2Fruit
Aka 2Fruit
- 126
- Posts
- 10
- Years
- Seen Apr 1, 2019
Normally I try to shy away from "try hard" teams (or teams that spam over-used/annoying pokemon just to get a win rather than to have fun), but today I felt like doing something different, and created a pretty cancerous team.
AG is one ridiculous place as you move up the ladder, with players often using 6 ditto, darkrai, and the one thing that led to the creation of the tier, Mega-Rayquaza. I've tried to make a team that can deal with what I believe are the most dangerous pokemon:
Ray
Arc
Dark
Xern
Ditto
Mewtwo
Klefki
Groudon
the team:
Rayquaza @ Lum Berry
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Dragon Ascent
- Earthquake
There are 5 main attacking moves Rayquaza seems to carry: Dragon ascent, V-create, dragon claw, extreme speed, and earthquake. I chose a fairly standard set with a lum berry to prevent last ditch Klefki attacks.
Many players will often keep their Rayquaza's in on every situiation, getting perhaps only one or 2 KO's with it when they could sweep later. I usually like to play it safe and switch when-ever I see something I don't like, but setting up win conditions can sometimes backfire.
Arceus @ Life Orb
Ability: Multitype
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Brick Break
- Iron Head
A modified Extreme-killer arceus with moves to target opposing Extreme killers and fairies. 216 speed ensures it outspeeds unboosted base 115s.
Arceus @ Toxic Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Magic Coat
- Facade
- Thunder Wave
- Shadow Claw
An innovative lead arceus set designed to shut down status spammers and opposing Geomancy-ers. Magic coat will reflect incomming dark voids/thunder waves (anything else bounced is nice too) and after that Arceus becomes an excellent status absorber for the team. Facade ensures the toxic orb has at least a small benefit. Thunder wave is not really meant to paralyse much, it is pretty much geared towards removing the effects of lum berry so that the opponent can be dark voided. Shadow claw hits ghost and steels and pairs better than ever with the normal type attack, but I wish it had more power.
Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Dark Pulse
- Dark Void
The first Darkrai on my team, meant to use dark void, then set up stuff like substitute and possibly use dark void again, then sweep with nasty plot and dark pulse. Against opposing Xerneas (if the opponent is crazy enough to stay in) Darkrai will generally use substitute while they use Geomancy, so they can waste their power herb. Leftovers and bulk ensure Darkrai is hard to one shot. Can beat most magic bounce users, and Diancie isn't much of a problem.
Darkrai @ Choice Scarf
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Void
- Dark Pulse
- Trick
- Focus Blast
Another Darkrai, this one given a choice scarf to cripple boosting sweepers who think they are safe after securing a speed boost. Given some attacks and trick to be less passive.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Spe
Timid Nature
- Transform
Ditto will outspeed any pokemon in the game. The problem is that Ditto has low HP stat, and so has to watch what pokemon it's going to become closely. The good news is that Ditto essentially becomes a copy with a scarf, making it a great revenge killer.
Am having a bit of a dilema as to whether I should prepare more for Primal Groudon and Mega Salamence, and if I really need Ditto. But it doesn't matter much, because I probably won't use this team after today.
AG is one ridiculous place as you move up the ladder, with players often using 6 ditto, darkrai, and the one thing that led to the creation of the tier, Mega-Rayquaza. I've tried to make a team that can deal with what I believe are the most dangerous pokemon:
Ray
Arc
Dark
Xern
Ditto
Mewtwo
Klefki
Groudon
the team:
Rayquaza @ Lum Berry
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Dragon Ascent
- Earthquake
There are 5 main attacking moves Rayquaza seems to carry: Dragon ascent, V-create, dragon claw, extreme speed, and earthquake. I chose a fairly standard set with a lum berry to prevent last ditch Klefki attacks.
Many players will often keep their Rayquaza's in on every situiation, getting perhaps only one or 2 KO's with it when they could sweep later. I usually like to play it safe and switch when-ever I see something I don't like, but setting up win conditions can sometimes backfire.
Arceus @ Life Orb
Ability: Multitype
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Brick Break
- Iron Head
A modified Extreme-killer arceus with moves to target opposing Extreme killers and fairies. 216 speed ensures it outspeeds unboosted base 115s.
Arceus @ Toxic Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Magic Coat
- Facade
- Thunder Wave
- Shadow Claw
An innovative lead arceus set designed to shut down status spammers and opposing Geomancy-ers. Magic coat will reflect incomming dark voids/thunder waves (anything else bounced is nice too) and after that Arceus becomes an excellent status absorber for the team. Facade ensures the toxic orb has at least a small benefit. Thunder wave is not really meant to paralyse much, it is pretty much geared towards removing the effects of lum berry so that the opponent can be dark voided. Shadow claw hits ghost and steels and pairs better than ever with the normal type attack, but I wish it had more power.
Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Dark Pulse
- Dark Void
The first Darkrai on my team, meant to use dark void, then set up stuff like substitute and possibly use dark void again, then sweep with nasty plot and dark pulse. Against opposing Xerneas (if the opponent is crazy enough to stay in) Darkrai will generally use substitute while they use Geomancy, so they can waste their power herb. Leftovers and bulk ensure Darkrai is hard to one shot. Can beat most magic bounce users, and Diancie isn't much of a problem.
Darkrai @ Choice Scarf
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Void
- Dark Pulse
- Trick
- Focus Blast
Another Darkrai, this one given a choice scarf to cripple boosting sweepers who think they are safe after securing a speed boost. Given some attacks and trick to be less passive.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Spe
Timid Nature
- Transform
Ditto will outspeed any pokemon in the game. The problem is that Ditto has low HP stat, and so has to watch what pokemon it's going to become closely. The good news is that Ditto essentially becomes a copy with a scarf, making it a great revenge killer.
Am having a bit of a dilema as to whether I should prepare more for Primal Groudon and Mega Salamence, and if I really need Ditto. But it doesn't matter much, because I probably won't use this team after today.