Multi Gen Ubers Teambuilding Workshop

haxiom

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ShadowQuinn ,
Here's a much late Electric Arceus and Kyogre team.


Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Will-O-Wisp
- Toxic

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Blizzard
- Thunder

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 Atk / 248 Def / 12 Spe
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Shadow Force

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 176 SpD / 24 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 28 Def / 232 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Toxic
- Whirlwind

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


Electric Arceus is alright I guess, it check's some stuff okay. It's great at getting Toxic on Primal Groudon, which helps Primal Kyogre a lot. I used the analysis set which doesn't have Defog, so I decided to run Defog Giratina-O. Primal Groudon is pretty self-explanatory, I just picked a support set with Stealth Rock. Skarmory helps with Latios and a bit against some other physical threats if other Pokemon are too worn down (e.g. Giratina-O gets worn so I need Skarmory for Extreme Killer Arceus). Mega Diancie rounds out the team's match up against offense, and helps check Ho-Oh and Darkrai.

smlj , I built a team with your core for a different thread here.
 

Krauersaut

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lmao haxiom i built that same team with aegislash > skarm, a more bulky ogre, and dtail on pdon, and it won vs kebabe in other tier semifinals ;]
 
Hi, I would like to request an ORAS team built around Mega Slowbro and Specially Defensive Giratina. The idea here is that, between the two Pokemon, pretty much any hit can be taken with ease and responded to with Toxic/WoW. I would prefer a balanced team, using these two Pokemon as a defensive core that can be relied on to tank hits, but any sort of team will do fine. Thanks in advance.
 
Requesting a balance team with Xerneas (geo/scarf/specs) + Kyogre-P. I think both of them sometimes share the same counters which is pretty good to break some teams.
 

haxiom

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Spoiled Rotten
A much late Genesect team!


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

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Ice Beam
- Judgment

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 56 Def / 176 SpD / 24 Spe
Impish Nature
- Precipice Blades
- Stone Edge
- Stealth Rock
- Rest

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 232 SpA / 24 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Draco Meteor
- Defog

Gengar @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Destiny Bond
- Focus Blast

Genesect isn't a great Pokemon but this was my attempt. Klefki is a neat partner because it can set up Spikes and spread paralysis with Thunder Wave, most notably paralyzing Xerneas so that Genesect can revenge kill it. Spikes are great with Genesect because Genesect can keep momentum with U-turn and wear down opposing teams with entry hazards. Hex Mega Gengar is a neat addition, benefitting from Genesect's U-turn and Klefki's status. Primal Groudon was a pretty obvious choice for the Stealth Rock user, with Rest because the team would struggle against Primal Kyogre otherwise. Giratina-O and Water Arceus round out the team from a defensive standpoint; Hex Giratina-O has pretty nice synergy with the rest of the team and can also lead against Deoxys-S. The team generally plays to spread status with Genesect helping to facilitate a win by weakening teams with entry hazards and creating opportunities for the dual Hex users, particularly Mega Gengar which can trap and eliminate various threats.

LorisMasta17 , I guess you're right in that we don't have Mega Sableye teams but there's a few sample teams that do have it and are rather good so I would check those out.

More teams coming soon.
 
Thank you very much haxiom! I know you've been singlehandedly carrying this thread and I've since the request gained some more ubers experience so I've realized how specific genesects role is, so I know why it took such a long time to make the team. Thank you so much for all your work!
 

Minority

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Seirle


Zero Hour (Xerneas) @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Sleep Talk
- Moonblast
-
-

Invasion By Sky (Salamence-Mega) @ Salamencite
Ability: Aerilate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Dragon Dance
- Roost
- Earthquake
- Double-Edge

Antiweapon (Arceus-Ghost) @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Brick Break
- Shadow Force

Total War (Groudon-Primal) @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 216 Atk / 216 SpD / 76 Spe
Adamant Nature
- Stealth Rock
- Thunder Wave
- Rock Slide
- Precipice Blades

Light Reign (Zekrom) @ Shuca Berry
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Hone Claws
- Dragon Claw
- Draco Meteor
- Bolt Strike

2nd Allegiance (Kyogre-Primal) @ Blue Orb
Ability: Primordial Sea
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Origin Pulse

This is a team that I built a long time ago so it might need some updates, but after a quick look it's largely fine. I feel that Primal Kyogre just doesn't work on very many balance builds because it is redundant to use alongside Arceus-Water and doesn't really role compress well. I think a better approach is to try and take advantage of its somewhat unique offensive capabilities via a bulky offense. This team has several Pokemon that can pressure opposing Primal Groudon and a couple of ways to threaten standard Ho-Oh balances. EKiller is checked between Mega Salamence and Arceus-Ghost, while Xern isn't given much room to setup and can still be checked via Primal Groudon. Scarf Xerneas provides a needed check to Darkrai, and somewhat improves the matchup against offense. Zekrom provides a stable Mega Salamence check and a way to threaten Pokemon such as Arceus-Water and Lugia; key components of most defensive teams.

You might want to experiment with different sets than what I have provided. A bulky Sleep Talk Primal Kyogre for example can sleep absorb in place of Xerneas and potentially give you more insurance against opposing Xerneas and Mega Salamence. This team has like four Ho-Oh checks so you might also want to consider if a CM Arceus-Ghost can offer much. The Mega Salamence set can also be played around with.
 

Thugly Duckling

I play TCG now
smlj
Your team with the (second) best wallbreaker in the tier!


Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Stealth Rock
- Skill Swap
- Toxic
- Gyro Ball

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Knock Off
- U-turn

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 180 SpA / 76 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Shadow Ball
- Sludge Wave
- Taunt

Palkia @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Thunder
- Fire Blast

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Will-O-Wisp
- Defog
- Recover

You requested a Palkia team. So I committed some sins like running Defog Arceus-Rock and Defensive Yveltal to make it work, just for you! So Palkia. Palkia is bad. Don't use Palkia. Life Orb barely makes it usable by giving it a strong Thunder that can break through CM POgre, and that's just about all it has going for it besides good SpA, a movepool that can cover everything, and an above average speed tier. And I suppose using M-Gar beside it is ok. But by running Palkia over something like, say, Latios, teams with it are designated to be weaker to Ground-types than they should be because Palkia is a Water-type that is not bulky enough to stomach boosted and non-boosted STAB Ground-type attacks from the likes of Groundceus and Primal Groudon, and most glaringly is not fast enough to be played as a revenge killer to the former.

This lead me to thinking that the compound SR setter of Primal Groudon for the archetype I wanted to form the team to wouldnt breed benefit from it more than it would put the build to greater fault than it already was with such a poor mon in Kia, so Bronzong seemed to work as a Ground check / reliable SR setter that spreads Toxic and checks dragons + Fairys. Neat. With Rocks on Bronzong the team was free to have an offensive Groudon. With Palkia on the build I assumed a weakness to offensive teams, so I chose Double Dance although some situations the team may face demand Paradance Rock Slide to cripple set-up Xerneas so Gengar can pick off with Sludge Wave or to cheat out Latis from Defogging with Paraflinch when Bronzong cant afford to be chipped. From there filling in weaknesses was easy. To check Ghost move EKiller I tacked on a defensive Yveltal for a Ground-type immunity that carries U-turn to form a TrapTurn core with M-Gar and Knock Off to be a general annoyance to clerics, Xerneas, and Klefki. One slot left, an Arceus forme to be used, a Ho-Oh weakness, and Defog had to be somewhere. And there went the best Ho-Oh soft check to fill in those gaps, Rockceus.

So yah unless you're planning on using Palkia as a dildo to screw Orch's or n00b's fat mothers, just don't. It's bad. More issues than php has side hoes. For future reference, if you want to make a post here that requests a Palkia team, don't.

revised version: click here!
 
Last edited:

Aberforth

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Ubers Leader
smlj
Seeing as thugly decided to post a team with no answers to fire move pdon, with a very weird blend of offense and balance, I'm going to post a possible team for you to use instead of that one, taken a bit more seriously.

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

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Thunder Wave

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

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Ice Beam
- Thunder Wave
- Pursuit
- Rock Slide

Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Frustration
- Refresh


I started off with Palkia, obviously, and decided to go with 3 attacks + twave, the three attacks being Spacial Rend, Hydro Pump and Fire Blast. With these three attacks, Palkia 2HKOs or OHKOs most mons found on more balanced inclined teams, and stuff like Arceus-Water cant take 2 spacial rends after a tiny amount of chip damage (switching into rocks, ext). Thunder is another option to just destroy Arceus-Water entirely, but I wanted thunder wave so that if needs be and I mispredicted when my xern checks were weakened, I could suicide myself to twave it and let the rest of the team deal with it. The next obvious choice was Groudon, and so I put it on the team and just got lazy so I slapped the standard Rocks + twave set on.

After that, I wanted a solid Darkrai check, so I clicked Ho-oh when I decided I'd been a bit too gimmicky with my darkrai answers in the past, and made it CB just so that it can break stuff a little bit better than Life Orb. Also the lack of recoil damage taken can be a wonder when facing off against an aroma xern that got past pdon or made the sacrifice of palkia useless. To make up for the relative lack of gimmicky-ness, I put Air Baloon excadrill on the team. Now while the team originally went off the rails of the gimmick train and had stuff like Thundurus-I and mold breaker exca (both under-rated and under-explored btw) I realised that it would make more sense to replace thundurus with ttar and give exca sand rush instead, to help out vs offensive teams. I kept it air balloon and a rather weird SD rapid spin set just because Ho-oh really needs spin support but I didn't want to forgoe SD for Rock Slide, and I do have a couple soft answers to Ho-oh. Ttar is needed only really to check mence, so I made it twave ice beam to avoid being set up on by that one max defense salamence I've seen running around on the ladder. At that point I still had two moveslots and no solid ho-oh or mewtwo check, so I went with pursuit and rock slide for the last two slots. With this team, I have more counterplay to mewtwo and gengar and stuff than I do salamence and ho-oh, so I went shuca berry with my TTar. There's almost certainly a better ev spread, but I wasn't motivated enough to find it and just went with max hp max defense. I can try and bluff the chople vs special attackers anyway.

Now with my last slot I decided to run refresh dd Salamence. With the support excadrill and ho-oh offer, I find myself clicking eq rather infrequently on this team, so I just decided to run the set that can also act as a semi-ok ho-oh pivot if I really need my ttar for later and dont want to try and predict the sacred fire. Lack of double edge is personal preference, still deciding what I prefer on this build.
 

Thugly Duckling

I play TCG now
smlj
Seeing as thugly decided to post a team with no answers to fire move pdon, with a very weird blend of offense and balance, I'm going to post a possible team for you to use instead of that one, taken a bit more seriously.

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

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Thunder Wave

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

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Ice Beam
- Thunder Wave
- Pursuit
- Rock Slide

Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Frustration
- Refresh
He requested Mgar+palkia. I made Mgar+palkia like he asked. It was bound to have some flaws and be without answers to certain things from the get-go.

That team there you slopped together wastes the opportunity to run an offensive Groudon free of rocks by using that atrocious Tyranitar set that fails to pick up momentum from Darkrai offense. The mistake there must have come from a fear of Mega Sableye teams, but I don't understand why that is so because you have a fucking Choice Band Ho-Oh to crap on stall and similar teams so running SR Ttar is no liability in matchup spreads. Lustrous Palkia, as discussed in its current analysis thread checks nothing which includes CM POgre, which your team has no practical answers to. If your idea of checking this priority threat to this kind of build was to paralyze it with Palkia, sack Palkia, and then revenge with Choice Band Ho-Oh, sure, give literally every physical presence in the game a free turn to overload your Tyranitar and mow down your team. Running Life Orb thunder Kia avoids such a situation and gains offensive momentum in the matchup against POgre, which is kind of the point of using it in the first place. Jolly Excadrill does jack shit, the Salamence isn't bulky enough to be a secondary check to (insert threat), the SR Groudon you're running can't even 2HKO Mega Sableye.

The team I gave him at best has solid answers to every Ekiller variant, Groundceus, SD Ghostceus, and most PDon sets. I've personally found Fire move PDon to die off because Thunder Wave+Rock slide is vastly superior and simply does more for a team (cripple Xerneas, hax Defoggers from clearing hazards, etc). Ya it's still a threat and to this team especially but that's by virtue of running a Water resistance that doesn't actually check Ground-types. Hence, why this team request can't really be taken too seriously because running Palkia is going to leave gaps. The most I could do to minimize a weakness to Fire move don was to run a hefty creep on my own Don to give it the jump; I did the best i could to give the team options of handling other significant threats and I guess that the team's success will be dictated by matchups (which is the case for any team really). I agree that my post can't be taken too seriously because of the jokes/chat room references, but like I said, neither can Palkia.
 
Last edited:

Fireburn

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Both these teams have some issues tbh.

Thugly Duckling:

1) You still need a check for Fire move Groudon, it is still used and you have no safe switch into it.
2) Your team is weak to stall - your Gengar set has no Focus Blast so it is easily dispatched by Tyranitar, and Palkia can't hit Blissey. Groudon won't win the day by itself.
3) Darkrai steamrolls you pretty badly since your sole check is Gengar w/o Focus Blast...

Put Focus Blast on Gengar, Focus Punch on Palkia, and consider Klefki > Bronzong with Waterceus > Rockceus. Also consider dropping Yveltal since it doesn't do much other than check Ghostceus on this team (or switch it to a LO set).

PoMMan:

1) Your team doesn't NEED Gengar but he requested it and you don't have a super good EKiller check.
2) You really should just put SR on Ttar (over Ice Beam), if Sab teams are that scary use Toxic or Paradancer Groudon.
3) SD Groundceus and RP Groudon salivate at preview -- Tar is a 100% free setup target and you have no counters once they boost.

If you want to keep the Sand route you need to get better checks to offensive Grounds, otherwise ditch TTar as its a complete liability here. This team doesn't seem to make great use of Palkia's qualities (your wallbreaking core is Ho-Oh + physicals and Palkia is kind of just a third wheel) and would probably rather have something like a Healing Wish Latias or Giratina-O instead.
 

Thugly Duckling

I play TCG now
Ya i actually like that a lot better. I guess my thinking was to avoid being redundant with two water type mons in Waterceus+Palkia but the latter really can't be considered a "water type" in context of this metagame bc it doesn't resist ice and lacks the bulk to check grounds. Kind of just an offensive dragon with good coverage.

Agreeing with Klefki as the Xerneas soft check for an actual dark resist, also gives Spikes which is great and a twave too.

New ground immunity should be scarf Lando-T imo. Offensively compliments Gengar and Palkia with U-turn, also can be a sleep absorber by running Sleep Talk to make the whole team less weak to Darkrai.

Rocks gotta go onto don now bc Yveltal's previous slot had to be dedicated to a new Ground immunity. I'm thinking Edge+Roar is good bc the team lacks physical presence elsewhere (lando-T is meh at picking stuff off without Explosion) and requires a direct solution to Geoxern.

Ekiller looks like an issue so I'm confident that Wisp+Hex Gengar is a good choice for the team. There's lots of status throughout the team to aid it, too.

I'm not too sure what moves Waterceus would prefer. The team needs Defog so out goes the option of two attacks support. I think Judgment is a decent option to keep away Ho-Oh but I feel like that would be redundant with Palkia's own water attack. Ice beam gives the team a check to Salamence which it needs, so I think it should be ran instead of judgment.

Thanks for the advice Fireburn, do speak more on it if you feel like there are better choices to be made going about the team than the ones I explained here.

I'll edit in the optimized version into the op after (hopefully) a little more discussion on it when i get to my desktop.
 
Regigigas @ choice band
Ability:slow start

Crush grip
Heavy slam
Zen headbutt
Thunder punch

I am not sure if anyone has suggested this but it has the zen headbutt as a fighting check and not much is going to like getting hit with any of these attacks I am pretty sure the choice band helps with the slow start but I am not 100% sure the amount slow start takes away from attack


If you can make a team around this I will be grateful and thanks in advance also I don't know how to do the picture thing so I am not going to try =P
 

Fireburn

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Regigigas @ choice band
Ability:slow start

Crush grip
Heavy slam
Zen headbutt
Thunder punch

I am not sure if anyone has suggested this but it has the zen headbutt as a fighting check and not much is going to like getting hit with any of these attacks I am pretty sure the choice band helps with the slow start but I am not 100% sure the amount slow start takes away from attack


If you can make a team around this I will be grateful and thanks in advance also I don't know how to do the picture thing so I am not going to try =P
Sadly Regigigas is pure garbage thanks to Slow Start and not really viable.

If you want a Normal-type bruiser you should look into Mega Kangaskhan instead, pretty sure there is a team with it in this thread somewhere.
 
Sadly Regigigas is pure garbage thanks to Slow Start and not really viable.

If you want a Normal-type bruiser you should look into Mega Kangaskhan instead, pretty sure there is a team with it in this thread somewhere.
Yeah but I was trying to think of someone I like that people rarely use and regigigas is high on the list because of the slow start but he can still be a pretty big bruiser to someone who doesn't see him often and don't know he can do grand things
 

Fireburn

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Yeah but I was trying to think of someone I like that people rarely use and regigigas is high on the list because of the slow start but he can still be a pretty big bruiser to someone who doesn't see him often and don't know he can do grand things
252+ Atk Choice Band Slow Start Regigigas Zen Headbutt vs. 4 HP / 0 Def Mega Gengar: 204-240 (77.8 - 91.6%)

Unfortunately, Regigigas can only bruise fragile things like apples and tournament player egos. Please trust me when I say it isn't viable.
 
252+ Atk Choice Band Slow Start Regigigas Zen Headbutt vs. 4 HP / 0 Def Mega Gengar: 204-240 (77.8 - 91.6%)

Unfortunately, Regigigas can only bruise fragile things like apples and tournament player egos. Please trust me when I say it isn't viable.
Yeah I just tested it and it goes down to easy to superpower and focus blast as well as other fast fighting type moves
I guess you could have a couple checks but I agree it isn't practical at all
 

Thugly Duckling

I play TCG now
smlj


Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 116 Atk / 56 SpD / 88 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Roar

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Sleep Talk

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Will-O-Wisp
- Hex
- Focus Blast

Palkia @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Spacial Rend
- Hydro Pump
- Thunder
- Focus Punch

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Defog
- Recover

Here's the improved version of the team, like i promised. Fireburn opened my eyes a bit to running another water type alongside Palkia because Palkia doesnt exactly carry the traits of a viable water type in this meta, and Waterceus does the things Palkia cant do like check a set up Mence and fire move Pdon. Klefki replaced Bronzong to give the team a reliable Dark-type resist, making Darkrai much easier to handle after sacking something to sleep. Klefki offers Spikes support too, forming a hazard core with Roar Groudon that Gengar+Palkia appreciate. To give the team more physical presence, speed, and retain a TrapTurn core from the original version, I replaced Defensive Yveltal with Choice Scarf Landorus-T which also provides a sleep absorber to handle Darkrai.

Some changes you could make are running Twave+Rock Slide groudon to improve the matchup against Diancie teams. Another way of improving this matchup is by running Flash Cannon klefki to lure in Diancie and Ko it... unfortunately for this team Waterceus cant afford to run Judgment which would let it be the diancie check bc the team needs a defog and must carry ice beam on the arceus to check Mence without sacrificing Klekfki to paralyze a +1 mence. I actually think Flash Cannon klefki may be the most solid option for this team to get a consistent matchup on Diancie.

Luckily for you, this team also happened to work best with the Gengar set that you requested! No coincidence tho... ahaha. Enjoy!
 
Would someone mind making a team around this core? It's a Mega Lucario core with 2 Healing Wish users to support it so it can be played a bit more recklessly and have some more longevity. Furthermore, the two Pokemon supporting it (Shaymin-Sky and Latias) are very fast compared to the non-scarfed meta, so they can get a guaranteed Healing Wish off. Both of them survive a +0 Extreme Speed from Arceus, so priority isn't a huge problem if they're both at full health. Latias runs Defog to remove hazards for Shaymin-Sky.

Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Iron Tail

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Seed Flare
- Hidden Power [Rock]
- Healing Wish

Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Defog
- Psyshock
- Draco Meteor
- Healing Wish

Thanks in advance!

Note: Latias EV spreads are as per Smogon's recommendations, not sure if I should change as the moveset isn't exactly the same. Feel free to toy around with the EVs and moves, guys.
 

Fireburn

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I don't think Mega Lucario is necessarily the best recipient of Healing Wish since its low bulk combined with reliance on Close Combat means that if it takes a hit, it is usually going to die. Mega Lucario is also heavily resistant to hazards and immune to Sand and Toxic so it is very difficult to wear down passively. Healing Wish seems like a bit of a waste on it, especially 2 users.

You could consider revising your request to make use of Memento or Wobbuffet support instead. Mega Lucario's issue isn't getting worn down, it's more finding the chance to set up in the first place, which that kind of support is more conducive to.
 

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