Approved by Nayrz
Posting Guidelines
Sample Teams
Dual Primal + Extremekiller Arceus Hyper Offense | Provided by Mysterious M & Zesty43
Dual Primal Bulky Offense | Provided by obii
Calm Mind Mega Mewtwo-Y Bulky Offense | Provided by Garay oak
U-turn Mega Scizor Bulky Offense | Provided by The Dovahneer
Dragon Dance Mega Salamence + Ferrothorn Spikes Bulky Offense | Provided by bigtalk
Mega Mewtwo Y + Arceus-Dark Bulky Offense | Submitted by bigtalk
DD Zygarde Bulky Offense | Provided by the Ubers Council
Mega Mewtwo Y + Ho-Oh Balance | Submitted by PurpleGatorade
Teams are reviewed on a periodic basis, any teams that are deemed outdated will be removed or subject to changes.
Overview
Welcome to the Ubers sample teams thread. Here you will find a collection of successful teams built for the current USM metagame, that are intended to help newer or aspiring players get acquainted with the Ubers metagame and the different playstyles that encompass it. Everyone is welcome to submit a team, all teams submitted will undergo a review from me and internally between the viability council to ensure the teams are up to the quality desired to be a sample team. It is important to note, teams submitted must be representative of the metagame, structurally sound and simple to use.
Posting Guidelines
- An importable of your team is required either from a pasting site such as Pokepaste/Pastebin or using the hide tag.
- Explanations of how the teams work is required with your submission and what roles the team members serve on the team. It should highlight the focus or intent of the team, you may also include any successes with you have had with the team such as tournament games.
- Personal speed creep should be removed from any team submitted otherwise EV spreads will be readjusted on any approved team that contains speed creep.
- Do not submit teams with any slashes on items / moves etc.
- "Ghost posting" is not allowed i.e submitting a team for a banned user may lead to the team being rejected.
- Please only submit 1 team per post, if you post more than one team per post, they will not be reviewed. You may another team once yours has been previously reviewed.
- Do not post teams that have already been submitted by other players under any circumstances.
- It is suggested that you justify your teams, do not post teams that look good in the teambuilder, but havent been tested, it is suggested to use replays of evidence of how your team actually works, such as from tournaments or high level ladder games.
- Some things to note:
- It is discouraged to argue a rejection of a team in the thread, please discuss teams in a civil manner in terms of why you think a team should be reviewed again under special circumstances i.e significant improvements to the structure of the team
- All teams posted will be discussed internally as appropriate, all teams submitted will receive honest feedback on how it can be improved, as quickly as possible.
- Accounts younger than a month old and / or have less than 10 posts are not permitted to submit sample teams.
Sample Teams
Dual Primal + Extremekiller Arceus Hyper Offense | Provided by Mysterious M & Zesty43




Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Defog
- Roost
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Water Spout
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder
Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Power Gem / Dragon Pulse
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Defog
- Roost
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Water Spout
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder
Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Power Gem / Dragon Pulse
A Straightforward Hyper Offense build centered around the Dual Primal offensive core. Calm Mind Primal Kyogre and Double Dance Primal Groudon apply huge offensive pressure on opposing teams making it easy for them to break them down. Primal Kyogre functions as the main wallbreaker of the team, breaking down bulkier targets for the other faster offensive options of the team, whetheras Primal Groudon can function as a end game cleaner, however Swords Dance also allows it to function as a breaker when required with Precipice Blades + Stone Edge having neutral coverage. Ultra Necrozma is chosen as the Stealth Rock user of this team which allowed for freeing up the Primal Groudon set. Ultra Necrozma is a stellar offensive Stealth Rock user as it is capable of beating most common users due to its coverage and extremely powerful Z move which is able to blow up defensive checks for the other teammates and allow them to sweep. Dragon Pulse on Ultra Necrozma can be considered, this allows Ultra Necrozma to deal with Giratina-O, opposing Ultra Necrozma, OHKO offensive Zygarde-C base forme without wasting the Z-move and do still a considerable amount of damage to Yveltal
Mega Salamence and Geomancy Xerneas pair together as potential candidates as winning conditions for the team and pair really well with Rock Polish Primal Groudon. Mega Salamence uses Defog which is solely for the matchup against Sticky Web offense teams which would otherwise be a matchup issue for this build. Mega Salamence usually sets up earlier in the game to weaken targets for the other team options, Geomancy Xerneas functions in a similar fashion, however usually takes a more later game approach due to its strong ability to be a winning condition for the team.
Finally ExtremeKiller Arceus is chosen as the teams main revenge killer and a backup late game cleaner, due to its ability to revenge kill weakened offensive threats to the team, Chople Berry is chosen as Xerneas is simply not enough for the Marshadow matchup.
Threatlist:
/
Sticky Web teams, though uncommon, usually have the matchup vs this kind of team. They're the reason Mega Salamence runs Defog. It is important you find yourself in a position to Defog Sticky Webs away as early as possible to limit their potency of what the stronger usually slower offensive presences that are usually found on Stick Webs teams are capable of doing to the team.
Ditto really deters setup of the team, the best way to deal with Ditto is to not setup with Pokemon that could otherwise easily be revenge killed by it, Extreme Killer Arceus can take on ditto reliabely thanks to Recover and Revenge kill any weakened setup Pokemon ditto manages to copy due to Ditto's natural low base HP.
Mega Salamence and Geomancy Xerneas pair together as potential candidates as winning conditions for the team and pair really well with Rock Polish Primal Groudon. Mega Salamence uses Defog which is solely for the matchup against Sticky Web offense teams which would otherwise be a matchup issue for this build. Mega Salamence usually sets up earlier in the game to weaken targets for the other team options, Geomancy Xerneas functions in a similar fashion, however usually takes a more later game approach due to its strong ability to be a winning condition for the team.
Finally ExtremeKiller Arceus is chosen as the teams main revenge killer and a backup late game cleaner, due to its ability to revenge kill weakened offensive threats to the team, Chople Berry is chosen as Xerneas is simply not enough for the Marshadow matchup.
Threatlist:
Sticky Web teams, though uncommon, usually have the matchup vs this kind of team. They're the reason Mega Salamence runs Defog. It is important you find yourself in a position to Defog Sticky Webs away as early as possible to limit their potency of what the stronger usually slower offensive presences that are usually found on Stick Webs teams are capable of doing to the team.
Ditto really deters setup of the team, the best way to deal with Ditto is to not setup with Pokemon that could otherwise easily be revenge killed by it, Extreme Killer Arceus can take on ditto reliabely thanks to Recover and Revenge kill any weakened setup Pokemon ditto manages to copy due to Ditto's natural low base HP.
Dual Primal Bulky Offense | Provided by obii

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Ice Beam
- Calm Mind
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stone Edge
- Eruption
- Solar Beam
- Precipice Blades
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 160 Def / 100 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Stealth Rock
- Recover
Yveltal @ Charti Berry
Ability: Dark Aura
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Roost
- Taunt
Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Body Slam
- Defog
- Roost
- Refresh
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 HP / 16 Def / 220 SpD / 24 Spe
Careful Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Morning Sun
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Ice Beam
- Calm Mind
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stone Edge
- Eruption
- Solar Beam
- Precipice Blades
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 160 Def / 100 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Stealth Rock
- Recover
Yveltal @ Charti Berry
Ability: Dark Aura
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Roost
- Taunt
Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Body Slam
- Defog
- Roost
- Refresh
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 HP / 16 Def / 220 SpD / 24 Spe
Careful Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Morning Sun
This is a bulky offense by Obii that features around the menacing max speed Dual Primal offensive core, one of the strongest offensive pairings in the metagame, this is similar to the Mysterious-M and Zesty43 Hyper offense, how it takes a slightly defensive perspective which some players may favour. Primal Kyogre and Primal Groudon max use of their speed and high power Water Spout and Eruption respectively to break down teams considerably.
The defensive backbone of the team is mostly designed to aid both breakers as much as possible. due to the lack of Stealth Rock on Primal Groudon, Stealth Rock Arceus-Fairy is chosen as a utility set and is able to reliabely set Stealth Rock vs almost every common playstyle. While checking top metagame threats such as Zygarde-C, Mega Salamence, Yveltal and Marshadow, which is really important for Dual Primal cores. Defensive Mega Salamence pairs really well with Arceus-Fairy while providing Defog support and being able to check threats such as Ho-Oh, Mega Lucario and Primal Groudon lacking Hidden Power Ice. Body Slam also compliments the Dual primal core as it is capable of spreading paralysis to faster threats that would otherwise be out of their range.
Finally, Yveltal and Necrozma Dusk Mane finish off the team defensively. Taunt + Toxic Yveltal also provides as a reliable stallbreaker being able to pressure stall and balance teams and a much needed Lunala check, Charti berry helps it deal with the uncommon Stone Edge Ultra Necrozma which would otherwise threaten this team and be more reliable defensively at checking Primal Groudon. Necrozma Dusk Mane rounds off the defensive backbone, being a hard stop to Geomancy Xerneas which the team really needs, thanks to special defensive investment and Swords Dance + Morning Sun it is able to sit in on any support Arceus forme and shut them down, while still having the potential to function as a late game cleaner.
Threatlist:
Mega Gengar can really be a problem to this team, it is capable of trapping and removing Arceus-Fairy, one of the main members of the defensive backbone and this could be a huge problem if it happens early in a game, it has to be cautious of Earth Power from a healthy Arceus-Fairy however and this helps limit what it is capable to do in the later game. It can easily disrupt and remove any weakened teammate of this team, due to its unpredictable coverage. Necrozma Dusk Mane can probably stave off All out Attacking Mega Gengar to a decent margin, however, Hex Mega Gengar can overpower it 1v1, Primal Kyogre is easily able to take one Thunder if it isnt weakened enough. Yveltal lacks any means of revenging such as Sucker Punch or Choice Scarf. Ice type coverage such as Hidden Power Ice is capable of OHKOing Mega Salamence after Stealth Rock.
The defensive backbone of the team is mostly designed to aid both breakers as much as possible. due to the lack of Stealth Rock on Primal Groudon, Stealth Rock Arceus-Fairy is chosen as a utility set and is able to reliabely set Stealth Rock vs almost every common playstyle. While checking top metagame threats such as Zygarde-C, Mega Salamence, Yveltal and Marshadow, which is really important for Dual Primal cores. Defensive Mega Salamence pairs really well with Arceus-Fairy while providing Defog support and being able to check threats such as Ho-Oh, Mega Lucario and Primal Groudon lacking Hidden Power Ice. Body Slam also compliments the Dual primal core as it is capable of spreading paralysis to faster threats that would otherwise be out of their range.
Finally, Yveltal and Necrozma Dusk Mane finish off the team defensively. Taunt + Toxic Yveltal also provides as a reliable stallbreaker being able to pressure stall and balance teams and a much needed Lunala check, Charti berry helps it deal with the uncommon Stone Edge Ultra Necrozma which would otherwise threaten this team and be more reliable defensively at checking Primal Groudon. Necrozma Dusk Mane rounds off the defensive backbone, being a hard stop to Geomancy Xerneas which the team really needs, thanks to special defensive investment and Swords Dance + Morning Sun it is able to sit in on any support Arceus forme and shut them down, while still having the potential to function as a late game cleaner.
Threatlist:
Mega Gengar can really be a problem to this team, it is capable of trapping and removing Arceus-Fairy, one of the main members of the defensive backbone and this could be a huge problem if it happens early in a game, it has to be cautious of Earth Power from a healthy Arceus-Fairy however and this helps limit what it is capable to do in the later game. It can easily disrupt and remove any weakened teammate of this team, due to its unpredictable coverage. Necrozma Dusk Mane can probably stave off All out Attacking Mega Gengar to a decent margin, however, Hex Mega Gengar can overpower it 1v1, Primal Kyogre is easily able to take one Thunder if it isnt weakened enough. Yveltal lacks any means of revenging such as Sucker Punch or Choice Scarf. Ice type coverage such as Hidden Power Ice is capable of OHKOing Mega Salamence after Stealth Rock.
Calm Mind Mega Mewtwo-Y Bulky Offense | Provided by Garay oak
Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Unnerve
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Fire Blast
- Ice Beam
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 SpA / 104 SpD / 152 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Rock Tomb
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Toxic
- Recover
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 72 SpD / 184 Spe
Timid Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Defog
- Roost
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 80 Atk / 152 SpD / 24 Spe
Adamant Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Moonlight
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Pursuit
Ability: Unnerve
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Fire Blast
- Ice Beam
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 SpA / 104 SpD / 152 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Rock Tomb
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Toxic
- Recover
Yveltal @ Leftovers
Ability: Dark Aura
EVs: 252 HP / 72 SpD / 184 Spe
Timid Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Defog
- Roost
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 80 Atk / 152 SpD / 24 Spe
Adamant Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Moonlight
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Pursuit
A bulky offense team by Garay Oak featured around the rising offensive staple of Mega Mewtwo-Y. This team has had a good degree of sucess in tournaments and featured in UPL VII. Calm Mind + 3 attacks Mega Mewtwo-Y is the centrepiece of the team and the offensive options are designed to support it. Calm Mind Mega Mewtwo-Y is great vs offense and is great as alate game cleaner, it is a good revenge killer being able to outspeed targets such as Mega Gengar and Ultra Necrozma. Calm Mind provides it with the breaking power it requires and makes it a great choice to combat Calm Mind Arceus'.
Offensive Stealth Rock Primal Groudon is used to provide Stealth Rock support and punish switchins with a powerful Overheat and take care of Ho-Oh for the team with Rock Tomb. Mega Mewtwo would aid Primal Groudon against Support Arceus it would usually struggle against such as Arceus-Water or Arceus-Ground.
Arceus-Fairy and Yveltal are part of the main defensive backbone of the team. Arceus-Fairy for defensively checking pokemon Mega Mewtwo-Y would naturally struggle against such as Marshadow and Yveltal which are usually primary Mega Mewtwo-Y answers. A support set featuring Toxic is chosen to further help out the Ho-Oh matchup while putting support Arceus formes on a timer. Yveltal is a much needed check to Lunala and helps out with the Primal Groudon and Swords Dance Arceus matchup, while providing hazard control for the team.
Finally, Necrozma Dusk Mane with Moonlight provides an additional breaker and a sturdy Xerneas check that the team needs due to the presence of Offensive Stealth Rock Primal Groudon as the secondary switch in. One could consider a offensive Trick Room over Moonlight on Necrozma Dusk Mane if they wish to take a more offensive approach. Marshadow rounds off the team being a good revengekiller and pairing well with Arceus-Fairy to deal with its inherent issues against Mega Gengar and being able to pursuit trap it, while being able to revenge kill common offensive threats.
Threatlist:
On paper the Rock Polish Primal Groudon looks scary, however it is more than adequate, every Pokemon on the team is comfortably capable of chunking Primal Groudon for at least half, making it easy to trade for or revenge kill. Arceus-Fairy actually beat it 1v1 after Stealth Rock, thanks to Earth Power.
Ho-Oh requires offensive pressure to make it non threatening to the team. Toxic Arceus-Fairy is mainly used to deal with defensive variants, its important to keep hazards up vs Ho-Oh teams and apply offensive pressure to make it unfeasible to Defog hazards away without risking too much in return, offensive options this team provides will stave off the threat most offensive Ho-Ohs threaten on paper.
Offensive Stealth Rock Primal Groudon is used to provide Stealth Rock support and punish switchins with a powerful Overheat and take care of Ho-Oh for the team with Rock Tomb. Mega Mewtwo would aid Primal Groudon against Support Arceus it would usually struggle against such as Arceus-Water or Arceus-Ground.
Arceus-Fairy and Yveltal are part of the main defensive backbone of the team. Arceus-Fairy for defensively checking pokemon Mega Mewtwo-Y would naturally struggle against such as Marshadow and Yveltal which are usually primary Mega Mewtwo-Y answers. A support set featuring Toxic is chosen to further help out the Ho-Oh matchup while putting support Arceus formes on a timer. Yveltal is a much needed check to Lunala and helps out with the Primal Groudon and Swords Dance Arceus matchup, while providing hazard control for the team.
Finally, Necrozma Dusk Mane with Moonlight provides an additional breaker and a sturdy Xerneas check that the team needs due to the presence of Offensive Stealth Rock Primal Groudon as the secondary switch in. One could consider a offensive Trick Room over Moonlight on Necrozma Dusk Mane if they wish to take a more offensive approach. Marshadow rounds off the team being a good revengekiller and pairing well with Arceus-Fairy to deal with its inherent issues against Mega Gengar and being able to pursuit trap it, while being able to revenge kill common offensive threats.
Threatlist:
On paper the Rock Polish Primal Groudon looks scary, however it is more than adequate, every Pokemon on the team is comfortably capable of chunking Primal Groudon for at least half, making it easy to trade for or revenge kill. Arceus-Fairy actually beat it 1v1 after Stealth Rock, thanks to Earth Power.
Ho-Oh requires offensive pressure to make it non threatening to the team. Toxic Arceus-Fairy is mainly used to deal with defensive variants, its important to keep hazards up vs Ho-Oh teams and apply offensive pressure to make it unfeasible to Defog hazards away without risking too much in return, offensive options this team provides will stave off the threat most offensive Ho-Ohs threaten on paper.
U-turn Mega Scizor Bulky Offense | Provided by The Dovahneer
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 76 Atk / 184 SpD
Sassy Nature
IVs: 0 Spe
- Curse
- U-turn
- Bullet Punch
- Roost
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 SpA / 104 SpD / 152 Spe
Mild Nature
- Swords Dance
- Precipice Blades
- Overheat
- Rock Tomb
Kyogre-Primal @ Blue Orb
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Thunder
- Ice Beam
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 204 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Thunder Wave
- Defog
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Earth Power
- Recover
Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 252 HP / 124 Def / 132 Spe
Timid Nature
- Foul Play
- Oblivion Wing
- U-turn
- Toxic
Ability: Technician
EVs: 248 HP / 76 Atk / 184 SpD
Sassy Nature
IVs: 0 Spe
- Curse
- U-turn
- Bullet Punch
- Roost
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 SpA / 104 SpD / 152 Spe
Mild Nature
- Swords Dance
- Precipice Blades
- Overheat
- Rock Tomb
Kyogre-Primal @ Blue Orb
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Thunder
- Ice Beam
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 204 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Thunder Wave
- Defog
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Earth Power
- Recover
Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 252 HP / 124 Def / 132 Spe
Timid Nature
- Foul Play
- Oblivion Wing
- U-turn
- Toxic
A dual Primal core team by The Dovahneer that features the interesting U-turn Momentum core, featuring Mega Scizor. Mega Scizor is the main quirk of the team, this allows it to easily generate momentum via slow U-turns. This allows for the team options such as Primal Kyogre to get safe switch ins and turn the table of the battle. Both Primal Kyogre and Primal Groudon take advantage of this very well.
Primal Kyogre being the main wallbreaker along with Mega Scizor means it can easily get in safely from a U-turn and make the opponent question how to stop Primal Kyogre from getting too many free turns. A Curse Mega Scizor set is chosen, this allows it to deal with a myriad of physical attackers such as Arceus-Normal, Necrozma Dusk Mane etc. Though one can opt for Swords Dance for more cleaning power in the late game if they so wish. Mixed Swords Dance Primal Groudon is a formidable breaker in USM and pairs greatly with Primal Kyogre to help break down the fatter balances and stall teams.
Arceus-Fairy and Giratina-O create the general defensive backbone of the team. Arceus-Fairy opting for a Stealth Rock set which is a consistent Stealth Rock user in the current USM meta and checking important offensive threats to the team such as Yveltal, Marshadow and Calm Mind Arceus-Dark. Giratina-O fits nicely with Arceus-Fairy providing defog support and being a good general blanket check to a myriad of threats such as Primal Groudon, Necrozma Dusk Mane, etc. It also opts for Thunder Wave which slows down faster threats, boosts Hex and it increases the amount of targets the dual primal core are faster than. Choice Scarf Yveltal is opted for in the final slot, it complements the U-turn core of Mega Scizor, provides a good revenge killer of ghost types such as Mega Gengar and being faster than Mega Mewtwo-Y and Ultra Necrozma which this team naturally struggles against otherwise.
Threatlist:
Though slightly uncommon, Hidden Power Fire Geomancy Xerneas can pose a issue for this team, if it happens to be at full, Since HP Fire lacks Focus Blast, Primal Groudon is the best course of action to weaken Xerneas first and have Mega Scizor revenge kill. Arceus-Fairy and Giratina-O can also deter Xerneas with Judgement and Thunder Wave respectively, Xerneas cannot setup on Primal Kyogre in any circumstances.
This team is equipped with offensive options to deal with Ho-Oh. so it is important to not give free turns to Ho-Oh and pressure Stealth Rock up against Ho-Oh teams. Primal Kyogre and Primal Groudon have the stopping power to deal with it, however they cannot switch in. Yveltal also has Foul Play does a huge amount to any Ho-Oh.
Though this looks weird on paper as a threat, Calm Mind Arceus-Dark in the late game can be dangerous with a weakened Primal Kyogre, since Arceus-Fairy Judgement doesnt do enough to a boosted Arceus-Dark. its important to overpower it with Primal Kyogre and Arceus-Fairy. Mega Scizor can also take on unboosted Arceus-Dark, take care during games to keep pokemon around that can overpower it in the late game and prevent it from setting up a potential late game sweep.
Primal Kyogre being the main wallbreaker along with Mega Scizor means it can easily get in safely from a U-turn and make the opponent question how to stop Primal Kyogre from getting too many free turns. A Curse Mega Scizor set is chosen, this allows it to deal with a myriad of physical attackers such as Arceus-Normal, Necrozma Dusk Mane etc. Though one can opt for Swords Dance for more cleaning power in the late game if they so wish. Mixed Swords Dance Primal Groudon is a formidable breaker in USM and pairs greatly with Primal Kyogre to help break down the fatter balances and stall teams.
Arceus-Fairy and Giratina-O create the general defensive backbone of the team. Arceus-Fairy opting for a Stealth Rock set which is a consistent Stealth Rock user in the current USM meta and checking important offensive threats to the team such as Yveltal, Marshadow and Calm Mind Arceus-Dark. Giratina-O fits nicely with Arceus-Fairy providing defog support and being a good general blanket check to a myriad of threats such as Primal Groudon, Necrozma Dusk Mane, etc. It also opts for Thunder Wave which slows down faster threats, boosts Hex and it increases the amount of targets the dual primal core are faster than. Choice Scarf Yveltal is opted for in the final slot, it complements the U-turn core of Mega Scizor, provides a good revenge killer of ghost types such as Mega Gengar and being faster than Mega Mewtwo-Y and Ultra Necrozma which this team naturally struggles against otherwise.
Threatlist:
Though slightly uncommon, Hidden Power Fire Geomancy Xerneas can pose a issue for this team, if it happens to be at full, Since HP Fire lacks Focus Blast, Primal Groudon is the best course of action to weaken Xerneas first and have Mega Scizor revenge kill. Arceus-Fairy and Giratina-O can also deter Xerneas with Judgement and Thunder Wave respectively, Xerneas cannot setup on Primal Kyogre in any circumstances.
This team is equipped with offensive options to deal with Ho-Oh. so it is important to not give free turns to Ho-Oh and pressure Stealth Rock up against Ho-Oh teams. Primal Kyogre and Primal Groudon have the stopping power to deal with it, however they cannot switch in. Yveltal also has Foul Play does a huge amount to any Ho-Oh.
Though this looks weird on paper as a threat, Calm Mind Arceus-Dark in the late game can be dangerous with a weakened Primal Kyogre, since Arceus-Fairy Judgement doesnt do enough to a boosted Arceus-Dark. its important to overpower it with Primal Kyogre and Arceus-Fairy. Mega Scizor can also take on unboosted Arceus-Dark, take care during games to keep pokemon around that can overpower it in the late game and prevent it from setting up a potential late game sweep.
Dragon Dance Mega Salamence + Ferrothorn Spikes Bulky Offense | Provided by bigtalk
Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Facade
- Roost
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Stone Edge
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 116 Def / 44 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Spikes
- Leech Seed
- Gyro Ball
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Defog
- Thunder Wave
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Pursuit
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Facade
- Roost
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Stone Edge
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 116 Def / 44 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Spikes
- Leech Seed
- Gyro Ball
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Defog
- Thunder Wave
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Pursuit
This is a hazard stacking Bulky Offense by BigTalk, which incorporates the idea of using hazard stacking to pressure the opponent into folding to offensive threats. Swords Dance Primal Groudon and Mega Salamence are featured as the main breakers. Ferrothorn assists in their potency to break with Spikes to pressure opposing teams with hazards while checking Kyogre, and pivoting misc special attackers.
Life Orb Marshadow also really takes advantage of spikes and provides the team with a much required revenge killer and answer to offensive teams this structure would likely struggle against, dealing with Mega Mewtwo-Y and Mega Gengar for the team, while also being a great cleaner in the end game. Arceus-Water complements the defensive backbone of the team, checking threats such as Mixed Primal Groudon, Mega Salamence, Zygarde-C and Ho-Oh. Scarf Xerneas provides the team with an additional revenge killer against Pokemon such as Opposing Salamence, Ultra Necrozma and Marshadow, and a means of dealing with Yveltal.
Threatlist:
Geomancy Xerneas is checked adequately but must be dealt with carefully on this kind of team, generally, Xerneas wont be in a position to just win in the late game if played properly. Xerneas cant setup on any member of the team and has hazards pressure to put it in revenge killing range. It is important to get hazards up vs Xerneas teams and keep Primal Groudon around to deal with it, which should not be too much of a hard task. Geomancy Xerneas wants to be healthy to pull off a sweep and with hazards stacked, Primal Groudon, Shadow Sneak from Marshadow and attacking Xerneas with whatever is in at the time, should easily dispatch of it. The more common Scarf Xerneas is not a threat however.
Bulky variants of Yveltal become troublesome the longer the game drags on for. Not necessarily a huge threat at large, but Xerneas is almost obligied to deal with Yveltal at any given opportunities, so its important to keep Xerneas around to deal with Yveltal, Once Xerneas is worn down too much, the team is going to have a tough time dealing with Stallbreaker Yveltal (taunt + toxic) and will probably need to rely on Mega Salamence to deal with it or Marshadow depending on the game state.
Mega Mewtwo-Y can be annoying for this team, like most bulky offenses or hyper offenses, this team relies on Revenge killers to deal with it, in this case, Life Orb Marshadow. Not many members can switch in Mega Mewtwos coverage, it also changes how wary you have to be of playing Ferrothorn as Mega Mewtwo-Y usually carries Fire Blast and Ferrothorn is the most likely candidate to give it free turns, the most reccomended way is to hit Mega Mewtwo-Y with an attack if it happens to be in on Arceus-Water, Primal Groudon. Xerneas can also revenge kill it due to Choice Scarf if lowered enough. Your best bet however, is to weaken it slightly and either revenge kill or Pursuit trap with Life Orb Marshadow.
Life Orb Marshadow also really takes advantage of spikes and provides the team with a much required revenge killer and answer to offensive teams this structure would likely struggle against, dealing with Mega Mewtwo-Y and Mega Gengar for the team, while also being a great cleaner in the end game. Arceus-Water complements the defensive backbone of the team, checking threats such as Mixed Primal Groudon, Mega Salamence, Zygarde-C and Ho-Oh. Scarf Xerneas provides the team with an additional revenge killer against Pokemon such as Opposing Salamence, Ultra Necrozma and Marshadow, and a means of dealing with Yveltal.
Threatlist:
Geomancy Xerneas is checked adequately but must be dealt with carefully on this kind of team, generally, Xerneas wont be in a position to just win in the late game if played properly. Xerneas cant setup on any member of the team and has hazards pressure to put it in revenge killing range. It is important to get hazards up vs Xerneas teams and keep Primal Groudon around to deal with it, which should not be too much of a hard task. Geomancy Xerneas wants to be healthy to pull off a sweep and with hazards stacked, Primal Groudon, Shadow Sneak from Marshadow and attacking Xerneas with whatever is in at the time, should easily dispatch of it. The more common Scarf Xerneas is not a threat however.
Bulky variants of Yveltal become troublesome the longer the game drags on for. Not necessarily a huge threat at large, but Xerneas is almost obligied to deal with Yveltal at any given opportunities, so its important to keep Xerneas around to deal with Yveltal, Once Xerneas is worn down too much, the team is going to have a tough time dealing with Stallbreaker Yveltal (taunt + toxic) and will probably need to rely on Mega Salamence to deal with it or Marshadow depending on the game state.
Mega Mewtwo-Y can be annoying for this team, like most bulky offenses or hyper offenses, this team relies on Revenge killers to deal with it, in this case, Life Orb Marshadow. Not many members can switch in Mega Mewtwos coverage, it also changes how wary you have to be of playing Ferrothorn as Mega Mewtwo-Y usually carries Fire Blast and Ferrothorn is the most likely candidate to give it free turns, the most reccomended way is to hit Mega Mewtwo-Y with an attack if it happens to be in on Arceus-Water, Primal Groudon. Xerneas can also revenge kill it due to Choice Scarf if lowered enough. Your best bet however, is to weaken it slightly and either revenge kill or Pursuit trap with Life Orb Marshadow.
Mega Mewtwo Y + Arceus-Dark Bulky Offense | Submitted by bigtalk
Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Pressure
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Ice Beam
- Fire Blast
Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Heart Swap
- Heal Bell
Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Toxic Spikes
- Haze
- Recover
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 204 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Hex
- Dragon Pulse
- Will-O-Wisp
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 52 SpA / 204 SpD
Quiet Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Stone Edge
Ability: Pressure
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Ice Beam
- Fire Blast
Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Heart Swap
- Heal Bell
Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Toxic Spikes
- Haze
- Recover
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 204 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Hex
- Dragon Pulse
- Will-O-Wisp
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 52 SpA / 204 SpD
Quiet Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Stone Edge
This is a bulky offense team featuring Calm Mind Mega Mewtwo Y as the main wincon / revenge killer. Magearna was the first partner chosen as it can counter many of Mewtwo Y's checks and revenge killers, including Arceus-Dark, Yveltal, and Choice Scarf Xerneas. It also provides valuable cleric support for teammates. Given that Mega Mewtwo Y can also struggle against Lunala and Ultra Necrozma, in the latter case due to having to guess between Ice Beam and Fire Blast, a solid answer to them was also needed; Arceus-Dark provides this, and is not held by a Stealth Rock weakness like Yveltal. The team was very weak to Marshadow at this point, so Toxapex was chosen next in order to deal with it. Giratina provides the team with a Ground immunity, Defogger, and reliable check to Primal Groudon. Finally, Primal Groudon sets Stealth Rock and is running a bulky spread in order to better check Primal Kyogre.
Toxapex offers some distinct advantages over other Marshadow checks like Ho-Oh and Zygarde-C. It isn't weak to coverage moves such as Rock Tomb or Hidden Power Ice, is immune to Toxic which lets it pivot into Ho-Oh, Arceus-Water, and defensive Dusk Mane with relative ease, and provides Toxic Spikes support which is hugely beneficial for teammates. For Mega Mewtwo Y, it will have an easier time breaking past bulky Pokemon like support Arceus formes and Primal Groudon, and it will force its revenge killers / checks like Marshadow and Lunala to get poisoned. For Magearna, Ground-types can no longer come in on it to block Volt Switch. It boosts the power of Hex from Giratina. Finally, Groudon is able to put a lot more pressure on support Arceus formes, especially ones that lack a Fire resistance like Arceus-Ground.
Threatlist:

Calm Mind Arceus-Ground is extremely threatening to this team. Your best bet is to use Toxic on it with Toxapex or Arceus-Dark then try to play around it. Toxapex will usually live one Judgment if it is at full health, Mewtwo can also revenge kill it with Psystrike and beat it 1v1 in a Calm Mind war. Be aware that this Pokemon can set up on Giratina. Running Shuca Berry on Toxapex is an option to improve the matchup against this Pokemon.



Pursuit trappers like Tyranitar and Alolan Muk can safely switch into and remove MM2Y, which will make it much harder to break fatter teams.


If you are not running Shed Shell on Toxapex, it is completely liable to trapping by Shadow Tag users, so be wary of them. Mega Gengar can also be a hindrance due to its ability to absorb Toxic Spikes. On the bright side, however, Mega Mewtwo Y may have a good matchup against teams that rely on Mega Gengar to deal with Ultra Necrozma, as they will sometimes employ weaker checks to Psychic-types.

Bulk Up Marshadow has a chance to knock out Toxapex with its +1 Z-Move after Stealth Rock damage. If Magearna and Groudon have been weakened, then it can go to town on the rest of the team. You may have to outplay the opponent by wasting the Z-Move on another Pokemon. Setting Toxic Spikes beforehand can also be helpful in order to limit it.

Setup Necrozma-DM with Weakness Policy can be a big threat due to the team's lack of priority; it can set up on Magearna, Mega Mewtwo Y, Toxapex or even a weakened Arceus-Dark and put in a lot of work. This Pokemon is one of the reasons why Giratina has Will-O-Wisp and is another reason to consider running Shuca Berry on Toxapex, which will let you get off an emergency Haze.


Stall teams can be a pain to break through. Giratina beats both of our hazard setters due to Pressure, although Toxapex can force it to use Rest after a while. Mega Sableye + Giratina however will completely invalidate both our hazard setters. Stall teams also frequently pack the Pursuit trappers mentioned above
Toxapex offers some distinct advantages over other Marshadow checks like Ho-Oh and Zygarde-C. It isn't weak to coverage moves such as Rock Tomb or Hidden Power Ice, is immune to Toxic which lets it pivot into Ho-Oh, Arceus-Water, and defensive Dusk Mane with relative ease, and provides Toxic Spikes support which is hugely beneficial for teammates. For Mega Mewtwo Y, it will have an easier time breaking past bulky Pokemon like support Arceus formes and Primal Groudon, and it will force its revenge killers / checks like Marshadow and Lunala to get poisoned. For Magearna, Ground-types can no longer come in on it to block Volt Switch. It boosts the power of Hex from Giratina. Finally, Groudon is able to put a lot more pressure on support Arceus formes, especially ones that lack a Fire resistance like Arceus-Ground.
Threatlist:

Calm Mind Arceus-Ground is extremely threatening to this team. Your best bet is to use Toxic on it with Toxapex or Arceus-Dark then try to play around it. Toxapex will usually live one Judgment if it is at full health, Mewtwo can also revenge kill it with Psystrike and beat it 1v1 in a Calm Mind war. Be aware that this Pokemon can set up on Giratina. Running Shuca Berry on Toxapex is an option to improve the matchup against this Pokemon.



Pursuit trappers like Tyranitar and Alolan Muk can safely switch into and remove MM2Y, which will make it much harder to break fatter teams.


If you are not running Shed Shell on Toxapex, it is completely liable to trapping by Shadow Tag users, so be wary of them. Mega Gengar can also be a hindrance due to its ability to absorb Toxic Spikes. On the bright side, however, Mega Mewtwo Y may have a good matchup against teams that rely on Mega Gengar to deal with Ultra Necrozma, as they will sometimes employ weaker checks to Psychic-types.

Bulk Up Marshadow has a chance to knock out Toxapex with its +1 Z-Move after Stealth Rock damage. If Magearna and Groudon have been weakened, then it can go to town on the rest of the team. You may have to outplay the opponent by wasting the Z-Move on another Pokemon. Setting Toxic Spikes beforehand can also be helpful in order to limit it.

Setup Necrozma-DM with Weakness Policy can be a big threat due to the team's lack of priority; it can set up on Magearna, Mega Mewtwo Y, Toxapex or even a weakened Arceus-Dark and put in a lot of work. This Pokemon is one of the reasons why Giratina has Will-O-Wisp and is another reason to consider running Shuca Berry on Toxapex, which will let you get off an emergency Haze.


Stall teams can be a pain to break through. Giratina beats both of our hazard setters due to Pressure, although Toxapex can force it to use Rest after a while. Mega Sableye + Giratina however will completely invalidate both our hazard setters. Stall teams also frequently pack the Pursuit trappers mentioned above
DD Zygarde Bulky Offense | Provided by the Ubers Council




Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Hidden Power [Ice]
- Thunder
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Rock Tomb
- Swords Dance
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 168 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
- Foul Play
- Oblivion Wing
- U-turn
- Defog
Zygarde-Complete @ Dragonium Z
Ability: Power Construct
EVs: 228 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Glare
Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Trick Room
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Hidden Power [Ice]
- Thunder
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Rock Tomb
- Swords Dance
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 168 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic
Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
- Foul Play
- Oblivion Wing
- U-turn
- Defog
Zygarde-Complete @ Dragonium Z
Ability: Power Construct
EVs: 228 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Glare
Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Trick Room
A bulky offense with a very successful tournaments showing which revolves around Dragon Dance Z-Outrage Zygarde-C. The teamamtes enable Zygarde-C to be threatening against the opponents team or allow it to act as a winning condition. Mega Gengar is able to trap and eliminate common Zygarde-C checks such as Support Arceus formes like Arceus-Water and Arceus-Fairy, Primal Kyogre. Most importantly, Mega Gengar is able to function as the teams greatest revenge-killer and able to revenge kill threats that would otherwise be menacing to the team such as Ultra Necrozma.
Swords Dance Primal Groudon adds a breaker to the team to allow it have good wallbreaking power against bulkier targets Zygarde-C would otherwise struggle to break, while providing Stealth Rock utility for the team. Necrozma Dusk Mane also functions as a winning condition and makes a solid pairing with Zygarde-C while also being important to the team for typing synergy, dealing with threatening Fairy-types such as Geomancy Xerneas. Both have great synergy as winning conditions as they deal with each others checks, Necrozma Dusk Mane is more of a late game sweeper, however, there may be scenarios where it will have to break in the earlier stages of a game and Zygarde-C will clean instead.
Arceus-Water is the centre of the teams defensive backbone and also being able to function as a pivot, especially against Primal Kyogre, helping to deal with Offensive Primal Groudon and other pressing offensive threats such as Dragon Dance Mega Salamence, it is important to when to let Arceus go due to the kind of defensive resilience it provides to the team. Choice Scarf Yveltal is also chosen as a much needed provider of Defog support and a check to Ghost-types such as Marshadow and a answer to Mega Mewtwo-Y which would otherwise be extremely threatening to this team. Yveltal also can help generate momentum thanks to U-turn and this pairs really well with Mega Gengar and allows it to lure in Fairy-types for Mega Gengar to either take advantage of and force to switch out or trap and remove if its already Mega.
Threatlist:
While it is uncommon, Calm Mind Arceus-Dark has good potential to setup and sweep this team, the best way to deal with it is to overload it with a strong offensive option such as Dragonium-Z with Zygarde, or overpower it with Swords Dance Primal Groudon though it then becomes important to keep these Pokemon healthy. Though this can be difficult to do, a change in Mega Gengar set could also be considered of removing Hidden Power Ice to Focus Blast, Could help waver the extremely pressing threat Calm Mind Arceus-Dark is, however even with this change, it can still be troublesome.
Mega Mewtwo-Y in general is a problem to Zygarde teams, it has the right coverage to be annoying, It is important to not give it too much free turns or force a trade with Mega Mewtwo-Y. Keeping Yveltal healthy also becomes important as it is the only team member that is faster than it and is the main reason Choice Scarf Yveltal is chosen for these teams. Primal Groudon and Necrozma Dusk Mane can force trades if necessary.
Similar to Mega Mewtwo-Y, Life Orb Yveltal is annoying, the best way to deal with it is to force trades, Arceus-Water can Recover stall it out along with Toxic as it is faster than Yveltal, Primal Groudon can also Rock Tomb to do a significant amount of damage and be faster next turn, while Zygarde-C can simply take a hit and overpower it with the Z move at +1, if you find yourself in this position.
Swords Dance Primal Groudon adds a breaker to the team to allow it have good wallbreaking power against bulkier targets Zygarde-C would otherwise struggle to break, while providing Stealth Rock utility for the team. Necrozma Dusk Mane also functions as a winning condition and makes a solid pairing with Zygarde-C while also being important to the team for typing synergy, dealing with threatening Fairy-types such as Geomancy Xerneas. Both have great synergy as winning conditions as they deal with each others checks, Necrozma Dusk Mane is more of a late game sweeper, however, there may be scenarios where it will have to break in the earlier stages of a game and Zygarde-C will clean instead.
Arceus-Water is the centre of the teams defensive backbone and also being able to function as a pivot, especially against Primal Kyogre, helping to deal with Offensive Primal Groudon and other pressing offensive threats such as Dragon Dance Mega Salamence, it is important to when to let Arceus go due to the kind of defensive resilience it provides to the team. Choice Scarf Yveltal is also chosen as a much needed provider of Defog support and a check to Ghost-types such as Marshadow and a answer to Mega Mewtwo-Y which would otherwise be extremely threatening to this team. Yveltal also can help generate momentum thanks to U-turn and this pairs really well with Mega Gengar and allows it to lure in Fairy-types for Mega Gengar to either take advantage of and force to switch out or trap and remove if its already Mega.
Threatlist:
While it is uncommon, Calm Mind Arceus-Dark has good potential to setup and sweep this team, the best way to deal with it is to overload it with a strong offensive option such as Dragonium-Z with Zygarde, or overpower it with Swords Dance Primal Groudon though it then becomes important to keep these Pokemon healthy. Though this can be difficult to do, a change in Mega Gengar set could also be considered of removing Hidden Power Ice to Focus Blast, Could help waver the extremely pressing threat Calm Mind Arceus-Dark is, however even with this change, it can still be troublesome.
Mega Mewtwo-Y in general is a problem to Zygarde teams, it has the right coverage to be annoying, It is important to not give it too much free turns or force a trade with Mega Mewtwo-Y. Keeping Yveltal healthy also becomes important as it is the only team member that is faster than it and is the main reason Choice Scarf Yveltal is chosen for these teams. Primal Groudon and Necrozma Dusk Mane can force trades if necessary.
Similar to Mega Mewtwo-Y, Life Orb Yveltal is annoying, the best way to deal with it is to force trades, Arceus-Water can Recover stall it out along with Toxic as it is faster than Yveltal, Primal Groudon can also Rock Tomb to do a significant amount of damage and be faster next turn, while Zygarde-C can simply take a hit and overpower it with the Z move at +1, if you find yourself in this position.
Mega Mewtwo Y + Ho-Oh Balance | Submitted by PurpleGatorade
Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Insomnia
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Ice Beam
- Focus Blast
Ho-Oh @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Toxic
- Defog
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Roar
Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Toxic
- Gyro Ball
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Haze
- Thousand Arrows
- Toxic
- Rest
Ability: Insomnia
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psystrike
- Ice Beam
- Focus Blast
Ho-Oh @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Toxic
- Defog
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Roar
Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Toxic
- Gyro Ball
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Haze
- Thousand Arrows
- Toxic
- Rest
This is a balance team by PurpleGatorade that revolves around setting up Spikes + stealth Rock and cleaning with Mega Mewtwo-Y in the lategame. Mega Mewtwo-Y's damage output against other balance and Bulky Offense teams is compounded by hazards, Which Ferrothorn and Primal Groudon provide. Both also check Primal Kyogre and Xerneas adequately, with Support Primal Groudon running Roar in this case to fend off Geomancy Xerneas.
Scarf Ho-Oh is an excellent revenge killer and balance breaker, and it also provides a much needed check to mixed Rock Polish Primal Groudon. Arceus dark is the principal defogger of the team and also functions as a check to Lunala, Yveltal, Mega Salamence, and Zygarde-C. Finally, defensive Zygarde-c is the team's main method of defeating primal groudon and other physical attackers. With the combination of Haze + Toxic, it's easy enough to whittle any offensive threat down to the range of Mega Mewtwo-Y or Ho-Oh.
Threatlist:
Marshadow, such as Life Orb variants are problematic for this team and require some careful play. Ohkoing Arceus Dark with Close Combat and revenge killing Mega Mewtwo-Y with Shadow Sneak. However, Zygarde-C beats all non-Hidden Power Ice sets. Ho-oh is able to easily revenge kill it or even switch in if there is no Stealth Rock up on your side of the field.
Mixed Swords Dance Primal Groudon can be threatening, but Zygarde can Haze + Toxic to wear it down.
Stallbreaker Yveltal can annoy several team members, but as long as Stealth Rock is off the field, Ho-oh can switch in, toxic it, and stall it out by constantly switching or KO it with Sacred Fire or Brave Bird., Arceus-Dark can also deal with it to an extent, force it to roost with Ice Beam and its potency can be limited by setting Stealth Rock.
Scarf Ho-Oh is an excellent revenge killer and balance breaker, and it also provides a much needed check to mixed Rock Polish Primal Groudon. Arceus dark is the principal defogger of the team and also functions as a check to Lunala, Yveltal, Mega Salamence, and Zygarde-C. Finally, defensive Zygarde-c is the team's main method of defeating primal groudon and other physical attackers. With the combination of Haze + Toxic, it's easy enough to whittle any offensive threat down to the range of Mega Mewtwo-Y or Ho-Oh.
Threatlist:
Marshadow, such as Life Orb variants are problematic for this team and require some careful play. Ohkoing Arceus Dark with Close Combat and revenge killing Mega Mewtwo-Y with Shadow Sneak. However, Zygarde-C beats all non-Hidden Power Ice sets. Ho-oh is able to easily revenge kill it or even switch in if there is no Stealth Rock up on your side of the field.
Mixed Swords Dance Primal Groudon can be threatening, but Zygarde can Haze + Toxic to wear it down.
Stallbreaker Yveltal can annoy several team members, but as long as Stealth Rock is off the field, Ho-oh can switch in, toxic it, and stall it out by constantly switching or KO it with Sacred Fire or Brave Bird., Arceus-Dark can also deal with it to an extent, force it to roost with Ice Beam and its potency can be limited by setting Stealth Rock.
Teams are reviewed on a periodic basis, any teams that are deemed outdated will be removed or subject to changes.
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