Multi Gen Old Gen Creative / Underrated Uber Sets

Peli

name elevated but i still act average
This thread is to help people share some interesting and unseen sets they have made that have actually have been proven to work in the competitive Old Generation Uber metagames.
Approved by Sweep
This next piece is taken from Wreckdra's OP:
What is a new and creative, good moveset?
  • It successfully pulls off a role, and is not strictly outclassed by others.
  • It takes advantage of metagame trends.
  • It has had some success. Post replays / logs to strengthen your case. Make sure it is a replay tht showcases the capability of the pokemon in a battle, not you sending in a Delibird set you posted as fodder. Also, no replays of you sweeping a random on the bottom of the ladder with a CM Lugia or something like that.
What is an underrated, good moveset?
  • It is an existing set that for whatever reason isn't common.
  • Its use is meant to prey on specific facets of the metagame.
  • It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a gimmick in order to do so.
What are some things that constitute a shitty gimmick?
  • Using a Pokemon that has no business being used in Ubers, for the sake of using it in Ubers.
  • Movesets that are inferior and ineffective compared to existing movesets, or use an obscure move for the sake of hitting an even more obscure check or counter.
  • Movesets that are utterly impractacle or are horribly outclassed by another Pokemon.
  • This is an Old Gens Ubers thread. Don't post ORAS sets here. Post ORAS sets here
ADV Sets:


DPP Sets:
By:Iris

kerouac (Darkrai) @ Chople Berry
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Will-O-Wisp / Taunt
- Dark Pulse
- Focus Blast

A small spin on lead darkrai that sacrifices beating old time leads like scarf kyogre for the newer leads like tyranitar. It still beats froslass, rayquaza, cloyster, tentacruel, mew, etc because the sash was never necessary for those. The chople also remains useful outside of lead since sash is ruined by SR so you can sneak a kill on mewtwos or scarf dialgas, but that's a small niche. WoW or Taunt is a toss up depending on the team. I enjoy WoW cause all the people I play use jirachi and stuff to check darkrai.

By:Iris

fargo (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 40 SpA / 216 Spe
Hasty Nature
- Dragon Dance
- Fire Blast / Earthquake
- Extreme Speed / Fire Blast
- Outrage

Not unique in the slightest but takes advantage of newer players relying on scarf dialga / kyogre like benbe and bkc. I have three versions switching up the middle moves cause each has its own case to be on the set. It really depends on the player and what to expect. Jirachis, go EQ, Skarms, FB, Scarf palkia / spikes team, Espeed. If you look in the team showcase thing, you'll see a lot of ray weak teams.

By:Iris

BW Sets:
By Sweep:

Stunfisk @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Protect / Earth Power
- Thunder / Discharge
- Stealth Rock / Earth Power

I swear it's a semi-viable CM Arceus check for sand, and opens up the possibility of using a non-support Tyranitar set (CB Tar can trap choiced Kyogre locked into a coverage move and hits brutally hard in general). Earth Power punishes Excadrill switchins and allows Stunfisk to check Dialga if your team appreciates those traits.

By Sweep:

Darkrai @ Choice Scarf
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Trick
- Dark Void
- Dark Pulse

This set is cool for dealing with Deoxys leads, ambushing Scarf Genesect, and revenge killing stuff late in the game. I use a Timid nature to get the jump on Modest Scarf Shaymin-S, which is making a bit of a comeback as of late. Trick ensures this set can cripple defensive Kyogre, Chansey, and other potential switchins. Focus Blast can be fit somewhere for revenging Scarf Terrakion and hitting Dialga, but it's very hard to justify. Credit to anikrahman1995 for making this set long, long ago.

By: Ogasian / Sweep

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Often miscast by players acclimated to OU as a defensive wall, in Ubers, Landorus-Therian often serves better as a competent wallbreaker and and excellent check to Groudon lacking Lava Plume. He excels on Rain Balance teams as a role compressor- he breaks down Ferrothorn, Modest Specs / Specially Defensive Kyogre, Groudon, Tentacruel, etc. while serving as a solid Stealth Rock setter and, by virtue of his ability Intimidate, an emergency sack / check to various physical threats such as Rock Polish Groudon, Extremekiller Arceus, and Dragon / Swords Dance Rayquaza. His attack investment, in conjunction with Earth Plate, makes it extremely difficult for opposing 'mons to set up on him. For example, 252 HP Arceus-Formes take 44.8-52.9% from Earthquake, a solid 2HKO after Stealth Rock. Furthermore, his access to U-Turn and Stone Edge allows him to keep offensive momentum (U-turning on a Giratina-O switch in, etc.) and OHKO Ho-Oh respectively.

Here are some calcs demonstrating his power (assuming Adamant)
252+ Atk Earth Plate Landorus-T Earthquake vs. 0 HP / 0 Def Kyogre: 255-301 (74.7 - 88.2%) -- guaranteed 2HKO
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 4 Def Forretress: 174-205 (49.1 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 252+ Def Groudon: 133-157 (32.9 - 38.8%) -- 5.5% chance to 3HKO after Leftovers recovery
252+ Atk Earth Plate Landorus-T Earthquake vs. 80 HP / 0 Def Groudon: 175-207 (48.4 - 57.3%) -- 93.4% chance to 2HKO
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 0 Def Kyogre: 255-301 (63.1 - 74.5%) -- guaranteed 2HKO
252+ Atk Landorus-T Stone Edge vs. 248 HP / 0 Def Ho-Oh: 568-672 (136.8 - 161.9%) -- guaranteed OHKO


With that being said, Landorus-Therian does have its deficiencies. It's not splashable like Arceus-Fighting or Arceus-Ghost, and usually does not fit on Sun teams or Hyper Offense. It lacks reliable recovery outside of Rest (the lack of Leftovers only compounds this weakness) and is liable to be worn down, especially upon repeated switch-ins to Stealth Rock and Groudon's Stone Edge. It is usually checked well by Pokemon such as Physically Defensive Groudon and both Giratina Formes. Faster Pokemon, such as Darkrai, Palkia, and Mewtwo all outspeed it and either OHKO it or threaten it with status. Landorus-Therian must also be wary of status, especially Will-o-Wisp. As such, it is usually not wise to stay in on various Support Arceus, as they can outspeed and threaten with a burn.

By: Zf

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Recover

This Sableye set plays similarly to stalltwo with a bit less bulk (still requires something mildly powerful to break it though. for example, 56+ SpA Dialga Draco Meteor doesn't OHKO and Fire Blast doesn't 2HKO). It anti-leads every hazard lead out there with +1 taunt and spreads burns easily. dark/ghost is an amazing defensive typing and allows sableye to check ekiller, mewtwo, and fightceus consistently. as a spinblocker, it beast cloyster and every defensive spinner. overall, an interesting mon i've messed around with but never really seen anyone else use.

By: Zf

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 180 SpD / 76 Spe
Jolly Nature
- Stealth Rock / Healing Wish
- U-turn
- Magic Coat
- Iron Head

This Jirachi sets acts as a pivot for teams that desperately need a dragon resist and SR setter that doesn't completely kill momentum. Magic Coat remedies the problem defensive Jirachi has with opposing hazard stackers and lets it act as an anti-lead to Deoxys formes, Froslass, and Darkrai. U-turn keeps momentum in the user's favor after bringing Jirachi in against a threat. Iron Head occupies the last slot for STAB and an attack that doesn't force it out, as sometimes it is necessary to not pivot, although it could be swapped for whatever attack is more useful for its team. Healing Wish is another move worth considering because it's just so useful for offense and a spread with significant attack investment can be used alongside E-Killer / Tina-O to put Deo-S in priority range after U-turn.

By: Zf

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 100 Def / 156 Spe
Jolly Nature
- Dragon Tail
- Roar
- Rest
- Sleep Talk

Fast phazer Giratina isn't necessarily something new, but it's rare and does its job very well. On hazard stacking defensive teams, Giratina acts as a bulky spinblocker that outspeeds all opposing phazers (defensive Ogres, Skarmory, EP Adamant Groudon, most Giratina-O, etc), making it very tough to force out. The given spread outspeeds everything up to neutral-natured base 95s, so while Giratina is asleep, it has 67% chance to phaze anything slower, most notably Modest SpecsOgre and Adamant / Rash Rayquaza. Overall, a durable spinblocker that abuses hazards better than most.

By: Zf

Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 56 Def / 204 Spe
Bold Nature
- Weather Ball
- Toxic
- Whirlwind
- Roost

Weather Ball Lugia is meant to slot into sun teams that want its defensive niche without it being complete hazard bait. Weather Ball in sun allows Lugia to pressure steel types that would otherwise wall its other sets and, as a result, prevent the tier's spikers from having a field day against it.

By: Hack

Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Substitute
- Dark Pulse
- Nasty Plot

Darkrai @ Salac Berry
Ability: Bad Dreams
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Dark Void
- Substitute
- Dark Pulse
- Nasty Plot

Why LO Darkrai rose in popularity as of later years is understandable coming from and XY/ORAS perspective of the mon, but it always confused me personally. When bw2 was active, lefties sub rai was dope and could dismantle most bulky teams with just a little hazard support. It's much harder to wear down and revenge kill with say, Genesect, and doesn't have to rely on dark void hitting nearly as much (it finds subs on switches insead). Additionally it is just as good at fucking with cb Ho-oh as the taunt sets. Salac Berry is more gimicky but I thought it'd be nice to showcase it- it has the ability to sweep past weakened scarfers.

By: Hack

Arceus @ Power Herb
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Extreme Speed
- Shadow Force
- Earthquake
- Swords Dance

Gimicky but fun Ekiller set. Some of most used checks to it in the first place are Giratina-O/Arceus-Ghost, so this set just owns them (Ghostceus doesn't run wisp in this gen). You can't forgo power herb, btw, as the common sub giratina-o or core of a normal type+giratina-o would stone wall you.

By: Hack

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 148 Def / 112 Spe
Timid Nature
- Judgment
- Will-O-Wisp
- Spacial Rend
- Recover

A personal sand support Arceus favorite. Rend is for palkia mostly, and retains rayquaza coverage. Wisp for Dialga/Ferro. Most Arceus-Water don't run a STAB move in this tier, but on sand as opposed to sun where it is usually seen, it allows for good coverage, hitting weather sweepers, Blaziken and Ho-oh.

By: Polop / Ogasian

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 Def / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Shadow Ball / Thunder / Earth Power
- Thunder / Shadow Ball / Earth Power
- Calm Mind

I swear I switch this thing on Groudon now and I get some support arceus or skarmory or excadrill coming in on me every single time. This is the best way to say "screw you" to these very tanks ;_;. This set was originally inspired by CM Draco Meteor latios: the idea is simple, setup a Calm Mind as whatever your checking switches and laugh as the "support arceus" meant to check you wavers in horror as it dies (or becomes further setup) to a boosted STAB Draco Meteor. The rest of the moves are coverage based. Shadow Ball gets STAB and hits a lot of stuff neutrally, Thunder slams Kyogre, forretress, and skarmoy in the face, Earth Power makes Excadrill cry (unless its those baloon variants D:). Other moves not listed that can be run are Aura Sphere, Hidden Power Fire and Dragon Tail. Aura Sphere pairs nicely with the moves but its base power in general is underwhelming, but it does screw with Excadril and Tyranitar more :). Dragon Tail gives you a method of phazing and lets you bluff other sets and Hidden Power Fire is in case you have a really bad fetish against Forretress and Scizor.

Dragon Pulse and Substitute are also legitimate options. Substitute turns you into stall's worst nightmare because chansey can't check it (Toxic makes you status immune and lol Seismic Toss works on ghosts) but if you do that you probably don't want to run Draco Meteor since your probably not switching out unless forced to.
~~~~~~~~~~~~~~
You only really need 152 Spattck with Modest as it still allows you (with CM up) to OHKO Arc Ghost after rocks, 2HKO spdef Ogre with thunder (modest max still misses out on the OHKO), nearly OHKO standard Ekiller, OHKO Groudon comfortably, etc. The rest of the ev's should be thrown into extra bulk or speed creep.

By:Dice

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Judgment
- Surf
- Fire Blast
- Recover

use this on rain teams that dislike giving ho-oh momentum and like hitting moves. surf hits most spinners, land-t/glis, darkrai on the switch reliably, heatran, etc. u lose out on dialga but it's kinda a nice move to have in general. good niche set ppl should use it on more squads. i just like fire blast to help dick ferrothorn, but if u are really insecure about ekiller or something use wisp.
 
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BW Ubers

Stunfisk @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Protect / Earth Power
- Thunder / Discharge
- Stealth Rock / Earth Power

I swear it's a semi-viable CM Arceus check for sand, and opens up the possibility of using a non-support Tyranitar set (CB Tar can trap choiced Kyogre locked into a coverage move and hits brutally hard in general). Earth Power punishes Excadrill switchins and allows Stunfisk to check Dialga if your team appreciates those traits.

Darkrai @ Choice Scarf
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Trick
- Dark Void
- Dark Pulse

This set is cool for dealing with Deoxys leads, ambushing Scarf Genesect, and revenge killing stuff late in the game. I use a Timid nature to get the jump on Modest Scarf Shaymin-S, which is making a bit of a comeback as of late. Trick ensures this set can cripple defensive Kyogre, Chansey, and other potential switchins. Focus Blast can be fit somewhere for revenging Scarf Terrakion and hitting Dialga, but it's very hard to justify. Credit to anikrahman1995 for making this set long, long ago.

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

Earth Plate Landorus-T has an awesome type combination, a great ability, and excellent power. To illustrate its power, Earthquake will OHKO Genesect after SR (and sometimes at 100%) and can 2HKO Arceus formes. Stone Edge is for Ho-Oh, but Outrage is pretty cool to smack Giratina-O if you're using this with a spinner while still hitting Dragons like Rayquaza and Salamence.
 


Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Often miscast by players acclimated to OU as a defensive wall, in Ubers, Landorus-Therian often serves better as a competent wallbreaker and and excellent check to Groudon lacking Lava Plume. He excels on Rain Balance teams as a role compressor- he breaks down Ferrothorn, Modest Specs / Specially Defensive Kyogre, Groudon, Tentacruel, etc. while serving as a solid Stealth Rock setter and, by virtue of his ability Intimidate, an emergency sack / check to various physical threats such as Rock Polish Groudon, Extremekiller Arceus, and Dragon / Swords Dance Rayquaza. His attack investment, in conjunction with Earth Plate, makes it extremely difficult for opposing 'mons to set up on him. For example, 252 HP Arceus-Formes take 44.8-52.9% from Earthquake, a solid 2HKO after Stealth Rock. Furthermore, his access to U-Turn and Stone Edge allows him to keep offensive momentum (U-turning on a Giratina-O switch in, etc.) and OHKO Ho-Oh respectively.

Here are some calcs demonstrating his power (assuming Adamant)
252+ Atk Earth Plate Landorus-T Earthquake vs. 0 HP / 0 Def Kyogre: 255-301 (74.7 - 88.2%) -- guaranteed 2HKO
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 4 Def Forretress: 174-205 (49.1 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 252+ Def Groudon: 133-157 (32.9 - 38.8%) -- 5.5% chance to 3HKO after Leftovers recovery
252+ Atk Earth Plate Landorus-T Earthquake vs. 80 HP / 0 Def Groudon: 175-207 (48.4 - 57.3%) -- 93.4% chance to 2HKO
252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 0 Def Kyogre: 255-301 (63.1 - 74.5%) -- guaranteed 2HKO
252+ Atk Landorus-T Stone Edge vs. 248 HP / 0 Def Ho-Oh: 568-672 (136.8 - 161.9%) -- guaranteed OHKO


With that being said, Landorus-Therian does have its deficiencies. It's not splashable like Arceus-Fighting or Arceus-Ghost, and usually does not fit on Sun teams or Hyper Offense. It lacks reliable recovery outside of Rest (the lack of Leftovers only compounds this weakness) and is liable to be worn down, especially upon repeated switch-ins to Stealth Rock and Groudon's Stone Edge. It is usually checked well by Pokemon such as Physically Defensive Groudon and both Giratina Formes. Faster Pokemon, such as Darkrai, Palkia, and Mewtwo all outspeed it and either OHKO it or threaten it with status. Landorus-Therian must also be wary of status, especially Will-o-Wisp. As such, it is usually not wise to stay in on various Support Arceus, as they can outspeed and threaten with a burn.

Edit: Got ninja'd by sweep, but mine is more in-depth so i'll leave it here
 
here's some bw2 stuff:


Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Recover

This Sableye set plays similarly to stalltwo with a bit less bulk (still requires something mildly powerful to break it though. for example, 56+ SpA Dialga Draco Meteor doesn't OHKO and Fire Blast doesn't 2HKO). It anti-leads every hazard lead out there with +1 taunt and spreads burns easily. dark/ghost is an amazing defensive typing and allows sableye to check ekiller, mewtwo, and fightceus consistently. as a spinblocker, it beast cloyster and every defensive spinner. overall, an interesting mon i've messed around with but never really seen anyone else use.


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 180 SpD / 76 Spe
Jolly Nature
- Stealth Rock / Healing Wish
- U-turn
- Magic Coat
- Iron Head

This Jirachi sets acts as a pivot for teams that desperately need a dragon resist and SR setter that doesn't completely kill momentum. Magic Coat remedies the problem defensive Jirachi has with opposing hazard stackers and lets it act as an anti-lead to Deoxys formes, Froslass, and Darkrai. U-turn keeps momentum in the user's favor after bringing Jirachi in against a threat. Iron Head occupies the last slot for STAB and an attack that doesn't force it out, as sometimes it is necessary to not pivot, although it could be swapped for whatever attack is more useful for its team. Healing Wish is another move worth considering because it's just so useful for offense and a spread with significant attack investment can be used alongside E-Killer / Tina-O to put Deo-S in priority range after U-turn.


Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 100 Def / 156 Spe
Jolly Nature
- Dragon Tail
- Roar
- Rest
- Sleep Talk

Fast phazer Giratina isn't necessarily something new, but it's rare and does its job very well. On hazard stacking defensive teams, Giratina acts as a bulky spinblocker that outspeeds all opposing phazers (defensive Ogres, Skarmory, EP Adamant Groudon, most Giratina-O, etc), making it very tough to force out. The given spread outspeeds everything up to neutral-natured base 95s, so while Giratina is asleep, it has 67% chance to phaze anything slower, most notably Modest SpecsOgre and Adamant / Rash Rayquaza. Overall, a durable spinblocker that abuses hazards better than most.


Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 56 Def / 204 Spe
Bold Nature
- Weather Ball
- Toxic
- Whirlwind
- Roost

Weather Ball Lugia is meant to slot into sun teams that want its defensive niche without it being complete hazard bait. Weather Ball in sun allows Lugia to pressure steel types that would otherwise wall its other sets and, as a result, prevent the tier's spikers from having a field day against it.
 
bw2:

Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Substitute
- Dark Pulse
- Nasty Plot

Darkrai @ Salac Berry
Ability: Bad Dreams
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Dark Void
- Substitute
- Dark Pulse
- Nasty Plot

Why LO Darkrai rose in popularity as of later years is understandable coming from and XY/ORAS perspective of the mon, but it always confused me personally. When bw2 was active, lefties sub rai was dope and could dismantle most bulky teams with just a little hazard support. It's much harder to wear down and revenge kill with say, Genesect, and doesn't have to rely on dark void hitting nearly as much (it finds subs on switches insead). Additionally it is just as good at fucking with cb Ho-oh as the taunt sets. Salac Berry is more gimicky but I thought it'd be nice to showcase it- it has the ability to sweep past weakened scarfers.

Arceus @ Power Herb
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Extreme Speed
- Shadow Force
- Earthquake
- Swords Dance

Gimicky but fun Ekiller set. Some of its most used checks to it in the first place are Giratina-O/Arceus-Ghost, so this set just owns them (Ghostceus doesn't run wisp in this gen). You can't forgo power herb, btw, as the common sub giratina-o or core of a normal type+giratina-o would stone wall you.

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 148 Def / 112 Spe
Timid Nature
- Judgment
- Will-O-Wisp
- Spacial Rend
- Recover

A personal sand support Arceus favorite. Rend is for palkia mostly, and retains rayquaza coverage. Wisp for Dialga/Ferro. Most Arceus-Water don't run a STAB move in this tier, but on sand as opposed to sun where it is usually seen, it allows for good coverage, hitting weather sweepers, Blaziken and Ho-oh.

sdef sab and non wish rachi aren't really viable
 
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foul play has been standard fare for about a year and a half, the mon itself is underrated though I guess
 

polop

Would you look at the time?
is a Contributor Alumnus
Keep in mind that the following EV spread can be tweaked to include as much speed creep as desired, this is for BW2~

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 Def / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Shadow Ball / Thunder / Earth Power
- Thunder / Shadow Ball / Earth Power
- Calm Mind

I swear I switch this thing on Groudon now and I get some support arceus or skarmory or excadrill coming in on me every single time. This is the best way to say "screw you" to these very tanks ;_;. This set was originally inspired by CM Draco Meteor latios: the idea is simple, setup a Calm Mind as whatever your checking switches and laugh as the "support arceus" meant to check you wavers in horror as it dies (or becomes further setup) to a boosted STAB Draco Meteor. The rest of the moves are coverage based. Shadow Ball gets STAB and hits a lot of stuff neutrally, Thunder slams Kyogre, forretress, and skarmoy in the face, Earth Power makes Excadrill cry (unless its those baloon variants D:). Other moves not listed that can be run are Aura Sphere, Hidden Power Fire and Dragon Tail. Aura Sphere pairs nicely with the moves but its base power in general is underwhelming, but it does screw with Excadril and Tyranitar more :). Dragon Tail gives you a method of phazing and lets you bluff other sets and Hidden Power Fire is in case you have a really bad fetish against Forretress and Scizor.

Dragon Pulse and Substitute are also legitimate options. Substitute turns you into stall's worst nightmare because chansey can't check it (Toxic makes you status immune and lol Seismic Toss works on ghosts) but if you do that you probably don't want to run Draco Meteor since your probably not switching out unless forced to.

I like how this thread so far has only had BW postings~.
 
Keep in mind that the following EV spread can be tweaked to include as much speed creep as desired, this is for BW2~

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 Def / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Shadow Ball / Thunder / Earth Power
- Thunder / Shadow Ball / Earth Power
- Calm Mind

I swear I switch this thing on Groudon now and I get some support arceus or skarmory or excadrill coming in on me every single time. This is the best way to say "screw you" to these very tanks ;_;. This set was originally inspired by CM Draco Meteor latios: the idea is simple, setup a Calm Mind as whatever your checking switches and laugh as the "support arceus" meant to check you wavers in horror as it dies (or becomes further setup) to a boosted STAB Draco Meteor. The rest of the moves are coverage based. Shadow Ball gets STAB and hits a lot of stuff neutrally, Thunder slams Kyogre, forretress, and skarmoy in the face, Earth Power makes Excadrill cry (unless its those baloon variants D:). Other moves not listed that can be run are Aura Sphere, Hidden Power Fire and Dragon Tail. Aura Sphere pairs nicely with the moves but its base power in general is underwhelming, but it does screw with Excadril and Tyranitar more :). Dragon Tail gives you a method of phazing and lets you bluff other sets and Hidden Power Fire is in case you have a really bad fetish against Forretress and Scizor.

Dragon Pulse and Substitute are also legitimate options. Substitute turns you into stall's worst nightmare because chansey can't check it (Toxic makes you status immune and lol Seismic Toss works on ghosts) but if you do that you probably don't want to run Draco Meteor since your probably not switching out unless forced to.

I like how this thread so far has only had BW postings~.
I've run this set before and you only really need 152 Spattck with Modest as it still allows you (with CM up) to OHKO Arc Ghost after rocks, 2HKO spdef Ogre with thunder (modest max still misses out on the OHKO), nearly OHKO standard Ekiller, OHKO Groudon comfortably, etc. The rest of the ev's should be thrown into extra bulk or speed creep.
 

hyw

Banned deucer.
sub works well on this set too imo like on rain balance teams i liked this gira o set: shadow ball, aura sphere, cm, and sub; non dt special gira o can catch ur opp off guard and sub works well on balancy rain teams that can struggle vs stallier rain teams and stuff like this thing wrecks ferro which no other gira o set can do lol and for the set polop suggested slashing wow might not be too bad too imo since it lets u neutralize stuff like ekiller and ferro big pains in the bum
 
bw:

3 atks arceus-ghost


Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Judgment
- Surf
- Fire Blast
- Recover

use this on rain teams that dislike giving ho-oh momentum and like hitting moves. surf hits most spinners, land-t/glis, darkrai on the switch reliably, heatran, etc. u lose out on dialga but it's kinda a nice move to have in general. good niche set ppl should use it on more squads. i just like fire blast to help dick ferrothorn, but if u are really insecure about ekiller or something use wisp.
 
Active thread hehe.
I have more support for the BW2 / Gen5 Ubers crowd.
Below are some things I used on the same team once, and have since deleted. EVs are hard to say exactly but show the general idea...
Trying not to make this a RMT. More for appreciation really. Pretty decent shit.
upload_2015-12-21_15-4-14.png
replays under "i.abort" or "scab picker" or "cumming face"

If we are talking underrated, Sand + Arceus Rock really is. I mean c'mon that's as Uber as you can get!

Sets:
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 56 HP / 68 Atk / 176 SpD / 208 Spe
Careful Nature
- Crunch
- Superpower
- Stealth Rock
- Toxic

Pretty standard, Toxic could serve as insurance against Arceus-Dark or emergency status against Arceus-Ground setting up. I put 210 speed because there is a replay of it outspeeding an Omastar. That's important. :toast:

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Calm Mind
- Will-O-Wisp

Epitome of Uber if anyone can get this to work ever. Sick set.
________________________________________________________________________________________________________

These last 4 are more creative or gimmicky but have uses I imagine.

Excadrill @ Earth Plate
Ability: Sand Rush
EVs: 160 HP / 96 Atk / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Iron Head
- Sandstorm

An attempt to make the best of Excadrill's magnificent qualities -- its trait and typing. Sand Rush with some defensive and weather utility here. Max speed because other Excadrill are threats, and just because speed is good to beat base 90 when Excadrill is base 88. Earth Plate gives more power to Earthquake and doesn't cause health loss. Substitute scouts stuff sometimes. It's cool to change weather too either just by straight predicting or behind a Sub. It's not a total loss to get a change in weather on, say, Lugia or either Giratina form, and just try and pick away at them. Skarmory makes this very sad, but Cloyster would at least punish Skarmory, in theory, or make for some interesting counter play options - putting the Skarmory user in a predicament of whether to spin block or not.

Cloyster @ Ice Gem
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Spear
- Shell Smash
- Rapid Spin

Ice Gem boosts all five hits of Icicle Spear and makes Ice Shard a little more boosted. Priority is good to have. I had it do some chip damage to help get past a Fightceus once. This set sacrifices Cloyster's hazard-laying options and focuses more on the situational usefulness of the Ice attacks. Such a good attack type. Shell Smash makes this a threat against passive play. Rapid Spin support from this guy can happen at times too and cause mind games at least. Harder to play this without an item that keeps it alive, but switch-ins do not appreciate +2 Icicle Spear if it's getting Ice Gem boosted on top of it all. Surprising amounts of damage to Arceus switch-ins and Steel Types, which if they try and get cute and let you get to +4 could be in trouble. (The Forretress match-up is made much more interesting now.)

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 168 HP / 240 SpA / 100 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Draco Meteor
- Thunder
- Tailwind

Surprise! Yes a Modest Latias. Tailwind will double its speed. Darkrai, Genesect, and Arceus-Ghost are not counters anymore if they can not outspeed. Softening up with Thunder first, even when it'll have 70% accuracy, can be good first. Could get paralysis or get a KO with Draco Meteor on the subsequent turn if dealing with something bulky. Just unexplored when you use Tailwind, and takes out its usual counters is all. (Prankster Tornadus Tailwind is fun as well.) Hits hard and has some limited sponging and pivoting ability.

Gyarados @ Rocky Helmet
Ability: Intimidate
EVs: 204 HP / 76 SpD / 228 Spe
Jolly Nature
- Rest
- Sleep Talk
- Taunt
- Dragon Tail

I wanted a Gyarados that annoyed U-Turn and Dragon Tail users (hence Rocky Helmet) but I suppose Leftovers could be the better option. Or just not using Gyarados at all is probably the best option. (Why not Giratina-O?) Well Gyarados does not have those unfortunate weaknesses like Dragon, Dark, and Ice. I honestly forget the EVs and if that much speed is good or what. But it will want to be doing some speed shuffling if it's lucky! Oh it gets Taunt and that is something Giratina can only wish for. The main idea I had in mind with using this was that Gyarados is a decent Fightceus answer, an OK water resist, has Intimidate for chinking physical attackers, and although it has a SR weakness I will give it recovery in Rest and abuse some utility moves it has with Sleep Talk and ,oh yea, how can Gyarados possibly hold its own or help a team versus Ferrothorn, preventing it from being a giant dick? Taunt + Rocky Helmet! I hope you like it, or whatever. I personally hate Sleep Talk, but what can you do. It's an abusable set, and quite usable if you want to be different with Gyarados in Ubers.
 
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benbe wanted me to post stuff, sooooo i guess i will.

kerouac (Darkrai) @ Chople Berry
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Will-O-Wisp / Taunt
- Dark Pulse
- Focus Blast

A small spin on lead darkrai that sacrifices beating old time leads like scarf kyogre for the newer leads like tyranitar. It still beats froslass, rayquaza, cloyster, tentacruel, mew, etc because the sash was never necessary for those. The chople also remains useful outside of lead since sash is ruined by SR so you can sneak a kill on mewtwos or scarf dialgas, but that's a small niche. WoW or Taunt is a toss up depending on the team. I enjoy WoW cause all the people I play use jirachi and stuff to check darkrai.

fargo (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 40 SpA / 216 Spe
Hasty Nature
- Dragon Dance
- Fire Blast / Earthquake
- Extreme Speed / Fire Blast
- Outrage

Not unique in the slightest but takes advantage of newer players relying on scarf dialga / kyogre like benbe and bkc. I have three versions switching up the middle moves cause each has its own case to be on the set. It really depends on the player and what to expect. Jirachis, go EQ, Skarms, FB, Scarf palkia / spikes team, Espeed. If you look in the team showcase thing, you'll see a lot of ray weak teams.

Deoxys-Speed @ Leftovers
Ability: Pressure
EVs: 248 HP / 96 Def / 160 SpD / 4 Spe
Calm Nature
- Cosmic Power
- Taunt
- Night Shade / Ice Beam
- Recover

CP Deoxys + Toxic Spikes is an insane combination that takes advantage the new balance metagame. 0 speed deoyxs beats everything without a scarf besides deoxys a, but who cares about that. Taunt shuts down set ups, status, and healing, while pressure and cosmic power stall out the opposing team. Night Shade or ice beam is a toss up, depends on what youre scared of. Ice beam is only for ray, and night shade is consistent 100 damage that hits gira o, otherwise seismic toss would be better (I think it has more pp?).

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

Torment skarm is really cool with toxic spikes. most pokemon have one thing that hits skarm or is choiced like a palkia / dialga / kyogre so torment + protect keeps them switching / taking poison / hazard damage. There isn't much to say except you could run roost / taunt over whirlwind or spikes. Try it out on a toxic spike team.

other things to use or try: bu dialga, draco meteor jirachi, jolly shedinja, quagsire, scarf gira a, and spD gliscor
 
ADV/ Gen3:

Groudon @ Leftovers
Ability: Drought
EVs: 236 HP / 60 Def / 212 SpD
Impish Nature
- Earthquake
- Hidden Power [Ghost]
- Thunder Wave
- Swagger

Some sort of mixed defensive (and Mexican) Groudon that can survive and heal for awhile if lucky. Point is to paralyze stuff and Swagger if you have nothing better to do before switching out. That is if Swagger isn't banned...
The possibility that the opponent could have just 37.5% chance of attacking makes it a lot safer for your switch-in or for Groudon itself to stay in and attack a Kyogre, for instance.
This is not a set I would personally use to show off battling skill, but theoretically what else can Groudon do to help the team? Thunder Wave is a cancer move.

Forretress @ Leftovers
Ability: Sturdy
EVs: 244 HP / 168 SpA / 96 SpD
Sassy Nature
- Explosion
- Spikes
- Rapid Spin
- Hidden Power [Fire]

Carrying HP Fire in Ubers is great for Forretress. Should get used more! It's the best Steel type in the tier. Bop other Forretress. Use with Groudon for sun.
 
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ADV Ubers


Kyogre @ Lum Berry / Leftovers
Ability: Drizzle
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Thunder Wave
- Calm Mind

The idea here is pretty simple. Paralyze your "counter" the first time they switch in to you and muscle past them when you come in again. Lum berry is my personal item of choice because it lets Kyogre break past non-CM Blissey, making it much easier to gain the upper hand against defensive teams. Leftovers give a lot of longevity vs spikes-based balance teams, so they're justifiable too. The EV spread creeps 4 Speed Jirachi while maximizing power and bulk. Other underrated Kyogre sets are SubCM with para support, RoarCM to phaze out Lati@s that engage in a cm war, and T-Wave+3 Atks.


Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 44 Atk / 124 Def / 88 Spe
Impish Nature
- Earthquake
- Hidden Power [Ghost]
- Fire Blast
- Toxic

This Groudon works really well on more defensively oriented sun teams. It spreads Toxic very easily because natural absorbers of poison (steel types, Blissey, poison types) don't want to come in, fearing STAB EQ and Fire Blast. In the same vein, Fire Blast stops this set from being Spikes bait, unlike other defensive Groudon sets, which can be very helpful vs Spikes based teams. HP Ghost is mandatory to 2HKO Lati@s on the switch (Refresh+CM Latias in particular) so they don't have a field day. I have quite a few spreads for this set but 252 HP and 44 Atk are always constant; maximizing bulk and 2HKOing Latias are very important. The rest of the EVs can be dumped in Def, SpD, and Spe and nature can be changed depending on what the team needs. This particular spread outspeeds 4 Spe Jirachi while maximizing Def. Other underrated Groudon sets include Paradancer with defensive investment and Choice Band (needs para support).


Latios @ Soul Dew
Ability: Levitate
EVs: 252 Atk / 100 SpA / 156 Spe
Lonely Nature
- Hidden Power [Fighting]
- Shadow Ball
- Thunder
- Dragon Dance

Many teams rely on a bulky normal like Snorlax or Blissey to check the Lati twins. DD Latios capitalizes on that fact and lures out these bulky normals, 2HKOing them with +1 HP Fighting so another teammate, preferably CM Latias, can sweep. Shadow Ball+HP Fighting have perfect neutral coverage and Thunder hits Kyogre, Ho-Oh, and Lugia hard enough that Latios can't be stopped by them easily. Max attack investment is necessary to 2HKO Snorlax, 156 Spe outspeeds Deoxys-A at +1, and the remaining EVs go to SpA for Thunder. A more specially based DD set is viable too, with Ice Beam>Shadow Ball, to act as a cleaner vs weakened teams. Other underrated Latios sets include 4 Atks and Refresh+CM. Shoutout to Minority Suspect for first making this spread.


Deoxys-Attack @ Petaya Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 30 HP
- Superpower
- Ice Beam
- Thunder
- Substitute

Many Deo-A are Choice Band in ADV, meaning most team's primary switch-in will be something that can take a CB Shadow Ball (especially if you bluff CB). This makes it easy to get a Sub on the switch and hit whatever came in with unexpected strong special coverage. Subbing 3 times activates the Petaya berry and gives Deo-A +1 special attack, which is helpful when mons like Metagross switch in on the first sub and makes Deo-A a fearsome cleaner. Superpower gives fighting coverage to keep bulky normals from stopping a potential sweep. Other underrated sets are Spell Tag 4 Atks, HP Ground Choice Band, and Rock Slide Spell Tag.


Mewtwo @ Lum Berry
Ability: Pressure
EVs: 36 Atk / 252 SpA / 220 Spe
Mild Nature
- Ice Beam
- Fire Blast / Calm Mind
- Thunder(bolt)
- Self-Destruct

Self-Destruct Mewtwo is very good at luring out special tanks and disposing of them. Mewtwo has amazing coverage in Fire / Ice / Electric and can 2HKO most of the metagame, forcing specially bulky mons to come in. Calm Mind over Fire Blast lets it double as a lategame cleaner or a lure and Thunder vs Thunderbolt is really just whether you want to hit Ho-Oh in sun or not. The given EV spread maximizes special attack and outspeeds base 110s (Lati@s) and lower. Other underrated Mewtwo sets include CM+3 Atks (Psychic / Fire Blast / Ice Beam) and Black Belt MixTwo.


Regirock @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Superpower
- Hidden Power [Ghost]
- Explosion

CB Regirock is a solid physical tank and arguably the best Snorlax switch-in in the metagame. It checks most physical mons, notably Snorlax, Rayquaza, Ho-Oh, and the like while still providing an offensive presence for its team. With max attack and an Adamant nature, it hits hard enough to punish most switch-ins and has good neutral coverage. Its special bulk isn't too bad either, meaning it can check CM Lati@s / Mewtwo in a pinch. CB Explosion is just good in general and OHKOs anything that doesn't resist it.


Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Rock Slide
- Earthquake
- Hidden Power [Ghost]

CB Aero is a relatively powerful revenge killer and cleaner with some defensive utility (which is why you use it over Deo-A). Rock / Flying typing allows it to switch in on Ho-Oh, non-Curse Snorlax, and CB Lugia and force them out, as well as emergency check SubSalac Groudon (+2 HP Ghost doesn't OHKO). Adamant nature is chosen because it needs as much power as possible and still outspeeds max Spe Timid Lati@s.


Gengar @ Leftovers
Ability: Levitate
EVs: 112 HP / 248 Atk / 148 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Shadow Ball / Fire Punch / Explosion
- Hidden Power [Rock]

Stallbreaker Gengar is a personal favorite of mine. Gengar is the only spinblocker worth using in the tier and imo, this is its best set. Taunt+WoW is really good with Spikes up and stops passive mons like Forretress and non-CM Blissey from doing much of anything. HP Rock is the crux of the set, 2HKOing Ho-Oh on the switch with the given attack investment. The last slot is a toss up between Fire Punch, Shadow Ball, and Explosion. Fire Punch hits Forretress and Magneton in sun, Shadow Ball hits psychics (mainly Lati@s), and Explosion has general utility, being able to consistently hit certain targets because of Taunt+WoW. Max attack is necessary to 2HKO the omnipresent Ho-Oh and 148+ Spe outspeeds neutral natured base 110s and under. The rest is thrown into HP so Gengar isn't too fragile. Defensively, Gengar doesn't do too much other than switch in to Snorlax, spinners, predicted ground moves, and the occasional utility boom, but sometimes blocking spin can be huge.
 
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I like the format ZF is using so I'm stealing it n_n
just like i steal his teams
jk jk i don't teamsteal


BW2


Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Bug Buzz
- Flamethrower
- Ice Beam
- U-turn

Genesect is one of the most common pokemon in the Gen 5 metagame, however, almost everybody runs Physical Scarf Genesect. As such, many players specifically EV their Pokemon to give Genesect the Special Attack boost and not the Attack boost (which empowers U-turn). This set aims to take advantage of that fact. Bug Buzz hits surprisingly hard at +1 and easily OHKOes Mewtwo, Darkrai, etc. I like Flamethrower mainly because I use this set on Sun Teams- it's a nice pseudo STAB that hits decently hard. Ice Beam and U-turn are standard, they hit Rayquaza and provide momentum respectively.


Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 44 Atk / 252 SpA / 212 Spe
Naive Nature
- Psycho Boost
- Ice Punch
- Low Kick
- Extreme Speed

I'm not quite sure if this qualifies as underrated but it's definitely underused. So many people use the Spikes sash set nowadays that people have forgotten about the sheer power of a Life Orb boosted Deoxys-Attack Psycho Boost. This thing does absolutely insane damage and can surprise some newer players who don't expect Ice Punch. The speed EV's are enough to outspeed scarfed base 90's (I'm pretty sure, I'll have to check lol) and the rest of the EV's are thrown into Special Attack and Attack. Psycho Boost hits incredibly hard and is your main nuke. Ice Punch and Low Kick are merely coverage moves; most of the time you'll be clicking Psycho Boost and watching something drop. Extreme Speed is merely there for utility purposes, such as picking off a weakened mon or getting important chip damage on a scarfer. That being said, Deo-A is quite frail (understatement of the year lol) and doesn't really have defensive synergy, but sometimes the best defense is a good offense :)!


Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock / Grass Knot
- Draco Meteor
- Thunder / Hidden Power Fire / Roost
- Calm Mind

CM Latios is perhaps the biggest "fuck you" to stall teams ever. One CM and Draco Meteor pretty much obliterates everything. The idea of this set is to come in on something Latios beats, ie. Kyogre, and CM on the switch. For teams that use 252 HP Arceus formes (Arc Ghost, Arc Grass, etc.), CM Latios is a huge problem, as these normally tanky sponges get blasted after a single CM. CM Latios is still revenged by Genesect, but CM is a great way to blast through it's usual checks. Draco Meteor is a must, as is CM, for obvious reasons. Thunder can be used to hit Genesect, Ho-Oh, and Kyogre fairy hard while Hidden Power Fire deals with Ferrothorn and Gene upon switchin. Roost can be used but Latios typically doesn't really get turns to Roost. Psyshock is recommended, but if you're super paranoid about Ttar you can run Grass Knot.


Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sleep Talk
- Close Combat
- Stone Edge
- No move / Toxic (as per ZoroarkForever , thanks for the suggestion :)

Gene pretty much outshines every other scarfer in BW. However, Scarf Terrak can be a decent poke on the right team. His dual STABS are excellent and his access to Sleep Talk allows him to be one of the best offensive checks to Darkrai in the BW metagame. Close Combat and Stone Edge are pretty self-explanatory, just click one of them, usually the super effective one lol. Since Terrakion will more than likely be asleep versus offense the majority of the time, no move in the fourth slot allows Terrakion to pick one of it's high BP STABs garunteed, so you don't have to worry about Sleep Talk picking X-Scissor to fuck you over. Toxic can also be used to pressure checks such as Groudon. Terrakion is also faster than Gene, which is a huge plus. It's got an excellent speed tier and pretty decent power. It's only downside (and it's kinda a big downside) is that it loses to Gira-O, Arc Ghost (actually pretty much any support Arc), and Groudon. It is a pretty good Ekiller check though, and it also threatens common mons such as Dialga and Ferrothorn. It's definitely not as splashable as Gene, but it serves its role well on the right team.
 
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ogasian Scarf Terrak should only run 3 moves imo: CC, Stone Edge, Sleep Talk. Considering you'll be sleeping vs offense quite a bit, this is pretty big. The ST rolls are more consistent and you'll always use 100+ base power STAB, so picking off things like 65% Scarf Ogre are guaranteed. The tradeoff of losing X-Scissor isn't a big deal anyway since even when it's super effective, it's quite weak (personally, I think Toxic is the best filler but it sucks when you're sleeping so ¯\_(ツ)_/¯ ).
 
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bw scarfmin (shaymin as a whole is underrated tho)

Shaymin-Sky @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Healing Wish
- Earth Power
- Air Slash
- Seed Flare

outspeeds everything with a scarf so u can flinch 2 win if needed while antileading deo-s and checking darkrai/mewtwo and shit. water resist/ ground immune gives some cute opportunities to come in. healing wish is a rly good move in a meta with such behemoths that often only have one reliable check to them per team. its fun weakening palkia/lati with a specs ogre then hwishing later in the match to win or soemthing.
 
oh and

Kyogre @ Water Gem
Ability: Drizzle
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Calm Mind
- Water Spout
- Ice Beam
- Thunder

i'd nvr use this srsly unless my oppo had a dialga ferro boner or liked stall but

+1 252+ SpA Water Gem Kyogre Water Spout (150 BP) vs. 252 HP / 208+ SpD Ferrothorn in Rain: 338-398 (96 - 113%) -- 75% chance to OHKO
+1 252+ SpA Water Gem Kyogre Water Spout (150 BP) vs. 252 HP / 200 SpD Dialga in Rain: 416-490 (102.9 - 121.2%) -- guaranteed OHKO
 

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
user zf already got most of the ADV ones I was thinking about posting, but here are a couple more.

Groudon @ Salac Berry
Ability: Drought
EVs: 156 HP / 252 Atk / 4 SpD / 96 Spe
Adamant Nature
- Swords Dance
- Substitute
- Hidden Power [Ghost]
- Earthquake
Not a new set by any means, but I don't think it is fully realized how potent Salac can be. Groudon doesn't struggle to find setup opportunities due to how many Pokemon it threatens, and its solid bulk also eases doing so. +1 Speed Groudon is frightening, especially for more offensive builds that often rely on Lati or Mewtwo to pick it off. This spread is for outspeeding Mewtwo and below at +1, and the HP ensures that Salac activates on the third Substitute. To beat 252 Deoxys-A you need 204 Speed, although for this spread I wanted something bulkier. HP Ghost rips through Lati, Mewtwo, Gengar, and deals significant damage to Lugia. Everything else bar Ho-Oh, defensive Kyogre (OHKOed after some residual), Aero / Ray (also OHKOed after some chip), and Skarmory is covered well by Earthquake, meaning you'll want good offensive support to take care of those mons.

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Calm Mind
- Shadow Ball
- Thunder
- Sacred Fire
This is a set I don't really see very much, which is a Calm Mind Ho-Oh that avoids being walled by Lati via Shadow Ball. Max SpA Thunder 2HKOs defensive Kyogre, one of the most common Ho-Oh responses, and can 2HKO opposing Ho-Oh as well. Shadow Ball breaks all Lati that aren't physically bulky Latias. Unfortunately this set cannot do anything to Blissey unless Ho-Oh managed to get paralyzed by something, although this is a problem with many CM users. Rest Snorlax is also somewhat threatening.
 

Peli

name elevated but i still act average
Will be updating the thread in the next day or so, got a gen 2 set from a banned user (da)

Forretress @ Leftovers with Rapid Spin / Spikes / Toxic / Reflect

Forretress is the main choice for hazard control in Ubers, and the standard set would probably run Explosion in the fourth slot. Explosion is very much the main means of killing stuff in the tier, and once its job is done it's often the most it can do. However, Reflect is in my opinion a really cool choice. Not only does it help versus CurseLax (a very common threat), but to some extent it allows you to face off versus Lugia - you can Toxic it, and control the hazard game, once you've set up a reflect versus it, and if it whirlwinds, then whatever is in will have an easier time versus it. It also lets it abuse its nice enough typing and stats to support the team even after it's no longer required for the hazard game.

If anyone who actually is knowledgeable about the gsc "meta" can weigh in on this that would be appreciated
 

polop

Would you look at the time?
is a Contributor Alumnus
Dpp / BW (far better in dpp tho)

Darkrai @ Salac Berry
Ability: Bad Dreams
EVs: 4 HP / 252 SpA / 252 Spe
Timid
- Nasty Plot
- Substitute
- Dark Void
- Dark Pulse

I think hugendugen popularized this at one point but it's died since due to how common ekiller / bulky arceus that can tank +2 pulse became in BW.

So darkrais a really potent sweeper but to use it most of the time to setup a sure fire sweep you end up having to remove choice scarf users and priority <_<. This set lets you bypass all choice scarfed Pokemon that aren't healthy dialga with sub salac. Setup a sub as the choice scarf user switches in and constantly do so if it threatens to break it. The turn you get a speed up you can nasty plot or just kill the scarfed thing. From there you have plenty of enough speed and SpA to clean out most teams that have a weakened steel types or flat out stomp HO teams if hazards are up and their rayquaza/ scizor is dead. With dpp it's even more dangerous since sand isn't nearly as prevalent nor is priority. Due to dark void and darkrais speed tier setup is easy and all that's needed is for something to be sacd so it can come in safely.

EVs can be altered, but max speed is still useful since darkrai can sleep something early on and comeback later to clean. Besides you'll be at 1/4 hp where no amount of defense investment will save you lol.
 

The Fallen (Lugia) @ Leftovers
Ability: Multiscale
EVs: 248 HP / 80 Def / 180 Spe
Timid Nature
- Substitute
- Roost
- Whirlwind
- Ice Beam

Fast SubRoost Lugia, or even Lugia in general, isn't something I see too often but it definitely carries its weight on Full Stall. While its problems of passivity and being Taunt / Hazards bait still persist, this variant of Lugia is an excellent counter / check to many powerful threats that otherwise threaten stall. The given EV's allow it to outspeed Timid Max Speed base 100's (mainly Palkia) and stall them, and slower Pokemon, out with a combination of Substitute and Roost. For example, Rock Polish Groudon, non Specs Palkia, non-Roar Dialga, Rayquaza, etc. are all effectively stopped by Lugia. Fast Lugia also has an amazing matchup versus opposing stall, as it is garunteed to outspeed every other common phaser bar Timid Max Speed Lugia. Whirlwind is fairly standard and allows Lugia to check most set-up sweepers. Ice Beam hits Rayquaza and Groudon and prevents Lugia from being total Taunt bait.
 

Steinbeck

Banned deucer.
Will be updating the thread in the next day or so, got a gen 2 set from a banned user (da)

Forretress @ Leftovers with Rapid Spin / Spikes / Toxic / Reflect

Forretress is the main choice for hazard control in Ubers, and the standard set would probably run Explosion in the fourth slot. Explosion is very much the main means of killing stuff in the tier, and once its job is done it's often the most it can do. However, Reflect is in my opinion a really cool choice. Not only does it help versus CurseLax (a very common threat), but to some extent it allows you to face off versus Lugia - you can Toxic it, and control the hazard game, once you've set up a reflect versus it, and if it whirlwinds, then whatever is in will have an easier time versus it. It also lets it abuse its nice enough typing and stats to support the team even after it's no longer required for the hazard game.

If anyone who actually is knowledgeable about the gsc "meta" can weigh in on this that would be appreciated
if im being completely honest, set doesn't work well at all. the whole niche of forre is spikes cause only other user of it is cloyster (skarm doesn't have spikes and cloyster isn't ubers viable) taking out boom destroys all offensive pressure it could have and turns it into drumlax bait which is a thing btw. besides most leads consist of mewtwo who may or may not run fire blast but you cannot pressure at all without toxic and that is kinda a meh check to mewtwo. and you stale mate forre which is also meh and you both don't have anything unless you win some of dem 50/50. tbh if we're to run a set it would go boom>reflect and hpfire>toxic if we talking about underrated to win da 50/50 against forre and still threaten wit boom. (you don't miss out on reflect much cause other mons can run it) so you pretty much beat all leads. i might post some decent sets like suicune or something else if i feel like it later sometime but rn i can't be bothered
 

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