Multi Gen Sample Teams Mega-Thread (Generations 3-6!)

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I made this for the first UPL after realizing I hadn't touched DPP ubers since the generation ended and my teams were long gone, it led me to a 5-1 record, only losing to the mighty Fiction. It started as Tyranitar Pursuiting Lati@s for a Kyogre sweep, but now it doesn't even have Pursuit anymore! Although it could definitely go over Superpower, usually when I double Tar into Lati it's just to get SR or if I already have it predict a switch (unless I feel like they're expecting the Pursuit and will stay in for damage, in which case Payback's an easy kill). Fire Blast is somewhat unexpected for some reason, I feel like it makes too much sense to not have but I've killed a lot of Scizor & opposing Forretress (the main reason, I hate when Forre comes in for free on the SR guy) by surprise so I'm not complaining. It also chunks incoming Groudon pretty nicely thanks to the sun.

Toxic Spikes are amazing in DPP and can definitely be the last slot on Forret but I tried Protect here after messing around with it on some OU teams and it is so good. Scouting all the Forret killers that are choiced (Palkia, Dialga, Kyogre) is ridiculously valuable, as is racking up Leftovers recovery to squeeze in a spin or extra Spike layer.

WoW on G-O (the best mon in the tier!) can definitely be HP Fire but then Lugia counters it and I'm not a fan of that. Outrage can also be Dragon Claw.

Latias is the Kyogre counter and one of my two deadly CMers, SD Thunder with Spikes down really puts the hurt on Jirachi/Scizor/Metagross. I believe the EVs creep on Lugia that beats Garchomp in case it's being a prick with hazards down and I need to finish a weakened one off before it heals up.

I like to think of the Kyogre as my own creation, or "crispE innovation" as the kids call it nowadays. I'd be surprised if no one'd ever used it before but I've never seen it and it's taken like all of my opponents by surprise, so it's something! It was inspired by an identical strategy used by Suicune to great success in OU ever since ADV. Roar can play the weaken-your-own-counters game (more effective against the Spikes-weak, non-healing Palkia than the Levitating, Recovering Lati@s) but its main use is turning would-be CM wars into a free sweep. Physical defense investment is necessary beyond the obvious for offensive Groudon sets.

Scarf Jirachi is the revenge killer that can keep momentum, unlike Palkia. Trick also screws over Bulk Up Dialga although this obviously requires caution. Usually I'll just phaze it out with Ogre and kill everything else with Spikes until Dialga's the last mon and then only then Trick it.

Requires careful play around mixed Dialga and Palkia, especially the former! Garchomp can also be a prick if not handled carefully. Chople Berry is worth thinking about on Tyranitar but I like Lum to screw over lead Darkrai. Possible changes include SpDef ResTalk Roar Kyogre and Lugia, perhaps with CM itself, over Latias.


Early hazards with a defensive core that brings the pain itself to scout and clear a path for two sweepers which have polar opposite playstyles; the slower, bulkier route is the underrated CM ResTalk Giratina-O, while the more vicious route has the classic Scarf Kyogre destroying everything in sight. Dialga and Skarmory are an incredibly bulky and reliable hazard duo who feast on the faster revenge killers who take out lead Qwilfish (hopefully after he's laid down Toxic Spikes), who defeats Deoxys (and the occasional Froslass!) leads that trouble bulkier dudes. Ludicolo preys on the omnipresent whale and is fueled by my own if there isn't one on the other side to spread Leech Seed havoc that is the biggest pain in the dickhole when backed up by SubProtect and multiple hazards. I built this to play Iconic in week 1 of the second UPL, facing off against reachzero's iconic Meteor Shower team, and the game shows how the team plays in better detail than all the description in the world could. Oh and I agree with Iris that Ludi should be Sassy.


This is a simple but very dangerous offensive team. Similar to the Qwilfish team, the bulky Dialga gets up rocks against the faster dudes taking out Cloyster (after it's gotten both Spikes down, which it's very good at) for a fearsome one-two hazard punch. Palkia is often checked by being choiced, so a lot of teams are up the creek without a paddle when it switches moves. Any non-Scarf Palk set works here, I just like Lustrous for brutally strong Hydro Pumps fueled by its partner in crime, Scarf Kyogre, who gets tons of free switchins off U-turns from CBzor. Haban can definitely work on Palk for the extra Lati@s lure to secure that endgame ScarfOgre sweep. Thunder isn't very common on G-O but it smashes Kyogre, Lugia and Ho-Oh.


SpDef Kyogre might've been used a few times in DPP but by and large it's a BW invention. However it's a very handy tool for stall teams who have Darkrai among their worst nightmares (ha!), and is reinforced by the SpDef Jirachi, who also keeps Groudon and G-O healthy. The latter leads to prevent dumb guessing games against Deoxys leads and because it temporarily tricks the opponent into thinking they're playing offense, sort of like on that Superman-esque team I know HSA likes, I think it's also an Iris creation. Stone Edge lures the rare(r) Ho-Oh, who is another thing stall does not like. Protect Forre makes another appearance, although with TS as the hazard this time. Dialga provides speed, an endgame cleaner and can drop some nukes on offense to ensure that G-O isn't the only thing capable of dishing out damage so the team isn't totally reliant on its defensive core.



Froslass (F) @ Focus Sash
Trait: Snow Cloak
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Taunt
- Icy Wind
- Shadow Ball

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Thunder
- Aura Sphere

Kyogre @ Lum Berry
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Thunder
- Ice Beam

Omastar (M) @ Focus Sash
Trait: Swift Swim
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Stealth Rock
- Toxic Spikes

Latias (F) @ Soul Dew
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse
- Recover
- Surf
- Calm Mind

Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Punch
- Healing Wish

This was one of the teams I made to play Iris in botw. My previous Froslass team had been alright, with a cool SubCM Giratina-A, but other than that unspectacular. I was also interested in trying out Omastar after hearing raving from Sweep about its performance in BW. I originally considered Specs but realized I could use it as an interesting second hazard stacker as well as an offensive threat and check to some stuff. I then threw on some offensive CM guys, the 2 that stick out are the "SuperOgre" and "SuperTina-O" Jirachee used on his CM spam. Maxing out Latias' SpAtk makes for pleasant results, especially when barraging a Jirachi with rain-boosted Surf, which also smashes Heatran when playing people using Jibaku's old team. A ScarfRachi of my own rounds off the squad with scouting, pivoting and revenge killing duties, as well as reviving a weakened CMer to continue the assault or finish the game.




Tentacruel (F) @ Focus Sash
Trait: Liquid Ooze
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic Spikes
- Rapid Spin
- Hydro Pump
- Icy Wind

Dialga @ Leftovers
Trait: Pressure
EVs: 240 HP / 112 SAtk / 156 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Dragon Pulse
- Flamethrower
- Earth Power

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Whirlwind
- Roost
- Toxic

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 212 Atk / 140 SAtk / 156 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Rash Nature (+SAtk, -SDef)
- Draco Meteor
- Shadow Sneak
- Earthquake
- Hidden Power [Fire]

Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 36 SDef / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Stone Edge

Mewtwo @ Leftovers
Trait: Pressure
EVs: 248 HP / 28 Def / 232 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Will-O-Wisp
- Light Screen
- Recover

This was another of the teams I made to play Iris and it could very well be the most solid team I've made. I wanted to try his lead Tentacruel, never having used his Ludicolo/Skymin team myself, and was playing around with the idea of using ScarfTar. Lati twins run rampant and Giratina-O is the best mon, what's not to like? It can revenge kill a ton of shit that's been weakened by hazards and that's what makes it so useful. Tenta lead lays the TSpikes and spins the rocks, its speed means it can get something off midgame should it live that long. You'll notice the presence of ground moves on both Dialga and G-O, that's because Heatran is a prick to semistall teams like this and Mewtwo absolutely needs it gone to work (although it probably /could/ stall it with Taunt/LS/Recover coupled with pressure, but you really don't want to take that burn). M2 is brutal btw, few things more satisfying than Light Screening in a poisoned Darkrai's face and then Taunting when it tries to Dark Void the next turn. Rai is the reason for max SpDef Skarm.



Forretress (M) @ Custap Berry
Trait: Sturdy
EVs: 252 Atk
IVs: 1 HP / 0 Def / 0 SDef
Brave Nature (+Atk, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball

Groudon @ Soft Sand
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Fire Punch

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Magic Coat
- Shadow Sneak
- Earthquake
- Dragon Tail

Palkia @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Fire Blast
- Dragon Tail
- Sleep Talk

Genesect @ Choice Scarf
Trait: Download
EVs: 56 HP / 252 Atk / 16 SAtk / 184 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Beam
- Explosion

Arceus (Arceus-Fighting) @ Fist Plate
Trait: Multitype
EVs: 8 HP / 248 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Judgment
- Ice Beam

Made this in early 2013 after Poppy introduced Custap Forre to the world. Earth Plate Groudon was becoming popular but mainly on more defensive builds, since my team would have no use for the bulk I maxed the speed and it is so useful. Magic Coat G-O prevents certain Deoxys leads from being incredibly obnoxious as well as playing with midgame Ferrothorn. Gene was gaining traction as possibly the best mon in the meta and it abused quick hazards ridiculously easily as well as gaining early momentum should there be some cutesy anti-Forre lead like an Espeon or Kyurem-W. Alongside Sleep Talk Palkia it also helped assure I wouldn't lose to Darkrai. Palk played just like a Lustrous set would, that is to say it was brutally hard to beat, except Haban made it stupidly good at staying in on Lati@s (which meant Gene was safe from a possible HP Fire on the switch) for a Fighting Arc (who used to be Electric) sweep. Dragon Tail helped rack up hazards and annoy shit like Chansey, Grass Arceus & SpDef Kyogre. I've made some other cool BW stuff but this has definitely remained my favorite by far. I think the hardest matchup I faced was rain stall but I was usually able to dance around it by playing very well, mainly with Giratina-O and Groudon. Kill the Kyogre and shit becomes a million times easier to beat. Explosion might be worth a try on Forret to surprise Cruel.
 

yohoE

I'm jus Here for da memes r wateva dem shits called
Iris's changes have been updated, Minority Suspect's team has been added, for now. (must talk to my esteemed voting council xD) and BKC's descriptions have been updated and teams have been added. Except for the BW2 team... steelphoenix needs to add that !_!
 
dumping bw2 teams (with no explanations)

famous pi face team [weak to iron head genesect flinches]:
Groudon @ Earth Plate
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Lava Plume
- Earthquake
- Stone Edge

Darkrai @ Life Orb
Trait: Bad Dreams
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Dark Void
- Thunder Wave
- Dark Pulse
- Focus Blast

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Fire Blast
- Hydro Pump
- Dragon Tail

Arceus-Fighting @ Fist Plate
Trait: Multitype
EVs: 248 HP / 8 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Judgment
- Stone Edge
- Recover

Genesect @ Choice Scarf
Trait: Download
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Flamethrower
- Bug Buzz
- Ice Beam

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Shadow Sneak
- Earthquake
- Magic Coat
- Dragon Tail


furai team [implementation of trickrooms dual phasing gira-o]:
I guess steel looked at my team and changed the synergy to make it worse against specs ogre, ho-oh and SD arceus but better against stall, which wasn't common in bw2, but anyways here's the original I used in spl.

Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
IVs: 0 Atk / 30 Spd
Relaxed Nature (+Def, -Spd)
- Roar
- Sleep Talk
- Scald
- Rest

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 104 Def / 156 Spd
Jolly Nature (+Spd, -SAtk)
- Rest
- Sleep Talk
- Roar
- Dragon Tail

Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Hydro Pump
- Fire Blast
- Thunder

Arceus-Grass @ Meadow Plate
Trait: Multitype
EVs: 248 HP / 8 Def / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Ice Beam
- Recover

Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Protect
- Roar
- Stealth Rock
- Lava Plume

Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Whirlwind
- Toxic
- Roost
- Spikes


sun offense [modified team used against davidness in spl]:
Groudon @ Earth Plate
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Lava Plume
- Earthquake
- Stone Edge

Mewtwo @ Life Orb
Trait: Unnerve
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Taunt
- Psystrike
- Ice Beam
- Fire Blast

Latios (M) @ Soul Dew
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

Arceus @ Lum Berry
Trait: Multitype
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Genesect @ Choice Scarf
Trait: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Explosion
- Iron Head
- Ice Beam

Deoxys-A @ Focus Sash
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Spikes
- Extreme Speed
- Focus Blast
- Psycho Boost


sand stall:
Tyranitar (M) @ Lum Berry
Trait: Sand Stream
EVs: 248 HP / 64 Atk / 196 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Superpower
- Rock Slide
- Pursuit

Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 8 HP / 252 Def / 248 SDef
Bold Nature (+Def, -Atk)
- Wish
- Soft-Boiled
- Toxic
- Seismic Toss

Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 252 Def / 8 SDef
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Whirlwind
- Taunt
- Roost
- Spikes

Giratina @ Leftovers
Trait: Pressure
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar

Arceus-Psychic @ Mind Plate
Trait: Multitype
EVs: 248 HP / 148 Def / 112 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Fire Blast
- Ice Beam
- Recover


evs don't include my speedcreeps
this one good. Really the perfect stall.n_n
 


Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost
- Refresh

Latias @ Soul Dew
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Psyshock
- Draco Meteor

Ho-Oh @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Roost
- Substitute

Xerneas @ Choice Scarf
Ability: Fairy Aura
Shiny: Yes
EVs: 76 Atk / 252 SpA / 180 Spe
Mild Nature
- Rock Slide
- Close Combat
- Sleep Talk
- Moonblast

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Earthquake
- Lava Plume
- Roar
- Stealth Rock

Arceus-Rock @ Stone Plate
Ability: Multitype
Shiny: Yes
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Judgment
- Defog
- Recover
- Will-O-Wisp


This team revolves in a simple double dragon core that consists of Mega Salamence and Latias, which serves as my main check to both Primal Groudon and Kyogre, respectively. Mega Salamence is my main win condition, and runs Refresh to catch status users off-guard. I run no coverage move as I leave the Steel- and Rock-types to my other reliable teammates, and most of them don't have reliable recovery so Mega Salamence can take them down quite quick. Latias is my other win condition, and runs Calm Mind to check Primal Kyogre better. Ho-oh uses the Life Orb so it can take on Steel-types better and not get locked in by Choice Band. Xerneas runs the Choice Scarf set, and goes as my main Darkrai check. It can go as a nifty revenge killer that can catch people expecting Geomancy off-guard. Primal Groudon is there as my main Stealth Rock user, and is just a great Pokemon to add in general. Lastly, Rock Arceus is here so that Ho-oh doesn't stomp all over my team. This team can have problems with Mega Diancie and Deoxys-A, so that's some Pokemon to check out for when using this team. Also, since Primal Groudon is very common, Rock Arceus can find it hard to Defog, which means Mega Salamence and Ho-oh may take a lot just by switching in.
 

Minority

Numquam Vincar
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Update my Oma team to this.



Purify~ (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Recover
- Dragon Claw

The Storming (Omastar) @ Mystic Water
Ability: Swift Swim
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Ice Beam
- Surf
- Hydro Pump

Broken Deluge (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Surf

Resident Dragon (Rayquaza) @ Choice Band
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Hidden Power [Ghost]
- Extreme Speed
- Earthquake
- Overheat

Floodgate (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Aromatherapy
- Seismic Toss

Extra Maintenance (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 28 Atk / 232 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion

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. Latias is led with as to not reveal anything about the team while it also threatens common Kyogre and Groudon leads. Some of the sets were strange for the time; Latias runs a stall breaker set, but with max defense to tank common ghost coverage in addition to suicide bombers. Blissey and Forretress provide support as a cleric and Spikes + spinner respectively. Kyogre is necessary for rain support, and serves as repellant for Groudon, Ho-Oh, Metagross, and some other threats. Omastar is typically ignored until later in the match when it can start breaking down threats or cleaning, and it doesn't really provide any defensive synergy outside of a Flying-resist and secondary Ho-Oh switch-in.


Edit: Had to fix sprites
 
Last edited:
While we're on the topic on editing Adv teams, please remove my cm spam one from the archive. it's extremely outdated and pretty bad (i built it the first day i learned about adv ubers).

I'll dump a bunch of teams after UPL :]
 


Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 164 Def / 80 SpA / 16 Spe
Timid Nature
- Stealth Rock
- Taunt
- Dark Pulse
- Spikes

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Ice Beam
- Thunder

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion

Arceus-Electric @ Zap Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunder
- Ice Beam
- Recover

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Dragon Tail
- Fire Blast

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Shadow Sneak
- Dragon Tail
- Substitute
- Earthquake

bw's kinda a dead meta but i made this for upl and liked it a lot. the team is based around an arc-elec sweep-- every other member of the squad helps facilitate it whether it be specs ogre breaking its checks or deo-s laying hazards. defensively, arc elec is hella cool in that it gives an offensive squad a flying resist which makes the ho-oh matchup so much easier. additionally, it can soft check cm arceus as it beats every other cm arc barring ground 1v1. it also is one of the few non-ground zekrom checks. gira-o's the spinblocker and helps check random sh*t like mewtwo, groudon, etc. palkia is a fantastic wallbreaker in rain also helping wear down ferro / dialga, and it provides a kyogre check. thunder doesn't really hit anything-- only arcwater and kyogre mostly-- so dragon tail is better on a team with arceus-electric. obligatory genesect on offensive as a catch all mewtwo / darkrai / lati@s check, and it has phenomenal synergy offensively with specs ogre. i opted for physical gene just to threaten opposing arceus and have a move to hit kyurems if need be. the deo-s set was kinda tailored to what i felt my opponent would bring in upl-- you can change it up to your pref.
 

yohoE

I'm jus Here for da memes r wateva dem shits called
ite everything posted was updated. if shrang wants whatever changes you guys suggest to be implemented he can say so
 

Jirachee

phoenix reborn
is a Forum Moderatoris a Tiering Contributoris a Top Tutor Alumnusis a Tournament Director Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Dedicated Tournament Host Alumnus
oh hey. now that my team is out of upl I guess I'll post a few of my teams!


Ho-Oh @ Lum Berry
Ability: Pressure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost

Groudon @ Leftovers
Ability: Drought
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Roar

Forretress (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 30 Spe
- Toxic Spikes
- Payback
- Spikes
- Rapid Spin

Giratina-O (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 64 Atk / 248 SpA / 196 Spe
Mild Nature
- Shadow Sneak
- Draco Meteor
- Hidden Power [Fire]
- Outrage

Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Spacial Rend
- Fire Blast
- Thunder
- Outrage

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Focus Blast
- Dark Void
- Nasty Plot


Ho-Oh makes for an interesting lead. I don't think it's a great Pokemon in general just because of how hard it is to spin in DPP, but making it a lead means you don't really have to worry about Stealth Rock. It's kind of like Specs Zapdos in OU. I opted for a non-choice set because I didn't want to be forced out by something stupid like an early game Heatran or something. Lum Berry means it destroys the very popular Scarf Darkrai lead. You can even one shot some Deoxys leads through Sash thanks to that nifty burn chance! Rest of the team is pretty standard, I guess.


Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Shadow Ball
- Superpower
- Extreme Speed
- Stealth Rock

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Mild Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Extreme Speed

Kyogre @ Lum Berry
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Thunder
- Ice Beam
- Calm Mind

Kabutops (F) @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Waterfall
- Swords Dance
- Rapid Spin

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 232 SpD / 36 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Thunder
- Calm Mind
- Recover


Kabutops is kind of underrated in DPP I think. It's used a lot in BW for some reason, but I find it to be awesome in DPP. It's the only offensive spinner worth using that isn't a lead which is awesome. +2 Stone Edge also does a number to offensive Giratina-O meaning it's not all that easy to stop. For the first time I opted for a Modest nature on the set iris calls "Jirachee Ogre" and it is amazing. Every other ogre sucks tbh


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 220 SpD / 36 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 252 HP / 64 SpD / 192 Spe
Calm Nature
- Spikes
- Stealth Rock
- Taunt
- Recover

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 64 Atk / 252 SpA / 192 Spe
Mild Nature
- Shadow Sneak
- Draco Meteor
- Earthquake
- Thunder

Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
- Surf
- Calm Mind
- Rest
- Sleep Talk

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Thunder
- Recover
- Calm Mind

Dialga @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Fire Blast
- Thunder
- Outrage


Deoxys-D is pretty unexplored so I wanted to give it a spin. Turns out it can set up pretty nicely on stuff like Scarf Dragons and obviously turns passive stuff into massive fodder. This team can't really beat Blissey + Quagsire without some luck haha. Lead SpDef Jirachi is something I thought would be interesting to try, given that it kinda owns Deoxys leads if you get the para, beats Tyranitar pretty soundly, and can scout Darkrai leads. Since those 3 are the most popular leads right now I thought it'd fit nicely on a more passive team like this one. I think Giratina could probably use Wisp but whatever

I hate BKC
 
basically for bw this upl i kinda had a basic layout of what i wanted to use. i had a pretty solid rain team i had prepped for the first week, and afterward i just wanted to abuse more underrated arceus formes since they haven't been explored much in building.



Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 248 HP / 44 Atk / 216 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Crunch
- Roar

Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Roar
- Recover

Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SpD
Calm Nature
- Encore
- Destiny Bond
- Magic Coat
- Counter

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Mild Nature
- Draco Meteor
- Dragon Dance
- Outrage
- Fire Blast

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock Slide

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Fire Blast
- Hydro Pump
- Thunder


this is based on my xy sand team. i wanted to stick with the concept of wobb sand and refine it some. arceus-steel gives sand teams a way to circumvent using ho-oh as the cm arceus check, so it opens up a few doors in terms of creativity. the pokes seem kinda awk, but they all have pretty designated defensive and offensive purposes. rayquaza provides a pretty cool sweeper which also checks opposing excadrill and groudon (thus mixed dragon dance as opposed to physical-- opted out of 4 attacks since tyranitar provided an answer to deo-s leads). wobbuffet's a pretty stellar poke that checks mewtwo while giving opportunities to the offensive members on the squad. shadow tag ftw. excadrill was chosen (duh) because i have ttar! also since it's an amazing spinner, revenge killer, and general utility mon that can check zekrom in a pinch. palkia's scarf to help patch the ray/darkrai weak otherwise given that this team obviously can't fit a gene. ttar set has crunch to overcome deo-s leads which lets me run dd on ray.


Kyogre @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Ice Beam
- Thunder

Shaymin-Sky @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Leech Seed
- Air Slash
- Seed Flare

Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Thunder
- Recover

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Rapid Spin
- Low Kick

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 252 Atk / 248 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Fire Blast
- Dragon Tail


another arceus-steel squad, but it's rain this team. once again, steeleus can check arcghost for offensive squads so it opens up room for creativity. melee had a pretty similar team with a ho-oh so i kinda based my idea off of it. basically, the team just wants to apply as much pressure as possible to overrun the opponent. once again, i try to build with an offensive and defensive gameplan and thus all pokemon perform a dual role. palkia, for instance, is the obligatory ogre counter and of course is one of the hardest pokemon to check in the rain in bw. i use haban to help against other palkia. landorus-t both checks groudon, helps with ekiller / zekrom, etc. and lays stealth rock. eplate's pretty nifty since you can do a surprise chunk to almost every poke and even outspeed standard rayquaza and specs ogre. specs ogre is just one of my favorite pokemon to use since it's just a behemoth and almost always goes 1 for 1 at least. it sets the rain for the team and provides kabutops support + wallbreaking. kabutops is a pretty solid check to ho-oh and ekiller and just being a general annoyance as a speedy revenge killer much like exca in sand. it also spins! shaymin-s is kinda the oddball, but everyone knows it's annoying as hell. it outspeeds and checks darkrai, fighteus, and defensive ogre and can just win games by itself vs the right team comps. darkrai checks are hard to fit on teams lacking gene, so it makes great work of that. it also helps out with groudon as landorus-t is offensive. thunder steeleus bc it can still cheese para + cm war win against cm ghosteus while hitting ho-oh in rain.


Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Def
Brave Nature
IVs: 0 HP / 0 SpD / 0 Spe
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball

Kyogre @ Leftovers
Ability: Drizzle
EVs: 240 HP / 160 Def / 96 SpD / 12 Spe
Calm Nature
- Scald
- Roar
- Sleep Talk
- Rest

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 80 HP / 180 Atk / 248 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Explosion
- Ice Beam

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 180 HP / 76 SpA / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Focus Blast

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Dragon Tail
- Fire Blast


here's a custap forre offense. if you're using custap forre instead of a deo, you need a solid answer to an opposing darkrai lead which is why i opted for a resttalk ogre here to absorb the sleep. once again, i'm abusing tf out of palkia in rain since it's the hardest pokemon to deal with in the tier-- especially with all 3 forms of hazards on this team to support it. cm ghosteus is the spinblocker and helps check the obvious shit like ekiller / psychics. the offensive core is standard with genesect / land-t -- once again, eplate land-t to be hella threatening (super underrated set) and genesect provides fantastic momentum as everyone knows for spikes teams. this team is kinda like the standard deo-a offense, but instead of darkrai, kyogre provides the cm arceus check which opened up the door to some more creativity. just some food for thought-- this team is a pretty solid 'standard' build imo despite it losing in upl.
 
I had a fun upl being an assistant manager for the winning team (haha!) and the dpp consultant to jirachee in drizzlers. Should have gone 3-0 but whateva, jirachee is indeed the better player. I didn't use any new team I made outside the one I made specifically for jirachee, but others used my cool teams in random tours and some in upl. Here they are!

Greg Bottoms (Rayquaza) @ Focus Sash
Ability: Air Lock
EVs: 32 Atk / 252 SpA / 224 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- ExtremeSpeed

Home Cinema (Lucario) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- ExtremeSpeed
- Crunch
- Swords Dance

The Metaphor (Gliscor) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 252 Spe
Jolly Nature
- Substitute
- Baton Pass
- Earthquake
- Taunt

Fight Scenes (Palkia) @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Aqua Tail
- Spacial Rend
- Thunder
- Fire Blast

Heroism (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 216 SpD / 40 Spe
Careful Nature
- Wish
- U-turn
- Stealth Rock
- Iron Head

Angelhead (Mewtwo) @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Flamethrower
- Aura Sphere
- Self-Destruct


A fun team that I haven't even edited, and it beat myzozoa. The idea was to BP Subs on very common moves like water (palkia), rock / ghost / dark (lucario) and slow walls (mewtwo). Jirachi probably needs thunderwave, and I would probably replace rayquaza with a deoxys. Aqua tail for blissey, standard everything else. extra 4 evs in Ray ray to beat my own ray rays.

Names are Greg Bottoms' short stories / memoirs.
Books: Fight Scenes, Angelhead
Short stories: Secret of Home Cinema, The Metaphor, Heroism #1 and #2

On The Road (Tentacruel) @ Focus Sash
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Toxic Spikes
- Rapid Spin

Dharma Bums (Ludicolo) @ Leftovers
Ability: Rain Dish
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Substitute
- Ice Beam

Big Sur (Gliscor) @ Leftovers
Ability: Sand Veil
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Toxic
- Taunt
- Roost
- Earthquake

Bowery Blues (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 132 SpD / 128 Spe
Calm Nature
- Flamethrower
- Dragon Pulse
- Toxic
- Stealth Rock

Wink of the eye (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 16 Def / 212 SpD / 32 Spe
Impish Nature
- Whirlwind
- Spikes
- Protect
- Torment

Winking Stars (Giratina) @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Thunder
- Aura Sphere
- Shadow Ball



Coolest team I made and still a work in progress kinda. The idea was to use gliscor again and SpD gliscor beats a lot of things like dialgas, giratinas, stall, jirachis, groudons, etc. Really cool. Torment skarm was the other idea I had wanted to try. It's tough but I would cut ww or spikes for roost. Jibaku thought whirlwind and so did I, but im still thinking about it. Heatran does heatran things in a dialga / jirachi metagame, ludicolo beats the kyogres, and giratina provides the safety net of checking SD ray, darkrai, mewtwo, whateva while spinblocking. It will smash old teams like deep thoughts, reach's and the deoxys, kyogre, groudon balance crap that was popular. I called nails using this and he was going to use it, too bad i never played him till after it meant nothing.
it loses a little hard to latias / latios, and straight loses to CM Surf ones. It's why im contemplating 0 attacks ludicolo

Names are Kerouac quotes or books / poems.
Books: On The Road, Dharma Bums, Big Sur
Poems: Bowery Blues
Quote: Wink of the eye and winking stars

Vienna (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Sassy Nature
- Toxic Spikes
- Spikes
- Rapid Spin
- Payback

Blame (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Seismic Toss

The Blues (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Rest
- Sleep Talk
- Roar
- Dragon Pulse

World War 24 (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Flamethrower
- Roar
- Earth Power

Christ Jesus (Lugia) @ Leftovers
Ability: Pressure
EVs: 248 HP / 44 SpA / 216 Spe
Timid Nature
- Ice Beam
- Roost
- Calm Mind
- Earth Power

Avenues (Quagsire) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Toxic
- Recover
- Encore


I made this for jirachee and you can see how it would take considerable luck to lose to his team above. He won. I've posted numerous times about blissey straight up walling entire teams when people opt for hydro pump over aqua tail on palkia. The only threat i thought jirachi would pose is his kyogre love which was handled well by quaggy. Lugia checks Rays and groudons and provides the necessary punch to end other teams: see my game vs jirachee.
Heatran was for LO dialgas that blissey can't take and the rare outrage over eq gira o. Forrey is just tacked on cause why not, i noticed i could get some spins off here and there vs jirachee's past teams, and i would have. The last is gira o and i kinda phoned that one in. It should probably be mixed or something but i wanted another roarer and rest talk seemed cool to beat twave groudons so lugia doens't have to carry too much of a burden. YOu will notice i get smashed by ttars, but i was super confident jirachee wouldn't use one! I guess it shows how well i know people's thought patterns and build specifically with a person in mind.

Names were random songs I listened to while writing (procrastinating) and making the team; in order:
Vienna - Billy Joel
Blame - Diamond Rugs
I Guess That's Why They Call It The Blues - Elton John
World War 24 - Ryan Adams
Chirst Jesus - Deer Tick
Avenues - Whiskytown

O, I have more / more ideas too, but i gotta train dilwar in the mountains first
 
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Minority

Numquam Vincar
is a Tiering Contributoris a Top Contributoris a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Alright since the Drizzlers are posting some UPL teams I'll be a sport and represent ADV. UPL was pretty fun overall but the best thing was the opportunity to work on some old builds and conceive some new ones. I'm only posting builds that I ended up using in UPL, and at the same time these aren't terribly complex for newer players to get a grip on, so no DD Latios, Celebi stall, or Hera builds at this time. No creeps posted but that goes without saying.



Higher Ground (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Ice Beam
- Thunder

HuNgRy (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Hydro Pump

Solid Snake (Steelix) @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Double-Edge
- Earthquake
- Explosion

Pulls Trigger (Snorlax) @ Choice Band
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Shadow Ball
- Body Slam
- Focus Punch
- Self-Destruct

Liquid Hydrogen (Regice) @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 136 HP / 120 Atk / 252 SpA
Sassy Nature
- Psych Up
- Explosion
- Thunder
- Ice Beam

Exploding Fish (Qwilfish) @ Choice Band
Ability: Swift Swim
EVs: 200 HP / 252 Atk / 56 Spe
Naughty Nature
- Spikes
- Shadow Ball
- Sludge Bomb
- Self-Destruct
Despite undergoing extensive altercations this team still holds true to its original title of Explosive rain offense, perhaps more so now than before. The goal is to achieve either a Qwilfish or Latios clean via aggressive use of physical attackers and boom. Rain builds naturally tend to struggle with Thunder spam, typically coming from Latios, Latias, and Jirachi so this issue is covered by both Steelix and Regice. Kyogre is played the safest of all the Pokemon on the team because it is necessary for both rain support and as a blanket solution to Pokemon such as Ho-Oh, Groudon, and other Pokemon who need to be broken via powerful neutral special attacks. The Kyogre set is also very difficult for many teams to switch into; even Blissey is torn down by boosted Hydro Pump while the common Lati switch-in is crippled with Thunder Wave. The Snorlax spread opts to run Defense investment because the team already has a dedicated offensive special sponge in Regice. Focus Punch is run over Earthquake because the Steel-type switch in that is not Metagross or Jirachi is more troubling as the team has Choice Band Steelix. Regice runs Explosion in this instance with 120 Attack EVs to always blow away standard Latios while still retaining nearly all of its special bulk; this prevents Blissey from getting free switch-ins, and a surprise Explosion that blows away Blissey makes things much easier for Latios later on.




Left Hand Dragon (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Ice Beam
- Thunderbolt

Triple Corked (Magneton) @ Leftovers
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Toxic
- Metal Sound
- Hidden Power [Fire]
- Thunderbolt

Anticyclone (Groudon) @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Rock Slide
- Hidden Power [Ghost]
- Earthquake

Realgam Savior (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Sacred Fire
- Shadow Ball
- Hidden Power [Flying]
- Earthquake

Lonely Wanderer (Snorlax) @ Choice Band
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Shadow Ball
- Earthquake
- Body Slam
- Self-Destruct

Right Hand Dragon (Latias) @ Soul Dew
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Recover
- Dragon Claw
This team has seen a few different changes, both major and minor, but it still holds its original intention to overload opposing Latios, Latias, and Groudon checks. Two of the largest defensive threats to Swords Dance Groudon are defensive Kyogre and Skarmory, both of which are effectively pressured by double Lati and Magneton. Latios runs bolt beam for exceptional coverage that several builds can struggle to handle over a period of time while Latias runs a stall breaker set with Dragon Claw and Substitute to help in the Thunder Wave Kyogre matchup. The Latias set in particular runs a mixed bulk spread which helps to sponge both Kyogre's attacks and emergency check Latios while also helping to tank Ghost-type coverage from arbitrary threats. Magneton has some shallow utility outside of trapping Steel-types; it also functions as a bolt beam resist and is good at luring out bulky Grounds which are nailed with Toxic. Snorlax runs Earthquake to completely hammer defensive Steels so that Groudon doesn't have to come in as much, thus reducing exposure to residual damage while Magneton can pick of Skarmory anyways. Ho-Oh was added to sponge Will-O-Wisp from opposing Gengar, Sacred Fire from opposing Ho-Oh, and as a tertiary check to Latios and Latias.




Earthwing (Latias) @ Soul Dew
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Recover
- Dragon Claw

Lack of Incision (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Ice Beam
- Thunder

Burned Ultimatium (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Spe
Lonely Nature
- Shadow Ball
- Hidden Power [Flying]
- Earthquake
- Sacred Fire

Eclo Canyon (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Brave Nature
- Toxic
- Pursuit
- Earthquake
- Rock Slide

Charmed Quark (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 24 Atk / 236 SpD
Impish Nature
- Spikes
- Rapid Spin
- Earthquake
- Explosion

Level Seventy (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Wish
- Ice Punch
- Thunder
A much older team, this sand stall somewhat resembles a bastardized version of a sun stall. The team isn't super complex to use, although effective use of Tyranitar and Ho-Oh isn't always immediately obvious to those new to the tier. The build sought to make effective use of Tyranitar's few niches, which are Pursuit, Flying-type resist, sand support, and ability to threaten a variety of offensive threats if they lack Fighting-type coverage. Because Pursuit is a special attack, the primary targets are Deoxys-A, Mewtwo (if they lack Brick Break), and Gengar, although Pursuit has utility in that it can beat down a wider variety of threats as they switch out. In an effort to prevent this team from being completely passive, a Calm Mind stallbreaker Latias and Jirachi set are used, as is Choice Band Ho-Oh, which helps against several offensive threats too. The build has two Toxic immunities and a Will-O-Wisp immunity along with Substitute Latias, meaning that status must be played around as the team lacks a cleric. Cleric support on Blissey had to be forgone to run Calm Mind, which provides a more stable solution to mono CM Latias, but more importantly, helps against T Wave CM Hydro Pump Kyogre. Forretress provides Spikes and Rapid Spin support, while Earthquake prevents it from being helpless against Magneton and able to damage other Steel-types.


Edit: Fixed Sprites
 
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PROBLEMS

AHEAD OF HIS TIME

TEXASGODLEAF (Dialga) @ Shuca Berry
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dragon Pulse
- Flash Cannon
- Stealth Rock
- Earth Power

BUGZCYALATER (Gengar) (M) @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Protect
- Sludge Wave
- Destiny Bond

AHKI MARTH (Shaymin-Sky) @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk / 30 SpD / 30 Spe
- Air Slash
- Seed Flare
- Healing Wish
- Hidden Power [Rock]

MANAPROBLEM? (Groudon) @ Red Orb
Ability: Drought
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Precipice Blades
- Rock Polish

alans shit r0fl (Rayquaza) @ Charti Berry
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Aqua Tail
- Extreme Speed
- Dragon Ascent
- Dragon Dance

THE ADV PRODIGY (Arceus-Ground) @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Stone Edge
- Earthquake


Made this team for vs Astounded for POWC finals counteracting a balance playstyle, the first team i made since SPL and last i'll every make for ORAS UBERS so I thought i'd share it with you guys.

Essentially the teams based around a GroundSpam idea which you can't go wrong with really so not much to talk about in that aspect but I can do in more depth about the synergy of the team;

Dialga - Main roll in being rocks, also I try and play this thing carefully if i see a salamence on the other players team as EQ veriant can just win if shucas been used up
Gengar - My choice of mega the combination of both Skymin-S and Gengar is beyond broken as the other can quite easily trap things that wall is, also you got the two grounds for keys if you dont wana sack Gengar to trade.
Skymin - Supporting roll/Balance destroyer (see my spl game vs hack on how it works vs balance lel) - always nice to keep around to bring something back to life
Groudon - Obvious Xerneas pivort if needed but more or so used to just break through things to support Rayquazas sweep
Rayquaza - Love this set even without life orb this thing still sweeps through teams at +1, also a last ditch Dance Groudon check if groundceus is weakened
Groundceus - dragon claw groundceus is a god, can be a little weak to gira-o so nice way to get a hella amount of damage check this replay on how it works (http://replay.pokemonshowdown.com/ubers-233750945)
 
these will be my last teams fo now and get some criticism on how i play les offenses.

Darqus (Deoxys-Speed) @ Focus Sash
Ability: Pressure
EVs: 80 Atk / 252 SpA / 176 Spe
Rash Nature
- Shadow Ball
- Hidden Power [Fire]
- ExtremeSpeed
- Spikes

Dodrio (Dialga) @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Thunder
- Stealth Rock

Harsha (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 60 Atk / 252 SpA / 196 Spe
Naive Nature
- Aura Sphere
- Shadow Sneak
- Dragon Pulse
- Calm Mind

Dice (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Draco Meteor
- Iron Head
- Trick

Yohoe (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Earthquake
- ExtremeSpeed

Eo (Lucario) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- ExtremeSpeed
- Crunch
- Swords Dance


This was the team i built for UPL finals to beat a lot of balance / stall crap i knew was coming. It still matches up really well vs offense if you can predict archetypes that are becoming really standard now. So, by about mon #3 you know 4,5, and 6. THis is the best deoxys lead in my opinion, beating all other deoxys easily and still getting spikes on leads. Dialga is the crux of the team which can't miss fire blast (hehe) and sets the Stealth rock. Gira is something ive been testing, i had cm three attacks but i wanted some priority after seeing Max Gira be a little annoying. So cm 2 attacks + SS allows you to beat a lot of balance threats like ttars, heatrans, most skarmorys, etc, while still revenging latios, latias, and mewtwos. really cool set that has the jirachee seal of approval. Jirachi is the fail safe, base >90 scarfer you need these days. Uturn for momentum, iron head for last ditch stuff, trick to help set up lucario, and the surprise draco for rays and Palkias. Palkia is probably the hardest mon for me to cover, but the momentum the lead plus hard hitters bring makes only haban a problem. no one will expect draco, they usually uturn to check if palkia is scarf, so i thought this was a cool idea. Ray and lucario just put so much pressure on balance and offense and always threaten the sweep. Looking back, i think mix SD draco, dragon claw, espeed, silk scarf would be really cool too. In fact, ill put that in right now. Really cool team that worked well but got unlucky in the finals. Jolly lucario is an option.

Nicknames go out to the dodriobraters

Mew @ Lum Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt / Fire Blast
- Stealth Rock
- U-turn
- Explosion

Dialga @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Outrage
- Flamethrower
- Thunder

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Thunder
- Surf

Mewtwo @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Aura Sphere
- Flamethrower
- Self-Destruct

Rayquaza @ Life Orb
Ability: Air Lock
Shiny: Yes
EVs: 36 Atk / 4 Def / 252 SpA / 216 Spe
Rash Nature
- Draco Meteor
- Extreme Speed
- Fire Blast
- Outrage

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- U-turn
- Thunder Wave
- Iron Head


this is my version of mew offense that is kinda dying off these days thanks to the lead matchups. Mew has cool options when leading but people expect the taunt so I've had fire blast but this version i copied i had taunt. I hated forretress comin in and spinning while i uturn so fire blast kills that quickly like benbe did to heist. I made the change for stall players like Eo, and it is really cool. Scarf dialga is reallly the best fail safe in ubers for offensive teams, good cleaner too. Latios + Mewtwo pressure each others counters well, and i think thte latios set is outdated. I made this team pre bw and i think hp fire needs to be there. roost and grass knot too. scizor so mewtwo can go wild, sd on mewtwo so latios goes wild. Ray opens up the game and gives me extra fail safe priority. 4 def so ice punch can never ohko ray. Jirachi is the momentum builder. 4 psychics and ray are hard to switch into with high powered dragons, so a slow uturn plus wish is essential . thats about it, pretty basic offense that did really well in tours. Was used in upl finals but darkrai flinches lose you the game from turn 1 usually. Also, never twave the switch with jirachi, always uturn first, very important to never allow free switches on offense.
 
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A Basic(ish) ORAS Mega Scizor Team:

Scizor (M) @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- Bullet Punch
- Roost
- Pursuit
- Toxic

Groudon (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Fire Punch
- Stone Edge
- Earthquake

Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Outrage
- Draco Meteor
- Volt Switch

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Arceus @ Earth Plate
Ability: Multitype
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Ice Beam
- Recover

Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 252 SpD / 8 Spe
Bold Nature
- Aromatherapy
- Moonblast
- Rest
- Sleep Talk

The team relies somewhat on Scizor and Zekrom to remove many threats to this team, such as Latios, Latias, Primal Kyogre and Xerneas, as well as breaking apart Lugia and Ho-Oh. Primal Kyogre can set up late game, and with its difficulty to kill, potentially late game sweep, same rule follows Arceus-Ground, who is a stable Jirachi and Primal Groudon switch in, as well as packing the Ice Beam to remove things like Rayquaza, Landorus-T and Mega Salamence, who feel safe being in on this thing.

http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAMAAABEpIrGAAAAM1BMVEX///8xMTHWWlJSUlKlSkJzc2s3NTQ0MjKtzv+9vb0zMzKDrNRCrf9VU1L8/PwzNDXUXFVhqBDDAAABDUlEQVQ4ja2Ty27DMAwEuVpK8jPp/39tl1JsF3Bto0CZQw4cLIeEbPb/had+uifgt0C1mgQAFxBc/YR6maJ8plYC8P5NkNz672E4xYDMjAqNYcg7gFr7f27F5AHkPQFriG0EYRGQ8jECbWxLmbgui3kDjgmli3+hIk/u5kQLKHYQ1G+hUxO4Epozzz93kP6aloQiQQlplzqja219mtyLleaDWDTMPyEwtcdxRD9mKKJf1PEBVCOa0wSumCSA7aLhyJf1tg7BLFUpluS+Jai7nyTWkZGml9H89LrgTFlLtBuV1+v0LASEHFkbUYqdgLgiNdyvXkzsqgXugUZcvdx+rBtgc3n6fPD8fT30/1LfarkFV8fuFi4AAAAASUVORK5CYII=
 

shrang

General Kenobi
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Another ADV team:


Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Surf
- Ice Beam
- Thunder Wave

Deoxys-Attack @ Petaya Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Substitute
- Ice Beam
- Thunder
- Superpower

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Hidden Power [Ghost]
- Explosion
- Rapid Spin

Gengar @ Silk Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunder
- Explosion
- Will-O-Wisp
- Taunt

Lugia @ Choice Band
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aeroblast
- Earthquake
- Shadow Ball
- Whirlwind

Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
- Calm Mind
- Thunder
- Ice Beam
- Soft-Boiled


SubPetaya Deo-A is really really good. This team is basically a bulky offense team built around SubPetaya Deo-A. T-Wave CM Kyogre is a really broken piece of shit that spreads paralysis like nothing and take pretty much everything in ADV. Essentially, Lugia/Bliss provide a defensive core while still being able to hit quite hard. Calm Mind Blissey is especially good at taking on CM mono Latis that don't use Sub, while CB Lugia is awesome. Sometimes I do use HP Flying on Lugia because Aeroblast has shit PP and HP Flying is still fun to spam after Aeroblast runs out of PP. Gengar spinblocks.

Also I didn't even realise until very recently that this ADV team doesn't even have a fucking Lati in it :O.

And sure, take out the Jumpluff team. It's the first team I've ever made, so it's not that good.
 
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Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
A Basic(ish) ORAS Mega Scizor Team:

Scizor (M) @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- Bullet Punch
- Roost
- Pursuit
- Toxic

Groudon (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Fire Punch
- Stone Edge
- Earthquake

Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Outrage
- Draco Meteor
- Volt Switch

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Arceus @ Earth Plate
Ability: Multitype
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Ice Beam
- Recover

Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 252 SpD / 8 Spe
Bold Nature
- Aromatherapy
- Moonblast
- Rest
- Sleep Talk

The team relies somewhat on Scizor and Zekrom to remove many threats to this team, such as Latios, Latias, Primal Kyogre and Xerneas, as well as breaking apart Lugia and Ho-Oh. Primal Kyogre can set up late game, and with its difficulty to kill, potentially late game sweep, same rule follows Arceus-Ground, who is a stable Jirachi and Primal Groudon switch in, as well as packing the Ice Beam to remove things like Rayquaza, Landorus-T and Mega Salamence, who feel safe being in on this thing.

http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAMAAABEpIrGAAAAM1BMVEX///8xMTHWWlJSUlKlSkJzc2s3NTQ0MjKtzv+9vb0zMzKDrNRCrf9VU1L8/PwzNDXUXFVhqBDDAAABDUlEQVQ4ja2Ty27DMAwEuVpK8jPp/39tl1JsF3Bto0CZQw4cLIeEbPb/had+uifgt0C1mgQAFxBc/YR6maJ8plYC8P5NkNz672E4xYDMjAqNYcg7gFr7f27F5AHkPQFriG0EYRGQ8jECbWxLmbgui3kDjgmli3+hIk/u5kQLKHYQ1G+hUxO4Epozzz93kP6aloQiQQlplzqja219mtyLleaDWDTMPyEwtcdxRD9mKKJf1PEBVCOa0wSumCSA7aLhyJf1tg7BLFUpluS+Jai7nyTWkZGml9H89LrgTFlLtBuV1+v0LASEHFkbUYqdgLgiNdyvXkzsqgXugUZcvdx+rBtgc3n6fPD8fT30/1LfarkFV8fuFi4AAAAASUVORK5CYII=
As with most teams that use Scizor and special Arc-Ground, this team looks like it gets eaten alive by Ho-oh. It essentially comes in for free on 2 mons, only fears Toxic from a 3rd and then just clicks Brave Bird as often as it wants. I don't see this holding up vs common FlySpam teams with Ho-oh+Mence at all. Not sure what others say but I wouldn't recommend this as a sample team right now. It's a nice effort though and I commend you for attempting to use Scizor because it's not something many people would consider trying to use. Steel's team above contains some ideas you could consider, such as the core of Scizor / Arc-Rock to mitigate the Ho-oh bait, but be sure to pack Pdon checks!
 
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