Multi Gen Ubers Teambuilding Workshop

Dr Ciel



Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Stealth Rock
- Explosion
- Diamond Storm

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Nasty Plot
- Dark Pulse
- Sludge Bomb

Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Dragon Claw
- Precipice Blades
- Stone Edge

Arceus @ Life Orb
Ability: Multitype
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Stone Edge

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 208 Atk / 252 Def / 48 Spe
Adamant Nature
- Shadow Force
- Shadow Sneak
- Dragon Tail
- Earthquake

A very fun and unique Mega Diancie. It's good versus both: HO(since it gets Stealth Rock up against it early on while preventing it from doing so)and stall(since it set up Stealth Rock and Explodes thus preventing Defog or Spin). Giratina-O plays the role of a check to everything physically offensive and the 4 other Pokemon are just overall powerful HO Pokemon.
Very straight forward yet effective team.
 


Yeah I went there. I originally wasn't going to try this but since 'niche' ubers is where this thread is heading I'll suggest this. I want to see want an optimal CM Bugceus team looks like. It's a decent bit of power with Calm Mind+Judgment but it's typing is really unfavorable to it. This can make building around it quite awkward. I have a few ideas of where such a team may go but I want to see what innovation you guys may have to bring here. I won't post specific coverage or EVs for this as what may or may not be the best for it is team reliant.
 
orch's shitpost aside, there's not rly a way to make an optimal fireceus team since it's so utterly bad.................. u can go the yolo ass route and hope for an inconsistent onesy team, but nothing good will ever come from building around it.
 
Wanna see a Mewtwo + Kelfki + Yveltal Core, preferably on a balanced or offense team. Tweak the sets to what you see is best!

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic / Safeguard
- Play Rough

Mewtwo @ Mewtwonite Y / Life Orb
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Focus Blast
- Ice Beam
- Calm Mind / Taunt

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 24 HP / 8 Atk / 252 SpA / 224 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt / Heat Wave
 

haxiom

God's not dead.
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Thugly Duckling , here you go.


Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Thunder

Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Protect
- Diamond Storm
- Moonblast
- Heal Bell

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 Atk / 248 Def / 12 Spe
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Earthquake

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam / Toxic
- Rest
- Sleep Talk

Blissey @ Shed Shell
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Snatch

So for Steel Arceus, I decided to run a basic Calm Mind set. It's pretty neat vs some stall teams I guess, with the Toxic immunity. Thunder was mainly selected because this team could otherwise have a bit of trouble dealing with Ho-Oh. Coincidentally, this build actually could work for the Mega Diancie + Giratina-O core used earlier in this thread. This covers a decent amount of stuff defensively (Extreme Killer Arceus, Primal Groudon, Ho-Oh to an extent, Fighting-types, though these are less common, etc.). Primal Groudon is a pretty standard support set; the decision to have it on this team goes without saying. Primal Kyogre was first selected as a Toxic lure for Primal Groudon which is super helpful for Steel Arceus, but having Ice Beam is pretty important on this team because of the Mega Salamence weakness. Blissey was added last, serving as another Primal Kyogre switch-in, and it passes wishes for Mega Diancie, Giratina-O, and Primal Groudon, all of which greatly appreciate the recovery. It could also Toxic lure to an extent and checks Calm Mind Arceus formes. I'm a bit tired right now so this explanation is a bit scrambled, sorry.
 
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Inspirited

There is usually higher ground.
is a Contributor Alumnus
Krauersaut

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Stone Edge
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Stealth Rock
- Precipice Blades
- Swords Dance
- Stone Edge

Latias @ Soul Dew
Ability: Levitate
IVs: 0 Atk
EVs: 88 HP / 4 Def / 240 SpA / 176 Spe
Timid Nature
- Healing Wish
- Defog
- Draco Meteor
- Psyshock

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Shadow Claw
- Swords Dance

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Roost
- Toxic
- Whirlwind


So this team is a very standard looking Spikes balance with a really mean trading and Healing Wish game. Mega Tar has some interesting things going for it in that it can turn around seemingly bad matchups by DDing and living a super effective hit thanks to its absolutely disgusting all around bulk when sand is up. Because of the Healing Wish game and a lack of fire move on Groudon, I am using Thunder on Xerneas to keep Skarmory from setting more than one layer per switch in, you can always change up Groudon's set in tour though depending on the opponent and how often they run stall. The one major weakness of the team is Diancie, although it is very possible to run Iron Head on Skarmory; unfortunately, you lose some key utility no matter what move you replace though, so choose wisely. Use E-Killer and TTar to condition Diancie can also leads to its downfall with TTar's EQ killing most of the time after Stealth Rock (on max HP Diancie) and E-Killer killing outright. Both can also set up on Diancie with TTar easily living Moonblast and can begin doing work to the team depending on whether there is a Skarmory on the other team or not. Running Fireblast on TTar is also an option over Crunch seeing as E-killer has Shadow Claw and Healing Wish support anyhow (I may change TTar to this, but I want to test it first). Its not perfect, but I do like the way it plays enough that I am comfortable enough to post it.

steelphoenix also had a neat suggestion in using Excadrill > Skarm and Ghostceus > E-Killer, but I feel like you do need E-killer's consistency vs Xerneas and Diancie rather than having Diancie run train if it ever comes in with momentum on a sand-less Excadrill without a balloon to its name. I just really don't like not having the pressure E-Killer brings and the defensive consistency and Spikes Skarmory brings vs opposing E-killer among other threats.

Here is a replay of the Diancie Skarmory match up:
http://replay.pokemonshowdown.com/ubers-274733159
You do have to play aggressively to keep hazards up like I show with bringing in Xerneas on a predicted Skarmory, but Fireburn was using a very odd SpD Skarm on a team with both a Ho-Oh and a Kyu-b which was slightly problematic; Thunder kills otherwise. I could have won by setting up E-Killer on Diancie which is one of the ways the team takes advantage of its weakness. I end up winning by haxing with Xern though; fun game is fun.

TL;DR: Mega TTar is cool, Skarmory is bird, WreckDra needs to play more, and Healing Wish is kind of a good move.
 
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frozen inside

Guest
I would like to see a team using a gothitelle + salamence core, since i think that goth helps salamence more then wobbuffet as it can actually eliminate threats instead of forcing them into calm mind/toxic etc. Thanks in advance.

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 248 HP / 172 Atk / 88 Spe
Adamant Nature
- Return
- Refresh
- Roost
- Dragon Dance

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
- Psyshock
- Calm Mind
- Thunder Wave
- Rest
 

Le Chiffre

Banned deucer.
Requesting a team using Arceus-Fighting and I can't really think of another mon,, Maybe Tyranitar and its ability to counter YGod, Mewtwo, Ho-Oh, and the eon twins which are the majority of the mons that beat Fightceus. Idk maybe a sand team with arceus fighting. Ill leave this open ended for anyone who wants to try to build with such a hard mon.. Anyways

Arceus (Arceus-Fighting) @ Fist Plate
Ability: Multitype
EVs: Open-Ended
- Judgment
- Thunder Wave
- Stone Edge/Shadowball
- Recover

If you wanna change the moves then feel free anyways happy building


Thanks for your time if you wanna take up this mon and GL
 

Berks

has a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Hi can I get a team around Fashion Bird and Mega Gengar por favor

Standard sets are fine or w/e I just wanna bring LC Fletchdig to Ubers

Edit: since there was just one in the sample teams thread, I add a challenge: use an arceus that is at B- or below
 
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Requesting a team with geomancy Xerneas + Offensive Primal Groudon.
They have some obvious synergies in beating mostly anything in the tier, Pdon takes care of most Xern's checks. Only I dont want a toxic, dragon tail Pdon, but one that can function offensivly, possibly a sweeper if you want as well. So yeah, a standard Balance offense-hyper offense would be cool
 

hyw

Banned deucer.
Absolutely! This thread shouldn't encourage the proliferation of innovation or new persepctives on interesting ideas; indeed, we should stifle them and constrict creativity with our pretentious definitions of what is "viable."

On that note, I would like to see a team using an offensive core of Deoxys-Speed, Rock Polish Primal Groudon, Geomancy Xerneas, and Extreme Killer Arceus Normal.

All jokes aside I came up with this core: offensive Darkrai and offensive Yveltal. Observing the teams made as of lately used in Seasonals, Open, and Pokémon Showdown, I noticed that many of them are weak to Darkrai and/or Yveltal, either due to a lack of a good sleep absorbing protocol and/or no discernible check to either Dark-types. Since Dark is such a great type offensively with its buff from BW2 in being able to hit Steel-types without resistance, I thought that I'd apply the idea of using two offensively similar Pokémon to break down the opponent's countermeasures to said Pokémon to aim for a win with threat number two; hence the double Dark types. Using this core alone will require abundant team support as neither Pokémon provide any defensive synergy or utility for the team as a whole what-so-ever, but achieving such a feat would spell doom for even the most advanced teams as the offensive pressure that the aforementioned two Pokémon provide is nothing short of formidable.

I feel like I'm rambling lol but anyway go apeshit with the item and sets and EVs because there's a ton of room for variation here. I think that the item is most rigid in this regard; Life Orb is the best way to go I think, but stuff like Focus Sash on Darkrai and Choice Specs could be interesting too. For moves, using coverage like Thunder and Focus Blast might be a good idea to beat Ho-Oh, Primal Kyogre, Tyranitar, et cetera, and Yveltal could run Hurricane for extra damage too. Heat Wave can be paired with Mega Diancie or Latias or something to exchange with Klefki whilst getting paralyzed to rid the bird of the annoying status, while U-Turn can be paired with Mega Gengar for the notorious TurnTag tactic. Yveltal's EVs are obviously tweakable as well, though I would choose a faster-than-average speed investment given the duo's quickly-paced context.

Extra points if you opt for Arceus-Dark to fuck stall in addition to unprepared balance teams. I envision for this core to have most trouble with hyperoffense so I'm excited with seeing how far you guys run with this ball. Thanks for the insight!
 
Hi guys, can you please help me with this core?

+


I wanted to build on Arceus-Ghost, I encountered it just for few times but I heard by people it's very broken. So, I was thinking to use a Swords Dance with Shadow Force and Brick Break; at this point Pokémon like Yveltal, Arceus-Dark and Giratina can be a problem 'cause Arceus-G cannot hit them hard... well, Giratina can be hit hard but it is a different thing cuz it can use a slower Shadow Force to hit my Arceus while the lama do nothing. Xerneas is, in my opinion, the best Arceus-G teammate, it kills dark-type 'mons while Arceus breaks Aegislash (fak u King's Shield) and.. well, there's not many mons to stop xerneas, Scarf Genesect I guess but Xerneas has the evs spread to outspeed the bug after a Geomancy and kill it with a Moonblast after the Stealth Rock damage.

Problems? Yep, obviously if Xerneas has not used Geomancy: I think Darkrai is a big threat, Dark pulse + Sludge bomb destroy the core and no one can enter on Dark Void. At the start I was thinking to use ScarfXern with sleep talk, but huff, I talked about it in the Uber Room and it does not look like a good idea. Ho-oh seems a big threat as well, but thanks to god, It takes a lot of damage from SR. I cannot think of other threats.

Here the import, I use refresh on Arceus cuz I don't wanna be weak against status. I hope it's a good choice.

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Refresh

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Focus Blast
- Thunder


Really thanks to who will help me. ^^
 
Freeroamer



Rayquaza @ Life Orb
Trait: Air Lock
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Dragon Ascent
- Aqua Tail
- Extreme Speed

Groudon @ Red Orb
Trait: Drought
EVs: 104 HP / 252 Atk / 96 SDef / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Precipice Blades
- Stone Edge
- Dragon Tail

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 28 Def / 228 SDef
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Taunt
- Roost
- Defog

Salamence (F) @ Salamencite
Trait: Intimidate
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Double-Edge
- Dragon Dance
- Facade
- Roost

Arceus-Ground @ Earth Plate
Trait: Multitype
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Earthquake
- Stone Edge
- Recover

Xerneas @ Choice Scarf
Trait: Fairy Aura
EVs: 32 Def / 252 SAtk / 224 Spd
IVs: 0 Atk
Modest Nature (+SAtk, -Atk)
- Moonblast
- Sleep Talk

Rayquaza + Ground Arceus is a good offensive duo that gives nice options versus Primal Groudon and provides overall offensive pressure. Skarmory is used to check Latis(EV'ed to always live 2 Draco Meteors from Latios After Stealth Rock Damage), Ekiller, Mega Salamence and Rayquaza. Scarfed Xerneas is here mainly for Darkrai as well as great presence against offensive teams. Primal Groudon is the Stealth Rock user and the Xerneas check and Finally Mega Salamence is there for it's broken offensive presence with Facade to check Ho-Oh and absorb the Sacred Fires aimed at Skarmory.
 

haxiom

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dwp


Xerneas @ Life Orb
Ability: Fairy Aura
EVs: 32 Atk / 252 SpA / 224 Spe
Mild Nature
- Moonblast
- Aromatherapy
- Thunder
- Close Combat

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Blizzard
- Thunder

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Thunder Wave
- Precipice Blades
- Dragon Tail

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Double-Edge
- Earthquake

Arceus @ Silk Scarf
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Refresh
- Swords Dance
- Extreme Speed
- Shadow Claw

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 176 HP / 152 Atk / 180 Spe
Adamant Nature
- Iron Head
- U-turn
- Healing Wish
- Ice Punch

I can't say I love Life Orb Xerneas, as most builds prefer another variant. My best attempt at making a team with it is this one. I used Mega Salamence along with it, as per your loose suggestion. Primal Kyogre is a nice partner, since Life Orb Xerneas and Primal Kyogre share some checks, such as Primal Groudon, while stuff like Blissey and Ferrothorn which might otherwise check Primal Kyogre get bopped by Close Combat Life Orb Xerneas. Blizzard was selected for its ability to KO Latias and Latios after just a bit of prior damage at +1. Primal Groudon was a natural addition, I picked a somewhat offensive set to get up Stealth Rock pretty reliably while still preventing or stopping setup sweepers with Dragon Tail and Thunder Wave, which also punishes Latias and Latios, two other very common Primal Kyogre checks. I wanted a Steel-type so I chose Jirachi, a more interesting choice that gives Xerneas and Primal Kyogre plenty of switch opportunities to weaken the opposing team. Extreme Killer Arceus was the last choice, since it checks Ghost Arceus with Refresh and can also serve as a second win condition and cleaning option. Magic Coat is a usable choice, making you better vs standard hyper offense (a weakness this team has to an extent) at the cost of being weaker vs Ghost Arceus.


~FireBlast~

Dialga @ Shuca Berry
Ability: Pressure
EVs: 244 HP / 252 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Draco Meteor
- Fire Blast
- Toxic

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Double-Edge
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 24 Def / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 88 Spe
- Swords Dance
- Thunder Wave
- Precipice Blades
- Fire Punch

Arceus @ Life Orb
Ability: Multitype
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Stone Edge
- Earthquake

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Dark Pulse
- Nasty Plot
- Sludge Bomb

This is a pretty standard offensive build, which can be seen as somewhat of a variation of the standard hyper offense build. Dialga serves as the team's Stealth Rock user, and provides the team with something to lean on defensively. Primal Groudon can run an offensive set; on this team, I chose to run Thunder Wave Swords Dance which can do a lot of damage to cores with Water Arceus, Mega Sableye, Lugia, etc. The rest of the team is pretty standard, I don't have much to say. You could run Aromatherapy Xerneas if you want. Thunder Darkrai beats Ho-Oh, which is nice on this build, so you could definitely run that over Sludge Bomb.

DaRizzleMyShizzle


Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 112 Atk / 140 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt
- Earthquake
- Ice Punch

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Recover
- Judgment

Groudon (Groudon-Primal) @ Red Orb
Ability: Drought
EVs: 248 HP / 60 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar

Latios @ Soul Dew
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Roost

Okay. So I started with you're core. From there, I added Primal Groudon because it's Primal Groudon. Rock Arceus and Latios round out the remaining weaknesses, especially Ho-Oh, Primal Groudon, Primal Kyogre, etc. There was still a huge weakness to Extreme Killer Arceus though, so I was forced to run a bulky-ish Mega Mewtwo X over Mega Mewtwo Y. Alternately, defensive Yveltal could be used if you still want to use Mega Mewtwo Y. You can also look at this as a variant of another team I posted in this thread here, but with Mega Mewtwo X over Mega Gengar, Defog Rock Arceus, and Calm Mind Latios. The advantage of Calm Mind Latios on this build is that it softens up stuff like Ghost Arceus for Mega Mewtwo X.


I've got some more on the way but this is all I have time for right now.
 
Thanks haxiom for the sick squad and overview of your building process especially. As I mentioned it is hard to build with so cheers for taking the time to put together and test different options, gonna have fun memeing some frens with this!
 

Merritt

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Head TD
Can I request a team built around Hex Mega Gengar + any Tspikes user? Being able to hit stupidly hard with Mega Gengar is really cool, especially since that really increases the range of stuff you can deal with. The team would probably want a sweeper that appreciates certain threats being removed, like RP Pdon, but of course it's up to the builder.

The set should probably be the following, but it can change to suit the team's needs.

Gengar @ Gengarite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- Focus Blast
- Will-O-Wisp / Protect
- Sludge Wave / Protect

Protect I've seen on another team so that Gengar can lead against Darkrai, protect on it, and then choose to Focus Blast on it. It also helps vs Mega Khan before it megas, since it means no free scrappy damage. It can also scout for their Gengar hitting move, if it's sucker punch only then you win against Khan if you can/it is statused. Of course being able to hit stuff pretty hard with Sludge Wave is also cool, and Will-o-Wisp lets Gengar status and kill flyers or steels who are rude enough to be immune to tspikes.

I just think Mega Gengar is really cool, and I'd like to see if this kind of set is viable. Food for thought: 252 SpA Gengar Hex (130 BP) vs. 252 HP / 0 SpD Arceus-Water: 222-262 (50 - 59%) -- guaranteed 2HKO after poison damage
So that means Pdon can sweep much more easily if you want to go for that kind of thing.
 
Requesting a Palkia and Mewtwo (mega or not) offensive team. Both are heavy hittng special attackers and can do alot of damage to the opponents team. Would also like a deffoger of some sort and at least one defensive wall.

 
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hyw

Banned deucer.
Damn what happened to this thread I thought its purpose was to encourge the proliferation of interesting and intelligent angles upon builds not yet popularized yet that have the potential to be with the help of the elites of the tier. :/ I mean come on guys at least attach a semblance of an explanation as to why your suggestion would be an interesting core to build around, this should be a requirement per post or something if it isn't already,,,
 
I mean come on guys at least attach a semblance of an explanation as to why your suggestion would be an interesting core to build around, this should be a requirement per post or something if it isn't already,,,
Well, I wrote like the core works and which threats it has; I don't know if it is fine 'cause I am not an ubers expert, but I tried to do my best, I hope my post is enough to encourage someone to build around Arceus-Ghost + Xerneas.
 

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