[SET]
name: Defensive
move 1: Precipice Blades
move 2: Stealth Rock / Spikes
move 3: Toxic / Rock Tomb / Dragon Tail / Roar
move 4: Overheat / Rock Tomb
item: Red Orb
ability: Desolate Land
nature: Relaxed / Impish
evs: 248 HP / 68 Def / 192 SpD or 248 HP / 140 Def / 120 SpD
tera type: none
[SET COMMENTS]
* Primal Groudon is a near-mandatory Pokemon on balance and bulky offense structures due to the immense defensive role compression only Primal Groudon can provide, such as switching into Zacian-C and Primal Kyogre while avoiding passivity. These structures generally tend to prefer defensive Primal Groudon rather than other sets, as defensive Primal Groudon can threaten every archetype. Consequently, Primal Groudon is incredibly malleable and can tailor its moves to best suit its team’s requirements. Such is Primal Groudon’s flexibility; it can viably run many moves and EV spreads beyond what is listed in this analysis.
* Precipice Blades is the only mandatory move on Primal Groudon. Although Earthquake may be appealing due to its perfect accuracy, the lower Base Power causes Primal Groudon to miss out on key damage thresholds against Pokemon it is often tasked with taking on such as Eternatus, defensive Primal Kyogre, and Zacian-C. Stealth Rock is Primal Groudon’s preferred entry hazard, and although it is competent at setting Spikes, it is niche due to being outclassed by Ferrothorn in this role, as Primal Groudon's lack of longevity makes it difficult to stack and maintain Spikes in longer games.
* Toxic provides Primal Groudon a reliable means of forcing progress against many of its most common switch-ins such as Giratina-O and Coil Zygarde while putting Pokemon such as Ho-Oh and Arceus formes lacking Refresh on a timer. Dragon Tail and Roar are niche but effective options primarily used on entry hazard-stacking teams. Dragon Tail is the preferred option of the two, as it is not blocked by Taunt while chunking Zygarde and Giratina-O for its teammates. However, Tera Fairy is relatively common on Pokemon such as Coil Zygarde, wallbreaker Eternatus, and Arceus formes, so additional counterplay to these Pokemon is required. Although Roar may appear to be better due to its perfect accuracy, lack of an immunity, and ability to phaze foes behind a Substitute such as Dragon Dance Zygarde and Mega Diancie, the ubiquity of Taunt users such as Yveltal and Arceus formes results in consistency issues.
* Overheat transforms Primal Groudon into a ferocious mixed attacker despite the lack of investment, as even support Arceus formes can be 2HKOed after Stealth Rock. Notably, Overheat also 2HKOes Dondozo after Stealth Rock, leaving Giratina as the only safe long-term switch-in to Primal Groudon on stall teams. Additionally, the burst damage is incredibly useful in a pinch, as specially offensive Yveltal is likely to be OHKOed after one round of Life Orb chip damage and Giratina-O cannot shrug off Overheat as it can with Rock Tomb.
* Rock Tomb is a great option due to the utility provided by its Speed drop and providing Primal Groudon the ability to directly pressure Ho-Oh, Mega Salamence, and Rayquaza. However, if dropping Overheat for Rock Tomb, Primal Groudon’s existing issues with Giratina-O are exacerbated, as it often uses Tera Poison or Steel, which renders Primal Groudon unable to meaningfully threaten it.
* 192 SpD EVs enable Primal Groudon to survive Deoxys-A's Psycho Boost after Stealth Rock while the remaining EVs are dumped into Defense. This enables Primal Groudon to still survive many powerful physical attacks such as +2 Zacian-C's Tera Blast Ground, +3 Zacian-C's Tera Fighting Close Combat, and Choice Band Rayquaza's Tera Flying Dragon Ascent after Stealth Rock and a layer of Spikes while being 3HKOed by Choice Band Marshadow's Low Kick.
* The second EV spread of enables Primal Groudon to always survive +3 Zacian-C's Tera Fighting Close Combat after a single layer of Spikes, Arceus-Ground's Tectonic Rage, and Ultra Necrozma's +1 Earthquake after a layer of Spikes. The Special Defense investment enables Primal Groudon to survive Eternatus's +1 Tera Dragon Dynamax Cannon. Primal Groudon's EV spread is incredibly flexible so long as it is able to perform its essential duties in checking Primal Kyogre and Zacian-C. For example, on teams with Paralysis support, it is often worthwhile to invest a few EVs into Speed to enable Primal Groudon to outspeed paralyzed Eternatus and Zacian-C.
* An alternate EV spread of 248 HP / 60 Atk / 96 Def / 60 SpA / 44 SpD allows Primal Groudon to play slightly more offensively while checking what it needs to defensively, as defensive Primal Kyogre's Ice Beam still only 4HKOes it. The increased physical bulk enables Primal Groudon to survive Dragon Dance Zygarde's +1 Tera Ground Thousand Arrows after a single layer of Spikes, while Choice Band Marshadow's Low Kick only 3HKOes after Stealth Rock. 60 Attack EVs enable Precipice Blades to 2HKO defensive Primal Kyogre after Stealth Rock. 60 Special Attack EVs ensure that Overheat always OHKOes specially offensive Yveltal after it takes it takes one round of Life Orb chip damage.
* Primal Groudon may be able to seemingly check nearly the entire metagame, but its lack of recovery limits what it is capable of in any particular game. Consequently, Primal Groudon’s role should be established at the outset of each game. Primal Groudon’s role can shift on a game-by-game basis. Against hyper offensive teams, Primal Groudon should often be held in the back so it is able to maintain enough HP to take on Pokemon such as Zacian-C and Eternatus, as the ability to do so is far more important than setting entry hazards.
* Against other archetypes, Primal Groudon can and should be played with far more flexibility. It is important to avoid tunnel visioning into setting entry hazards. For example, despite the strength of entry hazards, it is often more beneficial in the long run to use Toxic to catch an incoming Giratina-O and put it on a timer.
* Because it lacks recovery, try to avoid letting Primal Groudon be statused. This is particularly important against stall teams, as Primal Groudon often plays a key role in stallbreaking and has immense difficulty doing so if statused.
* Due to its innate defensive role compression, Primal Groudon is an excellent teammate for nearly any Pokemon. Defensive Primal Groudon is often paired with a Ground-immune Zacian-C check such as Ho-Oh or Terastallized Giratina-O. Both Pokemon also provide entry hazard control to enhance Primal Groudon's limited longevity and disruption via status or phazing to help check Pokemon such as Coil Zygarde and Eternatus. On bulky offense structures, Giratina-O or offensive Ho-Oh is often used, while both offensive and defensive Ho-Oh fit on balance structures. Furthermore, special utility Giratina-O is an excellent long-term check to Coil Zygarde, which counters Primal Groudon, as Zygarde is unable to use Rest through Giratina-O’s boosted Hex.
* Incorporating Giratina-O on balance structures necessitates Alomomola support to help alleviate the longevity issues that Primal Groudon and Giratina-O both struggle with. This longevity helps immensely against Pokemon that tend to decimate bulkier balance teams such as wallbreaker Primal Kyogre while freeing Primal Groudon to 'cheat' on defensive investment.
* Coil Zygarde is a stellar teammate, as it alleviates some of the defensive pressure from Primal Groudon due to its ability to blanket check most of the physical metagame. Zygarde is also a serviceable Toxic absorber due to Rest, particularly against stall teams where it is unable to contribute much otherwise until Dondozo is removed, which Primal Groudon can do. Coil Zygarde’s ability to effortlessly switch into opposing Primal Groudon and Marshadow is especially appreciated. On more offensive teams, Dragon Dance Zygarde is an excellent teammate for its formidable offensive presence after a single Dragon Dance, as it can use non-Tera Fairy Coil Zygarde as setup fodder and beat Pokemon that offensively check Primal Groudon such as Giratina-O and Eternatus. However, this comes at the cost of eschewing most of its defensive utility and should be paired with Giratina-O to handle opposing Double Dance Primal Groudon.
* Arceus-Fairy and Calm Mind Arceus-Dark are often the Arceus fomes of choice due to their rare ability to switch into specially offensive Yveltal. Primal Groudon is quite appreciative of Calm Mind Arceus-Dark’s abilities to counter Ultra Necrozma, switch in and set up on wallbreaker Eternatus, and check Giratina-O. Arceus-Fairy more directly threatens Yveltal and Zygarde at the cost of being a soft Ultra Necrozma check and being walled by Ho-Oh. Arceus-Fairy especially appreciates Rock Tomb's ability to cleave through Ho-Oh.
* Primal Groudon appreciates Choice Band Marshadow’s ability to easily revenge kill Pokemon on hyper offense teams that give it trouble such as Extreme Killer Arceus and Ultra Necrozma. Marshadow additionally provides decent speed control with its strong Shadow Sneak and a check to Calm Mind Arceus formes, which may try to use a heavily chipped Primal Groudon as a setup opportunity.
[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
https://www.smogon.com/forums/members/bobsican.434487/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
name: Defensive
move 1: Precipice Blades
move 2: Stealth Rock / Spikes
move 3: Toxic / Rock Tomb / Dragon Tail / Roar
move 4: Overheat / Rock Tomb
item: Red Orb
ability: Desolate Land
nature: Relaxed / Impish
evs: 248 HP / 68 Def / 192 SpD or 248 HP / 140 Def / 120 SpD
tera type: none
[SET COMMENTS]
* Primal Groudon is a near-mandatory Pokemon on balance and bulky offense structures due to the immense defensive role compression only Primal Groudon can provide, such as switching into Zacian-C and Primal Kyogre while avoiding passivity. These structures generally tend to prefer defensive Primal Groudon rather than other sets, as defensive Primal Groudon can threaten every archetype. Consequently, Primal Groudon is incredibly malleable and can tailor its moves to best suit its team’s requirements. Such is Primal Groudon’s flexibility; it can viably run many moves and EV spreads beyond what is listed in this analysis.
* Precipice Blades is the only mandatory move on Primal Groudon. Although Earthquake may be appealing due to its perfect accuracy, the lower Base Power causes Primal Groudon to miss out on key damage thresholds against Pokemon it is often tasked with taking on such as Eternatus, defensive Primal Kyogre, and Zacian-C. Stealth Rock is Primal Groudon’s preferred entry hazard, and although it is competent at setting Spikes, it is niche due to being outclassed by Ferrothorn in this role, as Primal Groudon's lack of longevity makes it difficult to stack and maintain Spikes in longer games.
* Toxic provides Primal Groudon a reliable means of forcing progress against many of its most common switch-ins such as Giratina-O and Coil Zygarde while putting Pokemon such as Ho-Oh and Arceus formes lacking Refresh on a timer. Dragon Tail and Roar are niche but effective options primarily used on entry hazard-stacking teams. Dragon Tail is the preferred option of the two, as it is not blocked by Taunt while chunking Zygarde and Giratina-O for its teammates. However, Tera Fairy is relatively common on Pokemon such as Coil Zygarde, wallbreaker Eternatus, and Arceus formes, so additional counterplay to these Pokemon is required. Although Roar may appear to be better due to its perfect accuracy, lack of an immunity, and ability to phaze foes behind a Substitute such as Dragon Dance Zygarde and Mega Diancie, the ubiquity of Taunt users such as Yveltal and Arceus formes results in consistency issues.
* Overheat transforms Primal Groudon into a ferocious mixed attacker despite the lack of investment, as even support Arceus formes can be 2HKOed after Stealth Rock. Notably, Overheat also 2HKOes Dondozo after Stealth Rock, leaving Giratina as the only safe long-term switch-in to Primal Groudon on stall teams. Additionally, the burst damage is incredibly useful in a pinch, as specially offensive Yveltal is likely to be OHKOed after one round of Life Orb chip damage and Giratina-O cannot shrug off Overheat as it can with Rock Tomb.
* Rock Tomb is a great option due to the utility provided by its Speed drop and providing Primal Groudon the ability to directly pressure Ho-Oh, Mega Salamence, and Rayquaza. However, if dropping Overheat for Rock Tomb, Primal Groudon’s existing issues with Giratina-O are exacerbated, as it often uses Tera Poison or Steel, which renders Primal Groudon unable to meaningfully threaten it.
* 192 SpD EVs enable Primal Groudon to survive Deoxys-A's Psycho Boost after Stealth Rock while the remaining EVs are dumped into Defense. This enables Primal Groudon to still survive many powerful physical attacks such as +2 Zacian-C's Tera Blast Ground, +3 Zacian-C's Tera Fighting Close Combat, and Choice Band Rayquaza's Tera Flying Dragon Ascent after Stealth Rock and a layer of Spikes while being 3HKOed by Choice Band Marshadow's Low Kick.
* The second EV spread of enables Primal Groudon to always survive +3 Zacian-C's Tera Fighting Close Combat after a single layer of Spikes, Arceus-Ground's Tectonic Rage, and Ultra Necrozma's +1 Earthquake after a layer of Spikes. The Special Defense investment enables Primal Groudon to survive Eternatus's +1 Tera Dragon Dynamax Cannon. Primal Groudon's EV spread is incredibly flexible so long as it is able to perform its essential duties in checking Primal Kyogre and Zacian-C. For example, on teams with Paralysis support, it is often worthwhile to invest a few EVs into Speed to enable Primal Groudon to outspeed paralyzed Eternatus and Zacian-C.
* An alternate EV spread of 248 HP / 60 Atk / 96 Def / 60 SpA / 44 SpD allows Primal Groudon to play slightly more offensively while checking what it needs to defensively, as defensive Primal Kyogre's Ice Beam still only 4HKOes it. The increased physical bulk enables Primal Groudon to survive Dragon Dance Zygarde's +1 Tera Ground Thousand Arrows after a single layer of Spikes, while Choice Band Marshadow's Low Kick only 3HKOes after Stealth Rock. 60 Attack EVs enable Precipice Blades to 2HKO defensive Primal Kyogre after Stealth Rock. 60 Special Attack EVs ensure that Overheat always OHKOes specially offensive Yveltal after it takes it takes one round of Life Orb chip damage.
* Primal Groudon may be able to seemingly check nearly the entire metagame, but its lack of recovery limits what it is capable of in any particular game. Consequently, Primal Groudon’s role should be established at the outset of each game. Primal Groudon’s role can shift on a game-by-game basis. Against hyper offensive teams, Primal Groudon should often be held in the back so it is able to maintain enough HP to take on Pokemon such as Zacian-C and Eternatus, as the ability to do so is far more important than setting entry hazards.
* Against other archetypes, Primal Groudon can and should be played with far more flexibility. It is important to avoid tunnel visioning into setting entry hazards. For example, despite the strength of entry hazards, it is often more beneficial in the long run to use Toxic to catch an incoming Giratina-O and put it on a timer.
* Because it lacks recovery, try to avoid letting Primal Groudon be statused. This is particularly important against stall teams, as Primal Groudon often plays a key role in stallbreaking and has immense difficulty doing so if statused.
* Due to its innate defensive role compression, Primal Groudon is an excellent teammate for nearly any Pokemon. Defensive Primal Groudon is often paired with a Ground-immune Zacian-C check such as Ho-Oh or Terastallized Giratina-O. Both Pokemon also provide entry hazard control to enhance Primal Groudon's limited longevity and disruption via status or phazing to help check Pokemon such as Coil Zygarde and Eternatus. On bulky offense structures, Giratina-O or offensive Ho-Oh is often used, while both offensive and defensive Ho-Oh fit on balance structures. Furthermore, special utility Giratina-O is an excellent long-term check to Coil Zygarde, which counters Primal Groudon, as Zygarde is unable to use Rest through Giratina-O’s boosted Hex.
* Incorporating Giratina-O on balance structures necessitates Alomomola support to help alleviate the longevity issues that Primal Groudon and Giratina-O both struggle with. This longevity helps immensely against Pokemon that tend to decimate bulkier balance teams such as wallbreaker Primal Kyogre while freeing Primal Groudon to 'cheat' on defensive investment.
* Coil Zygarde is a stellar teammate, as it alleviates some of the defensive pressure from Primal Groudon due to its ability to blanket check most of the physical metagame. Zygarde is also a serviceable Toxic absorber due to Rest, particularly against stall teams where it is unable to contribute much otherwise until Dondozo is removed, which Primal Groudon can do. Coil Zygarde’s ability to effortlessly switch into opposing Primal Groudon and Marshadow is especially appreciated. On more offensive teams, Dragon Dance Zygarde is an excellent teammate for its formidable offensive presence after a single Dragon Dance, as it can use non-Tera Fairy Coil Zygarde as setup fodder and beat Pokemon that offensively check Primal Groudon such as Giratina-O and Eternatus. However, this comes at the cost of eschewing most of its defensive utility and should be paired with Giratina-O to handle opposing Double Dance Primal Groudon.
* Arceus-Fairy and Calm Mind Arceus-Dark are often the Arceus fomes of choice due to their rare ability to switch into specially offensive Yveltal. Primal Groudon is quite appreciative of Calm Mind Arceus-Dark’s abilities to counter Ultra Necrozma, switch in and set up on wallbreaker Eternatus, and check Giratina-O. Arceus-Fairy more directly threatens Yveltal and Zygarde at the cost of being a soft Ultra Necrozma check and being walled by Ho-Oh. Arceus-Fairy especially appreciates Rock Tomb's ability to cleave through Ho-Oh.
* Primal Groudon appreciates Choice Band Marshadow’s ability to easily revenge kill Pokemon on hyper offense teams that give it trouble such as Extreme Killer Arceus and Ultra Necrozma. Marshadow additionally provides decent speed control with its strong Shadow Sneak and a check to Calm Mind Arceus formes, which may try to use a heavily chipped Primal Groudon as a setup opportunity.
[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
https://www.smogon.com/forums/members/bobsican.434487/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
Last edited: