Hello everyone and welcome to my second RMT! I wanted to construct a USUM team that revolves around spreading status and Mega-Gengar being able to pick things off. HexGar is no joke and can easily poke holes in the best of teams due to its ability to pick its match ups. Removing threats and having access to the likes of taunt, destiny bond, and substitute among other things makes Gengar very unpredictable and tough to deal with. With the right team support and patience, Mega-Gengar can wreak havoc. This team at its core can deal with various playstyles and is quite flexible. With each addition on the team, I wanted to ensure that whatever support I added complemented Mega-Gengar. Like every team it has its flaws and I hope to get a solid rate from you guys! :]
Gengar-Mega
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
The heart and soul of this team. Shadow tag immediately threatens passive teams and utility mons. Mega-Gengar has such a diverse move pool and unfortunately only four moves. Hex and Sludge Wave were the indefinite choices; one taking advantage of status and the other a powerful enough STAB. Taunt helps to deal with support mons. I initially opted for a Destiny Bond set but rarely found myself using it, especially with the nerf. Destiny bond was a failsafe and didn’t contribute much to the team other than that. Since Gar forces out so many switches pre-mega, I feel sub is a much more valuable move. This also allows me to get a free sub/taunt vs Smeargle leads. Other than that, not much else to say. EVs are standard max attack/speed.
Zygarde-Complete
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
Zygarde-Complete has become such an important part of balance teams and for good reason. In a tier where Primal-Groudon is so prominent, Zygarde is one of the best answers to that mon. The EVs are of a typical Zygarde, however I chose to run dual status because of the longevity that this thing provides. Quite frankly it never dies if you play smart with it. I forgo Dragon Tail and Sleep Talk as I found that I don’t necessarily need either because of the support that I have been able to provide with the rest of this team. Having the option of Glare and Toxic helps as you can cripple things that don’t mind switching in to Zyg such as Fairyceus. If Gothitelle becomes enough of an issue, I usually opt for Dragon Tail over Toxic in order for a more manageable matchup.
Necrozma-Dusk-Mane
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
Specially defensive Dusk-Mane was a no brainer. It fulfills the roles that I need for it to do. I needed a Stealth Rocker and an Xerneas check and this thing does both at very little cost. Running 3 mons that are weak to Xern amplifies the importance of this thing to the team. Stealth Rocks are one of the most pivotal moves in the game. Furthermore, I can spread status and pave the path for Hex-Gar to come revenge kill or clean late-game. The only issue is that this particular set draws in opposing set up sweepers and gives them an opportunity to set up which is why I sometimes prioritize toxicing if I'm predicting a switch over getting rocks up.
Arceus-Dragon
Ability: Multitype
EVs: 252 HP / 156 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
While a weird choice, Arceus Dragon does what it needs to do for this team. I needed a specially defensive defogger that could tackle Eruption/Water Spout with ease and wouldn’t get worn down. Not running a Primal-Groudon of my own means that my team has lackluster defenses against a Kyogre team. Maintaining Dragonceus’ health is important if I want to give myself a chance against the whale. Ice Beam is a roll and my only way of handling Kyogre is through recover and toxic stalling. I tried Groudon-Primal in place of this to handle Kyogre, but it doesn’t have access to any form of recovery or defog and running Ho-Oh means that I have to run defog. No attacks Arceus is dangerous as I lure in set up sweepers but I haven’t found it much troublesome. I tried using refresh Dragonceus but found things like Necrozma-DM setting up on me and opted for will-o and it has worked well thus far. The EV spread allows me to speedcreep the standard 330 utility arc set by 1 point. The rest is invested into HP and SpDef.
252+ SpA Kyogre-Primal Ice Beam vs. 252 HP / 156 SpD Arceus-Dragon: 206-244 (46.3 - 54.9%) -- 64.8% chance to 2HKO
Ho-Oh
Ability: Regenerator
EVs: 140 HP / 252 Atk / 88 Def / 28 Spe
Adamant Nature
Stealth Rocks have heavily discouraged the use of Ho-Oh but the power of banded Brave Bird is not to be underestimated. Having a team that doesn't get off much damage, Ho Oh felt like the perfect fit. This thing is my breaker and very tough to switch into for teams that aren’t prepared. It works especially nice with Mega-Gengar as I can remove the opponents only counter which is generally Zygarde. Originally I ran EQ, but it doesn’t anything that Brave Bird wouldn’t hit just as hard. Rather I opted for defog which can be used if I ever need it. Regardless Brave Bird is clicked 99% of the time and Tox is nice for catching passive mons.
Yveltal
Ability: Dark Aura
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
I firmly believe that physically def Yveltal is the glue that holds this team together. Running Zygarde-C, SpDef Necrozma, and Utility Dragonceus leaves very vulnerable to set up. Foul Play helps keep threats such as Offensive Dusk-Mane, Marshadow, opposing Yveltal and PDons in check. Knock off allows me to remove leftovers allowing my status to be more effective. It also helps with removing shed shells, and choice scarfs from Yveltal allowing Gar to revenge kill. Having a Ho-Oh on the team means that I need multiple ways to defog and Yveltal does such a formidable job at it. If paralysis has been spread around, I can usually roost up until I get a full-para and defog rocks. This mon helps relay the momentum from my defensive mons into my heavy hitters, Ho-Oh and HexGar. Max HP and def, with 8 evs to speed creep noninvested Yvels.
Overall this quite a bulky team that relies on spreading status and abusing it with Gengar. Ho-Oh makes for an excellent wallbreaker at the cost of losing 50% of its health to rocks and as a result I run two defoggers. I feel the best way to use this team is through patience. Reading opposing teams is quite important and recognizing what you can't afford to lose. Yveltal and Gengar play very important roles in breaking opposing teams and it is very important to not allow Yveltal to get status'd. Use Zygarde as your status absorber. This team is by no means perfect and I hope to improve upon it through subtle changes. I face a lot of trouble with opposing Kyogres especially CM/Sub variants. Salamence can be tough to deal with due to me opting to not run dragon tail on Zygarde. SD/RP Necrozma-DM is also problematic as after a +2 Z-Sunsteel knocks out zygarde/yveltal. At that point I have to forgo either Zygarde/Yveltal or try to scout with Ho-Oh as I've seen some rock blast DM on ladder. Gothitelle can also be a problem as I have 3 mons that are extremely passive. When facing a Goth team I try to make use of Yveltal as much as possible. Getting rocks up and knocking off and chipping away is the best way to deal with Goth. If Goth is more troubling, Dragon Tail can be opted over Toxic on Zygarde. Overall I hope you all enjoyed this RMT and leave feedback below! Also I couldn't find the Necrozma-DM sprite up above so if anyone finds it, lmk please lol.
Also, Happy New Years!
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Sludge Wave
- Substitute
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Glare
- Rest
- Toxic
- Thousand Arrows
Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 252 HP / 156 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Defog
- Recover
- Will-O-Wisp
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 140 HP / 252 Atk / 88 Def / 28 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Defog
- Toxic
Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Morning Sun
- Toxic
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Knock Off
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Sludge Wave
- Substitute
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Glare
- Rest
- Toxic
- Thousand Arrows
Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 252 HP / 156 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Defog
- Recover
- Will-O-Wisp
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 140 HP / 252 Atk / 88 Def / 28 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Defog
- Toxic
Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Morning Sun
- Toxic
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Knock Off
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Hex
- Sludge Wave
- Substitute
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Glare
- Rest
- Toxic
- Thousand Arrows
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 156 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
- Judgement
- Defog
- Recover
- Toxic
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 140 HP / 252 Atk / 88 Def / 28 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Defog
- Toxic
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Toxic
- Precipice Blades
- Roar
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Knock Off
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Hex
- Sludge Wave
- Substitute
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Glare
- Rest
- Toxic
- Thousand Arrows
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 156 SpD / 100 Spe
Timid Nature
IVs: 0 Atk
- Judgement
- Defog
- Recover
- Toxic
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 140 HP / 252 Atk / 88 Def / 28 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Defog
- Toxic
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Toxic
- Precipice Blades
- Roar
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Knock Off
https://replay.pokemonshowdown.com/gen7ubers-682267348 vs offense
https://replay.pokemonshowdown.com/gen7ubers-680807675 vs fat stall
https://replay.pokemonshowdown.com/gen7ubers-682256700 smeargle webs
https://replay.pokemonshowdown.com/gen7ubers-682212484 vs balance
http://replay.pokemonshowdown.com/gen7ubers-681244188 vs balanced offense
https://replay.pokemonshowdown.com/gen7ubers-682528730 vs cm dark/kyogre balance
https://replay.pokemonshowdown.com/gen7ubers-680807675 vs fat stall
https://replay.pokemonshowdown.com/gen7ubers-682256700 smeargle webs
https://replay.pokemonshowdown.com/gen7ubers-682212484 vs balance
http://replay.pokemonshowdown.com/gen7ubers-681244188 vs balanced offense
https://replay.pokemonshowdown.com/gen7ubers-682528730 vs cm dark/kyogre balance
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