Hi everyone. Here's a team that I'm been experimenting with lately on the Ubers ladder. I've had a decent amount of success with it, something keeps bugging me about the team. I really think it can be a lot better, but do not know where to start making changes at the moment (I have made changes to it quite a few times, but I usually end up with the team I made originally, which is uh). The team is based around Manaphy, a truly underrated threat in the Ubers metagame. I saw Philip7086 use it in Suspect (A bulky CM Manaphy), and although I feel Manaphy deserves a chance in OU (That's all in the past now), that set really gave me an idea of how to use Manaphy properly in Ubers. After mucking around with a few calcs, I actually see that it could be quite viable (Look down in the Manaphy description for more information!!).
Here's just a peek at the team:
Team building:
So if I make team around Manaphy, Kyogre is compulsory. Rain support means Manaphy can use Rest for free and gets dual-STAB'd Surfs.
Manaphy and Kyogre obviously share the same weaknesses, the biggest one being Thunder. I need a Ground type in my team, and obviously Groudon would be counter-productive. So here, I add Garchomp.
CM Manaphy would also have problems with other Calm Mind users, notably Kyogre. Latias is probably one the best Kyogre counters in Ubers, so that's why she's here.
Now for those annoying Groudon's that like ruin my party. I introduced Dialga to the team so I can lure it in and kill the annoying bastard.
Finally, I needed an obligatory Stealth Rock user. Since Dialga is preoccupied with his Groudon hunting (And he can't stop Deoxys-S from spamming at least a layer of SR and Spikes), I decided to add Forretress as my lead, which adds my all important Dragon resist on the team.
Without further ado:
TWILIGHT SUCKS (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Rapid Spin
- Payback
- Explosion/Toxic Spikes
Forretress is a nice and reliable lead. It handles most Deoxys-A and Deoxys-S and prevents from stacking so many layers stupid sweepers can sweeping my team just by touching it. Payback+Rapid Spin kills Deoxys-A without Fire moves, and will wear down Deoxys-S eventually. Stealth Rock is pretty much compulsory these days, which would help whittle down many dangerous attackers like Ho-oh and Rayquaza, while giving Specs Kyogre a time limit on which he can spam Water Spout. The last move is variable in my case. I prefer Explosion because I am terribly paranoid about setup sweepers, but Toxic Spikes works just fine to whittle down stuff like Mewtwo.
Here's Forry vs the Top leads:
Deoxys-S: Payback+Rapid Spin will kill off Deoxys-S eventually. Any variant with Hidden Power Fire or Fire Punch will piss me off though.
Groudon: Set up Stealth Rock as they generally won't have Fire Punch. Forry will then spin away Rocks that Groudon sets up.
Kyogre: Switch out to Kyogre to scout the set. If it appears to be Choiced (ie It used Water Spout), I go to Latias. If it doesn't, then I switch to Dialga.
Darkrai: Go to Kyogre to absorb Sleep. Tricking ones are annoying though.
Mew: Payback+Rapid Spin. Most would Taunt me straight off, meaning I get some free damage on it. Again, Trick leads are annoying.
Ninjask: Set up Stealth Rock, go to Kyogre and Roar it out.
Forretress: For the sake of the match, I hope we both switch out Forry turn 1. To make sure that the opponent knows this, I might even just Rapid Spin on Turn 1 to discourage him/her from continuing.
Rayquaza: Going to Kyogre, then to Manaphy. THEN WE START PARTYING!!
Deoxys-A: Payback+Rapid Spin again
Dialga: Go to Kyogre, then to Manaphy.
TWILIGHT SUCKS (Dialga) @ Life Orb
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Bulk Up
- Outrage
- Draco Meteor
- Thunder
Dialga is my all-important Groudon lure and bad-ass mixed attacker. It is also a great check to those SD Rays running around out there, since they mostly run Adamant. Basically, I would Bulk Up on a threat that can't hurt Dialga, hopefully, Groudon would come in, only to eat a Draco Meteor. Dragon/Electric offer great coverage, only resisted by Magnezone and Shedinja. It's not a bad initial sweeper in the early game, either, since he can punch quite a lot of decent chunked holes in the opponent's team, either for Manaphy or Garchomp to clean up later.
TWILIGHT SUCKS (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 112 HP/192 Spd/204 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Thunder
- Recover
Latias is my all important Kyogre counter. Kyogre is pretty much Manaphy's best friend (When used on your own team) or his worst enemy (When used on your oppnent's team), so I must eliminate opposing Kyogres. CM Kyogres are probably the biggest threat to Manaphy, since he can just Calm Mind alongside our little blue pixie and eventually kill it or Stall him out. This is why Latias was added, to send those stupid Cro-Ogres back to the bottom of the sea where they belong. Latias also checks out-of-control Palkias reasonably nicely too, as she can survive a Scarfed Spacial Rend and OHKO back with Dragon Pulse. All others are outsped and killed. Any non-Scarf or non-Haban Garchomp are dealt with nicely too. I chose Thunder over Grass Knot simply because Groudon won't like boosted Dragon Pulses anyway (Kyogre is hit for the same power), and I don't want Latias to get raped by Pursuiting Steels like Scizor and Metagross.
TWILIGHT SUCKS (Garchomp) (M) @ Choice Scarf
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw
Garchomp is my all-important Electric-immunity. Since Kyogre and Manaphy are both weak to Thunder, Garchomp comes in to absorb it. I really want to run SDChomp here so I can fully capitalise on Choiced Thunders, but my team would be weak to stuff like DDRay if I do. Garchomp is also my revenge killer and late game cleaner, being able to revenge DDRays, DDMences and running through a team if their Steel has been eliminated. Outrage is good for late game cleaning and full on attacking when he needs to. EQ is his other STAB to hit Steels hard. Stone Edge OHKOs Ho-oh, and apart from Stealth Rock and Payback, my only issurance against Shedinja. Dragon Claw is used to attack and scout.
TWILIGHT SUCKS (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP/244 Def/24 Spd
Modest nature (+SAtk, -Atk)
- Surf
- Rest
- Sleep Talk
- Roar
Kyogre is my compulsory Manaphy supporter, because without him, Manaphy is poop. I want my Kyogre to be as bulky as possible so Manaphy can get the support that he needs for as long as possible. I decided to add a tanking Kyogre which would help this team against Rock Polish Groudons. I also realised that I needed a phazer, otherwise Ninjask related Baton Pass team would get me. Therefore, I decided to replace Thunder/Ice Beam/Calm Mind (Whichevers usually on the last spot) with Roar. He also becomes a great Darkrai check, being able to switch into Dark Void to absorb sleep and beat it 2/3 of the time (Surf would majorly damage it, while Roar prevents it setting up).
TWILIGHT SUCKS (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP/176 Spd/80 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Rest
- Ice Beam
- Calm Mind
"I AM A PRINCE!! THE PRINCE OF ALL SAIYANS!!" Yeah, whatever. Manaphy is definitely highlight of this team, since he's the one I built the team around. I really think this is the now the best way of using Manaphy, since the currently standard Tail Glow set gets beaten too easily (Outsped and OHKO'd by Latias, anything with Thunder and a Scarf?? No way sir). I got the idea after seeing Philip7086 use the slightly lesser "CroPhy" set in Suspect (Ineffective due to no Kyogre in Suspect/OU, but Manaphy reaches his full potential in Ubers where Kyogre is prevalent and allowed). The difference is of course, not needing to use Rain Dance since Kyogre has it covered, giving him a chance to run Ice Beam for desperately needed coverage. Manaphy is actually reasonably bulky, and after a Calm Mind, he can set up on a multitude of attacks. For example, a neutral natured 252 SpA Thunder from Palkia, Dialga or Kyogre (Commonly seen on Scarf sets) will fail to 2HKO after a Calm Mind, so if Manaphy can Calm Mind to +1 as they come in (And he's at near full health), he can Calm Mind again to +2 as they hit him with Thunder, Rest off the damage and continue Calm Minding until he can sweep. Things that might give Manaphy trouble can easily be handled by the team. For example, CM Kyogre and Specs Kyogre will beat Manaphy. However, CM ones are easily handled by Latias while Specs Thunder (Manaphy can probe by Calm Minding up to +2) is a free switch for Garchomp (This is where I really want to use SDChomp, any advice would be sorely welcome). Other Kyogres are 2HKO'd with Surf once I reach +4 or something ridiculous like that, but Manaphy is perfectly capable of getting there. Manaphy can also survive a multitude of physical attacks as well, including a guarranteed survival of SDRay's Extremespeed, so long as I have had Leftovers recovery after switching into one layer of Spikes and Stealth Rock (Manaphy would then proceed to OHKO the thing with Ice Beam, of course). I have swept quite a lot of unprepared teams with this thing already, and I haven't even with this team nearly as much as I used my Freeza team. The great thing about Manaphy is that he laughs at Blissey, who gives every special attacker with the exception of Kyogre hell.
Well that's my team. Rate away everyone!!
P.S. I apologise to potential Twilight fans over the nicknames, but I doubt it should have too much of an impact.
Here's just a peek at the team:






Team building:
So if I make team around Manaphy, Kyogre is compulsory. Rain support means Manaphy can use Rest for free and gets dual-STAB'd Surfs.


Manaphy and Kyogre obviously share the same weaknesses, the biggest one being Thunder. I need a Ground type in my team, and obviously Groudon would be counter-productive. So here, I add Garchomp.



CM Manaphy would also have problems with other Calm Mind users, notably Kyogre. Latias is probably one the best Kyogre counters in Ubers, so that's why she's here.




Now for those annoying Groudon's that like ruin my party. I introduced Dialga to the team so I can lure it in and kill the annoying bastard.





Finally, I needed an obligatory Stealth Rock user. Since Dialga is preoccupied with his Groudon hunting (And he can't stop Deoxys-S from spamming at least a layer of SR and Spikes), I decided to add Forretress as my lead, which adds my all important Dragon resist on the team.






Without further ado:

TWILIGHT SUCKS (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Rapid Spin
- Payback
- Explosion/Toxic Spikes
Forretress is a nice and reliable lead. It handles most Deoxys-A and Deoxys-S and prevents from stacking so many layers stupid sweepers can sweeping my team just by touching it. Payback+Rapid Spin kills Deoxys-A without Fire moves, and will wear down Deoxys-S eventually. Stealth Rock is pretty much compulsory these days, which would help whittle down many dangerous attackers like Ho-oh and Rayquaza, while giving Specs Kyogre a time limit on which he can spam Water Spout. The last move is variable in my case. I prefer Explosion because I am terribly paranoid about setup sweepers, but Toxic Spikes works just fine to whittle down stuff like Mewtwo.
Here's Forry vs the Top leads:





Ninjask: Set up Stealth Rock, go to Kyogre and Roar it out.

Rayquaza: Going to Kyogre, then to Manaphy. THEN WE START PARTYING!!



TWILIGHT SUCKS (Dialga) @ Life Orb
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Bulk Up
- Outrage
- Draco Meteor
- Thunder
Dialga is my all-important Groudon lure and bad-ass mixed attacker. It is also a great check to those SD Rays running around out there, since they mostly run Adamant. Basically, I would Bulk Up on a threat that can't hurt Dialga, hopefully, Groudon would come in, only to eat a Draco Meteor. Dragon/Electric offer great coverage, only resisted by Magnezone and Shedinja. It's not a bad initial sweeper in the early game, either, since he can punch quite a lot of decent chunked holes in the opponent's team, either for Manaphy or Garchomp to clean up later.

TWILIGHT SUCKS (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 112 HP/192 Spd/204 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Thunder
- Recover
Latias is my all important Kyogre counter. Kyogre is pretty much Manaphy's best friend (When used on your own team) or his worst enemy (When used on your oppnent's team), so I must eliminate opposing Kyogres. CM Kyogres are probably the biggest threat to Manaphy, since he can just Calm Mind alongside our little blue pixie and eventually kill it or Stall him out. This is why Latias was added, to send those stupid Cro-Ogres back to the bottom of the sea where they belong. Latias also checks out-of-control Palkias reasonably nicely too, as she can survive a Scarfed Spacial Rend and OHKO back with Dragon Pulse. All others are outsped and killed. Any non-Scarf or non-Haban Garchomp are dealt with nicely too. I chose Thunder over Grass Knot simply because Groudon won't like boosted Dragon Pulses anyway (Kyogre is hit for the same power), and I don't want Latias to get raped by Pursuiting Steels like Scizor and Metagross.

TWILIGHT SUCKS (Garchomp) (M) @ Choice Scarf
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw
Garchomp is my all-important Electric-immunity. Since Kyogre and Manaphy are both weak to Thunder, Garchomp comes in to absorb it. I really want to run SDChomp here so I can fully capitalise on Choiced Thunders, but my team would be weak to stuff like DDRay if I do. Garchomp is also my revenge killer and late game cleaner, being able to revenge DDRays, DDMences and running through a team if their Steel has been eliminated. Outrage is good for late game cleaning and full on attacking when he needs to. EQ is his other STAB to hit Steels hard. Stone Edge OHKOs Ho-oh, and apart from Stealth Rock and Payback, my only issurance against Shedinja. Dragon Claw is used to attack and scout.

TWILIGHT SUCKS (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP/244 Def/24 Spd
Modest nature (+SAtk, -Atk)
- Surf
- Rest
- Sleep Talk
- Roar
Kyogre is my compulsory Manaphy supporter, because without him, Manaphy is poop. I want my Kyogre to be as bulky as possible so Manaphy can get the support that he needs for as long as possible. I decided to add a tanking Kyogre which would help this team against Rock Polish Groudons. I also realised that I needed a phazer, otherwise Ninjask related Baton Pass team would get me. Therefore, I decided to replace Thunder/Ice Beam/Calm Mind (Whichevers usually on the last spot) with Roar. He also becomes a great Darkrai check, being able to switch into Dark Void to absorb sleep and beat it 2/3 of the time (Surf would majorly damage it, while Roar prevents it setting up).

TWILIGHT SUCKS (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 HP/176 Spd/80 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Rest
- Ice Beam
- Calm Mind
"I AM A PRINCE!! THE PRINCE OF ALL SAIYANS!!" Yeah, whatever. Manaphy is definitely highlight of this team, since he's the one I built the team around. I really think this is the now the best way of using Manaphy, since the currently standard Tail Glow set gets beaten too easily (Outsped and OHKO'd by Latias, anything with Thunder and a Scarf?? No way sir). I got the idea after seeing Philip7086 use the slightly lesser "CroPhy" set in Suspect (Ineffective due to no Kyogre in Suspect/OU, but Manaphy reaches his full potential in Ubers where Kyogre is prevalent and allowed). The difference is of course, not needing to use Rain Dance since Kyogre has it covered, giving him a chance to run Ice Beam for desperately needed coverage. Manaphy is actually reasonably bulky, and after a Calm Mind, he can set up on a multitude of attacks. For example, a neutral natured 252 SpA Thunder from Palkia, Dialga or Kyogre (Commonly seen on Scarf sets) will fail to 2HKO after a Calm Mind, so if Manaphy can Calm Mind to +1 as they come in (And he's at near full health), he can Calm Mind again to +2 as they hit him with Thunder, Rest off the damage and continue Calm Minding until he can sweep. Things that might give Manaphy trouble can easily be handled by the team. For example, CM Kyogre and Specs Kyogre will beat Manaphy. However, CM ones are easily handled by Latias while Specs Thunder (Manaphy can probe by Calm Minding up to +2) is a free switch for Garchomp (This is where I really want to use SDChomp, any advice would be sorely welcome). Other Kyogres are 2HKO'd with Surf once I reach +4 or something ridiculous like that, but Manaphy is perfectly capable of getting there. Manaphy can also survive a multitude of physical attacks as well, including a guarranteed survival of SDRay's Extremespeed, so long as I have had Leftovers recovery after switching into one layer of Spikes and Stealth Rock (Manaphy would then proceed to OHKO the thing with Ice Beam, of course). I have swept quite a lot of unprepared teams with this thing already, and I haven't even with this team nearly as much as I used my Freeza team. The great thing about Manaphy is that he laughs at Blissey, who gives every special attacker with the exception of Kyogre hell.
Well that's my team. Rate away everyone!!
P.S. I apologise to potential Twilight fans over the nicknames, but I doubt it should have too much of an impact.