Projects National Dex Ubers Teambuilding Competition [On Haitus Offensive Ho-Oh sumbissions still open]

Cycle 17 Poll


  • Total voters
    10
  • Poll closed .
The winner from last cycle is ZNDM + Band Ray BO by Bumboclaat

:sv/deoxys-attack:
Deoxys-Attack @ Life Orb / Power Herb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Tera Type: Ghost / Normal
Hasty Nature
- Psycho Boost / Expanding Force
- Low Kick / Meteor Beam
- Shadow Ball / Dark Pulse
- Rock Slide / Ice Beam / Extremespeed / Tera Blast
In the 20 odd years since this space virus came into existence the creative ways in which people have described Deoxys Attack's paper thin bulk exceed anything my sleep deprived brain is capable of coming up with. Deoxys Attack, unsurprisingly, is quite a fearsome offence presence. Any mon not blessed with an immunity, 4x resist, or a healthy Ho-Oh shudders at the thought of absorbing Psycho Boost. Furthermore, Deoxys Attack is blessed with an expansive movepool to hit the entire metagame neutrally. Deoxys Attack can also take advantage of tera to gain an immunity to priority from Marshadow or Arceus, two common ways of revenging it. Recently, some people have been experimenting with Pyspam teams utilizing Tapu Lele to fully shield Deoxys attack from priority, nullifying its main weakness. These teams are still being refined but currently look to be solidifying their place in the metagame as a legitimate form of HO rather than the flavour of the month.

How will you build around Deoxys Attack? I'm looking forward to seeing some creative teams that leverage its offensive potential. The deadline is 15 Feb at 22.00 GMT. Also best of luck to those still getting their reqs for the ongoing Xerneas Suspect.​
 
:latios-mega::deoxys-attack::arceus-fairy::groudon-primal::ho-oh::eternatus:

I've been trapezing around ladder with this team for a while. The glorious feeling when you ohko some random mon with psycho boost is just too addicting for me to pass up.

I like building balanced structures, so here we are. This team is built around Deoxys-A's ability to role compress as a revenge killer, wallbreaker, stallbreaker, and sweeper. Relying so much on Deoxys-A creates some inconsistency, but it does work into popular team compositions.

:sm/latios-mega:
Code:
Latios-Mega (M) @ Latiosite
Ability: Levitate
EVs: 248 HP / 48 Def / 212 Spe
Timid Nature
- Draco Meteor
- Future Sight
- Recover
- Flip Turn
:Latios-mega: was supposed to be a latias, but latias doesn't get flip turn. Therefore I am left with support Latios, lmao.

Latios is an incredibly rare user of pivot moves, which can let Deoxys-A get in for free if the opponent switches sufficiently badly. It's also a relatively consistent thing to lead with due to great +0 matchups against pdon, zygarde, eternatus (it takes +0 dynamax cannon every time unless eternatus is life orb), and most leads, while being able to pivot also has an excellent matchup (relatively speaking) against :Glimmora: leads due to levitate and being a special attacker, and most leads just generally, since it can flip turn on the kill into Ho-Oh or Eternatus to prevent loss of momentum.

Flip turn is pretty weak, but it's still good chip for a team as reliant on Deoxys-A as this one. Ho-Oh takes 20% from it, preventing it from switching into Latios willy-nilly to gain much HP, especially when it's going to be immediately punished by Eternatus.
248 HP / 48 Def EVs let Latios take +1 252+ Atk Ultra Necrozma Light That Burns the Sky from full and then OHKO back with Draco Meteor. If it's chipped, you can send in into Ultra Necrozma anyway to force it to use Light That Burns the Sky on it rn does maybe ather than a "real" member of the team. 212 Spe hits 339, which allows it to speed tie with neutral natured Mega Salamence, Palkia-O

Latios benefits slightly from spikes being popular, as it is immune to them, letting it stay at full against teams that opt for it over Stealth Rock.

With proper positioning, it is possible to deny Marshadow the ability to attack Deoxys-A without getting OHKOed by Future Sight, which can be really powerful for mindgames.

Uninvested draco meteor is a bit weak overall, but it gets the ohkos it needs (or puts them into priority range) and gives good chip on most else.
252 SpA Eternatus Dynamax Cannon vs. 248 HP / 0 SpD Latios-Mega: 306-360 (84.2 - 99.1%) -- guaranteed 2HKO
0 SpA Latios-Mega Draco Meteor vs. 0 HP / 0 SpD Eternatus: 440-522 (104.5 - 123.9%) -- guaranteed OHKO

0 SpA Latios-Mega Draco Meteor vs. 252 HP / 4 SpD Zygarde: 440-518 (104.7 - 123.3%) -- guaranteed OHKO
0 SpA Latios-Mega Draco Meteor vs. 0 HP / 0 SpD Salamence-Mega: 458-542 (138.3 - 163.7%) -- guaranteed OHKO

0 SpA Latios-Mega Draco Meteor vs. 200 HP / 0 SpD Arceus: 180-213 (41.7 - 49.4%) -- guaranteed 3HKO

0 SpA Latios-Mega Draco Meteor vs. 0 HP / 96 SpD Groudon-Primal: 207-244 (60.7 - 71.5%) -- guaranteed 2HKO
0 SpA Latios-Mega Future Sight vs. 0 HP / 96 SpD Groudon-Primal: 192-226 (56.3 - 66.2%) -- guaranteed 2HKO
252 Atk Groudon-Primal Stone Edge vs. 248 HP / 48 Def Latios-Mega: 133-157 (36.6 - 43.2%) -- guaranteed 3HKO
252+ SpA Groudon-Primal Overheat vs. 248 HP / 0 SpD Latios-Mega in Harsh Sunshine: 166-196 (45.7 - 53.9%) -- 46.9% chance to 2HKO

252 Atk Groudon-Primal Heat Crash (120 BP) vs. 248 HP / 48 Def Latios-Mega in Harsh Sunshine: 179-211 (49.3 - 58.1%) -- 97.7% chance to 2HKO
Basically the main thing latios can't handle (aside from dragon pulse)
I wasn't too sure about this, originally, but this is actually surprisingly solid. It still checks :groudon-primal:, able to handle all non-heat crash variants nicely (heat crash from an invested pdon 2hkoes), and does things like spamming Draco Meteor and Future Sight until pdon dies or switches out.
The beautiful thing is that Latios doesn't actually care that pdon nullifies Flip Turn, since Latios tends to want to stay in on it anyway, and spamming flip turn against pdon while waiting for Future Sight to land encourages pdon to stay in else suffer a loss of momentum

:sm/deoxys-attack:
Code:
Deoxys-Attack @ Life Orb
Ability: Pressure
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Psycho Boost
- Tera Blast
- Low Kick / Superpower
- Extreme Speed
url_upload_65ff83634ce1f.gif [optimize output image]

Revenge killer, wallbreaker, sweeper, wincon, tera abuser, and (to a lesser degree) stallbreaker, Deoxys-A does it all with its amazing offenses and speed.

I'll spare the Psycho Boost calcs, but rest assured, if it isn't specially bulky, it's OHKOed by Psycho Boost. If it isn't, it will be OHKOed after hazard damage. This includes things like Zygarde, Eternatus, Primal Groudon, Palkia-O, Kyurem-W, Zekrom, Xerneas, and Terastallized Zacian-C.
I love this set lmao. This allows Deoxys-A to role compress extremely well:
  • Tera Blast > Shadow Ball makes it much harder to force Deoxys-A out: upon using Psycho Boost, Deoxys-A is usually forced out due to the -2 SpA also affecting Shadow Ball. But here, Tera Blast simply changes to use Deoxys-A's 180 Attack, allowing it to STILL 2hko almost everything on the switch! It's like a fifth move!
    • 252 SpA Life Orb Tera Ghost Deoxys-Attack Psycho Boost vs. 248 HP / 52 SpD Ho-Oh: 253-298 (60.9 - 71.8%) -- guaranteed 2HKO
      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 248 HP / 208+ Def Ho-Oh: 152-179 (36.6 - 43.1%) -- guaranteed 3HKO
      This allows Deoxys-A to always kill Ho-Oh with a follow up Tera Blast if it has been poisoned by Primal Groudon.

      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 0 HP / 88 Def Mewtwo-Mega-Y: 447-530 (126.6 - 150.1%) -- guaranteed OHKO
      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 0 HP / 0 Def Zacian-Crowned: 168-199 (51.6 - 61.2%) -- guaranteed 2HKO
      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 252 HP / 0 Def Prism Armor Necrozma-Dusk-Mane: 230-271 (57.7 - 68%) -- guaranteed 2HKO
      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 248 HP / 0 Def Giratina-Origin: 377-447 (74.9 - 88.8%) -- 6.3% chance to OHKO after Stealth Rock

      Most of these mons are likely pivots from ho-oh after Psycho Boost; this does sufficient damage to punish that action entirely.

      4 Atk Life Orb Tera Ghost Deoxys-Attack Tera Blast (80 BP) vs. 4 HP / 252 Def Eviolite Tera Ghost Chansey: 546-642 (85 - 100%) -- 6.3% chance to OHKO
    • Due to Tera Blast retaining good damage even if physical, it is actually possible for Deoxys-A to use Psycho Boost and then clean up immediately with its Ghost+Fighting coverage.
    • I've generally found that I rarely use Shadow Ball without Terastalling, so I haven't actually found the inability to use it without using the mechanic that much of a big deal.
  • Extreme Speed lets it revenge kill boosted sweepers or potentially even Extreme Killer Arceus if sufficiently weakened, AND makes it imposter-proof if you spend Tera Ghost (WHICH YOU SHOULD, because I built this team to not be tera-reliant). It also revenge kills Extreme Speed DD Rayquaza pretty well with Tera Ghost.
  • I slashed Superpower with Low Kick, since even though Low Kick is usually better, Superpower is way better into Stall for the sake of hitting Chansey. It's worse everywhere else though due to weakening Extreme Speed and physical Tera Blast.

:SM/Arceus-Fairy:
Code:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Steel
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Refresh
- Calm Mind
- Recover
Arceus-Fairy is intended to be my main Dark (and Marshadow) counterplay, and it is also a second wincon that has very little counterplay overlap with Deoxys-A (outside of Ho-Oh). 136+ Spe outspeeds Yveltal to prevent Yveltal from doing schenanigans, the rest is invested into defenses to help Arceus-Fairy sponge hits more consistently. Recover + Refresh ensure that Arceus-Fairy can stay around if needed, and also allows it to bully status spreading teams.
Latios generally flip turns into Arceus-Fairy if the opponent leads Yveltal. If they Sucker Punch, well, then you know they're Sucker Punch, lol, and you can play around them more mindfully with Deoxys-A later by playing Extreme Speed/Sucker Punch mindgames.

It's the team's main defensive counterplay to Yveltal, Arceus-Dark, Ultra Necrozma (once it's burned Light That Burns The Sky), Mega Salamence and Rayquaza, as well. Tera Steel can help with that in a pinch.

Mono-fairy coverage is a bit suspicious offensively due to Ho-Oh and Necrozma-DM existing, which should be kept in mind to prevent Arceus-Fairy from getting exploited. That said, it does encourage Necrozma-DM to not ultra burst even if it is Ultra Necroma, which makes it a bit easier to check.
:sm/groudon-primal:
Code:
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Atk / 52 Def / 200 SpD
Relaxed Nature
- Overheat
- Precipice Blades
- Stealth Rock / Spikes
- Toxic / Rock Tomb
Defensive overheat pdon is really nice role compression. Its ability to check Ultra Necrozma is very handy, and the ability to soft-check Xerneas, particularly Tera Electric variants, is highly appreciated. The ability to force Zacian-C to tera to beat it is also handy, as Zacian-C is easily revenge killed by Deoxys-A without its Fairy/Steel typing.

This is the only real source of Toxic on my team, and due to the amount of roles Primal Groudon needs to fill, it might not achieve getting hazards up or poisoning ho-oh very consistently. That said, the other members of the team are also very good at inflicting chip damage, so it's not usually that much of an issue overall to trade pdon to stop a single giant threat.
Overheat does large amounts of damage to basically anything, which is very nice for setting up a Deoxys-A revenge kill, and it will also OHKO -1 Tera Fighting Zacian-C. It's also more accurate than Precipice Blades, so it's good to click that over Precipice Blades if in doubt.

Toxic is excellent chip damage. Even though I have included Toxic Spikes Eternatus on my team, it is not. However, Rock Tomb is also an option to prevent Mega Salamence and Ultra Necrozma from setting up on Primal Groudon, though I would suggest dropping Brave Bird on Ho-Oh and possibly Sludge Bomb > Dynamax Cannon on eternatus if this is done.
:sm/ho-oh:
Code:
Ho-Oh @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fire
EVs: 248 HP / 204 Def / 56 SpD
Careful Nature
- Sacred Fire
- Whirlwind
- Defog
- Brave Bird / Toxic
Building balance without Ho-Oh with Xerneas in the tier is basically impossible, so, yeah.
56+ SpD allows Ho-Oh to force Xerneas to Terastalize in order to kill Ho-Oh.
+2 252+ SpA Xerneas Hidden Power Rock vs. 248 HP / 56+ SpD Ho-Oh: 348-412 (83.8 - 99.2%) -- guaranteed 2HKO
+2 252+ SpA Tera Electric Xerneas Thunderbolt vs. 248 HP / 56+ SpD Ho-Oh: 390-462 (93.9 - 111.3%) -- 62.5% chance to OHKO
It also takes Thunderbolt more often than it does Thunder, which is enough to punish people for running Thunderbolt > Thunder. If they do Tera Electric and Ho-Oh is OHKOed, then Primal Groudon can just OHKO with Precipice Blades.

Tera Fire allows Ho-Oh to beat Tera Electric Xerneas if absolutely necessary, and going straight Tera Fire on an Ingrain Xerneas with the wrong Tera type will typically have Ho-Oh come out on top.

Brave Bird is used due to having Toxic Spikes support from my last member, Eternatus, and Toxic on Primal Groudon by default. This allows Ho-Oh to force damage on things like opposing Ho-Oh, Eternatus, Primal Kyogre, and Primal Groudon, all of which can be pretty handy in the moment. It also hard punishes Tera Grass Chansey for using its tera to get out of having to deal with Deoxys-A.
:ss/eternatus:
Code:
Eternatus @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 44 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Dynamax Cannon / Sludge Bomb
- Flamethrower
- Recover
Toxic Spikes = Good
Toxic Spikes absorbing = Good
Toxic switch-in = Good
That is all.

But seriously, this is my secondary switch-in to most things if Arceus-Fairy is being overwhelmed, needs to be conserved, or would be exploited too much. It does Eternatus things: toxic spikes are extremely useful to spread chip damage around the opponent,
Speed EVs outspeed Marshadow, allowing Eternatus to switch into it and hit back before getting KOed, if needed.

Dynamax Cannon is preferred to allow Eternatus to be a backup check to Mega Salamence, Zygarde, and Marshadow, and to avoid getting absolutely farmed by opposing Eternatus.

Somehow I managed to play 50+ games with this team and only save a handful of replays. Attached are the ones I found most interesting and useful, though if I may update if I find new or interesting ones that do things like show Latios take Light That Burns the Sky

https://replay.pokemonshowdown.com/gen9nationaldexubers-2074591205-08wrirl4g1z6xopma17m5p3ellm3ni8pw I linked this one earlier. I traded pdon to force Zacian-C to Terastalize so I could revenge kill it with Deoxys-A, but in their attempts to save it, Deoxys-A crippled their Eternatus (who survived due to a lucky roll) and took out their Ho-Oh.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2078867906 Latios's turn 1 OHKO revealed the presence of Scarf Yveltal, allowing me to play around it. Overall a very good game.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2073770686?p2The opponent misplayed really hard with their Shuckle; I assume they forgot about how future sight works, but since they failed to get webs up, it was downhill from there. Deoxys-A 1v1s TR Necrozma by following Tera Blast Ghost up with Extreme Speed.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2070088911-f2979102s4crgiqr9oc35q7q28iwjfapwLatios did a lot of work in this game
https://replay.pokemonshowdown.com/gen9nationaldexubers-2071481458(Sash) Marshadow was defeated by future sight trying to revenge kill Deoxys!!!! Don't use sash marshadow. It doesn't work, lol.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2074554661 Latios 1v1s swords dance primal groudon. It did have rock tomb as its own coverage, though, so idk what that was about.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2073675690 vs ho. Deoxys-A takes out arc via tera ghost cheese.
https://replay.pokemonshowdown.com/gen9nationaldexubers-2073758091 vs hex, Latios 1v1s eternatus, Deoxys-A does work.

edit: fixed broken gif
 
Last edited:

SandwichLover

Banned deucer.
tapu-lele.png
glimmora.png
ditto.png
deoxys-attack (1).png
lunala.png
necrozma-ultra.png


I bring to you all, a newly revamped Psyspam HO for National Dex Ubers. The Indigo Disk released Deoxys back into the mainline games after being absent in Sword and Shield and gave it 2 new moves to play with, Meteor Beam and Expanding Force. After seeing this in the datamine for DLC2, I decided to try giving Psyspam a serious look given Deoxys and Lunala get Terastalization to play with and we have a new suicide lead in Glimmora to play with in general.


tapulele.png

Code:
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
Shiny: Yes
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Nature's Madness
- Taunt
The enabler of Psyspam. Terrain Extender lengthens the duration to Psychic Terrain to 8 turns and crucially provides an immunity to priority which is the most common way of revenge killing Pokemon used on Psyspam teams such as Deoxys-A. The immunity to priority is the key in transforming Psyspam from a matchup based gimmick to a legitimate form of Hyper Offense.
Tapu Lele's powerful Moonblast scares away the Ghost and Dark types which otherwise threaten the rest of the team such as Arceus Dark, Yveltal, and Marshadow.
Psyshock provides a means to directly deal with Chansey and Blissey without having to waste turns of Psychic Terrain by taunting and then switching to a teammate. Additionally it hits other special walls such as Ho-Oh while also targeting Primal Kyogre's much weaker physical defense
Taunt prevents defoggers such as Ho-Oh, Giratina, and Yveltal from removing Psychic Terrain and hazards. It also prevents some opposing hyper offense leads from setting their own hazards such as Glimmora and Smeargle. It can also be used to shut down set up attempts from some slower Pokemon such as defensive Primal Kyogre.
Nature's Madness provides a consistent source of damage into fatter teams which benefits from the reduction in recovery PP this gen and is a nice attack to throw out in the process of sacrificing Tapu Lele.
The Tera Type on this is Normal for having a good quality of denying OHKO attempts from Marshadow, Ghost moves from Arceus, Dittos that copied Lunala's Moongeist Beam, and Offensive Eternatus if need be.

glimmora (1).png

Code:
Glimmora (F) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Mortal Spin
- Mud Shot
- Rock Tomb
- Spikes
What's there to explain about this little shithead? He's one of the best designed lead Pokemon that has been made in quite some time. Glimmora rivals even the almighty Deoxys-Speed as a HO lead with access to a new move in Mortal Spin; the ability to run a speed dropping move in Mud Shot that has the awesome quality of denying set up from Dragon Dance NDM without forcing a Tera to resist or neutralize Mud Shot due to it coming off of 359 Special Attack; and last but not least its signature ability, Toxic Debris.
This has forced most viable counter leads to Glimmora to remain mostly Special attackers or else suffer with 2 layers of Toxic Spikes. Toxic Spikes are quite possibly the most annoying Hazard in the game for completely crippling many fatter teams and defensive pokemon. Rock Tomb is here for Glimmora to lower the Speed of any Flying or levitating Pokemon, in particular, max Speed Yveltal, and Dragon Dance Mega Salamence. Its speed of 298 may make it susceptible to being taunted. If the matchup is is in desperate need of your hazards later. You can lead with Tapu Lele, NDM, or Lunala instead. Eternatus is always a thorn in Glimmora's side. For easily 2hko'ing it as a counter lead with Dynamax Cannon and removing any Tspikes it gets up if not led against it. In some matchups. It may be preferable to just maintain one layer of Spikes and get a speed drop on Eternatus. Otherwise, NDM or Lunala may just be a better lead. Spikes is chosen on this set for helping Deoxys-Attack achieve some more kills with the consistent 12% chip on all grounded targets, namely, Zygarde-C, Zacian-C, and Primal Groudon. If it is able to grab more than one. All the better. Ghost Tera is the preferred choice for being immune to Rapid Spins coming from Excadrill, Smeargle, and Terapagos. This Tera Type also blocks attempts from Demon Zygarde and Gothitelle to trap Glimmora and get away with free set up.

ditto (1).png

Code:
Ditto @ Choice Scarf
Ability: Imposter
Shiny: Yes
Happiness: 0
Hidden Power: Ground
Tera Type: Normal / Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Transform
The premier Scarf user of the tier and an excellent denier of set up sweepers and offensive threats such as Xerneas, Zacian-C, Arceus-Ground, Primal Groudon, Ultra Necrozma, Rayquaza, and Marshadow.
Ditto's Happiness is reduced to 0 on account of ladders' preference of Frustration on Mega Salamence over Return. Note that if this changes in the future this should be changed.
Ditto's Hidden Power type is Ground to improve the specific matchup one has vs a Geomancy Xerneas that has Hidden Power Rock and uses or has used Steel Tera and also deters Primal Groudon from being sent in to revenge Ditto.
Its Tera Type of Normal is used primarily to flip its matchup with ghosts like Marshadow and Lunala outside of Trick Room when it is copying a different Pokemon and in mirrors.
Ghost Tera is also an option for denying Extreme Speed from Acreus-Normal and Rayquaza.

necrozma-duskmane.png
necrozma-ultra (1).png

Code:
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
Tera Type: Psychic
EVs: 252 Atk / 60 Def / 196 Spe
Adamant Nature
- Dragon Dance
- Photon Geyser
- Earthquake
- Stone Edge / Outrage / X-Scissor
One of Psyspam's only sources of physical damage. With access to Dragon Dance and the boost to Photon Geyser under Terrain, Necrozma provides excellent damage output with maximum investment in both its Dusk Mane and Ultra forms. Its ability Prism Armor is great for allowing it typically one turn of set up vs a plethora of super effective attacks aimed its way. There is also the mind game one can enforce with the option to remove your steel weaknesses by Ultra Bursting which can also allow for a set up turn. The ability Neuroforce is also great for its ability to shred super effective targets.
Its EV spread can just stay with the standard Adamant 4Hp 252 Atk 252 Speed in order to maintain the edge over or speed tie with other Ultra Necrozma if need be, or be changed to 196 Speed and 60 Defense in order to maintain higher speed over 88 Speed Geomancy Xerneas at +2 Speed with just +1 and have a guaranteed shot to live Shadow Sneak from Marshadow at full HP as Ultra and a good shot from living a Ghost Tera Shadow Sneak as Dusk Mane.
Photon Geyser is mandatory on this set for activating Ultra Necrozma. Its Z Move, Light That Burns the Sky, becomes a 450 BP power move under Psychic Terrain and STAB. It completely nukes any neutral target and has the added bonus of ignoring Unaware from the likes of Dondozo.
Earthquake is the preferred coverage to attack Primal Groudon, Dusk Mane Necrozma, Zacian-C, and Steel Tera Xerneas.
Its 4th slot is variable as no choice truly saves Ultra Necrozma from defensive Arceus-Dark without either 2 boosts or a crit. +1 X-Scissor won't make an OHKO
Stone Edge provides reliable damage on Yveltal and Ho-Oh pre-Tera.
Outrage deals generally high damage across all neutral targets.
X-Scissor deals the most damage to Arceus-Dark and Dark Tera Yveltal.

lunala (1).png

Code:
Lunala @ Power Herb
Ability: Shadow Shield
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Moonblast
- Psyshock
- Meteor Beam
With this Pokemon's impressive bulk under its signature ability Shadow Shield, its impressive Special Attack stat of 137, offensive typing shared by a certain banned horse, and better than average speed tier of 97, access to Fairy Tera saving it from various OHKO's being aimed its way via Dark or Ghost Type moves, it already is an excellent choice for an abuser of Psyspam. But what sets Lunala apart from most other abusers is its access to one of the most broken offensive moves in the game, Meteor Beam.
Power Herb Meteor Beam allows Lunala to net itself Choice Specs level of power with the freedom of selecting any of its other threatening attacks. This attack is awesome for denying the most common defogger in the entire tier, Ho-Oh, and to a lesser extent defensive, Yveltal. When not needed vs these two, it may also use the move to revenge kill any target it's in front of and be able to attack the next Pokemon with full power before it dies.
Moongeist Beam is its Ghost STAB of choice for its power and added bonus of ignoring even the likes of Dondozo's Unaware and Lugia's Multiscale.
Psyshock targets Pokemon like Chansey, Blissey, Ho-Oh, Eternatus, and Xerneas even after it's at +2 due to targeting its unboosted defense
Moonblast targets Pokemon such Yveltal, Arceus-Dark, Zygarde-C, and Mega Salamence. It also deals pretty good damage after Terastalizing into Fairy.
Lunala typically runs Timid in order to outspeed the base 90s and 95s but can opt for Modest in order to maximize its damage with 615 SpA at +1

deoxys-attack (2).png

Code:
Deoxys-Attack @ Power Herb
Ability: Pressure
Shiny: Yes
Tera Type: Ghost / Psychic / Normal
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Focus Blast
- Meteor Beam
- Shadow Ball / Dark Pulse
Here is the star of Psyspam and the entire reason I decided to revive this playstyle. In the past. Deoxys had to rely on merely a Life Orb, Choice specs or even an attempt at Nasty Plot to bolster its special attacking profile and this always struggled to do any real damage to targets that commonly defeated it. Ho-Oh, Yveltal, and Arceus-Dark.
Lastly as a whole, Deoxys struggled with the likes of priority and making OHKOs on really bulky targets even in Psyspam due to the terrain not always lasting the whole battle. With access to Terastalization, Deoxys-Attack is able to circumvent either of these hindrances to its sweep.
Firstly let's talk Meteor Beam, this move allows Deoxys to hit a monstrous 688 Special Attack after use with Power Herb. Much like Lunala, annihilates common walls to its attacks such as Ho-Oh, and Yveltal. It can also be used to revenge kill any weakened target and be able to strike the next Pokemon with full power.
Expanding Force becomes a 234 BP attack under Psychic Terrain and STAB. Even without the boost from Meteor Beam, this attack nukes generally every neutral target barring healthy Ho-Oh. But when Deoxys chooses to run Psychic Tera. This move deals 312 BP. Even the likes of Ho-Oh require max special bulk to live that hit at +1
Focus Blast. We all love to hate it. But we are not settling for Low Kick as our way of damaging Arceus-Dark.
+1 252 SpA Deoxys-Attack Focus Blast vs. 252 HP / 0 SpD Arceus-Dark: 430-506 (96.8 - 113.9%) -- 81.3% chance to OHKO
Enough said. If you miss. Cry about it.
Shadow Ball is your best bet to hit common mons used to revenge kill Deoxys such as Dusk Mane Necrozma and Lunala and can possibly even kill these Pokemon with the boost from Ghost Tera.
Dark Pulse is your next best option when you decide to use Psychic or Normal Tera. Since you still hit Dusk Mane Necrozma and Lunala as hard as you can and can even fish for flinches against it.
Tera hierarchy is from Ghost to Psychic to Normal
Ghost
gives you great damage with Shadow Ball vs Super effective targets and gives Extreme Speed immunity.
Psychic gives you the highest damage and can achieve some awesome damage ranges such as
+1 252 SpA Tera Psychic Deoxys-Attack Expanding Force (120 BP) vs. 0 HP / 4 SpD Zacian-Crowned in Psychic Terrain: 288-339 (88.6 - 104.3%) -- guaranteed OHKO after 1 layer of Spikes
Normal Tera gives you immunity to Marshadow, Arceus-Ghost, and other Ghost moves aimed at it.

Weaknesses to this team in general are GOOD Trick Room, well played Scarf Yveltal, well played stall that breaks Deoxys-Attack via good prediction, well played Eternatus with a Tauntceus partner, and good timed Steel Teras.



Importable: https://pokepast.es/1a0d9e2b70e1c259
 
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This week we have two offbeat teams to vote on! Zrp200 makes use of an unusual pick in Mega Latios while Sandwich Lover's team has been at the forefront of making psyspam a legitmitate HO archetype!

1. Deo A Balance by Zrp200
2. Glimm Glamm Psyspam by Sandwich Lover

The current poll closes later today so make sure to vote if you havn't. The deadline for voting is 17 Feb 20.00 GMT. Also a brief announcement which will be repeated upon announcing the next cycle's mon: Following the next cycle the teambuilding competition will be on a short hiatus as we explore a potentially new metagame. Cycle 14 will start 08 April with a poll being put up on or around 01 April. In the meantime I hope the suspect runs are going well.
 
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Congratulations to SandwichLover for winning with Psyspam!

:sv/arceus:

Arceus-Mid @ Mid Plate
Ability: Multitype
Tera Type: Mid
EVs: No Idea
Mid Nature
- Judgment (Probably)
- Recover (Probably)
- Some coverage or Taunt / Refresh / Stealth Rocks / Toxic / Will O Wisp
- I don't know I havn't used most of these shitters



How GREAT was Arceus ACTUALLY? When Arceus finally received its proper debut in Black and White God itself descended from the heavens. Blessing itself with base 120 in every stat some Arceus form or another could fill some role on your team. Across many Ubers generations a team was considered unviable if it did not run some Arceus form. Whether you choose base Arceus to augment your Hyper Offence team with its STAB extremespeed or Arceus Ground to scare out the tier king Primal Groudon Arceus is always there help shore up squad and provide value.

Say it with me, UNFORTUNATELY, we are not building with those Arceus forms. When I googled Arceus Mid and Arceus Trash google images spat out a lot of pictures of Wormdam-Trash from Legends: Arceus so I've decided to go with the base sprite this week. The low rank Arceus forms are anything but pillar of NDUbers. I've spent enough time disparaging the lower ranked Arceus forms. While these Arceus forms leave a lot to be desired, they can be effective when using a team which allows them to shine. I'm confident that y'all are up to the task! Any Arceus form Dragon or lower on the VR is eligible! The deadline for submissions is 22 March 19.00 GMT.

Additionally, the teambuilding competition will be on a brief hiatus for at least one week, possibly two or three after this cycle. Initially I had planned for two weeks off, but upon thinking about it more it will be contingent on the results of the Xerneas suspect. Xerneas leaving the tier will obviously have an immense impact on the metagame and will likely result in renewed interest in building teams for the new metagame. If there is sufficient interest the hiatus can be skipped entirely though that is not something I am going to commit to at this moment. Should Xerneas remain in the tier I'll be taking some time to reflect on how to move forward with the project and consider making some changes to the format. In the last few months we've covered a fair few interesting and underrated pokemon and sets. There are still lots to go though, but I'm also skeptical that many of these would generate significant interest from our builders. One option that is currently under consideration is 2 pokemon cores, for examaple Ferrothorn + Eternatus. If you have any feedback or suggestions please feel free to contact me here on or on discord. Best of luck with building!

EDIT: To clarify the allows Arceus forms are Dragon, Flying, Grass, Steel, Rock, Bug, Electric, Fighting, Fire, Ice, and Psychic​
 
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:SKY-PLATE: ARCEUS-FLYING HAZARD STACK :SKY-PLATE:

:sv/glimmora: :sv/arceus-flying: :sv/groudon-primal: :sv/eternatus: :sv/necrozma-dusk-mane: :sv/marshadow:

Glimmora sets up hazards for the others to wallbreak easier, with Mud Shot to stop speed-boosting threats like Primal Groudon and Ultra Necrozma, while Mortal Spin helps against Shuckle and other Stealth Rock setters, and chipping down Support Arceus formes. Arceus-Flying, or Flyceus, has a really good mono-judgement set which hits pretty hard after one calm mind boost; with Refresh to remove Toxic/Thunder Wave and Recover for recovery, Flyceus is sure to last a long time against bulkier teams who can't OHKO it on the spot, especially with Tera Ground to gain a rock-type resistance, electric/paralysis immunity and a means of setting up on Pokemon like Wild Charge Zacian-C and Sludge Bomb Eternatus. Primal Groudon, Eternatus, NDM and Marshadow all help to break through steel-types like opposing NDM, Zacian-C and even Melmetal who could try to stop Flyceus in its tracks, as they all appreciate Glimmora's hazards; Primal Groudon, NDM and Marshadow also break through rock types like Mega Diancie and Mega Tyranitar, who could try to stop Flyceus also. Meteor Beam Eternatus and Rock Tomb Marshadow both help to get rid of Ho-Oh for Flyceus to wallbreak better, while Marshadow also serves as a spin-blocker. NDM with Photon Geyser helps with the stall matchup, being able to break through Dondozo and the rest of the opposing team.

https://replay.pokemonshowdown.com/gen9nationaldexubers-2083732116-pzis46762mjvrjaqm0fkmowwbrj7hv4pw (VS Balance or BO)
https://replay.pokemonshowdown.com/gen9nationaldexubers-2083744606 (VS Sticky Web HO)
 
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arces cok
:arceus_rock::groudon_primal::eternatus::zygarde::zacian_crowned::yveltal:
for when you really wanna ruin flyspam's day

:arceus_rock:seems like a poor choice of a wall at first, but when you look deeper you realise Rock also has resistances. Notably, a resistance to Normal and Flying, allowing it to come in on hits from Arceus bald, Salamence Mega and Rayquaza, and threaten them with a burn or super effective Judgement. It also doesn't mind getting burned, so it is a pretty good switchin to Ho-Oh. It also outspeeds the Chi-Yu fish, and oneshots it. Tera Rock strengthens Judgment, allowing it to deal big damage to neutral targets, such as Primal Groudon and Eternatus.

:groudon_primal:still does the things it always does, switch in to the fish, set up the hazard, deal the damage, miss the stone edge.

:eternatus:has the toxic immunity, allowing it to switch into walls and glimmora spikis, which the team greatly enjoys. In turn it can threaten them back with a sludge bomb poison or dragonium z blast.

:zygarde: is a secondary Physical wall next to Rockceus, which might seem unneeded, but they cover each other fairly well. Zygarde covers Primal Groudon and Zacian Crowned, which Rockceus has trouble with, and in turn Rockceus takes out Arceus bald which can boost faster than Zygarde can coil it up.

:zacian_crowned:when in doubt, strong physical attacker. The team has a bit of trouble against Groudon-Primal so I added the funny tera ground blast.

:yveltal:people familiar with floober will be a knower of this one, scarf Yveltal. Threatens psyspamming teams with strong Foul Plays and can fog away the hazards. Also a fast toxic is nice against speed invested defensive Arceus.
 
OK so im gonna leave this here as it is, rng wasn't on my side while trying to test this so i will share the paste of the team and just explain it a bit.
:sm/Arceus-Fighting: :sm/groudon-primal: :sm/Zygarde: :sm/eternatus: :sm/zacian-crowned: :sm/ho-oh:
:arceus-fighting: is pretty silly late game, can do some nice stuff if it gets enough boosts.Entirely sits on ho-oh if you use your tera fire and 1v1 a xerneas if you have enough boosts.
:Groudon-primal: Silly defensive wall sets up rocks gets toxic up on another defensive mons u know what's up
:zygarde: This guy likes to come in and sweep late game too, zyg and arceus form a nice bulky core together, as they can both overwhelm the opponent with enough boosts.
:Eternatus: Silly poisonous dragon lizard gets up t-spikes u know what this does as well
:Zacian-Crowned: I just put this guy here cuz i didn't know what other mon to add tbh
:Ho-Oh: Defensive backbone of the team, can wall a lot of mons and also defogs hazzards away.
 
I'd like to apologize for voting being up a day late as I went straight to bed when I got in last night. As I am sure everyone is aware of at this point Xerneas has been banned which gives us a brand new meta to build around (rest in peace floober)! The competition will be on a brief haitus with a change in how we do things! Currently the building period is Mon-Fri, but having the building period over the weekend allows people more time to build teams. As such, the teambuilding competition will be returning on 27 March. Voting will be open until then and a new poll will be up shortly. In the meantime we do have three teams to vote on!

1. Arceus Flying HO by S0A0M0I0
2. Arceus Rock Balance by Bananatimez
3. Demon Fightceus Balance by Dahness

Voting will be open until 27 April
 
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Congratulations to BananaTimeZ for winning with Rockceus BO!

:sv/arceus-fairy:

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe or 248 HP / 136 Def / 108 SpD / 16 Spe
Tera Type: Water
Bold / Calm Nature
- Judgment
- Recover
- Taunt / Will o Wisp / Toxic
- Stealth Rock / Taunt / Refresh / Defog
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe or 4 Def / 252 SpA / 252 Spe
Tera Type: Water / Poison / Dark
Bold / Jolly / Modest Nature
- Calm Mind
- Judgment
- Recover / Taunt / Earth Power
- Will-O-Wisp / Earth Power / Taunt / Power Gem
It goes without saying that from the moment Fairy debuted in XY it has remained a top tier type and NDUbers is no exception. Until recently (thank Arceus) two of our scariest offensive threats in Xerneas and Zacian-C tore through the tier on the back of their powerful Fairy STAB. Though fairy is also an amazing defensive typing it has had scant representation as defensive Pokemon utilizing tera Fairy outnumbered native Fairy types. Our subject for this cycle, Arceus-Fairy, is the sole good and splashable defensive Fairy in the tier (Magearna does not count, doubly so after the Xerneas ban).

As it is Arceus, Arceus-Fairy has given itself fantastic stats across the board and a deep movepool to draw from which enables it to fill both offensive and defensive roles should you require its services. Support Arceus-Fairy is unique in due to its polarizing matchups with the best mons in the meta. While it struggles with tier king Primal Groudon and other top tier Pokemon such as Eternatus and Zacian-C, Arceus-Fairy compensates by defensively answering Pokemon such as Zygarde, Arceus-Dark, and Life Orb Yveltal which are major nuisances to the balance and bulky offence teams it finds itself on. Furthermore it is an excellent rocker due to a naturally good matchup against our hazard removal. Though it does not threaten Ho-Oh directly, Arceus-Fairy is not threatened in return and taunt enables it to keep hazards up. Primal Groudon in particular enjoys this as it frees it up to run spikes, additional coverage, or a more offensive set.

Some people have proclaimed that Arceus-Fairy will fill the void left behind by Xerneas as a specially offensive Fairy type. Personally, I am not one of them but would love be shown otherwise. Though Fairy is an excellent offensive type, the ubiquity of Primal Groudon and Ho-Oh among others results in offensive Arceus-Fairy suffering severe 4MSS. Unlike support sets, offensive Arceus-Fairy runs into signifcant issues relying on Judgement as its sole attacking move. Furthermore, it does not have the moveslots to deal with its checks. Without Earth Power Arceus-Fairy is walled by Ho-Oh. Without Power Gem it cannot break through Necrozma-DM, Primal Groudon and is setup fodder for Zacian-C. If it runs both Arceus-Fairy cannot use moves such as Recover, Taunt, or Will O Wisp to give it the turns it needs to become a serious threat. These issues, of course, are all addressable in the builder, but they do need to be considered.

I'm looking forward to seeing what teams y'all come up with! The Xerneas ban has freed up building immensely and a new meta is always fun to build in! The deadline for submissions is 25 March 12.00 GMT.

floober.gif

RIP Floober. Credit BananaTimeZ
 
3 Attacks Arceus Fairy Balance
By Bad Dreams Rising AKA BrakeSeer
Team Import: https://pokepast.es/704eb3456ba11b65
:Arceus-Fairy: :Zygarde: :Yveltal: :Ho-oh: :Groudon-Primal: :Necrozma-Dusk-Mane:
Team breakdown;
:Arceus-Fairy:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Ground
EVs: 252 SpA / 48 SpD / 208 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Power Gem
- Recover

This Arceus Fairy is used in a moreunique way than Ioften see, with a 3 attacks move set with recover to stay healthy throughout the game while having the coverage to take sizeable chunks of HP out of common checks like Primal Groudon, Ho-oh, Necrozma-Dusk-Mane, Magearna, Eternatus, Ferrothorn, etc. and use recover to stave off the passive hazard damage that it’s checks use to cripple it in the mid game. It is EVed to outspend Modest offensive Eternatus, and Adamant/Modest max Speed Ultra-Necrozma. The Special Defense EVs are to help it out against Life Orb Yveltal and opposing Arceus forms.

:Zygarde:
Zygarde @ Leftovers
Ability: Power Construct
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Thousand Arrows
- Dragon Tail
- Coil
- Rest

This is a pretty standard Coil Zygarde set with 1 key difference, and that is Dragon Tail over Glare. I feel this is best for the team as speed control isn’t a major issue, and the guaranteed Phazing after a Coil Accuracy boost that Taunt won’t stop is very strong into Stall teams to accumulate Entry Hazard chip much faster than I otherwise could. The even HP stat is to make Power construct activate slightly earlier due to how Pokémon rounds numbers. Tera Water is to help with Primal Kyogre, Calyrex-Ice Rider, and Choice Band Melmetal under Trick Room

:Yveltal:
Yveltal @ Choice Scarf
Ability: Dark Aura
Tera Type: Ghost
EVs: 128 HP / 248 Def / 132 Spe
Jolly Nature
- Foul Play
- U-turn
- Toxic
- Knock Off
This Yveltal set is one I adapted from USUM Ubers, combining the amazing defensive qualities Yveltal has as a Dark and Flying type Pokémon, as well as the sheer power it’s usual Dark Aura boosted Dark Pulses on the Life Orb sets to create a uniquely Bulky Revenge Killer that can provide excellent utility to its team in the form of momentum gain from U-Turn in a meta starved of Pivoting moves, as well as residual chip in the form of Toxic, and the vital Held Item removal from Knock Off all while not sacrificing power thanks to how it’s primary source of damage in Foul Play uses the opponent’s Attack stat in the damage calculation which can even result in more damage than a regular Yveltal ever could. The Defense EVs get more use in the Defence stat as the output comes out to a larger % increase than HP until they share one value, and the HP EVs are there to maximize physical bulk while maintaining 5 rounds of Stealth Rock chip requirement to knock out Yveltal from full health, with enough speed to outrun Deoxys-Attack. Tera Ghost is for E Killers trying to sweep late-game

:Ho-oh:
Ho-Oh @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Sacred Fire
- Toxic
- Defog
- Whirlwind
Standard Ho-oh sets are standard for a reason, and I don’t feel the need to explain why adding an Entry Hazard Removal option is a good idea. You know what Ho-oh does, but damn does Ho-oh do it well.

:Groudon-Primal:
Groudon @ Red Orb
Ability: Drought
Tera Type: Ground
EVs: 248 HP / 68 Def / 192 SpD
Impish Nature
- Spikes
- Earthquake
- Rock Tomb
- Toxic
Another self explanatory addition as Primal-Groudon is an excellent defensive check for the tier, dishes out massive damage with its Ground Type Attacks, be it Precipice Blades or Earthquake, sets up Entry Hazards and can cripple opponents with Toxic all while throwing out Rock Tombs to slow you down for a follow up attack. What’s not to love?

:Necrozma-Dusk-Mane:
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
Tera Type: Psychic
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Photon Geyser
- Earth Power
- Dragon Pulse
This Necrozma set is quite unorthodox but its prowess cannot be denied. It does a good job getting up Stealth Rocks as it scares out a lot of Pokémon which can offer it a bunch of free turns over the course of a game. The layers of mind games don’t end there, as now that the opponent has seen Necrozma-Dusk-Mane use Stealth Rock they assume that the Necrozma is a wall since fast and frail Pokémon often cannot afford to use Hazards due to the threat of being One Hit K.O.ed, potentially leaving in something like a Palkia-O to try and muscle through it only to watch it transform and outrun and knock out Palkia-O in a single hit. This lends a major boon to our team as well in unpredictability, something that can make the opponent overthink and make mistakes. Necrozma doesn’t just rely on surprise factor as it is a very powerful attacker in its own right especially when paired with this teams new Arceus Fairy set can dismantle teams leaving gaping holes the team can tear wide open with Zygarde and Yveltal. Overall a great team I am proud to submit to the team building competition
 
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Sup peeps, long time!

So I'm trolling a lot with this tech that I found for :Kyogre: and saw how effective it is in luring :Groudon-Primal: to its death. Then I also remembered how :Life-Orb: :Zygarde: once terrorized SS AG due to its ludicrous snowballing potential in that it stiffled :Ho-Oh:, one of its most natural counterplays into dust while also setting up on most passive foes with little to no effort, such as support :Rocky-Helmet: :Necrozma-Dusk-Mane:. See the idea? All of these are ironclad answers to :Arceus-Fairy:, so why not mix them up?

Hence, we got this abomination

This team's goals are simple: kiss :Groudon-Primal: goodbye, lure :Ho-Oh:, and go to town through either :Arceus-Fairy: or DD :Zygarde:! Z-Ground :Kyogre: is an underrated monster that farms teams that rely solely on :Groudon-Primal: to wall it. It can also snipe unsuspecting support :Eternatus: if it gets cocky. If both are on the same team, you can be sure that you will eliminate at least one of them, most likely :Groudon-Primal:.

Tera Dark + Crunch is the chosen way to deal with :Necrozma-Ultra: and the plethora of :Necrozma-Dusk-Mane: thinking they're safe. It can soft-check a boosted :Necrozma-Ultra:. Its speed creeps up:Mewtwo-Mega-Y:.

Dual Status :Groudon-Primal: is my way of denying snowball attempts from various threats that will often take advantage of it, like DD :Arceus-Ground:, while also forcing progress with Toxic. :Yveltal: is not a problem, and neither is :Ho-Oh: for this team.

DD Zyg, in conjunction with :Life-Orb:, can snowball out of control at a moment's notice, especially if the opposition is not carrying Wisp :Arceus: formes. With Stone Edge, you can kiss :Ho-Oh: goodbye. With Outrage, bulky :Zygarde: is forced to Tera; otherwise, you can now give it a cold farewell. Jolly is mandatory to outspeed everything up to :Pheromosa: on both pre-transformation and after.

:Arceus-Fairy: is the defogger while also serving as a win-condition with Calm Mind. You will rarely click Defog nor will you switch it in much vs :Zacian-Crowned: teams, that much I can assure you.

:Power-Herb::Eternatus: will clean once everything is dismantled. It's also key in defeating :Dondozo: + :Chansey: cores. Sludge Bomb is only mandatory for :Xerneas:, and now that it's gone, nothing is really stopping :Eternatus: from dropping it.

Notable weaknesses are solely Sticky Web teams. Maneuver around it with care, or else you lose on the spot.
 
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Hi all. So I've been informed that I made a mistake about the submission deadline. I wrote the 25th of March for some reason, probably because I am a moron. If you have any teams that you'd like to submit feel free to submit them and the deadline will be this evening. The new schedule is planned for the building period to be Wed-Mon and for voting on Mon-Wed. My apologies. In the meantime please vote on the poll if you havn't already as the results are close!
 

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