haxiom
God's not dead.
Edit- haha was going through some old posts and found this. Wow I was so bad at that time lol
'Sup Smogon. Haxiom here. Welcome to my second RMT and first Ubers RMT. I began playing the Ubers metagame a short while ago and have been attracted to the diversity of the tier. It's been great fun making this team, and it has proven to be one of my most successful of all my teams. It was also really the first time I tried to ladder more seriously and it's going well. On a side note there is a creepy lack of Ubers RMTs so that kind of made me interested in making one. Anyway, without further ado,
His Thundering Wrath!
(271)
It all started with Electriceus. It stemmed from me looking at my previous team and thinking to myself, "Wow. Electriceus would annihilate me." So, based on that, I set out to make a team using CM Electriceus, who is an often overlooked threat. He would need some support though, of course.
The immediate need at hand was a defogger. Without the ability to run support Arceus formes, I looked to other defoggers in the tier. I chose Giratina-O because it not only defogged, but put offensive pressure on the opponent, and checked Mega Blaziken and Extreme Killer to a certain extent.
I now looked to other threats who could really do some damage to this team. Kyogre and Xerneas stood out. Specially defensive Kyogre answered both decently I guess. Not a perfect answer to either, but with Electriceus, ScarfOgre could be dealt with, and Xerneas could be covered by additional support later on.
I added physically defensive Yveltal next. He is an outstanding answer to Ekiller, as well as a check to both Mewtwos. I threw on an Assault Vest, which seems weird. It will be explained more later on.
I added Mega Scizor next. In theory, he could possibly run defog support. However, he is used more as a secondary check to Xerneas, and uses Superpower over Defog to hit Kanga and Extreme Killer harder.
The lack of SR was kind of concerning, as was a weakness to Zekrom. Groudon was my answer to that, solving both problems. Landorus-T would also have worked, but Groudon was selected for a reason I can't remember unfortunately.
(pretend it's electricity)
Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Ice Beam
- Recover
Arceus-Electric is the setup sweeper on this team. Counters for him are not extremely abundant, as he is relatively uncommon and many teams do not think to prepare for it specifically. Ideally, he comes in on something he forces out (such as ScarfOgre locked on Thunder aimed at my own Kyogre), pick up a Calm Mind boost, and proceeds to severely damage or sweep the team. He is mainly used late game, when counters, if any, are weakened to a point where I can finish them off with relative ease. However, Arceus-Electric does struggle finding opportunities to switch in, so it is often after a kill. Electric might be a great offensive type, but it has very few resists.
The moveset is simple. Calm Mind is the obvious setup move, and Judgment and Ice Beam serve as sort of a pseudo-BoltBeam. Judgment is used over Thunderbolt, because I personally feel that 10 more base power is worth a 10% chance of paralysis. Recover is used when necessary, to increase Electriceus's longevity, but it is rarely used since the main purpose of Electriceus on this team is to clean up late game, not to be a bulky presence on the field, like how support Arceus are played. The EVs are straightfoward- max power and max speed. Not much to say about that. About the IVs: 0 Attack helps against players who want to win by sheer luck and no talent from dealing as much as normally would be dealt by Foul Play, as while swagplay is a luck-based strategy, it sadly exists more than it should.
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 8 SDef / 248 Def
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Will-O-Wisp
Giratina-O is used to combat the immediate need of a Defogger. It's almost mandatory on any given team. I do have a Mega Scizor, but I decided to put defog on Giratina-O. Giratina-O checks Extreme Killer Arceus decently, being immune to both Extreme Speed and Earthquake, as well as tank the Shadow Claw and cripple with a burn. Additionally, it can take anything Mega Blaziken throws at it, though the rare Brave Bird hurts a bit. The main issue with Giratina-O is that it suffers from residual damage and is easily beaten down, as it lacks reliable recovery and cannot hold an item.
The moveset is an offensive defog set. WoW is mandatory in my opinion, as the ability to cripple physical attackers is too good to pass up. Shadow Sneak allows Giratina-O to revenge kill on occasion, and although not as spammable with the advent of the fairy type, Dragon Tail can be used to phaze out an opponent. 248 Def always survives Max+ LO Shadow Claw from Arceus, though it may be more logical to use 144 Def to survive Jolly LO Ekiller's Shadow Claw. Let me know what is preferable.
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 SDef / 8 Def
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Specially defensive Kyogre is pretty uncommon in the current ubers metagame (I think). Often overshadowed by its scarf and even specs variants, it seldom sees playing. However, that does not mean that it is not good. With incredible 90 / 140 special defenses, he can tank a lot of special hits (even a +2 Xerneas Thunder). Another thing he is able to do is surprise many Darkrai by switching into Dark Void and either hitting hard with scald or phazing out their boost. This is mostly reliable, but it does get frustrating to pull a rest on a key play. Kyogre also can take most anything ScarfOgre throws at it and whittle it down over time, fishing for burns with Scald. Specially defensive Kyogre is also very good at absorbing status, which is particularly useful in a metagame that is dominated by status.
The set is fairly standard. Scald burns are very useful for both residual damage and hindering physical attackers. Roar phazes out sweepers, Geomancy Xerneas specifically, as Kyogre takes anything and phazes it out, thus rendering it more or less useless for the remainder of the match. The EVs focus on special bulk (as if one would invest otherwise for a specially defensive Kyogre). 248 HP gives a better entry hazard number, although I'm not sure if that is necessary, and 8 defense points add a barely noticeable boost in physical bulk, though I'm debating whether special attack is better. The lack of attack IVs is once again for swagplay.
Yveltal @ Assault Vest
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
- Oblivion Wing
- Dark Pulse
- Sucker Punch
- Foul Play
Assault Vest Yveltal? It seems kind of limited at first, losing the speed and momentum of Scarf Yveltal, the power of LO Yveltal, and the support and recovery in toxic and roost of even physically defensive Yveltal. Well, I can't say I'm completely all for AV Yveltal either, but it serves its purpose. He functions pretty much to check specific threats. He can kind of switch in to Mewtwo, regardless form (although Low Kick still really hurts unfortunately). I also play him like the physically defensive variant, in the sense that he is used as a first line of defense to beat Ekiller. Additionally, he is not completely stripped of recovery, as Oblivion Wing, while overrated in my opinion, provides valuable 75% recovery to kind of make the lack of recovery otherwise a little bit more manageable.
The moveset. Dark Pulse is the most powerful move, as even uninvested, Dark Aura Dark Pulse hits hard. Sucker Punch beats MM2Y most importantly, but also can finish of weakened opponents. Foul Play is for Extreme Killer, as with SR up, it can usually grab the KO on a +2 Arceus. Oblivion Wing has the nice pseudo-recovery that was previously mentioned. The EVs are more or less like a physically defensive Yveltal, the 248 HP being particularly important for Yveltal who is weak to rocks, allowing for one extra switch in. Relaxed nature might seem weird, but I really didn't want to sacrifice power or bulk, so speed was what remained.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Roost
- Superpower
- U-turn
Why Scizor, right? He seems completely redundant, and he is. Defogger? Giratina-O. Arceus check? Giratina-O and Yveltal. Xerneas check? Kyogre. His main purpose is to provide backup, in essence. To provide a secondary check. For example, say I lose Giratina-O, and rocks are up. Yveltal has switched in once before, and now fails to counter Arceus. Scizor is for that. Now that might be a bit exaggerated, but it has happened. Exactly like that. In addition, Scizor can beat Mega Kangaskhan.
Okay, wow. That sounded stupid.
The moveset is a bulky attacker, since further defog support is unneccesary. Bullet Punch is pretty obvious, as it is pretty much Scizor's signature. Roost allows him to stay alive longer to remain a check, while Superpower hits Arceus and Kanga hard. U-turn keeps momentum, especially helpful for dealing with Scarf Xerneas, as it probably won't stay in if it is locked on Moonblast. The EVs: are invested into attack and HP, with a bit of leftovers in special defense. 248 HP keeps a good entry hazard number. Light Metal is used over Technician, since Technician is picked up in evolution, and Light Metal could potentially allow Scizor to take less damage from Low Kick or Grass Knot on the switch.
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 4 Atk/ 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Toxic
Groudon is the Stealth Rock setter of this team. In my opinion, SR is the one entry hazard that is more or less mandatory on a team. While teams have the ability to succeed, the passive damage from SR is amazing, especially with threats like Yveltal and Ho-Oh in Ubers. In addition, Groudon provides a check to ScarfRom, tanking hits with great physical bulk, putting a dead stop to electric attacks, and hitting back really hard with Earthquake. Here are some calculations to show Groudon's physical bulk.
252 Atk Teravolt Zekrom Outrage vs. 252 HP / 252+ Def Groudon: 124-147 (30.6 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Teravolt Zekrom Outrage vs. 252 HP / 252+ Def Groudon: 136-162 (33.6 - 40%) -- 30.8% chance to 3HKO after Leftovers recovery
+2 252 Atk Life Orb Arceus Extreme Speed vs. 252 HP / 252+ Def Groudon: 183-216 (45.2 - 53.4%) -- 0.4% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 252+ Def Groudon: 184-217 (45.5 - 53.7%) -- 2% chance to 2HKO after Leftovers recovery
Now, the set. Earthquake and Stone Edge give EdgeQuake coverage, while Toxic helps break down walls (like Lugia). Stealth Rock should be pretty obvious. The EVs are fully invested in physical bulk, while leftovers give it a bit of recovery, something that Groudon lacks normally.
As soon as I write the analysis, Landorus-T replaces Groudon here since it does pretty much everything it does plus check Ho-Oh.
I'd include a full threat list here. It's not ready yet though. One thing i'd really like to point out though is status. A major threat to this team is not a pokemon. It's status. The lack of a cleric is disturbing in such a status-driven metagame. I'd love to have one though, since many members of this team are crippled by burns.
EDIT: Where's the Ubers threat list? Can't find it :(
Thanks for reading my RMT. Post suggestions in the comments. Feel free to be critical. Also, justify your poll choice above if possible.
'Sup Smogon. Haxiom here. Welcome to my second RMT and first Ubers RMT. I began playing the Ubers metagame a short while ago and have been attracted to the diversity of the tier. It's been great fun making this team, and it has proven to be one of my most successful of all my teams. It was also really the first time I tried to ladder more seriously and it's going well. On a side note there is a creepy lack of Ubers RMTs so that kind of made me interested in making one. Anyway, without further ado,
His Thundering Wrath!
It all started with Electriceus. It stemmed from me looking at my previous team and thinking to myself, "Wow. Electriceus would annihilate me." So, based on that, I set out to make a team using CM Electriceus, who is an often overlooked threat. He would need some support though, of course.
The immediate need at hand was a defogger. Without the ability to run support Arceus formes, I looked to other defoggers in the tier. I chose Giratina-O because it not only defogged, but put offensive pressure on the opponent, and checked Mega Blaziken and Extreme Killer to a certain extent.
I now looked to other threats who could really do some damage to this team. Kyogre and Xerneas stood out. Specially defensive Kyogre answered both decently I guess. Not a perfect answer to either, but with Electriceus, ScarfOgre could be dealt with, and Xerneas could be covered by additional support later on.
I added physically defensive Yveltal next. He is an outstanding answer to Ekiller, as well as a check to both Mewtwos. I threw on an Assault Vest, which seems weird. It will be explained more later on.
I added Mega Scizor next. In theory, he could possibly run defog support. However, he is used more as a secondary check to Xerneas, and uses Superpower over Defog to hit Kanga and Extreme Killer harder.
The lack of SR was kind of concerning, as was a weakness to Zekrom. Groudon was my answer to that, solving both problems. Landorus-T would also have worked, but Groudon was selected for a reason I can't remember unfortunately.
Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Ice Beam
- Recover
Arceus-Electric is the setup sweeper on this team. Counters for him are not extremely abundant, as he is relatively uncommon and many teams do not think to prepare for it specifically. Ideally, he comes in on something he forces out (such as ScarfOgre locked on Thunder aimed at my own Kyogre), pick up a Calm Mind boost, and proceeds to severely damage or sweep the team. He is mainly used late game, when counters, if any, are weakened to a point where I can finish them off with relative ease. However, Arceus-Electric does struggle finding opportunities to switch in, so it is often after a kill. Electric might be a great offensive type, but it has very few resists.
The moveset is simple. Calm Mind is the obvious setup move, and Judgment and Ice Beam serve as sort of a pseudo-BoltBeam. Judgment is used over Thunderbolt, because I personally feel that 10 more base power is worth a 10% chance of paralysis. Recover is used when necessary, to increase Electriceus's longevity, but it is rarely used since the main purpose of Electriceus on this team is to clean up late game, not to be a bulky presence on the field, like how support Arceus are played. The EVs are straightfoward- max power and max speed. Not much to say about that. About the IVs: 0 Attack helps against players who want to win by sheer luck and no talent from dealing as much as normally would be dealt by Foul Play, as while swagplay is a luck-based strategy, it sadly exists more than it should.
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 8 SDef / 248 Def
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Will-O-Wisp
Giratina-O is used to combat the immediate need of a Defogger. It's almost mandatory on any given team. I do have a Mega Scizor, but I decided to put defog on Giratina-O. Giratina-O checks Extreme Killer Arceus decently, being immune to both Extreme Speed and Earthquake, as well as tank the Shadow Claw and cripple with a burn. Additionally, it can take anything Mega Blaziken throws at it, though the rare Brave Bird hurts a bit. The main issue with Giratina-O is that it suffers from residual damage and is easily beaten down, as it lacks reliable recovery and cannot hold an item.
The moveset is an offensive defog set. WoW is mandatory in my opinion, as the ability to cripple physical attackers is too good to pass up. Shadow Sneak allows Giratina-O to revenge kill on occasion, and although not as spammable with the advent of the fairy type, Dragon Tail can be used to phaze out an opponent. 248 Def always survives Max+ LO Shadow Claw from Arceus, though it may be more logical to use 144 Def to survive Jolly LO Ekiller's Shadow Claw. Let me know what is preferable.
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 SDef / 8 Def
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Specially defensive Kyogre is pretty uncommon in the current ubers metagame (I think). Often overshadowed by its scarf and even specs variants, it seldom sees playing. However, that does not mean that it is not good. With incredible 90 / 140 special defenses, he can tank a lot of special hits (even a +2 Xerneas Thunder). Another thing he is able to do is surprise many Darkrai by switching into Dark Void and either hitting hard with scald or phazing out their boost. This is mostly reliable, but it does get frustrating to pull a rest on a key play. Kyogre also can take most anything ScarfOgre throws at it and whittle it down over time, fishing for burns with Scald. Specially defensive Kyogre is also very good at absorbing status, which is particularly useful in a metagame that is dominated by status.
The set is fairly standard. Scald burns are very useful for both residual damage and hindering physical attackers. Roar phazes out sweepers, Geomancy Xerneas specifically, as Kyogre takes anything and phazes it out, thus rendering it more or less useless for the remainder of the match. The EVs focus on special bulk (as if one would invest otherwise for a specially defensive Kyogre). 248 HP gives a better entry hazard number, although I'm not sure if that is necessary, and 8 defense points add a barely noticeable boost in physical bulk, though I'm debating whether special attack is better. The lack of attack IVs is once again for swagplay.
Yveltal @ Assault Vest
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
- Oblivion Wing
- Dark Pulse
- Sucker Punch
- Foul Play
Assault Vest Yveltal? It seems kind of limited at first, losing the speed and momentum of Scarf Yveltal, the power of LO Yveltal, and the support and recovery in toxic and roost of even physically defensive Yveltal. Well, I can't say I'm completely all for AV Yveltal either, but it serves its purpose. He functions pretty much to check specific threats. He can kind of switch in to Mewtwo, regardless form (although Low Kick still really hurts unfortunately). I also play him like the physically defensive variant, in the sense that he is used as a first line of defense to beat Ekiller. Additionally, he is not completely stripped of recovery, as Oblivion Wing, while overrated in my opinion, provides valuable 75% recovery to kind of make the lack of recovery otherwise a little bit more manageable.
The moveset. Dark Pulse is the most powerful move, as even uninvested, Dark Aura Dark Pulse hits hard. Sucker Punch beats MM2Y most importantly, but also can finish of weakened opponents. Foul Play is for Extreme Killer, as with SR up, it can usually grab the KO on a +2 Arceus. Oblivion Wing has the nice pseudo-recovery that was previously mentioned. The EVs are more or less like a physically defensive Yveltal, the 248 HP being particularly important for Yveltal who is weak to rocks, allowing for one extra switch in. Relaxed nature might seem weird, but I really didn't want to sacrifice power or bulk, so speed was what remained.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Roost
- Superpower
- U-turn
Why Scizor, right? He seems completely redundant, and he is. Defogger? Giratina-O. Arceus check? Giratina-O and Yveltal. Xerneas check? Kyogre. His main purpose is to provide backup, in essence. To provide a secondary check. For example, say I lose Giratina-O, and rocks are up. Yveltal has switched in once before, and now fails to counter Arceus. Scizor is for that. Now that might be a bit exaggerated, but it has happened. Exactly like that. In addition, Scizor can beat Mega Kangaskhan.
Okay, wow. That sounded stupid.
The moveset is a bulky attacker, since further defog support is unneccesary. Bullet Punch is pretty obvious, as it is pretty much Scizor's signature. Roost allows him to stay alive longer to remain a check, while Superpower hits Arceus and Kanga hard. U-turn keeps momentum, especially helpful for dealing with Scarf Xerneas, as it probably won't stay in if it is locked on Moonblast. The EVs: are invested into attack and HP, with a bit of leftovers in special defense. 248 HP keeps a good entry hazard number. Light Metal is used over Technician, since Technician is picked up in evolution, and Light Metal could potentially allow Scizor to take less damage from Low Kick or Grass Knot on the switch.
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 4 Atk/ 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Toxic
Groudon is the Stealth Rock setter of this team. In my opinion, SR is the one entry hazard that is more or less mandatory on a team. While teams have the ability to succeed, the passive damage from SR is amazing, especially with threats like Yveltal and Ho-Oh in Ubers. In addition, Groudon provides a check to ScarfRom, tanking hits with great physical bulk, putting a dead stop to electric attacks, and hitting back really hard with Earthquake. Here are some calculations to show Groudon's physical bulk.
252 Atk Teravolt Zekrom Outrage vs. 252 HP / 252+ Def Groudon: 124-147 (30.6 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Teravolt Zekrom Outrage vs. 252 HP / 252+ Def Groudon: 136-162 (33.6 - 40%) -- 30.8% chance to 3HKO after Leftovers recovery
+2 252 Atk Life Orb Arceus Extreme Speed vs. 252 HP / 252+ Def Groudon: 183-216 (45.2 - 53.4%) -- 0.4% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 252+ Def Groudon: 184-217 (45.5 - 53.7%) -- 2% chance to 2HKO after Leftovers recovery
Now, the set. Earthquake and Stone Edge give EdgeQuake coverage, while Toxic helps break down walls (like Lugia). Stealth Rock should be pretty obvious. The EVs are fully invested in physical bulk, while leftovers give it a bit of recovery, something that Groudon lacks normally.
As soon as I write the analysis, Landorus-T replaces Groudon here since it does pretty much everything it does plus check Ho-Oh.
I'd include a full threat list here. It's not ready yet though. One thing i'd really like to point out though is status. A major threat to this team is not a pokemon. It's status. The lack of a cleric is disturbing in such a status-driven metagame. I'd love to have one though, since many members of this team are crippled by burns.
Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Ice Beam
- Recover
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 8 SDef / 248 Def
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Will-O-Wisp
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 SDef / 8 Def
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Yveltal @ Assault Vest
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
- Oblivion Wing
- Dark Pulse
- Sucker Punch
- Foul Play
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Roost
- Superpower
- U-turn
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 4 Atk/ 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Toxic
Ability: Multitype
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Ice Beam
- Recover
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 8 SDef / 248 Def
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Will-O-Wisp
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 SDef / 8 Def
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Yveltal @ Assault Vest
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
- Oblivion Wing
- Dark Pulse
- Sucker Punch
- Foul Play
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Roost
- Superpower
- U-turn
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 4 Atk/ 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Toxic
http://replay.pokemonshowdown.com/ubers-104541016
Ferrothorn and Kyogre gave me some trouble. Took a really long time to wear them down.
Ferrothorn and Kyogre gave me some trouble. Took a really long time to wear them down.
EDIT: Where's the Ubers threat list? Can't find it :(
Thanks for reading my RMT. Post suggestions in the comments. Feel free to be critical. Also, justify your poll choice above if possible.
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