Sunday, December 27, 2015

VGC '16 Pokemon Spotlight #3: Xerneas




Hey everyone. Last time, we reviewed Kyogre and its Primal. Now, were going to talk about without a doubt, the most threatening Pokemon in this metagame you will face and talk about what it does, how to deal with, and to hopefully give you a better understanding on Xerneas so you'll know what to do when facing it in tournament, or just in general. If your team doesn't have strong answers to Xerneas, you're going to have a bad time. Now, let's go into the base stats of Xerneas to see how good they are.

BASE STATS


126 HP          131 Sp. Attack
131 Attack      98 Sp. Defense
95 Defense      99 Speed

Xerneas has some of the best stats I have seen in this format. 120/95/98 may not seem like the best, but if you can put some Intimidate support on the team, then Xerneas can take some nice physical hits. On the specially defensive side, then just set up Geomancy and you'll be fine. 131/131 for its offenses is very interesting. While you have a phenomenal 131 Attack stat, you don't have any Fairy moves to take advantage of it. On the other hand, that 131 Sp. Attack stat is probably your best bet since you can use Geomancy to get +2 Sp. Attack and take advantage of it's impressive special movepool. 99 Speed is a very awkward speed tier since your not outpeeding Mega Kangaskhan by a point or 2 without the Geomancy boost. Overall, some solid defensive stats, amazing offensive stats on the special side and a awkward speed stat puts Xerneas in a comfortable position as a offensive powerhouse. Now, I wanna show you some viable moves Xerneas can use to it's effectiveness. These moves will be from the Generation Showdown tournament that was held a little while back, as well as the percentage of usage. We will also being looking at item usage as well, just to give you extra ideas.

VIABLE MOVES & PERCENTAGE OF USAGE 
  1. Geomancy - 94.5%
  2. Dazzling Gleam - 80.3%
  3. Moonblast - 78.9%
  4. Protect - 70%
  5. Thunderbolt - 13.6%
  6. Focus Blast - 11.2%
  7. Grass Knot - 9.7%
  8. Hidden Power - 7%
  9. Psyshock - 6.5%
  10. Psychic - 6.4%
  11. Other moves - 21.8%
ITEM & PERCENTAGE OF USAGE
  1. Power Herb - 93.6%
  2. Choice Specs - 2.1%
  3. Choice Scarf - 1.8%
  4. Focus Sash - .5%
  5. Pixie Plate - .3%
  6. Life Orb - .3%
  7. Light Clay - .3%
  8. White Herb - .3%
  9. Assault Vest - .2%
  10. Expert Belt - .2%
  11. Other held items - .5%
For the moves, Xerneas is very one-dimensional. The main set from the usage is the Geomany set with dual fairy moves and hold the Power Herb to get a 1 turn Geomancy. The other moves are just coverage to switch out for something like Moonblast and if your not running Geomancy, then your really limiting your Xerneas' effectiveness since you'll need to invest your EV's move into offense while forgoing defensive bulk.  

Now, I wanna show off another video from KyleCole. Still a good video and is very smart. If Cybertron does a video on this, then I will update this and add the video.

GREAT PARTNERS
  1. Redirection and Fake Out - Pokemon with Follow Me and Rage Powder are going to be great for helping Xerneas set up Geomancy to sweep. Fake Out is also good to literally make it so one of their Pokemon can't set up so you can get off a safer Geomancy to sweep
  2. Primal Kyogre and Primal Groudon - Dazzling Gleam from Xerneas and Origin Pulse/ Precipice Blades from  Kyogre and Groudon can form an amazing pin, doing a ton of damage to targets.
HOW TO BEAT IT
  1. Steel Types - As a Fairy type, Xerneas can be taken down easier by Steel types like Aegislash and Ferrothorn, resisting its Fairy moves and taken a ton of damage from Gyro Ball, while doing more damage as it sets up Geomancy.
  2. Taunt - If you can Taunt Xerneas before it sets up Geomancy, you'll really neuter their effectiveness, making it easier to win.
I hope you enjoyed this Xerneas analysis. If you have any questions, feel free to let me know and i'll try to answer them in a timely matter. Follow me on Twitter @KurokyuneVGC for updates on when new content comes out or just to here my thoughts on life. I'll see you next time. Bye!

VGC Metagame Changes: Episode 2: The New Guys in Town



Hey guys. Since the new rules were announced, I naturally came to this idea. Like Episode 1, I plan to cover some new changes. I won't go into the biggest change, as my Intro to VGC 2016 can give you my opinion without just spitting out the same words again. Now, let's go into the changes in the metagame.

New Legends
If you kept up with the format, you will know that 15 new legends were added to the format. Each one brings there own charm and will surely make some sort of impact, no matter how large. I hope they each have their own spark of viability since they all have some sort of niche to take advantage of.

Weather Wars
What I mean by this is that with the introduction of Primals in this format, Primal Groudon, Primal Kyogre, and Mega Rayquaza are all very popular for good reasons. They all bring something to the table that no one else can do. Because of this, the famous weather wars have returned, and with the vengeance of Gen 5. In gen 5, the weather wars were Ninetales representing the Sun, Politoed representing the Rain, Tyranitar representing the Sand, and Abomasnow representing the Hail. Since a small change to Gen 6 made weather only last 5 turns, the severity of these wars have died down. But now, with Primal Groudon's Harsh Sun, Primal Kyogre's Heavy Rain, and Mega Rayquaza's Strong Wind, the dangerous Weather Wars have once again resurfaced and if you want to climb to the top, your going to have to find away to combat this.

Weather War Bye-Bye Tricks
Because of the Weather Wars, people have been trying to figure out how to stop these Hoenn legends from dominating the seen. The main way I seen as a solution is to use Golduck. The reason being is that Golduck has the Cloud Nine ability, which means that the effects of the current weather will go away as soon as it appears, but not the animation. This means it can use Scald on Primal Groudon for the KO and take out one of their team's major threats. I also seen people use the move Role Play. If you don't know, it's a move that switches the target's ability with your ability. A popular strategy is to use Role Play on Pranskter users such as Tornadus and Thundurus to switch their ability with their Primal partner to get back their weather up. This also works with Skill Swap since the idea is the same, you'll just mainly do it with Cresselia. I also seen Lickilicky as another Cloud Nine user since it's bulky and can use Normal Gem Explosion to hopefully take out the 2 threats in front of it.

Popular Mega Evolutions
These 5 Mega Evolutions are the ones you can primarily expect to see. They're all very strong and amazing at what they do. Whether it's causing high amounts of damage, great utility with their abilities, or just staying powerful, these 5 have proved themselves to be the top threats and the ones to watch out for.

Smeargle
Smeargle is the finally major thing i'll talk about. Their is only reason i'm talking about Smeargle and that is because it's the only Dark Void user in the format. If you don't know, Dark Void is a 80% accurate dark type spread move that doesn't damage the opponent, but can put the opponent to sleep. A lot of people want the move Dark Void to be banned because from the arguments I've heard, it's over-centralizing in the meta since in order to reliably counter it, you have to sacrifice the overall integrity of your team to do this, and it won't be a guarantee that you'll ever face a Dark Void Smeargle, though now it's a lot more likely to do so.

Minor Changes
  • Crobat and Talonflame has become a lot more useful as Tailwind setters
  • Aegislash has gone physical to deal with Geomancy Xerneas
  • Charizard has dropped in popularity in favor of Primal Groudon
  • Mega Gardevoir and Sylveon have dropped in favor of Xerneas
  • Rotom-Wash has dropped in popularity since the standard set can't touch Primal Groudon
I hoped you enjoyed this. If you have any suggestions on what you wanna see, feel free to drop your suggestions below, or message me on Twitter @KurokyuneVGC and following me would be great as well. I'll see you next time. Bye!

Wednesday, December 23, 2015

VGC '16 Pokemon Spotlight #2: Kyogre




Hey everyone. Last time, I analyzed Groudon and its Primal form. Today, we'll be talking about Kyogre and it's Primal form. Primal Kyogre is the replacement to Politoed in the metagame, the difference being Kyogre has better bulk, better offenses, and can keep it's Rain up when it undergoes Primal Reversion. Politoed may see some usage at tournaments when players are building their teams and realize they don't have a Kyogre in-game and uses their Politoed instead. Now, I wanna talk about it's base stats to see what their all about.

Normal Kyogre Base Stats

100 HP            150 Sp. Attack
100 Attack       140 Sp. Defense
90 Defense         90 Speed 

As you can see, Kyogre has some nice stats. 100/90/140 for it's defenses mean you'll be taking some major hits, but some physical hits will definitely hurt, but you can't have everything perfect. 100 Attack is nice, but that 150 Sp. Attack means you'll be using special moves more, but physical doesn't seem to be a bad idea. 90 Speed is pretty average, but a nice Tailwind and some speed control can certainly help make Kyogre a fast Pokemon that can do some major damage as well. Overall, solid stats, good bulk, and some firepower for those offenses.

Primal Kyogre Base Stats

100 HP         180 Sp. Attack
150 Attack    160 Sp. Defense
90 Defense      90 Speed

Once it becomes a Primal, it's stats gain a major boost. 100/90/160 is still basically the same, expect for a 20 point boost to that Sp. Defense stat, which is still helpful. 150 Attack is amazing since you can justify using physical Kyogre with Waterfall, which I guess is cool to do. 180 Sp. Attack is amazing and expect to do major damage with Kyogre on targets that can be hit. 90 Speed is still average, but like I said earlier, speed control can fix that easily, like it can fix the speed of most Pokemon. Overall, amazing bulk (except for that defense stat), great offensive stats, and an average Speed stat that can be easily fixed. Now, let's go into those moves to see what viable moves you can run on Kyogre. While I have said that the physical variant could be cool, I won't go into to much depth with it. If it one day becomes viable in the metagame, then that would be amazing, but I won't go into insane depth with it.

VIABLE MOVES

  1. Ice Beam - Standard Ice coverage move for Grass and Dragon types
  2. Origin Pulse - Standard Water spread move for causing major damage
  3. Calm Mind - A great way to gain boost to make winning easier
  4. Hydro Pump - Strong single-target water move
  5. Water Spout - Great for doing major damage while conserving your health
  6. Hidden Power [Ground] - Nice tech move for dealing with Primal Groudon
  7. Thunderbolt - Great Electric coverage in and out of the Rain
  8. Thunder - Great Electric coverage to take advantage of your Rain
  9. Protect - Cause Protect is amazing
  10. Scald - Reliable, single target Water move
  11. Icy Wind - Great Speed control
  12. Psych Up - Pair it up with a Pokemon that can boost it's stats, gain those stats and sweep
As you can see, Kyogre has some great moves, including coverage, strong STAB moves, and some cool support moves you can take advantage of to help your opponent. Now, I wanna show a video from a YouTuber by the name of KyleCole. He has been doing a video on each restricted Pokemon in the new format. This is an awesome video and I hope you enjoy it.


GREAT PARTNERS
  1. Cresselia - Cresselia can offer the use of the move Gravity to make sure Kyogre can use a more reliable Origin Pulse, Trick Room and Skill Swap for weather control in the match
  2. Role Play/Skill Swap users - Like Cresselia, the moves Role Play and Skill Swap are really strong since you can use Role Play to give the Pokemon that used the move the weather and Skill Swap to switch the weather of the Pokemon that uses the move to switch abilities with your Kyogre to set up the Rain.
  3. Xerneas - Once Xerneas sets up a Geomancy, Kyogre can use the move Psych Up to copy the +2 Sp. Attack, +2 Sp. Defense, and +2 Speed that Xerneas gets to put SO MUCH offensive pressure on the field in 1 turn, though you have to waste a turn to do so, which is something to consider.
  4. Lightning Rod/ Volt Absorb - While not the most common, it can still be strong since you don't have to worry as much about moves like Thunderbolt and Thunder from Electric types like Thundurus, effectively crippling their effectiveness 
HOW TO BEAT IT
  1. Taking away its weather - Since Kyogre really enjoys its weather, taking away what it loves will really cripple
  2. Primal Groudon - Ok here me out. What I mean is Primal Groudon with it's weather. If Groudon has it's weather in a 1v1 with Kyogre, they'll  have a significant chance of winning since Ice Beam is a 3HKO on most Groudon
  3. Palkia - Palkia is able to resist the standard set and the best that Kyogre can do is use Ice Beam to 3HKO a 0HP/ 0SpD Palkia
  4. Zekrom - Being able to possibly OHKO Kyogre with a Fusion Bolt is huge, which gives Zekrom a nice niche
  5. Mega Kangaskhan - If your running an offensive Kyogre, be wary that a Double-Edge can KO you 70% of the time
I hope you enjoyed reading this. Expect the other restricted Pokemon Analysis to come out soon, metagame analysis, and just other content when it happens. Follow me on Twitter @KurokyuneVGC for updates on the blog and check out my older content. Also, I hope you you have an amazing holiday celebration. And if you don't celebrate any holidays, then I hope you have an amazing day or days. I'll see you next time everyone. Bye!

Thursday, December 17, 2015

VGC '16 Pokemon Spotlight #1: Groudon




Welcome to a new mini-series on this site. Since the new format was announced and 15 legends were legalized as well, I would assume that many people may not know how to best handle them. That's were I come in. I'll be doing an analysis on all 15 of them to show you how to best use them in the 2016 format. First up, I'll be tackling one of the strongest legends in this format, Groudon and it's Primal form as well. I hope you enjoy this. Also, they'll be a little different as well since I want to best give them justice. Let's dive in to this by starting off with the base stats.

Groudon's Base Stats
100 HP            100 Sp. Attack
150 Attack        90 Sp. Defense
140 Defense      90 Speed
Groudon in it's normal form has some impressive stats. With 100/140/90 for it's defenses, it's certainly very bulky. While 90 on it's Sp. Defense is pretty underwhelming, the ability Drought can make sure you take those water hits and the rarity of special ground moves like Earth Power you may come across. 150 Attack is phenomenal since you'll be doing some major damage with the moves you have and hurt some Pokemon as well. 90 Speed is a bit lacking compared to its other stats, but speed control can really make Groudon fast.

Primal Groudon's Base Stats

100 HP             150 Sp. Attack
180 Attack         90 Sp. Defense
160 Defense       90 Speed

When Groudon undergoes Primal Reversion into Primal Groudon, it's stats get a major boost. 100/160/90 for its new defenses are amazing since you'll take physical hits even better, but your Sp. Defense stays the same. 180 Attack is even better since the damage you could do as normal Groudon got even better and will be destroying entire cities with one blow. 90 Speed is ok since you'll get some good outspeeds.

ABILITIES

Groudon - Drought - Summons the Sun for the next 5 turns of being on the field. This is a form of standard weather, on the same field of Sand from Sand Stream and Sandstorm, Rain from Rain Dance and Drizzle, and Hail from Snow Warning and Hail. As a form of standard weather, it can be overthrown by the abilities Desolate Land, Primordial Sea, and Delta Stream, which are stronger forms of weather.

Primal Groudon - Desolate Land - Affects weather and nullifies water type moves. As a form of advance weather, it can not be removed by the abilities Drought, Drizzle, Sand Stream or Snow Warning, nor the moves Sunny Day, Rain Dance, Sandstorm, or Hail. However, other forms of advance weather, which are Primordial Sea and Delta Stream. A great way to take advantage of it is to use Pokemon with the Chlorophyll ability like Venusaur and Jumpluff, or Pokemon with the Solar Power ability like Charizard and Mega Houndoom. One thing to remember is that you can't use water type moves that cause damage like Scald and Hydro Pump as long as this ability is active, but moves like Water Sport and Aqua Ring will still work.

Overall, Groudon and Primal Groudon have some amazing stats that give a good showing to why it's going to be so strong. Now, I want to show some moves to expect to see when you go up against Primal Groudon since I guarantee you'll face one when you go to a tournament.

VIABLE MOVES
  1. Prepicice Blades - Your main Ground move you'll be using
  2. Earthquake - A good option if you don't like the accuracy of Prepicice Blades.
  3. Earth Power - A good move to take advantage of that Sp. Attack stat if you need a special variant
  4. Solar Beam - Reliable way to handle Primal Kyogre in your harsh sun if you need to
  5. Rock Slide - Because flinching is always a good idea
  6. Thunder Wave - If your team needs the Speed Control option
  7. Eruption - A strong fire stab to use to wreck threats in your way
  8. Protect - Always a good move
  9. Psych Up - Pair it with Geomancy Xerneas to get the boost you need to sweep
  10. Overheat - A strong nuke move. Think of Charizard-Y from VGC 2014 & 2015
  11. Fire Punch - Reliable move on the Special side 
  12. Rock Tomb - Great for Speed Control if needed
  13. Flamethrower - A reliable special fire move if Eruption and Overheat feel to risky for a moveslot
  14. Thunder Punch - A great way to hit Primal Kyogre and other water types
  15. Dragon Claw - A great way to hit Mega Rayquaza, even in the Strong Winds
Overall, the moves on Groudon it can reliably use is very strong. The type coverage it has access to is amazing since you can use the moves for your team depending on what they need to make Primal Groudon the threat it is. Now, I wanna show a video done by a YouTuber named KyleCole. I really enjoy his content and I think you'll enjoy this video. This video will show you some sample Groudon sets with a description on why the set is like that.


GREAT PARTNERS
  1. Cresselia - Cresselia can offer the use of the move Gravity to make sure Groudon can use more reliable Precipice Blades, Trick Room and Skill Swap for weather control in the match
  2. Role Play/Skill Swap users - Like Cresselia, the moves Role Play and Skill Swap are really strong since you can use Role Play to give the Pokemon that used the move the weather and Skill Swap to switch the weather of the Pokemon that uses the move to switch abilities with your Groudon to set up the Sun.
  3. Xerneas - Once Xerneas sets up a Geomancy, Groudon can use the move Psych Up to copy the +2 Sp. Attack, +2 Sp. Defense, and +2 Speed that Xerneas gets to put SO MUCH offensive pressure on the field in 1 turn, though you have to waste a turn to do so, which is something to consider.
HOW TO BEAT IT
  1. Taking away its Sun - If you can get it's Sun out the way, then you'll expose that 4x water weakness you can take advantage of.
  2. Primal Kyogre - If you don't have your Sun, then your pretty much a sitting duck for Kyogre to OHKO you with a Origin Pulse or a powerful water move
  3. Opposing Ground Types - If they can get off a powerful Ground move, then your pretty much finished. Opposing Groudon are also in this boat as well.

I hoped you enjoyed this. If there is anything you think I may have missed, then let me know. I enjoy the feedback. See you next time with another Uber Pokemon Analysis. I won't say which one it is, but it will be a strong one you'll most definitely see in tournaments. Bye!

Sunday, December 13, 2015

Intro to VGC 2016: My Thoughts on the New Format




Welcome. With the new rules out, I thought I share my thoughts on this format while also doing a intro to the VGC 2016 season. I plan to play in this format as I still want to play my best to get quality content out as I enjoy to do it and enjoy helping you know something you may not know.  If you do not know, the new rules allow 15 of the previously banned Pokémon (Mewtwo, Lugia, Kyogre, Xerneas, etc.) are now legal in the VGC format. Also, every Primal and Mega they have access to are usable as well.

RULES OF THE NEW FORMAT

  1. Double Battles - 2 Pokemon on the field at the same time for both players
  2. Time Limits for Official Events - 90 seconds to pick your 4 Pokemon to use, 45 seconds to pick your moves, 15 minutes for the entire battle
  3. All Pokemon used must be from the 6th Generation (Blue Pentagon)
  4. Illegal Pokemon - Mew, Celebi, Jirachi, Dexoys, Phione, Manaphy, Darkrai, Shaymin, Arceus, Victini, Keldeo, Meloetta, Genesect, Diancie, Hoopa, & Volcanion when it's legal.
  5. Players may have no more than 2 of the follow Pokemon on their teams - Mewtwo, Lugia, Ho-Oh, Kyogre, Groudon, Rayquaza, Dialga, Palkia, Giratina, Kyurem, Xerneas, Yveltal, & Zygarde (The forms of each Pokemon are legal as well)
  6. All items except the Soul Dew are legal
  7. No two Pokemon may hold the same item
  8. No two Pokemon may have the same Pokedex number 

My Opinion
I'm a big fan of this. When I started VGC '15, I wasn't the biggest fan of using legends like Thundurus and Lando-T, but after using them and facing against them, I grown to really enjoy and appreciate their power. After those 15 got announced, I got really psyched to train them all up and teambuild with these beast.

What I think will Happen to Each Legend in the Format
Mewtwo - Personally, I expect it to fade away. It's lack of bulk will certainly drive players away from it in a highly competitive area. Mewtwo-X seems to be the better option. With 106/100/100 for bulk and 2 resistances to Fighting and Rock, it'll be taking a few hits. Mewtwo-Y on the other hand has amazing special bulk and really poor physical bulk, it'll be a really big sweeper like Weavile. The bulk of 106/70/120, that bulk is really poor.
Lugia - Lugia can be a very interesting Pokémon. I feel like it'll find some niche roles, but I also feel like its something to remember that a team can only have 2 Legends on a team, so the question is do you want Lugia to occupy that spot. While it's very bulky with 106/130/154, it'll probably fall into a more supportive role with Icy Wind and Tailwind for Speed Control and Aeroblast as a offensive move to handle M-Venusaur and Amoonguss depending on how good it becomes.
Ho-Oh - Ho-Oh is a very cool Pokémon. Like Lugia, its very bulky with 106/90/154 and doesn't slouch as a powerhouse with 130/110 for it's offenses and moves like Sacred Fire, Thunderbolt Flamethrower, Earth Power, and Giga Drain as possible offensive moves and Tailwind for great speed control.
Kyogre - Kyogre in its normal form is a very cool tech. My problem with using normal Kyogre is that Primal Reversion is revealed before you can pick your move Turn 1 which means that your opponent will know right away whether or not your a Primal. It was really good in 2010, doing well at Worlds. Luckily for Rain teams, you don't have to use Politoed as your manual Rain setter and theirs more variety. Politoed could be your rain setter if you somehow can't get a Kyogre.
Primal Kyogre - The OG of Rain. P-Kyogre is great since you can effectively make sure your Scizor has no weaknesses. The weakness of it is that once it leaves the battlefield, the rain will go away, which is very important to keep in mind and will give him a weakness for trainers to exploit. I have heard of people using it with the classic Gothitelle/Mawile duo which is very powerful.
Groudon - I think that normal Groudon will be better than Primal Groudon since Groudon can possibly win a 1v1 against Primal Groudon. The problem like normal Kyogre is that you'll figure out real fast that it isn't Primal since that's decided the first turn it gets to attack.
Primal Groudon - The OG of this metagame. Expect to see it on a lot of teams. This is because it's going to be a very strong option with high power Ground moves like Precipice Blades and is a Fire type so you can use STAB Fire Punches and do massive damage to it. It's ability Desolate Land means that any Water move used when the ability is active will fizzle out. I think of P-Groudon as the Landorus-T of this metagame in which your really powerful and destroying teams with strong moves.
Rayquaza - Normal Rayquaza is very interesting. While M-Rayquaza is very powerful, the fact that it takes up your Mega Slot and your first of two legends is very sad. While you can just use normal Rayquaza, it won't be as strong, which is for you to decide how you want to handle that.
Mega Rayquaza - While it's going to be good, I don't thing it's going to be as overpowered as people make it out to be. The reason people think this is that in Smogon Ubers, it was deemed to powerful since it can Mega Evolve and still hold an item like a Life Orb or any item you may need. While that is fine and dandy, the thing you need to remember is that Rayquaza also has the Delta Stream ability which means that Flying types on the field will have the times effectiveness for its weaknesses will be cut in half. My main problem with M-Rayqaza is that when you use it on your team, your taking up your Mega slot, and 1 out of your 2 legends slots. My advice is to go for a slightly weaker Mega that's not a legend and you'll still have both legend slots open.
Dialga - Dialga is going to be a very threatening Pokemon in this metagame. Since I predict Xerenas to be a really common Pokemon, Dialga can use powerful Steel moves to handle it. Also, the common 2010 TR Dialga is making a comeback and i'm excited for it.
Palkia - Palkia is going to be interesting Pokemon in this metagame. While it can do well against some of the metagame, there's going to be some prominent threats like Xerneas that will threaten it. We'll see how kind the metagame  is to Palkia.
Giratina - Giaratina can pull some interesting things. It can use the classic Hex/Will-O-Wisp combo to mess with physial attackers. Hopefully, the meta will be fun to Giaratina as I want to try out a Calm Mind set.
Giratina-Origin - This is a pretty restricted form of Giaratina as you'll be forced to hold the Griseous Orb. I expect it to get used but if you do this, it'll all work out.
Kyurem -  I highly recommend not using this version. With Kyurem B&W a thing, better coverage, stats, and usability, the base form will quickly get swept under the rug, 
Black Kyurem - There is one thing stopping it from being great. A 170 Attack stat with no physical Ice STAB moves. It could go mixed, but Kyurem-W could do that better.
White Kyurem - The best form of Kyurem. While you have an amazing 170 Sp. Attack stat, you only have a 95 Speed stat, which can be healed with speed control.
Xerneas - Think of Xerneas of a Sylveon that has set up Calm Mind twice and a Agility twice as well ... All in 1 Turn!
Yveltal -  It's ability Dark Aura can be combo with Mega Mawile or Mega Kangaskhan for boosted Sucker Punches. You can also run a support set with Tailwind and Snarl for greatness.
Zygarde - Don't use this legend. I find it the worst legend in this format since it's outclassed by Garchomp, Landorus-T, and P-Groudon, all which will do it's job significantly better. It could probably find some supportive role, but I highly doubt it.

I hoped you enjoyed my intro to the VGC 2016 format. I plan to do a ton of content for the season, including a Individual Pokemon Analysis for all 15, even if there not that good. See you guys next time with the content for this new season and hopefully more Team Analysis. Follow me on Twitter @KurokyuneVGC for updates on when new content comes out. Bye.