With quotation marks. Entry hazards are set up first and foremost, which are then spread around by forcing switches. Some dangerous pokemon may sweep in end game.

Bouncing lead, spinblocker, Stealth Rock[/i]
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magic Coat
- Roar
- Stealth Rock
- Judgment
This lead fares fairly well against most common lead strategies. Does it want to taunt, set up entry hazards or status me (especially Darkrai)? Magic Bounce bounces it right back, often forcing them to switch out as they are crippled themselves. Does it want to set up? Roar often does the trick. If it's an attacking pokémon that cannot kill my Arceus, I usually set up SR. If it's something like Tyranitar, I have to switch to, for example, Metagross. Later in the game, Arceus serves as a spin blocker, and occasionally picks things off with its powerful Judgment. Of course things with Pursuit (like Ttar) are a problem for this pokemon. And prediction is sometimes difficult; does the opposing Darkrai user know that I will bounce his Dark Void right back and attack instead, or will he just automatically click the 'Dark Void' button?
Poison Spikes, Spinner
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Ice Beam
- Scald
Tentacruel is a surprisingly bulky pokemon, especially in Rain, and can often lay down two layers of toxic spikes. Opposing stall teams are countered with Rapid Spin, and incoming physical sweepers are often crippled with Scald (burn rate) or IceBeam (dragon-types).
SubSeeding Dragon stopper
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 48 Atk / 208 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Power Whip
- Protect
- Leech Seed
A solid wall against Dragon-types, it walls opposing pokémon to no end using leech seed and protect; especially when poison is up, provided by Tentacruel (or chansey). If against an opposing wall such as blissey, it may get some spikes up. Power Whip hits surprisingly hard against things like Kyogre. Protect also helps me scout Choice users.
End-game booster
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Scald
- Thunder
In end game, Kyogre sometimes has the chance to sweep. But whenever an opportunity arises, it can set up substitute and start boosting. Scald cripples physical sweepers, and scald and thunder provide good coverage in general. Opposing Ferrothorn completely wall kyogre, though.
The Fat Wall
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Counter
- Wish
- Softboiled
- Toxic
The choice between Blissey and Chansey is not always easy, but Chansey has several merits. Firstly, the uber metagame is simply so damn hard-hitting that Blissey would be hard-pressed to take some of the hits Chansey can. Secondly, Chansey is almost some sort of a physical tank too, easily taking weaker physical attacks. Counter may not seem like a very good attack, but many opponents simply keep firing physical attacks at chansey, which can be bounced right back by Counter, often KOing the opponent. This includes; earthquaking Groudon, power-whipping Ferrothorn, Crunching T-tar, etc. Blissey could never dream of walling those, but Chansey can survive the attacks with ease (though of course not repeatedly). Of course, it cannot hope to do anything against things like boosting Arceus or Rayquaza.
Revenge Killer, wall crippler
Metagross @ Choice Scarf
Trait: Clear Body
EVs: 52 HP / 252 Atk / 204 Spd
Jolly Nature (+Spd, -SAtk)
- Meteor Mash
- Ice Punch
- Earthquake
- Trick
Ice Punch might seem odd, but as you may have noticed, it is this team's main tool against Garchomp. Though metagross cannot switch into Earthquake, it can switch into a boosting Garchomp and KO it with Ice Punch. The EVs seem very odd but provide enough speed to outspeed boosting Arceus and hit them hard with Meteor Mash. Trick is a moveslot that I may switch for something else (perhaps fire punch?), but I find it very fun to cripple an opposing Skarmory or another wall with a Choice Scarf. It may be a bit too situational, though... I'm not sure.
I used to run scarf Heracross in this slot, which worked quite well, however it wasn't capable enough of revenge killing stuff like Garchomp. The prowess against Darkrai (I ran sleep talk on it) became unneeded because I decided to use the ghost arceus lead I am using now.
Comments, criticisms, suggestions? I must say that it hasn't been a while since I started ubers, so all comments are very welcome. If you want to playtest this, by all means go ahead.

Bouncing lead, spinblocker, Stealth Rock[/i]
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magic Coat
- Roar
- Stealth Rock
- Judgment
This lead fares fairly well against most common lead strategies. Does it want to taunt, set up entry hazards or status me (especially Darkrai)? Magic Bounce bounces it right back, often forcing them to switch out as they are crippled themselves. Does it want to set up? Roar often does the trick. If it's an attacking pokémon that cannot kill my Arceus, I usually set up SR. If it's something like Tyranitar, I have to switch to, for example, Metagross. Later in the game, Arceus serves as a spin blocker, and occasionally picks things off with its powerful Judgment. Of course things with Pursuit (like Ttar) are a problem for this pokemon. And prediction is sometimes difficult; does the opposing Darkrai user know that I will bounce his Dark Void right back and attack instead, or will he just automatically click the 'Dark Void' button?
Poison Spikes, Spinner
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Ice Beam
- Scald
Tentacruel is a surprisingly bulky pokemon, especially in Rain, and can often lay down two layers of toxic spikes. Opposing stall teams are countered with Rapid Spin, and incoming physical sweepers are often crippled with Scald (burn rate) or IceBeam (dragon-types).

SubSeeding Dragon stopper
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 48 Atk / 208 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Power Whip
- Protect
- Leech Seed
A solid wall against Dragon-types, it walls opposing pokémon to no end using leech seed and protect; especially when poison is up, provided by Tentacruel (or chansey). If against an opposing wall such as blissey, it may get some spikes up. Power Whip hits surprisingly hard against things like Kyogre. Protect also helps me scout Choice users.

End-game booster
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Scald
- Thunder
In end game, Kyogre sometimes has the chance to sweep. But whenever an opportunity arises, it can set up substitute and start boosting. Scald cripples physical sweepers, and scald and thunder provide good coverage in general. Opposing Ferrothorn completely wall kyogre, though.
The Fat Wall
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Counter
- Wish
- Softboiled
- Toxic
The choice between Blissey and Chansey is not always easy, but Chansey has several merits. Firstly, the uber metagame is simply so damn hard-hitting that Blissey would be hard-pressed to take some of the hits Chansey can. Secondly, Chansey is almost some sort of a physical tank too, easily taking weaker physical attacks. Counter may not seem like a very good attack, but many opponents simply keep firing physical attacks at chansey, which can be bounced right back by Counter, often KOing the opponent. This includes; earthquaking Groudon, power-whipping Ferrothorn, Crunching T-tar, etc. Blissey could never dream of walling those, but Chansey can survive the attacks with ease (though of course not repeatedly). Of course, it cannot hope to do anything against things like boosting Arceus or Rayquaza.

Revenge Killer, wall crippler
Metagross @ Choice Scarf
Trait: Clear Body
EVs: 52 HP / 252 Atk / 204 Spd
Jolly Nature (+Spd, -SAtk)
- Meteor Mash
- Ice Punch
- Earthquake
- Trick
Ice Punch might seem odd, but as you may have noticed, it is this team's main tool against Garchomp. Though metagross cannot switch into Earthquake, it can switch into a boosting Garchomp and KO it with Ice Punch. The EVs seem very odd but provide enough speed to outspeed boosting Arceus and hit them hard with Meteor Mash. Trick is a moveslot that I may switch for something else (perhaps fire punch?), but I find it very fun to cripple an opposing Skarmory or another wall with a Choice Scarf. It may be a bit too situational, though... I'm not sure.
I used to run scarf Heracross in this slot, which worked quite well, however it wasn't capable enough of revenge killing stuff like Garchomp. The prowess against Darkrai (I ran sleep talk on it) became unneeded because I decided to use the ghost arceus lead I am using now.
Comments, criticisms, suggestions? I must say that it hasn't been a while since I started ubers, so all comments are very welcome. If you want to playtest this, by all means go ahead.