enough. There is still definitely room for improvement!
    Klefki @ Leftovers
    Ability: Prankster
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Toxic
    - Spikes
    - Play Rough
    - Magnet Rise

    Arceus-Water @ Splash Plate
    Ability: Multitype
    EVs: 252 HP / 160 Def / 96 Spe
    Timid Nature
    IVs: 0 Atk
    - Judgment
    - Will-O-Wisp
    - Defog
    - Recover

    Groudon @ Earth Plate
    Ability: Drought
    EVs: 248 HP / 252 Atk / 8 Spe
    Adamant Nature
    - Earthquake
    - Stealth Rock
    - Stone Edge
    - Dragon Tail

    Ho-Oh @ Choice Band
    Ability: Regenerator
    EVs: 252 HP / 248 Atk / 8 Spe
    Adamant Nature
    - Earthquake
    - Sleep Talk
    - Sacred Fire
    - Brave Bird

    Sableye @ Sablenite
    Ability: Prankster
    EVs: 248 HP / 8 Atk / 252 SpD
    Careful Nature
    - Will-O-Wisp
    - Recover
    - Foul Play
    - Fake Out

    Zekrom @ Choice Scarf
    Ability: Teravolt
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Draco Meteor
    - Bolt Strike
    - Dragon Claw
    - Volt Switch

    Deo-S Hyper Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Deoxys-Speed reliably gets hazards versus most teams, though it can struggle versus magic bouncers. Xerneas can pressure magic bouncers, forcing Sableye to Mega-evolve. Xerneas is an LO attacker set, putting pressure on common Sun builds in particular with its set, as well as stall-oriented teams. Ekiller provides some revenge-killing capacity and can put pressure on any build. Genesect provides a revenge killer, means to switch into and pressure Lati@s, Xerneas, and Mewtwo. Landorus-Therian is an offensive Life Orb Rock Polisher. It has a good speed tier, but Rock Polish heightens it further; it's EV'd to outspeed Pokémon with a Base Speed of 100 or less when holding a Choice Scarf, such as Palkia, Xerneas, Genesect, and Yveltal, after a Rock Polish boost. Explosion is a very effective means of disposing whatever attempts to wall it. Be careful around Scarf Kyogre in particular with this team. Thanks to Dab for helping me with this team.
    Deoxys-Speed @ Focus Sash
    Ability: Pressure
    EVs: 252 HP / 4 Def / 252 Spe
    Timid Nature
    - Taunt
    - Spikes
    - Stealth Rock
    - Skill Swap

    Xerneas @ Life Orb
    Ability: Fairy Aura
    EVs: 4 Atk / 252 SpA / 252 Spe
    Hasty Nature
    - Moonblast
    - Grass Knot
    - Rock Slide
    - Close Combat

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

    Genesect @ Choice Scarf
    Ability: Download
    EVs: 252 Atk / 4 SpA / 252 Spe
    Hasty Nature
    - U-turn
    - Iron Head
    - Ice Beam
    - Extreme Speed

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Nasty Plot
    - Dark Void
    - Dark Pulse
    - Sludge Bomb

    Landorus-Therian @ Life Orb
    Ability: Intimidate
    EVs: 140 HP / 252 Atk / 116 Spe
    Adamant Nature
    - Rock Polish
    - Explosion
    - Stone Edge
    - Earthquake

    Haxiom

    Deoxys-A Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This team was build around Life Orb Deoxys-A, which is really it's only viable set in this metagame because of its inability to set hazards against Mega Sableye or keep them up against Defog users very well. I chose Genesect which could gain some momentum to get Deoxys-A in for free with U-turn, as it finds few opportunities to come in otherwise. The rest of the team is fairly intuitive with some offensive Pokemon that also give some form of a defensive backbone with Landorus-T and Palkia. Refresh Extreme Killer Arceus serves as a soft-check to Ghost Arceus. Xerneas can run Lefrtovers + Thunder or Pixie Plate + HP Rock, with either Substitute or Focus Blast as the fourth move. Thunder and HP Rock hit Ho-oh, with Thunder hitting other Fairy-resists harder, Substitue eases prediction and makes it less vulnerable to priority, whilst Focus Blast increases its coverage options. The former set eases prediction, Explosion Genesect is pretty important to help against Extreme Killer Arceus which is otherwise quite threatening.
    Deoxys-Attack @ Life Orb
    Ability: Pressure
    EVs: 4 Atk / 252 SpA / 252 Spe
    Rash Nature
    - Psycho Boost
    - Ice Beam
    - Knock Off
    - Superpower

    Palkia @ Lustrous Orb
    Ability: Pressure
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Spacial Rend
    - Fire Blast
    - Thunder Wave

    Arceus @ Silk Scarf
    Ability: Multitype
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Extreme Speed
    - Swords Dance
    - Shadow Claw
    - Refresh

    Xerneas @ Pixie Plate / Leftovers
    Ability: Fairy Aura
    EVs: 72 HP / 252 SpA / 184 Spe
    Modest Nature
    IVs: 0 Atk
    - Calm Mind
    - Moonblast
    - Thunder / Hidden Power Rock
    - Substitute / Focus Blast

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

    Landorus-Therian @ Earth Plate
    Ability: Intimidate
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Earthquake
    - Stone Edge
    - U-turn
    - Stealth Rock

    Calm Mind Xerneas Stall
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This was one of my early takes on stall and I've used it a lot in the 1U tours we've had so far to some decent success. I used RestTalk Calm Mind Xerneas on this build as a stallbreaker since I think that all stall builds in this meta should have some way of dealing with opposing stall to some extent. Otherwise, it's a pretty straightforward build in checking stuff. Since Xerneas was not providing cleric support, Chansey seemed like a logical choice. Sableye is a standard on stall builds because it counters a lot of entry hazard setters. Gliscor sets Stealth Rock and checks Ho-Oh with the help of Water Arceus, the team's Defog users and one of the more reliable Defog users in the tier. Ferrothorn helps with Kyogre and Extreme Killer Arceus and sets Spikes.
    Sableye @ Sablenite
    Ability: Prankster
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    IVs: 0 Atk
    - Foul Play
    - Will-O-Wisp
    - Recover
    - Fake Out

    Xerneas @ Leftovers
    Ability: Fairy Aura
    EVs: 224 HP / 252 Def / 32 Spe
    Bold Nature
    IVs: 0 Atk
    - Calm Mind
    - Rest
    - Sleep Talk
    - Moonblast

    Arceus @ Splash Plate
    Ability: Multitype
    EVs: 248 HP / 160 SpD / 100 Spe
    Timid Nature
    IVs: 0 Atk
    - Judgment
    - Recover
    - Will-O-Wisp
    - Defog

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 252 HP / 4 Def / 252 SpD
    Sassy Nature
    IVs: 0 Spe
    - Gyro Ball
    - Leech Seed
    - Spikes
    - Protect

    Chansey @ Eviolite
    Ability: Natural Cure
    EVs: 252 Def / 252 SpD / 4 Spe
    Calm Nature
    IVs: 0 Atk
    - Toxic
    - Snatch
    - Soft-Boiled
    - Heal Bell

    Gliscor @ Toxic Orb
    Ability: Poison Heal
    EVs: 212 HP / 252 Def / 44 Spe
    Impish Nature
    - Roost
    - Toxic
    - Stealth Rock
    - Earthquake

    Cloyster Sun Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This is a pretty fun sun offense utilizing Cloyster and Mega Diancie as means of hazard control. Groudon is of course necessary to provide sun support for Ho-Oh. Both Choice Band Ho-Oh as well as the set provided are pretty good options as breakers that can abuse sun, as well as the hazard support provided by Cloyster and Mega Diancie. Latios gives the team another Ground immunity as well as a much needed Kyogre check; I opted for Calm Mind + 3 attacks which can still check Kyogre a couple of times throughout a match while being a massive offensive threat that can drop +1 Draco Meteors and lure Ferrothorn and other Steel-types that are 1-2HKOed by Hidden Power Fire. I chose Extreme Killer Arceus as the last Pokemon, as it was a really strong revenge killing option for a more offensive build like this. Recover allows it to function as a soft-check to a variety of threats, such as Latios, Palkia, and Arceus-Ghost. Latios is Modest and enough Speed for Jolly Landorus-T with an extra EV (you only need 216 but 30 IVs so you need 220). I have 224 because I moved it there from HP to get an odd number. Groudon is max HP max Attack to help it to be able to break Mega Sableye - more Speed EVs can be run, taken out of HP. Diancie has max Special Attack, enough speed EVs to outspeed base 100s after mega-evolution, and the remaining EVs in Attack. Ho-Oh's HP is 369, a LO number, regenerator number, and is not divisible by four. More EVs from speed can be taken into attack to increase its general bulk.
    Cloyster @ Focus Sash
    Ability: Skill Link
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Rapid Spin
    - Toxic Spikes
    - Icicle Spear
    - Shell Smash

    Ho-Oh @ Life Orb
    Ability: Regenerator
    EVs: 64 HP / 252 Atk / 192 Spe
    Adamant Nature
    - Brave Bird
    - Sacred Fire
    - Recover
    - Substitute

    Diancie @ Diancite
    Ability: Clear Body
    EVs: 80 Atk / 252 SpA / 176 Spe
    Timid Nature
    - Moonblast
    - Diamond Storm
    - Earth Power
    - Protect

    Arceus @ Silk Scarf
    Ability: Multitype
    EVs: 160 HP / 248 Atk / 100 Spe
    Jolly Nature
    - Swords Dance
    - Extreme Speed
    - Shadow Claw
    - Recover

    Groudon @ Earth Plate
    Ability: Drought
    EVs: 252 HP / 252 Atk / 4 Spe
    Adamant Nature
    - Stealth Rock
    - Precipice Blades
    - Dragon Tail
    - Thunder Wave

    Latios @ Soul Dew
    Ability: Levitate
    EVs: 32 HP / 252 SpA / 224 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Calm Mind
    - Draco Meteor
    - Psyshock
    - Hidden Power [Fire]
     
    Last edited: Mar 27, 2016
    C9 DRM2K likes this.
  2. haxiom

    haxiom Member

    Joined:
    Mar 30, 2015
    Messages:
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    Alright I'll post a team or two and add onto this post with some more when I have more time.

    Deoxys-A Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This team was build around Life Orb Deoxys-A, which is really it's only viable set in this metagame because of its inability to set hazards against Mega Sableye or keep them up against Defog users very well. I chose Genesect which could gain some momentum to get Deoxys-A in for free with U-turn, as it finds few opportunities to come in otherwise. The rest of the team is fairly intuitive with some offensive Pokemon that also give some form of a defensive backbone with Landorus-T and Palkia. Refresh Extreme Killer Arceus serves as a soft-check to Ghost Arceus. The Xerneas set is an interesting Substitute+Calm Mind set that I just used for fun, but it's quite cool. Explosion Genesect is pretty important to help against Extreme Killer Arceus which is otherwise quite threatening.
    Deoxys-Attack @ Life Orb
    Ability: Pressure
    EVs: 4 Atk / 252 SpA / 252 Spe
    Rash Nature
    - Psycho Boost
    - Ice Beam
    - Knock Off
    - Superpower

    Palkia @ Lustrous Orb
    Ability: Pressure
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Spacial Rend
    - Fire Blast
    - Thunder Wave

    Arceus @ Silk Scarf
    Ability: Multitype
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Extreme Speed
    - Swords Dance
    - Shadow Claw
    - Refresh

    Xerneas @ Pixie Plate / Leftovers
    Ability: Fairy Aura
    EVs: 72 HP / 252 SpA / 184 Spe
    Modest Nature
    IVs: 0 Atk
    - Calm Mind
    - Moonblast
    - Thunder / Hidden Power Rock
    - Substitute / Focus Blast

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

    Landorus-Therian @ Earth Plate
    Ability: Intimidate
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Earthquake
    - Stone Edge
    - U-turn
    - Stealth Rock

    Calm Mind Xerneas Stall
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This was one of my early takes on stall and I've used it a lot in the 1U tours we've had so far to some decent success. I used RestTalk Calm Mind Xerneas on this build as a stallbreaker since I think that all stall builds in this meta should have some way of dealing with opposing stall to some extent. Otherwise, it's a pretty straightforward build in checking stuff. Since Xerneas was not providing cleric support, Chansey seemed like a logical choice. Sableye is a standard on stall builds because it counters a lot of entry hazard setters. Gliscor sets Stealth Rock and checks Ho-Oh with the help of Water Arceus, the team's Defog users and one of the more reliable Defog users in the tier. Ferrothorn helps with Kyogre and Extreme Killer Arceus and sets Spikes.
    Sableye @ Sablenite
    Ability: Prankster
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    IVs: 0 Atk
    - Foul Play
    - Will-O-Wisp
    - Recover
    - Fake Out

    Xerneas @ Leftovers
    Ability: Fairy Aura
    EVs: 224 HP / 252 Def / 32 Spe
    Bold Nature
    IVs: 0 Atk
    - Calm Mind
    - Rest
    - Sleep Talk
    - Moonblast

    Arceus @ Splash Plate
    Ability: Multitype
    EVs: 248 HP / 160 SpD / 100 Spe
    Timid Nature
    IVs: 0 Atk
    - Judgment
    - Recover
    - Will-O-Wisp
    - Defog

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 252 HP / 4 Def / 252 SpD
    Sassy Nature
    IVs: 0 Spe
    - Gyro Ball
    - Leech Seed
    - Spikes
    - Protect

    Chansey @ Eviolite
    Ability: Natural Cure
    EVs: 252 Def / 252 SpD / 4 Spe
    Calm Nature
    IVs: 0 Atk
    - Toxic
    - Snatch
    - Soft-Boiled
    - Heal Bell

    Gliscor @ Toxic Orb
    Ability: Poison Heal
    EVs: 212 HP / 252 Def / 44 Spe
    Impish Nature
    - Roost
    - Toxic
    - Stealth Rock
    - Earthquake

    Cloyster Sun Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This is a pretty fun sun offense utilizing Cloyster and Mega Diancie as means of hazard control. Groudon is of course necessary to provide sun support for Ho-Oh. Both Choice Band Ho-Oh as well as the set provided are pretty good options as breakers that can abuse sun, as well as the hazard support provided by Cloyster and Mega Diancie. Latios gives the team another Ground immunity as well as a much needed Kyogre check; I opted for Calm Mind + 3 attacks which can still check Kyogre a couple of times throughout a match while being a massive offensive threat that can drop +1 Draco Meteors and lure Ferrothorn and other Steel-types that are 1-2HKOed by Hidden Power Fire. I chose Extreme Killer Arceus as the last Pokemon, as it was a really strong revenge killing option for a more offensive build like this. Recover allows it to function as a soft-check to Latias, Latios, Palkia, etc..
    Cloyster @ Focus Sash
    Ability: Skill Link
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Rapid Spin
    - Toxic Spikes
    - Icicle Spear
    - Shell Smash

    Ho-Oh @ Life Orb
    Ability: Regenerator
    EVs: 64 HP / 252 Atk / 192 Spe
    Adamant Nature
    - Brave Bird
    - Sacred Fire
    - Recover
    - Substitute

    Diancie @ Diancite
    Ability: Clear Body
    EVs: 80 Atk / 252 SpA / 176 Spe
    Timid Nature
    - Moonblast
    - Diamond Storm
    - Earth Power
    - Protect

    Arceus @ Silk Scarf
    Ability: Multitype
    EVs: 160 HP / 248 Atk / 100 Spe
    Jolly Nature
    - Swords Dance
    - Extreme Speed
    - Shadow Claw
    - Recover

    Groudon @ Earth Plate
    Ability: Drought
    EVs: 212 HP / 252 Atk / 44 Spe
    Adamant Nature
    - Stealth Rock
    - Precipice Blades
    - Dragon Tail
    - Thunder Wave

    Latios @ Soul Dew
    Ability: Levitate
    EVs: 32 HP / 252 SpA / 224 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Calm Mind
    - Draco Meteor
    - Psyshock
    - Hidden Power [Fire]
     
    Last edited: Sep 27, 2015
  3. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    I quite like Focus Blast>Substitute on the CM Xerneas in your first team, thoughts? Also have you done calcs of thunder vs tbolt vs moonblast on CM Xern? I know Thunder is better at +2 but does it make a difference at +1 (what you're likely to be at when a lugia or ho-oh pops its head in)
     
  4. haxiom

    haxiom Member

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    I'd almost never use Thunderbolt since its super weak in general, with neutral Thunderbolt being weaker than not very effective Moonblast (basically, Thunderbolt only hits Ho-Oh and Heatran harder than Moonblast). However, Focus Blast is a cool option for sure, Substitute eases prediction to an extent but you do lose HP quickly and end up susceptible to priority. Actually, I don't even know if Thunder is worth it at all with Pixie Plate Moonblast hitting really hard. Other more specific coverage is probably better? Main target is basically Ho-Oh, which shouldn't be overlooked.
     
  5. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Must admit I preferred using Leftovers too, especially as the team doesn't have an easy time with Yveltal really.

    And if Ho-oh is the only target then HP Rock is superior.
    What do Latios/Groudon/Diancie/Ho-oh's spreads do?
     
  6. haxiom

    haxiom Member

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    If you use Leftovers, use Thunder. If you use Pixie Plate, you could probably use HP Rock or something.

    Latios is Modest and enough Speed for Jolly Landorus-T with an extra EV (you only need 216 but 30 IVs so you need 220) I have 224 probably because I moved it there from HP to get an odd number. Groudon is max HP max Attack with an arbitrary Speed creep. Diancie's is max Special Attack, enough speed for base 100s, and rest in Attack. Ho-Oh's spread sucks atm because it's carryover from ORAS where Geomancy Xerneas is relevant + Speed creep. 64 HP is maybe a good benchmark as it hits 369, a LO number, regenerator number, and is not divisible by four?
     
  7. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Alright, edit what you've said to me in this thread into your posts, and let me know when you have, then I'll add them to the OP :]
     
  8. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Deo-S Hyper Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Deoxys-Speed reliably gets hazards versus most teams, though it can struggle versus magic bouncers. Xerneas can pressure magic bouncers, forcing Sableye to Mega-evolve. Xerneas is an LO attacker set, putting pressure on common Sun builds in particular with its set, as well as stall-oriented teams. Ekiller provides some revenge-killing capacity and can put pressure on any build. Genesect provides a revenge killer, means to switch into and pressure Lati@s, Xerneas, and Mewtwo. Groudon is Lum DD (Double Dance) letting it pressure both offensive and defensive teams, with Lum Berry helping it with Wisp arceus forms, Giratina-Origin, and Darkrai. LO and Dragon Claw over Swords Dance is an option too however. It's EV'd to outspeed Pokémon with a Base Speed of 100 or less when holding a Choice Scarf, such as Palkia, Xerneas, Genesect, and Yveltal, after a Rock Polish boost. Be careful around Scarf Kyogre in particular with this team. Thanks to Dab for helping me with this team.
    Deoxys-Speed @ Focus Sash
    Ability: Pressure
    EVs: 252 HP / 4 Def / 252 Spe
    Timid Nature
    - Taunt
    - Spikes
    - Stealth Rock
    - Skill Swap

    Xerneas @ Life Orb
    Ability: Fairy Aura
    EVs: 4 Atk / 252 SpA / 252 Spe
    Hasty Nature
    - Moonblast
    - Grass Knot
    - Rock Slide
    - Close Combat

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

    Genesect @ Choice Scarf
    Ability: Download
    EVs: 252 Atk / 4 SpA / 252 Spe
    Hasty Nature
    - U-turn
    - Iron Head
    - Ice Beam
    - Extreme Speed

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Nasty Plot
    - Dark Void
    - Dark Pulse
    - Sludge Bomb

    Groudon @ Lum Berry / Life Orb
    Ability: Drought
    EVs: 132 HP / 252 Atk / 124 Spe
    Adamant Nature
    - Rock Polish
    - Swords Dance / Dragon Claw
    - Stone Edge
    - Earthquake
     
    Last edited: Oct 4, 2015
  9. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Update
     
    Last edited: Oct 19, 2015
  10. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    used these in my mt1 semifinal vs starmei, feel like these were the best concepts using fairly typical mons, and are sample-worthy.

    Blaze+Ghosty HO
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This team is Hyper Offense with SD Blaziken and Arceus Ghost together. Rayquaza and SD Blaziken are powerful stallbreakers, Deo-S is a reliable Spiker - with Mental Herb allowing you to guarantee your stealth rocks. SD Blaze and SD Ghosty both pressure similar physical walls, such as physically defensive Ho-oh, making them a good combination. Darkrai helps you pressure Ghost-types which Blaziken often brings in, such as Giratina-O or Arceus-Ghost, whilst Scarf Zekrom makes the team a bit faster, absorbs opposing Darkrai's sleep, provides an emergency Ho-oh and Kyogre check, and has Volt Switch to keep momentum.
    Deoxys-Speed @ Mental Herb
    Ability: Pressure
    EVs: 248 HP / 8 SpD / 252 Spe
    Timid Nature
    - Stealth Rock
    - Spikes
    - Skill Swap
    - Taunt

    Blaziken @ Blazikenite
    Ability: Speed Boost
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Flare Blitz
    - Low Kick
    - Swords Dance
    - Protect

    Arceus-Ghost @ Spooky Plate
    Ability: Multitype
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Swords Dance
    - Shadow Force
    - Shadow Claw
    - Brick Break

    Rayquaza @ Life Orb
    Ability: Air Lock
    EVs: 252 Atk / 4 SpA / 252 Spe
    Hasty Nature
    - Dragon Ascent
    - Dragon Dance
    - Earthquake
    - Draco Meteor

    Zekrom @ Choice Scarf
    Ability: Teravolt
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Bolt Strike
    - Outrage
    - Volt Switch
    - Sleep Talk

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dark Void
    - Dark Pulse
    - Sludge Bomb
    - Nasty Plot

    WishRachi + CMOgre + Twave Don
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The idea behind this team was to have an offensive CM Kyogre with 3 Attacks - giving it great coverage - and pair it with a Twave Groudon to paralyze Lati@s - common answers to Kyogre, and Jirachi, providing Wish without draining momentum, as well as being a very solid Xerneas answer. With U-turn and the offensive Kyogre Ho-oh finds itself fairly well checked. The remainder of the team fills remaining holes, but the team does have a couple of flaws. Firstly, it can't break Mega Sableye + Gastrodon at all easily, since you can't pressure the core with your main win condition and you can't get up spikes, so it requires a long game involving chipping with Stealth Rock damage. Also, Ferrothorn is a pain. The most you can do is pressure it with Groudon (carrying Fire Punch meaning there's the threat of OHKOing it, but it comes at the cost of not being able to touch Ho-oh), Taunt Yveltal, and spiking up with your own Ferrothorn. Opposing Kyogre can be difficult too, especially since SpecsOgre 2HKOs Ferrothorn, but you can use your own Kyogre to at least force it out once. Nevertheless, whilst the team has a couple of issues, it's a good concept and the team itself works fairly well.
    Kyogre @ Leftovers
    Ability: Drizzle
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Thunder
    - Calm Mind
    - Ice Beam
    - Origin Pulse

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 236 SpD / 20 Spe
    Careful Nature
    - Iron Head
    - Wish
    - U-turn
    - Thunder Wave

    Groudon @ Leftovers
    Ability: Drought
    EVs: 236 HP / 252 Atk / 20 Spe
    Adamant Nature
    - Thunder Wave
    - Stealth Rock
    - Precipice Blades
    - Fire Punch

    Yveltal @ Dread Plate
    Ability: Dark Aura
    EVs: 248 HP / 252 Def / 8 Spe
    Impish Nature
    - Foul Play
    - Taunt
    - Roost
    - Sucker Punch

    Arceus-Fairy @ Pixie Plate
    Ability: Multitype
    EVs: 248 HP / 148 SpA / 112 Spe
    Timid Nature
    - Judgment
    - Defog
    - Recover
    - Stone Edge

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Power Whip
    - Spikes
    - Thunder Wave
    - Leech Seed
     
  11. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    A Standard Sun Build
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    This is a pretty standard sun set-up, with Mega Sableye + Groudon + Ho-oh being a dangerous sun and anti-hazard core, which I happened to find a nice way to fill. Latias is a great answer to Kyogre / Groudon and is added for that reason - reflect type helps agains Double Dance and Thunder Wave Groudon in particular, as well as making choiced Kyogre's ice beam resisted instead of super-effective. Klefki's Spikes and priority status means that plenty of strong attackers can easily be neutered. Ho-oh and Klefki together can both beat any Xerneas and any Darkrai set if played well. Arceus-Rock provides anti Ho-oh, anti-Ekiller, and Defog support and brings the team together, as well as giving Latias the free slot to run both Reflect Type and Toxic. A solid team with room for creative play. Speed on Ho-oh can be adjusted to player preference.
    Ho-Oh @ Choice Band
    Ability: Regenerator
    EVs: 176 HP / 252 Atk / 80 Spe
    Adamant Nature
    - Brave Bird
    - Sacred Fire
    - Sleep Talk
    - Earthquake

    Klefki @ Leftovers
    Ability: Prankster
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Play Rough
    - Spikes
    - Thunder Wave
    - Toxic

    Latias @ Soul Dew
    Ability: Levitate
    EVs: 228 HP / 104 SpA / 176 Spe
    Timid Nature
    IVs: 0 Atk
    - Roost
    - Dragon Pulse
    - Toxic
    - Reflect Type

    Groudon @ Leftovers
    Ability: Drought
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    - Earthquake
    - Stealth Rock
    - Dragon Tail
    - Stone Edge

    Sableye @ Sablenite
    Ability: Prankster
    EVs: 248 HP / 124 Def / 136 SpD
    Impish Nature
    - Will-O-Wisp
    - Recover
    - Foul Play
    - Fake Out

    Arceus-Rock @ Stone Plate
    Ability: Multitype
    EVs: 252 HP / 160 Def / 96 Spe
    Timid Nature
    IVs: 0 Atk
    - Judgment
    - Recover
    - Will-O-Wisp
    - Defog

    Sticky Webs
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The basic idea of webs is to get webs down and then keep them down, and use offensive threats which benefit from their answers being slower or fit the hyper-offensive nature that the teamstyle requires. To prevent defog, there's 2 taunters, Landorus-T which has U-turn giving it a tool to get momentum back versus defoggers, and SD Mega Lucario and Ghostceus which are very threatening if given a free turn even if it's for webs to be removed, and in particular all other than Lando-T outspeed Lati@s (which aren't affected by webs) making them incapable of defogging versus this team.
    Lucario @ Lucarionite
    Ability: Steadfast
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Swords Dance
    - Iron Tail
    - Close Combat
    - Rock Slide

    Smeargle @ Focus Sash
    Ability: Own Tempo
    EVs: 252 HP / 4 Atk / 252 Spe
    Jolly Nature
    - Nuzzle
    - Rapid Spin
    - Sticky Web
    - Skill Swap

    Mewtwo @ Life Orb
    Ability: Unnerve
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Taunt
    - Psystrike
    - Fire Blast
    - Focus Blast

    Landorus-Therian @ Earth Plate
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - U-turn
    - Stealth Rock
    - Earthquake
    - Stone Edge

    Darkrai @ Life Orb
    Ability: Bad Dreams
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dark Pulse
    - Dark Void
    - Taunt
    - Sludge Bomb

    Arceus-Ghost @ Spooky Plate
    Ability: Multitype
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Swords Dance
    - Shadow Force
    - Shadow Claw
    - Brick Break
     

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