Update: I have shuffled the team around a bit, and with a bit of practice, reached the #4 position on PO. Now, admittedly, this doesn't count for much as most of the really good players have already given up.
Following some lurking around on this forum, I finally decided to give competitive battling a shot. I decided to build a team around Ho-Oh, because I read that using Ho-Oh essentially requires Groudon and Forretress as well, making team-building easier. I use the following team on Pokemon Online (because Shoddy requires Java).
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Toxic Spikes
- Payback
- Rapid Spin
Originally, I lead with a Groudon, but letting Deoxys-S set up multiple layers was definitely setting me off to a bad start. Instead, Forretress beats most Deoxys-S, keeping Stealth Rock off the field from turn 1. Sadly, I find that I can't usually get both Spikes and Toxic Spikes up.
Groudon @ Leftovers
Trait: Drought
EVs: 252 HP / 60 Atk / 136 Def / 60 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Roar
- Earthquake
- Dragon Claw
Impish Groudon serves as my main physical check, being never OHKOd by Rayquaza's Outrage, Lucario's +2 Close Combat, or 2HKOd by +2 Arceus' ExtremeSpeed. Although Groudon can't really do much back to Arceus except forcing him out with Roar, the extra hazards damage is often enough to prevent it from coming back to seriously harm my team.
Ho-Oh @ Life Orb
Trait: Pressure
EVs: 224 HP / 252 Atk / 32 Spd
Adamant Nature (+Atk, -SAtk)
- Sacred Fire
- Brave Bird
- Earthquake
- Roost
The team's primary offensive component, as well as an emergency check to special sweepers. Originally a SubRoost set, I found my team seriously weak to Heatran, which Earthquake has helped to remedy. Unfortunately, this means I can no longer stall or block status, reducing the number of ways Ho-Oh can switch in.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 128 Spd / 128 SDef
Calm Nature (+SDef, -Atk)
- Flamethrower
- Toxic
- Taunt
- Roar
Checks Latias/Latios and Palkia in the Sun, Giratina-O and Ho-Oh lacking Earthquake, and defeats walls like Lugia, Blissey, and Giratina. Also gives many CM Arceus formes a hard time, which is always nice.
Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Atk / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Fire Blast/Earth Power
- Thunder
Revenge killer and primary Kyogre check. Earth Power is slashed over Fire Blast as it can OHKO 252/128 Heatran after Stealth Rock damage, since Heatran is very dangerous to a sun-abusing team. Draco Meteor is needed to OHKO Darkrai, Mewtwo, and Latias/Latios.
Arceus @ Spooky Plate
Trait: Multitype
EVs: 100 HP / 8 Atk / 100 Def / 100 Spd / 100 SAtk / 100 SDef
Timid Nature (+Spd, -Atk)
- Judgment
- Flamethrower
- Will-O-Wisp
- Recover
Better than Great Wall Giratina in almost every way. While a second physical wall may seem unnecessary, Groudon can only really do its job once due to lack of recovery. With many teams packing multiple Swords Dancers, a backup is vitally important. Although risky, Will-o-wisp can utterly shut down an otherwise dangerous threat.
Alternate Members:
I sometimes run this pair over Heatran and Palkia, as it has its own advantages. Scarf Jirachi's U-turn is very helpful in scouting, and Latias is able to defeat CM Kyogre, which Palkia can not. Scizor becomes a problem when using these though.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Ice Punch
- U-turn
- Trick
Latias (F) @ Soul Dew
Trait: Levitate
EVs: 112 HP / 192 Spd / 204 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Grass Knot
[The following doesn't really apply anymore.]
I've managed to get my rating on PO up to around 1200, past the players who obviously aren't trying, but I haven't been able to get much higher. I find that I'm just not prepared for a lot of heavier sweepers, which really tear a hole through my team when I get out-predicted (easily). I've also never beaten a stall team, as they keep PHazing and spin blocking me until I die.
Following some lurking around on this forum, I finally decided to give competitive battling a shot. I decided to build a team around Ho-Oh, because I read that using Ho-Oh essentially requires Groudon and Forretress as well, making team-building easier. I use the following team on Pokemon Online (because Shoddy requires Java).
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Toxic Spikes
- Payback
- Rapid Spin
Originally, I lead with a Groudon, but letting Deoxys-S set up multiple layers was definitely setting me off to a bad start. Instead, Forretress beats most Deoxys-S, keeping Stealth Rock off the field from turn 1. Sadly, I find that I can't usually get both Spikes and Toxic Spikes up.
Groudon @ Leftovers
Trait: Drought
EVs: 252 HP / 60 Atk / 136 Def / 60 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Roar
- Earthquake
- Dragon Claw
Impish Groudon serves as my main physical check, being never OHKOd by Rayquaza's Outrage, Lucario's +2 Close Combat, or 2HKOd by +2 Arceus' ExtremeSpeed. Although Groudon can't really do much back to Arceus except forcing him out with Roar, the extra hazards damage is often enough to prevent it from coming back to seriously harm my team.
Ho-Oh @ Life Orb
Trait: Pressure
EVs: 224 HP / 252 Atk / 32 Spd
Adamant Nature (+Atk, -SAtk)
- Sacred Fire
- Brave Bird
- Earthquake
- Roost
The team's primary offensive component, as well as an emergency check to special sweepers. Originally a SubRoost set, I found my team seriously weak to Heatran, which Earthquake has helped to remedy. Unfortunately, this means I can no longer stall or block status, reducing the number of ways Ho-Oh can switch in.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 128 Spd / 128 SDef
Calm Nature (+SDef, -Atk)
- Flamethrower
- Toxic
- Taunt
- Roar
Checks Latias/Latios and Palkia in the Sun, Giratina-O and Ho-Oh lacking Earthquake, and defeats walls like Lugia, Blissey, and Giratina. Also gives many CM Arceus formes a hard time, which is always nice.
Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Atk / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Fire Blast/Earth Power
- Thunder
Revenge killer and primary Kyogre check. Earth Power is slashed over Fire Blast as it can OHKO 252/128 Heatran after Stealth Rock damage, since Heatran is very dangerous to a sun-abusing team. Draco Meteor is needed to OHKO Darkrai, Mewtwo, and Latias/Latios.
Arceus @ Spooky Plate
Trait: Multitype
EVs: 100 HP / 8 Atk / 100 Def / 100 Spd / 100 SAtk / 100 SDef
Timid Nature (+Spd, -Atk)
- Judgment
- Flamethrower
- Will-O-Wisp
- Recover
Better than Great Wall Giratina in almost every way. While a second physical wall may seem unnecessary, Groudon can only really do its job once due to lack of recovery. With many teams packing multiple Swords Dancers, a backup is vitally important. Although risky, Will-o-wisp can utterly shut down an otherwise dangerous threat.
Alternate Members:
I sometimes run this pair over Heatran and Palkia, as it has its own advantages. Scarf Jirachi's U-turn is very helpful in scouting, and Latias is able to defeat CM Kyogre, which Palkia can not. Scizor becomes a problem when using these though.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Ice Punch
- U-turn
- Trick
Latias (F) @ Soul Dew
Trait: Levitate
EVs: 112 HP / 192 Spd / 204 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Grass Knot
[The following doesn't really apply anymore.]
I've managed to get my rating on PO up to around 1200, past the players who obviously aren't trying, but I haven't been able to get much higher. I find that I'm just not prepared for a lot of heavier sweepers, which really tear a hole through my team when I get out-predicted (easily). I've also never beaten a stall team, as they keep PHazing and spin blocking me until I die.