aerobee
Pure Hackmons
A lot of people know that for the past few months I've enjoyed trying to make spam teams work in Gens 6/7, and I wanted to share one I created in particular.
IMO, the one that worked the best was Primal Groudon spam for Gen 7 (although it worked quite well in Gen 6 Hackmons as well).
(the sprites are clickable)
______________________________________________________________________________
Groudon-Primal @ Shed Shell
Ability: Desolate Land
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Thousand Arrows
- Morning Sun
- Sunsteel Strike
- Spiky Shield
This set originally had Spectral Thief over Spiky Shield; however, I quickly realized that I was defenseless against random No Guards, and Spiky Shield felt like the appropriate replacement (Baneful Bunker doesn't synergize well with Will-O-Wisp). Thousand Arrows is a powerful reliable STAB move, and Sunsteel Strike helps Groudon hit opposing Wonder Guards. I found that Thousand Arrows/Sunsteel Strike hit many opposing Pokemon supereffectively (although Water-type Wonder Guards like Primal Kyogre and Mega Slowbro take negligible amounts of damage, they fail to make progress against Desolate Land Pokemon). This is a glue Pokemon that was necessary on this team to check the myriad of offensive sets with Water-type moves.
______________________________________________________________________________
Groudon-Primal @ Air Balloon
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- V-create
- Defog
- Shore Up
- Aromatherapy
Air Balloon was needed for Groudon to reliably check No Guard Pokemon. V-Create just about dents everything, at the very least chipping switch-ins, often 2HKO or OHKOing the target. I needed hazard removal, and a Wonder Guard Pokemon seemed like the best equipped to use it, as it forces many passive Pokemon out. Shore Up helps in this regard, as Groudon has trouble switching with hazards on the field otherwise. I also wanted to fit Aromatherapy somewhere, and again, a Wonder Guard Pokemon seemed like a good user of the move.
______________________________________________________________________________
Groudon-Primal @ Air Balloon
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Parting Shot
- Magic Coat
- Wish
- Will-O-Wisp
And what else do we need to check No Guard? Another Wonder Guard! Parting Shot seemed like a good choice, allowing me to switch more safely. At this point I decided that I wanted a Wish user with a pivoting move, and this worked well with Parting Shot. Due to the lack of a Magic Bounce on the team, Magic Coat seemed necessary on at least one Wonder Guard. Will-O-Wisp is to burn switch-ins and neuter their physical offense, taking advantage of just how well Groudon forces passive Pokemon out. It helps that people tend to switch into something that can break through Wonder Guard, such as Photon Geyser MMX, that gets crippled by a burn.
______________________________________________________________________________
Groudon-Primal @ Choice Scarf
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Ice Hammer
- V-create
- Sunsteel Strike
- Fusion Bolt
This set's pretty simple. Groudon tries OHKOing as much as it can, while it's improofed by its teammates. V-Create hits even resists extremely hard, 2HKOing opposing Giratina. Ice Hammer OHKOes Zygarde-C, and does ~80% against Giratina. Ice Hammer was originally Play Rough, but I changed it as I felt Play Rough wasn't necessary; V-Create does more to most of the targeted Pokemon, while diminishing an opposing Imposter's offensive presence. Sunsteel Strike hits past Wonder Guard, hitting everything the other moves neutrally that the other moves don't take care of, aside from the rare Palkia. Fusion Bolt OHKOes common Wonder Guards like Mega Gyarados and Primal Kyogre. With a Choice Scarf, Groudon outspeeds nearly all opponents lacking a Choice Scarf of their own, up to base 140s like MMY.
______________________________________________________________________________
Groudon-Primal @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Encore
- Destiny Bond
- Strength Sap
- Thousand Waves
This Groudon acts as an emergency check to runaway Imposter and Huge Power Pokemon; with Strength Sap, it can usually neuter the opponent's offensive capabilities, unless it's something ridiculous like Huge Power LTBTS MMX. It can also switch into setup sweepers like Mold Breaker Primal Groudon or Protean Mega Rayquaza, and annoy them with Prankster Encore. In the direst of circumstances, Destiny Bond can be used to bring an opposing offensive menace down with it; running minimum Speed helps with this. Thousand Waves traps the opponent, annoying it in conjunction with Encore.
______________________________________________________________________________
Groudon-Primal @ Choice Scarf
Ability: No Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Sheer Cold
- Trick
- Inferno
- Thousand Arrows
No Guard Groudon often catches the opponent off guard, as it's uncommon. A +Spe Nature helps to outspeed all viable Pokemon except for Deoxys-S, helping it spam Sheer Cold safely. Against checks switching in, it can Trick its Choice Scarf and cripple it. Alternatively, Inferno can be used if the switch-in is weak to Fire or if it dislikes getting burnt. Although Thousand Arrows is difficult to Imposter-proof, it helps against other Groudon significantly, 2HKOing it. This Pokemon's really fun when Huge Power Groudon's gone and the opponent thinks they're safe.
______________________________________________________________________________
Threatlist:
Palkia - This mon's really difficult to deal with, as the only move I have that directly damage it's Sunsteel Strike. Luckily, it's not too common.
Special Mold Breakers - In this group of mons, Mega Gengar's the most difficult one to deal with. A lack of Safety Goggles means that Gengar can freely Spore/Lovely Kiss, and set up. If Prankster Groudon's asleep and Gengar gets to +4 SpA it's over.
Harvest - Prankster Groudon can't Encore Harvest users, so I need a lucky switch into Huge Power/No Guard Groudon, depending on the Harvest user. Often I've had to click Destiny Bond and hope I predict correctly.
Fast Special Water-types - This goes without saying, but after Desolate Land Groudon faints this team struggles against opposing Water-types.
Innards Out - Unfortunately there isn't much this team can do against Innards Chansey; I guess one could try chipping it by repeatedly using Inferno, but that's the only resistance this team can provide
______________________________________________________________________________
I've had a lot of fun with this team, feel free to try it out!
this is my 100th post :>
IMO, the one that worked the best was Primal Groudon spam for Gen 7 (although it worked quite well in Gen 6 Hackmons as well).
(the sprites are clickable)
______________________________________________________________________________
Groudon-Primal @ Shed Shell
Ability: Desolate Land
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Thousand Arrows
- Morning Sun
- Sunsteel Strike
- Spiky Shield
This set originally had Spectral Thief over Spiky Shield; however, I quickly realized that I was defenseless against random No Guards, and Spiky Shield felt like the appropriate replacement (Baneful Bunker doesn't synergize well with Will-O-Wisp). Thousand Arrows is a powerful reliable STAB move, and Sunsteel Strike helps Groudon hit opposing Wonder Guards. I found that Thousand Arrows/Sunsteel Strike hit many opposing Pokemon supereffectively (although Water-type Wonder Guards like Primal Kyogre and Mega Slowbro take negligible amounts of damage, they fail to make progress against Desolate Land Pokemon). This is a glue Pokemon that was necessary on this team to check the myriad of offensive sets with Water-type moves.
______________________________________________________________________________
Groudon-Primal @ Air Balloon
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- V-create
- Defog
- Shore Up
- Aromatherapy
Air Balloon was needed for Groudon to reliably check No Guard Pokemon. V-Create just about dents everything, at the very least chipping switch-ins, often 2HKO or OHKOing the target. I needed hazard removal, and a Wonder Guard Pokemon seemed like the best equipped to use it, as it forces many passive Pokemon out. Shore Up helps in this regard, as Groudon has trouble switching with hazards on the field otherwise. I also wanted to fit Aromatherapy somewhere, and again, a Wonder Guard Pokemon seemed like a good user of the move.
______________________________________________________________________________
Groudon-Primal @ Air Balloon
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Parting Shot
- Magic Coat
- Wish
- Will-O-Wisp
And what else do we need to check No Guard? Another Wonder Guard! Parting Shot seemed like a good choice, allowing me to switch more safely. At this point I decided that I wanted a Wish user with a pivoting move, and this worked well with Parting Shot. Due to the lack of a Magic Bounce on the team, Magic Coat seemed necessary on at least one Wonder Guard. Will-O-Wisp is to burn switch-ins and neuter their physical offense, taking advantage of just how well Groudon forces passive Pokemon out. It helps that people tend to switch into something that can break through Wonder Guard, such as Photon Geyser MMX, that gets crippled by a burn.
______________________________________________________________________________
Groudon-Primal @ Choice Scarf
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Ice Hammer
- V-create
- Sunsteel Strike
- Fusion Bolt
This set's pretty simple. Groudon tries OHKOing as much as it can, while it's improofed by its teammates. V-Create hits even resists extremely hard, 2HKOing opposing Giratina. Ice Hammer OHKOes Zygarde-C, and does ~80% against Giratina. Ice Hammer was originally Play Rough, but I changed it as I felt Play Rough wasn't necessary; V-Create does more to most of the targeted Pokemon, while diminishing an opposing Imposter's offensive presence. Sunsteel Strike hits past Wonder Guard, hitting everything the other moves neutrally that the other moves don't take care of, aside from the rare Palkia. Fusion Bolt OHKOes common Wonder Guards like Mega Gyarados and Primal Kyogre. With a Choice Scarf, Groudon outspeeds nearly all opponents lacking a Choice Scarf of their own, up to base 140s like MMY.
______________________________________________________________________________
Groudon-Primal @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Encore
- Destiny Bond
- Strength Sap
- Thousand Waves
This Groudon acts as an emergency check to runaway Imposter and Huge Power Pokemon; with Strength Sap, it can usually neuter the opponent's offensive capabilities, unless it's something ridiculous like Huge Power LTBTS MMX. It can also switch into setup sweepers like Mold Breaker Primal Groudon or Protean Mega Rayquaza, and annoy them with Prankster Encore. In the direst of circumstances, Destiny Bond can be used to bring an opposing offensive menace down with it; running minimum Speed helps with this. Thousand Waves traps the opponent, annoying it in conjunction with Encore.
______________________________________________________________________________
Groudon-Primal @ Choice Scarf
Ability: No Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Sheer Cold
- Trick
- Inferno
- Thousand Arrows
No Guard Groudon often catches the opponent off guard, as it's uncommon. A +Spe Nature helps to outspeed all viable Pokemon except for Deoxys-S, helping it spam Sheer Cold safely. Against checks switching in, it can Trick its Choice Scarf and cripple it. Alternatively, Inferno can be used if the switch-in is weak to Fire or if it dislikes getting burnt. Although Thousand Arrows is difficult to Imposter-proof, it helps against other Groudon significantly, 2HKOing it. This Pokemon's really fun when Huge Power Groudon's gone and the opponent thinks they're safe.
______________________________________________________________________________
Threatlist:
Palkia - This mon's really difficult to deal with, as the only move I have that directly damage it's Sunsteel Strike. Luckily, it's not too common.
Special Mold Breakers - In this group of mons, Mega Gengar's the most difficult one to deal with. A lack of Safety Goggles means that Gengar can freely Spore/Lovely Kiss, and set up. If Prankster Groudon's asleep and Gengar gets to +4 SpA it's over.
Harvest - Prankster Groudon can't Encore Harvest users, so I need a lucky switch into Huge Power/No Guard Groudon, depending on the Harvest user. Often I've had to click Destiny Bond and hope I predict correctly.
Fast Special Water-types - This goes without saying, but after Desolate Land Groudon faints this team struggles against opposing Water-types.
Innards Out - Unfortunately there isn't much this team can do against Innards Chansey; I guess one could try chipping it by repeatedly using Inferno, but that's the only resistance this team can provide
______________________________________________________________________________
I've had a lot of fun with this team, feel free to try it out!
this is my 100th post :>
Last edited: