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Old Jan 5th, 2013, 4:44:56 PM   #1
Hack He Must
 
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Default Elements of the Desert (peaked #1)

Introduction:
Hello all, Hack He Must here with my first RMT. With a little help from fellow users Anikrahman1995 and Imma Fly, this RMT will showcase a stall-based sandstorm team which is probably the best team I have ever built. Also, my two friends will have their say in this test as well, by helping out with the individual analysis of some team members, as well as the threatlist.
Ladder accomplishments aren’t exactly what I like to call the best way to display a team’s strength. Nevertheless, this team has served me well and got me to the #1 spot on the Uber ladder at Pokemon Showdown!
Sand is very viable in the Uber metagame. This team features Hippowdon, and tries to use its good qualities to make the best out of a Pokιmon that might seem out of place in the tier. I present to you: Elements of the Desert!
Team Building:

...


Team at a glance:


Ladder Peak:
...

Note: 64-6 win-loss record ^_^. This is far more important than the ladder peak itself as it shows that we hardly ever lost.

In detail:



Powdon (Hippowdon) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

As I wanted to use a sand team, I needed a pokemon with the ability Sand Stream. Hippowdon was the sand inducer of choice after I realised that Tyranitar was not a good switch-in to Groudon - a big problem indeed. Unlike Tyranitar, Hippowdon actually has the ability to outlast Groudon thanks to the wonderful move Slack Off. Using Hippowdon means that the team gives up the ability to Pursuit-trap Choice Scarf/Specs Kyogre locked into Thunder or Ice beam, but the team has enough checks for Kyogre anyway. Hippowdon is a nice answer to Zekrom, especially Substitute + Hone Claws variants because of Whirlwind. Furthermore, it fills three very important roles on my team, other than bringing sand, of course, that are crucial for the team’s strategy itself:

1) It sets up stealth rock. Residual damage is essential to this team; this allows Excadrill to break down Arceus Ghost if a spin is needed.
+2 252+ Atk Excadrill Earthquake vs. 252 HP / 0 Def Arceus-Ghost: 315-372 (70.94 - 83.78%) -- 56.25% chance to OHKO after Stealth Rock and Spikes. As you can see, this is a guaranteed KO after Sandstorm damage.
2) It is able phaze out any greedy Extremekiller Arceus that wants to set up too early for its own good.
3) It phazes out tank Ho-Oh behind a sub. This is very important because it allows me to be more aggressive when setting up spikes with Ferrothorn - a big part of my game plan.

The EV spread is standard. Hippowdon is a good physical wall due to its high physical defense and access to recovery in Slack Off. Slack off provides longevity against Groudon and Kyogre in weather wars as well as being a great healing move in general. Stealth Rock is self-explanatory and Earthquake is the obligatory stab, while Whirlwind prevents stuff from setting up on the Hippo.



Sk8rboy (Excadrill) @ Air Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Rapid Spin
- Swords Dance
- Iron Head

The second member that came to my mind when using sand was him. Excadrill is my spinner and late-game cleaner who outspeeds almost everything under sand. Often it doesn't even have to boost its attack with Swords Dance because Sand + Spikes + Stealth Rock will weaken the opposing team a lot.

Regarding spinning, it is a common saying that it is nigh impossible to spin in the Uber tier because of the prevalence of the three spinblockers Giratina, Giratina-O and Arceus-Ghost. Excadrill can get past all but impish Giratina because of the residual damage from Sandstorm, Spikes and Stealth Rock. It manages to spin more often than one might think. This makes Excadrill the best spinner in Ubers to date.

Max attack and speed provide optimum sweeping potential. Despite Smash-Pass being rare, 252 speed EVs makes Excadrill out speed +2 Smeargle in sand - an insurance against it is always nice to have. Iron Head is chosen to hit Gliscor hard. Gliscor is a big threat to sand teams in general and that's why balloon is the preferred item on Excadrill. With smart switching, it can also use the balloon against Groudon and other Excadrill. For example, Excadrill can 2HKO Fire Punch-less support Groudon with a boosted Earthquake, while it fails to hit back with its STAB Earthquake. Swords Dance, used to boost attack, enables it to sweep or bust through a spinblocker. Rapid Spin can be used to remove hazards; do not blindly do this if they still have spinblockers or Groudon alive.


C4 Durian (Ferrothorn) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 248 SDef / 8 Spd
Careful Nature
- Leech Seed
- Spikes
- Thunder Wave
- Power Whip


Ferrothorn is the Grass-type of our Fire-Water-Grass core. Its array of resistances allow it to switch into attacks such as, but not limited to, Grass Knot, Draco Meteor, Outrage and, more importantly, non-Choice Specs Water Spout from Kyogre. With that auspicious Grass/Steel typing, it is no wonder why Ferrothorn is an A-tier Pokιmon. If the opponent's team is weak to hazards and has no spinner, we take every oppurtunity to send it out and set up some spikes. Spikes + Leech Seed + Sandtorm + Stealth Rock will quickly wear down the opposing team. This way, most Pokιmon will lose about 43% of their health from just switching into Leech Seed. The synergy it has with the rest of the team is remarkable; Ho-Oh, Arceus-Water and Giratina resist Fire-type attacks while Ho-Oh and Giratina(again) are resistant or immune to fighting type attacks. When using Ferrothorn, make sure to keep track of its health. Do not blindly Leech Seed. Use Spikes if you are a relatively high health (70%).

The move set is standard:

Leech Seed: Recovery and residual damage on opponents. With Pokιmon like Giratina, Arceus and Ho-Oh switcing in on it, you can expect it to regain plenty of health quickly.
Spikes: Wears down grounded Pokιmon in conjuction with the passive damage from sandstorm and phazing. It is also a very important tool for winning the weather war. Groudon is walled by Hippowdon while Kyogre is walled by Ferrothorn.
Thunder Wave: We used to have Protect in this slot previously. Thunder Wave cripples many Pokιmon that switch into Ferrothorn. These Pokιmon include: Blaziken, Rayquaza, Palkia, Ho-Oh, Mewtwo, Support Arceus and almost anything that is not a Ground-type.
Power Whip: This is the STAB move needed to hurt Kyogre or Groudon switching in. It is moderately powerful even though Ferrothorn's attack stat is un-invested. Gyro Ball was neglected because we did not like the idea of having a Ferrothorn that could not hurt Kyogre significantly.

Protect: There is a reason why we chose not to use protect. I will just quote something that was said in the Smog: "Protect is a good move if used sparingly, but sometimes, you really have to ask yourself: is it really worth that moveslot? This is especially true when some Pokιmon have heavy "four moveslot syndrome" already. Ferrothorn is probably one of the biggest examples of this. Yes, Protect is probably the best move on most Ferrothorn sets as it gives it an extra turn of Leech Seed recovery. However, is it really worth using over something like Thunder Wave, a second STAB attack (like Power Whip for Gyarados), or that extra entry hazard? Each move that you place Protect over may be an extra moveslot wasted on another Pokιmon, or an advantage lost to your team. Obviously, if your team can accommodate it, that's fine, but if your team is running low on move slots, maybe it's a good idea to drop Protect for the other move."

The EV spread maximizes its ability to take special attacks. The 252 HP is for maximum leftovers recovery. 8 speed EVs is used to speed creep other Ferrothorn while simultaneously allowing it to out speed max speed base 90s after Thunder Wave.



Giratina-Awesome (Giratina) @ Leftovers
Trait: Pressure
EVs: 244 SDef / 248 HP / 16 Spd
Careful Nature
- Will-O-Wisp
– Dragon Tail
- Rest
- Sleep Talk

The Altered (Awesome) form of the Renegade Pokιmon takes its place as the 4th member of the team. Given Giratina’s stellar base 150/120/120 Defenses along with is fantastic Ghost-Dragon typing, it is little wonder why it should be chosen as one of the team’s special walls. With Giratina’s Ghost-Dragon typing added to the team, it helps add on to the team’s resistance to Ogre’s Water Spouts, as well as being a spinblocker and a perfect target practice for a Hi-Jump Kick.

As such, Giratina serves as a great ogre check, switching in on even Specs water-spouts that fail to 2HKO it even in the rain. Why is this important you ask? This is so as in the whole team, only Giratina has the ability to prevent the team’s demise from a rampaging Specs Kyogre, with all other members being 2HKOed by a Specs Water Spout (Yes, even Ferrothorn). Even in the rain a Modest Specs Ogre fails to finish Giratina off in 2 hits with its monstrous water spout. This enables it to in turn phaze ogre out with a dragon tail and have it gradually weakened to death though a vicious cycle of switching in on stealth rocks, Brave Birds from Ho-Oh, and other attacks.

Furthermore, another reason why Giratina was chosen was due to its great defensive synergy with the team. With the team consisting of Pseudo-Walls in the form of Ho-Oh and WaterCeus, and a tank in Ferrothorn, Giratina is able to resist attacks that its teammates cannot take (Eg. A Thunder fired for Arceus-Water/Ho-oh, Surf on Ho-oh/Fire Blast on Ferrothorn and even Grass Knot at Arceus-Water). In turn, attacks that Giratina may be weak to, such as Dragon and Ice type moves, are resisted by its allies such as Ferrothorn and Arceus-Water. In addition, any strong physical type moves that may affect Giratina such as Shadow Claw are sponged by Hippowdon. See why I said the defensive synergy is great? ☺

EV Explanation:

248 HP and 244 Special Defense EVs are allocated to Giratina to ensure that it becomes specially tanky. The 16 Speed Evs serve as a speed creep against other fellow Giratina in the race for phaze and to outspeed fellow base 90s. Careful nature so that Dragon Tail’s power, however weak it may be, is not gimped.

MoveSet Explanation:

Will-O-Wisp: Even though Hippodown serves as a physical wall and an Ekiller Check in the process, it never hurts to cripple them with a little burn.
Dragon Tail: To serve as a phasing move… and to inflict some damage as an added benefit. The reason why Roar is not chosen is in order to prevent Giratina from being completely shut down by Taunt. Besides, Ho-Oh has whirlwind precisely to phaze other pokes that hide behind Subs.
Rest: No arguments. It is compulsory for all Giratina-A to have Rest.
Sleep Talk: Gives you a chance to Phaze / Burn while asleep, serving as one of the reasons why Giratina is such an irritating Pokιmon.

Item: Leftovers, obviously.



ThanksGiving (Ho-Oh) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 84 SDef / 16 Spd / 156 Atk
Adamant Nature
- Brave Bird
- Sacred Fire
- Roost
- Whirlwind

Alright, as Thanksgiving approaches, here comes the turkey (Ho-oh)…Hey wait, Ho-Oh in a SAND team? This isn’t right! Yup, that’s the first thing that all pops up in our minds. It’s probably a mistake - no it isn’t a mistake! Ho-Oh wasn’t selected simply as a Thanksgiving turkey to be carved out and served to the opponent on a platter of rocks, or whatever the platter is made of. Let’s examine Ho-Oh’s unique role in detail.

First off, let’s have a look at Ho-Oh’s gargantuan Special Defense. It is blessed with a giant base 154 Special Defense that’s unmatched by all in the Uber tier except its good friend Lugia. Combine that with its decent 106 base HP, it becomes a monstrous tank that takes Special Attacks like a boss. With 252HP and 84 Special Defense EVs, it can even absorb a Choice Specs Kyurem-White’s Draco Meteor if the need arises and survive; assuming Stealth Rocks are off your side of the field. Furthermore, if Kyurem-White decides to use Ice Beam, which may 2HKO Ho-Oh and Ferrothorn, Arceus-Water is always there to take one for the team.

What? There are rocks on our side of the field? Ho-Oh is still useful nonetheless. It helps to sponge the attacks of CM Ghostceus, which does pose a certain degree of threat to the team given its combination of Judgment + Focus Blast / Flamethrower. For instance:
4 SpA Spooky Plate Arceus-Ghost Judgment (Ghost) vs. 252 HP / 84 SpD Ho-Oh: 99-117 (23.79 - 28.12%) -- 22.66% chance to 2HKO after Stealth Rock
*Needless to say Flamethrower (in neutral weather) and Focus Blast won’t do anything to Ho-Oh, dealing 7.45% and 9.37% MAX damage to Ho-oh respectively.

That’s not all there is to Ho-Oh. Its main roles involve attracting Kyogres to switch in into its Brave Bird and to incinerate opposing Ferrothorn into cinders. Despite it having a lower Attack EV distribution than a standard Ho-Oh and holding leftovers, it still packs a punch to Ogres. Scarf & Specs Kyogres are 2HKOed, while even the physically bulky Ogre falls to 3 of these Brave Turkey assaults. Naturally, once Ogre is in the field, Ho-Oh will be able to retreat safely and have its flank covered by its allies Ferrothorn and Giratina - no worries?

EV Explanation:
252 HP and 84 Special Defense are used to tank strong special attacks.
16 Speed for a minor Speed Creep, hope it works?
Needless to say, the rest of the EVs (156) go to attack to give its attacks some power.

Move set Explanation:
Brave Bird – Standard Move, nothing much to say
Sacred Fire – Standard Move, has a great 50% burn chance. Sweet.
Roost – To heal and prevent thunder from working (in the off-chance the opponent uses thunder suddenly).
Whirlwind - Why this over Substitute you ask? Well, since we are fighting in a sandstorm, the passive recovery from leftovers is used to negate the sand’s effects. Therefore, any life lost from Substitute is not recovered and this isn’t good. Substitute to gain protection against Kyogre you might say? Well, what we do is simply predict the Ogre / Palkia switch in and perform a hit-and-run Brave Bird, and regenerator negates the recoil for us.

Note: In the context of this team, Leftovers is absolutely essential. No buts! Ho-Oh needs to keep its life high to fulfill its role as a tank, and Life Orb is only going to harm us overall when Ho-Oh loses its life at an alarming rate.



Splashy (Arceus-Water) @ Splash Plate
Trait: Multitype
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Ice Beam/Refresh
- Calm Mind

Arceus-Water was the last member to be chosen. If I were to describe it, I would say that it is the last puzzle piece. Arceus-Water provides two things that the rest of the team lacked: 1) Ice-resist, 2) Special sweeper. It, through near-impeccable synergy with Ho-Oh and ferrothorn, creates a Fire-Water-Grass core. The only type that is not resisted among the three is flying which our, Sand-setter, Hippowdon tanks nicely. Against opposing stall, it can act as our win condition if we choose to run Refresh. It is our third Water-resist used to balance out the Water-type weakness on the three remaining Pokιmon. The weather war vs. sun is much easier to win if Arceus-Water hurts Groudon as switches in.

Arceus-Water baits thunder from Kyogre, thereby, providing the perfect oppurtunity for Ferrothorn to come in and set up some spikes. Opposing Ferrothorns that switch in will promptly be sent packing by Ho-Oh. Arceus-Water can switch into moves such as Kyurem-W's Ice Beam which Ho-Oh and Ferrothorn have trouble taking. It is our initial switch-in to Reshiram - the fiery dragon who often (read: rarely) tries to surprise Ho-Oh with Stone Edge. Calm Mind wars are a walk in the park if Ho-Oh has burned the opposing Calm Minder previously.

Why did we not pick Calm Mind Latias? Well, it is Genesect bait. Kyogre + Genesect could trouble Latias greatly. There is also that Physical bulk and a resistance, instead of a weakness, to Ice-type attacks. It can also act as a Ho-Oh check provided that sandstorm is up. It also has the ability to check Sword Dance Rayquaza; Latias falls to +2 ExtremeSpeed.

The moves chosen are more or less obvious:

Judgment is STAB - OHKOs Ho-Oh.
Ice Beam to OHKO Rayquaza (thereby mitigating our Rayquaza weakness). OHKOing Gliscor is a bonus.
Calm Mind to boost against special attackers - Kyurem-W, Reshiram and Choice-locked Dragons.
Recover is necessary to regain health when needed.

The Speed EVs were given to out speed Latias and Latios because we felt that max speed was largely unnecessary. The leftover EVs are poured into Special Defense to allow easier setup. The Calm Mind set was chosen to let it sweep late game should the opportunity present itself while simultaneously acting as a Pseudo-Special Wall.

Conclusion:

Sand stall is a perfectly viable strategy in Ubers - get down hazards, switch smart and punish the opponent’s hazard setters. Innovative members on sand teams provide perfect synergy between its members. Arceus-Water needs more love. This team needs time to get acquainted with, so don’t give up early if you want to try it.

Credits:

Hack He must for making the team and getting the ladder peak with a high win-loss record.

To Anikrahman1995; he is one of the best Ubers players out there. Very influential to me (might even make me consider making some Deoxys-Speed HO teams someday). His big contribution to this text itself is invaluable. Sets written - Ferrothorn and Arceus-Water. The formatting has also been done by him as well as two very bright suggestions to the team: Arceus-Water and Thunder Wave on Ferrothorn

To Imma Fly; he is a great friend and battler alike. He is new to the Uber scene, but ready to rock nonetheless. I am very thankful for his contribution in play testing and writing. Sets written - Ho-Oh and Giratina.

To Kebabe, my friend in real life: Thanks for some great battles with this team.

To PS! User, Zolar, another real life friend, who helped in play testing too!

PS. Leave a luvdisc if you like or steal this :)

Importable:
...

Last edited by Hack He Must; Jan 6th, 2013 at 4:30:58 AM.
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Old Jan 5th, 2013, 4:45:37 PM   #2
Hack He Must
 
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...

Last edited by Hack He Must; Jan 5th, 2013 at 4:49:44 PM. Reason: Threatlist
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Old Jan 6th, 2013, 10:45:23 PM   #3
bygbyrd
 
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There are a few things I want to say about this RMT but I will start by saying great job. You guys did an excellent job at creating a somewhat unique sand team that I have a hard time categorizing. Having a team with essentially three offensive pokes and three defensive ones and being incredibly resilient and powerfull is often a teambuilder's dream. You created something great.

Really there aren't any team member changes I could think of that would make this team more solid. The team a solid defensive core backed by bulky yet powerful pokes. I do, however, have to inquire about Ferrothorn's moveset. I don't see how Thunderwave is very usefull to a team with a defensive nature. Yes T-wave annoys many of Ferrothorn's
switch-ins, but making a Mewtwo slower, for example, might be a waste of a turn when Excadrill outspeeds in sand anyway. I suggest running protect. While I agree not everyone should just slap on protect, it becomes a lot more valuable in sand, where you can tack on another turn of sand and potential leech seed for free. This can sometimes mean the difference between life and death in the world of Pokemon.

I also would recommend Tina's double phazer set, putting Roar over WoW. While burning a psychical attacker is nice, Sleep Talk plus WoW's accuracy means there can be a lot of luck involved in getting off a burn. Roar would leave you able to phaze away Ho-oh behind a sub. I know you have Hippo for this, but taking some pressure off of Hippo could be crucial in winning a weather war.

I know this team was tested thoroughly and it shows, because that's all I could muster up for a rate. Again great job !

PS:
Quote:
Latios
• Calm Mind – Ho-Oh can phaze it. Ferrothorn walls it.
• All-Out Special Attacker – This is very difficult to handle. We have to lure out its Draco Meteor and then Arceus-Water will wall it. Arceus-Water walls it regardless if it lacks Grass Knot.
• Special Dragon Dance – LOL. Excadrill out speeds.
That is why I use dragon pulse
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Old Jan 7th, 2013, 5:29:50 AM   #4
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Thanks for the rate Bygbyrd!

About Thunder wave, there is a big reason why it is a must on my Ferrothorn. Rayquaza. Now, you might notice that my team is a bit scared of it. True. But Rayquaza can only set up dragon dances against Ferrothorn, who will be forced out by its entrance, assuming it can come in safely. Therefor, it is assumable that my opponent will try to switch in his Rayquaza on Ferrothorn, so I can thunder wave the predicted switch in, insuring myself from a dd quaza sweep. Now, I have never actually needed to use this tactic because I have been very vary when facing it in the team preview. I still think it is nice to just no let a threatening sweeper just clamp in for free and set up. It is also useful against Ho-oh switch ins, especially flame charge variants.

Really, a lot of things that are switching in on Ferrothorn don't like being paralyzed much.

Double phazer set actually sounds like a very good idea, since I hate wow and Giratina is not my check to Arceus e-killer anyway.
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Old Jan 7th, 2013, 5:53:40 AM   #5
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First of all a very excellent team, however I will do my best to find some weaknesses.

The team seem like its having a weakness on the physical side, a lot of pressure will be hard to handle,

Starting of we have fully offensive Ho-Oh who after SR and one layer of spikes has a chance of 2HKO Hippowdon. Even if you think you can handle Ho-Oh it might be hard to check E-killer after that pressure. To solve this problem I suggest that you're using the Great Wall set for Giratina, preferably with double phazing as it helps you with sub Ho-Oh and you should never rely on a 75% move anyways. To still keep Kyogre at bay I suggest you use Grass Knot over calm mind or judgement on Arceus.

If stealth rock is up Darkrai will be a problem, as its faster then your whole team and even leftovers variants will OHKO Ho-Oh after SR and sandstorm. Therefore I suggest a spread of: 248 HP / 112 Atk / 132 SDef / 16 and a careful nature on Ho-Oh.

Sets:
Giratina:
...


Arceus:
...


Ho-Oh:
...
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Old Jan 7th, 2013, 6:33:56 AM   #6
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I drop significant walling of SpecsOgre by changing Giratina. Ho-oh can be a problem when paired with e-killer, but it will wear itself down by brave birds, lo recoil and SR. And getting up spikes+SR while keeping SR away from your own Ho-oh against this team is hard. Water-Arceus is fast an has a super effective move. Also, Ho-oh generally wants to come in on Ferrothorn, so I can usually catch it with a leech seed on the switch and restore Hippowdon's health. If Hippowdon isn't in shape to take on E-killer, it doesn't matter that much since it can't set up on anything on my team really. And if it does it will take damage from an attack first, or get leech seeded by Ferrothorn so Exca can at least do some damage and bring it down with him.

If Darkrai is used as a lead SR won't be up so Ho-oh can wall it. As a late-game sweeper it can probably do some damage but I wouldn't rely on Ho-oh in the late-game because it has probably taken some damage anyways, Excadrill can revenge kill in that case. Roar in Giratina is under serious consideration, though.
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Old Jan 7th, 2013, 7:52:27 PM   #7
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A really great team you've got here! Arceus-Water is genius.

I'm interested to here how you deal with the common rain stall archetype of Chansey/Ogre/Excadrill, since iirc Excadrill can beat SDef Giratina, so you won't be keeping hazards up (and Wish keeps Excadrill healthy). I guess Refresh on Arceus is important for that reason

You should really leave Will-O-Wisp on Tina, since Arceus with a boosting (LO or Silk Scarf) item can 2HKO the Hippo with Extremespeed. If you are up against an offensive team and roar out their Kyogre/Palkia or something else that forces you out, you are in a lot of trouble the next time Arceus can come in and boost, since it will 2HKO your whole team. If you go double phazing, go for the physically defensive variant.

That's all I've got -- tough to improve such a great team. Everything from the Balloon or Excadrill to Ferrothorn's moveset is very well thought out. Luvdisc'd
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Old Jan 7th, 2013, 8:55:17 PM   #8
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Quote:
Originally Posted by Fat superstar View Post
A really great team you've got here! Arceus-Water is genius.

I'm interested to here how you deal with the common rain stall archetype of Chansey/Ogre/Excadrill, since iirc Excadrill can beat SDef Giratina, so you won't be keeping hazards up (and Wish keeps Excadrill healthy). I guess Refresh on Arceus is important for that reason

You should really leave Will-O-Wisp on Tina, since Arceus with a boosting (LO or Silk Scarf) item can 2HKO the Hippo with Extremespeed. If you are up against an offensive team and roar out their Kyogre/Palkia or something else that forces you out, you are in a lot of trouble the next time Arceus can come in and boost, since it will 2HKO your whole team. If you go double phazing, go for the physically defensive variant.

That's all I've got -- tough to improve such a great team. Everything from the Balloon or Excadrill to Ferrothorn's moveset is very well thought out. Luvdisc'd
I am glad that you like my idea of Arceus-Water. As for Chansey, Ogre, Excadrill, notice that they are all prone to spikes and none of them appreciate Leech Seed, Spikes or Power Whip. Our own Excadrill can be used to beat their Excadrill; switch to Giratina to block rapid spin / swords dance from opposing Excadrill. and then switch to your own Excadrill. As we are talking about stall, it means that they will have Mold Breaker Excadrill not Sand Rush. Add to this that their Excadrill run very low speed EVs and you can see why it is not a problem.

You can not assume that Extremekiller is setting up without any drawbacks. After Leech Seed(since it can only set up on Ferrothorn), Giratina is switched in to absorb the Brick Break. Hippowdon is switch in the turn after that to take the Shadow Claw. Hippowdon uses Slack Off to regain health from one ExtremeSpeed and then phazes it. By that point, Arceus can no longer set up. In practice, Arceus has never been able to sweep this team; actually it did ONCE when it got 3 consecutive crits on Ferrothorn, Hippowdon and Giratina.

I actually DO use Roar Giratina. The reason we have Will-o-wisp is not to use it as a check to Extremekiller but to let some things take passive damage.
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Old Jan 7th, 2013, 11:11:49 PM   #9
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this team is overall very solid, despite having to tread around many threats due the nature of being fairly reliant on ho-oh + hippowdon to cover a lot of mons.

a well-played mewtwo, plus physical overrun strategies like SD arceus + groudon and/or rayquaza can overwhelm hippo (or in rayquaza's case lure it with draco meteor or even fire blast) can be troublesome. excadrill's lack of Life Orb means it will fail to safely revenge mewtwo after SR, darkrai from full HP, OHKO 252 hp arceus at +2 and a bunch of other things, although i do realise its air balloon is instrumental in dealing with gliscor.

that being said, it is very hard to change much on this team without harming the overall composition. there are a few things you can try, however.

physically defensive ho-oh alleviates the huge pressure placed on hippowdon, it can actually take on all variants of rayquaza at least once, assuming no stealth rock; attempt to burn ekiller; take one hit from +1 mewtwo, etc.

i also like the suggestion of double phaze on giratina, it halves the risk of having hazards being set up on it when resting, an important thing to consider, as excadrill's lack of resilience might be a hindrance when playing in a long match.

if you're finding not much time to use calm mind on arceus, consider toxic in that slot for latias / reshiram / ho-oh that water arceus normally switches into.

other than that i don't have much to suggest. solid team, great job.
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Old Jan 8th, 2013, 1:34:15 AM   #10
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Keeping Stealth Rock away is key to using physically defensive Ho-oh. If that can be the case most of the time, then it could be worth a shot. However, it is very hard to do so, and even if Excadrill in the sand is undoubtly the only spinner that can break almost all spinblockers by force, I can't guarntee that SR will be spun away so Ho-oh can perform its job.

One has to not forget that Mewtwo can be phazed by none other than Giratina once, and left in Exca range after a dragon tail+sand+SR. That being said groudon+e-killer is a bigger threat. The key here is to not let e-killers set up be that easy. Hazards+sand will already bring down its HP by 31.25 % in one turn, assuming one layer spikes and SR. If it comes in on to set up Ferrothorn it will be seeded, and its sweep will be shot because +2 brick break doesn't OHKO (I'll do calcs later, but I'm pretty sure). The key is to not use Hippowdon excessevly when checking physical attacker. Instead, look for their best time to come on and cripple them with the pokemon you use, like thunder wave for Rayquaza or a leech seed for Ho-oh. Note that most pokemon on my team are hard to set up on. Ferrothorn is usually the main target, and with proper prediction, I can stop most sweep attempts.

Thanks for the rate Poppy!
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Old Jan 9th, 2013, 12:37:59 PM   #11
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This is a very nice team. I don't really have any suggestions besides what Poppy offered, Physically defensive Ho-oh helps you with Mewtwo which can otherwise break through Giratina-A after some hazard damage and tear through your team if sand isn't up. Even with the possibility of SR being up, physically defensive Ho-oh is definitely worth it, you will find plenty of occasions to recover.

I'd suggest Roar>Dragon Tail on Giratina-A as well if you don't want to go dual phasing. Pokes with sub could end up doing a lot of damage if you rely on Gira to phase them (ie sub Kyogre, sub Mewtwo).

That's it, cool team, this is the first time I've seen Arceus-Water used properly.
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Old Jan 9th, 2013, 12:44:58 PM   #12
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Thanks a lot for the rate Donkey! It means a lot coming from you since I learned how to play sand-stall in Ubers with your old team.

As for the changes, I will test physically defensive Ho-oh and roar will probably be implemented on Giratina instead of Will o wisp. I don't like relying on that move too much.
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Old Jan 10th, 2013, 3:41:31 PM   #13
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I'm here with my rate! :) So yeah, this obviously is a great team; glad to see Arceus-Water showcased.

I agree with everything said on the posts above me. Physically defensive Ho-oh would help you remove some pressure off Hippowdown, and also helps you vs Mewtwo, which can be a threat. I am not completely sure about the double phazing Giratina thing, you really want the burn to cripple Extreme Killer Arceus. Absolutely go with Roar > Dragon Tail, either way, so Ho-oh won't be able to put a lot of pressure on your team.

When I laddered I battled your team, and I really want to see Toxic somewhere over here. Your team struggles against offensive Latias and Latios; Ho-oh won't be able to tank Draco Meteors after Stealth Rock, and then your entire team is shut down. Arceus-Water takes a ton from Draco Meteor as well, whereas they have Grass Knot too. Toxic and the sand damage will help you wear opponents real fast. The question is, where to put it. There are many options for that, honestly; you can go on Arceus-Water--but then you lose to last Pokemon Calm Mind Kyogre, you could go on Ho-oh--but your team really appreciates Whirlwind, you could go on Ferrothorn, but paralyze support is just as nice. If I were you, I'd put it on Hippowdown, over Whirlwind. Lati@s often switch into Hippowdown on a predicted Earthquake, and that is your shot to catch them off guard and poison them, which almost every uber hate. If they have Refresh, Ho-oh handles them just fine.

Solid team, well done; best of luck.
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Old Jan 10th, 2013, 4:03:00 PM   #14
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Thanks for the Furai! Offensive Lati@s are a pain for this team. Offensive Latios is one of the hardest things to wall in the entire metagame IMO. Excadrill will do a good chuck with Iron Head hopefully. And they are thankfully also quite rare. Toxic over whirlwind on Hippowdon still hampers E-killer and so, but it will get past me and I will also lose me the weather war. Physically defensive Ho-oh is not a consistent check to E-killer, so losing whirlwind on Hippowdon can be problematic.

It really feels to me that the scenario where "no team is perfect" adapts here as well (of course) because if I change something, then some other threat becomes greater. Physically defensive Ho-oh is probably something I could try (and roar on Gira) but it has some problems. First off, it won't do nearly as much as I like to threats. Ho-oh wins weather wars by luring in Groudon, and the lack of attack investment will hamper it a bit. Even though this is a semi-stall team, I'd like to keep momentum and hit back. If I get physically overloaded then I must sack stuff in order to keep Hippo alive.
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Old Jan 14th, 2013, 5:23:16 AM   #15
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this is a very well buit team that really shows what sandstorm is capable of in the uber tier. i have been playing with it for a while and have been fairly successful with it (though an extreme killer arceus once landed a crit on hippowdown and swept my team). however, i have made one change to it that i think improved the team. i think arceus-water should be replaced with arceus-rock. although arceus water offers a resistance to ice type attacks, arceus-rock's 50% special defense boost in sandstorm makes up for it. also, it doesn't have to lose HP to sandstorm every turn which can be an issue for arceus-water as it does not have lefties. although this does lower the teams protection against kyogre, i find that giratina and ferrothorn are able to wall kyogre well already, especially if hazards are up to lower the power of its water spout. also, arceus-rock is able to take on many other special attackers, incase ferrothorn, ho-oh or giratina are weakened.

i chose the mono-attacking set, investing the leftover EVs from its speed into physical defense instead of special defense, as i found the special defense boost from sandstorm and potential calm minds was already enough :


Rocky (Arceus-Rock) @ Stone Plate
Trait: Multitype
EVs: 252 HP / 80 Def / 176 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Recover
- Refresh
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Old Jan 14th, 2013, 6:20:52 AM   #16
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Thanks for the rate, but no, if you use water arceus correctly it is the most beneficial member of this team synergy-wise. Check the team building process; I have used rock arceus, albeit a more defensive one to check Rayquaza and Ho-oh. After changing to Arceus-Water I was practically undefeated on the ladder.

I won't go back to using Arceus-Rock, thank you.
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Old Jan 14th, 2013, 9:07:46 PM   #17
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Quote:
Originally Posted by Fat Hack He Must View Post

Jirachi
• Choice Scarf – Ferrothorn walls it. Arceues walls it. Ho-Oh walls it. Hippowdon walls it. Giratina walls it. Excadrill walls it.
Lol


I’ll start by saying that this is a really great team, I love the use of hippowdon and water arceus. Also glad to see ho-oh being used outside of sun. Nice fwg core too.


Looking at your team, mixed rayquaza, especially lum variants, seem like the biggest threat to your team. I can’t think of a reliable way to handle it without completely ruining your synergy, but how do you usually deal with it? Do you go to arceus right away or bait an outrage with giratina and then bring in excadrill?
Offensive calm mind latios with both hp fire and surf/psyshock is also an issue, but fortunately it rarely runs both. The best way I can think of to beat them is to use physical water arceus to dragon claw them, but then that would suck since it’s your only special attacker.
Finally, since your team is reliant on ho-oh to wall many special attackers, I can see physically defensive giratina being a hassle since by spinblocking excadrill it can keep SR up and allow specially based powerhouses like mixed dialga and specs kyurem-w to steamroll through your team.(Though almost no team isn’t a tad bit weak to these two behemoths).
Really solid+ original team though, definitely a luvdisc from me.
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Old Jan 15th, 2013, 1:33:14 AM   #18
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Really, I'm not that weak to Kyurem-W. Teams who are will have to sack a Pokιmon if Kyu-W leads. That is my definition of being weak to it as Stealth Rock makes it hard to switch in later.

I have ice beam on Water-Ceus, and Mixquaza can't OHKO it at +1. DD Rayquaza is harder IMO because I don't want to overload Hippowdon with pressure. Mold breaker Excadrill is easily handed by, ironically, my own Exca. They will set up swords dance as I switch to Giratina, but then I can swtich out into my Excadrill on the EQ. With the balloon I take no damage and proceed to outspeed and kill it.

Latios is THE new metagame threat. But it can be managed through revenge-killing. Thanks for the rate!

Last edited by Hack He Must; Jan 15th, 2013 at 3:33:58 PM.
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Old Jan 17th, 2013, 9:41:26 PM   #19
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I think surf is better for bulkyish CM waterceus because it has 24 PP instead of 16.
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Old Jan 18th, 2013, 12:37:28 AM   #20
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Quote:
Originally Posted by Fat Frog View Post
I think surf is better for bulkyish CM waterceus because it has 24 PP instead of 16.
Thanks for that. We might change it. Since PP stall was never an issue in the past, we did not think about it.
But:
0 SpA Splash Plate Arceus-Water Surf vs. 248 HP / 84 SpD Ho-Oh: 186-222 (44.81 - 53.49%) -- 37.5% chance to OHKO after Stealth Rock
0 SpA Splash Plate Arceus-Water Judgment (Water) vs. 248 HP / 84 SpD Ho-Oh: 198-234 (47.71 - 56.38%) -- 68.75% chance to OHKO after Stealth Rock.

See the difference?
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