The nicknames motif of the team is based on the game Touhou 8: Imperishable Night where basically, this chick flees from the moon to earth for essentially doing drugs that made her immortal apparently that's illegal. The person who gave her the drugs was later sent to Earth to go bring her back with a few other people, but she felt bad so she murdered her comrades and basically caused the Apollo 13 fiasco, then stayed on Earth. She becomes this chicks servant and protects her by replacing the moon for a fake one, everyone gets mad, shit happens, people flip out 'cause there's literally like a pebble missing from the moon, something about eternity and a never ending night blah blah blah. Anyways, I tried to keep the introduction short since the team building process is rather long, but it looks like that didn't happen. So anyways, onto the team~.
We started with a core of Jirachi+Gardevoir because I had wanted to build a team around either one of them, and they happened to have some great synergy with each other so I was just like "yeah lets do this". Basically, Jirachi has the ability to bring in tons of Pokemon that Gardevoir is able to nuke such as Rotom-W, Landorus-T, and Hippo. It can capitalize on this by using U-Turn to gain momentum. In return, Garde checks stuff like Sableye for Jirachi, and can WoW threatening Pokemon to the core like Scizor and opposing Jirachi.
This core really needed something to help handle the likes of Excadrill and Bisharp. For this role, we chose the quite underrated Chesnaught due to how it just stops Sand Offense and beats Bisharp. The reason why it was chosen over other possible checks like Garchomp or Celebi is because of the wonderful utility it provides in checking certain Water-types like Defensive Starmie while providing Spikes, something Gardevoir loves to have to abuse bulkier teams easier.
Terrakion was suggested by Mr. Perry in order to provide a nice physical wall-breaker that paired really well with Gardevoir, by giving a check to really threatening Fire-types like Heatran and Charizard-Y, as well as Steel-types like Ferrothorn. Furthermore, it helps out Jirachi by weakening certain bulky Fairies like Clefable with a strong CB Stone Edge so I'm not as reliant on Rachi to check Fairies.
At this point, we needed something that could take on the likes of Scizor and Talonflame since they basically 6-0'd the team. Perry chose Defensive Gyarados for this role as it gave us a secondary ground resist/immunity for Terrak and Jirachi, while strengthening our defensive back bone, giving more checks to things like Zard-Y, Keldeo lacking HP Electric, and Garchomp.
Gyarados wasn't enough for a team this weak to Talonflame, and we felt that Ches would get really pressured by certain Water-types, namely Azumarill and Manaphy. We also realized that a lot of common offensive Electric-types like Thundurus and Manectric really annoyed our team, and we also lacked a win condition. To fit this role, Raikou was chosen.
The downside to this was that it made our team EXTREMELY vulnerable to powerful wall-breaking Fighting-types, especially Medicham, with Gardevoir speed-tieing with it being our best way of dealing with it. Perry thought we should change Heatran to a Landorus-T to somewhat help with this, giving a nice bulky pivot that also provided rocks and U-Turn to gain momentum. Raikou was also re-added at this point for Thundurus and to provide a win-con.
Even with Landorus-T added to the team, as most people know, a lot of common Fighting-types like to run Ice coverage. Medicham is the most notable example that this team hates. We also lacked a way to kill/pressure Scizor. Honestly, with the Landorus-T build of the team, we felt that Terrakion was often not needed in a lot of match-ups, despite it doing so much work before. I suggested we add Keldeo to pressure the threats mentioned above.
"Also, it was you who was stopping the night, yes? You may very well incur the princess's wrath for doing that..."
Forbidden Arcanum "Hourai Elixir"
禁薬「蓬莱の薬」 (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Heart Stamp
This team is using the standard ScarfRachi set with Heart Stamp instead of Fire Punch as the slashed-out move. Originally, it actually was Fire Punch because Keldeo wasn't on the team and we needed a way to take on Steels, but Heart Stamp replaced it when we realized Keldeo and Gengar were both rather annoying. The EVs are there to maximize attack and speed, so Jirachi can revenge kill much more effectively, because its attack isn't the most impressive thing in the world. Jolly is important because it lets you outpace some slower potential Scarfers like Lando-T and Cube, which Jirachi wouldn't be able to do if it were say, Adamant.
"What the!? I see. The ones who are stopping the night... It's you two, isn't it..."
"End of Imperishable Night -Matsuyoi-"
「永夜返し -待宵-」 (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
It's no secret that this thing is good, its the most used Pokemon in OU. It's absurdly splashable, being able to provide numerous roles such as wall-breaking, revenge killing, pivoting, sweeping etc. With a great typing and ability, coupled with support moves like U-Turn and Stealth Rocks, it makes him one of the best pivots OU has to offer. Despite the fact that Pokemon that Landorus hates are rising in usage -most notably, fat waters like Rotom-W- it's still able to remain a strong contender due to the sheer amount of stuff it can check. Lando's role on this particular team is providing Stealth Rocks, which Gardevoir, Raikou and Keldeo all love to let them wear down shit easier, and check threatening physical attackers, especially Talonflame, Zard-X, and occasionally, Fighting-types like Heracross and Gallade. Furthermore, like Jirachi, he can pivot in and out with U-Turn to generate momentum for the team, due to the large amount of switches it forces, while simultaneously wearing down the opponent's team with rocks, and U-Turn. "End of Imperishable Night -Matsuyoi-"
「永夜返し -待宵-」 (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
Leftovers was chosen instead of Rocky Helmet to increase his longevity, since Rocky Helmet, at least in my opinion, didn't seem as needed on this team as there was enough damage coming from hazards, chip damage and straight up nuking the opponent's team with strong STABs like Hydro Pump and Hyper Voice. It just lets him survive longer, especially against the likes of Talonflame, who gives this team a fair bit of issues. EVs are standard, maximizing HP for longevity and Def for physical bulkiness, with EVs to outspeed Magnezone and survive an HP Ice from Mega Man at full health. We were considering running a faster Landorus variant with enough speed to outspeed Volcanion, but we decided against this since it would greatly diminish Landorus' ability to check the threatening Talonflame. Also, Volcanion tended to be taken care of through a mix of Keldeo, Stealth Rocks/Spikes, and Raikou. Stone Edge for Talonflame and other birds like Pinsir.
"...This half-finished eternal night that you have made..."
"End of Imperishable Night -Half Past Midnight-"
「永夜返し -子の四つ-」 (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Again, we're using standard Specs Keldeo, because of its amazing firepower. Scald is easily Keldeo's mest STAB move, boasting perfect accuracy compared to the unreliable Hydro Pump, that is able to wear down switch ins via Scald burns. Secret Sword enables Keldeo to be even harder to switch into by letting it hit not only specially, but physically as well, targetting stuff like Raikou and Rotom-W harder than its other STABs. We chose HP Electric as the coverage move instead of the usual Icy Wind because we really didn't need to cover Dragons like the Latis and Dragonite due to our team easily walling/killing them. HP Electric lets us hit certain threatening waters like Azumarill and Gyarados really hard. It's just good coverage against fat waters, despite our team having a Raikou and Chesnaught already.
"...With my spell to manipulate eternity, I'll tear it all away..."
"End of Imperishable Night -Half Past 2-"
「永夜返し -丑の四つ-」 (Chesnaught) (F) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Leech Seed
- Drain Punch
- Spikes
- Wood Hammer
We use the usual Chesnaught moveset, with the EVs tailored to outpace STANDARD Belly Drum Azumarill so we can Wood Hammer it before it Play Roughs us. Note that max speed Jolly Azu still outspeeds, so be cautious around that. Running more speed would take away from it's overall physical bulk. Besides, Jolly Azu is frailer, so it can get weakened easier and gets revenged by Keldeo's HP Electric. Leech Seed is a great move for Chesnaught that lets it recover its health slowly, and is great at chipping away at Pokemon that try to switch into Chesnaught. Drain Punch is Ches' other form of recovery, leeching health while still dealing damage which when coupled alongside Leech Seed and Leftovers, is actually quite good. Drain Punching a Bisharp at full health is delicious. Spikes is really appreciated on this team, and Chesnaught is great at setting them up due to its tankiness, and as previously mentioned, ability to beat Rapid Spinners. Jirachi, Raikou, Keldeo, and Gardevoir all enjoy Spikes as it allows them to wear down the opponent's team better, especially considering the switches they are able to force, which in turn lets Rachi clean-up easier. Wood Hammer for fat annoying Waters.
"...The dawn shall be upon us soon..."
"End of Imperishable Night -Half Past 4-"
「永夜返し -寅の四つ-」 (Raikou) @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
This is just standard Calm Mind Raikou, a great win-con especially against bulkier teams. Leftovers allows Raikou to recover health overtime, increasing its longevity and healing off damage taken while setting up/pivoting in. We have considered Zap Plate because of its ability to 2HKO standard CM Clef after just one CM and better ability to bluff AV, but we decided against it. Volt Switch was chosen over Substitute because Jirachi was able to handle status via Healing Wish. Also, Volt Switch works great on this team's mini VoltTurn core.
"...How's that? With this, your spell of eternal night shall be broken, and the dawn shall come!"
"End of Imperishable Night -Rising World-"
「永夜返し -世明け-」 (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Again, just a really standard set here ripped right from the analysis. Trace is Gardevoir's preferred ability prior Mega Evolution because it can make some shenanigans happen and turn the opponents ability against them. Some of the more notable examples are Magic Bounce, Flash Fire, Regenerator, Intimidate, weather-sweeper abilities and Lightning Rod (getting a boost from Manectric is really fun). EVs, in case you dont know what they're for, is meant to allow Gardevoir to avoid the 2HKO from LO Latios Psyshock, so it can always switch in and threaten it out and/or kill it. We chose WoW on this particular set instead of one of Gardevoir's many other options like Taunt, Calm Mind, Sub, Shadow Ball, Memento etc. because it works really well with Steels that can take a Focus Blast, but hate being burned. Such examples include Skarmory, and Scizor. It just makes Gardevoir harder to switch into overall.
禁薬「蓬莱の薬」 (Jirachi) @ Choice Scarf Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Heart Stamp
「永夜返し -待宵-」 (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
「永夜返し -子の四つ-」 (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
「永夜返し -丑の四つ-」 (Chesnaught) (F) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Leech Seed
- Drain Punch
- Spikes
- Wood Hammer
「永夜返し -寅の四つ-」 (Raikou) @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
「永夜返し -世明け-」 (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Can be played around via Lando-T and Keldeo. Garde takes a hit and OHKOs in return if it fails the speed tie but it has to watch for BP. Lando needs to watch for Ice Punch as well. Hits everything else really hard.
This thing, well fat Grasses in general, are a bit of a nuisance, but particularly Tangrowth. They can't do much to the team, but AV Tangrowth takes hits from this team really well. The best option is wearing it down with Spikes, Gardevoir, and Jirachi/Landorus.
Nothing really wants to switch into Zard-Y. However, Raikou can deal with it, and it gets worn down pretty badly from SR.
Gengar's not really that big of an issue, since it can be played around pretty easily between having to predict from Rachi and Garde, since Rachi runs Heart Stamp and can revenge it. Raikou also avoids the 2HKO, but it really doesn't wanna be worn down. If they're being a rebel and running Sludge Bomb instead of Wave, for like IDK, poison chance? Chesnaught walls it.
Keldeo is the best thing we have for this. That, or offensive pressure from the likes of Garde, and Rachi before its able to set up. The issue with this is that it almost always carries Giga Drain and/or Passho Berry (+1 Giga doesn't kill Keldeo).
Again, really difficult to switch into (I like how both Volcs threaten the team), and probably the biggest threat to the team. But once again, predicting attacks can be done to play around it. However, it still wears stuff down before it dies. We've literally once gone into Keldeo, Landorus-T, Jirachi, Raikou AND Chesnaught just to wear this thing down to wear it can get killed.
Rain in general is really annoying. Kingdra hits absurdly strong, luckily its forced out after it Draco Meteors. Play cautiously around this and preserve Raikou and Ches.
Well we don't really have anything for this guy. He really hurts a large portion of the team if he has Ice Punch. If it doesn't have Ice Punch, Lando can deal with it, but otherwise you needs to worn down via Raikou, Jirachi and Hazards.
If you can't tell, this is basically Hazard stacking that isn't Stealth Rocks (this team don't care bout no rocks). This team doesn't have hazard removal so theirs no way to get rid of it. Sticky Web hurts the teams already meh-ish speed, Spikes hurt the grounded mons and longevity of this team, and T-Spikes does that but worse.
-P.S. Perry obliged me to tell he's the cutest user in RMT and I felt threatened enough to do it.
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