Battle Stadium Blue Streak (Kyogre w/ Trick Room Mode)

Kyogre, it can really move, Kyogre, it's got an attitude, Kyogre, it's the fastest thing ali-ei-ei-ve*​
Disclaimer: Many Pokemon underspeed Kyogre. It may or may not be the fastest thing ali-ei-ei-ve.

Heya everyone :] I've been playing around with this team for a while, and it's been doing really well. I thought I would see how others thought I could improve it before I went ahead and built it in game since, y'know, grinding for 0spe mons is actually considered torture in some parts of the world. I appreciate any input anyone is able to give.

Kyogre falls into an interesting spot in the Regulation G meta, being able to easily sweep through teams with Drizzle boosted Water attacks from its already insanely high Special Attack stat. It can majorly disrupt teams built around Koraidon's Orichalcum Pulse with its own weather and has enough Special Defense to take on Calyrex-Shadow if need be, but often struggles because of its middling speed and general predictability. Though the latter remains a problem, this team aims to capitalize on the high speed tiers of the current meta's biggest threats via Trick Room to remedy the former.
Flutter Mane @ Choice Specs
Ability: Protosynthesis
Level: 50
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Psyshock
- Power Gem

Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Fairy
EVs: 252 HP / 52 SpA / 204 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Flash Cannon
- Electro Shot
- Body Press

Kyogre @ Mystic Water
Ability: Drizzle
Level: 50
Tera Type: Stellar
EVs: 76 HP / 180 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Spout
- Thunder
- Ice Beam
- Surf

Ting-Lu @ Sitrus Berry
Ability: Vessel of Ruin
Level: 50
Tera Type: Poison
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Taunt
- Whirlwind

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
Tera Type: Fire
EVs: 252 HP / 140 Def / 116 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Moonblast
- Lunar Dance

Iron Bundle @ Focus Sash
Ability: Quark Drive
Level: 50
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Freeze-Dry
- Flip Turn
- Taunt
:Kyogre:
Kyogre @ Mystic Water
Ability: Drizzle
Level: 50
Tera Type: Stellar
EVs: 76 HP / 180 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Spout
- Thunder
- Ice Beam
- Surf

As aforementioned Kyogre is an absolute beast under Trick Room, able to take KOs on even Pokemon that resist it. It also makes a very potent lead, able to take OHKOs on other popular leads - notably Flutter Mane and Calyrex-Shadow without considerable Special bulk both go down to Surf. This spread maximises Kyogre's Special Attack and HP whilst giving it enough Defense to always stomach Choice Banded Dragonite's Outrage - it's natural Special bulk also allows it to always live a hit from +1 Calyrex-Shadow. Thanks to Cresselia's Lunar Dance Kyogre is able to take early game KOs without jeprodizing a late game Water Spout sweep, with it easily able to sponge non-Super Effective hits.
Choice Specs is tempting, but forces Kyogre to play conservatively with its Water Spouts. Mystic Water allows it to hit several key numbers whilst not constraining it in this way, allowing it to stay on the field once Trick Room goes down without worrying about being hit and losing Water Spout power. Ice Beam can hit Dragon types, notably having around a 50% chance to OHKO Koraidon after rocks (or recoil from Flare Blitz), and Thunder hits opposing Kyogre and Dondozo whilst being its best attack into Ogerpon-Wellspring.
A few popular Pokemon outside of dedicated Trick Room teams can naturally underspeed Kyogre, :ting-lu: and :Ursaluna-Bloodmoon: being the most common, but thankfully few particulalrly want to take Kyogre's Water attacks anyway. Without proper prediction, Kyogre also struggles against Water Absorb Pokemon.
252+ SpA Mystic Water Kyogre Surf vs. 0 HP / 4 SpD Flutter Mane in Rain: 130-154 (100 - 118.4%) -- guaranteed OHKO
252+ SpA Mystic Water Kyogre Surf vs. 252 HP / 4 SpD Tera Normal Ursaluna-Bloodmoon in Rain: 237-279 (107.7 - 126.8%) -- guaranteed OHKO
252+ SpA Mystic Water Kyogre Water Spout (150 BP) vs. 252 HP / 4 SpD Assault Vest Tera Normal Ursaluna-Bloodmoon in Rain: 262-310 (119 - 140.9%) -- guaranteed OHKO
252+ SpA Mystic Water Tera Stellar Kyogre Surf vs. 0 HP / 4 SpD Calyrex-Shadow in Rain: 226-266 (129.1 - 152%) -- guaranteed OHKO
252+ SpA Mystic Water Tera Stellar Kyogre Water Spout (150 BP) vs. 0 HP / 4 SpD Koraidon in Rain: 187-220 (106.8 - 125.7%) -- guaranteed OHKO
252+ SpA Tera Stellar Kyogre Ice Beam vs. 0 HP / 4 SpD Koraidon: 148-178 (84.5 - 101.7%) -- 43.8% chance to OHKO after Stealth Rock
252+ SpA Mystic Water Tera Stellar Kyogre Water Spout (150 BP) vs. 0 HP / 0 SpD Miraidon in Rain: 168-198 (96 - 113.1%) -- guaranteed OHKO after Stealth Rock

:Cresselia:
Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
Tera Type: Fire
EVs: 252 HP / 140 Def / 116 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Moonblast
- Lunar Dance

Cresselia is an amazing partner for Kyogre in due part to is insane bulk and access to Lunar Dance. Tera Fire allows it to wall out Zacian-Crowned and Rillaboom without making itself weak to Fire as Tera Steel would, additionally giving it a pinch option if Koraidon has set sun and Kyogre cannot be safely brought in.
Its EVs allow it to live an Astral Barrage from full, or a +2 Astral Barrage if Tera'd vs Nasty Plot sets, with the rest placed into its weaker Physical Defense. Rocky Helmet allows it to break Focus Sashes on common Physical users (:Chien-Pao:, :Sneasler:, :Urshifu:) and Dragonite's Multiscale, giving the sweepers more time to work with under Trick Room - admittedly Sitrus Berry would be very useful, but Ting-Lu needs it more.
Cress does its job very well, but unfortunately suffers from a somewhat shallow movepool otherwise. Moonlight is severely neutered by Kyogre's rain and whilst rain won't always be on the field at the same time as Cresselia it's a pervasive enough issue that I've opted to simply run Moonblast to pick off Dark types that may try to switch into Cress anticipating Trick Room.

:Archaludon:
Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Flying
EVs: 252 HP / 52 SpA / 204 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Flash Cannon
- Electro Shot
- Body Press

A fairly standard Archaludon set, this Pokemon serves as a secondary Trick Room sweeper that can quickly snowball with Electro Shot. Its Steel/Dragon typing and access to Stamina makes it a great Physical wall with the ability to keep Grass types that would otherwise annoy Kyogre, such as Rillaboom and Ogerpon, at bay. Assault Vest greatly increases its longevity, and makes it another excellent target for Lunar Dance, often surprising Special attackers that expect a Stealth Rocks lead set.
This EV spread is a sample set from an older reg, designed to allow Arch to survive Ursaluna-B's Earth Power and Tera Fairy Choice Specs Flutter Mane's Moonblast, and continues to be useful in allowing it to always survive two consecutive Draco Meteors from Timid Miraidon (assuming it isn't like, White Herb or something). Tera Flying removes its weakness to Ground whilst retaining its Grass resistance, useful against set up variants of Rillaboom which often run High Horsepower.

:Ting-Lu:
Ting-Lu @ Sitrus Berry
Ability: Vessel of Ruin
Level: 50
Tera Type: Poison
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Taunt
- Whirlwind

Even with Assault Vest, Archaludon struggles to completely wall out certain special attackers. Ting-Lu finds a place on the team as a Pokemon that can confidently take on Miraidon and Calyrex-Shadow. It forms a strong defensive core with Arch, which can take the Grass and Water attacks that Ting-Lu is afraid of, and in the stall matchup can even benefit from Lunar Dance fully healing it and removing status.
Though Ting-Lu is slow it can still outpace Clodsire and Toxapex, which would otherwise be an issue for Kyogre, and deny them recovery with Taunt. To a similar end Tera Poison prevents faster Toxic users such as Eternatus and Sneasler from wearing it down whilst removing its Grass, Fighting, and Fairy weaknesses.

:Iron-Bundle:
Iron Bundle @ Focus Sash
Ability: Quark Drive
Level: 50
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Freeze-Dry
- Flip Turn
- Taunt

Originally this spot belonged to Swift Swim :Basculegion:, but it felt too dependent on Kyogre's rain. Iron Bundle can do massive damage with rain boosted Hydro Pumps, making it a potent late game cleaner, but is also a great lead outside of rain that has good matchups into other common leads. Thanks to its 136 base speed it can scout for Choice Scarf Koraidon and puts heavy pressure onto Miraidon to Tera, making Kyogre's job a lot easier. Freeze-Dry allows it to deal with Dragonite, Urshifu-Rapid Strike, and most notably Ogerpon-Wellspring, either forcing it to switch or Tera and lose Water Absorb, and Taunt can prevent faster suicide leads like Glimmora from getting up rocks to wear down Kyogre.

:Flutter-Mane:
Flutter Mane @ Choice Specs
Ability: Protosynthesis
Level: 50
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Psyshock
- Power Gem

Flutter Mane helps to keep opposing Koraidon in check, forcing especially Choice variants into 50/50s where they can either risk letting Kyogre switch in and taking a free turn on a Flare Blitz or try to predict the switch and use an attack that Flutter Mane won't take any damage from (or switch and let another Pokemon take a Specs Moonblast). Being a Ghost type also gives it immunity to Extreme Speed, which can prevent a sweep from Dragonite, with Tera Stellar boosting the power of its attacks whilst allowing it to keep its defensive typing. Max SpAttack gives it the best chance of OHKOing Tera Fire Koraidon with Stellar Power Gem, and makes sure it always OHKOs all but the most bulky Ogerpon-H. It cleans quite nicely in matchups that require it, and I personally prefer Specs to Booster Energy as it allows for more defensive plays without worrying about wasting the speed boost.

The team has been performing consistently, but I feel at a bit of an impasse when it comes to building - each mon has a specific role to fulfil so it feels really bad to axe them completely. A few things have have given me issue:
Bulky Set Up Pokemon :terapagos::lugia:: The team can overcome these Pokemon, but if positioned poorly they can use their bulk to waste turns of Trick Room. Ting-Lu's Whirlwind can keep them at bay, but once they're the last Pokemon standing they become a lot harder to deal with. Perhaps running Fissure would be the answer?​
Water Absorb :Clodsire::Ogerpon-Wellspring:: A Water Absorb Pokemon in the back can present a massive issue for Kyogre, and can easily waste Room turns. Ogerpon isn't too big of an issue, it's very predictable and is 2HKO'd by Thunder, but without significant chip allowing Kyogre to KO with Ice Beam Clodsire poison stall a lot of the team. Thankfully it isn't the most common Pokemon, but when it does show up it's a pain.​
My Opponent Hitting Fast Sheer Cold Three Times in a Row: >:(​
 
I only wondered why stellar ogre. It mostly just does water, and stellar won't help defenses either. I suppose it's fine ofc! I wanted to post here cause no one had, but that's probably good for you given.it means less is wrong.
 
I only wondered why stellar ogre. It mostly just does water, and stellar won't help defenses either. I suppose it's fine ofc! I wanted to post here cause no one had, but that's probably good for you given.it means less is wrong.
Thanks for asking :) Kyogre has really low tera reliance, since it can do so much damage without, so personally I don't think it suffers from the one time Stellar boost over the perma Water boost. Realistically both are good, but Stellar can push for certain KOs with ogre's coverage like the OHKO on Koraidon with Ice Beam.

Actually I've been thinking about a defensive Tera (either Flying or Poison) + Blast over Thunder to surprise Ogerpon and Rillaboom, but I'm not 100% on that. I'll test it a bit and get back.
 
That a cool idea and good.point on stellar. I mostly.woulda been.cjeap to stay water, and not use shards. Potentially there is room for optimaztion though so gl.

Tr Is.cool, things just keep getting faster lol. Regieleki was ridiculous last gen, now BE on 135 and 6...I wonder if a 2nd proper abuser might work for you. Then again it's clear you're only semi tr, I'm not full but much closer. Have you played with other speed tiers on ogre for out of tr? I also wonder, for when cress is a no-no for bringing, do you still pick ogre? I sometimes bench the legend tbf.
 
That a cool idea and good.point on stellar. I mostly.woulda been.cjeap to stay water, and not use shards. Potentially there is room for optimaztion though so gl.

Tr Is.cool, things just keep getting faster lol. Regieleki was ridiculous last gen, now BE on 135 and 6...I wonder if a 2nd proper abuser might work for you. Then again it's clear you're only semi tr, I'm not full but much closer. Have you played with other speed tiers on ogre for out of tr? I also wonder, for when cress is a no-no for bringing, do you still pick ogre? I sometimes bench the legend tbf.
You got me worried for a second there that I spent all that time grinding for a 0 Spe Kyogre for nothing lol, but I do think its speed tier as is is what it wants. As it is now it underspeeds Wo-Chien, meaning that the snail can't stall out TR turns with Substitute - I'm not sure if there's anything between those two speed tiers that would warrant running Quiet with more IVs but Modest is definitely a no-go.
Kyogre doesn't need Cresselia to function, and does very well by itself into slow stall and cycle teams as well as opposing TR setters like Calyrex-Ice. I've found myself just bringing Cress for Lunar Dance occasionally too, not even setting TR.
 
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