Space Bound
was the first Ubers team I made after I began playing the tier earlier this year. I have had some success with the team seeing as it helped me get #3 on leaderboard soon after starting Ubers. While the team hasn’t changed that much since then, I’ve gotten a lot better even though this was still one of the teams I used the most throughout my experience in the tier. I’ve used this in tournaments such as SPL (4-1 record) and stuff like Ubers Cup. Having used this team for awhile, and since the Arceus Metagame is so close by, I feel it’s time to retire it. Both SD and CM variants of Arceus would have no problems dealing with the team so I’d have to change so much that the team wouldn’t be quite the same.
The initial concept for this team was creating a team that helped the Paradancer Groudon set sweep. The end result wasn’t quite that since I probably sweep with Darkrai more than Groudon but the end result was far better than I anticipated.
I present Space Bound (I got the name from the Eminem song)
Giratina-o @ Platinum Orb
Ability: Levitate
EVs: 252 Atk/196 Spd/62 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Shadow Sneak
- Earthquake / Outrage
- Hidden Power [Fire]
Even though it’s not seen much these days, Giratina-O is personally one of my favorite leads. It might have some trouble vs. some leads, but it beats the leads that I need beaten. Since my whole team is grounded (bar Giratina-o of course), limiting the entry hazards that I have to deal with was the mindset I had when choosing my lead. Because of this, I dismissed most leads that prioritized setting up hazards and decided to leave a Stealth Rock user for later in the game. While Leadquaza was on the original draft of this team, I switched to Giratina-o after trying it out. The reason is chose Giratina-O over Rayquaza as my lead was for several reasons. Giratina-o is considerably more bulky, lacks a Stealth Rock weakness and has a nice ghost typing that allows me to block rapid spin throughout the game. While spin blocking isn’t essential on my team since I’m not utilizing spikes, its particularly useful against teams that pack Ho-Oh. Ho-Oh can do quite a number to this team like most uber teams so having Stealth Rock take 50% of its health is nice. I use Earthquake > Outrage most of the time because i only ever end up outraging is vs. Kyogre leads. Even then the method isn’t reliable since it can easily switch out next turn so I decided to use Earthquake instead which hits mons such as Tyranitar, Spec def Jirachi and Heatran.
Lead Matchups:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/40 Def/4 Spd/212 SDef
Careful nature (+SDef, -SAtk)
- U-turn
- Wish
- Iron Head
- Thunder Wave / Body Slam
Spec. Def Jirachi is nothing less than a Boss. It’s able to take hits better than other steels while also wish passing to the rest of my team as well as itself. Jirachi also functions as the main paralysis spreader on this team using thunderwave to paralyze opposing mons bar Groudon and Chomp. Because those two do commonly switch in, I often find myself U-turning in the beginning of the game. I occasionally use Body Slam because while it may be the superior move overall, I can’t stand its mediocre 60% paralysis rate because there are often times when I need that guaranteed paralysis. Iron head makes its way onto this set over protect because when I use it in tandem with Twave, paraflinching annoys the hell out of my opponents. Its healing abilities may not be quite as efficient but the tradeoff is worth it IMO.
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Thunder
- Flamethrower
Palkia gets the nod over Latias as my needed Kyogre Counter solely for its revenge killing abilities. Since Kyogre generally has to be taken down before I can deal any serious damage, Palkia plays a key role in taking its hits. Draco Meteor is a hit and run sorta thing while Spacial Rend is used for more consistent damage of a period of turns. Thunder is used obviously to hit Kyogre hard while Flamethrower is used to hit steels who regularly switchin bar Heatran. Since my team is sun based, Surf wouldn’t do much a lot of the time. I used to run a Hasty nature with Outrage > Spacial Rend but since by team has Lati@s covered very well between Jirachi, Heatran and Darkrai, I figured it wasn’t really all that necessary.
Heatran (M) @ Chople Berry
Ability: Flash Fire
EVs: 94 Atk/164 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Stealth Rock
- Explosion
- Fire Blast
- Dragon Pulse
With the more common sets of Heatran being Taunt + Roar and RestTalk, other Heatran sets have a nice surprise value. This Heatran’s main functions are setting up Stealth Rocks for my team as well as luring Kyogre. Fire Blast is given a nod over flamethrower because this Heatran focuses more on dealing immediate damage. A sun boosted STAB Fire Blast from Heatran is amazingly strong doing an enourmous amount of damage to anything that doesn’t resist it. Explosion is used in order to KO Kyogre as well as some other pesky pokemon like Blissy. Dragon Pulse is used to get super effective damage on dragons who resist Fire Blast. Fireburns suggestion of Chople berry has been helpful for dealing with Rayquaza leads better as well as any other random fighting moves. Special Attack is maximized while enough speed is run to hit a comfortable 254 Speed while the rest is put into Atk in order to boost explosion.
Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dark Void
- Nasty Plot
- Dark Pulse
- Focus Blast
Darkrai is probably my favorite Sweeper in the game. Getting a guaranteed cripple on the opposing team (bar a Void miss), Darkrai immediately places pressure on the opposing team. From there, it can be a deadly sweeper with its unresisted Dark Pulse + Focus Blast combination. I run Leftovers > Life Orb because I found that when using Leftovers, Darkrai died too quickly and the recoil definitely hurt. Focus Blast is used over Substitute because I feel that hitting Heatran, Dialga and Scizor is too important to drop Focus Blast.
Groudon @ Leftovers
Ability: Drought
EVs: 200 HP/112 Atk/108 Def/88 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Stone Edge
- Thunder Wave
While Rock Polish Groudon is probably my favorite Groudon set, this set is just as good. Paradancer Groudon is a fun set that abuses opposing paralyzed mons very well. In the beginning of the game to midgame, the Groudon aims to paralyze as much of the opponents team as it can while ripping holes in them with its STAB Earthquake. When Groudons main Switchins are paralyzed and weakened, it proceeds to Swords Dancing in an attempt to sweeping the opposing team. The EVs are taken from analysis and are used in order to have defensive Bulk while having a respectable Speed and Attack. Stone Edge rounds off the move set in order to hit everything that is resistant/immune to EQ.
So yea, Space Bound is probably my retirement team for the Pre Arceus Metagame. I mean, ill probably play in some of the Ubers tours, but other than that, any ubering i do will probably be more focused on the Farceus Metagame. I liked this metagame but look forward to the new metagame.
Threat List: (Only problems the team faces)
Kyogre- While choiced kyogres aren’t really an issue, Thunder Wave and Calm Mind variants can be annoying. Luckily Heatran is able to lure them and explode. Palkia is able to thunder but that damage is sometimes lackluster if it gets too many CM’s.
Heatran- Taunt Roar Tran is the only one I really see although it has plenty of other great sets. If the opponent has Spikes + SR on the field, it can be annoying because 5/6 of my team is grounded. Giratina-O is able to lure them quite well though so it isnt an issue the majority of my battles. Darkrai also has Focus Blast.
Rayqauza/Salamence- The only time SD Quaza gets a chance to setup is palkia locked into a non dragon move so its not a huge issue. But if it sets up, im in trouble. Groudon can take a +2 claw but that’s about it. DD ray isnt an issue due to Palkia. Rayquaza leads are a bit annoying as well. Salamence gets just as few setup opprutunities as ray but DD mence has a more legit chance of sweeping since it speed ties palkia after a dd.
Garchomp- Scarf Chomp outspeeds Palkia and based off what its locked into, can heavily damage my team. CB and SD Chomp are outspeed by Palkia but have an easier time with groudon.
Ho-Oh- What team doesn’t have problems with this guy. Stealth Rock crippled it and Heatran can switch in to any non eq move and can explode. Groudon can outspeed and stone edge, Darkrai can put it to sleep.
was the first Ubers team I made after I began playing the tier earlier this year. I have had some success with the team seeing as it helped me get #3 on leaderboard soon after starting Ubers. While the team hasn’t changed that much since then, I’ve gotten a lot better even though this was still one of the teams I used the most throughout my experience in the tier. I’ve used this in tournaments such as SPL (4-1 record) and stuff like Ubers Cup. Having used this team for awhile, and since the Arceus Metagame is so close by, I feel it’s time to retire it. Both SD and CM variants of Arceus would have no problems dealing with the team so I’d have to change so much that the team wouldn’t be quite the same.
The initial concept for this team was creating a team that helped the Paradancer Groudon set sweep. The end result wasn’t quite that since I probably sweep with Darkrai more than Groudon but the end result was far better than I anticipated.
I present Space Bound (I got the name from the Eminem song)
Giratina-o @ Platinum Orb
Ability: Levitate
EVs: 252 Atk/196 Spd/62 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Shadow Sneak
- Earthquake / Outrage
- Hidden Power [Fire]
Even though it’s not seen much these days, Giratina-O is personally one of my favorite leads. It might have some trouble vs. some leads, but it beats the leads that I need beaten. Since my whole team is grounded (bar Giratina-o of course), limiting the entry hazards that I have to deal with was the mindset I had when choosing my lead. Because of this, I dismissed most leads that prioritized setting up hazards and decided to leave a Stealth Rock user for later in the game. While Leadquaza was on the original draft of this team, I switched to Giratina-o after trying it out. The reason is chose Giratina-O over Rayquaza as my lead was for several reasons. Giratina-o is considerably more bulky, lacks a Stealth Rock weakness and has a nice ghost typing that allows me to block rapid spin throughout the game. While spin blocking isn’t essential on my team since I’m not utilizing spikes, its particularly useful against teams that pack Ho-Oh. Ho-Oh can do quite a number to this team like most uber teams so having Stealth Rock take 50% of its health is nice. I use Earthquake > Outrage most of the time because i only ever end up outraging is vs. Kyogre leads. Even then the method isn’t reliable since it can easily switch out next turn so I decided to use Earthquake instead which hits mons such as Tyranitar, Spec def Jirachi and Heatran.
Lead Matchups:
Deoxys-S: Shadow Sneak twice as it gets 1 hazard down
Deoxys-A: Same as Deoxys-S except it does occasionally hit me hard with a shadowball. If it does though, it gets no hazards.
Groudon: Draco Meteor following by whatever move I deem appropriate at the time until its gone / switched out.
Kyogre: My team has trouble with Thunderwave Kyogres. I generally bring in Jirachi on the Ice Beam / Thunderwave then Palkia the following turn.
Dialga: Switch in Jirachi then Wish or switch heatran in
Darkrai: Something is going to sleep, which is a huge problem. I normally choose between Heatran and Giratina-O but not matter what I’m severely crippled.
Mew: Shadow Sneak 3hkos and it can’t touch me back. Draco Meteor + Shadow Sneak has a good chance at KOing too.
Giratina-O: Jirachi and Heatran have a relatively easy time switching into this unless it has Earthquake.
Rayquaza: Switch in Jirachi on the metoer, followed by heatran on the Fire Blast. From there I dragon pulse as it Brick Breaks into my chople berry.
Shaymin-S: easy switch into Jirachi as I U turn the following turn.
Forretress: Hidden Power Fire handles it pretty well.
Deoxys-A: Same as Deoxys-S except it does occasionally hit me hard with a shadowball. If it does though, it gets no hazards.
Groudon: Draco Meteor following by whatever move I deem appropriate at the time until its gone / switched out.
Kyogre: My team has trouble with Thunderwave Kyogres. I generally bring in Jirachi on the Ice Beam / Thunderwave then Palkia the following turn.
Dialga: Switch in Jirachi then Wish or switch heatran in
Darkrai: Something is going to sleep, which is a huge problem. I normally choose between Heatran and Giratina-O but not matter what I’m severely crippled.
Mew: Shadow Sneak 3hkos and it can’t touch me back. Draco Meteor + Shadow Sneak has a good chance at KOing too.
Giratina-O: Jirachi and Heatran have a relatively easy time switching into this unless it has Earthquake.
Rayquaza: Switch in Jirachi on the metoer, followed by heatran on the Fire Blast. From there I dragon pulse as it Brick Breaks into my chople berry.
Shaymin-S: easy switch into Jirachi as I U turn the following turn.
Forretress: Hidden Power Fire handles it pretty well.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/40 Def/4 Spd/212 SDef
Careful nature (+SDef, -SAtk)
- U-turn
- Wish
- Iron Head
- Thunder Wave / Body Slam
Spec. Def Jirachi is nothing less than a Boss. It’s able to take hits better than other steels while also wish passing to the rest of my team as well as itself. Jirachi also functions as the main paralysis spreader on this team using thunderwave to paralyze opposing mons bar Groudon and Chomp. Because those two do commonly switch in, I often find myself U-turning in the beginning of the game. I occasionally use Body Slam because while it may be the superior move overall, I can’t stand its mediocre 60% paralysis rate because there are often times when I need that guaranteed paralysis. Iron head makes its way onto this set over protect because when I use it in tandem with Twave, paraflinching annoys the hell out of my opponents. Its healing abilities may not be quite as efficient but the tradeoff is worth it IMO.
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Thunder
- Flamethrower
Palkia gets the nod over Latias as my needed Kyogre Counter solely for its revenge killing abilities. Since Kyogre generally has to be taken down before I can deal any serious damage, Palkia plays a key role in taking its hits. Draco Meteor is a hit and run sorta thing while Spacial Rend is used for more consistent damage of a period of turns. Thunder is used obviously to hit Kyogre hard while Flamethrower is used to hit steels who regularly switchin bar Heatran. Since my team is sun based, Surf wouldn’t do much a lot of the time. I used to run a Hasty nature with Outrage > Spacial Rend but since by team has Lati@s covered very well between Jirachi, Heatran and Darkrai, I figured it wasn’t really all that necessary.
Heatran (M) @ Chople Berry
Ability: Flash Fire
EVs: 94 Atk/164 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Stealth Rock
- Explosion
- Fire Blast
- Dragon Pulse
With the more common sets of Heatran being Taunt + Roar and RestTalk, other Heatran sets have a nice surprise value. This Heatran’s main functions are setting up Stealth Rocks for my team as well as luring Kyogre. Fire Blast is given a nod over flamethrower because this Heatran focuses more on dealing immediate damage. A sun boosted STAB Fire Blast from Heatran is amazingly strong doing an enourmous amount of damage to anything that doesn’t resist it. Explosion is used in order to KO Kyogre as well as some other pesky pokemon like Blissy. Dragon Pulse is used to get super effective damage on dragons who resist Fire Blast. Fireburns suggestion of Chople berry has been helpful for dealing with Rayquaza leads better as well as any other random fighting moves. Special Attack is maximized while enough speed is run to hit a comfortable 254 Speed while the rest is put into Atk in order to boost explosion.
Darkrai @ Leftovers
Ability: Bad Dreams
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dark Void
- Nasty Plot
- Dark Pulse
- Focus Blast
Darkrai is probably my favorite Sweeper in the game. Getting a guaranteed cripple on the opposing team (bar a Void miss), Darkrai immediately places pressure on the opposing team. From there, it can be a deadly sweeper with its unresisted Dark Pulse + Focus Blast combination. I run Leftovers > Life Orb because I found that when using Leftovers, Darkrai died too quickly and the recoil definitely hurt. Focus Blast is used over Substitute because I feel that hitting Heatran, Dialga and Scizor is too important to drop Focus Blast.
Groudon @ Leftovers
Ability: Drought
EVs: 200 HP/112 Atk/108 Def/88 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Stone Edge
- Thunder Wave
While Rock Polish Groudon is probably my favorite Groudon set, this set is just as good. Paradancer Groudon is a fun set that abuses opposing paralyzed mons very well. In the beginning of the game to midgame, the Groudon aims to paralyze as much of the opponents team as it can while ripping holes in them with its STAB Earthquake. When Groudons main Switchins are paralyzed and weakened, it proceeds to Swords Dancing in an attempt to sweeping the opposing team. The EVs are taken from analysis and are used in order to have defensive Bulk while having a respectable Speed and Attack. Stone Edge rounds off the move set in order to hit everything that is resistant/immune to EQ.
So yea, Space Bound is probably my retirement team for the Pre Arceus Metagame. I mean, ill probably play in some of the Ubers tours, but other than that, any ubering i do will probably be more focused on the Farceus Metagame. I liked this metagame but look forward to the new metagame.
Threat List: (Only problems the team faces)
Kyogre- While choiced kyogres aren’t really an issue, Thunder Wave and Calm Mind variants can be annoying. Luckily Heatran is able to lure them and explode. Palkia is able to thunder but that damage is sometimes lackluster if it gets too many CM’s.
Heatran- Taunt Roar Tran is the only one I really see although it has plenty of other great sets. If the opponent has Spikes + SR on the field, it can be annoying because 5/6 of my team is grounded. Giratina-O is able to lure them quite well though so it isnt an issue the majority of my battles. Darkrai also has Focus Blast.
Rayqauza/Salamence- The only time SD Quaza gets a chance to setup is palkia locked into a non dragon move so its not a huge issue. But if it sets up, im in trouble. Groudon can take a +2 claw but that’s about it. DD ray isnt an issue due to Palkia. Rayquaza leads are a bit annoying as well. Salamence gets just as few setup opprutunities as ray but DD mence has a more legit chance of sweeping since it speed ties palkia after a dd.
Garchomp- Scarf Chomp outspeeds Palkia and based off what its locked into, can heavily damage my team. CB and SD Chomp are outspeed by Palkia but have an easier time with groudon.
Ho-Oh- What team doesn’t have problems with this guy. Stealth Rock crippled it and Heatran can switch in to any non eq move and can explode. Groudon can outspeed and stone edge, Darkrai can put it to sleep.