Gen 3 ADV Ubers Sample Teams

shrang

General Kenobi
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus


So recently, we got an ADV Ubers ladder on PS (about the same time ORAS came out, which is a nice coincidence). ADV Ubers is a very different metagame from the metagame that we've used for a very long term, with no physical/special split, no Stealth Rock and lower power outputs in general. It is still a very sophisticated metagame though, with a lot of strategy involved. So, for everyone to better appreciate this metagame, hopefully we'd get a team archive for people to try out the metagame and get the feel of it. I also have my own selfish reasons to start this thread since I too want to steal :D.

From the XY sample team thread:

Team Submission Guidelines

Team will be added to the archive at the discretion of myself and fellow Ubers moderator Melee Mewtwo. Anyone is welcome to post a team that they feel is worthy. If you wish to submit a team, you must include the following in your post:
  • An importable
  • A brief explanation of how the team works and what each member does. You may also include any successes the team had on ladder or in tournament play.
Useful links for gen 3 Ubers:
http://www.smogon.com/forums/threads/general-ubers-generation-3-discussion.3505023/
http://www.smogon.com/forums/threads/generation-3-ubers-viability-ranking-thread.3505163/

Have fun!
 

shrang

General Kenobi
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Team archive:


SUN OFFENSE by ZoroarkForever



Groudon @ Leftovers
Ability: Drought
EVs: 240 HP / 152 Atk / 100 Def / 16 Spe
Impish Nature
- Earthquake
- Rock Slide
- Thunder Wave
- Swords Dance

Exeggutor @ Leftovers
Ability: Chlorophyll
EVs: 104 HP / 188 SpA / 216 Spe
Rash Nature
- Solar Beam
- Explosion
- Stun Spore
- Sleep Powder

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Dragon Claw
- Thunderbolt
- Hidden Power [Fire]
- Calm Mind

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Timid Nature
- Dragon Claw
- Calm Mind
- Refresh
- Recover

Mewtwo @ Leftovers
Ability: Pressure
EVs: 152 Atk / 252 SpA / 104 Spe
Hasty Nature
- Ice Beam
- Thunderbolt
- Calm Mind
- Self-Destruct

Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 180 Atk / 20 Def / 56 SpD
Brave Nature
- Meteor Mash
- Explosion
- Hidden Power [Fire]
- Pursuit


This is my take on a classic ADV OU CM spam team adapted for the Ubers metagame. The plan here is simple: remove your opponent's special walls through the use of multiple specially-based Explosion users to pave way for a lategame CM Lati@s sweep. Groudon provides necessary sun support for Exeggutor and Latios, a generic physical blanket check, and an alternate wincon if you manage to para most of the opposing team. It also lures opposing Lati/Egg and hits them with T-Wave. It's EVs survive back to back CB Deo-A Superpowers with 2 layers of spikes up. Offensive Dual Status Egg serves as a revenge killer to any runaway stat booster and a solid cleaner as long as sun is up. Egg also naturally lures Lati, Ho-Oh, and Lugia, which are taken care of by Sleep Powder/Explosion. It's EVs allow it to outspeed basically the entire metagame bar +spe Deoxys. The 3 CM users on this team synergize well with each other. CM Latios lures out steels/Ho-Oh, both of which are solid CM Latias checks, and removes them. CM Mewtwo lures out Blissey and OHKOs it with Selfdestruct. Refresh CM Latias serves as a solid status absorber and extremely effective wincon if steels/Ho-Oh/CB Deo-A are removed. All 3 are EV'd to outspeed Modest Lati and mons that creep Modest Lati by 1 point. Metagross rounds out the team by providing a surefire way to remove Deo-A, as Pursuit OHKOs it on the switch, Metagross is also a check to non-HP [Fire] Lati. Easy to use autopilot offense.


<No name provided> by innovamania



Deoxys-Attack @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shadow Ball
- Superpower
- ExtremeSpeed
- Fire Punch

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 Def
Impish Nature
- Rapid Spin
- Spikes
- Hidden Power [Bug]
- Counter

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 188 HP / 68 Def / 252 SpD
Calm Nature
- Toxic
- Icy Wind
- Soft-Boiled
- Aromatherapy

Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Earthquake
- Hidden Power [Ghost]
- Overheat

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 68 Def / 188 SpA
Modest Nature
- Calm Mind
- Ice Punch
- Thunder
- Wish

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Thunder
- Hidden Power [Fire]
- Recover


My take on a blanced ADV ubers team. Lead Deo-A with choice band hits incredibly hard and can scare out a lot of common leads like forretress, lati's, etc. Forretress is our spiker and spinner and physical wall. Counter is useful to help beat physcial attackers and lets it have some form of offensive pressure without having to explode since it's our only physical wall. Blissey is the Special Wall on our team. Their's a lot of moves bissey can run but I chose the icy wind set for this team to help beat the lati twins and taunt mewtwo, (just be careful of eplosion.) It also acts as our cleric. I needed some more offensive pressure so I decided on SD Groudon not only because I think it's a great sweeper but it also appreciates the speed lower from icy wind blissey. We have Overheat and HP Ghost as our coverage moves because overheat 1hkoes eggy, skarm, and forretress and ho-oh is not all that common so you don't really need rock slide. Hp Ghost hits lugia and the latis. Jirachi is the net choice because not only did I want a calm minder but I wanted one that could also support the team and jirachi can do that by passing wishes. Our Last mon is a great late game cleaner to sweep weakened team which is just offensive 3 attacks + recover latios. Ice beam dents latis and rayquaza, thunder smacks kyogre and hp fire dents metagross that try to switch in. You could run Dragon Claw over hp fire since groudon pressures steel types anyways but hp fire also lets you beat the underrated but not uncommon shedinja who doesn't fear most lati sets. Anyways that's the team hope you enjoy it.


<no name provided> by Fireburn



GROUNDON (Groudon) @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

OBLIGATORY (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

ANTIBAGWORM (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

BAGWORM (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

KYOGRE PLS (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

SUP (Shedinja) @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Baton Pass
- Swords Dance


So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.



Omastar's Controversial Carnival by Minority Suspect



Ban T Wave (Rayquaza) @ Leftovers
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Hidden Power [Flying]
- Earthquake

Bush Did 911 (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Calm Mind
- Thunder
- Blizzard
- Hydro Pump

Anal Relapse (Omastar) @ Mystic Water
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Toxic
- Ice Beam
- Surf
- Hydro Pump

Flight 370 (Lugia) @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
- Toxic
- Recover
- Whirlwind
- Ice Beam

666 Hail Satan (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
- Soft-Boiled
- Heal Bell
- Toxic
- Counter

Google Futanaria (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Substitute
- Recover
- Dragon Claw


This is an older team that I made to have some fun with Omastar. It leans more towards Balance, but some sets are pretty offensive. Most leads I have seen lately have been Groudon, so Rayquaza can be swapped with another mon to lead. Some of the sets are weird; Latias runs a stallbreaker set but with max defense to tank common ghost coverage in addition to suicide bombers. Blissey also runs Counter rather than an attacking move since it can comfortably absorb attacks from Rayquaza and Meteor Mashes from Metagross, it is kind of a gimmicky and situation move but it can pay off; the greatest danger however is giving something like Groudon a free setup turn. Lugia is needed to Whirlwind setup sweepers like Latias that can't be stopped by Toxic alone. Kyogre is necessary for rain support, and serves as Groudon and Metagross repellant, while Blizzard nails common Lati@s switch-ins. Omastar is typically ignored until late in the match when it can start cleaning, and it doesn't really provide any defensive synergy but is still very fun regardless. The biggest issues are excellent Spikes pressure, CM Latias, and SD Groudon.
 
Last edited:
SUN OFFENSE by ZoroarkForever



Groudon @ Leftovers
Ability: Drought
EVs: 240 HP / 152 Atk / 100 Def / 16 Spe
Impish Nature
- Earthquake
- Rock Slide
- Thunder Wave
- Swords Dance

Exeggutor @ Leftovers
Ability: Chlorophyll
EVs: 104 HP / 188 SpA / 216 Spe
Rash Nature
- Solar Beam
- Explosion
- Stun Spore
- Sleep Powder

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Dragon Claw
- Thunderbolt
- Hidden Power [Fire]
- Calm Mind

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Timid Nature
- Dragon Claw
- Calm Mind
- Refresh
- Recover

Mewtwo @ Leftovers
Ability: Pressure
EVs: 152 Atk / 252 SpA / 104 Spe
Hasty Nature
- Ice Beam
- Thunderbolt
- Calm Mind
- Self-Destruct

Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 180 Atk / 20 Def / 56 SpD
Brave Nature
- Meteor Mash
- Explosion
- Hidden Power [Fire]
- Pursuit


This is my take on a classic ADV OU CM spam team adapted for the Ubers metagame. The plan here is simple: remove your opponent's special walls through the use of multiple specially-based Explosion users to pave way for a lategame CM Lati@s sweep. Groudon provides necessary sun support for Exeggutor and Latios, a generic physical blanket check, and an alternate wincon if you manage to para most of the opposing team. It also lures opposing Lati/Egg and hits them with T-Wave. It's EVs survive back to back CB Deo-A Superpowers with 2 layers of spikes up. Offensive Dual Status Egg serves as a revenge killer to any runaway stat booster and a solid cleaner as long as sun is up. Egg also naturally lures Lati, Ho-Oh, and Lugia, which are taken care of by Sleep Powder/Explosion. It's EVs allow it to outspeed basically the entire metagame bar +spe Deoxys. The 3 CM users on this team synergize well with each other. CM Latios lures out steels/Ho-Oh, both of which are solid CM Latias checks, and removes them. CM Mewtwo lures out Blissey and OHKOs it with Selfdestruct. Refresh CM Latias serves as a solid status absorber and extremely effective wincon if steels/Ho-Oh/CB Deo-A are removed. All 3 are EV'd to outspeed Modest Lati and mons that creep Modest Lati by 1 point. Metagross rounds out the team by providing a surefire way to remove Deo-A, as Pursuit OHKOs it on the switch, Metagross is also a check to non-HP [Fire] Lati. Easy to use autopilot offense.
 
Last edited:

innovamania

WEESNAWW
is a Tiering Contributoris a Battle Simulator Moderator Alumnus

Deoxys-Attack @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shadow Ball
- Superpower
- ExtremeSpeed
- Fire Punch

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 Def
Impish Nature
- Rapid Spin
- Spikes
- Hidden Power [Bug]
- Counter

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 188 HP / 68 Def / 252 SpD
Calm Nature
- Toxic
- Icy Wind
- Soft-Boiled
- Aromatherapy

Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Earthquake
- Hidden Power [Ghost]
- Overheat

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 68 Def / 188 SpA
Modest Nature
- Calm Mind
- Ice Punch
- Thunder
- Wish

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Thunder
- Hidden Power [Fire]
- Recover


My take on a blanced ADV ubers team. Lead Deo-A with choice band hits incredibly hard and can scare out a lot of common leads like forretress, lati's, etc. Forretress is our spiker and spinner and physical wall. Counter is useful to help beat physcial attackers and lets it have some form of offensive pressure without having to explode since it's our only physical wall. Blissey is the Special Wall on our team. Their's a lot of moves bissey can run but I chose the icy wind set for this team to help beat the lati twins and taunt mewtwo, (just be careful of eplosion.) It also acts as our cleric. I needed some more offensive pressure so I decided on SD Groudon not only because I think it's a great sweeper but it also appreciates the speed lower from icy wind blissey. We have Overheat and HP Ghost as our coverage moves because overheat 1hkoes eggy, skarm, and forretress and ho-oh is not all that common so you don't really need rock slide. Hp Ghost hits lugia and the latis. Jirachi is the net choice because not only did I want a calm minder but I wanted one that could also support the team and jirachi can do that by passing wishes. Our Last mon is a great late game cleaner to sweep weakened team which is just offensive 3 attacks + recover latios. Ice beam dents latis and rayquaza, thunder smacks kyogre and hp fire dents metagross that try to switch in. You could run Dragon Claw over hp fire since groudon pressures steel types anyways but hp fire also lets you beat the underrated but not uncommon shedinja who doesn't fear most lati sets. Anyways that's the team hope you enjoy it.
 
Last edited:

Fireburn

BARN ALL
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus


GROUNDON (Groudon) @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

OBLIGATORY (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

ANTIBAGWORM (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

BAGWORM (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

KYOGRE PLS (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

SUP (Shedinja) @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Baton Pass
- Swords Dance


So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.
 
Yup, BP + SD aren't compatible with each other. It doesn't work on PS either. Silly Fireburn. During my test battles w/ it, I replaced BP w/ Protect to scout for random moves that can bop Shedninja (HP Fire on random things lmao) and its a pretty good alternative (can't think of anything else really relevant)
 

Deoxys-Attack @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shadow Ball
- Superpower
- ExtremeSpeed
- Fire Punch

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 Def
Impish Nature
- Rapid Spin
- Spikes
- Hidden Power [Bug]
- Counter

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 188 HP / 68 Def / 252 SpD
Calm Nature
- Toxic
- Icy Wind
- Soft-Boiled
- Aromatherapy

Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Earthquake
- Hidden Power [Ghost]
- Overheat

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 68 Def / 188 SpA
Modest Nature
- Calm Mind
- Ice Punch
- Thunder
- Wish

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Thunder
- Hidden Power [Fire]
- Recover


My take on a blanced ADV ubers team. Lead Deo-A with choice band hits incredibly hard and can scare out a lot of common leads like forretress, lati's, etc. Forretress is our spiker and spinner and physical wall. Counter is useful to help beat physcial attackers and lets it have some form of offensive pressure without having to explode since it's our only physical wall. Blissey is the Special Wall on our team. Their's a lot of moves bissey can run but I chose the icy wind set for this team to help beat the lati twins and taunt mewtwo, (just be careful of eplosion.) It also acts as our cleric. I needed some more offensive pressure so I decided on SD Groudon not only because I think it's a great sweeper but it also appreciates the speed lower from icy wind blissey. We have Overheat and HP Ghost as our coverage moves because overheat 1hkoes eggy, skarm, and forretress and ho-oh is not all that common so you don't really need rock slide. Hp Ghost hits lugia and the latis. Jirachi is the net choice because not only did I want a calm minder but I wanted one that could also support the team and jirachi can do that by passing wishes. Our Last mon is a great late game cleaner to sweep weakened team which is just offensive 3 attacks + recover latios. Ice beam dents latis and rayquaza, thunder smacks kyogre and hp fire dents metagross that try to switch in. You could run Dragon Claw over hp fire since groudon pressures steel types anyways but hp fire also lets you beat the underrated but not uncommon shedinja who doesn't fear most lati sets. Anyways that's the team hope you enjoy it.
Don't ever lead with Deo-A
 

Fireburn

BARN ALL
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Upon checking my notes for gen 3 I don't see how it is possible for Shedinja to get both SD and BP, Showdown confirmed that this is impossible as well. As I recall, the only way to get a Shedinja with SD or BP is to level up Nincada at the level when Ninjask learns these moves (25 and 45 respectively) because the Shedinja you receive copies the moves that Ninjask has post Evo. Only Ninjask gets these moves, Nincada and Shedinja do not, which means since these two moves are learned at different levels, you can only get one of them on your Shedinja, not both. I distinctly remember using SD Shedinja in gen 3, but never with BP on the same set. If PS currently allows a gen 3 Shedinja with both these moves then there is a bug with the sim, or there is somehow a way to get both of these moves on Shedinja.
Oh whoops, in that case Protect works fine.
 

Aberforth

is a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Ubers Leader


GROUNDON (Groudon) @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

OBLIGATORY (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

ANTIBAGWORM (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

BAGWORM (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

KYOGRE PLS (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

SUP (Shedinja) @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Baton Pass
- Swords Dance


So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.
I might just be showing my inexperience with the tier here, but is it really a good idea to have three different mons weak to fire, including two who will auto die at it, on the same team as sun support? I feel like it'd be better suited with Kyogre and deoxys or something in that vain rather than groudon and ho-oh. Yes you lose a paralysis absorber, but kyogre supports the rest of the team better, imo, and could let you run thunder over thunderbolt on magneton, and possibly the same could be said about latios, although i'd keep it as thunderbolt due to Ho-Oh in the sun.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top