Intro:
I can't really think of one. I peaked at 1736 in the AG Ladder? This team is an edit of a Gen 6 team I made. No hazards, since I couldn't really fit it into the game, but its still works. I know this isn't optimal.
Greninja @ Safety Goggles / Icium Z
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Haze
- Hydro Pump / Spikes
- Ice Beam
- U-turn
The obvious question - why Greninja? Greninja fufills a few roles that I needed for the team. With Haze and Safety Goggles, it completely counters Smeargle not running Lovely Kiss. It provides a fast Haze for CM Arceus/Minimize users, and blocks Vivillion's Sleep Powder too. And what it does most in my games, be sacked in order for a Ditto counter sweep. Greninja is the lead, unless the opposing team has Ferrothorn - where it U-Turns or attacks Ray. Greninja is chosen over Crobat (who is faster and has Super Fang and Taunt) mainly for a threatening Ice Beam - which hits Zygarde and Rayquaza well and chips Groudon leads. It is also a Dark type (at base) in order to switch into Psychic moves and stop Prankster.
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 76 SpA / 24 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Calm Mind
The teams main Primal Groudon counter. 24+ Speed allows Arceus to outspeed Groudon, Lando, and 307 Arceus. Its defense EVs allow Arceus to take up to 50% from Precipce Blades, meaning Arceus can reliably Recover spam. Rest of EVs are put into SpA in order to threaten SpD Groudon. Ice Beam is chosen since the team is still weak to Zygarde and Mega Ray. That makes it a secondary check to pretty much everything the other Arceus checks. It sets up on Groudon and Necrozma-DM with Calm Mind and does major damage from there.
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
Originally Giratina-O fit this slot to offensively threaten Marshadow and Defog, but a defensive 'Mon who could threaten Rest Zygarde was needed much more. Fairy is chosen due being a great anti-meta type. This set's more defensive spread makes it a better switchin to Marshadow, who revenge kills this hazardless team's sweepers easily. It can also handle other physical attackers like Mega Ray. Due to the other members of this team, Toxic from here is the most reliable way of dealing with Kyorge.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 236 Atk / 120 SpD / 152 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Fire Punch
- Swords Dance
Double Dance Groudon at its finest. Speed EVs allow it to outspeed Deoxys-Speed at +2, which I'm paranoid enough to care about. Main switchin to Geomancy Xern who hasn't been weakened yet. Dual Dance gives me flexability versus certain teams, Rock Polishing on Marshadow and Necrozma-Ultra and Swords Dancing on Stall. Earthquake is used over PBlades since Ditto can often revenge at 0 and Arceus-Ground is better at Ground trades. Fire Punch knocks out Celesteelia which is still a big problem for the team.
Rayquaza-Mega @ Lum Berry
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Ascent
- Earthquake
- Extreme Speed
Mega Ray, the AG King, is used in this team in order to break walls. Enough has been said about Rayquaza. This set is Lum Berry for 2 reasons: In order to not be worn in Stall matches and to set up on Toxic users. Extreme Speed provides revenge killing if Ditto nededs to be saved and Earthquake helps with Steel types wanting to switch in (and doesn't lower defense for other Rays to ESpeed back).
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
Ditto is even better in AG. Ditto is a relic from Gen 6, but it actually checks anything that boosts speed (and Necrozma-Ultra, and Hyper Offense). Its also effective in countersweeping, potentially giving the team an effective second MRay or PDon. Ditto also works even with hazards on the field, which Arceus-Fairy can't always stop. Most importantly, Ditto prevents Stall from winning, as it has infinite PP and can provide moves this team would need like Heal Bell and Toxic.
Checks to the Team:
- Sash (Marshadow): I can't tell if Marshadow is Sash or Life Orb until it attacks, and it makes using Ditto much harder then it needs to be. Sash Marshadow is effective in preventing 3 of my breakers from setting up, though as long as Arceus-Fairy is still alive it won't be too much trouble. Other sash users (non Smeargle leads and Deo-A) are similarly hard to deal with, and can get through Arceus easier.
- SpA Groudon: Arceus-Ground is the main check to Groudon, and Fire Blast means this team has no switchin.
- Primal Kyorge: Origin Pulse / Thunder / Ice Beam just about threatens every member on this team, and nothing on this team can really threaten defensive sets. If not running Thunder (or if it sets up CM), Ditto can take care of it, but most of the time heavy prediction is used to prevent SE attacks.
- Stuff faster than Greninja: Ditto is required to revenge 'Mons like Necrozma-Ultra without taking a huge hit,. In Ultra's case Ditto loses without prior chip or a dragon move.
- EKiller Arceus: This team can't do well against Ghost Arceus due to a lack of Marshadow, relying on correct Shadow Force / Ditto predictions. 2+ CM Arceus give this team some trouble with the frail Greninja used to haze them.
- Ho-Oh: Without Rocks or Stone Edge, Ho-Oh walls much of the team, but can be played around with Ditto.
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 76 SpA / 24 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Calm Mind
Greninja @ Safety Goggles
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Haze
- Hydro Pump
- Ice Beam
- U-turn
Rayquaza-Mega @ Lum Berry
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Ascent
- Earthquake
- Extreme Speed
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 236 Atk / 120 SpD / 152 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Fire Punch
- Swords Dance
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
Ability: Multitype
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 76 SpA / 24 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Calm Mind
Greninja @ Safety Goggles
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Haze
- Hydro Pump
- Ice Beam
- U-turn
Rayquaza-Mega @ Lum Berry
Ability: Delta Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Ascent
- Earthquake
- Extreme Speed
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 236 Atk / 120 SpD / 152 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Fire Punch
- Swords Dance
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
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