Introduction
This team was created based on the idea of good physical support to Kyurem-W. None other than Lunala was deemed better to fit, as it handles strong physical attackers such as Groudon, Zekrom, Non-Crunch Jolly Nature Zacian-C variants, Zygarde and Necrozma-Dusk-Mane all of which pose a threat to Kyurem-W. In return, Kyurem-W is able to pressure Yveltal generally nice, as well as providing random Sheer Cold hits that annoy Lunala such as Specially Defensive Eternatus, Chansey/Blissey, and Yveltal all of which can freely come to any move of Lunala, with the former three acting as status absorber while heavily chipping Lunala with Toxic.
Originally, this team was planned around abusing Sheer Cold Kyurem-W. But when it was founded that this team has a very bad match-up against Groudon and Zekrom teams well demonstrated by Geysers when his Slurpuff Webs team managed to catch me quick off guard in ladder, particularly with SD Groudon. After that, I replaced Calyrex-Shadow with Lunala. The result was quite good, and I was able to beat him with pretty much ease in the rematch. Without further ado, here's the team:
The Team
Kyurem-White @ Utility Umbrella
Ability: Turboblaze
EVs: 40 SpA / 216 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Freeze-Dry
- Draco Meteor / Fusion Flare
- Roost
Kyurem-W has established itself as the most reliable Kyogre counter as well as Sheer Cold abuser, that wins against all sets of it. Unlike Eternatus and other aforementioned checks, which lose to Block CM Rest Kyogre as well as Sheer Cold Kyogre. Kyurem-White is immune to Sheer Cold being a Ice-type, that can take advantage of it and firing off it's own Sheer Cold which allow it to break past its usual counters in form of Chansey, Ho-Oh, Dusk Mane Necrozma. It's also more offensively threatening compared to Eternatus. In emergency cases, it can Dynamax itself to do notoriously high damage. Therefore, Kyurem-W has been fitted to deal with Kyogre.
Draco Meteor, while being a weird choice allows it to OHKO opposing Kyurem-W which can switch-in to absorb and waste Sheer Cold's PP. Fusion Flare is an alternative for steel-types, though it's risky for Kyurem-W to use it instead of Sheer Cold, since Defensive Dusk Mane doesn't get 2HKOed at full HP. 216 SpD allows it to tank two Water Spout after Stealth Rocks damage, while Umbrella avoids 2HKO from Specs Kyogre. Max Spe is for outspeeding base 90s as well as the 44 Spe Eternatus.
Lunala @ Heavy-Duty Boots
Ability: Shadow Shield
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Hex
- Roost
The second partner of the team, and the main defensive backbone along with Dusk Mane. It's appreciated as a Pokemon, that can reliably check Zekrom, Zygarde and Groudon which can take advantage of the passivity of Dusk Mane. With its great bulk, paired with Shadow Shield this Pokemon can switch into a large physical portion of the meta. Ice Beam is for these three above mons. Will-O-Wisp's burn is well appreciated, especially for Kyurem-W that can now tank off hits despite its subpar Defense stat. Hex is chosen over Moongeist Beam for longevity and higher PP. Heavy Duty Boots ensure that Shadow Shield remains intact, and avoids getting chipped by Stealth Rocks and other things.
Yveltal @ Heavy-Duty Boots
Ability: Dark Aura
EVs: 252 HP / 32 Atk / 224 SpD
Adamant Nature
IVs: 25 Spe
- Knock Off
- U-turn
- Defog
- Roost
Kinda mandatory in every good and viable team, so I don't think it needs any kind of explanation. It's the Defogger of the team, especially helping Kyurem-W since it lacks Heavy Duty Boots and Stealth Rocks weakness continually wear it down. 25 Spe IVs is for executing Slow Turn, basically it allows Yveltal to go after opposing Yveltal to gain momentum while not losing Speed ties against anything else. Adamant Nature + 32 Atk is so that it can break Calyrex-S' Substitute with U-Turn. Knock Off is for item removal. Roost is for recovery. Heavy Duty Boots let it avoid Stealth Rocks chip, which is particularly helpful for not being chipped for the Ghost Horse to finish it up.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
The next thing that was to be fit in this team was something that could properly revenge kill things while acting as a speed control. Therefore, Ditto was used. It's able to check a huge portion of meta, particularly appreciating Dynamax removing its Scarf lock. Choice Scarf is standard, and Max Def are for PP Stall wars against opposing Dittos.
Necrozma-Dusk-Mane @ Heavy-Duty Boots
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Sunsteel Strike
- Earthquake
- Morning Sun
Necrozma-Dusk-Mane is the best Stealth Rock setter in the tier, as well the best Zacian-C and Xerneas counter-in-one. It's also paired nicely with Kyurem-W, as it takes care of both above-mentioned Fairy-types that annoy Kyurem-W. Eternatus is also nicely handled by it, (if that crippling burn doesn't come ;-;) which is why Earthquake is there. Morning Sun is for recovery, Earthquake prevents it from becoming set-up fodder by Reshiram, Zekrom, etc. that abuse it behind their Substitute because of their resistance to Sunsteel Strike. Maximum HP along with Defense investment is required for handling Physical attackers as good as it can. Heavy Duty Boots is weird choice, but it avoids getting 2x damage if Stealth Rocks are set up in my field from Assurance.
Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Behemoth Blade
- Wild Charge
- Close Combat
- Assurance
It's the team's main wallbreaker. Great offensive stats, paired with an great ability make it one of the best Pokemon in Anything Goes, so why hesitate to use it? Behemoth Blade is required move, that has STAB with 100 BP. Wild Charge is for Ho-Oh, which resists or is neutral to all of your moves allowing it to freely switch-in. Close Combat punishes steel-types, particularly 2HKOing the Steel-Lion at around 90% of its HP. It gets 2HKOed with just Stealth Rocks up. Assurance, on the other hand deals double damage to it if it gets chipped by Stealth Rocks.
Major Threats
and
Marshadow is capable of easily breaking through this team. With one correct predicted Close Combat on Yveltal, it just sweeps through the team. Especially, since this team is running Kyurem-W over Eternatus, Marshadow match-up becomes worse. The best way is to offensively pressure it through Sword Doggy, and continual chip. Also, the only sets that are threatening are Life Orb and Choice Band sets, not the stupid Focus Sash. Sash Marsh is so ez to handle, there's nothing threatening in it. However, LO Bulk Up and CB sets are particularly scary for the team to deal with.
Eternatus in a similar fashion is also hard cteaming this, with specially defensive sets annoying the whole team, mainly with Toxic spam against Lunala and Yveltal. Offensive sets, on the other hand are better and easier to deal with especially with Ditto. The best way to handle it is same as above, apply brute force from the Sword Doggo and Steel Lion, pressure it the most as you can. T-Spikes has a good MU, since Kyurem-W doesn't absorb them unlike what Eternatus does.
Peak:
That's all about this team. Feedback is appreciated, so I'm looking for any suggestions to improve this team!