ORAS Ubers Skarm and the Sweepers

Okay so ubers is probably my favorite tier. It is without a doubt my best tier and previous to ORAS, I was doing great with a xy ubers team. Then ORAS dropped and I found that my succesful, battle hardened team I had perfected the use of was frankly, not very good at all anymore. I realized that with the release of primal kyogre and groudon, and the addition of some megas such as mega salamence, I would need to completely start over from scratch and create a whole new team. I decided I would start with a pokemon that isn't seen much in ubers but is without a doubt fantastic in the current metagame. That pokemon was skarmory.

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Skarmory is fantastic in the ORAS ubers meta for a variety of reasons. First of all, I built my team In the middle of the era of terror known as "The Age of Mega Rayquaza." This monster was absolutely terrifying and if there was anything I wanted shut down and checked or even countered, it was mega rayquaza. The set that everybody was running at the time on mega ray was swords dance, extreme speed, earthquake, and dragon ascent with a life orb. This set had incredible coverage and if given the opportunity to set up a swords dance, it was almost always game. Mega rayquaza was a huge problem and I still thank God that thing got banned so quickly. However, skarmory was the one pokemon I actually saw "countering" mega rayquaza. Or at least switching in on it. skarm's incredible physical bulk and excellent typing make it perfect for walling rayquaza. It can't hit you with eq, e-speed will do nothing even after a swords dance, and a non boosted dragon ascent won't even do much. Even if they want to set up an SD on your switch, the +2 dragon ascent won't even do half. So that alone immediately earned skarm the first spot on my team. Now obviously skarmory's only viability is as a physical wall so I chose the standard spread for a OU skarmory.

Nature: Impish
Item: Leftovers
Ability: Sturdy
EV's: 252 HP, 252 Def, 4 Sp Def.

The move spread was a little more tricky. Skarmory was an important member of my team, I wanted to use it to the best of it's ability. After a little consideration and a little testing, I decided on the following moveset.

Whirlwind
Roost
Brave Bird
Toxic

Now this set obviously has flaws, but since the function of skarmory was to completely wall mega ray, and other physical set up sweepers like e-killer arceus, and mega salamence. Whirlwind to get them out if the set up gets out of hand, Roost for recovery, Brave bird so i'm not a sitting duck and so skarm can dent threats like deoxys attack and genesect. The last move slot was hard. I wanted a spinner on my team and when you see what the rest of my team is, you will realize it was either my arceus who would need to carry defog, or skarmory who would have to carry it. I didn't want a support set on arceus so that would mean either defog on skarmory, or nothing. I finally decided on Toxic over Defog on skarmory simple because I wanted to not only be able to stop the physical sweepers, I wanted to cripple them as well. Toxic also allows me to be a bigger threat and annoyance for lugia if it isn't packing sub and giratina-o if it isn't rest. Now to build the rest of my team around skarmory.

pdon-png.30386

Primal groudon is a complete monster. There is literally absolutely no reason to not put it on your team. I was new to ORAS ubers like all the other ubers players and I naturally, just wanted to try him out. I already knew I needed a stealth rocker so I looked up some primal don sets with stealth rock on him. The set I liked the most was the specially defensive set. Just because the ev spread allows groudon to do things I never thought possible with him. He can completely wall primal kyogre if he switches in to set up sun and he takes special hits so well. He has great physical bulk as well so he can easily take physical hits too. The set also went well with my skarmory since I already had a physical wall so it is much better for my team if groudon can take special hits well. It is just a super bulky set that almost always gets rocks up and does a great job in ubers.

Nature: Careful
Item: Red Orb
Ability: Primordial Sun
EV's 252 HP, 4 Atk, 248 Sp Def, 4 Spd.

Moveset

Stealth Rock
Precipice Blades
Rock Slide
Toxic

Now that I had primal groudon, I wanted to try out the other primal Kyogre.

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Primal Kyogre is easily the best check from Primal Groudon. If you switch in and set up the rain, They have to switch out, or get smacked in the face with a 4x effective stab rain boosted origin pulse and just die. I love kyogre as a pokemon and slapped it on my team because of the exact reason above. If it switches in on Groudon, It immediately creates a problem for your opponent and I love that. I just went with the standard power set for Kyogre.

Nature: Modest
Item: Blue Orb
Ability: Primordial Sea
Ev's 4 HP, 252 Sp Atk, 252 Spd

The moveset is also pretty straightforward but I suppose a few things are worth explaining.

Origin Pulse
Thunder
Ice Beam
Calm mind

Calm mind is very important on this set simply because if it gets the chance to switch in, Sp Def primal groudon, (The set above) completely walls it. You can only hit it with ice beam and an unboosted ice beam does a little over a quarter. But if you have calm mind, you can predict the switch and hit them with a nice boosted calm mind. Now all of a sudden, you are close to 2HKOing them with rocks up. If you continue to predict in this way, it won't be long before primal groudon can't even switch in at all. This set is fun and very potent in the ubers meta. Now for member four of my team.
arceus-5.png

Just like primal groudon, there is pretty much no reason at all to not put a normal arceus on your team. This thing is so diverse and good. Whenever I see an arceus on a team, I always assume it is normal until it is revealed simply because normal type arceus is just that common.I normally really like it when people use other arceus forms besides normal partially since it is creative and partially because I usually have an easier time with the other forms. But with this team, I am always very happy when I see a normal type arceus not only because I have a skarmory, but because of this arceus set right here. This set is easily the weirdest set I have on this team or have ever run on a team. It kind of works as a anti e-killer/sweeper and it is really fun to catch people off guard with. Yes it is somewhat gimmicky, and some people might even call it outright bad. But I have actually had great success with this set and pulled out many games I would have easily lost with a standard arceus set. Including the guy who is currently No.1 on the Ubers ladder.

Nature: Adamant
Item: Silk Scarf
Ability: Multitype
EV's 252 HP, 252 Atk, 4 def.

Moveset

Extreme Speed
Swords Dance
Will-O-Wisp
Recover

Now before you blow up in my face, let me explain. Yes, I know, I know, I KNOW! This set gets completely walled by Giratina and other ghost types. But as I said earlier, they don't know that. This set's job is to catch the opposing player off guard and surprise them with a late game sweep. The 252 HP investment makes this thing extremely bulky and It can take hits with ease and set up with an swords dance and do some serious work. Will-O-Wisp is what makes this set. Will-O-Wisp allows me to beat apposing e-killer arceus, mega salamence, and it even allows me to beat that annoying physically bulky yveltal that would normally be able to easily beat you one on one. All you have to do is Will-O-Wisp it and then even if Arceus has an SD up, Foul play doesn't do half even with the highest roll. Recover is also fantastic because it allows you to set up in a burnt pokemon's face and sweep their team. But seriously, watch out for those giratinas. You have to play this set safe and carefully, but if played correctly, it really comes through. If you don't want to be completely walled by ghosts, you can replace one of the moves like recover or will-o-wisp for shadow force of shadow claw or simply take out the attacking aspect of the arceus and make it a wallceus or just a bulky spread but this is the set that I have on this team and it has worked out well for me. Now for the next member of my team. A terror that is slowly being recognized as one of the best sweepers in ubers.

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Ok just kidding but mega rayquaza was the original member of my team but after it got banned, I strugged to fill in the hole that was left as a result of it's absence. I used normal rayquaza for a while, but it just wasn't the same and didn't do half the work mega rayquaza pulled off. I knew I had access to a new mega now that rayquaza didn't fill the slot anymore. Then after a while, I finally came to my senses and popped mega salamence on my team.
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Mega salamence is strong, mega salamence is extremely bulky, mega salamence has a super good set up move, mega salamence has amazing coverage so it can take down every counter, mega salamence is extremely good in ubers. I think we will all carry in that dark corner of our minds the time when mega salamence was allowed in OU. The thing was unstoppable, it had to go. It was so bulky, it hit so hard, we all knew it was going to go immediately to ubers when the game came out. So the question was, how good was it going to be in ubers with all of that heavy hitting and sweeping competition. The answer to that question? Yes it is good. Very good. There is a distinct difference between mega salamence and the other ubers set up sweepers. Mega salamence is very physically fat. It packs intimidate. It sets up on stuff that people should never ever be able to set up on. You have to play very carefully if your opponent has one of these on deck. You wanna kill that pokemon with your e-killer? Maybe you should rethink that. Because if you do, mega mence comes in and intimdates you and sets up all over you and possibly sweeps your team. This thing also hits like a truck. If you aren't a pokemon that is built for bulky, you are almost certainly not living a +1 Aerilate Return from this monster. And it has earthquake for like everything that resists it's flying type return... I didn't really know what to run for EV's so I just ran a fairly standard but very bulky spread and set that works very well for both taking hits, and for sweeping.

Nature: Jolly
Item: Salamencite
Ability: Aerilate (Intimidate before mega evolving)
EV's: 128 HP, 244 Atk, 136 Spd.

Moveset

Return
Earthquake
Dragon Dance
Roost

Note: Make sure you have max happiness if you are running Return. Or, if you want to catch ditto's off guard, you could run Frustration and then set the happiness to 0. But I have seen a ditto user with 0 happiness to catch people who use Frustration so just do whichever you feel like using. You can also swap out Earthquake for Refresh since Refresh mega mence can be really fun and powerful and get extra sweeps in certain situations. Now I only had one more slot to fill. I decided I wanted it to be a special pokemon since I my only special attacker was Kyogre. It didn't take me long to decide.

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Yep, it's this thing again. Xerneas is another pokemon in ubers that you lost pretty much nothing by putting on your team. This thing is a very scary presence to have on your team. Now that primal groudon does a better job with checking it, it isn't quite as scary as it was in XY but geo xern is still absolutely nothing to play with. I have the standard moveset and spread on this because you don't really need to do anything special with geo xern. You just get it in there and click geomancy and try to win the game. It is actually pretty broken and I may be in favor of a ban of power herb or something that makes this thing less potent. But that has nothing to do with this.

Nature: Modest
Item: Power Herb
Ability: Fairy Aura
EV's 104 HP, 32 Def, 252 Sp Atk, 120 Spd.

Moveset

Geomancy
Moonblast
Thunder
Focus Blast

So that is the team. I can tell you a little how it works and how I have used it. The first purpose of the team is to get up rocks to break sashed mons and to take out certain pokemon's ability to counter your sweepers. You should keep skarm healthy until it is ready to switch in to counter one of the physical sweepers it is designed to counter. When you switch it in, you can predict them to switch and whirlwind and shuffle their team through the rocks a little or you can toxic and neutralize the sweeper. When you switch in skarm, make sure you don't lose momentum by making poor plays and not anticipating a defog user such as giratina or one of the lati twins to come in and trying to defog your rocks away. People do that quite a bit. Be prepared for it. The general plan of this team is break the early checks and counters to the team with rocks and to force switches with your pivots like primal groudon and skarm to get free damage. You can also threaten their team by setting up with one of your three sweepers and force them to go out and get one of their bulky pokemon chunked or be swept and then sweep with one of your other sweepers late game after you weaken their team up enough. That weird arceus is always my wild card and make sure you figure out a good time to switch it in and surprise your opponent. Thank you so much for reading my RMT mini novel and I hope you enjoyed it. Feel free to take the team and even modify it to what you want to do with it. Make sure to leave suggestions of how you think this team could be better or what you liked or tell me any mistakes I did in making this thread. This is the first RMT I did and i'm sure there will be some errors somewhere in it. I always love healthy criticism as it only helps me get better at the Ubers metagame. Have a great rest of the day,
-Andrew (Andyboy500)
 
Hello, I'm here to rate your team. It is nice to see Skarmory used and although I myself prefer to use Spikes and / or Taunt, I think you should keep your Skarmory set as it is, Brave Bird is nice for Mega Gengar and Toxic / Whirlwind is nice for catching Primal Groudon on the switchin and phazing away Extremekiller Arceus and Mega Salamence. Calm Mind Kyogre + Geomancy Xerneas works well here if you use Kyogre to bring in Primal Groudon and weaken it for a Geomancy Xerneas sweep later on. However, some of your EV spreads and movesets are rather strange and inefficient.

I would run significant HP on Kyogre, something along the lines of 168 HP / 252 SpA / 88 Spe, keeping a Modest nature. This lets Kyogre take hits more easily, for example Yveltal's Dark Pulse, and max Speed is rather unnecessary.

Arceus-Normal should probably be running 252 Atk / 4 Def / 252 Spe with a Jolly nature. Will-O-Wisp and Recover may seem interesting but they render Arceus-Normal helpless against Ghost-types, with Mega Gengar being able to trap it for free and Arceus-Ghost being able to burn it and potentially set up Calm Mind on it as well. A moveset of Extremespeed / Earthquake / Stone Edge or Shadow Claw / Swords Dance will work well for you. I would personally run Stone Edge as it lets you break Lugia and defensive Yveltal a lot more easily, paving the way for Salamence, and Kyogre can beat up on Arceus-Ghost for you. Max Speed with a jolly nature outspeeds unevolved Mega Gengar, and at worst speed ties with Arceus-Rock so that you can potentially Earthquake it and avoid getting wisped.

On Mega Salamence, I would run Refresh over Earthquake so that it can absorb status, and consider bulkier spreads such as 200 HP / 132 Atk / 176 Spe Adamant or even 248 HP / 136 Def / 124 Spe Impish, which grant Salamence a lot of extra bulk.

Lastly, Geomancy Xerneas is probably better off running more bulk. 56 Speed EVs tend to be enough, and you can pour the rest into HP for a significant amount of extra bulk.

Skarmory does seem slightly out of place on this team, but it does its job reasonably well so I am not going to recommend that you change it. You could try defensive Yveltal with a moveset of Foul Play / Taunt / Sucker Punch or Toxic / Roost, with Leftovers if you use Toxic and Dread Plate if you use Sucker Punch, and full HP and Defense investment. Skarmory does have the advantage of being neutral to Stealth Rock though and it's nice to see it being used, so keeping it is not a bad idea at all.

I hope this rate helped, and good luck!
 
Hey there,
Pistolero gave you a good rate at all, but I would not use your Kyogre set on that team. Darkrai seems very problematic, thats why I would probably run Resttalk Primal Kyogre. Either with Roar or Icebeam + Scald. Kyogre could abuse the sleep and hit it hard back. Max defensiv Kyogre could work as pseudo Arceus and Mence check, but special defensiv fits in my opinion much better. Last but not least I would use Edgars Mega Mence spread because it does what its meant to do.
 
Hello, I'm here to rate your team. It is nice to see Skarmory used and although I myself prefer to use Spikes and / or Taunt, I think you should keep your Skarmory set as it is, Brave Bird is nice for Mega Gengar and Toxic / Whirlwind is nice for catching Primal Groudon on the switchin and phazing away Extremekiller Arceus and Mega Salamence. Calm Mind Kyogre + Geomancy Xerneas works well here if you use Kyogre to bring in Primal Groudon and weaken it for a Geomancy Xerneas sweep later on. However, some of your EV spreads and movesets are rather strange and inefficient.

I would run significant HP on Kyogre, something along the lines of 168 HP / 252 SpA / 88 Spe, keeping a Modest nature. This lets Kyogre take hits more easily, for example Yveltal's Dark Pulse, and max Speed is rather unnecessary.

Arceus-Normal should probably be running 252 Atk / 4 Def / 252 Spe with a Jolly nature. Will-O-Wisp and Recover may seem interesting but they render Arceus-Normal helpless against Ghost-types, with Mega Gengar being able to trap it for free and Arceus-Ghost being able to burn it and potentially set up Calm Mind on it as well. A moveset of Extremespeed / Earthquake / Stone Edge or Shadow Claw / Swords Dance will work well for you. I would personally run Stone Edge as it lets you break Lugia and defensive Yveltal a lot more easily, paving the way for Salamence, and Kyogre can beat up on Arceus-Ghost for you. Max Speed with a jolly nature outspeeds unevolved Mega Gengar, and at worst speed ties with Arceus-Rock so that you can potentially Earthquake it and avoid getting wisped.

On Mega Salamence, I would run Refresh over Earthquake so that it can absorb status, and consider bulkier spreads such as 200 HP / 132 Atk / 176 Spe Adamant or even 248 HP / 136 Def / 124 Spe Impish, which grant Salamence a lot of extra bulk.

Lastly, Geomancy Xerneas is probably better off running more bulk. 56 Speed EVs tend to be enough, and you can pour the rest into HP for a significant amount of extra bulk.

Skarmory does seem slightly out of place on this team, but it does its job reasonably well so I am not going to recommend that you change it. You could try defensive Yveltal with a moveset of Foul Play / Taunt / Sucker Punch or Toxic / Roost, with Leftovers if you use Toxic and Dread Plate if you use Sucker Punch, and full HP and Defense investment. Skarmory does have the advantage of being neutral to Stealth Rock though and it's nice to see it being used, so keeping it is not a bad idea at all.

I hope this rate helped, and good luck!
Thank you so much man! I will definately take your suggestions for the team. I have been using that exact arceus set you mentioned on another team and yes, I agree, it is better than my weird set. I do like outspeeding ho-oh's with lots of speed on kyogre because normally, if groudon dies, this team has a ton of trouble with banded ho-oh. But I will at least try out your spread on kyogre and see how it works out. Does that spread outspeed banded ho-oh? Cause it would help alot if it did. But thank you so much for the suggestions. I like Skarmory a lot too and I think my team being centered on Skarm is what really makes this team different and unique so I will probably be keeping skarm but i can try yveltal if you seriously recommend it. I never even thought of taunt Skarm so that could be cool to run as well. Thank you again because I really do want to get good at ubers and some suggestions from more experienced players like you can really help me out.
 
Hey there,
Pistolero gave you a good rate at all, but I would not use your Kyogre set on that team. Darkrai seems very problematic, thats why I would probably run Resttalk Primal Kyogre. Either with Roar or Icebeam + Scald. Kyogre could abuse the sleep and hit it hard back. Max defensiv Kyogre could work as pseudo Arceus and Mence check, but special defensiv fits in my opinion much better. Last but not least I would use Edgars Mega Mence spread because it does what its meant to do.
Ok thank you too! I can assure you i will be giving kyogre some more bulk and I will definately consider putting sleep talk on it. Darkrai is without a doubt very annoying and I have been able to handle it to an extent, but if I get unlucky with the sleep turns, I can get pretty well torn apart by it. So thank you so much for your suggestions and I will be testing them out and seeing how they do on the team.
 
Hi, Andyboy500!

Interesting concept you have here. I myself think Skarmory is excellent in this metagame; It flat-out walls E-Killer, DD and SD Rayquaza, Mega-Salamence, and Double Dance Groudon, all top-tier threats in the Ubers metagame. I think you have a good and general idea of what Skarmory can do in this meta, and what teammates it needs; but, Skarmory can do much more than what you are using him for.

Firstly, one of the only reasons why Skarmory is even viable in ORAS is its acess to Spikes, a very valuable entry hazard. Most of the move's users are quite unvable in ORAS, but Skarmory shines as one of the most reliable. The EVs you're running are fine, just replace Brave Bird with Spikes and use a Bold Nature with a 0 Atk IV Check below message about Skarmory set. Don't worry to much about Taunt users, nearly all of them threaten Skarmory with their strong STAB/Coverage attacks, so you should be switching out of them anyway. Primal Groudon is the best Stealth Rock setter, an obvious choice, really. But I feel that you should be running a slightly more Defensive set and also Thunder Wave to mess with Giratina-O and Lati@s switch-ins, something I see your team would have trouble wearing down. Thunder Wave also allows Groudon to be a Geomancy Xerneas check, another threat to your team. The other moves are good, just run Stone Edge > Rock Slide.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Toxic
- Whirlwind / Taunt

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 168 SpD / 32 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Thunder Wave
I do have some more suggestions that will overall improve your team's build. One thing difficult to do when running Spikes in this metagame is keeping them down on the field, and for this reason, I suggest you use CM Gothitelle. With it, you can trap any Defogger bar Arceus-Ghost, Giratina, and Healing Wish Latias. Gothitelle also provides your team a cleric, something quite needed for Balance teams; all in all, a very underrated Pokemon with the potential to rip stall teams apart. Gothitelle also alleviates the need to use Earthquake Mega Salamence, and instead; use Refresh Mega Salamence, because then you can just trap Arceus-Rock and Dialga that lack Roar with Gothitelle. Tyranitar is still left out in the open as a check to Salamence and Gothitelle, but you have both Skarmory AND Primal Groudon to have the upper hand against it. Next, you need a secondary check to Kyogre, so I suggest Arceus-Water > E-Killer. You'll lose the revenge killing utility, but a Kyogre check is FAR more important than priority. With Arceus-Water, you get an excellent Toxic spreader, a soft check to PDon, a counter to Diancie, and a switch-in to Ho-Oh's Sacred Fire. It also gives you a Defogger for Mega Salamence, so it won't get worn down too much by Stealth Rock. It's a very underrated Pokemon right now, I'm very sure it will give you a great matchup against many of the commonly seen ladder teams. I'm going to suggest removing Xerneas, because you really, really, need a secondary Geomancy check. In my experiences, PDon just gets worn down too fast, so another resistance to Fairy would work wonders for your team; and so, I suggest Choice Band Ho-Oh > Geomancy Xerneas. It gives you a sleep absorber, a Geomancy Xerneas check, check to most CM Arceus, ANOTHER Ground Immunity, and yet another stallbreaker. Simultaneously, it appreciates Gothitelle's ability to trap Arceus-Rock and support Arceus-Ground, two great checks to Ho-Oh.
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Rest
- Heal Bell / Taunt

Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 124 Def / 136 Spe
Impish Nature
- Dragon Dance
- Return
- Refresh
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Defog
- Toxic / Judgment
- Recover

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 176 Atk / 52 SpD / 32 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
I really like this team, I like how Gothitelle supports the now Double Bird Core (If you decide to use it); I may try it myself. I think the team now is only a little CM Darkceus weak, but if rocks are off the field Ho-Oh just murders it. Perhaps offensive Yveltal can be a pain too, but on the ladder people just use its Physically Defensive set. Anyways, I hope this team takes you far! Any questions, comments, or concerns, just reply to this message.

Good Luck!
 
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Andyboy500, I actually now see that what I suggested to you has a CM Lati@s weakness. To fix it, I suggest you use Specially Defensive Skarmory. Here's a calc against CM Latios:
  • +3 252 SpA Latios Draco Meteor vs. 252 HP / 216+ SpD Skarmory: 247-291 (73.9 - 87.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Good thing is, you'll still be able to check things such as Double Dance PDon, Ekiller, and Mega Salamence, thanks to Skarmory's good resistances; but, only if Skarmory is healthy.
  • +2 252+ Atk Primal Groudon Stone Edge vs. 252 HP / 40 Def Skarmory: 221-261 (66.1 - 78.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

  • +1 252+ Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 40 Def Skarmory: 165-194 (49.4 - 58%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • +1 252+ Atk Life Orb Rayquaza Dragon Ascent vs. 252 HP / 40 Def Skarmory: 169-199 (50.5 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • +2 252 Atk Life Orb Arceus Extreme Speed vs. 252 HP / 40 Def Skarmory: 116-136 (34.7 - 40.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Even if Skarmory isn't healthy, you still have an Impish Mega Salamence in the back to check these threats too.
 
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