The Shining Utopia


    The☀Heavenly☯Throne☾

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    Who is the Greatest Pokémon Master?

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    Immanent God LANCE
    Clan Leader
    Clan Leader

    Posts : 554
    Join date : 2014-06-16
    Age : 26
    Location : Heaven

    The☀Heavenly☯Throne☾

    Post by Immanent God LANCE on Fri 12 Oct - 7:36





    Over the great heavens, the radiant Sun rises. Its light reveals the features of the Earth beneath it, as the tale embodied by the history of the world of competitive Pokémon unfolds. Innumerable times, the aforementioned blazing star sets to reveal the light of the tranquil Moon, which once more fades away upon the coming dawn. As the days and nights pass, the Pokémon trainers under the celestial bodies continue to compete amongst each other over countless different metagames across the generations, improving their skills whilst innovating new teams and Pokémon movesets along the way. Battles are fought, drama unfolds, glory is gained and lost with victories and defeats, legends are taught, and friendships and hostilities are born every day amidst these interactions between Pokémon trainers.

    This grand tale, covering billions upon billions of Pokémon battles and warstories, has numerous highlights. The beginning, embodied by the release of Pokémon Red and Green. The creation of Azure's Height, as well as the discovery of the sciences that govern the laws and mechanics of Pokémon battles. The rise of online Pokémon battling simulators with the advent of GSBot and Pokémon NetBattle. The tale of the RBY Legend GGFan, which spans across GameFAQs and THE Alternative. The establishment of the Smogon University, as well as the unfolding of the myriads of individual tales within or associated with this community. The birth of Pokémon Online, as well as the stories within or associated with that community, including the tale of the Living Legend Sasha The Master. However, in the entire history of the world of competitive Pokémon, one tale sits at the center of all the others, and surpasses them all in grandeur - The Legend of The Great Pokémon Master - a story that encompasses the creation of  The Blazing Glaciers and TheAbsolutePower, the rise and fall of the Dragon Masters clan, as well as countless other events of legend.

    The Pokémon trainers of the Earth, who battle amongst one another, fight with a myriad of different goals within their sights. The defeat of the single opponent who stands before their eyes. The #1 spot on the ladders on which they battle. Victory in the tournaments in which they participate, individually or as a team. The optimization of their GXEs or win-loss records in various contexts. However, no matter what any Pokémon trainer's short-term goal at any given point in time may be... their long-term goal remains one and the same. Regardless of whether it is day or night, every Pokémon trainer possesses the ability to behold a symbol of this goal as they gaze up towards the sky, at the source of the heavenly light that watches over the world of competitive Pokémon.

    As they look up at the Sun or the Moon, a Living Legend springs to their mind. An intellect responsible for the creation of a myriad of unique and extremely useful Pokémon teams and movesets across many different metagames throughout the generations. A Pokémon trainer who has achieved consistent success over countless battles across the aforementioned metagames and generations, even in the face of hax and bad team matchups. A genius who has mastered the highest of Pokémon metagames, allowing the use of even the strongest of legendary Pokémon, as well as the most powerful of strategies. A being whose wisdom and understanding of the nature of Pokémon Mastery transcends all. A man capable of seeing the grandest picture of the art of Pokémon battling, rather than merely specific small parts of it. An entity who sits above the sphere of the Earth, and whose light shines brightly upon the world, giving all the Pokémon trainers who dwell within it the aspiration of hope, as well as the desire to approach the Ultimate Champion's heavenly level of Pokémon Mastery.

    However, the effect of said light on the Pokémon trainers of the Earth is not always positive. Because of the sheer brilliance of the glory that radiates from the Great Pokémon Master's celestial throne, many Pokémon trainers have confused said glory with Pokémon Mastery itself, rather than merely a byproduct of it, if not something that exists simply by coincidence. Failing to differentiate recognition from true skill, many trainers have chosen to walk down the path of dishonesty in their pursuit of the Ultimate Champion's transcendent position. Laddering selectively to avoid bad team matchups and/or skilled trainers. Boosting on ladders by battling oneself. Being ghosted in tournaments. Gambling towards success in tournaments by attempting to win at the Team Preview, rather than on the battlefield itself. Stealing or otherwise taking the Pokémon teams built by others - often the Great Pokémon Master himself - and seeking acknowledgement through victories "achieved" with said teams.

    Through such practices, countless trainers throughout history have succeeded in deceiving others by painting images of themselves as Pokémon Masters, with such images being, in truth, as fragile as a flower in a mirror, or the Moon on the water's surface. And like a monkey jumping at said Moon's reflection, only to sink to the bottom of the lake and drown, many trainers have eternally separated themselves from the ideal state of Pokémon Mastery, upon putting themselves to sleep with the very lies spread by, ironically, none other than themselves.

    The chaos that unfolds across the world of competitive Pokémon is, in truth, nothing more than a reflection of the sinful nature of humanity itself - the very same flaws that resulted in the countless atrocities that occurred throughout history beyond the aforementioned world. In the world of competitive Pokémon, barbarity has been directed at the Great Pokémon Master himself - sometimes in spite of, and other times because of the very grand position that he holds, in an attempt to diminish the light of the glory he emanates. Hatred and ostracism, banishment and other forms of punishment, humiliation and denial of his Kingship in the art of Pokémon battling, and at times, denial of his very existence as a whole.

    As an answer to such hostile treatment, the True Master of Pokémon has developed powers that transcend the realm of Pokémon battling itself, and manifest in the way of immortality in the world of competitive Pokémon - powers symbolically reminiscent of those possessed by certain creatures. Traditionally, the Ultimate Champion has been compared to a mythical being represented by a certain Dark/Dragon-type Pokémon, due to his possession of a defiant power akin to said mythical being growing back two heads every time it loses one. The Great Pokémon Master has also been compared to a legendary Fire/Flying-type Pokémon he is often seen battling with in innumerable metagames throughout the generations, not only because of the sheer frequency with which he uses said Pokémon, but also because of his ability to circumvent banishment and other forms of punishment brought down upon him with a simple click of the "Register" button or a change of his IP address, much in the same way that the aforementioned Fire/Flying-type Pokémon rises from the ashes to overcome death itself. And finally, the power of the Living Legend has been compared to a certain Pokémon Ability that grants its possessor a 30% chance of curing its own status every turn, due to the sheer ease with which the Great Pokémon Master sheds his identities in the same way that a snake sheds its skin. With such powers of immortality under his command, the Ultimate Champion has often been referred to by names such as "R The Resurrection" and "The Unbannable Legend."

    However, the hydra, the phoenix and the serpent are not the only creatures that serve as symbols of the Great Pokémon Master's undying nature. While the aforementioned creatures may represent his immortality in terms of his defiance of punishment, none of them are sufficient to symbolize the immortality of the very power of his for which he is best known - his Mastery and Sovereignty over the art of Pokémon battling. For achieving that purpose, only one creature is suitable - one of the most iconic animals to have ever graced human culture, and a regal beast that has long been respected as a symbol of strength, courage and Kingship. A creature that gracefully and nonchalantly sits atop a rock amidst a vast savanna, with the blazing Sun behind it, reminiscent of the Ultimate Champion sitting upon his heavenly throne. An animal whose mane is as majestic as the very light that radiates from the Great Pokémon Master himself, and shines upon the world of competitive Pokémon. The King of Beasts, whose position draws parallel to that of the Pokémon Master who stands above all other Pokémon Masters - the King of Every King in the world of competitive Pokémon.

    The seventh generation of Pokémon has introduced two cover legendary Pokémon, each representing one of the sources of the celestial light that watches over the world. And serving as the emissary of the very heavenly body that represents the shining Kingship of the Great Pokémon Master during the day is the fearless lion of steel, Solgaleo.

    Though a master of countless metagames, the dominion of the Ultimate Champion's Mastery of Pokémon is best known and displayed within a specific trinity of tiers across the generations - Übers, his traditional tier; Anything Goes, the tier that is Pokémon battling in its purest form; and Balanced Hackmons, a tier that transcends the limits of legality, as well as the home of some of the most skill-demanding, patience and long-term-planning-requiring, and intricate strategies that exist in the world of competitive Pokémon. While all three of the aforementioned tiers may share similarities with each other, in the sense that all of them allow the use of even the strongest of legendary Pokémon, the last of those three differs dramatically from the first two, when looking at the viability of the Pokémon in each respective metagame.

    Übers and Anything Goes are the realms in which two of the Great Pokémon Master's signature Pokémon - the aforementioned rising phoenix, as well as the leviathan of unparalleled defensive power - rule the skies, but Balanced Hackmons is a world in which the latter is nigh-unviable, while the former is merely niche. In this metagame, the Mega forms of a certain Psychic-type Pokémon stand a serious chance at living up to Dr. Fuji's claim of it being "the world's most powerful Pokémon," whereas this Pokémon struggles to overcome the simple barrier that is opportunity cost in Übers and especially Anything Goes. The aforementioned two metagames are the lands on which a blisteringly-fast and ghostly boxer thrives, whereas such is completely outclassed in Balanced Hackmons, the land on which two of the four legendary golems - namely, Regigigas and Registeel, are seen in abundance, much in contrast with the other two tiers. Übers, and especially Anything Goes, courtesy of the lack of the Species Clause in the latter, are tiers in which the Alpha Pokémon dominates, whereas this deity's utility is far more niche in Balanced Hackmons. The Sparkling Blue Black Kyurem, often ridiculed for its shallow and inappropriate movepool in legal tiers, faces no such problems in Balanced Hackmons, in which it stands as a far more dominant force.

    But far more interesting than the above is the fact that Übers and Anything Goes are two tiers that far more heavily favor the emissary of the Moon over that of the Sun, with the former having undeniable use, and the latter being, in spite all of its strength, regality and magnificence, borderline unviable at best, due to its weaknesses to trapping-based strategies, the Dark-type attacks of the Personification of Death itself, and by far most importantly, the incredibly powerful attacks of the roaring behemoth that serves as the harbinger of the very celestial body ironically symbolized by Solgaleo itself. However, the exact opposite holds true in Balanced Hackmons, in which the legendary lion is far more appreciated for its quadruple resistance to the Psychic Terrain-boosted attacks of the allegedly most powerful Pokémon, its resistance to all Fake Outs, Extreme Speeds and Boombursts except for those of the Electric-type variety, as well as its neutrality to Fighting-type attacks, which differentiates it from other Steel-type Pokémon.

    Descending the heavenly stairs from his grand throne that rests upon the radiant Sun, the Great and Noble King of the world of competitive Pokémon has come in glory upon the Generation VII Balanced Hackmons metagame. And walking at his right is the legendary and magnificent beast, whose mane reflects and symbolizes all the greatness and majesty of its trainer. The time has come for every knee to bow, and for every tongue to confess... that LANCE is the Greatest Pokémon Master to have ever graced the heavens, the Earth, and all that is under the Earth.



    The☀️Heavenly☯️Throne is one of my proudest creations among Pokémon teams. Out of all the Pokémon teams I have ever built in any metagame in Generation VII, I would personally say that it is one of the only three that I would honestly consider to be truly excellent, with the other two being my pre-Marshadow SM Ubers team, 天下無敵, as well as my pre-Marshadow SM Anything Goes team, 天下無敵 [Ultimate Pokémon Mastery Mix]. However, because neither 天下無敵 nor especially 天下無敵 [Ultimate Pokémon Mastery Mix] are viable anymore in their respective metagames after Marshadow was released, this means that, when looking at the current SM metagames, The☀️Heavenly☯️Throne is my one and only excellent team in any Generation VII metagame. I would honestly say that it is by far the best team I have ever built in any Generation VII metagame, especially now that Primal Groudon is banned in Balanced Hackmons. It may not be a team with no bad team matchups, and it is true that even it can fall if it faces enough hax, but I am convinced that, if played perfectly over 1,000 battles against the countless different opponents and teams in the entire SM Balanced Hackmons metagame, there is no team in this metagame that can get a win-loss record better than The☀️Heavenly☯️Throne can, after taking into account the numerous random factors that even out in the long run, such as hax and team matchups.

    Being built for a metagame that in and of itself is already incredibly intricate, this team is carefully crafted, in such a way that all six of its members work together with amazing defensive synergy as a single unit, like an army. The sheer depth, versatility, and intricate nature of this team is clearly evident when reading through the sections of this thread dedicated to this team's individual Pokémon, especially Solgaleo, Giratina and Arceus, with the vast details regarding all the nuances and situational utility of each and every single move of such Pokémon, as well as all the different uses of such Pokémon in respect to their typing, Ability and stats.

    This team's strategy is spearheaded by the mighty and brave lion, which charges head-first into the chaos of warfare, and defiles the opponent's side of the battlefield by crippling them with a combination of Stealth Rock and Toxic Spikes, which cannot be blocked by Magic Bounce, thanks to the blazing aura that fittingly radiates from the emissary of the Sun itself. The entry hazards set up by the radiant King are mercilessly abused by the Whirlwind technique of this team's incredibly bulky Poison Heal Giratina. And as the entry hazards slowly drain away the life of the opponent's team, they find themselves completely walled by the team's remaining four incredibly well-synergized members - namely, the blisteringly fast Unaware wall embodied by this team's Arceus, the glacially-slow yet unbelievably specially-bulky wall that is this team's Assault Vest Regenerator Primal Kyogre, as well as the anti-setup units taking the forms of Choice Scarf Imposter Blissey and Prankster Xerneas. This team also contains two Core Enforcer users, as well as one user of Worry Seed, which, fittingly for a team that centers around Toxic Spikes, greatly threatens Poison Heal Pokémon.

    According to the Vermilion City Gym Leader Lt. Surge, "a Pokémon battle is war," and in my opinion, The☀️Heavenly☯️Throne is a team that demonstrates this extremely effectively. As a team centered around the abuse of the entry hazards set up by its King, as well as a focus on utilizing such entry hazards to outlast the opponent's team with a combination of sheer bulk and anti-setup measures with the team's other members, The☀️Heavenly☯️Throne is truly a team whose motto is to "win but never fight." The supreme art of war is to subdue the enemy without fighting, after all.

    The team at a glance:



    Team building process:

    The☀️Heavenly☯️Throne first began as a Contrary Mega Mewtwo Y team, originally created by highlighter.



    Upon using highlighter's team for a bit, I realized that it had trouble against a certain Pokémon, which has traditionally been one of the most dangerous sweepers in the entire history of the no EV limit Balanced Hackmons metagames. Initially created by Adrian Marin as a moveset for regular Kyogre in the pre-EV limit era of XY Balanced Hackmons, it was later used on one of the most iconic teams ever made in my entire Pokémon battling career - my legendary XY Balanced Hackmons team, Mare Tranquillitatis. The Pokémon in question is Poison Heal Kyogre, with the moves Quiver Dance, Moonblast, Water Spout, and either Spore or Dark Void, with the latter being used sometimes back in Generation VI, when it was not hard-coded to only work with the Pokémon Darkrai.

    The Primal form of Poison Heal Kyogre, nicknamed "The Ultimate One" by Balanced Freakmons and myself, is undoubtedly one of the most devastating sweepers in the current SM Balanced Hackmons metagame, even when considering the sheer prevalence of the move Core Enforcer, due to The Ultimate One's sheer firepower, combined with its ability to put its foes to sleep. As such, a team in this metagame being weak to this Pokémon is simply unacceptable in my eyes. Additionally, I also found that highlighter's team was weak to another notable threat in the Balanced Hackmons metagame - namely, Refrigerate Kyurem-W. In response, I replaced the Assault Vest + Regenerator Celesteela on Highlighter's team with a different Pokémon, which also shares the exact same item and Ability. Interestingly, this Pokémon also shares the exact same form and species as one of the Pokémon it is intended to counter. Thus, an Assault Vest-holding Regenerator Primal Kyogre with the moves Core Enforcer, Revelation Dance, Spectral Thief and U-turn found its way on my team.

    However, the removal of Celesteela meant that my team no longer had a resistance to Fairy-type attacks, giving it a hard time dealing with the powerful Boombursts and Extreme Speeds of the incredibly common Pixilate Mega Diancie. My solution to this problem was to replace Mega Tyranitar with a Flash Fire Solgaleo, which is capable of checking Pixilate Mega Diancie, while at the same time retaining Mega Tyranitar's ability to Imposter-proof this team's Contrary Mega Mewtwo Y. I was also happy with this decision from an aesthetic point of view, as I absolutely love the design and concept of the Pokémon Solgaleo, but have always been disappointed in the fact that this Pokémon is not very viable in my other two main tiers, Übers and Anything Goes.

    The replacement of Celesteela had created another problem for my team, which was that it no longer had a Pokémon which could Imposter-proof the team's Aerilate Mega Rayquaza. Thus, I changed my Mega Rayquaza to a Choice Specs set, with the moves Boomburst, Extreme Speed, Secret Sword and Techno Blast, with this set Imposter-proofed by my Solgaleo. The move Stealth Rock, which was previously known by my team's Mega Rayquaza, was relocated to my Solgaleo, which knew Knock Off, Slack Off, and Toxic Spikes as its other moves. Toxic Spikes was chosen as I absolutely love this move's utility in gradually weakening the opponent's team, and creating immense pressure for the opponent when combined with the incredibly powerful attacks of my Mega Mewtwo Y and Mega Rayquaza. Out of all possible movesets for Mega Rayquaza, I chose Aerilate Choice Specs, due to its sheer wall-breaking potential, especially when combined with the aforementioned Toxic Spikes, while at the same time partially retaining the revenge-killing abilities of the Aerilate Mega Rayquaza moveset highlighter originally used.

    Seeing that my team had two Pokémon that lacked any form of recovery whatsoever, I decided to take a page out of the book embodied by my The Master of the Universe [Transcendent Being of Power Mix] team, and teach the move Wish to my Poison Heal Pokémon, with this move replacing my Giratina's Parting Shot technique. Now, I could pass large Wishes to my Mega Mewtwo Y and Mega Rayquaza in order to heal them, thanks to Giratina's incredibly high HP stat. I also replaced Giratina's Topsy-turvy technique with Core Enforcer, in order to have a less passive method of dealing with Poison Heal Regigigas.

    Finally, I replaced the team's Eviolite Imposter Chansey with a Choice Scarf Imposter Blissey, since I was sick of losing to Speed-ties when dealing with Contrary Pokémon as well as Shell Smash users, especially those that were immune to priority due to having Dazzling, Queenly Majesty or Psychic Surge as their Ability. I also changed my Imposter's entire moveset to Heal Bell, Soft-Boiled, Spikes and Trick. Trick's utility on a Choice Scarf-wearing Pokémon is obvious, while I personally see more benefits in using the moves Heal Bell and Spikes on an Imposter, rather than the standard Imposter moves, such as Fake Out, Metal Burst and Whirlwind. In fact, the answer to the question of why such moves, instead of other, more useful moves such as Aromatherapy, Heal Bell, Defog, Spikes and Toxic Spikes are considered to be standard on Imposter Chansey/Blissey is currently still a mystery to me.



    After some battles with the above team, I found that it was exceedingly weak to Dark-type Pokémon, such as Mega Tyranitar, Mega Gyarados and Yveltal. My solution to this problem was to add to my team a certain Pokémon found in Mare Tranquillitatis - by far the single best and most reliable Dark-type check in the entire metagame from my experience, Magic Bounce Xerneas. However, before I could add this Pokémon to my team, I first had to make a decision regarding which Pokémon on my team should be replaced.

    Although Contrary Mega Mewtwo Y was the very Pokémon highlighter had originally built his team around, I eventually realized that it was the weak link in my team. Sure, it was an unbelievably dangerous offensive threat, but unlike all the other Pokémon on my team, it contributed close to nothing to my team's defensive synergy, as it could not be used to wall, revenge-kill, or otherwise check anything. I found that battling with a team with this Mega Mewtwo Y on it was akin to battling with a team of five well-synergized Pokémon along with one standalone and one-dimensional offensive threat. Furthermore, it was also a highly risky Pokémon to use, not only because of the shaky accuracy of the moves Psycho Boost and Overheat (especially relative to my own standards, as well as my well-known dislike of inaccurate moves), but also because the move Spore had the possibility of being reflected by a Magic Bounce Pokémon, with devastating effects, since my Mega Mewtwo Y did not wear Safety Goggles, and my team did not have an Aromatherapy or Heal Bell user outside of its Imposter.

    With all of this in mind, I replaced my Mega Mewtwo Y with a Magic Bounce Xerneas. Now that my team no longer needed to Imposter-proof my Mega Mewtwo Y, I changed my Solgaleo's Ability to Turboblaze, as I personally find the ability to set up entry hazards on Magic Bounce Pokémon to be exceedingly useful in this metagame.

    Initially, I gave my Magic Bounce Xerneas the exact same moveset it had in Mare Tranquillitatis - Moonblast, Rapid Spin, Spikes, and a healing move - Shore Up, in this case. However, because my team already had a very powerful entry hazard game in the form of Solgaleo's Turboblaze Stealth Rock and Toxic Spikes, combined with Blissey's Spikes, which it could situationally set up, I found Spikes on Xerneas to be quite redundant on this team. Furthermore, at the time of this iteration of my team, the item Gengarite had yet to be banned, so I replaced my Xerneas' Spikes with U-turn, in order to allow it to escape from a Shadow Tag Mega Gengar, especially when combined with its Magic Bounce Ability, which makes it immune to Encore.

    Finally, now that my team had a very reliable Magic Bounce-possessing Rapid Spin user that is capable of threatening opposing Giratina with its powerful Moonblast attack, I felt that my own team's Giratina no longer needed to know the move Defog. As such, I replaced this move with Whirlwind, in order to abuse my Turboblaze Solgaleo's Toxic Spikes to the maximum level. After all, a Pokémon only needs to be dragged out once by Whirlwind when Toxic Spikes is on the field in order to be poisoned. Even if the opponent removes the Toxic Spikes later on in the battle, the poison still remains, at least until the opponent removes it with a move like Aromatherapy or Heal Bell. Furthermore, people who know me well from the other two metagames I main would also know that I absolutely adore the Toxic Spikes + Whirlwind strategy in general, and I personally believe that this may be the ultimate and most consistent strategy, when looking at the art of Pokémon battling as a whole.



    After some more battles, I found that my team had trouble with two things. The first was Choice Band Primal Groudon with either Stakeout (which was not yet banned at the time) or Tinted Lens as its Ability, as my team had no reliable switch-in whatsoever to either of those. As such, as useful as my Magic Bounce Xerneas was, I had to replace it with a Fur Coat Arceus, for which I chose the Arceus-Dragon sprite, since Dragon is my favorite of the eighteen Pokémon types. For my Arceus-Dragon-disguised Arceus-Normal, I chose the moves Gastro Acid, Rapid Spin, Shore Up and Spectral Thief. Shore Up's role is obvious, while Rapid Spin is needed as my team would have no way of removing entry hazards otherwise, except with my Imposter. Spectral Thief was there as it could be useful in case I switched my Arceus into a Primal Groudon, expecting a Choice Band attack, only to see it boosting with Shell Smash. And the very idea of Gastro Acid Arceus originated from Pokémon Online's version of Balanced Hackmons, a metagame in which Arceus can be of any type regardless of its item and/or Ability. Gastro Acid Arceus serves a myriad of utility in that metagame, and since I can personally see many of such benefits being applicable in this metagame as well, I decided to use it here as well. With my Magic Bounce Xerneas being replaced with a Fur Coat Arceus, my team was now far more passive against Dark-type Pokémon. But since Choice Band Primal Groudon was such a massive threat, I had no choice but to make this sacrifice. And at least my Arceus possesses the ability to use Gastro Acid to cancel out the Poison Heal of Mega Tyranitar, Mega Gyarados and Yveltal, anyway.

    The second thing my team had trouble with was Unburden Belly Drum sweepers, such as Kartana. After performing a damage calculation, I found that a Fake Out followed by an Extreme Speed from a Sky Plate-holding Aerilate Mega Rayquaza can take out a Kartana from 75% health, so I changed my Mega Rayquaza's item to Sky Plate, while giving it the moves Boomburst, Extreme Speed, Fake Out and Low Kick.



    At the time, the Ability Magnet Pull had yet to be banned, and I found myself losing a lot as a result of my Solgaleo being trapped and eliminated by Magnet Pull Primal Groudon. Such an event was always very devastating to me, as the Sunne Pokémon is arguably the most important Pokémon on my team, since the entry hazards it sets up serve as my team's primary win condition. One cannot win a game of chess or a battle in war without the King, after all. Thus, I replaced Solgaleo with an Aegislash possessing the exact same Ability and moves. The Royal Sword Pokémon, whilst retaining all of Solgaleo's roles, including its ability to Imposter-proof my Mega Rayquaza, cannot be trapped by Magnet Pull, the Shadow Tag of a Gengarite-holding Gengar, or anything else, for that matter.

    Notably, with this iteration of the team, I defeated morogrim in the Balanced Hackmons Ultimate League.



    Later, Magnet Pull and Gengarite were both banned from Balanced Hackmons, so I put Solgaleo over Aegislash again, since the former's quadruple resistance to Psychic gave me a much easier time dealing with the devastating attacks of the unbelievably threatening Psychic Surge Choice Specs Mega Mewtwo Y. Additionally, its significantly more powerful Knock Off also proved useful at times, such as when it comes to chipping down a burned Defog Registeel, or hitting a Mega Mewtwo Y on the switch.



    Despite all the previous iterations of my team, I found that it was still extremely far from a truly excellent team, due to three primary reasons. The first was the fact that, despite the presence of a Sky Plate-holding Aerilate Mega Rayquaza with Fake Out and Extreme Speed, the team still struggled with Unburden Belly Drum sweepers in general. This was because while Mega Rayquaza was capable of revenge-killing Kartana, it cannot do the same to every single abuser of this strategy, as some, such as Primal Groudon, possess way too much physical bulk to be revenge-killed easily. The second reason preventing this team from being truly excellent was the fact that, despite the presence of a Choice Scarf Imposter Blissey, it was still heavily threatened by Focus Sash-wearing Shell Smash sweepers with Dazzling, Queenly Majesty or Psychic Surge, such as Deoxys-A, Mega Mewtwo Y and Hoopa-U. And the third reason, and by far the biggest reason was just because of Primal Groudon in general. Very often, I'd lose a match due to my (logical and completely justified) decision to switch my Fur Coat Arceus into the opponent's Primal Groudon, expecting a powerful Choice Band-boosted attack such as V-create or Thousand Arrows, only to see it using Belly Drum or Shell Smash, with the former situation always forcing me to sacrifice multiple Pokémon in order to stop it, and the latter situation resulting in Primal Groudon being able to take out my Arceus in a single +2 hit if it has the Sheer Force Ability, holds a Life Orb, and knows the move Earth Power.

    I eventually concluded that as long as Primal Groudon remained unbanned in Balanced Hackmons, there could not be any such thing as an excellent team in this metagame, as battles would always be easily decided by team matchups in the form of what moveset the opponent's Primal Groudon runs, as well as the question of whether or not one correctly guesses the opponent's Primal Groudon moveset an/or Ability the first time it is sent out. Furthermore, opting to use Primal Groudon myself under the logic that it is "overpowered" was not a solution to this problem, because it was not the case that Primal Groudon was "overpowered" in the sense that it gives its user consistent success, but rather, it simply makes everything more random. For example, if I were to use a Shell Smash Primal Groudon myself, I could defeat someone by Shell Smashing on the turn the opponent switches to their Fur Coat wall, but if I were to battle the same opponent again in the future, I would no longer have this massive advantage, and could even easily lose as a result.

    However, while I did conclude that the problem presented by Primal Groudon could not be solved without banning this Pokémon, I did come up with a solution to the problems presented by Unburden Belly Drum sweepers, as well as Focus Sash-wearing Shell Smash sweepers with priority-blocking Abilities, with this solution also simultaneously addressing a previously-mentioned minor problem created by my previous decision to replace my Magic Bounce Xerneas with a Fur Coat Arceus. And this solution was replacing my Mega Rayquaza with a personal invention of mine in the SM Balanced Hackmons metagame, of which I am very proud - a Safety Goggles-wearing Prankster Xerneas knowing Encore, Haze, Moonblast and Shore Up. As soon as I made this change to my team, its overall consistency instantly skyrocketed. With a single change, my team no longer struggled with Unburden Belly Drum sweepers and anti-priority Shell Smash users, and it also instantly gained a very powerful check to Dark-type Pokémon.

    Finally, at this point in time, I sat back to observe my team, and noticed something rather cool about the color pattern of my Pokémon. My Xerneas and Giratina were both in their shiny forms, something I chose as I personally find the appearances of these two Pokémon's shiny sprites to be extremely awesome. When combined with the presence of the absolutely majestic Primal Kyogre on my team, I saw that half of my team's members shared the same awesome-looking light blue color. I wanted to add more of such a color to my team, so I changed my Arceus' sprite from that of an Arceus-Dragon to that of an Arceus-Ice. Furthermore, I also personally find it incredibly cool to see a Pokémon that takes the form of an Ice type easily shrugging off Primal Groudon's V-create, a move it switches into extremely often, since it makes my Arceus appear to be unbelievably tough, like a glacier that never melts.



    When the Primal Groudon suspect ladder came up, I participated on that ladder using this team, but with my Arceus' Fur Coat Ability replaced with Unaware, since I no longer had to worry about any catastrophically powerful V-creates or Thousand Arrows, as Primal Groudon was banned on that ladder. Furthermore, changing my Arceus' Ability to Unaware gave my team a much easier time dealing with Triage Mega Rayquaza with Tail Glow and Oblivion Wing, especially those with Spore.

    Around this time, I changed my Arceus' Gastro Acid technique to Entrainment, based on the logic that the latter has more PP. At the same time, changing the opponent's Pokémon's Ability to Unaware, rather than suppressing its existing Ability, made no difference to my team, since my team has no setup sweepers that can allow the opponent's Pokémon to abuse their Unaware Ability anyway. Additionally, I also found that the ability to give my Arceus the Magic Bounce Ability by using Entrainment on a Magic Bounce Pokémon was kind of cool, and useful at times.

    However, after some more battles, I eventually concluded that the optimal move for my Arceus was neither Gastro Acid nor Entrainment, but rather, Worry Seed, due to a rather specific scenario in which my team often finds itself.

    Imagine a situation in which the opponent has a Normalize Mega Gengar with Entrainment, which is one of the most common threats in the SM Balanced Hackmons metagame. Normally, my unbelievably specially-bulky Revelation Dance Primal Kyogre serves as my check to this Pokémon. However, there are some situations in which it cannot accomplish this task, such as if it is fainted, weakened, poisoned by Toxic Spikes, or if there are simply multiple layers of entry hazards on the field. In such a scenario, my only hope of playing around the opponent's Mega Gengar would be with my Prankster Xerneas. However, by using Worry Seed instead of Gastro Acid or Entrainment on my Arceus, I would still be able to somewhat deal with Normalize Mega Gengar through the following method: I first use Worry Seed to change my opponent's Mega Gengar's Ability to Insomnia. If my opponent clicks Entrainment on that turn, then I would need to switch my Arceus out, possibly sacrificing a Pokémon in the process. Then, the next time my Arceus comes in, it would be able to hit the Ghost/Poison-type Pokémon with Spectral Thief, while Mega Gengar would no longer be able to use Entrainment to make itself immune to that move, since its Ability would be Insomnia by then. Furthermore, my team does not have a single sleep-inducing move, since it is based around the move Toxic Spikes, meaning that against my team, the Ability Insomnia has no benefits whatsoever. As such, I made the final change to my team, by replacing Arceus' Entrainment with Worry Seed.

    It should also be noted that the sheer amount of time and number of battles it took me to finally realize that Worry Seed is superior to Gastro Acid on my Arceus serves as a clear demonstration of one of my central philosophies regarding teambuilding in Pokémon, which I have repeated many times: That true success in teambuilding can only be achieved after testing and tweaking a team over countless battles, in a long process of trial and error, rather than quickly throwing a team together without much testing.[/i]


    Last edited by Immanent God LANCE on Fri 12 Oct - 7:57; edited 4 times in total


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    Immanent God LANCE
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    Re: The☀Heavenly☯Throne☾

    Post by Immanent God LANCE on Fri 12 Oct - 7:37

    A closer look at the team:



    The Art of War (Blissey) @ Choice Scarf
    Ability: Imposter
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Impish Nature
    IVs: 0 Atk / 0 Spe
    - Heal Bell
    - Soft-Boiled
    - Spikes
    - Trick

    The first, and by far the most versatile member of The☀️Heavenly☯️Throne is a Choice Scarf Imposter Blissey, whose nickname reflects its sheer versatility, since success in war is all about adapting to combat situations. For an Imposter, many people prefer to use Eviolite Chansey, due to its far superior bulk, combined with its greater flexibility in not being locked into a single move at a time, which can often allow it to accomplish amazing feats, such as counter-sweeping the opponent's team after Impostering a set-up sweeper. However, despite all the advantages Eviolite Chansey may hold, and contrary to popular opinions, Choice Scarf Blissey is, in my eyes, not only by far the single best Imposter in the entire SM Balanced Hackmons metagame, but it is also near-mandatory for any team that has need for an Imposter. This is because the ability to not have to deal with Speed-ties is simply excellent in a metagame filled with so many Contrary abusers and Shell Smash sweepers, with many of the latter possessing excellent Abilities that complement the move, such as Dazzling, Queenly Majesty, Psychic Surge, and Simple. I may have listed only one advantage that Choice Scarf Imposter Blissey holds compared to the multiple that Eviolite Imposter Chansey holds, but the way I see it, the single advantage held by the former is far, far more important than all of the advantages held by the latter, combined. This is because losing a Speed-tie to a devastating set-up sweeper, such as Shell Smash Deoxys-A, Shell Smash Hoopa-U, Contrary Mega Sceptile or Triage Mega Rayquaza with Tail Glow and Oblivion Wing, often means getting completely swept by the opponent, while forgoing the advantages that Eviolite Chansey provides does not mean the end of the world. Also, notably, having Blissey transform into a Defog user is the only way by which a user of The☀️Heavenly☯️Throne can possibly use this move, something that can be helpful if, in a certain matchup, this team desperately needs to keep entry hazards off the field, but cannot do so through Arceus' Rapid Spin, due to the presence of a bulky Ghost-type Pokémon such as Giratina or Aegislash on the opposing team.

    Furthermore, Choice Scarf Imposter Blissey's biggest disadvantage, the fact that it is locked into a single move at a time, is somewhat mitigated by the fact that on this team, this Pokémon knows Trick. So if it switches into the opponent's transformed Imposter, it can Trick its Choice Scarf onto one of the opponent's Pokémon, in this way not only crippling that Pokémon, but also giving itself the freedom of not being locked into a single move at a time. Although, it should be noted that the answer to the question of whether or not Blissey should actually use Trick depends heavily on the battle situation. For example, if the opponent has an offensive team, and they are likely to still have a Shell Smash sweeper or another huge offensive threat in the back, then it likely isn't a good idea for Blissey to forgo its Choice Scarf with Trick. However, against an opposing stall team, freeing Blissey of its Choice Scarf item while giving it to one of the opponent's walls would more than likely be an optimal move. Furthermore, it should also be noted that getting Blissey in without it transforming in the first place, and then using Trick is something that is far, far more easily accomplished against a defensive team than against an offensive one, since the latter often do not even have an Imposter in the first place, which makes things far easier.

    With that said, do be careful of the possibility that the opponent switches their Assault Vest Pokémon into Blissey's Trick, in order to cripple it for the rest of the match, by disallowing it from using any non-damaging move, including Trick. However, this problem can be circumvented by using Solgaleo's Knock Off technique to remove the opponent's Assault Vest before using Trick. Or, alternatively, one can bait the opponent into using Knock Off or Trick on Blissey after it has Tricked an Assault Vest onto itself, should it ever be in such a situation in the first place. Common Assault Vest Pokémon in this metagame include Primal Kyogre, Solgaleo, Celesteela, Dialga, Mega Tyranitar, and more.

    Blissey's signature move, Soft-Boiled, is for healing. Heal Bell is great for a defensive team such as The☀️Heavenly☯️Throne, as it can really help to win the war of attrition against opposing stall teams, especially if this team's Arceus or other Pokémon get forced to be poisoned by the opponent's Toxic Spikes, or the Toxic Spikes of a Chansey or Blissey that Imposters this team's Solgaleo. With that said, do note that Heal Bell cures Giratina of its poisoning as well, meaning that it could be very detrimental if the Ghost/Dragon-type Pokémon's Toxic Orb has been removed by a move such as Knock Off previously. And finally, I have personally judged that Spikes is the best move for the last slot, as it really helps to wear down the opponent's team, especially when combined with Giratina's Whirlwind technique. To put this into perspective, the presence of Stealth Rock and Toxic Spikes on the opponent's field results in the opponent's Poison Heal Pokémon (unless it is weak to Stealth Rock) and Leftovers-holding Stealth Rock-resistant Pokémon taking no net damage every time it is dragged out by Whirlwind. However, add in even a single layer of Spikes, and all of this changes. Based on all of my experiences participating in Pokémon battles across many different metagames throughout the generations, I have personally learned that the combination of Stealth Rock, Spikes and Whirlwind forms an unbelievably broken strategy, since all it takes is Stealth Rock and a single layer of Spikes in order to make most Pokémon lose a quarter of their health just by switching in.

    This Pokémon is given a value of 127 for its happiness, in order to ensure that regardless of whether it Imposters a Return user or a Frustration user, its attack still possesses decent power. It is also given an Impish Nature, as I find it important to maximize its lower defensive stat when it comes in without transforming, since its Special Defense is already sky-high anyway. And an Impish Nature is chosen over a Bold Nature, since this Blissey has no attacks, and can therefore be easily forced to Struggle if it gets Taunted, or accidentally Tricks an Assault Vest onto itself.



    Carolus Rex (Xerneas) @ Safety Goggles
    Ability: Prankster
    Shiny: Yes
    Happiness: 127
    EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Bold Nature
    IVs: 0 Atk
    - Encore
    - Haze
    - Moonblast
    - Shore Up

    If Poison Heal Mewtwo with Blue Flare, Psystrike, Quiver Dance and Spore is to me in BW2 Balanced Hackmons; Turboblaze Ho-Oh with Pursuit, Spore, Stealth Rock and V-create is to me in pre-EV limit XY Balanced Hackmons; and Zap Plate-holding Protean Mega Mewtwo Y with Eruption, Judgment King's Shield and Moonblast is to me in Pokémon Online's version of ORAS Balanced Hackmons, then this Xerneas is to me in SM Balanced Hackmons. Thanks to its Prankster Haze, it can accomplish a myriad of feats. Due to its existence, this team cannot be swept by Unburden Belly Drum Pokémon. Before this cervid, even the dreaded sweeper that is Psychic Surge Hoopa-U with Power Trip, Shell Smash, Spore and Stored Power is nothing more than a mere flea. This Fairy-type Pokémon laughs at almost all Mega Mewtwo X, and checks Dark-type Pokémon such as Mega Tyranitar, Mega Gyarados and Yveltal incredibly well. Its Encore technique can lock setup sweepers into their stat-boosting moves, forcing them to switch out, while giving the user of The☀️Heavenly☯️Throne a free turn, with which they can accomplish a myriad of different tasks, including safely activating Giratina's Toxic Orb; switching to Solgaleo, Giratina or Primal Kyogre in order to recover some health with Leftovers, Poison Heal or Regenerator; double-switching to Solgaleo in order to gain momentum by setting up entry hazards; and many more. Notably, Xerneas can sometimes use Encore to lock Contrary Pokémon such as Mega Rayquaza and Mega Sceptile into Draco Meteor, which the Life Pokémon is immune to, preventing it from being hit by an attack that threatens it far more, such as Leaf Storm, Overheat, V-create or Sunsteel Strike. Under the right circumstances, Encore can let Xerneas force out even a Mega Gengar.

    Moonblast is there to make Xerneas less passive, and this move allows it to threaten or gradually wear down the Pokémon it checks, especially Dark-type Pokémon and Giratina. And finally, Shore Up is for healing. On paper, it may appear that Shore Up is a technique that outclasses all other 50% HP recovery moves, other than possibly Roost on a Flying-type Pokémon. After all, it has the same PP as all of them, recovers more health under a Sandstorm, and has no drawbacks. However, Imprison also happens to be a commonly-used move in Balanced Hackmons, meaning that, despite Shore Up's theoretical superiority over the other recovery moves, it is often better to vary the recovery moves one uses on a team, anyway. Of all the Pokémon on The☀️Heavenly☯️Throne, I chose Xerneas to be the one that uses Shore Up as its healing move, since it is this team's primary switch-in to the single Pokémon which, from my experience, is most likely to use Sand Stream as its Ability: Mega Tyranitar, just like in the case of the very team of highlighter's from which The☀️Heavenly☯️Throne was created. And finally, Safety Goggles is the item of choice, as it prevents the Life Pokémon from being put to sleep by Spore, especially if this move is used by a Shell Smash user, since such Pokémon are meant to be checked by Xerneas.

    This Prankster is also notably able to check the common Dazzling/Queenly Majesty Mega Mewtwo X with Shell Smash and Close Combat, which is quite unique, as most Pranksters in the SM Balanced Hackmons metagame, such as Registeel, cannot accomplish such a task, since they are weak to Close Combat. This Xerneas is also given a Bold Nature, in order to allow it to check Mega Tyranitar and Mega Gyarados more effectively. Speed is not really valuable, since three out of four of the Fairy-type Pokémon's moves are enhanced by Prankster anyway.



    LionFromTheNorth (Solgaleo) (M) @ Leftovers
    Ability: Turboblaze
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Careful Nature
    - Knock Off
    - Slack Off
    - Stealth Rock
    - Toxic Spikes

    The star, King, and most important member of The☀️Heavenly☯️Throne is a male Solgaleo, whose gender is only fitting for a lion spotting such a majestic mane. Under normal circumstances, when the Pokémon Solgaleo uses its signature move, Sunsteel Strike, it enters its Radiant Sun phase, in which its entire body emanates a powerful blazing aura, which allows it to strike down its foe with a mighty blow while bypassing its target's Ability. However, the particular Solgaleo on this team perpetually radiates said blazing aura from its body, meaning it has no use for even its very own signature move. On this team, the mighty lion spots a particularly brilliant and Sun-like radiant appearance, which it owes not only to its mane, but also to the aforementioned blazing aura radiating from its body, which allows it to fearlessly set up its Stealth Rock and Toxic Spikes even in the face of Magic Bounce Pokémon, while at the same time allowing its Knock Off technique to effortlessly burn its way through Shedinja's Sturdy Ability, before easily crushing the ghostly bug under the lion's mighty paw.

    The Sunne Pokémon's Magic Bounce-piercing entry hazards, especially its Toxic Spikes, serve as this team's primary win condition, instantly putting a timer on the lives of many offensive Pokémon, such as Pixilate Mega Diancie, both forms of Mega Mewtwo, and more, while at the same time greatly annoying many other Pokémon, such as non-Poison Heal Giratina, Zygarde-Complete, Mega Audino and more, forcing them to constantly recover, use up PP, and ultimately lose the war of attrition. In this way, because Solgaleo is the Pokémon on this team that sets up the win condition, while the other members of the team merely perform their roles of walling the opponent's Pokémon in order to ensure that they do not win the battle before they succumb to the Psychic/Steel-type Pokémon's entry hazards, Solgaleo's position as the King and leader of this team is solidified.

    However, this does not mean that the steel lion is a coward that merely sets up its entry hazards and hangs back, while letting The☀️Heavenly☯️Throne's other Pokémon do all the dirty work. After all, in the words of a famous, albeit fictional military genius, if the King doesn't lead, how can he expect his subordinates to follow? Indeed, this team's Solgaleo often needs to place itself on the frontlines to perform other duties, such as making use of its typing to switch into and tank some devastating attacks, like Psychic Surge Mega Mewtwo Y's insanely destructive Psystrike and Psycho Boost techniques, as well as the Boombursts of Aerilate Mega Rayquaza, Pixilate Mega Diancie, and Refrigerate Kyurem-W. And indeed, the Sunne Pokémon's quadruple resistance to Mega Mewtwo Y's catastrophically powerful Psychic-type attacks is the primary reason why it is chosen over the myriad of other bulky Steel-type Pokémon for this team. As a demonstration of the Beast King's incredible toughness, it is capable of surviving two Boombursts from Choice Specs Mega Rayquaza, after Leftovers recovery. And while it is true that Psychic Surge Mega Mewtwo Y as well as -ates are all more than capable of hitting Solgaleo hard with coverage moves such as V-create, Precipice Blades, Blue Flare, Thousand Arrows and Moongeist Beam, such can be played around with prediction, especially when this team contains numerous other bulky Pokémon that can take such attacks well, including an Imposter Blissey, as well as a Regenerator Assault Vest Primal Kyogre. Solgaleo just gives this team a switch-in to such Pokémon's main nuke-like Same Type Attack Bonus attacks, but it is merely a check to them, and not a counter. Furthermore, the timer that Solgaleo's entry hazards, especially Toxic Spikes, places on the opponent's offensive Pokémon means that they will have limited opportunities to break this team, in any case.

    Furthermore, this lion also often finds itself on the frontlines a significant portion of the time simply to spam its entry hazards against a Defog user, while at the same time gradually wearing it down with a combination of its Knock Off technique, as well as possibly either a burn inflicted upon the opponent's Pokémon by Giratina's Will-O-Wisp (especially if they are a Steel-type Pokémon) or Solgaleo's own Toxic Spikes. The war of attrition against the opponent's Defog user is one the Psychic/Steel-type Pokémon almost always wins, as each of its two entry hazard-setting moves outnumber Defog in terms of PP individually, let alone when combined together. For the exact purpose of optimizing Solgaleo's ability to win the war of attrition against Defog users, Leftovers was chosen as its item, as it grants the Sunne Pokémon constant passive recovery, while cancelling out burn damage, if it happens to get inflicted with that status condition. Additionally, Leftovers also helps to negate chip damage from U-turn, especially when used by Pokémon Solgaleo often faces off against, such as Defog Registeel and Defog Aegislash.

    Knock Off serves multiple purposes, such as removing a Chansey's Eviolite, depriving a wall-breaker of its Choice Band, Choice Specs or Life Orb in order to drastically cut down its power, and removing an opponent's Pokémon's Assault Vest, in order to eliminate the possibility of this team's Blissey crippling itself when using Trick. Knock Off can also remove the Leftovers of the opponent's Pokémon, and if this is combined with said Pokémon being burned by Giratina's Will-O-Wisp, or poisoned by Solgaleo's own Toxic Spikes, it can result in that Pokémon being gradually worn down over time. This is especially useful against Leftovers-holding Steel-type Defog users such as Registeel, for reasons previously explained. Knock Off can also deal good damage to the extremely common Mega Mewtwo Y, and if timed correctly with prediction, it can achieve some cool stuff, such as removing a Toxic Orb before it activates, or depriving a Mega Gengar of its Spooky Plate, allowing it to be easily walled by this team's Giratina, as well as its Imposter Blissey. Although, it should also be noted that using Knock Off to remove a Toxic Orb is usually pointless anyway, since The☀️Heavenly☯️Throne is a team that heavily relies on Toxic Spikes, and will therefore more than likely want to set it up regardless anyway. Unless, of course, this team's Giratina manages to burn the opponent's Poison Heal Pokémon before the Toxic Spikes are set up. Finally, Slack Off is the recovery move of choice for this Pokémon, since lions are known to spend a significant portion of their lives using this move.

    This Solgaleo is given a Careful Nature, in order to optimize its ability to take Boombursts and Psycho Boosts. Its nickname is the same as one of the titles held by the Swedish Warrior-King Gustavus Adolphus, which is fitting not only given Solgaleo's status as lion and King, but also its position on The☀️Heavenly☯️Throne. This is due to the fact that this entire team's strategy revolves around the entry hazards the Sunne Pokémon sets up, combined with the fact that the use of this Pokémon team in battle is a process very much akin to controlling a military machine, due to the depth of the tactics and strategies it employs, including psychological and attrition warfare.



    Ghost Division (Giratina) @ Toxic Orb
    Ability: Poison Heal
    Shiny: Yes
    Happiness: 127
    EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
    Relaxed Nature
    IVs: 0 Atk / 0 Spe
    - Core Enforcer
    - Roost
    - Whirlwind
    - Will-O-Wisp

    Ever since the creation of my legendary Mirages of the Frozen Wasteland team, the Altered Forme of Giratina has become one of the most common recurring Pokémon on my teams, when looking at all the different metagames I play throughout the generations, and it isn't difficult to understand why. As a double-sided wall whose raw, statistical bulk on both sides exceeds even that of the defensive leviathan that is Lugia, and is surpassed only by that of the Complete Forme of Zygarde, Giratina is simply an amazing Pokémon in pretty much every metagame in which it is usable. In The☀️Heavenly☯️Throne, the Ghost/Dragon-type Pokémon's Toxic Orb, combined with its Poison Heal Ability, gives the team an extremely useful immunity to all status effects, in addition to granting Giratina a great form of passive recovery, making its insanely huge bulk even more grueling for the opponent to deal with. Said bulk and passive recovery is also made even more annoying for the opponent when combined with the Renegade Pokémon's Roost technique, which was chosen over all the other 50% recovery moves, as I think it suits a winged behemoth such as Giratina better.

    Since The☀️Heavenly☯️Throne is a team whose primary win condition comes from the abuse of passive damage primarily in the form of entry hazards, especially Toxic Spikes, then the purposes of the moves Will-O-Wisp and Core Enforcer are clear. The former burns any Pokémon that are, by virtue of their typing, immune to Toxic Spikes, such as Registeel, Solgaleo, Aegislash, Mega Aggron, Mega Lucario, Kartana, Yveltal, Mega Venusaur, Dialga, Mega Rayquaza and Mega Gengar (the last three of those are Pokémon one should generally only try to burn on the switch though, for obvious reasons). If any of the aforementioned Pokémon happen to have Magic Bounce as their Ability, they can still be burned if their Ability happens to be negated by a well-timed Core Enforcer. And if any of the previously-mentioned Pokémon carry Leftovers, and thus are prevented from being worn down from being burned, then said Leftovers can be easily removed by Solgaleo's Knock Off, especially since many of such Pokémon often find themselves switching into the Psychic/Steel-type Pokémon anyway, for the purpose of using Defog or Rapid Spin, or absorbing Toxic Spikes. Additionally, the burns spread by Giratina's Will-O-Wisp can also be used instead of Toxic Spikes as a secondary win condition, even against Toxic Spikes-immune Pokémon, if this team's Solgaleo happens to get eliminated early on in the battle, such as by the Pursuit of a Mega Gyarados or a Mega Tyranitar.

    As for Core Enforcer, its place on a team that is heavily dependent on Toxic Spikes as its win condition is also obvious, since Toxic Spikes-immune Pokémon in the SM Balanced Hackmons metagame take the form of not only Steel and Poison-type Pokémon, but also Pokémon that share the very same Ability as The☀️Heavenly☯️Throne's Giratina itself. Indeed, unless the opponent's Poison Heal Pokémon happens to be of the Fairy type, Core Enforcer negates their Ability, forcing them to switch out, if not destroyed by, ironically, the poison from their own Toxic Orb. Worth mentioning is the fact that the Renegade Pokémon makes an excellent counter to the incredibly common Poison Heal Regigigas, due to its immunity to both Spore and Facade, combined with its Core Enforcer technique, as well as its amazing physical bulk, which allows it to take a +1 Knock Off very easily, especially after its Toxic Orb has already been removed by the aforementioned move.

    Giratina also receives Same Type Attack Bonus for the move Core Enforcer, making it a quite powerful attack in its own right, being able to deal great damage to some common Pokémon such as Mega Rayquaza and opposing Giratina. Notably, Aerilate Mega Rayquaza are usually completely walled by Giratina once its Ability has been negated by Core Enforcer (although this isn't to say that the Ghost/Dragon-type Pokémon is anywhere even remotely close to a viable switch-in to any Mega Rayquaza in general), while hitting an opposing Giratina with Core Enforcer on a turn on which this move is used second is particularly awesome if the opponent's Giratina happens to also be a Poison Heal one, including in situations in which the opponent's Chansey or Blissey Imposters this team's Giratina when Toxic Spikes are down on their side of the field. This powerful, 100 base power Dragon-type attack also has various other utility, including negating the opponent's Magic Bounce Ability, and thus making them susceptible to the Renegade Pokémon's Whirlwind and Will-O-Wisp techniques. It can also be used to suppress the Regenerator of Pokémon such as Primal Kyogre and Solgaleo, in order to wear them down when combined with entry hazards.

    And finally, Whirlwind is probably one of my signature moves as a Pokémon trainer in general, as on average, I probably use this move more than almost every other trainer in existence, in almost every metagame I play, but especially in Balanced Hackmons, and the reasons are quite simple. Firstly, provided the opponent's Pokémon does not have Magic Bounce as its Ability, Whirlwind forces them out, negating all of its stat boosts with ease. Pseudo-Hazing the opponent's Unburden Pokémon on the turn it uses Belly Drum, and therefore wastes its Sitrus Berry, in addition to losing a quarter of its health, is especially sweet. Secondly, Whirlwind is especially useful on this team, when combined with Solgaleo's Turboblaze-enhanced entry hazards, especially since it allows a user of this team to poison certain Pokémon that the opponent would never allow to be poisoned.

    For example, say The☀️Heavenly☯️Throne's Solgaleo is facing the opponent's Defog Registeel, while the opponent has a Poison Heal Regigigas, a Pixilate Mega Diancie, a Mega Mewtwo Y of some form, and two other Pokémon in the back. Solgaleo uses Toxic Spikes, while the opponent's Registeel uses U-turn, before sending out their Regigigas. After that, the user of The☀️Heavenly☯️Throne switches Solgaleo out and sends in Giratina, in order to counter the opponent's Regigigas. If Giratina did not have Whirlwind in this scenario, its trainer would be able to do absolutely nothing as the opponent simply switches back to their Registeel and uses Defog. In this way, there would be absolutely no chance to get the opponent's Mega Diancie and/or Mega Mewtwo Y poisoned, at least until the opponent's Registeel runs out of Defog PPs, something that would take a long time, and gives the opponent ample opportunities to use their offensive pressure to break through The☀️Heavenly☯️Throne, especially with hax or some well-timed predictions using a powerful wall-breaker, such as Choice Specs Psychic Surge Mega Mewtwo Y. However, with Whirlwind, the only way for the opponent to guarantee that they would never have to allow their Mega Diancie and/or Mega Mewtwo Y to be poisoned by Toxic Spikes before Registeel runs out of Defog PPs would be if the aforementioned Registeel possesses the Magic Bounce Ability. This is very important, because once Mega Diancie and/or Mega Mewtwo Y has been poisoned, a timer will instantly be placed upon their lives, and this timer cannot be undone even if the opponent's Registeel uses Defog later.

    The combination of Whirlwind with entry hazards, as well as Giratina's sheer bulk and healing ability very often allows the Ghost/Dragon-type Pokémon to be a win condition in and of itself, by using Whirlwind to cancel out setup, while at the same time wearing the opponent's team down with entry hazards, poison and burns. With this strategy, Giratina can systematically eliminate all of the opponent's offensive threats, such as the previously-mentioned Mega Diancie and Mega Mewtwo Y, given their lack of recovery. This leaves the opponent with nothing to work with, with the exception of completely passive Pokémon such as Registeel, which cannot possibly even dream of breaking the supreme absolute defense embodied by if The☀️Heavenly☯️Throne. And God help the opponent if this team's Blissey manages to set up Spikes, in addition to Solgaleo's Stealth Rock and Toxic Spikes.

    It should also be mentioned that Whirlwind's negative priority serves two exceedingly useful purposes, when taking into account the fact that it is used by a Poison Heal Pokémon. The first of those purposes is preventing Giratina from having its Poison Heal negated by an opposing Core Enforcer, such as from a Chansey or Blissey that Imposters this Giratina. And the second purpose is for checking some strange variants of Poison Heal Regigigas that are designed specifically to get past Core Enforcer users, such as Poison Heal Regigigas with Curse instead of Shift Gear, or with Avalanche instead of Knock Off or Spore.

    Aside from all the utility explained above in regards to each of the four moves in Giratina's arsenal... this Pokémon also has other general uses, which is simply a demonstration of just how incredibly important it is to The☀️Heavenly☯️Throne, with it being the second most crucial member of this team after Solgaleo in my opinion. Firstly, the Renegade Pokémon is immune to Rapid Spin. When combining this with the fact that by far the most common Rapid Spin user in the SM Balanced Hackmons metagame is Regenerator Solgaleo, a Pokémon which cannot take Giratina at all... keeping entry hazards up against a team that is reliant on Rapid Spin rather than Defog as their countermeasure to entry hazards is a piece of cake most of the time. Secondly, the Ghost/Dragon-type Pokémon is immune to Endeavor, making it an excellent check to Shedinja, especially when combined with its ability to burn the Bug/Ghost-type Pokémon with Will-O-Wisp (although they very commonly have Lum Berry and Recycle), and use Core Enforcer to negate its Sturdy Ability.

    Like when using any Poison Heal Pokémon, it is of utmost importance to ensure that before its Toxic Orb activates, Giratina does not get hit by Knock Off, Trick, Switcheroo, or any move that inflicts any status effect other than poison. There are several ways to activate the Ghost/Dragon-type Pokémon's Toxic Orb safely. The first involves switching Giratina into a Pokémon which is confirmed to have no way of either threatening to heavily damage it, or disrupt the activation of its Toxic Orb in any way. For example, say a user of The☀️Heavenly☯️Throne leads with Blissey, while the opponent leads with a Registeel that knows the moves Haze, Destiny Bond, Shore Up and U-turn. After Impostering the opponent's Registeel with Blissey, one will instantly know that the opponent's Registeel has no way of heavily damaging Giratina or preventing its Toxic Orb from activating, allowing Blissey to safely U-turn to Giratina. Another method of safely activating Toxic Orb is to simply send Giratina out on a turn when The☀️Heavenly☯️Throne's Primal Kyogre uses U-turn and moves second. A third method involves using Xerneas' Prankster Encore to lock a Pokémon into a move that can neither threaten Giratina nor disrupt the activation of its Toxic Orb, such as Regigigas' Shift Gear, before switching to Giratina on the next turn. A fourth method involves sending in Giratina when Toxic Spikes are somehow on The☀️Heavenly☯️Throne's side of the field. Assuming it switches into only a single layer of Toxic Spikes, this method has the advantage of allowing Giratina to be merely poisoned, rather than badly poisoned, in case its Ability gets suppressed by a move such as Core Enforcer or Gastro Acid later on in the match. In some scenarios, especially against more offensive teams, it might, unfortunately, be necessary to take a risk, and send in Giratina on a turn on which it is not guaranteed that its Toxic Orb will activate... but hey, Pokémon is a gambling game, anyway. The☀️Heavenly☯️Throne, along with many other teams I have built in recent times across the numerous different metagames I play, aims to do its utmost to minimize its chances of losing to random factors such as hax, Speed-ties and 50/50s... but I also acknowledge that no team in any metagame is completely infallible.

    This Giratina is given a Relaxed Nature, with the Defense boost enhancing its ability to check Poison Heal Regigigas. It is given minimum Speed, in order to maximize its chances of moving last when using Core Enforcer.



    In The Name of God (Arceus-Ice) @ Safety Goggles
    Ability: Unaware
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Jolly Nature
    - Rapid Spin
    - Recover
    - Spectral Thief
    - Worry Seed

    It is widely and famously stated and believed that in the beginning, God created the heavens and the earth. A world in which light shone as the days and nights passed... a world in which two people co-existed eternally in harmony with the plants and animals. There should have been no strife and suffering. But what became of that world? According to many, God took away the world's perfection as punishment, when some of His creations chose to disobey His words. But considering the fact that God both created said creations' ability to disobey Him in the first place, and also knew beforehand that they would eventually choose to disobey Him... is the ruination of this world the fault of God Himself, or is it the fault of those who chose to disobey Him?

    Some have come to believe and explain that the existence of sin and evil is not God's fault, but rather, He lacks one of the properties He is often claimed to possess. Some believe that He may not possess enough power to stop sin and evil. Some say that He may simply be apathetic towards the existence of such. And others claim that He may, in fact, be unaware of the fact that such exist... at least until they happen. A punishing deity that lacks awareness of sin and evil until it happens, and reacts to such... is a rather unorthodox view of God... but it also happens to be a highly interesting one, at least according to my own personal sense of aesthetics.

    The penultimate member of The☀️Heavenly☯️Throne is the very deity said to have, in the beginning, shaped the entire world of Pokémon with its one thousand arms. Possessing the Unaware Ability, a pair of Safety Goggles, as well as an immunity to the move Moongeist Beam, it is capable of countering many Contrary Pokémon, including Mega Rayquaza and Mega Sceptile. Additionally, it can also use Spectral Thief to steal their stat boosts, and use Worry Seed to cancel out their Contrary Ability. However, it should be noted that this Arceus cannot handle Contrary Mega Mewtwo of either the X or the Y variety very well, as it is outrun and knocked out in two hits by either Psycho Boost from the former, or Superpower from the latter. The Alpha Pokémon also makes a great counter to the very common Triage Mega Rayquaza with Tail Glow and Oblivion Wing, though one should be careful of Arceus having its Unaware Ability suppressed by Core Enforcer. With its Ability, combined with its Safety Goggles, as well as its Worry Seed technique, this Ice-type-disguised Normal-type Pokémon can serve as a temporary check to Poison Heal Regigigas, if Giratina is either weakened, fainted, or does not yet have its Toxic Orb activated, making it susceptible to Spore and having its Toxic Orb removed before it activates. However, it should be noted that temporarily checking Poison Heal Regigigas with Arceus can result in the Alpha Pokémon losing its Safety Goggles, if not also being put to sleep in the process. With its Spectral Thief attack, Arceus can check any Mega Gengar lacking Normalize and Entrainment, or even those in possession of such, if the Alpha Pokémon manages to give the Ghost/Poison-type Pokémon the Insomnia Ability via Worry Seed, before switching out and then back in. Although, Arceus should generally only be used as a secondary check to Mega Gengar, since checking that Pokémon is primarily Primal Kyogre's role. Another Pokémon that is primarily checked by The☀️Heavenly☯️Throne's Primal Kyogre, to which this Arceus serves as a secondary check, is Poison Heal Primal Kyogre, due to the Alpha Pokémon's immunity to Spore, combined with its Unaware Ability, its ability to steal the Water-type Pokémon's Speed and Special Defense boosts, as well as its power to replace the Sea Basin Pokémon's Poison Heal Ability with Insomnia.

    Similarly to the very God spoken of in Genesis, who was said to have punished the world by taking away its perfection, the Creator of the Pokémon world punishes its foes by taking away their stat boosts with Spectral Thief. And as a grand display of its transcendence and divinity, the stat boosts that it steals with Spectral Thief cannot be stolen by opposing Pokémon using the same technique, thanks to the Normal typing that lies beneath the Alpha Pokémon's Ice-type disguise. If this move is used properly, it can allow Arceus to beat faster Pokémon with Shell Smash, such as Deoxys-A and the Mega Mewtwo forms, with ease, by moving second and hitting them with Spectral Thief, after they have used Shell Smash on that turn, forcing them to take a +2 hit from Arceus with their -1 Defense stat, in addition to being outrun and heavily threatened by the Alpha Pokémon on the next turn. Aside from stealing boosts, Spectral Thief also allows Arceus to not be completely passive in general.

    Rapid Spin finds its place on this Pokémon, for no reason other than the simple fact that an entry hazard-removing move simply cannot find its place on any other Pokémon on this team. It is chosen over Defog, since this team is extremely heavily dependent on keeping multiple layers of entry hazards on the opponent's side of the field, meaning that removing the entry hazards on the opponent's side of the field is a very, very bad idea, as it can cost this team a lot of momentum. Additionally, because The☀️Heavenly☯️Throne has Stealth Rock, Toxic Spikes, and depending on the matchup, even Spikes as entry hazards, as opposed to only Stealth Rock like most teams, it does not mind having its entry hazard removal method blocked by Ghost-type Pokémon that much, especially since none of the members of this team are particularly weak to entry hazards. This is because it can often set up several layers of entry hazards, while it will usually have only Stealth Rock on its own side of the field, meaning that eventually, the opponent will be forced to use Defog themselves, since they will be taking more damage from the entry hazards overall.

    Furthermore, if this Arceus had Defog instead of Rapid Spin, then the opponent would be able to Defog for free every time their Chansey or Blissey Imposters the Alpha Pokémon. However, with Rapid Spin, the opponent would not be able to remove their entry hazards as easily, since Giratina can block this move. And although the opponent's Arceus-transformed Imposter can threaten the Ghost/Dragon-type Pokémon by replacing its Poison Heal with Insomnia, Giratina can simply Whirlwind the opponent's Imposter away, before switching out, at the cost of a small amount of health. It should also be noted that, if the opponent's Chansey or Blissey happens to Imposter The☀️Heavenly☯️Throne's Solgaleo, it is often best to switch to Arceus right away, in order to prevent it from being poisoned by Toxic Spikes the next time it comes in. After Arceus is in, one should spam Rapid Spin against the opponent's Imposter until it switches out. This may cost Arceus its Safety Goggles, as well as quite a lot of its PP, but this is hardly a problem, since the Alpha Pokémon's Rapid Spin has 64 PP, while an Imposter only has 20 PP anyway. Or, at the very least, try to switch Arceus in after the opponent has set up no more than one layer of Toxic Spikes, since stalling is significantly more difficult for a badly poisoned Pokémon than it is for a Pokémon that is merely poisoned.

    Another way by which God is said to punish His creations is through cursing them into various states, such as forcing them to crawl on their bellies, making it mandatory for them to go through various pains in order to survive and reproduce, placing a cursed mark upon them, cursing them to be trapped in a place for a long period of time, and other similar punishments. And indeed, being cursed to never be able to sleep can be considered to be one of the cruelest of such. Worry Seed allows Arceus to threaten Poison Heal Pokémon, notably including Fairy-type ones such as Xerneas and Mega Audino, which the Core Enforcer of this team's Giratina and Primal Kyogre lacks the ability to do. In addition to that, Worry Seed also serves a quite cool purpose, which is to allow Arceus to not be forced out by common -ate Pokémon, such as Aerilate Mega Rayquaza, Pixilate Mega Diancie, and Refrigerate Kyurem-B/W. This is because Arceus, with its blisteringly fast 120 base Speed, which is further augmented by its Jolly Nature, is faster than every common -ate Pokémon, and can replace their -ate Ability with Insomnia before they can fire their Boomburst, resulting in the aforementioned Boomburst being much weaker than they would normally be. Of course, this is not to say that Arceus is a switch-in, counter, or even check to -ate Pokémon, but simply not being forced out by -ate Pokémon is amazing. This is because, while The☀️Heavenly☯️Throne contains some general checks and switch-ins to -ate Pokémon, such as Solgaleo, Primal Kyogre and Imposter Blissey, depending on what move the -ate Pokémon clicks, none of them are completely solid checks to -ates. This is because Solgaleo, despite its resistance to Flying, Fairy and Ice, is weak to many common coverage moves from -ates, such as V-create, Precipice Blades, Thousand Arrows and Blue Flare, while Imposter Blissey and Primal Kyogre can be heavily damaged by Boomburst or a Flying/Fairy-type Extreme Speed, respectively.

    And in the same vein, Arceus' high Speed combined with its Worry Seed technique allows it to do some other cool stuff, such as cancelling out a Primal Kyogre's Primordial Sea Ability before it can fire its Steam Eruption, or removing a Red Orb-holding Groudon's Desolate Land before it can launch a V-create. Additionally, just like Core Enforcer, Worry Seed can also prevent Regenerator Pokémon from regaining health when they switch out, which can be helpful for wearing them down.

    Finally, Recover is chosen as the Alpha Pokémon's healing move, since it is the only one it learns naturally.


    Last edited by Immanent God LANCE on Fri 12 Oct - 7:45; edited 1 time in total


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    Re: The☀Heavenly☯Throne☾

    Post by Immanent God LANCE on Fri 12 Oct - 7:37



    Primo Victoria (Kyogre-Primal) @ Assault Vest
    Ability: Regenerator
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
    Sassy Nature
    IVs: 0 Spe
    - Core Enforcer
    - Revelation Dance
    - Spectral Thief
    - U-turn

    The☀️Heavenly☯️Throne's final member is the majestic Emperor of the Seas itself, the Primal form of Kyogre. On this team, the Sea Basin Pokémon makes use of both its famously high 180 base Special Attack stat with its powerful Core Enforcer and Revelation Dance techniques, as well as its often-forgotten, yet still stellar 150 base Attack stat, with its Spectral Thief and U-turn attacks. However, the mixed attacking prowess of this Pokémon only serves to draw attention away from its absolutely gigantic special bulk, courtesy of its 100 base HP and 160 base Special Defense, combined with its Assault Vest, as well as its kaiju-like Regenerator Ability (random fact: Godzilla's Japanese name is Gojira, and the "jira" part of its Japanese name means "whale"). As a demonstration of this Primal Kyogre's incredible resilience to special attacks, it can survive even a Choice Specs Psycho Boost from Mega Mewtwo Y under Psychic Terrain, a Choice Specs Boomburst from Aerilate Mega Rayquaza, as well as a +3 Judgment from Spooky Plate Mega Gengar! As such, the Water-type Pokémon is extremely useful for checking a wide range of special attackers, including, but far from limited to: Mega Gengar in general, Poison Heal Primal Kyogre, Tail Glow Dialga, most Mega Mewtwo Y lacking Psystrike, and more. With its special bulk and healing Ability, it is great for scouting the moves used by specially-offensive nukes and -ate Pokémon in general, and notably, it is an excellent counter to any Refrigerate Kyurem-W - even Choice Specs ones (be careful of Core Enforcer though).

    Primal Kyogre's most powerful attack is its Same Type Attack Bonus move, the mystical Revelation Dance. It is chosen over all other possible Water-type attacks for its ability to hit Normalize Mega Gengar even after it has used Entrainment against the Sea Basin Pokémon. Additionally, this attack also deals decent damage to most Pokémon, and can seriously threaten the likes of Mega Diancie and Mega Aggron.

    The Water-type Pokémon's second strongest attack is its Core Enforcer, which can do pretty much everything Giratina can do with this move. However, unlike in the case of the Ghost/Dragon-type Pokémon, whose Core Enforcer technique exists mainly to check Poison Heal Regigigas, Primal Kyogre's Core Enforcer generally isn't used to combat that Pokémon, due to the Sea Basin Pokémon's lack of immunity to Spore, combined with the fact that it strongly dislikes taking even unboosted Facades. Instead, Primal Kyogre's Core Enforcer has two primary targets: Poison Heal Primal Kyogre, as well as Imposters. Regenerator Assault Vest Primal Kyogre is so unbelievably bulky on the special side that it can afford to be hit by a Poison Heal Primal Kyogre's Spore, experience a three-turn sleep while taking repeated boosted Moonblasts and Water Spouts in the process, and wake up in time to use Core Enforcer to suppress the opposing Primal Kyogre's Poison Heal Ability. And when Core Enforcer is used on the switch against an Imposter than transforms into The☀️Heavenly☯️Throne's Primal Kyogre, it prevents said Imposter from restoring health with Regenerator upon switching out, which can be great for wearing them down, especially when combined with entry hazards. Primal Kyogre's Core Enforcer can also heavily damage the extremely common Mega Rayquaza, while pretty much always suppressing its Ability in the process. Such can make the Dragon/Flying-type Pokémon's Contrary set far less threatening, or allow its Aerilate set to be easily walled by Giratina.

    The Sea Basin Pokémon's third strongest attack is Spectral Thief. This is Primal Kyogre's main weapon for combatting any Mega Gengar that lacks Normalize and Entrainment, as well as even the Mega Gengar that do possess such an Ability and move, but choose not to use the move, in anticipation of Revelation Dance. Just like in Arceus' case, this move is also great for stealing stat boosts in general. It can be used to take away the Quiver Dance boosts of Poison Heal Primal Kyogre, while in the process of beating it. And additionally, using Spectral Thief to steal the Quiver Dance boosts of Poison Heal Xerneas is one of the main ways by which this team beats that Pokémon, since Xerneas is immune to Core Enforcer. Using Spectral Thief to steal the Special Attack boosts of Tail Glow Dialga is also this team's primary way of beating that Pokémon. At +3 Special Attack, Primal Kyogre's Core Enforcer can deal extremely heavy damage to Dialga, while this move, along with Revelation Dance, can heavily threaten most Pokémon.

    If it manages to steal a Quiver Dance or Shell Smash boost, the Water-type Pokémon can even become a sweeper of some sort. And if it happens to get Impostered after it has stolen such boosts, it can be Imposter-proofed by this team's Unaware Arceus, or the Imposter can have its stat boosts erased by Xerneas' Prankster Haze, provided the Fairy-type Pokémon manages to come in safely, such as by Primal Kyogre's U-turn if it loses the Speed-tie (as in, moves second) against its Imposter. In the case of Arceus, note that its Unaware Ability can be negated by the opponent's Primal Kyogre-transformed Imposter's Core Enforcer though. However, this is hardly a problem once Arceus has stolen its foe's stat boosts with its own Spectral Thief, especially since the opponent's Primal Kyogre-transformed Imposter cannot steal such boosts back with its own Spectral Thief. Although, one should be careful if the opponent's Primal Kyogre-transformed Imposter is at +3 or higher Speed, and also has Special Attack boosts. Because in such a situation, the opponent's Imposter can hit Arceus on the switch, suppressing its Unaware Ability, before outrunning it and knocking it out on the next turn with its boosted Revelation Dance. However, if the opponent's Imposter is at +2 or lower Speed, then Arceus can outrun it, and steal its boosts with Spectral Thief before it can make its next move.

    The Sea Basin Pokémon runs minimum Speed for two reasons. The first is to maximize its chances of moving second when using Core Enforcer, and the second is to maximize its chances of moving second when using its last attack, U-turn, in order to serve as a slow pivot. Despite being Primal Kyogre's weakest move, it is also arguably this Pokémon's most useful technique, as it serves a myriad of purposes. Firstly, its glacially-slow U-turn can give its team a lot of momentum, by doing something such as safely sending in Solgaleo, in order to allow it to set up its entry hazards. It can also be used to safely bring in Giratina in order to allow it to activate its Toxic Orb, as explained before. And when combined with The☀️Heavenly☯️Throne's Choice Scarf Imposter Blissey, this move is also extremely useful against Shell Smash users and Contrary abusers. Say Primal Kyogre is out against a Deoxys-A, which moves first and uses Shell Smash, before the Water-type Pokémon uses U-turn, bringing the DNA Pokémon down to its Focus Sash. After that, this team's Choice Scarf Imposter Blissey can come in and finish off the opponent's Deoxys-A, while at the same time serving as a huge threat to the rest of the opponent's team. Alternatively, Primal Kyogre can do something like taking a Psycho Boost from a +0 Special Attack Contrary Mega Mewtwo Y, before using U-turn, after which Choice Scarf Imposter Blissey is sent out, and copies the opponent's Mega Mewtwo Y's +2 Special Attack. The fact that Primal Kyogre is slow mostly prevents the Pokémon coming in from the U-turn to be hit by an attack on the switch, and mostly results in the Sea Basin Pokémon being hit instead. However, this is usually inconsequential, since it can more or less heal away such damage with Regenerator anyway.

    The presence of U-turn on Primal Kyogre's moveset also allows it to be safely switched in if its user suspects that the opponent's Pokémon has a trapping move such as Anchor Shot or Thousand Waves. And while Giratina can serve this purpose as well, Primal Kyogre is a better alternative if the user of The☀️Heavenly☯️Throne is unsure about whether or not the opponent's Pokémon is going to use Core Enforcer on that turn (not to say that Primal Kyogre likes switching into Core Enforcer in general, though).

    Importable:

    Importable:
    The Art of War (Blissey) @ Choice Scarf
    Ability: Imposter
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Impish Nature
    IVs: 0 Atk / 0 Spe
    - Heal Bell
    - Soft-Boiled
    - Spikes
    - Trick

    Carolus Rex (Xerneas) @ Safety Goggles
    Ability: Prankster
    Shiny: Yes
    Happiness: 127
    EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Bold Nature
    IVs: 0 Atk
    - Encore
    - Haze
    - Moonblast
    - Shore Up

    LionFromTheNorth (Solgaleo) (M) @ Leftovers
    Ability: Turboblaze
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Careful Nature
    - Knock Off
    - Slack Off
    - Stealth Rock
    - Toxic Spikes

    Ghost Division (Giratina) @ Toxic Orb
    Ability: Poison Heal
    Shiny: Yes
    Happiness: 127
    EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
    Relaxed Nature
    IVs: 0 Atk / 0 Spe
    - Core Enforcer
    - Roost
    - Whirlwind
    - Will-O-Wisp

    In The Name of God (Arceus-Ice) @ Safety Goggles
    Ability: Unaware
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
    Jolly Nature
    - Rapid Spin
    - Recover
    - Spectral Thief
    - Worry Seed

    Primo Victoria (Kyogre-Primal) @ Assault Vest
    Ability: Regenerator
    Happiness: 127
    EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
    Sassy Nature
    IVs: 0 Spe
    - Core Enforcer
    - Revelation Dance
    - Spectral Thief
    - U-turn

    Replays:

    VS. GmU pokeboss9 (an insanely skilled trainer)
    VS. morogrim (a very skilled trainer who once peaked the SM Balanced Hackmons ladder with 2005 Elo, using this amazing stall team. Also, this battle was fought using Pokémon Online mechanics, in which the Pokémon Arceus can be of any type regardless of its item/Ability, so Xerneas is replaced with Arceus-Fairy on my team for the purpose of this battle)
    VS. fsk (an extremely skilled trainer, and the tier leader of Balanced Hackmons on Pokémon Online)
    VS. Duckymomo Senior (an extremely skilled trainer who has been #1 many times before)
    VS. Watatata (a skilled trainer)
    VS. Balanced Freakmons (my fellow member of the legendary Heavenly Dragon Gods clan)
    VS. Mumu (another member of the elite Heavenly Dragon Gods clan. Just like in the case of my battle against morogrim, this battle utilized Pokémon Online mechanics)
    VS. willdbeast (a skilled trainer, in a 320 turn battle)
    VS. Silver_Lucario42 (a skilled trainer)
    VS. Silver_Lucario42 (again)
    VS. tribephoenix (a skilled trainer)
    VS. tribephoenix (again)
    VS. Funbot28 (a skilled trainer)
    VS. Kit Kasai (a skilled trainer)
    VS. Semako (a skilled trainer)
    VS. Semako (again)
    VS. sodass (a skilled trainer)
    VS. Cookiekins (in one of my longest battles ever, lasting 542 turns)
    VS. Cookiekins (again)
    VS. Quantum Tesseract
    VS. mewtwothebest (he was using highlighter's Contrary Mega Mewtwo Y team, the team from which The☀️Heavenly☯️Throne was created)
    VS. DarkRayRising (using Mega Mewtwo Y spam)
    VS. Z Whales (using a Mega Gengar spam team)
    VS. Z Whales (again)
    VS. ManectricOP! (using a Mega Mewtwo X spam team)
    VS. Primal Ciele (using a Mega Mewtwo X spam team)
    VS. mihawk249 (using a Deoxys-A spam team)
    VS. mihawk349 (again)
    VS. Primalina (Primal Kyogre sweeps his entire team after using Spectral Thief to steal two Quiver Dance boosts from a Mega Gengar)
    VS. Affinitytank
    VS. Affinitytank (again)
    VS. ihhca
    VS. ThermpSucks
    VS. ThermpSucks (again)
    VS. primalthermpisbad
    VS. primaltermpisbad (again)
    VS. primalthermpisbad (again)
    VS. superstar64
    VS. superstar64 (again)
    VS. nwnwnw
    VS. nwnwnw (again)
    VS. aSian✿kIwI。 ͜つ °
    VS. aSian✿kIwI。 ͜つ ° (again)
    VS. nano345
    VS. nano345 (again)
    VS. Not Champ1604
    VS. Wonder What
    VS. FluffieMareep
    VS. Jagonite (in a 400-turn battle)
    VS. mauromedina
    VS. DarkBlade2017
    VS. 9tes
    VS. Coldembrace
    VS. BlazingMane01
    VS. YouDontKoMe
    VS. DrPepper21
    VS. Primal NotChamp
    VS. TYS
    VS. Tamay
    VS. Pfzer'
    VS. ArmandoElHackur
    VS. Thanos Vgc
    VS. Xeride
    VS. goldengloryz
    VS. desmond the pig
    VS. Legend_Omegalex
    VS. Qwilfish73
    VS. Endebros
    VS. poke111


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    Re: The☀Heavenly☯Throne☾

    Post by Immanent God LANCE on Fri 12 Oct - 7:42

    Threat List:

    : Choice Specs Psychic Surge Mega Mewtwo Y can be played around with a combination of Solgaleo, Primal Kyogre, Giratina, and Blissey, depending on predictions, although it is admittedly very dangerous if the opponent happens to predict well. However, the Toxic Spikes set up by Solgaleo, along with possibly other entry hazards, will place a limit on the number of times Mega Mewtwo Y can come in.

    Shell Smash Mega Mewtwo Y can be stopped by Xerneas' Haze, and the Genetic Pokémon can even be Encore-locked into its Shell Smash technique if it is known that it does not have Psychic Surge, Dazzling or Queenly Majesty. The Psychic-type Pokémon can also have its stat boots stolen by the Spectral Thief of Arceus or Primal Kyogre, if it attempts to set up on them. Choice Scarf Imposter Blissey can also revenge-kill, or force out Shell Smash Mega Mewtwo Y with ease, though be careful of Focus Sash. Such an item can ne negated by entry hazards, or by hitting Mega Mewtwo Y with Primal Kyogre's U-turn on the turn it Shell Smashes, before switching to Blissey for the revenge-kill. And finally, although Giratina can in no way act as a switch-in to Shell Smash Mega Mewtwo Y, the Genetic Pokémon cannot set up on it either, due to the Renegade Pokémon's Whirlwind technique. Be careful to not let Xerneas get its Safety Goggles removed by Knock Off though, if the opponent's Shell Smash Mega Mewtwo Y happens to know Spore. Once again, Toxic Spikes helps immensely to take down this variant of the Psychic-type Pokémon.

    Contrary Mega Mewtwo Y takes prediction to play around, especially if it knows Spore. The☀️Heavenly☯️Throne generally plays around it using a combination of Choice Scarf Imposter Blissey; PP-stalling it out of Psycho Boosts using Arceus' Recover (note that the Alpha Pokémon cannot switch directly into a Psycho Boost though); not letting it set up in the first place by Whirlwinding it out if it comes out in front of Giratina; hitting it hard with Primal Kyogre's U-turn before it has attained any Special Attack boosts, and then switching to Blissey to revenge-kill it or force it out; and once again, by weakening it with Toxic Spikes and possibly other entry hazards. Although the following should never be completely relied upon, the fact that the moves Psycho Boost, Overheat and Fleur Cannon only have 90% accuracy can be quite helpful at times. It is generally expected that the team loses at least one Pokémon when dealing with Contrary Mega Mewtwo Y though.

    No Guard Mega Mewtwo Y is generally walled by Poison Heal Giratina, even if it knows Blizzard, due to the Ghost/Dragon-type Pokémon's amazing bulk, combined with its Poison Heal Ability, as well as the fact that Blizzard only has 8 PP. However, No Guard Mega Mewtwo Y can be annoying if it happens to come in before Giratina's Toxic Orb has been activated. In that case, Giratina should be safely brought in via Primal Kyogre's U-turn, with such a scenario generally coming with the price of allowing the Sea Basin Pokémon to be paralyzed by the Genetic Pokémon's Zap Cannon attack. There is also the possibility that Mega Mewtwo Y may put Primal Kyogre to sleep with Sing, before firing repeated Zap Cannons at it to weaken it while it experiences a long sleep. In such a scenario, a user of The☀️Heavenly☯️Throne should switch Primal Kyogre out and let it Regenerate, before sending in a different Pokémon, usually Solgaleo or Arceus, and let it get either paralyzed or burned. After that, one should switch back to Primal Kyogre, before waking up, and then U-turning to Giratina. Like with all other variants of Mega Mewtwo Y, Toxic Spikes and other entry hazards help against it, and Imposter Blissey can also finish it off. However, allowing Blissey to be put to sleep by Sing or paralyzed by Zap Cannon is never a good idea, at least against offensive teams, for obvious reasons. Once again, entry hazards, especially Toxic Spikes, help immensely against this Pokémon.

    Focus Energy Mega Mewtwo Y is also extremely devastating. Ideally, a user of The☀️Heavenly☯️Throne should use Xerneas' Encore to lock it into Focus Energy the first time it comes in, though this is generally only possible if one has scouted the opponent's Mega Mewtwo Y set with Blissey first. This team's unbelievably specially bulky Assault Vest Primal Kyogre can easily take a critical hit Psycho Boost, before hitting the Genetic Pokémon hard with its U-turn technique. After Primal Kyogre has switched out and Regenerated, a different member of The☀️Heavenly☯️Throne will generally need to be sacrificed before Primal Kyogre can come in again and finish off the Psychic-type Pokémon with Spectral Thief. If all else fails, Choice Scarf Imposter Blissey can also revenge-kill a very weakened Focus Energy Mega Mewtwo Y, despite how weak its attacks will be after the stat drops induced by Psycho Boost, Overheat, and/or Fleur Cannon, even if it means that Blissey will become very weakened in the process. Again, Toxic Spikes and other entry hazards help a lot against Focus Energy Mega Mewtwo Y. Giratina's Whirlwind technique also prevents this Pokémon from being able to set up a Focus Energy against it, although using Whirlwind may come at the cost of the Renegade Pokémon suffering heavy damage from a Fleur Cannon or a Psycho Boost.

    All other variants of Mega Mewtwo Y can generally be taken care of by Primal Kyogre, Arceus, Xerneas, Blissey, or more than one of those, especially when combined with entry hazards.

    : Being a defensive Pokémon, Giratina is rarely ever a threat to this team. Its Core Enforcer technique can deal heavy damage to The☀️Heavenly☯️Throne's own Giratina, but said Giratina can also guarantee that it moves last by using Whirlwind, thus preventing its Poison Heal Ability from being nullified by Core Enforcer's side effect. Solgaleo can often use Giratina as setup bait for its entry hazards, especially if the Ghost/Dragon-type Pokémon happens to have Magic Bounce, thanks to the Sunne Pokémon's Turboblaze Ability. Depending on Giratina's moves, it can often be walled by Xerneas as well, though one should be careful of Knock Off, especially if the opponent happens to have a Spore-using sweeper that Xerneas needs to be able to stop, such as Shell Smash Hoopa-U with Spore. Opposing Poison Heal Giratina is also notably threatened immensely by the Core Enforcer of The☀️Heavenly☯️Throne's own Poison Heal Giratina.

    : The method by which The☀️Heavenly☯️Throne deals with Imposter Chansey depends on which Pokémon it transforms into.

    If it transforms into Blissey, it cannot accomplish much, except set up Spikes, use Heal Bell, or trick its Eviolite onto a Pokémon. The Spikes can be removed by Arceus' Rapid Spin, while Heal Bell is overall generally a quite meaningless move against this team, as while it cures the opponent's Pokémon of their poisoning, they will generally be poisoned again once they re-enter the battlefield anyway. Although, if one has already poisoned most or all of the opponent's team with Toxic Spikes, but said Toxic Spikes have been removed, and Solgaleo has fainted or otherwise been rendered unusable, then one should indeed be careful about the opponent's Chansey Impostering The☀️Heavenly☯️Throne's Blissey.

    If the opponent's Chansey Imposters The☀️Heavenly☯️Throne's Xerneas, then it simply becomes setup bait for Solgaleo's entry hazards, or free Regenerator recovery for Primal Kyogre. Blissey can also come into a Xerneas-transformed Blissey, and either use Trick, Spikes or Heal Bell. Once again, though, using Trick is not always recommended if the opponent has a powerful sweeper in the back, such as a Shell Smash or Contrary sweeper, or a Tail Glow Mega Rayquaza.

    If the opponent's Chansey transforms into Solgaleo, then the situation can be a little complex. Generally, one would want to switch to Arceus before the opponent sets up Toxic Spikes, so that the Alpha Pokémon can use Rapid Spin to remove the entry hazards before it gets poisoned. However, this move is not always ideal, as the opponent may have a bulky Ghost-type Pokémon such as Giratina or Aegislash to block the Rapid Spin. Furthermore, sending Arceus in front of a Solgaleo-transformed Chansey pretty much means that the Alpha Pokémon will have its Safety Goggles removed by Knock Off, leaving it unable to stop some Spore-using sweepers it otherwise would be able to, such as Contrary Mega Sceptile with Spore. As such, it might sometimes be ideal to have Solgaleo stay in against the opponent's Imposter and set up its own entry hazards, while possibly depriving the opponent's Chansey of its Eviolite in the process. Although, one should always be sure to never let Arceus get badly poisoned. If the opponent sets up one layer of Toxic Spikes, one should consider switching Arceus in and let it be afflicted by a regular poison before the opponent can set up a second layer. Allowing Arceus to be poisoned, rather than badly poisoned, helps a lot in the long run.

    However, the decision to switch Arceus in after one layer of Toxic Spikes has been set up by the opponent is, once again, not always optimal. This is because it is possible for a user of The☀️Heavenly☯️Throne to set up full entry hazards itself, while allowing the opponent to do the same, before abusing said entry hazards with Giratina's Whirlwind, without sending out Blissey, Xerneas, Arceus or Primal Kyogre in the process. In doing so, one may be able to force the opponent to use Defog themselves, and remove entry hazards from both sides of the field, without The☀️Heavenly☯️Throne's Arceus needing to step in to use Rapid Spin. So playing around a Solgaleo-transformed Chansey is not always straightforward, and depends a lot on the weighing of risk and reward, based on the opponent's team, as well as the battle situation.

    It should also be noted that if one absolutely needs to allow Primal Kyogre to be poisoned by Toxic Spikes, it is generally better to let it get badly poisoned, rather than simply poisoned. This is because Primal Kyogre switches in and out very often, using the move U-turn or otherwise, and abuses its Regenerator Ability a lot. As such, Primal Kyogre would rather take 6% damage upon switching in (or 18% if it stays in for one extra turn), than take 12% upon switching in (or 24% if it stays in for one extra turn).

    Also, it should be noted that in some matchups, mostly to do with situations involving the opponent having a Poison Heal Pokémon, especially a sweeper such as Regigigas or Xerneas, allowing Blissey to be poisoned can actually be helpful. The opponent's Chansey transforming into Solgaleo can also lead to the possibility of The☀️Heavenly☯️Throne's Giratina being afflicted with regular poison, rather than being badly poisoned by its own Toxic Orb. Although this generally makes very little difference, considering Giratina's ability to prevent its Poison Heal from being negated, thanks to its Whirlwind technique, it might still make a difference sometimes. And finally, the opponent's Chansey transforming into Solgaleo can also be a saving grace, if The☀️Heavenly☯️Throne's Giratina happens to get its Toxic Orb removed by Knock Off before it has activated for some reasons.

    In general, there are two options when a Chansey transforms into The☀️Heavenly☯️Throne's Giratina. The first is to use Whirlwind, while taking a Core Enforcer. And the second is to send out Solgaleo and set up entry hazards, at the cost of the steel lion being burned. However, be careful of Solgaleo having its Turboblaze Ability negated by Core Enforcer, if the opponent has a Magic Bounce Pokémon. One can also switch to Blissey and use Trick, Spikes or Heal Bell if the situation calls for it, though this might result in Blissey being burned. Although, such a situation may be well worth it when fighting a stall battle against an opposing defensive team, or if the opponent's remaining Pokémon are specially-offensive, rather than physically-offensive.

    If Chansey Imposters Arceus, then its Rapid Spin can be blocked by Giratina, which can then use Whirlwind, although this generally results in the Renegade Pokémon being damaged by Spectral Thief, its own poison due to Poison Heal Ability being replaced with Insomnia, or both. If the opponent does not have any entry hazards on their side of the field, or if they only have Toxic Spikes on their side of the field and all of their Pokémon have already been poisoned anyway, Solgaleo can switch into it and set up entry hazards, while at the same time threatening to Knock Off the opponent's Chansey's Eviolite. But once again, be careful of Solgaleo having its Turboblaze Ability replaced with Insomnia, if the opponent has a Magic Bounce Pokémon. Since an Arceus-transformed Chansey poses such little offensive presence, it can be exploited in many other ways as well, such as switching to Primal Kyogre in order to restore health with Regenerator (don't let it get hit by Worry Seed, though), switching to any Pokémon to heal up with its 50% recovery move, or switching to Blissey to use Trick, Spikes or Heal Bell.

    Sometimes, a Chansey might transform into Arceus after it has acquired stat boosts via Spectral Thief. If this situation occurs when Arceus has acquired enough Attack boosts for its Imposter to be threatening to the rest of The☀️Heavenly☯️Throne, simply stay in with Arceus, and preferably spam Rapid Spin, a move with an incredibly huge number of PPs, anyway. This is because Rapid Spin is literally the only attack with which Arceus can use to hit itself, and this move deals laughable damage to itself, even if the user has +6 Attack, and the target has its Unaware Ability removed by Worry Seed. Since an Arceus-transformed Chansey only has 5 PP for each move, it will need to switch out eventually.

    And finally, a Chansey that Imposters The☀️Heavenly☯️Throne's Primal Kyogre can be used as entry hazard set-up bait by Solgaleo, while Blissey can also come in and use Trick, Spikes or Heal Bell. Giratina can also come in, take a Core Enforcer, and then use Whirlwind to abuse entry hazards, possibly getting an unpoisoned Pokémon poisoned by Toxic Spikes in the process.

    Non-Imposter Chansey, such as Fur Coat ones, are extremely passive, and can be exploited by Solgaleo's entry hazards, Giratina's Whirlwind for the purpose of abusing said entry hazards, or simply for recovery purposes. Be careful of gimmicky things such as Anchor Shot and Perish Song, though.

    : A defensive Pokémon, and thus cannot accomplish much against a stall team such as The☀️Heavenly☯️Throne. Just like Chansey, it is exploitable in many ways. It can be burned by Giratina's Will-O-Wisp if it does not have Magic Bounce, or even if it has Magic Bounce, if said Ability happens to get suppressed by Core Enforcer. If it is burned and does not have Leftovers, or even if it does have Leftovers, if said item gets Knocked Off by Solgaleo, then said status effect will slowly chip it. The extremely common Defog Giratina also easily has its entry hazard-removing technique outstalled by Solgaleo, thanks to Stealth Rock and Toxic Spikes having more PP. Just like in Chansey's case, be careful of gimmicks like Anchor Shot and Perish Song, though.

    : Standard Aerilate Mega Rayquaza can be played around using a combination of Solgaleo, Primal Kyogre and Blissey, or even with Solgaleo alone, if the Sky High Pokémon does not happen to know a move with which it can hit the Psychic/Steel-type Pokémon hard. Although Giratina cannot switch in, it is capable of taking even a Sky Plate or Life Orb-boosted Boomburst, before heavily damaging the Dragon/Flying-type Pokémon with Core Enforcer, while at the same time suppressing its Aerilate Ability, rendering it unable to hit the Renegade Pokémon with a subsequent Boomburst or Extreme Speed. This usually allows Giratina to heal with Roost, since Aerilate Mega Rayquaza's coverage move is rarely threatening to the Ghost/Dragon-type Pokémon. Also, it should be noted that if Aerilate Mega Rayquaza comes into Arceus, it cannot actually threaten the Alpha Pokémon, unless it happens to know a rare move such as Close Combat or Low Kick. This is because Arceus is faster than Mega Rayquaza, and can replace its Aerilate Ability with Insomnia before it can fire its Boomburst. In this way, it can pretty much halve the power of Mega Rayquaza's Boomburst attack.

    However, Choice Specs Aerilate Mega Rayquaza is far more threatening, as its Boomburst knocks out Primal Kyogre in two hits, while at the same time possessing the ability to do the same to even Solgaleo, given Stealth Rock damage combined with the correct damage rolls. Choice Specs Aerilate Mega Rayquaza should be neutralized at all costs and as soon as possible, via any means necessary, including chipping it with Stealth Rock, forcing it out with Choice Scarf Imposter Blissey, hitting it with Core Enforcer, negating its Ability with Worry Seed if it happens to come into Arceus, and/or removing its Choice Specs by using Solgaleo's Knock Off.

    Contrary Mega Rayquaza can be stopped quite easily, using a combination of Primal Kyogre, Choice Scarf Imposter Blissey, and by far most importantly, Unaware Arceus, which can even steal the Sky High Pokémon's boosts with Spectral Thief, negate its Contrary Ability with Worry Seed, or both. Xerneas using Encore to lock Contrary Mega Rayquaza into Draco Meteor, and therefore forcing it out, can also be fun, especially with Stealth Rock up.

    Triage Mega Rayquaza is similar to Contrary Mega Rayquaza, as far as its matchup against The☀️Heavenly☯️Throne is concerned. However, it can be more annoying, due to its ability to heal with Oblivion Wing, and sometimes negate Arceus' Unaware Ability with Core Enforcer.

    Tinted Lens Choice Specs Mega Rayquaza can deal decent damage to Primal Kyogre on the switch with Core Enforcer, while at the same time negating its Regenerator Ability, so it can be troublesome if the opponent predicts well. However, it is generally not much of a problem, especially with Stealth Rock on the field, as it needs to predict, and The☀️Heavenly☯️Throne has a Core Enforcer-immune Pokémon as well.

    And finally, Shell Smash Mega Rayquaza can generally be dealt with using Unaware Arceus, even if the opponent's Dragon/Flying-type Pokémon knows Sunsteel Strike. Xerneas can also deal with such Mega Rayquaza with Haze, or even lock them into Shell Smash or a Dragon-type attack, if it is known that it does not have Dazzling or Queenly Majesty. Choice Scarf Blissey also works wonder against Shell Smash Mega Rayquaza, though be careful of Focus Sash.

    : With the exception of Contrary Mega Mewtwo X with Psycho Boost, pretty much all variants of Mega Mewtwo X can be countered by Xerneas, provided it either does not know Spore, and/or Xerneas' Safety Goggles have not been removed. This especially applies to Mega Mewtwo X that only have Power Trip and Stored Power as attacking moves, and even the common Sunsteel Strike barely deals more than 50% damage to Xerneas, allowing the move to be easily stalled out of its 8 PP. No matter what set it may be running, Mega Mewtwo X can generally accomplish very little in front of a Giratina before it gets hit by Whirlwind, although with that said, Giratina is certainly not a switch-in to the Psychic/Fighting-type Pokémon. Choice Scarf Imposter Blissey, Toxic Spikes, as well as a possible burn from Giratina's Will-O-Wisp also work wonder against Mega Mewtwo X. Contrary Mega Mewtwo X can be a bit more threatening to The☀️Heavenly☯️Throne than Contrary Mega Mewtwo Y, due to its ability to hit both Arceus as well as Primal Kyogre insanely hard with its Same Type Attack Bonus Superpower attack, but it can generally be handled in the same way.

    : All variants of Poison Heal Primal Kyogre, including The Ultimate One (which knows Moonblast, Quiver Dance, Spore and Water Spout), can be easily stopped by The☀️Heavenly☯️Throne's own Primal Kyogre, and to some extent, even by Arceus, with both of which being able to take its attacks, steal its Quiver Dance boosts with Spectral Thief, and suppress its Poison Heal with Core Enforcer. Nuke-based Primal Kyogre, such as those reliant on Choice Specs, Primordial Sea, Drizzle, or multiple of those, are generally stopped by The☀️Heavenly☯️Throne's own Primal Kyogre, although the variants with Choice Specs, Tinted Lens, as well as Drizzle support from a teammate can be troublesome. However, all nuke-based Primal Kyogre similarly dislike being worn down by Toxic Spikes and entry hazards in general, as not only do such chip away from their health, but they also diminish the power of their Water Spout attack.

    As for defensive Primal Kyogre, such as those with Assault Vest + Regenerator (like the one on The☀️Heavenly☯️Throne), Unaware or Fur Coat, they are non-threatening to this team. They can be whittled down with Toxic Spikes and other entry hazards, and in the case of Assault Vest + Regenerator, they can also be worn down from being hit by repeated Core Enforcers on the switch, or being hit by Arceus' Worry Seed on the switch when it is poisoned and/or entry hazards are down. It should also be noted that Regenerator Primal Kyogre can be exploited by The☀️Heavenly☯️Throne's own Imposter Blissey for the purpose of recovering health, though be careful of being hit by Core Enforcer on the switch.

    : Generally a passive Pokémon, and as such, can usually do nothing against a stall team such as The☀️Heavenly☯️Throne. Solgaleo sets up entry hazards in its face, and the ones without Poison Heal can also be greatly annoyed by Toxic Spikes. The rare Quiver Dance + Poison Heal ones can be stopped by Unaware Arceus and its Worry Seed technique, and/or Xerneas, with its Prankster Haze and Encore. Again, be careful of gimmicks like Anchor Shot and Perish Song, though.

    : Another passive Pokémon, but Primal Kyogre should generally be the initial switch-in, as this Pokémon very often knows Core Enforcer, Thousand Waves, Anchor Shot, or more than one of those. If Primal Kyogre is hit by a trapping move, it can escape using U-turn. And while it does not appreciate being damaged and having its Regenerator suppressed by Core Enforcer on the switch, it is still better than Giratina being hit super effectively on the switch by this move, on top of having its Poison Heal suppressed. Once it is known that Zygarde-Complete does not know a trapping move, Xerneas can switch in with ease, though be careful of Metal Burst when thinking about Moonblasting it. Depending on the Dragon/Ground-type Pokémon's moveset, Solgaleo can set up entry hazards on it as well.

    : Easily stopped by Primal Kyogre, which can either hit it hard with Revelation Dance even if Primal Kyogre has been given the Normalize Ability, or hit it even harder with Spectral Thief, while possibly stealing its stat boosts. After Mega Gengar has used Shell Smash once, its Judgment still fails to knock out Primal Kyogre by quite a large margin, while it instantly falls to a single Spectral Thief. Although Primal Kyogre is The☀️Heavenly☯️Throne's primary check to Mega Gengar, Arceus can also do some work with its Unaware Ability, combined with its own Spectral Thief technique, as well as its ability to replace Mega Gengar's Normalize with Insomnia. Xerneas can Encore-lock Mega Gengar into a setup move such as Shell Smash, Quiver Dance or Tail Glow as well, though be careful of Dazzling or Queenly Majesty. And finally, Choice Scarf Blissey can revenge-kill the Mega Gengar that opt to use Moongeist Beam instead of Spooky Plate Judgment. However, it should be noted that such Mega Gengar almost always carry Focus Sash, so make sure it has been chipped first, usually by something like Stealth Rock, or Primal Kyogre's U-turn.

    : Regenerator + Assault Vest Solgaleo, which is by far the single most common Solgaleo in Balanced Hackmons, cannot hope to do anything against Giratina, except maybe negating its Poison Heal by hitting it on the switch with Core Enforcer. Otherwise, the Renegade Pokémon just completely stops the Psychic/Steel-type Pokémon dead in its track, including blocking its Rapid Spin. Giratina can burn this Pokémon, or simply Whirlwind it out and force its teammates to take damage from entry hazards, and/or get poisoned by Toxic Spikes. Just like in the case with Regenerator Primal Kyogre, Regenerator Solgaleo can be exploited by Blissey for healing purposes, though be careful of being hit by Core Enforcer on the switch. Unburden Belly Drum Solgaleo may be able to take out a Pokémon on The☀️Heavenly☯️Throne, while forcing Xerneas to be heavily damaged by Sunsteel Strike while removing the steel lion's Attack boosts with Haze, due to the fact that such a Solgaleo moveset is uncommon, though still existent. As for all other defensive Solgaleo, they can be treated just like Registeel.

    : Generally completely countered by Xerneas, even if it has Sunsteel Strike. However, countering a Yveltal with Xerneas generally results in the Fairy-type Pokémon having its Safety Goggles removed by Knock Off, which may be bad if the opponent has a Spore-using setup sweeper Xerneas needs to be able to check, such as Shell Smash Hoopa-U with Spore, or Poison Heal Quiver Dance Xerneas with Spore. Depending on Yveltal's moveset, The☀️Heavenly☯️Throne's other Pokémon may be able to deal with it as well.

    : Pretty much the same thing as Yveltal, as far as its matchup with The☀️Heavenly☯️Throne is concerned.

    : Giratina is immune to Endeavor, and can try burning it with Will-O-Wisp, although many Shedinja have Lum Berry and Recycle. Thanks to Solgaleo's Turboblaze Ability, the mighty lion's Knock Off attack can easily burn through Shedinja's Sturdy and knock it out, and the Bug/Ghost-type Pokémon can also be knocked out by any attack if its Ability happens to be negated by Core Enforcer or Worry Seed. However, it should also be noted that Shedinja can easily switch out to be avoid being knocked out in those scenarios. But it should also be said that because The☀️Heavenly☯️Throne is a stall team, it completely does not mind Shedinja at all... provided Giratina has not fainted, of course, since Shedinja is generally used as a check to offensive threats. In fact, The☀️Heavenly☯️Throne may very often even appreciate the fact that the opponent's Shedinja has not fainted. For example, say The☀️Heavenly☯️Throne's Solgaleo has just set up Toxic Spikes, on a turn on which the opponent sends in Shedinja, oblivious to the fact that the Psychic/Steel-type Pokémon has the Turboblaze Ability, and/or its implications in regards to what it can do against Shedinja. In this situation, rather than using Knock Off to crush the opponent's Shedinja, it might actually be better to switch to Giratina instead, activating its Toxic Orb in the process if need be, before abusing the fact that the opponent's Shedinja cannot do anything to Giratina, by clicking Whirlwind, and resulting in one or more of the opponent's Pokémon being poisoned. For example, after the opponent sees Giratina being sent into their Shedinja, they may switch to their Registeel, in order to Defog away the Toxic Spikes, only to see their Registeel being pseudo-Hazed out by Whirlwind on that turn, resulting in another Pokémon on their team, such as a Mega Mewtwo or a Mega Diancie, being dragged out and poisoned. Generally though, this team usually beats Shedinja using a combination of Whirlwind and entry hazards.

    : Poison Heal Regigigas is countered by Giratina, provided the Renegade Pokémon's Toxic Orb has been activated. The Ghost/Dragon-type Pokémon can easily force out Regigigas with either Core Enforcer or Whirlwind, depending on the situation. Generally, Whirlwind is better if Toxic Spikes are up, and the user of The☀️Heavenly☯️Throne wants to get other Pokémon on the opponent's team poisoned, while Core Enforcer is better if Regigigas is low on health and/or has stayed in for many turns. If Giratina's Toxic Orb has not yet been activated, it is safer to counter Poison Heal Regigigas temporarily with Arceus, although this may result in the Alpha Pokémon being deprived of its Safety Goggles, and possibly also put to sleep by Spore. Shell Smash Regigigas can be stopped by Arceus and Blissey, while Belly Drum Regigigas can be stopped by Blissey, and most other variants of Regigigas can be stopped by these Pokémon, as well as Giratina.

    : As far as its matchup with of The☀️Heavenly☯️Throne is concerned, Pixilate Mega Diancie is very similar to Aerilate Mega Rayquaza, with the obvious exceptions of the fact that Giratina cannot tank a Pixilate Boomburst, as well as the fact that Mega Diancie is immune to Core Enforcer. However, the Rock/Fairy-type Pokémon is weak to Primal Kyogre's Revelation Dance, and on top of that, it is susceptible to Toxic Spikes, making it overall easier to deal with. As for Magic Guard Mega Diancie, it can be quite a pain, due to its immunity to Stealth Rock, Spikes and Toxic Spikes, combined with the fact that it knocks out every single member of this team in two unboosted hits, given the appropriate coverage move. Nonetheless, if it is poisoned by Toxic Spikes, it can still be forced to take poison damage with Arceus' Worry Seed, and it also cannot set up on Primal Kyogre, due to the threat of Revelation Dance. Imposter Blissey also revenge-kills it, so it can still be played around somewhat.

    : Tail Glow Dialga with Doom Desire and Core Enforcer can be played around, using a mostly a combination of Primal Kyogre and Xerneas. The Water-type Pokémon resists Doom Desire, and can use Spectral Thief to steal Dialga's Tail Glow boosts, before threatening the Temporal Pokémon with a powerful Core Enforcer. Alternatively, it can use Revelation Dance in such a situation, in an attempt to hit a different Pokémon switching in. However, be careful of letting Primal Kyogre get hit on the switch by Core Enforcer, which results in its Regenerator Ability being nullified. Xerneas can switch in on a turn on which Dialga's trainer selects either Core Enforcer or Doom Desire. Then, provided Dialga either does not have Magic Bounce, or has such an Ability suppressed by Primal Kyogre's Doom Desire previously, Xerneas can use Encore, in order to lock the Steel/Dragon-type Pokémon into either Core Enforcer or Doom Desire, and then acting accordingly. Of course, one should be careful to never allow Xerneas to actually be hit by Doom Desire itself.

    Unlike most Regenerator + Assault Vest Pokémon, Dialga with Regenerator and Assault Vest can actually pressure of The☀️Heavenly☯️Throne somewhat, due to its ability to threaten a potential Giratina, Primal Kyogre, or Imposter Blissey switch-in with a powerful Same Type Attack Bonus Core Enforcer off its massive 150 Special Attack, combined with its ability to threaten Xerneas with a Steel-type attack such as Revelation Dance, as well as its ability to Rapid Spin on any Pokémon on the team other than the one that would most hate to switch ointo its extremely strong Core Enforcer. But overall, it is still quite a passive Pokémon that can be mostly walled by Arceus, and can be played around with prediction. After it is PP-stalled out of Core Enforcers, it becomes much easier to deal with.

    : Pretty much the same thing as Yveltal and Mega Gyarados, as far as its matchup with of The☀️Heavenly☯️Throne is concerned.

    : Walled by Arceus, unless it has Spore and Arceus' Safety Goggles have been Knocked Off. Blissey also revenge-kills it, though it often carries Focus Sash, so make sure it is broken first.

    : Pretty much the same thing as Registeel.

    : Regardless of its set, it is stopped by Xerneas, Arceus, Primal Kyogre, or more than one of those.

    : Pretty much just a much frailer version of Mega Mewtwo Y that almost always holds a Focus Sash. The only difference is that Blissey cannot switch into Deoxys-A as easily, due to the DNA Pokémon's paper-thin defenses, which cannot be made up for even with Blissey's mammoth HP stat.

    : Defensive sets can be exploited in many of the same ways that other defensive Pokémon can be exploited by this team, such as being used as entry hazard setup bait by Solgaleo. As for offensive sets, almost all of them are easily stopped by Xerneas and/or Giratina, while offensive Arceus-Ghost are dealt with in the same way Mega Gengar is.

    : If its Unburden Belly Drum set attempts to sweep, it is stopped by Xerneas, which can either Haze away its Attack boosts, or worse, use Encore to lock it into Belly Drum, forcing it down to 25% health. However, this usually costs a Pokémon, since it is often dangerous to switch Xerneas directly into Kartana, due to the threat of being obliterated by its insanely powerful Sunsteel Strike. Unburden Belly Drum Kartana also cannot set up on Giratina, due to the threats of Whirlwind and Will-O-Wisp. Steelworker Kartana can be dangerous, but becomes a non-threat once it has been burned by Giratina.

    : Pretty much the same thing as Mega Mewtwo Y.

    : Pretty much the same thing as Chansey, but watch out for its propensity to Trick a Choice Scarf onto a member of this team, if it enters the battlefield either and either does not transform, or transforms into of The☀️Heavenly☯️Throne's own Blissey.

    : Primal Kyogre is almost always a safe switch-in, as while Mega Aggron does often use Core Enforcer, this move, when used by the Steel-type Pokémon, is so weak that it often means very little before the Sea Basin Pokémon's insane special bulk anyway. If Mega Aggron traps Primal Kyogre with Anchor Shot, the Water-type Pokémon can simply escape with U-turn. Primal Kyogre can also heavily damage Mega Aggron with its Revelation Dance technique.

    : Countered by Xerneas, has a hard time breaking through Giratina in general, and revenge-killed by Blissey, provided its Focus Sash is broken.

    : Mostly countered by Xerneas and Arceus, and can be revenge-killed by Blissey.

    : Countered by Xerneas, provided the Fairy-type Pokémon's Safety Goggles are intact. Otherwise, Hoopa-U can still be revenge-killed by Blissey, provided its Focus Sash has been broken.


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      Current date/time is Mon 22 Oct - 9:36