SharKing
I won't bite... much.
- Joined
- Jan 2, 2009
- Messages
- 3,794
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Man, it's been forever since I posted in these forums, hasn't it?
Anyway, I've been playing in the Uber tier for the past few months, mainly because I was inspired to use Ultra Necrozma as best as I could - this naturally led to a Psyspam team. I've been steadily changing and improving the team however I could think to do with my limited teambuilding skills, and I think I've come up with something I can proudly share, especially since it got me a ranking of over 1600 in Showdown's Uber ladder!
So without further ado, here's my team.
Tapu Lele
Timid / Terrain Extender / Psychic Surge
4 HP / 252 SAtk / 252 Spe
Psychic
Moonblast
Nature's Madness
Taunt
Can't have a Psyspam team without Tapu Lele, now, can ya? With Psychic Surge and a Terrain Extender, I get eight turns of Psychic Terrain just for sending in Lele. As for moves, we have a couple of obvious STABs to start off: Psychic just hits hard with the Terrain, and Moonblast mostly covers Dark-types while also threatening Dragons like Zygarde. Nature's Madness deals a good chunk of damage to walls, and a follow-up Taunt prevents them from healing that damage off. Taunt also stops entry hazards from slower 'mons like Primal Groudon, and it completely shuts down obvious Smeargle or Cloyster leads.
Dusk Mane -> Ultra
Necrozma
Jolly / Ultranecrozium Z / Prism Armor -> Neuroforce
252 Atk / 4 Def / 252 Spe
Photon Geyser
Earthquake
Stone Edge
Swords Dance
As I said, the Blinding One itself is the main reason why I built the team in the first place. I wanted to wield the crushing power of a Terrain-boosted Light That Burns the Sky, which annihalates most things that aren't Dark-type, even without Swords Dance in many cases! Photon Geyser itself is also a very respectable STAB move, especially with the Terrain boost. Earthquake offers coverage against many notable threats, like Primal Groudon, Dusk Mane Necrozma, and most Steel-types out there. As frustrating as Stone Miss can be, I've found it to be practically mandatory on this set to hit Yveltal on a predicted switch-in, since Yveltal is a massive threat to this thing's attempts to sweep, especially if it's Scarfed. Hitting Lugia after Stealth Rock is also very nice. Swords Dance is there in case Necrozma does find an opening to sweep, especially since it can use the superior bulk and typing of its Dusk Mane form, as well as the mindgame of "is it gonna Ultra Burst this turn?", to set up.
Attack Forme
Deoxys
Modest / Life Orb / Pressure
4 Def / 252 SAtk / 252 Spe
Psycho Boost
Psyshock
Ice Beam
Shadow Ball
This thing is busted under Psychic Terrain. Not only does it get the obvious power boost to its already-ridonkulous Psychic attacks, but it also becomes immune to priority, which otherwise murders it. Psycho Boost is an absolute nuke in the Terrain, breaking through pretty much everything that doesn't resist it. Psyshock is there as an alternate STAB with better accuracy that doesn't lower my Special Attack, and it crushes specially-defensive targets like Ho-Oh, Primal Kyogre, and Blissey. Ice Beam is for the obvious Ice-weak Ubers, like Yveltal, Zygarde, Lugia, and so on. Shadow Ball is mostly there to deal with Necrozma, Lunala, and other Psychics that aren't weak to Ice Beam.
NOTE: I used to run Superpower in Psyshock's place, but over time, I've found that it's not overly worth it on this team, and I'd much rather have a reliable STAB that doesn't force me to switch out. If I do decide to run it again, it might replace Shadow Ball, which can't 2HKO specially defensive Dusk Mane Necrozma, even with Rocks - however, it's still my best answer to Lunala. I also never ran Extreme Speed because that's just counterintuitive to playing with Psychic Terrain (which even shuts down your own priority against grounded targets), and it doesn't hurt Yveltal as much as I'd like anyway.
Magearna
Calm / Leftovers / Soul-Heart
252 HP / 4 Def / 252 SDef
Fleur Cannon
Volt Switch
Pain Split
Heart Swap
Magearna is a very useful stopgap to two major threats to this team: Yveltal and Xerneas. Yveltal can't hurt it outside of Heat Wave, and the rare Y-bird that does carry it usually isn't Scarfed, allowing Deoxys or Necrozma to deal with it (especially with Terrain shutting down Sucker Punch). Xerneas can't touch Magearna at all if it's Scarfed, and Geomancy variants lead to ragequits at the sight of Heart Swap.
Fleur Cannon is a powerful STAB that makes Magearna less passive and deals with things like Marshadow and Dark-types; the Special Attack drop even has situational utility with Heart Swap. Volt Switch is mainly there to get things like Deoxys on the field safely, especially with Magearna's low Speed. Primal Groudon and Zygarde are obvious answers to an obvious Volt Switch (or Fleur Cannon in Groudon's case), but that also opens up a hard-switch opportunity if I call it right. And finally, Pain Split allows it to stay alive by siphoning off bulky opponents, like Lugia and Blissey.
Primal
Groudon
Impish / Red Orb / Drought -> Desolate Land
252 HP / 56 Def / 200 SDef
Precipice Blades
Rock Tomb
Toxic
Stealth Rock
Most Uber teams run Primal Groudon, and most competitive singles teams run Stealth Rock somewhere, so it should be no surprise to anyone at all that both of those staples would appear here. Since I'm relying on a couple of powerful sweepers as the centerpieces of my team, it only makes sense to set up Rocks and ease their sweeps. Groudon itself is good at forcing switches to set the Rocks, and it deals with Defoggers not named Arceus decently.
Precipice Blades is the obvious STAB, dealing immense damage due to its high power, STAB, and Primal Groudon's terrifying Attack, even without investment. Rock Tomb is mostly for dealing with Ho-Oh, which often comes in on Groudon to preempt the Rocks and attempt to Defog them; Rock Tomb's Speed drop obviously has other uses as well. And of course, Toxic is for putting a timer on other Defoggers and walls in general; most things that are immune to Toxic hate having to deal with Precipice Blades as a consequence, so it works out.
Arceus
Timid / Earth Plate / Multitype
252 HP / 4 Def / 60 SAtk / 192 Spe
Judgment
Ice Beam
Recover
Defog
Obviously, this thing is meant to get rid of entry hazards on my side of the field with Defog, and it's very good at doing that, thanks to its survivability and Recover. However, the reason I specifically went with Groundceus is to answer what was a huge threat to previous versions of the team: Rock Polish sweepers, chiefly Primal Groudon and Dusk Mane Necrozma.
Ground Judgment hits them both for super-effective damage, notably killing Necrozma in two hits if it isn't the specially defensive set, and Arceus can usually survive two Sunsteel Strikes, or a Swords Dance-boosted one, thanks to its HP investment (watch out for Searing Sunraze Smash, though). The Special Attack EVs allow Judgment to always KO the standard RP Primal Groudon after Rocks, which is important because Arceus can't take two Precipice Blades without fully investing in Defense (and even then, it's still a gamble on damage rolls). Finally, Ice Beam is natural coverage alongside a Ground move, and it nails Zygarde and Mega Salamence, preventing them from setting up easily.
So that's the team I've been working on for quite some time. What do you guys think? Are there ways it could be further improved? Knowing me, I probably missed something in the metagame, even after all this. XD
Importable:
Anyway, I've been playing in the Uber tier for the past few months, mainly because I was inspired to use Ultra Necrozma as best as I could - this naturally led to a Psyspam team. I've been steadily changing and improving the team however I could think to do with my limited teambuilding skills, and I think I've come up with something I can proudly share, especially since it got me a ranking of over 1600 in Showdown's Uber ladder!
So without further ado, here's my team.
Tapu Lele
Timid / Terrain Extender / Psychic Surge
4 HP / 252 SAtk / 252 Spe
Psychic
Moonblast
Nature's Madness
Taunt
Can't have a Psyspam team without Tapu Lele, now, can ya? With Psychic Surge and a Terrain Extender, I get eight turns of Psychic Terrain just for sending in Lele. As for moves, we have a couple of obvious STABs to start off: Psychic just hits hard with the Terrain, and Moonblast mostly covers Dark-types while also threatening Dragons like Zygarde. Nature's Madness deals a good chunk of damage to walls, and a follow-up Taunt prevents them from healing that damage off. Taunt also stops entry hazards from slower 'mons like Primal Groudon, and it completely shuts down obvious Smeargle or Cloyster leads.
Dusk Mane -> Ultra
Necrozma
Jolly / Ultranecrozium Z / Prism Armor -> Neuroforce
252 Atk / 4 Def / 252 Spe
Photon Geyser
Earthquake
Stone Edge
Swords Dance
As I said, the Blinding One itself is the main reason why I built the team in the first place. I wanted to wield the crushing power of a Terrain-boosted Light That Burns the Sky, which annihalates most things that aren't Dark-type, even without Swords Dance in many cases! Photon Geyser itself is also a very respectable STAB move, especially with the Terrain boost. Earthquake offers coverage against many notable threats, like Primal Groudon, Dusk Mane Necrozma, and most Steel-types out there. As frustrating as Stone Miss can be, I've found it to be practically mandatory on this set to hit Yveltal on a predicted switch-in, since Yveltal is a massive threat to this thing's attempts to sweep, especially if it's Scarfed. Hitting Lugia after Stealth Rock is also very nice. Swords Dance is there in case Necrozma does find an opening to sweep, especially since it can use the superior bulk and typing of its Dusk Mane form, as well as the mindgame of "is it gonna Ultra Burst this turn?", to set up.
Attack Forme
Deoxys
Modest / Life Orb / Pressure
4 Def / 252 SAtk / 252 Spe
Psycho Boost
Psyshock
Ice Beam
Shadow Ball
This thing is busted under Psychic Terrain. Not only does it get the obvious power boost to its already-ridonkulous Psychic attacks, but it also becomes immune to priority, which otherwise murders it. Psycho Boost is an absolute nuke in the Terrain, breaking through pretty much everything that doesn't resist it. Psyshock is there as an alternate STAB with better accuracy that doesn't lower my Special Attack, and it crushes specially-defensive targets like Ho-Oh, Primal Kyogre, and Blissey. Ice Beam is for the obvious Ice-weak Ubers, like Yveltal, Zygarde, Lugia, and so on. Shadow Ball is mostly there to deal with Necrozma, Lunala, and other Psychics that aren't weak to Ice Beam.
NOTE: I used to run Superpower in Psyshock's place, but over time, I've found that it's not overly worth it on this team, and I'd much rather have a reliable STAB that doesn't force me to switch out. If I do decide to run it again, it might replace Shadow Ball, which can't 2HKO specially defensive Dusk Mane Necrozma, even with Rocks - however, it's still my best answer to Lunala. I also never ran Extreme Speed because that's just counterintuitive to playing with Psychic Terrain (which even shuts down your own priority against grounded targets), and it doesn't hurt Yveltal as much as I'd like anyway.
Magearna
Calm / Leftovers / Soul-Heart
252 HP / 4 Def / 252 SDef
Fleur Cannon
Volt Switch
Pain Split
Heart Swap
Magearna is a very useful stopgap to two major threats to this team: Yveltal and Xerneas. Yveltal can't hurt it outside of Heat Wave, and the rare Y-bird that does carry it usually isn't Scarfed, allowing Deoxys or Necrozma to deal with it (especially with Terrain shutting down Sucker Punch). Xerneas can't touch Magearna at all if it's Scarfed, and Geomancy variants lead to ragequits at the sight of Heart Swap.
Fleur Cannon is a powerful STAB that makes Magearna less passive and deals with things like Marshadow and Dark-types; the Special Attack drop even has situational utility with Heart Swap. Volt Switch is mainly there to get things like Deoxys on the field safely, especially with Magearna's low Speed. Primal Groudon and Zygarde are obvious answers to an obvious Volt Switch (or Fleur Cannon in Groudon's case), but that also opens up a hard-switch opportunity if I call it right. And finally, Pain Split allows it to stay alive by siphoning off bulky opponents, like Lugia and Blissey.
Primal
Groudon
Impish / Red Orb / Drought -> Desolate Land
252 HP / 56 Def / 200 SDef
Precipice Blades
Rock Tomb
Toxic
Stealth Rock
Most Uber teams run Primal Groudon, and most competitive singles teams run Stealth Rock somewhere, so it should be no surprise to anyone at all that both of those staples would appear here. Since I'm relying on a couple of powerful sweepers as the centerpieces of my team, it only makes sense to set up Rocks and ease their sweeps. Groudon itself is good at forcing switches to set the Rocks, and it deals with Defoggers not named Arceus decently.
Precipice Blades is the obvious STAB, dealing immense damage due to its high power, STAB, and Primal Groudon's terrifying Attack, even without investment. Rock Tomb is mostly for dealing with Ho-Oh, which often comes in on Groudon to preempt the Rocks and attempt to Defog them; Rock Tomb's Speed drop obviously has other uses as well. And of course, Toxic is for putting a timer on other Defoggers and walls in general; most things that are immune to Toxic hate having to deal with Precipice Blades as a consequence, so it works out.
Arceus
Timid / Earth Plate / Multitype
252 HP / 4 Def / 60 SAtk / 192 Spe
Judgment
Ice Beam
Recover
Defog
Obviously, this thing is meant to get rid of entry hazards on my side of the field with Defog, and it's very good at doing that, thanks to its survivability and Recover. However, the reason I specifically went with Groundceus is to answer what was a huge threat to previous versions of the team: Rock Polish sweepers, chiefly Primal Groudon and Dusk Mane Necrozma.
Ground Judgment hits them both for super-effective damage, notably killing Necrozma in two hits if it isn't the specially defensive set, and Arceus can usually survive two Sunsteel Strikes, or a Swords Dance-boosted one, thanks to its HP investment (watch out for Searing Sunraze Smash, though). The Special Attack EVs allow Judgment to always KO the standard RP Primal Groudon after Rocks, which is important because Arceus can't take two Precipice Blades without fully investing in Defense (and even then, it's still a gamble on damage rolls). Finally, Ice Beam is natural coverage alongside a Ground move, and it nails Zygarde and Mega Salamence, preventing them from setting up easily.
So that's the team I've been working on for quite some time. What do you guys think? Are there ways it could be further improved? Knowing me, I probably missed something in the metagame, even after all this. XD
Importable:
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Nature's Madness
- Taunt
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Earthquake
- Stone Edge
- Swords Dance
Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psycho Boost
- Psyshock
- Ice Beam
- Shadow Ball
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Pain Split
- Heart Swap
Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Precipice Blades
- Rock Tomb
- Toxic
- Stealth Rock
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 60 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Nature's Madness
- Taunt
Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Earthquake
- Stone Edge
- Swords Dance
Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psycho Boost
- Psyshock
- Ice Beam
- Shadow Ball
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Pain Split
- Heart Swap
Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Precipice Blades
- Rock Tomb
- Toxic
- Stealth Rock
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 60 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog