ORAS 1U Sample Teams Thread

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a player or the community decide a team is out-dated it can be moved to a section in the opening post of the thread for outdated teams only.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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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:

haxiom

Member
Alright I'll post a team or two and add onto this post with some more when I have more time.

Deoxys-A Offense
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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
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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
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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]
 
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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)
 

haxiom

Member
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.
 
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.
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.
Cloyster Sun Offense
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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: 248 HP / 152 Atk / 52 SpD / 56 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]
What do Latios/Groudon/Diancie/Ho-oh's spreads do?
 

haxiom

Member
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?
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?
 
Deo-S Hyper Offense
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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
 
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Update
Deo-S Hyper Offense
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darkrai.png
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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
 
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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
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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
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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
 
A Standard Sun Build
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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
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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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