Sorry for not rating this team earlier!
Unfortunately, it looks like half the members of this team use abilities that both get deactivated by Neutralizing Gas and cannot take advantage of opposing non-NGas mons quickly enough (namely Speed Boost Palkia, Pixilate Arceus-Fairy, and Pressure Deoxys-Speed). Those members sadly look more appropriate for a BDSP
Balanced Hackmons team if they keep their abilities. In BDSP Pure Hackmons, they should be using Neutralizing Gas instead (at the very least to prevent opposing Magic Bounce and the several opposing guys trying No Guard from working). Also, Palkia's Nasty Plot is outdone by Tail Glow (boosts Special Attack by +3 instead of +2) and Shell Smash (also boosts Speed by +2, mons can often take one hit after getting -1 in Defense and Special Defense). The rest of your Palkia's moves look fine, though. Because the average BDSP PH team contains at least 3 and often 4 or more NGas users, Arceus-Fairy should probably be swapped out for Regigigas, Arceus-Normal, or Slaking to keep the hard-hitting STAB Extreme Speed while actually keeping Extreme Speed's STAB against NGas users.
My experience with going up against Sticky Web users is that the more successful ones use Taunt, Spore, or even Trick/Switcheroo with Choice Scarf to prevent others from using Defog and/or disrupting sweeper/wall/fellow hazards leads. I'd pull one of Psycho Boost or Discharge for one of those disruption moves. Take your pick about whether your Webs Deoxys-Speed should use Lum Berry or Mental Herb - Deoxys-S generally gets 2HKOd but not OHKOd, I find.
In fact, I'd only put Focus Sash on very frail mons (e.g. Deoxys-Attack) or mons meant to check sweepers. Mewtwo is fast enough to properly take advantage of a sleeping Arceus with a Shell Smash, while (your) Palkia needs to Shell Smash twice to outspeed that same Arceus. Palkia's Spacial Rend and Magma Storm also won't OHKO much of the meta without boosts (the meta has gotten kinda soft to Close Combat in my experience, though).
The No Guard Deoxys-Speed will regret using double OHKO moves whenever it runs into a Substitute user. Psycho Boost is a fine way to remove Substitutes (Psystrike might be more consistent at this job, though), but replacing one of the OHKO moves with Spore is a good idea to disable quite a lot of NGas (or the occasional Wonder Guard) switch-ins and give you room to use Gastro Acid.
You may want to change out some Spores for Taunts so your sweepers can actually disrupt opposing Comatose walls and Grass-types (dare them to Magic Coat you) and not have to gamble with possible opposing Lum Berry users.
The Dialga and Mewtwo look fine enough, although do be aware that Comatose Scarf Mewtwo moves second against any Mewtwo with a Shell Smash up its belt. I also generally prefer Timid over Modest on sweepers unless Modest achieves at least one KO that Timid does not, as in this NGas meta where abilities are mostly suppressed, raw stats matter more than ever, and winning speed wars is also more important than ever.
You probably want to find room somewhere for some combination of Magic Bounce, Defog, and/or Rapid Spin to have a chance against hazard-stacking Comaphazer teams (the Extreme Speed user will only be enough if you can reliably ensure that your opponent can only get up one layer of hazards or fewer against you). In fact, removing the Comaphazer Mewtwo for the Magic Bounce/Defog/Rapid Spin user looks like a good idea, as Stealth Rock alone is not good enough support for a Comaphazer, and even Scarf Deoxys-S as your Comaphazer gets pummelled before it can phaze out a Mewtwo with a Shell Smash (thus making one of the other roles for a Comaphazer on a team, that of the near-universal sweeper check, significantly worse).
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Alright, that rate was long enough, let's get on with some sets I've been trying out (and often liked)!
I'll say this as context, though - after the initial rash of Comatose walls, the meta fairly quickly shifted towards sweepers using Taunt instead of Spore. Sweepers often have such impressive bulk that they can mispredict with Taunt:
252+ SpA Dialga Spacial Rend vs. 252 HP / 252 SpD Arceus: 139-165 (31.3 - 37.1%) -- 79% chance to 3HKO
252+ SpA Dialga Spacial Rend vs. -1 252 HP / 252 SpD Arceus: 208-246 (46.8 - 55.4%) -- 71.1% chance to 2HKO
You read that right, folks; that's Arceus Taunting and Shell Smashing in Dialga's face.
+2 252 Atk Expert Belt Arceus Close Combat vs. 252 HP / 252 Def Dialga: 413-487 (102.2 - 120.5%) -- guaranteed OHKO
Don't underestimate sweeper Arceus.
Regigigas pulls off similar calcs (and not needing an item to OHKO Dialga with Close Combat) if Dialga is Timid instead of Modest. (Regigigas has a slim chance of falling to Modest Dialga if it mispredicts with Taunt and Shell Smashes a turn later anyway.)
The meta has also shifted considerably towards offence (do we call it Hyper Offence or Bulky Offence when the Shell Smashers are this bulky?) at the moment, with teams often being on the back foot for the rest of the game against Sticky Web. I bet some people are still trying balance teams, though.
If there is enough Taunt in the meta that people forget to bring their Comatose users, maybe the meta will cycle back to using Spore (or Lovely Kiss?) again. Lum Berry can swing turns and sometimes entire games, though.
Regigigas @ Life Orb
Ability: Neutralizing Gas
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Spore
- Shell Smash
- Extreme Speed
- Precipice Blades
This set is based on a similar Regigigas set I tried and liked in the Sword/Shield no Eternamax "PH" meta, where it OHKOd post-Shell Smash Regieleki with Extreme Speed, OHKOd Zacian-Crowned with Fishious Rend after a Shell Smash, and was Giratina-weak.
This set is still kinda Giratina-weak - if Giratina lands a burn, Regigigas's chances of sweeping often end right there - so I use Spore instead of Taunt here to increase the chance of getting multiple uninterrupted turns against Giratina (yes, I'm scared of Scald Giratina and coverage misses).
Regigigas admittedly can be Comatose to prevent getting burned, and Comatose also stops Magic Bounced Spore from affecting it, but having Neutralizing Gas to ignore the remaining Wonder Guard sweepers and delay the remaining No Guard users is nice.
Precipice Blades is coverage against Steel-types (and the one guy with a Rock-type) that still 2HKOs Giratina after a Shell Smash:
+2 252 Atk Life Orb Regigigas Precipice Blades vs. 252 HP / 252+ Def Giratina: 252-298 (50 - 59.1%) -- guaranteed 2HKO
I'm sticking with Jolly on Regigigas for now because I'm still scared of Regigigas failing to outspeed things while in sweeper mode otherwise.
Speaking of sweeper mode, Life Orb Regigigas makes a pretty good revenge killer with its STAB Extreme Speed. Obviously, it appreciates better hazard support, but it's already quite good at revenging even without that support. I also lead with Regigigas against any obvious fast, weak, and very speedy probable lead in team preview that outspeeds my fastest mon (e.g. Deoxys-Speed, Ninjask - Deoxys-Attack is too strong, Shaymin-Sky is too slow, I risk Mewtwo speed ties).
Mewtwo @ Life Orb
Ability: Neutralizing Gas
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Taunt
- Stored Power
- Aura Sphere / Focus Blast / Earth Power
This set is not creative - the calc that Stored Power from exactly Life Orb Mewtwo guaranteed OHKOs sweeper Arceus after one Shell Smash was done and taken advantage of before me:
+2 252 SpA Life Orb Mewtwo Stored Power (140 BP) vs. 252 HP / 252 SpD Arceus: 469-554 (105.6 - 124.7%) -- guaranteed OHKO
The OHKO chance drops to 75% against +SpDef-natured Arceus neutral to Stored Power, though, and Stored Power naturally makes Mewtwo more Taunt-weak.
Taunt is used here because Mewtwo can actually take a hit or two (especially if Taunt actually stuffs an opposing turn) and is quite possibly the fastest mon in the meta with enough bulk to take two hits. Due to being the fastest mon on my team (the Timid nature helps here), Mewtwo is the lead the most often, and Taunt does a good job of preventing opposing Shell Smashes, Spores, Taunts, hazards, Gastro Acid, Whirlwind, and recovery - regardless of opposing ability thanks to Neutralizing Gas (watch as I hit Mental Herb on Sticky Web leads and Magic Coat on walls).
Aura Sphere currently takes advantage of the only popular Steel-type in the meta being Dialga, as it guaranteed OHKOs sweeper variants and remains super-effective against Dark-types:
+2 252 SpA Life Orb Mewtwo Aura Sphere vs. 252 HP / 252 SpD Dialga: 406-478 (100.4 - 118.3%) -- guaranteed OHKO
The moment people remember to play with Arceus-Steel and Arceus-Dark, though, Mewtwo needs Focus Blast instead to guaranteed OHKO them (not even Close Combat secures the guarantee), and Aura Sphere drops to a 50% chance to OHKO +SpDef-natured Dialga.
If
all you care about is speedily eliminating Dialga and denting other Steels instead of Darks for more, I guess Earth Power is OK as coverage, although I must warn that it still doesn't OHKO Timid Arceus-Steel after a Shell Smash, and Stored Power 2HKOs Steel Him after a Shell Smash. ...And yeah, Stored Power somehow deals more damage than Earth Power to Mewtwo after a Shell Smash.
I'll sadly note that the current Mewtwo kit makes it have a tough time against opposing Mewtwos and other Psychic-types, so if the meta shifts completely towards Mewtwo spam and away from Dark- and Steel-types, switching the coverage move to Shadow Ball or Dark Pulse might be warranted.
Arceus-Fairy @ Lum Berry
Ability: Neutralizing Gas
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Strength Sap
- Quiver Dance
- Taunt
Arceus-Fairy is here to take advantage of Dialga being one of the most popular sweepers in the earliest days of the BDSP PH meta (especially ones that pack Spacial Rend), Dragon Tail being a somewhat common phazing move, and there being no Steel-type move legal in BDSP not named Doom Desire with base power over Judgment's 100 (Gunk Shot is picking up, though).
Arceus-Fairy, being one of the bulkiest mons in the meta along with being quite fast, gets to use Taunt to disrupt walls and some sweepers.
Moonblast takes advantage of Quiver Dance being the boosting move of choice.
Strength Sap used to be a generic 50% recovery move, but since Arceus-Fairy has Neutralizing Gas (NGas definitely helps Him use Taunt) to deactivate Magic Bounce and I wanted to strengthen my team against offence, I switched it to Strength Sap. Do be aware that Strength Sap provides basically no recovery against Blissey and Chansey, though, and every single mon that doesn't use physical attacks is actively making your Strength Sap healing as low as possible.
Quiver Dance...oh, how divided I feel about it. It still boosts Speed so it can compete (at least in theory) with Shell Smash, it preserves Arceus-Fairy's bulk so a mono-attacking set is somewhat viable, and it even prevents Doom Desire from forcing Arceus-Fairy out:
252 SpA Dialga Doom Desire vs. +2 248 HP / 252 SpD Arceus-Fairy: 180-212 (40.6 - 47.8%) -- guaranteed 3HKO
Man, does Arceus-Fairy often need 2-4 Special Attack boosts to OHKO anything, though, and Shell Smash just plain racks up boosts faster than Quiver Dance:
+3 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Dialga: 289-342 (71.5 - 84.6%) -- guaranteed 2HKO after Stealth Rock
+3 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Mewtwo: 310-366 (74.5 - 87.9%) -- 6.3% chance to OHKO after Stealth Rock
+2 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Giratina: 408-482 (80.9 - 95.6%) -- 56.3% chance to OHKO after Stealth Rock
+3 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Giratina: 510-602 (101.1 - 119.4%) -- guaranteed OHKO
+2 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Palkia: 408-482 (106.2 - 125.5%) -- guaranteed OHKO
+2 252 SpA Arceus-Fairy Moonblast vs. 252 HP / 252 SpD Arceus-Dark: 408-482 (91.8 - 108.5%) -- 56.3% chance to OHKO
Lum Berry lets Arceus-Fairy ignore Spore and Toxic once, and this set is Timid so Taunt prevents as many Spores, Taunts, and Shell Smashes as possible.
I've found that Arceus-Fairy can unstoppably steamroll teams if He gets enough boosts thanks to having Taunt, recovery, and a boosting move that increases bulk instead of reducing it, and I can get those boosts often enough by getting Him in against a wall. ...Of course, this Arceus-Fairy does not pack a powerful enough move to revenge kill most sweepers (unlike any Arceus form with access to a STAB move with at least 120 BP), and this set cannot phaze or Haze sweepers, either.
Chansey (F) @ Lum Berry
Ability: Innards Out
EVs: 252 HP / 252 SpA / 252 SpD / 252 Spe
Gentle Nature
IVs: 0 Atk / 0 Def
- Roost
- Final Gambit
- Clear Smog
- Fissure
Disclaimer: this Innards Out Chansey is a high-risk set that leans heavily on others keeping at least one non-Neutralizing Gas mon (e.g. Comatose, Magic Bounce) on all of their teams, especially such a mon with at least one physical attack. The jig is up the moment they keep using NGas-using physical and/or mixed sweepers instead.
Somehow, opponents keep repeatedly falling for this Innards Out Chansey, though, despite pretty much all my replays having it.
...Or is falling for it the right term? I personally still think that Chansey is the best Innards Out mon in the meta due to suddenly OHKOing pretty much every non-NGas mon that uses a physical attack and being a fairly good special wall against NGas users. As long as the opponent tries using a non-NGas mon, Innards Out Chansey still provides a Shadow Tag-like effect that threatens to entrap and OHKO that non-NGas mon simply by switching in while it uses a physical attack (including weak ones like Rapid Spin and Dragon Tail). Even better, that Shadow Tag-like effect is applied to
every single team member while Chansey still has full HP. Since non-NGas users might not be staying in for long, Innards Out users cannot afford to waste turns and lose the surprise factor and momentum by being too defensively bulky on both sides and not having enough HP.
This Innards Out Chansey has claimed its fair share of No Guard users, for example. ...I have to admit that I initially tried this Chansey as a way to suddenly eliminate Comatose walls so my sweepers get an opening, although the set still works even with no Comatose walls to abuse but other non-NGas users to target.
This Chansey has Lum Berry to prevent sleep (and Toxic) from disrupting it once.
Roost helps Chansey be a good special wall (precisely because everyone else picks Recover, never pick Recover as your 50% recovery move lest you get it Imprisoned off) and pumps up its HP so Innards Out works in more situations. I think Roost on non-Flying-types is hilarious.
Clear Smog is used as the anti-setup move because Chansey gets Taunted all day, and this set wants non-NGas users to stay in instead of switch out in favour of a NGas user. Most sweeper Dialgas are NGas users, anyway.
Final Gambit OHKOs nearly all walls who think Chansey is their opportunity to set hazards and do other nonsense. Final Gambit helps this Chansey fit better on offence teams by helping it lose less momentum.
Since Chansey still risks being passive, especially if I'm not interested in losing it to Final Gambit yet, Fissure is in the last slot to attempt to KO the mon in front of it fast enough (Toxic and Night Shade/Seismic Toss often don't even 3HKO, and Toxic gets Taunted off). This slot used to be Magic Coat, but I found it to waste a turn too often (e.g. opponent switches, sets up, or uses a special attack). Fissure should be more accurate than Sheer Cold, and nearly all Ghosts aren't immune to Fissure (unlike Horn Drill/Guillotine/Final Gambit).
If Innards Out doesn't completely eliminate all the HP of the opposing mon, at least my sweepers, especially Regigigas, can mop up the remainder. I do find that this Innards Out Chansey and my Regigigas set above have quite good synergy together.
Here's my BDSP PH team that contains all of these sets:
https://pokepast.es/7fd46e1248386fff
I have to admit I don't really like my Magic Bounce Arceus-Grass - it's quite passive, and it often cannot find the opportunity to set up Stealth Rock. Rapid Spin instead of Defog is currently a great idea because Rapid Spin dodges Taunt while Defog does not, but some day, there will be a Webs team with a Ghost (although Arceus-Grass being able to phaze out the Ghost fairly consistently with Dragon Tail is good). The 6th slot is meant to be anti-offence, and Gastro Acid on Wonder Guard Arceus-Fighting is meant to help against opposing sweepers as fast as or faster than Arceus (at the considerable cost of being significantly worse at disrupting walls). Maybe I should go back to Arceus-Dark or try a different anti-offence slot?
Finally, here is every single BDSP PH replay of mine that I've been able to find so you can evaluate how strong these sets are for yourself! Be aware that a lot of these replays have earlier versions of these sets, though, with some moves changed.