Inspirited
There is usually higher ground.
★ (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 40 HP / 212 SpA / 4 SpD / 252 Spe
Hasty Nature
- Fusion Bolt
- Blizzard
- Toxic
- Roost
I wanted redemption for the old Kyurem-B team I made in very early ORAS that got lead swept clean by Arceus-Rock. That is how the decision to use Kyurem-B as a Pokemon came about at least as the spread and moveset didn't come until after all 6 team members were chosen. When building with it all I had to keep in mind is that its niche is having Fusion Bolt as well as reasonably powerful Ice-type STAB moves with base 95 Spe (which is why it is max investment Hasty here).
Fusion Bolt needs no explanation other than it hits Kyogre and Ho-Oh REALLY hard even with no Atk invested; all with the perk of not lower its attacking stats in the process. Blizzard is a necessary evil and is why I considered running Kyurem-W. Ice Beam only tickles Groudon is the problem and doesn't secure KOes that Blizzard does, even with rolls vs accuracy factored in. Unfortunately, wins against some balance match ups with this team are greatly affected by how many Blizzards or Toxics Kyurem can hit. Speaking of Toxic, I figured Kyurem really only needs 3 slots to do its job so why not have a move that is more accurate than Blizzard that makes Gengar's Hex much more threatening. Unfortunately, Kyurem does not get a status that hits Steel-types unless it's on a 30% secondary effect, but Toxic has proven to be more than enough in many cases. Because CB Ho-Oh is on the team, I figured hitting Steel-types should be left to the bird and making Kyurem more durable vs stall through Roost was a better idea.
Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 28 Atk / 232 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Skill Swap
In choosing my 6 team members I figured the best way to make a Kyurem-B team that wasn't incredibly weak to Arceus-Rock was to use Bronzong as it also compresses your Steel-type with a secondary Ground immunity, Salamence check, and Ekiller check.
With the 6 Pokemon chosen, I figured it would be best to have Stealth Rock on this thing and give Groudon a more offensive roll in order to have more ways to win with this team. Gyro Ball is needed if you want to be doing any sort of damage whatsoever outside of Toxic. Powering up Gengar's Hex with Toxic gives the move more application other than it is a move that is required on Bronzong for the most part. Skill Swap makes it so Gengar completely walls 90% of Mega Salamence and Mega Gengar walls the Mega Salamence without Earthquake and can guarantee a KO back due to Shadow Tag. You can also mess with Mega Sableye if you you want. I am sure there are other situational applications to the move, but I do believe it is the right move on Bronzong on this team in particular.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 164 Atk / 84 SpD / 52 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
At this point I needed to commit to a teamstyle and one that could punish Steel-types. Ho-Oh balance is definitely one of the best styles for Bronzong in particular so I figured I would give it a go and see where it took me. Where do you start with Ho-Oh balance? The bird of course!
With all 6 members on the table, I figured the best way of handling Darkrai with a Sleep Talk Ho-Oh and Focus Blast Gengar. Sleep Talk tends to work best with Choice Band and Choice Band Ho-Oh's damage output without much recoil is what I needed on the team due to its importance in scaring off Steel-types and Xerneas. Sacred Fire scaring Steel-types and powering up Gengar's Hex 50% of the time is a real boon so I wanted to use the move as much as possible instead of having to Roost off Life Orb recoil every now and then. When everything Ho-Oh can status has been statused, Brave Bird is the new source of absolutely ridiculous damage. This has been what Ho-Oh has done for a long while now so I don't need to go into more detail beyond some Ho-Oh balance basics.
Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Judgment
- Recover
- Defog
Since I was on the Ho-Oh balance route, a support Arceus was necessary. Dragon didn't fit due to it letting in Steel-types far more freely than Water and its inability to do immediate damage to Xerneas whos checks on this team can all be worn away pretty easy. I also needed to hit Ho-Oh harder than neutral Judgment so why not use the super effective Judgment of Arceus-Water.
The only moves to talk about here are Judgment and Toxic as Recover and Defog have very clear applications on Ho-Oh balance with removing hazards and keeping your check to Ho-Oh strong through its Brave Bird onslaught. Recover also allows Toxic to become useful to Arceus-Water as well as Gengar. Judgment was decided upon because of what Bronzong and Gengar do to Mega Salamence and my dire need of something to hit Ho-Oh and do decent damage to Steel-types. Toxic and Recover are generally enough to deal with Groudon along side Bronzong so I figured the extra damage Ice Beam provides against it wouldn't be missed.
Groudon @ Red Orb
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 Atk / 40 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance
A must on Ho-Oh balance, Groudon was a very clear choice when I decided to use the Ho-Oh balance path. The only real question that I had when putting it on the team was what set was I using? Everything else was decided by the Ho-Oh balance commitment.
In order to punish Steel-types as hard as possible and have a secondary way of winning, I decided to leave setting Stealth Rock to Bronzong and instead use this monster. Swords Dance and Rock Polish were decided on so Groudon would have flexibility to break down teams alongside Kyurem in order for Gengar to win, or to win on its own should Gengar not be a winning option. Due to a slight Rayquaza and Ho-Oh (all teams are slightly weak to this bird), Stone Edge was chosen over Fire Punch although the reliability was very tempting. One thing I have learned throughout ORAS is that Swords Dance Rock Polish Groudon is a monster when used by your opponent and a gamble when used by you. If at all possible, try winning with Gengar first, but know Groudon has good odds of winning also should that plan be quashed.
Gengar @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Focus Blast
- Protect
Because one of the flexible slots on the team was compressing the bulky Steel-type and secondary Ground immunity, I decided Mega Gengar with Hex would be the best way to make use of the status the two passive Pokemon on the team provide while also checking E-Killer and secondary checking Darkrai. I knew 3 out of the 6 mons at least would have status moves (now 4) so I figured this would be the best Ho-Oh balance partner to have.
Hex, Protect, and Focus Blast are the two needed moves here. Hex gives the team a solid way of dealing damage without accuracy issues assuming the status moves, used prior, hit and makes Gengar something very threatening late game while Protect allows it to mega evolve and gain its much needed Speed. Focus Blast is a move I hate but its very necessary here as it gives you the option to check Darkrai and E-Killer without sacrificing Gengar. Will-O-Wisp is a move I know helps vs Stall in a very large way, but I am very tempted to change it to Destiny Bond as Pursuit users seem to have fallen off the planet's face due to this Gengar set's existence. Destiny Bond would give me a better shot vs Shadow Claw E-Killer who kinda ruins this team if Focus Blast misses.
Threats
Shadow Claw E-Killer
DD Rayquaza with a Fire move
Hexgar + Klefki (always threatening)
Darkrai (always threatening)
Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 248 HP / 164 Atk / 40 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 164 Atk / 84 SpD / 52 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Judgment
- Recover
- Defog
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Focus Blast
- Protect
Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 28 Atk / 232 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Skill Swap
★ (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 40 HP / 212 SpA / 4 SpD / 252 Spe
Hasty Nature
- Fusion Bolt
- Blizzard
- Toxic
- Roost
Ability: Desolate Land
Shiny: Yes
EVs: 248 HP / 164 Atk / 40 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 164 Atk / 84 SpD / 52 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Judgment
- Recover
- Defog
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Focus Blast
- Protect
Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 28 Atk / 232 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Skill Swap
★ (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 40 HP / 212 SpA / 4 SpD / 252 Spe
Hasty Nature
- Fusion Bolt
- Blizzard
- Toxic
- Roost
Last edited: