Ferrothorn @ Chople Berry
Ability: Anticipation
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Toxic
- Stealth Rock
This is my main answer to Xerneas, and my backup answer to Kyogre. Anticipation is used over Iron Barbs because I don't need, or even want for that matter, Ferrothorn to be taking many physical hits and I can take advantage of both of Ferrothorn's weaknesses easily; Ho-Oh can switch into them without much trouble, and even without it, Reshiram laughs at any Fire-type attack and Marshadow can switch into those Fighting-type attacks. Gyro Ball hits Xerneas hard. Stealth Rock is run over Power Whip or Protect because the chip it can provide can easily be the difference between a win and a loss. In order to beat Focus Blast Geomancy Xerneas, Chople Berry is run over Leftovers.
Moved Changelog to the top of RMT
Changed Threatlist slightly
Fixed formatting
Broke formatting
Removed existing Replays tab, since they are not reflective of current meta anymore
Added a bit more detail regarding the reasons behind Sunny Day
Fixed some formatting
Fixed some formatting
Peak: 1625
Introduction
Teambuilding ProcessSun is pretty obsolete this generation, as it was last generation due to the introduction of Primals on top of the Drought nerf. Reshiram is just as obsolete, as it's always been directly linked to that viability; without the sun, Reshiram is effectively an inferior Kyurem-W. So why am I doing this? To prove that it can still be done (and because Reshiram is one of my favorite Pokemon).
Reshiram is a surprisingly vicious sweeper, but it needs a lot of support to be at its best. So let's give it that support.
I've looked. I seriously have. I'm still left with the same Ho-Oh that I used in the previous iteration of this team. It just has everything you can ask for in a sun setter: powerful recovery options in Recover and Regenerator, great bulk, acceptable Speed, and offensive presence, especially in sun.
- If a Primal switches into my Drought user, I lose the weather and cannot put it back up without losing a ton of momentum, while if I can KO the Primal with a Pokemon that knows Sunny Day, it can use Sunny Day to put sun up directly afterwards.
- If I switch the Drought user into a Primal in order to revenge kill it, I cannot put my weather up directly afterwards, something that can be easily done if I have the move Sunny Day on the revenge killer.
- If my weather is about to wear off, I can switch in a Sunny Day user on the final turn the sun is active and then immediately put it back up, something that is impossible with Drought.
- Having Drought uses the ability slot, and in my opinion, an ability like Regenerator is better for a sun setter, especially when the above points are taken into account.
I still need a good Kyogre check, and since Palkia doesn't fit well (yes that is always my first thought) Ferrothorn fits the bill well. It also checks Xerneas quite handily, and a Toxic immunity is essentially a must-have. In addition, Ferrothorn synergizes superbly with Ho-Oh; Ho-Oh can switch easily into Fire- and Fighting-type moves, while Ferrothorn can switch into otherwise lethal Rock-type attacks. Its ability to act as Stealth Rock setter is also very useful.
Arceus-Fairy lends very useful resistances to Dark and Dragon, which otherwise pressure me immensely. Its STAB Judgment dispatches Mega Salamence, Rayquaza, and Yveltal easily, all of which this team would otherwise struggle with. In addition, Arceus-Fairy's access to Defog is extremely helpful.
The previous iteration of my team had huge weaknesses to setup sweepers, especially Extreme Killer Arceus. While Extreme Killer Arceus (thankfully) isn't really a thing anymore, Marshadow is still good to have for other SD Arceus, and it meshes well with Ho-Oh due to its resistance to Rock.
Primal Groudon checks Primal Kyogre, easing the pressure on Ferrothorn, as well as other Primal Groudon, and it is always nice to have another offensive check to Xerneas. In addition, it can KO opposing Rock-types with Precipice Blades.
Ferrothorn wasn't checking the things I wanted it to check: Xerneas was running Hidden Power Fire (much to my continuing confusion) way more often, and Kyogre could break through it consistently. As such, it was time to look at the newest metagame trend: Necrozma. Unfortunately, Necrozma ended up being a huge disappointment to me; when I saw it, I thought it could even take the place of Ho-Oh, which would have caused me to remake the entire team. Then I learned that it doesn't get Sunny Day. Really Game Freak, really? Because of that, its role is now greatly diminished on my team, and it literally just does Ferrothorn's job now, just much much better. The Flying resistance is a godsend for this team, shoring up its biggest defensive shortfall. The only things it doesn't do better than Ferrothorn is check Primal Kyogre (which Ferrothorn was still mediocre at) and deal with Smeragle, preventing it from using Spore. However, if everyone else can get by without a Grass-type, so can I.
The Team
Reshiram @ Choice Scarf
Ability: Turboblaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Blue Flare
- Fusion Flare
- Roost
My win condition and revenge killer. I usually only bring this in when I know I can win with it or for revenge killing purposes. Max Special Attack investment coupled with a Modest nature lets Reshiram hits with as much power as physically possible; it needs all the power it can get. With 252 Speed EVs and a Choice Scarf, Reshiram can outspeed almost the entire unboosted metagame and speed tie with base 90s if webs are down on my side.
Blue Flare is an utter nuke in the sun; only dedicated walls (Chansey, Blissey, Lugia), support Arceus (they take >75%), and things that resist it can take it, every thing else is OHKOed. Many of those that can avoid the OHKO that do not fall under either of the three aforementioned categories will fall after Stealth Rock, and nothing barring blobs, Primal Kyogre (obviously), and Ho-Oh can take repeated hits. Draco Meteor hits things that resist Fire hard, and Fusion Flare is an accurate and drawback-free attack for revenge killing and occasionally sweeping. While it may look a bit weird on a Choice set, Roost helps Reshiram switch into Stealth Rock more easily and recover other accrued damage it may have. Stone Edge is left at home because it is almost always not worth the moveslot; it's inconsistent and is arguably more exploitable than if Reshiram just used Draco Meteor, which often will OHKO after Stealth Rock anyway.
If I decide that Reshiram doesn't need to outspeed Mega Mewtwo Y, then I can cut the Speed EVs to 204 and invest into bulk a bit more. I've played with this in the past, but I've listed the EVs here as 248 because I haven't been able to find a concrete use for the extra bulk. If there's something I can do with 48 EVs, please let me know.
Ho-Oh @ Heat Rock
Ability: Regenerator
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Sunny Day
- Sacred Fire
- Brave Bird
- Recover
Sunny Day allows Ho-Oh to set sun, which, besides letting Reshiram sweep with Blue Flare, makes Thunder 50% accurate, removes Ho-Oh's weakness to Water, and makes Sacred Fire hit like a truck. Brave Bird hits hard and has great coverage alongside Sacred Fire, allowing Ho-Oh to do things like revenge kill Primal Kyogre and then immediately set up sun.
16 HP EVs maximize Regenerator recovery. 252 Speed EVs make it easier for Ho-Oh to set sun, especially when Stealth Rock is up; Ho-Oh won't be be tanking much of anything with Stealth Rock up. The rest of the EVs are dumped into Attack to give Ho-Oh as much offensive presence as possible.
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 84 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Defog
- Recover
This is my hazard remover and blanket check. Arceus's typing is a godsend against Yveltal, preventing it from getting out of hand. Judgment hits Yveltal, Mega Salamence, Rayquaza, and Zygarde for heavy damage. To hurt Rock Polish Primal Groudon, Earth Power is run, which often 2HKOs it; this is why so many EVs are invested in Special Attack. Defog keeps hazards like Stealth Rock and Sticky Web off the field, something greatly appreciated by Ho-Oh and Reshiram. Recover keeps Arceus-Fairy healthy throughout the match. Maximum investment in HP, a Modest nature, and 156 Defense EVs help Arceus-Fairy check Rock Polish Primal Groudon. 16 Speed EVs allow Arceus to speed creep neutral-natured base 90 Speed Pokemon such as Adamant Primal Groudon.
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Spectral Thief
- Close Combat
- Shadow Sneak
My wallbreaker. Spectral Thief allows Marshadow to stop non-Speed-boosting setup sweepers in their tracks and then use their boosts against them. With Marshadium Z, Marshadow can use Soul-Stealing 7-Star Strike, which nukes things, especially after a Bulk Up. To create unresisted STAB coverage, Close Combat is used, which hits harder than Spectral Thief. Shadow Sneak gives Marshadow a powerful priority option.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Fire Punch
- Dragon Tail
- Stone Edge
My lead. The point of this is to devastate opposing leads, preventing them from being a problem later. Precipice Blades OHKOes most Primal Groudon and deals very, very heavy damage in general when backed by 252 Attack EVs and an Adament nature. Fire Punch gives Primal Groudon the ability to hit airborne targets hard, or when reliability is desired over the sheer power of Precipice Blades. Dragon Tail prevents Salamence from being able to take advantage of Primal Groudon, and Stone Edge is used to annihilate Ho-Oh and deal heavy damage to Yveltal. Maximum Speed investment allows Primal Groudon to always outspeed Dusk Mane Necrozma.
Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Toxic
- Morning Sun
My Xerneas counter. 252 HP EVs coupled with 252 Special Defense EVs allow it to take special hits slightly better than Ho-Oh can (the stats end up being similar, but Necrozma ends up having around 50 more HP). Stealth Rock is needed on every competitive Ubers team, and here it is; this team needs it to be better able to deal with opposing Ho-Oh. Sunsteel Strike allows Necrozma to dispatch Xerneas with ease. Morning Sun is there for recovery, and the possibility of Ho-Oh getting sun up just helps things. Toxic cripples opposing walls such as Lugia, Giratina, and support Arceus formes.
Conclusion
I realize that this is an unconventional team, but just work with me here; please don't say I should just run a standard team, since that isn't the point. Instead, when rating this team, please consider my objective. That said, I still would really appreciate feedback and suggestions to the team.
By boosting their Speed, opposing setup sweepers make it impossible for Reshiram to revenge kill them and force Marshadow to use Shadow Sneak in a usually futile attempt to take them down.
My worst nightmare. Absolute worst nightmare.
http://replay.pokemonshowdown.com/gen7ubers-667244286 (slightly outdated but still applies)
http://replay.pokemonshowdown.com/gen7ubers-667244286 (slightly outdated but still applies)
Opposing Necrozma can use Necrozma and Arceus as setup fodder, blast through them, and then sweep. They can easily survive Marshadow's Shadow Sneak, which only helps Weakness Policy variants. They are almost as dangerous as Rock Polish Groudon.
Offensive varients of Zygarde can use Necrozma as setup fodder and then sweep with Thousand Arrows, but are threatened by Arceus. However, its defensive varients are much more dangerous, as they commonly employ Glare; this causes them to consistantly be able to paralyze Primal Groudon and Arceus. The threat of Glare makes me very unwilling to put in Reshiram against it, as a paralyzed Reshiram is a useless Reshiram.
Ho-Oh walls Reshiram to hell and back. My best chance to deal with it is to hit it with a Stone Edge or get Stealth Rock down, as after Stealth Rock damage, it is somewhat easier to deal with.
I cannot consistently stop Extreme Killer Arceus without Marshadow, and Chople Berry variants of Extreme Killer Arceus can often overcome Marshadow and then proceed to sweep my entire team. However, not only can Necrozma really annoy it, but Reshiram can actually a take +2 Extreme Speed if Stealth Rock is not set up on my side and then can KO with Draco Meteor or Blue Flare if Marshadow was able to get a Close Combat off or Necrozma weakened it somewhat.
The bane of all balance teams, Gothitelle can trap essentially every member of my team bar Groudon and Marshadow.
I carry no move that hits Arceus-Water super effectively, so my only hope is to Toxic stall it with Necrozma
Lugia's extreme bulk and Multiscale allow it to wall my entire team as long as it doesn't switch directly into Reshiram's Blue Flare. However, I have some counter play to it: I can Toxic stall it with Necrozma, setting up Stealth Rock in the process, and I can cheese Ho-Oh's Regenerator over and over to PP stall it.
With their extreme special bulk, Chansey and Blissey can wall Reshiram no matter what. However, they do not appreciate dealing with the physical attackers on my team.
Reshiram @ Choice Scarf
Ability: Turboblaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Blue Flare
- Fusion Flare
- Roost
Ho-Oh @ Heat Rock
Ability: Regenerator
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Sunny Day
- Recover
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 84 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Defog
- Recover
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Close Combat
- Spectral Thief
- Shadow Sneak
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Fire Punch
- Dragon Tail
- Stone Edge
Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Toxic
- Morning Sun
Ability: Turboblaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Blue Flare
- Fusion Flare
- Roost
Ho-Oh @ Heat Rock
Ability: Regenerator
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Sunny Day
- Recover
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 84 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Defog
- Recover
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Close Combat
- Spectral Thief
- Shadow Sneak
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Fire Punch
- Dragon Tail
- Stone Edge
Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Toxic
- Morning Sun
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