Gen 6 Simple Questions, Simple Answers (XY Ubers Edition - read before posting a thread)

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anyone with the game know the official mechanics for the primal and ray's weather abilities?
showdown has each of the abilities override the others on switch in, but shoudlnt ray's never be overridden?
or im wrong
im not sure lol but ya testing/confirmation would be nice!
 
anyone with the game know the official mechanics for the primal and ray's weather abilities?
showdown has each of the abilities override the others on switch in, but shoudlnt ray's never be overridden?
or im wrong
im not sure lol but ya testing/confirmation would be nice!
There was a video of a battle between the Primals and Mega-Ray. Either of the Primal weathers can overwrite Delta Stream when they switch in.
 
If Mega Rayquaza and Origin Groudon are both on the field, can Rayquaza hit Groudon with Water moves?

Air Lock always overrides Drought, but I can't find any info if Delta Stream always overrides Desolate Land.
 

yohoE

I'm jus Here for da memes r wateva dem shits called
If Mega Rayquaza and Origin Groudon are both on the field, can Rayquaza hit Groudon with Water moves?

Air Lock always overrides Drought, but I can't find any info if Delta Stream always overrides Desolate Land.
If you switch Ray into PDon, yes
 
Primal Groudon can still be hit from water moves by Normal Rayquaza, even if it switches in. Air lock completely negates all weather effects and is not a seperate weather effect like Delta Stream.
Incidentally, does Delta Stream boost flying type moves?
 
Primal Groudon can still be hit from water moves by Normal Rayquaza, even if it switches in. Air lock completely negates all weather effects and is not a seperate weather effect like Delta Stream.
Incidentally, does Delta Stream boost flying type moves?
No, it only causes moves that are super-effective against Flying types to deal normal damage.
 
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Could somebody please help my out with quick fix to my team? I'm mostly a casual OU player but I felt like trying a new meta and Ubers has been funny so far.

Although I haven't tried extensively this team, I feel like the first thing I should be switching is Mega Mence; I included it mostly to test a Birdspam team in ubers but it fail do to only being able to mega either Mance or Ray:

Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Frustration
- Earthquake
- Fire Blast
- Iron Tail

As stated before, this guy was supposed to form a Birdspam core but now it is redundant with Rayquaza son any suggestion is welcome.

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Extreme Speed
- Dragon Ascent
- Swords Dance

Extremely powerful and nice coverage, this guy was an obvious choice in my team.

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Dragon Tail

Needed an stealth rocker and this guy came to my mind although I'm not sure which other mons could I use. I chose D tail over D claw to phase out Baton Pass Blaiziken. I'm not running it's new ground move due to accuracy.

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Transform
-
-

Revenge killer in case either opposing Arceus or Ray get out of control. I've also used it as a lead vs Galvantula to set spider web on my own.

Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Reflect
- Light Screen
- Gyro Ball
- Explosion

Rayquaza counter. Even if Gyro/Explosion don't manage to get the OHKO, it leaves it at a decent range for my Ditto to steal the boost and get the over hand.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Body Slam
- Wish
- Iron Head
- U-turn

When looking for a special wall this guy came as a first option but if somebody suggest a better option I would replace it. It passes wishes and spreads paralysis but it's a bit shaky as a wall/pivot in Ubers. I'm guessing something that can switch into Darkrai and M Kyogre (if it switches into my Groudon thus negating desolated land) would be better.
 

Lemonade

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Could somebody please help my out with quick fix to my team? I'm mostly a casual OU player but I felt like trying a new meta and Ubers has been funny so far.

Although I haven't tried extensively this team, I feel like the first thing I should be switching is Mega Mence; I included it mostly to test a Birdspam team in ubers but it fail do to only being able to mega either Mance or Ray:

Salamence @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Frustration
- Earthquake
- Fire Blast
- Iron Tail

As stated before, this guy was supposed to form a Birdspam core but now it is redundant with Rayquaza son any suggestion is welcome.

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Extreme Speed
- Dragon Ascent
- Swords Dance

Extremely powerful and nice coverage, this guy was an obvious choice in my team.

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Dragon Tail

Needed an stealth rocker and this guy came to my mind although I'm not sure which other mons could I use. I chose D tail over D claw to phase out Baton Pass Blaiziken. I'm not running it's new ground move due to accuracy.

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Transform
-
-

Revenge killer in case either opposing Arceus or Ray get out of control. I've also used it as a lead vs Galvantula to set spider web on my own.

Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Reflect
- Light Screen
- Gyro Ball
- Explosion

Rayquaza counter. Even if Gyro/Explosion don't manage to get the OHKO, it leaves it at a decent range for my Ditto to steal the boost and get the over hand.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Body Slam
- Wish
- Iron Head
- U-turn

When looking for a special wall this guy came as a first option but if somebody suggest a better option I would replace it. It passes wishes and spreads paralysis but it's a bit shaky as a wall/pivot in Ubers. I'm guessing something that can switch into Darkrai and M Kyogre (if it switches into my Groudon thus negating desolated land) would be better.
If you want some more detailed help you can post this in the RMT forum under Other Teams. Anyway I think Flying spam could work pretty well. Normal Ray is still really strong (base 150 not bad). That said I think Mega Mence should run Dragon Dance over Iron Tail, as Frustration reliably hits Fairies. Also, SD Ray can break down Flying resists and make it easy for Mence to sweep.

I also don't think you need max Attack on Groudon, max Defense lets you barely check SD Mega Ray, max SpDef helps vs Kyogre's Ice Beam and Xern. PKyogre is still kind of an issue though because it can come in after PDon gets a kill and deal a bunch of damage.

With regards to your last two members, stacking Steel / Psychic typings is not a good idea. I haven't tried Zong recently but I don't like it much because it doesn't do a lot. You could probably run Scarf Xern with Sleep Talk because Darkrai is hard to handle otherwise. Jirachi needs Healing Wish IMO also, I don't have very much experience with it but that's one of its huge perks. Zong more reliably deals with Mega Ray though so maybe swap out Rachi instead.
 
If you want some more detailed help you can post this in the RMT forum under Other Teams. Anyway I think Flying spam could work pretty well. Normal Ray is still really strong (base 150 not bad). That said I think Mega Mence should run Dragon Dance over Iron Tail, as Frustration reliably hits Fairies. Also, SD Ray can break down Flying resists and make it easy for Mence to sweep.

I also don't think you need max Attack on Groudon, max Defense lets you barely check SD Mega Ray, max SpDef helps vs Kyogre's Ice Beam and Xern. PKyogre is still kind of an issue though because it can come in after PDon gets a kill and deal a bunch of damage.

With regards to your last two members, stacking Steel / Psychic typings is not a good idea. I haven't tried Zong recently but I don't like it much because it doesn't do a lot. You could probably run Scarf Xern with Sleep Talk because Darkrai is hard to handle otherwise. Jirachi needs Healing Wish IMO also, I don't have very much experience with it but that's one of its huge perks. Zong more reliably deals with Mega Ray though so maybe swap out Rachi instead.
Thanks a lot!

I know about RMT, but I wanted some feedback and suggestions before getting my team completely destroyed in that forum.

I never thought about making Mence my main winning condition over Ray but I will definitely give it a try and replace Iron Tail for DD.

About Groudon, I will invest in Spdef since Zong + Ditto already takes care of Ray one way or another. Also, to keep Zong from being just deadweight I run Explosion (at least it gets rid off substitutes and breaks sashes lol).

About Scarf Xern over Rachi...I'm not completely sure since it would still leave my team helpless if PKyogre switches into PGroudon as you mentioned, and that means a death mon every time PKyogre comes into PGroudon. I knew that 2 metal types was not a good idea, but I already have 3 mons immune to ground and 2 (3 if counting Ditto) that resist fire so I figured those two types wouldn't be an issue only leaving my team weak to Dark.
 

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Thanks a lot!

I know about RMT, but I wanted some feedback and suggestions before getting my team completely destroyed in that forum.

I never thought about making Mence my main winning condition over Ray but I will definitely give it a try and replace Iron Tail for DD.

About Groudon, I will invest in Spdef since Zong + Ditto already takes care of Ray one way or another. Also, to keep Zong from being just deadweight I run Explosion (at least it gets rid off substitutes and breaks sashes lol).

About Scarf Xern over Rachi...I'm not completely sure since it would still leave my team helpless if PKyogre switches into PGroudon as you mentioned, and that means a death mon every time PKyogre comes into PGroudon. I knew that 2 metal types was not a good idea, but I already have 3 mons immune to ground and 2 (3 if counting Ditto) that resist fire so I figured those two types wouldn't be an issue only leaving my team weak to Dark.
Don't have calcs offhand but even SpDef Rachi is 2hkoed by Kyogre I'm pretty sure, outside of Blissey only Water-resists / immunes can check Ogre. So you might as well be less weak to Darkrai (which is really good because Sleep and speed) and Yveltal
 
Does Primal Kyogre have any use for its base 150 Attack? It has decent physical options like Body Slam and Earthquake to surprise Primal Groudon switchins... Or is it better off fully special? Seems like Groudon got the better end of the Primal treatment :o
 
Alright, so I'm going to be getting my Primal Groudon soon, (I'm taking my time with ORAS, OK?), and I'm going to bring over my Synchronizer to help with the SRs. This is the set I'm considering:

Naughty Nature
252 Atk / 4 SpA / 252 Spe
- Rock Polish
- Precipice Blades
- Overheat
- Dragon Claw / Stone Edge

Is that solid, or is there anything I should change about the set? (Dragon Claw vs. Stone Edge is basically a choice between Mega Ray vs. Ho-oh)
 
I would drop some Speed EVs since you don't need max with a Rock Polish build. Depending on which benchmark you want to reach, you can invest as much as 176 (outspeed Choice Scarf Terrakion) or as little as 56 (Choice Scarf +Speed Base 90s). I'm not sure how prevalent these are in the current metagame, so feel free to tweak those around.

I would keep Dragon Claw too since it prevents Lati@s (I assume their usage is going to go way up with Soul Dew back) from freely switching in.
 
I would drop some Speed EVs since you don't need max with a Rock Polish build. Depending on which benchmark you want to reach, you can invest as much as 176 (outspeed Choice Scarf Terrakion) or as little as 56 (Choice Scarf +Speed Base 90s). I'm not sure how prevalent these are in the current metagame, so feel free to tweak those around.

I would keep Dragon Claw too since it prevents Lati@s (I assume their usage is going to go way up with Soul Dew back) from freely switching in.
Thanks, I'll consider dropping some speed. Also, is Overheat a good idea? I've heard some Fire Punch vs. Overheat debate, but I decided on Overheat because I figured that the raw power was best and I wouldn't have to rely on spamming it anyways. Is that wise?
 
Thanks, I'll consider dropping some speed. Also, is Overheat a good idea? I've heard some Fire Punch vs. Overheat debate, but I decided on Overheat because I figured that the raw power was best and I wouldn't have to rely on spamming it anyways. Is that wise?
I prefer Fire Punch personally since you can use it multiple times against the Ground immune/resists without having to switch out after (especially if Overheat doesn't KO). Because this is a boosting set, you want as much staying power as possible. I also don't like running a -SpDef or any nature that reduces P-Don's bulk, as he only has one weakness and can tank most hits. His special bulk is quite good at checking Xerneas and Kyogre without HP Ground.
 
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