hi this is the rmt of an ubers seasonal team i built w/ my rly gud friend @Lacus Clyne Basic idea before getting into building the team- bsically we wanted 2 build around a core that fucks up balance and stall so we started off w/ mgar+darkrai which is rly solid although it kinda leaves u weak 2 pdon unless u wanna build some weird ass balance which quite frankly just isn't the archetype u wanna use mgar+darkrai on so now we needed a pdon check as non mega gar was our only ground res so here comes groundceus which can also benefit heavily from gar+darkrai. now we rly needed some sort of priority and smth 2 revenge darkrai and there came deo a. finally we needed a mence check which came in the form of dialga and the obligatory pdon gets freed of rocks and can run a more offensive set 2 deal better w/ ho Team- Darkrai @ Life Orb Ability: Bad Dreams EVs: 4 Def / 252 SpA / 252 Spe Timid Nature - Dark Void - Dark Pulse - Nasty Plot - Thunder 1 of the few mons in the tier that u could actually antithesize as being overpowered and part of the core we wanted 2 build around.gar removes this thing's checks and this has a field day w/ rest of the team and a fucking gud mon in general Arceus-Ground @ Earth Plate Ability: Multitype EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Swords Dance - Earthquake - Stone Edge - Recover this is the pdon check of the team and benefits massively from gar which takes out almost all checks of sd groundceus and can attempt a sweep late game or punch holes mid game if the scenario permits Gengar @ Gengarite Ability: Levitate EVs: 4 Def / 252 SpA / 252 Spe Timid Nature - Destiny Bond - Sludge Wave - Focus Blast - Taunt the second mon of the core.we went w/ tauntbond gar here as we didn't rly want mence or rp don 2 randomly set up and fuck us over b/c this build is weak 2 pdon+mence if both manage 2 set up and i don't rly like tect that much and b/c her opp always uses +atk ekiller we decided 2 take the gamble and not run tect(i wouldn't run tect regardless) Deoxys-Attack @ Life Orb Ability: Pressure EVs: 68 Atk / 252 SpA / 188 Spe Naive Nature - Psycho Boost - Superpower - Ice Beam - Extreme Speed not much 2 say here this is the darkrai revenger which also gives moderately strong priority and is rly fucking strong in general.u could def run knock off 2 strengthen the matchup vs m2 but we went w/ ice beam specifically 4 her opponent so yeah knock off could def go over beam Groudon @ Red Orb Ability: Drought EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe Adamant Nature - Rock Polish - Precipice Blades - Swords Dance - Stone Edge the team rly doesn't have the defensive backbone 4 don 2 pull off a twave sd set and double dance don fucks up a lot of builds after gar takes out checks or at least 1 check and the sheer pressure the team exerts is almost always enough 4 this 2 punch massive holes or sweep late game Dialga @ Shuca Berry Ability: Pressure EVs: 4 HP / 252 SpA / 252 Spe Modest Nature - Draco Meteor - Thunder Wave - Flash Cannon - Stealth Rock this is the mence check of the team team and the rocker while spreading para and walling random stuff like rockceus while also acting as the secondary ogre check and supporting the team in general Matchups- the only matchup u should be worried about is groundspam and if u do get matched up vs groundspam u need 2 play gar rly conservatively not mevoing and play well in general (all evs put r the standard 1s and not the 1s we use) g. will add import in a bit
Hi, cool team, maybe consider Power Gem on Dialga for Ho-Oh cause it's serious problems for you. Also add importable or I'll lock this :v
sry will add an import asap well pwr gem doesn't help much w/ ho oh b/c i can't outright ko w/o lo and i need shuca 4 it 2 be a mence check also i don't rly think it's ho oh weak at all tbh b/c every mon on the team bar dialga can either 2hko or ohko ho oh and gar can trade w/ dbond so ho oh rly hasn't caused too many problems thus far
If you can keep the rocks up it will be enough crippled so it couldn't ever come back, I don't find Flash cannon to help you a lot outside breaking the sub of Xerneas, that is if you predict correctly between sub and geo. Talking of Xern, this one can cause you a lot of troubles if you miss Dark Void/if it gets a turn 1 wake up/if it comes on a -2 Deo-A, so i'll prolly change on Groudon Rock Polish for Twave, although that doesn't save you from RestGeoXern. Your team has the pressure to add on Xern but relies way too much on not getting haxed or missing a move, which seems to be a serious issue ( I also recall that you lost vs me because of some misses or something in the kind)
flash cannon is necessary 2 sr past sab and diancie while also hitting xern 4 massive dmg well u can't rly be assed about a 15-20% chance 2 miss while building for a tour game and as for twave don i guess u can fuck around w/ the don set but i personally prefer double dance here 2 keep up the pressure and also having the ability 2 clean after gar traps checks