The best hyper offensive set for weather war along with how to use - TopicsExpress



          

The best hyper offensive set for weather war along with how to use it: Deoxys-A @ Focus Sash Trait: Pressure EVs: 4 Atk / 252 SAtk / 252 Spd Rash Nature (+SAtk, -SDef) - Spikes - ExtremeSpeed - Low Kick - Psycho Boost The main lead of the team. The task is simple: put a layer of spikes down and destroy as many things as you can. Psycho Boost wrecks everything not resistant or named Chansey. Defensive Groudon can possibly be killed in one hit, winning the weather war on turn 1. Kyogre, one of the best specially defensive pokemon, can barely survive the hit and is easily finished off after. Beware of the special attack drop though, it can leave Deoxys-A as set-up fodder, especially when up against Arceus-Ghost. If youre not sure what the opponent will play, its usually best to use spikes first. Low Kick is an amazing coverage move, with 120 base power against most Uber pokemon and hitting most psychic resists for super effective damage. It deals huge damage to Arceus-Normal and comfortably kills any Dialga in two hits. Darkrai will also be hit hard, but in many cases its better to let Kyogre absorb the sleep. Dark Pulse is an alternative over Low Kick, because Psycho Boost + Extremespeed sometimes fails to kill bulky Deoxys-S. It also lets you go for flinches against for example Arceus-Ghost and Mewtwo. Extremespeed is the next move, because priority is always amazing. It stops common hazard leads such as Deoxys-S and custap Forretress from getting up more than one hazard, and finishes off scarfers like Kyogre or Palkia after hitting them with Psycho Boost. The last move on the set is Spikes, which probably needs no explanation. With its great speed Deoxys-A can often get a layer of spikes down after being brought down to 1 HP, and it also prevents the opponent from switching around and waiting for the special attack drop. Note though that putting down more than one layer of spikes is not often worth it, due to a weird game mechanic making the second spike only a third as strong as the first. The EVs are very simple: maximum speed and maximum power for Psycho Boost. Maximum special attack is always recommended, and maximum speed is used to tie with other Deoxys-A and outspeed some other relevant pokemon. A possible change though is lowering the speed EVs to 236, 192, 148 or 16 to outspeed Mewtwo, Darkrai, positive natured Arceus and neutral natured Arceus, respectively. The rest of the EVs should then be put into attack to power up Low Kick and Extremespeed. Deoxys-A has a great lead matchup against most Pokemon in Ubers, the only really bad matchups are Genesect, Cloyster and (possibly scarfed) Darkrai. Lead with Dialga when you see Genesect or Cloyster in the team preview, as these Pokemon will be used as a lead nearly every time. Against Darkrai you may lead with Kyogre if you predict the opponent will lead with it, but if youre not sure you can lead with Deoxys-A and switch into Kyogre to absorb the sleep. Against priority users like Arceus-Normal and Giratina-O its recommended to hit them once and switch into Dialga (against Giratina-O) or Arceus-Ghost (against Arceus-Normal) to take the weak priority move on turn 2, aiming to return Deoxys-A to the field as soon as possible, before the opponent can get hazards up. Kyogre @ Choice Specs Trait: Drizzle EVs: 64 HP / 252 SAtk / 192 Spd Timid Nature (+Spd, -Atk) - Water Spout - Surf - Sleep Talk - Thunder Next up is Choice Specs Kyogre, one of the most powerful of all Pokemon. This is a slightly unusual moveset though. The three attacking moves Water Spout, Surf and Thunder are obvious, and destroy everything in sight not named Gastrodon or Latias. Most people use Ice Beam as the fourth move, but I have found Sleep Talk to be much better. You will not always predict a switch to a Dragon-type correctly, and Ice Beam also leaves you to get set up on after you get a kill. On the other hand Sleep Talk makes Kyogre into a fantastic counter to Darkrai, who was giving my team some problems. After getting the sleep in, Darkrai will often stay in to boost up with Nasty Plot, hit you with a weak Dark Pulse or try to Thunder Wave you. In all cases you will hit them hard with Sleep Talk, possibly killing them in one hit. Watch out when predicting Dark Void though, locking yourself into Sleep Talk is not fun when the opponent does not put you to sleep, either by using another move than Dark Void or by missing. Sleep Talk also works well against Smeargle, sometimes killing it as it uses Shell Smash, and sometimes even killing Dialga in one hit with Water Spout after they use Baton Pass. The EVs are again slightly unusual, but in my opinion they work very well. The jump in speed allows Kyogre to outspeed any neutral natured pokemon with base speed no higher than 95, such as Groudon, Kyogre, Ho-oh, Dialga, Rayquaza, Zekrom and Reshiram. Maximum special attack for obvious reasons and the rest is put into Kyogres bulk, which is certainly not to be underestimated. The best way to use Kyogre depends greatly on the opponents team. If the opponent is using sun, sand or hail, it is obviously very important to remove their weather to stop the abusers. In these cases, great care must be taken to keep Kyogre alive. A single misprediction into Ho-Ohs Brave Bird can give you a massive disadvantage. On the other hand, sun and sand teams often have many Pokemon weak to water, so Kyogre is important on the offensive side as well. Especially against sun teams that rely on Palkia to stop Kyogre, a single Thunder into a predicted switch can open the way for a free sweep with Kyogre and later Palkia. Another decently common Pokemon used to counter Kyogre is Gastrodon. There is both good and bad news in this case. The bad news is that you cannot touch it at all, the good news is that it is very easy to gain momentum on Gastrodon by a double switch, often to Rayquaza. The third common Kyogre counter is Latias. As we have no Genesect, we have to wear this pokemon down slowly. Paralyzing it with Dialga is often possible and helps tremendously. If the opponent has no clear counter to Kyogre, it is your task to bring in Kyogre as often as you can safely, and use Water Spout to put a big dent into whatever switches in. Even Ferrothorn and Chansey cant switch into a Water Spout and stay in to live the next hit. Kyogre is an incredible Pokemon, and you will surely appreciate the power that it brings to the team. Palkia @ Choice Scarf Trait: Pressure EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Surf - Spacial Rend - Draco Meteor / Fire Blast - Thunder Palkia, a Pokemon that is very underused on rain teams these days. Equipped with a Choice Scarf, it is a great revenge killer and endgame sweeper in one, this is one of the best scarfers on a rain team. It deals with nearly all dragons, and a rain-boosted Surf can revenge many other pokemon too. The first two moves are obvious, two strong STAB moves that hit a variety of Pokemon super effectively. These moves both get an extra bonus too: Surf is boosted in the rain brought by Kyogre and Spacial Rend has a nice crit rate that can save you from a bad situation and also scares off Calm Mind users that would want to set up on Palkia. Thunder is the next move, hitting Kyogre hard and being a generally awesome move with 120 base power and a 30% paralysis rate.The final move is the least used by far, and I have chosen Draco Meteor. It is the only move that can kill Giratina-O, and in some other situations the extra power may be needed as well. Beware when using it though, Palkia is left as set-up bait after. Another option for this moveslot is Fire Blast, which hits Ferrothorn who otherwise walls you. Palkia has an amazing speed tier at 100 base speed, just outpacing many powerful Pokemon including Genesect, Rayquaza, Groudon, Kyogre, Zekrom, Reshiram and Ho-Oh. With a Choice Scarf, Palkia can revenge all these Pokemon regardless of whether they have a Choice Scarf as well. Palkia should mainly be used late-game, where it can be a fantastic cleaner with either of its STAB moves. Mid game the opponent will likely have a check ready, but after weakening these Palkia can sweep teams. Palkia works together with Kyogre very well, as Kyogre lures out water resists and dents them anyway with Water Spout, leaving these unable to stop Palkia. The biggest enemy of Palkia is Ferrothorn. It can be dealt with by double switches to Rayquaza or unexpectedly hitting it with Fire Blast as it comes into Dialga, in addition to the previously mentioned Kyogre Water Spout. Once troublesome pokemon like Ferrothorn are removed, Palkia will truly shine, with both speed and power near the top of the tier. Rayquaza @ Life Orb Trait: Air Lock EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature (+Atk, -SAtk) - Swords Dance - Outrage - ExtremeSpeed - V-create Rayquaza, the best wallbreaker in the whole tier. This beast often destroys stall teams nearly on its own. Very few Pokemon can safely switch into the combination of V-create and Outrage, both with 180 base power coming off 438 Attack and further boosted with a Life Orb. Dont be too distracted by Swords Dance, the main thing you will be doing with Rayquaza is spamming V-creates and sometimes Outrages. Extremespeed pairs up wonderfully with V-create, negating the speed drop completely. It is also used to revenge kill nearly any Pokemon at fairly low health, and to get a final hit in when intending to fodder Rayquaza. Swords Dance is not used very often because Rayquaza is quite slow and Extremespeed fails to kill many Pokemon without the STAB boost that Arceus-Normal gets. However it definitely deserves the spot on this set, as you can sometimes sweep weakened teams with it, it gives you a free boost when you play those guys who use Ferrothorn and think the point of that pokemon is clicking Protect every other turn without thinking (and this is sadly very common), and it is the only way that this team can beat Baton Pass chains. Using Rayquaza, just like Kyogre, depends very much on the opponents team. Against offensive teams, Rayquaza is often used as a kamikaze fighter, switching in on something that it threatens, firing off Outrages or V-creates, and finally using one last Extremespeed before falling down and letting the rest of the team finish the job. This is caused by a combination of Rayquazas slightly lacking speed which makes it easy to revenge, and the fact that the most common way to revenge it is with dragon moves, that none of my team members can comfortably switch in on. When you play defensive teams though, the situation is very different. It is then of utmost importance to keep Rayquaza alive, as it is often the only Pokemon that can really break though the defensive cores. It is also much easier to get a safe (double) switch in, against Pokemon such as Ferrothorn. This allows Rayquaza to use its powerful moves several times in the battles, which is often impossible for the opponent to handle. One final thing to note is that should your opponent have Kabutops, it is often good to keep Rayquaza alive. Kabutops is a very threatening sweeper in our rainy weather, and Rayquazas ability allows it to outspeed Kabutops and OHKO it with Outrage. Dialga @ Leftovers Trait: Pressure EVs: 232 HP / 28 SAtk / 224 SDef / 24 Spd Modest Nature (+SAtk, -Atk) - Dragon Pulse - Fire Blast - Stealth Rock - Thunder Wave Dialga, the glue that makes the team work. It is the only defensively oriented Pokemon in this team, and in my opinion the most important Pokemon of the whole team. Dialga stops many dragons like Palkia and Zekrom, and also other pokemon such as Genesect and most Kyogre. It can safely switch into many weaker moves such as priority moves aimed against a teammate with low HP. Furthermore, Dialga is one of the most reliable users of Stealth Rock, and supports the team further with Thunder Wave. The set is the standard bulky Dialga set, with Thunder Wave preferred over Roar to support the sweepers on my team. The EVs are mostly standard as well. Putting 28 EVs in Special Attack with a Modest nature lets Dragon Pulse break bulky Ho-Ohs substitute 15/16 of the time, and 24 Speed is used to speed creep on other base 90s such as Groudon and Kyogre. The rest gives Dialga maximal bulk while minimizing hazard damage. To use Dialga correctly, it is again very important to look at the team preview. Dialga has amazing bulk, but without any recovery it can only switch in a few times. Make sure you dont waste this Pokemon, as it is really the pivot that holds the team together. Dialga will often be used early game to put Stealth Rock down and possibly paralyze an enemy Pokemon too. After that you will have to take care. Dialga can usually come in and cause trouble one or two more times, so make sure you use those wisely. If the opponent doesnt have any threats that require you to desperately keep Dialga alive (such as Choice Scarf Salamence), you will often sacrifice Dialga mid game, because Dialga is not very useful in the endgame phase, which is primarily based around fast sweepers that can easily kill a previously damaged Dialga. Learning how to use Dialga is one of the keys to success with this team, and experience will help a lot. Arceus (Arceus-Ghost) @ Spooky Plate Trait: Multitype EVs: 8 HP / 68 Def / 180 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Judgment - Calm Mind - Focus Blast - Recover Last but certainly not least, the God of Pokemon that needs to be on every serious Ubers team: Arceus. There are two important reasons why I use the Ghost typing. Firstly, spinblocking. Hazards are often crucial and having a Ghost type to prevent them from being spun away is great. The birds from generation 2, Ho-Oh and Lugia, would cause my team some problems if not for Stealth Rock. The second reason to use Arceus-Ghost is to check opposing Arceus-Normal. With an immunity to Extremespeed and a powerful super effective move in Focus Blast, Arceus-Ghost has a large chance of beating Arceus-Normal one on one. The moveset is the standard CM set, which turns Arceus-Ghost into a very dangerous sweeper itself. I have tried to find a good balance between power and bulk, and the current set works very well, it is just strong enough to kill 88/0 Arceus-Normal with two Focus Blasts every time even without hazards and the added Defence helps nicely against Shadow Claws, Earthquakes and Psystrikes. Another possible spread, as suggested by Ramiel, is 8 HP / 144 Def / 104 SAtk / 252 Spd, which allows Arceus-Ghost to always survive +2 LO Shadow Claw from Jolly Arceus-Normal after SR. Arceus-Ghost is an amazing sweeper on its own, and it is almost a shame that it will often be restricted to the two previously mentioned roles. It is the only sure check to Arceus-Normal on this team, so when you see that the opponent has Arceus in their team, try to keep Arceus-Ghost at full health. You should only come out to spinblock or quickly revenge kill a Pokemon such as Latios. Note that, should your opponent have no Rapid Spinners, it is often possible to keep Arceus hidden without too many compromises. This allows to bluff a different type, especially the Extremekiller set is often expected when keeping Arceus out for a long time. When you see that your opponent does not have Arceus-Normal though, Arceus-Ghost becomes a great win condition, with only one or two Calm Minds it can sweep whole teams. Try to lure out and kill the opponents scarfers and/or physical Pokemon, then try to find a suitable moment to CM up. As the Extremekiller is still by far the most pouplar Arceus set, many people are still relatively unprepared for the huge threat that is Arceus-Ghost. Threat list to the Team: Arceus-Dark: This could potentially be a big problem, but its a very rare pokemon. Unlike most Arceus formes I cannot go into Dialga to paralyze it because it often carries Refresh. Offensive pressure is the best way to deal with Arceus-Dark before it gets too many CMs and its over. Especially Kyogre can hit an unboosted Arceus-Dark very hard. Deoxys-A, if it is still alive, can revenge with Low Kick. Arceus-Dragon: This is a funny version of Latias with a lot more physical bulk. It does a pretty nice job at walling Kyogre, but offensively its not threatening. Dialga completely walls it, and Palkia can always revenge kill. Arceus-Electric: Dialga walls and paralyzes this. It is important to keep Dialga at full health though, as the other Pokemon cannot easily deal with Arceus-Electric. Arceus-Fighting: An increasingly popular support Pokemon. My team doesnt mind Will-o-wisp much though, as I have mostly special attackers. Kyogre can threaten Arceus-Fighting mid game to get a free hit in, and during end game Arceus-Fighting often cant stop a sweep from my Arceus-Ghost or Palkia. Arceus-Ghost: A very good pokemon, and a big threat to any team, including mine. Dialga should be kept alive, so that it can switch in and (threaten to) paralyze. Kyogre can also threaten Arceus-Ghost if it has no CMs up yet. Arceus-Grass: Same recipe as most Arceus formes: Go to Dialga and paralyze. After that its much easier to kill this Pokemon, which shouldnt be any real threat but can be a decent supporter. Arceus-Normal: This is one of the biggest threats to the team. The only real check is Arceus-Ghost. It is important to put hazards and hit Arceus as it uses Swords Dance, as then Arceus-Ghost can finish off the task with one hit. Arceus-Ghost should always be kept at high health when the opponent has a Normal or not yet shown Arceus. Arceus-Rock: Changing the weather is the best way to combat this Pokemon. With Kyogre having a type advantage against both sand starters, this is often not very difficult. Arceus-Steel: Between Kyogre and Palkia, SD sets are not very dangerous. Support sets are decent, but nothing special. There is a pleasant choice between Dialga and Kyogre to switch in. Arceus-Water: Kyogre and Palkia wall this and threaten it with Thunder. Blaziken: When you see this Pokemon, try to keep rain up so that it is absolutely harmless. If sun is up and you cannot get Kyogre in safely, go into Rayquaza who resists both STABs and threatens to kill with Outrage. Chansey: As the team is primarity based around special attackers, this is certainly a dangerous Pokemon. Double switches to Rayquaza are often a great way to break stall cores with Chansey. Alternatively, Kyogre can lure it and 2HKO with fully powered Water Spout. Cloyster: Lead with Dialga. Thunder Wave on turn 1, then Dragon Pulse it. After that, You can put down SR as it cannot keep spinning due to full paralysis. Darkrai: In nearly all cases, switch into Kyogre and use Sleep Talk. In some rare cases you can sleep fodder another Pokemon if you think Kyogre can destroy the opponents team. Deoxys-A: This is most often a lead. Lead with your own Deoxys-A and go for the speed tie. If you lose its still no huge deal, as it has already been brought down to sash. Deoxys-S: The standard set is killed by Psycho Boost + Extremespeed from Deoxys-A, and so it can only put down 1 hazard, which is the very least you will be able to put with Deoxys-A after the kill. There exist some very bulky versions that dont always die though. When these Deoxys-S get up both hazards you have a big disadvantage. Using Dark Pulse on Deoxys-A would completely circumvent this problem, or you could lead with Rayquaza if you know they are using the bulky set. Dialga: The defensive version will often get SR down and it can hit you once or twice, but it shouldnt be a big problem. Dialga lacks recovery, so after a few powerful hits it will lose its defensive potential very quickly. Kyogre can do surprisingly high damage with Water Spout. Offensive versions are not really to be taken seriously and can usually be played around rather easily, although the surprise value can be strong. Espeon: Use Dragon Pulse the first time you bring Dialga out, so that no rocks will be bounced back. Dialga completely walls it and easily 2HKOs too. Excadrill: In sand this is a dangerous pokemon. One way to counter it is changing the weather, alternatively Rayquaza outspeeds it and Palkia can easily take a hit and OHKO back. Ferrothorn: Rayquaza loves to come in on this. Try to utilise double switches when you predict Ferrothorn to come in. Ferrothorn walls Palkia hard, so it has to be removed first if you want to sweep with Palkia. Forretress: The custap lead is limited to one hazard by Psycho Boost + Extremespeed, or even by Dialga just 2HKOing it with Dragon Pulse. The bulky support version doesnt do so well against a team full of special attackers. Garchomp: Scarf sets can potentially be very dangerous, as Garchomp outspeeds Palkia. Switching Dialga into Outrages works very well, as Garchomp is often choiced. Gastrodon: Try to get Kyogre in as often as you can when you see this pokemon in team preview, as you get free momentum from a double switch to Rayquaza nearly every time. Giratina-O: This is an annoying Pokemon to face. Dialga walls it if it lacks Earthquake. Otherwise it can be OHKOd by Palkia, or slowly worn down by the other Pokemon. It can deal good damage by Dragon Tailing your team around though. Giratina: Use offensive pressure to prevent big hazard stacking, to prevent massive phazing hurting your team. Palkia and Rayquaza can kill Giratina. Groudon: Groudon, the arch-enemy of Kyogre. The weather war is usually in your favour, as Kyogre can hit Groudon and most sun abusers super effectively. Groudon by itself is not a huge threat, the sun abusers such as Ho-Oh and Reshiram are. Hippowdon: Hippowdon itself is not hard to deal with, as Kyogre removes its weather and forces it out. Sand stall teams generally cant hold out against the pressure from both water attacks and Rayquaza. Ho-Oh: With proper support, this is one of the biggest threats. It is crucial to get SR down and change the weather to rainy. In rain Dialga can wall Ho-Oh and often paralyze it. Kyogre: Kyogre is a very good pokemon and of course it is always a threat. Most sets are choiced, so you should combat it with good prediction and the multiple resists to Kyogres common moves. Kyurem-B: After this Pokemon gets a kill, Palkia can revenge it or force it out. It might not always be possible to have a safe switch into the massively strong Outrage, but playing around Kyurem-B shouldnt be too hard. Having SR down helps a lot. Kyurem-W: Again, make sure you have SR down, as this prevents Kyurem-W from switching out and in often. Try to use good prediction to play around it, and Palkia can always revenge. Latias: Go to Dialga, paralyze. Alternatively Arceus-Ghost outspeeds Latias and hits it hard. Palkia can possibly revenge. Latios: Dialga is a reasonably safe switch-in, and Palkia or Arceus-Ghost can revenge after some prior damage. Lugia: Stealth Rock is very important to break Multiscale. A well-played Lugia can be annoying, but most people who use Lugia put it on an otherwise hyper offensive team in a bad attempt to create a balanced team. Manaphy: Go to Kyogre right away when you see this, it can tank a +3 Surf and kill back with Thunder. Mewtwo: Usually not a big problem, most Pokemon can take a hit and threaten back. Make sure to keep Palkia alive to prevent endgame sweeps by Mewtwo. Palkia: Dialga walls most sets, but takes quite some damage if it has to switch in. Sometimes it is better to play around Palkia and hit it with for example Kyogres Thunder. Rayquaza: Palkia can revenge when it is Outraging, even at +1. Otherwise, Dialga can take a hit and kill back, and Arceus-Ghost can revenge sometimes as it is immune to Extremespeed. Stealth Rock helps too. Reshiram: Between rain, Stealth Rock and Palkia easily revenging it, Reshiram is not a big threat. Salamence: Scarf Salamence, especially with Moxie, can be very dangerous. If you dont want things to come down to a speed tie with Palkia or confusion luck, keep Dialga alive. It can take an Outrage and OHKO back. Shaymin-S: This Pokemon has trouble switching in, and Dialga can often tank it pretty well. Earth Power does some damage though, so you might want to switch into Rayquaza after. Skarmory: If it leads, start with Dialga and use Dragon Pulse and Fire Blast (in that order) to kill it. A support Skarmory cannot do its job very well, because 4 pokemon have a move to hit super effectively. Smeargle: Smashpass is very dangerous, as a boosted Dialga will kill the entire team. The key to beating it lies in getting a hazard down not later than the opponent does. If you get a hazard down its easy, as any Pokemon can OHKO smeargle. When you battle a Cloyster lead, start with Dialga to guarantee a hazard. If they use Smeargle right away, Deoxys-A can revenge Dialga as it still has its sash. Tentacruel: Toxic Spikes is a very annoying hazard to play against, and Tentacruel can come in quite easily on Dialga and Palkia. This is a big supporter threat, and unfortunately it is often hard to prevent Toxic Spikes from landing on your field. Note though that using Tentacruel takes away a lot of momentum from the opponent. Terrakion: If you dont reveal your Arceus forme, you can often get a free turn by switching into Close Combat. Besides that, just use common sense and dont let it sweep you in the end game and you should be fine. Thundurus: Dialga handles it very well. Thundurus will often try to Taunt, so you should use Dragon Pulse. Watch out for Focus Blast though. Both Extremespeeders can revenge it without getting paralyzed first after SR and a little prior damage. Tyranitar: Sand teams are not a big problem, as Kyogre deals with them very well. Tyranitar leads on a team not necessarily based on sand are annoying though. If you dont like the other possibilities, you can lead with Deoxys and bring them to sash as they kill you. Then next turn kill them and start a 5v5 battle. Wobbuffet: Avoid using Kyogre and Palkia too much as they get revenged very easily. Wobbuffet is a decent threat to this team, especially when combined with sun as it can trap Kyogre. Xatu: Use Dragon Pulse with Dialga the first time. Xatu cant do anything back to Dialga, so its often only delaying and not preventing the move Stealth Rock. Zekrom: Dialga can take all hits, especially Bolt Strikes aimed at Kyogre, and Palkia can revenge even scarf sets. thats all I can explain -Sam
Posted on: Fri, 26 Dec 2014 19:21:51 +0000

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