Skarmory is the set-up suicide lead. Because of sturdy and its insanely high def., it can be guaranteed to get out at least rocks. Also, if the opponent tries to set up, such as Xerneas or e-killer, the red card will always work because of sturdy. (The Red Card also works later in the game if skarm has to switch out for some reason). I included a hazard set-up on this team because all of these mons appreciate bonus hazard damage and is also slightly weak to att. arc, so skarm fits both of those needs. Mega Lopunny is a fast, solid endgame killer that, when mega, outspeeds Darkri and OHKOs every common Darkri set with Low Kick. In addition, if a geomantic Xerneas has set up, fake out + sacrifice (if necessary) + Quick Attack damage adds up. Also, if Deo-A already has damage on it, Mega Lopunny can use Quick Attack and destroy it while alternatively take an extreme speed from Deo-A and then use Quick Attack. If the opponent has a Sableye, it will almost always be the opener and mega on the first turn. Scrappy allows Fake Out to hit faster than a prankster burn or fake out, then low kick finishes the job. It can take an unboosted life orb extreme speed from normal arc and OHKO with Low Kick. Return offers a mostly unresisted, hard to switch into STAB attack. Mega Lopunny, however, can't get many kills on its own without hazards (skarm) or previous damage and is very weak to burns and paralyzation. That is what Primal Groudon is for, switch in reads. Everyone knows how to use a Primal Groudon, I just think this set works the best on this team. Also, I think att. based ghost arc functions well and the nickname is hilarious. Because it really works. No seriously, opponents can get caught up in the heat of the battle and not double check themselves. The xern substitute set works well because if the opponent has mastered stall, xern can find the right time to use substitute and geomancy as they struggle to counter you. In my experience, Primal Groudon will always use TWave that first turn against xern, so it is an easy substitute read. HP Ground can be used over HP Rock, but then there is no way to hit Ho-oh well. And finally, Yveltal. This set I customized myself. The evs seem to let it barely survive essential hits as well as have Dark Pulse and Sucker Punch hit for necessary kills. Dark Pulse is the STAB that will do great damage to anything that doesn't resist it, and Oblivion Wing is used for health regain to counteract life orb, guaranteed kills that it would get anyway so the heal is a bonus, and for anything that resists dark (Xerneas). In fact, dark pulse is so strong, it OHKOs most Mega Salamences when they use DD (after stealth rock) and sometimes OHKOs Primal Groudon (after light hazards). Sucker Punch is to surprise faster attackers or to get kills on faster mons that have low health and you know don't have a recovery move. Heat Wave is for pesky Klefki that is annoying with prankster TWave. Yveltal can also be used as Xerneas bait to make it come out earlier than it should, effectively getting momentum for yourself because this team is equipped to deal with geomantic Xerneas. This momentum boost only costs a possibly crippled Yveltal. However, the team in general is weak to very well used stall, but on the other hand, can keep momentum up and deal with common threats, which is why the team is called Liberty or Death.