And He Shall Reign for Eons To Come - Uber RMT

Recently, I've gotten back into playing the 3rd generation games of Ruby, Sapphire, and Emerald, as they are my favorite. I love the storyline, and especially the legendary pokemon, which had me thinking that maybe I should create an Uber team focused on one of these 3rd gen Ubers, for wifi of course. The result? Well, here it is.

The Team At A Glance


Assembling Its Members

The first challenge was to select which pokemon I wanted to base my team around. My last team focused on ResTalk CM Kyogre, so this time I wanted to look for a faster sweeper that didn't take as long to set up. RP Groudon came to mind first, and DDRay quickly followed. Finally, I came across Latios, a relatively forgotten sweeper living in the shadows of Darkrai, Kyogre, and Ho-oh as of late. Bulk, speed, and power all in one pokemon...I was sold.


So now I had to ensure that Latios' checks were out of the way. Along with the standard Blissey came the likes of Steels (Scizor, Metagross, etc), faster pokemon (Darkrai, Mewtwo), and Scarfers (Dialga, Garchomp, etc). Thus, I found Scizor to be an effective partner. The two not only have perfect defensive synergy, but Scizor helps to remove frail pokemon, and can come in on Scarfed dragon attacks from the likes of Palkia.


Next, I wanted something that could deal with steel pokemon, possibly using them for its own gain. I also wanted it to be relatively bulky so that it could take a hit or two if necessary. Specs Kyogre immediately came to mind, given that it could be EVd with plenty of HP and few pokemon could switch into its mighty Water Spout. However, I soon realized this would be counter productive, as taking a hit would weaken the very Water Spout that I'd rely upon to punch holes. Instead, I decided to go with a simple CM Kyogre, who would have the added benefit of having Scizor to remove Latias and Palkia.


Those three made a nice trio, with Kyogre's weaknesses being great opportunities for Latios to switch in. However, choosing CM over Specs meant that Blissey would once again be a problem, and that I'd need something focused solely on dishing out damage. Furthermore, it was about time for me to really start thinking about checking opposing threats, SDRay being foremost in my mind for some reason. With its great typing, bulk, and offensive stats, Mixed Dialga made the perfect 4th member.


So far I had Scizor dealing with Darkrai, Mewtwo, Shaymin-S, and Scarfers, Kyogre dealing with Steels and being a nice tank, and Dialga to punch holes in their walls to make Latios' job almost too easy. I figured that some speed on my team could prove useful, so I set my sights on Mewtwo. I considered the all-out attacker with Selfdestruct, but then realized that a Scarfer would be more beneficial. It could deal with DDRay, RPDon, and others while retaining high attack power, and use Trick to cripple Blissey so that Latios had its best counter turned to mere setup fodder.


Finally, the lead slot. Stealth Rock was nowhere to be found on my team, so the lead needed to carry it. And the offensive nature of the team meant that I wasn't really looking for what Groudon or Forretress had to offer...so I picked Deoxys-S. Predictable? Maybe. But it came with the added advantage of setting up a potential layer of Spikes, which is much appreciated as the opponent scrambles to find something to switch into Dialga / Latios.


An In-Depth Look




Deoxys@Focus Sash
Timid; 144 HP / 112 SpA / 252 Spe

Taunt
Spikes
Shadow Ball
Stealth Rock
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General Info

Deoxys-S is notorious for being the most consistent lead in the game, and for good reason. It being a third psychic type on my team isn't a big deal as it is meant to suicide. Generally I'll go for Stealth Rock first, then use Spikes as much as possible before dying.

Moveset
Stealth Rock is the primary move here, for obvious reasons. Despite the fact that Thunder is all over the team, the consistent damage is provides is extremely useful, and crippling the likes of Rayquaza is necessary for Scizor to effectively revenge. Spikes follow, adding further insult to injury. Without Lum Berry, Deoxys-S doesn't get to Taunt Darkrai, and since the team doesn't particularly mind Stealth Rock, Shadow Ball gets the nod so that opposing Deoxys leads can be reliably disposed of. Taunt allows me to stop Forretress, DSMew, and a few others.

EV Corner
Max speed is a given, as it allows me the greatest chance of getting those rocks up. The SpA EVs provide enough strength to 2HKO opposing Deoxys-s, and the rest go into HP for some bulk.

Vs. Other Leads
  • Deoxys-S: Shadow Ball 2HKOs here, so I avoid Taunt speed ties. At most they'll get rocks + spikes, and I can lay down my rocks afterward.

  • Groudon: Stealth Rock, then Spikes. I can get a second layer if it chooses to set Stealth Rock up itself.

  • Darkrai: I lose here, but I can get a layer of Stealth Rock up if they decide to immediately Dark Pulse for some reason.

  • Deoxys-A: Stealth Rock first, then Spikes or Shadow Ball depending on whether its LO or Sash. I usually end up just getting rocks though.

  • Kyogre: Set up Stealth Rock and as many Spikes as possible.

  • Mew: Annoying. Set up Stealth Rock immediately, and react accordingly to whether it sets up screens or U-Turns out.

  • Forretress: Taunt it, then switch to Kyogre or Dialga to start attacking. Setting up is pointless as it will merely spin them away.

  • Tyranitar: Set up Stealth Rock.

  • Dialga: Stealth Rock, then Spikes as many times as possible.

  • Shaymin-S: Switch to Dialga, who can take an Air Slash, and then come back in later to set up rocks.


Dialga@Life Orb
Hasty; 56 Atk / 252 SpA / 202 Spe

Outrage
Thunder
Fire Blast
Draco Meteor
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General Info

Dialga is one of the most versatile pokemon in Ubers given its typing, bulk, offensive stats, and considerable movepool. This set incorporates all of the above, allowing it to become a potent offensive threat that will leave the opponent scrambling to find a viable switch-in.

Moveset
Draco Meteor is one of the most used attacks on the set, blasting holes in everything that doesn't resist it. The threat it presents often leads the opponent to send in a steel immediately. Which leads me to Fire Blast - it roasts the likes of Scizor and Forretress to a crisp, as well as Metagross. In the sun, it also allows me to hit other Dialga without resorting to Draco Meteor. Thunder is the third attack, hitting Lugia and Kyogre for super effective damage, and providing a reliable attack in the rain, which means that Dialga functions well in both. It's paralysis often comes in handy, as it allows Dialga that extra attack. Finally, Outrage is used to devastate the Lati twins and, more importantly, Blissey.

EV Corner
The given nature and EVs put Dialga at 292 speed, outpacing Adamant Lucario and Rayquaza. Though I sometimes miss the bulk that Quiet provides, Dialga is still fairly bulky and the added speed lets it get extra hits against pokemon that attempt to outrun RPDon, as well as Groudon itself. Maximum SpA for power, with the rest thrown into Atk to boost Outrage.



Mewtwo@Choice Scarf
Modest; 36 HP / 252 SpA / 222 Spe

Trick
Thunder
Ice Beam
Aura Sphere
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General Info

Mewtwo functions as the team's premier revenge killer. The combinations of both Ice/Electric and Ice/Fighting grant excellent coverage, which allow it to inflict severe damage to much of the tier. With its fashion accessory granting it incredible speed, I chose to let it gain more power with a Modest nature.

Moveset
Mewtwo's moves allow it to revenge a wide variety of threats, and hit hard when it isn't doing so. Thunder is a reliable attack that handles Kyogre, Palkia, and opposing Mewtwo. It is also the strongest option against steels other than Heatran and Dialga. Ice Beam covers DDRay, RP Groudon, Giratina-O, Garchomp, and LO Shaymin-S. Aura Sphere picks up the scraps, punishing Dialga, Darkrai, and Tyranitar. Finally, Trick is present to help me with Blissey and stat boosters other than Giratina - locking a Kyogre into Calm Mind can be a lifesaver. It also helps against LO users that have a wide range of attacks, such as LO Mewtwo and Shaymin-S.

EV Corner
The EVs and nature grant Mewtwo 351 speed, which becomes a blistering 526 with the Scarf attached. Such a number is more than enough to outpace DDRay, ScarfChomp, and RPGroudon. I have no need to outrun Darkrai or Shaymin since Scizor handles them quite well, and outrunning Latios once the Scarf has been Tricked is still no joke.



Kyogre@Leftovers
Modest; 124 HP / 240 SpA / 144 Spe

Surf
Thunder
Ice Beam
Calm Mind
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General Info

Kyogre is one of my favorite pokemon, hands down. I love water types, and its sleek design combined with the fact that it is one of the mascots for my favorite generation keeps it dear to my heart. Sentimentality aside, however, the Sapphire legend is a real beast, the most powerful special attacker in the game. This simple yet effective set brings the rain for my team, and provides me with a pokemon that can hit hard both right off the bat and that can also boost once or twice to spell doom for the opponent.

Moveset
I was originally thinking of using Specs Kyogre for its immediate power, but this has worked much better for me. A Modest nature and near-max attack mean that rain-boosted STAB Surf will do definite damage to many a pokemon, which is augmented by Calm Mind. Speaking of, Calm Mind's ability to boost SpD was a real plus here, as it prevents specially-based revenge killers from revenging. For example, LO Shaymin-S can only muster 77% max with Seed Flare, while Palkia will struggle to revenge with Thunder. Ice Beam allows Kyogre a solid hit on dragons, such as Rayquaza, Latios, Giratina-O, and Dialga, while Thunder strikes down Lugia, Ho-oh, Groudon, and opposing Kyogre. It does all of this while slowly regaining health from its Leftovers, which makes it quite the special tank.

EV Corner

Instead of the typical Max/Max Timid spread, I went with Modest for more power. The speed EVs allow Kyogre to outrun 251 Speed RP Groudon, and anything below that, including support Dialga, Ho-Oh, etc. The HP EVs also grant it some bulk that often comes in handy pre- and post-Calm Mind, allowing it to take Scarf Thunders and weaker physical hits. After considerable testing, I've decided that it is definitely the superior spread.



Scizor@Choice Band
Adamant; 202 HP / 56 Atk / 252 SpD

U-Turn
Pursuit
Superpower
Bullet Punch
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General Info

Look familiar? It should, because it's merely CBScizor with a more specially defensive focus. It's naturally high attack pairs with the Choice Band to spread damage through the use of U-Turn, and it has great synergy with Latios and Kyogre. It's only weakness, fire, is also mitigated thanks to the rain.

Moveset
Typical moves for a typical pokemon. U-Turn is key, as it allows me to scout their team and also get out of sticky situations. It severaly dents the likes of ScarfPalkia, Kyogre, and more. Pursuit is found because it allows me to hit the Lati twins hard, as well as Mewtwo. It also does decent damage against neutral threats, given the lower defense of Ubers. Bullet Punch is staple, giving me an excellent tool for revenge killing. And while Superpower is mostly filler, it does allow me to punish Dialga switch-ins, or threaten ScarfDialga.

EV Corner
Taken straight from the analysis, they provide considerable bulk with enough attack to cripple opponents. With Scizor's excellent resistances in Ubers, it is only natural to bolster its special defense, and the attack allows it to 2HKO Darkrai, Shaymin-S, and Rayquaza with Bullet Punch.



Latios@Soul Dew
Timid; 6 HP / 252 SpA / 252 Spe

Thunder
Calm Mind
Grass Knot
Dragon Pulse
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General Info

Latios is the star of the show, head honcho, the ringleader. It combines speed and bulk in Ubers in much the same way that Latias does in OU, the difference being that Latios has access to the Soul Dew, augmenting its power. After a single Calm Mind, it can tear teams to shreds with its great coverage and speed, and minimizes damage from special attacks.

Moveset
I actually had considerable difficulty in deciding which two attacks where best in the final slots. Calm Mind was a given, as I wanted to boost my stats rather than lower them like the all out attacker does with Draco Meteor. Dragon Pulse provides strong STAB and a clean sweep often. Thunder provides an immensely powerful attack after a boost, KOing Forretress, Scizor, Skamory, and other assorted steels. This eliminated the need to HP Fire, so I picked Grass Knot for the last slot to pick of Groudon, Kyogre, and Tyranitar. It comes in useful if I should be attacking without a boost, especially against Groudon.

EV Corner
As straightforward as it gets - maximum power, maximum speed, and and the rest thrown into HP.




Credits

Jibaku: For the format, which I pretty much used for this RMT, as well as his extremely comprehensive threatlist.
Pokesho, GTSPlus, LegendaryPokemon, and Bulbapedia: For the images.
 
Threat list
Black indicates minor threat
Blue indicates a somewhat mild threat
Red indicates a high level threat


Top Threats
Top threats are, as the name implies, a listing of the most threatening Pokemon in the Uber metagame. For those of you who might think differently, no I don’t mean it in a sense that they are top threats against my team.

Kyogre: It finds difficulty setting up, and the team sports plenty of resistances to it. Though not as efficient as Latias, Latios still fairs well against nearly all versions.

*Calm Mind Versions: Latios boosts alongside CroKyogre, eventually winning that war. Alternatively, Mewtwo can lock it into CM with Trick. SubCM and 3-attack CM can be dealt with by Dialga, Mewtwo, and my own Kyogre.

*ScarfOgre / SpecsOgre: Weakening Water Spout is key here, which thankfully all of my pokemon can do. Stealth Rock + Spikes helps alot, to the point where Latios or my own Kyogre can take the water attacks and set up.

*Thunder Wave Lead: Set up Rocks, and a layer of Spikes before going down, then go to Kyogre or Dialga to attack.


Groudon: Dialga's Draco Meteor, Kyogre's Surf, and Latios' Grass Knot all pick off Groudon, while Mewtwo has Ice Beam.

*Stealth Rock Variants: Draco Meteor punishes them, while Kyogre and Latios force it out with ease.

*Rock Polish: The key is to not let it set up, which it can only do on choiced electric attacks and such (ScarfTwo's Thunder). Adamant ones are revenged by Mewtwo, and the same goes for Jolly (who cannot OHKO Mewtwo because of the power drop).

*Swords Dance / RPSD: RPSD is dealt with by Mewtwo no matter how you look at it. SD + 3 attacks can be covered by Latios thanks to Grass Knot.

*Paradancer: Tricky. I'll usually go to Kyogre here, who doesn't particularly mind the paralysis and can do serious damage with Surf. Revenging is simply a matter of bringing in Latios for Grass Knot.

*Choice Band: Prediction is key. Dialga can come in on Stone Edge, Scizor on Dragon Claw, and Latios on Earthquake. Mewtwo can revenge if its been weakened a bit.


Rayquaza: Prediction is important, but I have plenty of checks to it on the team, which makes it difficult for it to set up. Stealth Rock is obviously helpful.

*Swords Dance: Adamant SD is outsped and killed by Dialga, and Jolly Ray only has a small chance of KOing Mewtwo with Extremespeed. Not letting it set up really helps.

*Dragon Dance: Revenged by Mewtwo or Scizor.

*Mixed Attacker: Switching in to this is difficult, but by going to Scizor to take the Draco Meteor, Kyogre can often come in safely. Latios outspeeds it as well, and Scizor has Bullet Punch.

*Choice Band: Rare but annoying. Predicting a resisted attack means it has to switch out and take Stealth Rock damage, putting it in Scizor's BP range. Latios works as well while Dialga outspeeds Adamant versions.


Dialga: Extremely versatile and thus unpredictable. Usually I'll look at other roles filled on the team to try and guess Dialga's, but otherwise I have to take a hit.

*Choice Scarf: Resistances are nice here, as the opponent will need to predict just right to nail the switch-in. My own Dialga takes anything but Fire Blast or Aura Sphere, and even the former doesn't do too much in the rain. Mewtwo outspeeds and has Aura Sphere, while Kyogre can Ice Beam if at +1.

*Choice Specs: Again, resistances are crucial. Scizor takes dragon attacks, Dialga takes electric, and Kyogre can handle fire. Latios can come in on anything but Draco Meteor (though it dislikes Thunder's paralysis chance).

*Bulk Up: My own Dialga can come in and proceed to start firing off Draco Meteor or Fire Blast. Mewtwo's Trick often locks it into Sleep Talk, Rest, or Bulk Up, rendering it useless.

*Bulk Up Mixed: Kyogre proves effective here, not minding Draco Meteor too much and blasting it with Ice Beam before it racks up too many bulk ups. Mewtwo's Aura Sphere is again effective.

*Choice Band: Scizor can take dragon attacks while Latios will gladly switch in on Earthquake.

*Mixed: Can be a real hassle, but once it Draco Meteors I'm set. Kyogre can hit with Ice Beam, while Mewtwo either decimates it with Aura Sphere or locks it into one move with Trick. My own Dialga is often faster, which allows me to fire off a quick Draco Meteor.


Palkia: Also very versatile, but I feel that it is used with less variety than Dialga. It has difficulty revenging +1 Kyogre, and Scizor can take ScarfPalkia's dragon attacks all day. Latios outspeeds non-scarfed versions for an easy kill.

*Choice Scarf: If it comes in on Kyogre, just use Thunder or Calm Mind. Scizor comes in on Spacial Rend / Draco Meteor.

*Mixed: Special mix + Aqua Tail still has issues vs. +1 Kyogre, while dual weather mix faces a similar dilemma. Latios outspeeds all versions and kills.


Giratina-O: A potent threat indeed. Fortunately, its weaknesses are easily preyed upon, which gives it trouble switching in.

*Mixed: Kyogre's Ice Beam, Mewtwo's Ice Beam, Latios' Dragon Pulse, and Dialga especially can deal with it. If I suspect Earthquake, I'll go to Latios, then pivot switch to Dialga on the predicted Shadow Sneak if Latios isn't healthy enough to survive it.

*SubCM: The substitute makes it pretty difficult to deal with, as does its coverage. If it lacks Thunder, Kyogre can CM alongside it with the benefit of Leftovers, and eventually wipe it out. Dialga can also break the sub with Draco Meteor, then follow up with Outrage. Latios does well if it for some reason doesn't have a Sub or boosts.

*CMRestTalk: Dialga can Outrage against it, and Kyogre can CM alongside it.

*Physical Attacker: Breaking the sub is crucial. Oftentimes I'll start off by attacking Giratina-O instead of switching off the bat, as it allows me to scout its set. Once broken, Latios or Dialga make short work of it.


Darkrai: Picking on its frail defenses is often the best choice.

*Nasty Plot: Switch to something to take the Dark Void (usually Kyogre), then go to Scizor as it NPs. Bullet Punch deals with it nicely, and Mewtwo OHKOs with Aura Sphere.

*Swords Dance: A moderate threat, but thankfully its Atk is much lower than SpA. Again, let something take the Dark Void and follow up with Scizor. If I need to use Mewtwo, I Trick first to prevent Sucker Punch mindgames.


Mewtwo: Also highly unpredictable. Scizor and my own Mewtwo cause it real issues here, and Kyogre swamps it with Surf.

*4 Attack Life Orb: Often 2HKOd by Scizor's Bullet Punch thanks to Stealth Rock, and it has some difficulty if Kyogre has reached +1. My own Mewtwo can limit that stellar coverage by tricking it a scarf, though that can be risky.

*Taunt Calm Mind: Scizor devastates it, and Mewtwo can lock it into one attack.

* Taunt / Will-o-Wisp: Mewtwo's Trick cripples it here, and Kyogre can Calm Mind to force it out.

*Dual Screen Selfdestruct: Trick from Mewtwo prevents it from ever Selfdestructing, and without screens it is covered by Scizor.

*Lead: ScarfLead. Usually I'll set up Stealth Rock, then switch to Scizor to use Pursuit as it tries to escape being locked into Shadow Ball. Deoxys-S can come back later as death fodder or to set up a layer of Spikes.

*Lead #2: All out attacker lets me get Stealth Rock + Spikes, then go to Mewtwo for Trick or Scizor should it lack Flamethrower.

I’m aware that Mewtwo probably has a lot of other sets, but these are all the relevant sets as of now.


Ho-oh: Unless it is for some reason unusually fast, Kyogre will actually outspeed it and nail it with Surf. The same is true of Dialga, whose Outrage does quite a bit.

*Standard: Sub / Roost / Brave Bird / Sacred Fire can be dealt with by Kyogre, given that there is no Sub. If there is, Kyogre can remove it so that Latios and Dialga can strike down the phoenix with Thunder. Mewtwo's Thunder or Trick is also crippling. Keeping up rain and rocks definitely helps.


Latias / Latios: These two are dealt with similarly - Scizor. I have added insurance against them in the form of TrickScarf, which removes their precious Soul Dew.

*Calm Mind: CMLatias is dealt with by Scizor, who isn't KOd by +1 Thunder. Latios is more difficult to deal with, but usually I'll try to Bullet Punch if I see that it has CM. Finally, my own Latios outspeeds most Latias, as well as HP Fire Latios.

*All out Attacker: This is Latios, mostly. As with many Ubers, the versatility lost when they gain a Scarf is crippling. I'll usually go to Scizor to take the Draco Meteor, then pursue it. If that fails, Trick or Dialga's Outrage works.

*Dual Screen Memento (Latios): Trick prevents that Memento from ever being set off. U-Turn from Scizor can still do some damage through Reflect.


Garchomp: Rather difficult to switch into, but Scizor or Kyogre usually manages.

*Choice Scarf: Earthquake can go to Kyogre or Latios, while Dragon Claw / Outrage is redirected to Scizor.

*Choice Band: Hits alot harder, but my two main switch-ins still apply. Additionally, Latios outspeeds these.

*Swords Dance Haban Berry: Latios does significant damage even through Haban Berry, and Mewtwo's Ice Beam is devastating. Should Latios fall in the process, Scizor's Bullet Punch picks up the scraps and I redirect the focus of the team to Kyogre.

* SubSalac: Break the Sub with Bullet Punch, then go to something to revenge (Latios or Mewtwo).


Shaymin-S: It's frailty leads to its downfall, as my entire team literally gives it issues.

*SubSeeder: Annoying as usual, but Scizor's U-Turn to Mewtwo usually covers it.

*Choice Scarf/Specs: Dialga is often my initial switch, or Kyogre if Scizor or Dialga are already out (few people will risk Seed Flare on 4x resists). SpecsMin is revenged by Mewtwo as well.

*Life Orb: Scizor's Bullet Punch covers it quite nicely, and Latios' Soul Dew helps alot too. Mewtwo can revenge it with Ice Beam.


Mew: Unpredictable as always, but it is usually either lead or BP. High power + Trick covers it.

*Lead: Set up Stealth Rock as it U-Turns, then react accordingly.

*Baton Pass: Bring in Scizor immediately to U-Turn, reacting to the recipient accordingly.

*Getting past the Dual Screeners (Mewtwo, Bronzong, Cresselia, Uxie, Latios, Deoxys-S): Unless they are mad fast, Mewtwo will shut their strategy down with Trick. Kyogre can set up on those that lack Taunt, posing a very real threat to whatever switches in as its Surf can now bypass Light Screen.


Kingdra: Can be absolutely devastating in the rain, which this team utilizes. Kyogre and Dialga are my best hopes.

*Standard Uber Dragon Dancer: Kyogre or Dialga can take a Waterfall/Draco Meteor, so it is often lured into Outrage. At that point I need to use Scizor's U-Turn along with LO recoil and such to weaken it.

*MixDra: Mewtwo can outspeed thanks to its Scarf and lock it into an attack, which severely limits it. Prediction, otherwise.


Wobbuffet: Hard hitting attacks are all I can do, as can anyone haha.

*Oh no it’s Wobbuffet!: Whatever it comes in on will just need to attack head on. Dialga can play mindgames as it is mixed, and Kyogre's Surf does lots at +1. Scizor can U-Turn out, and Wobb really dislikes taking a hit from Latios. Mewtwo is trapped, sadly.



Deoxys-S: You've already seen how I deal with Lead Deoxys-S, and offensive Deoxys-S lack the power to be too much of a threat.

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Medium Threats:These threats are generally not as common as the ones in the top tier list, and/or are generally not as threatening. There are a few exceptions to this, namely Scizor and Deoxys-A, who are used more than some of the stuff in the top threat list.

Scizor: Not so much of a threat to the team as it is utility to the opponent. Dialga, Kyogre, and my own Scizor deal effectively.

*Choice Bander: Basically spends its time U-Turning, with Bullet Punch and Pursuit thrown here and there. Kyogre is bulky enough to take a hit, lessen it with Leftovers, and Surf back. Dialga does the same, threatening to roast with Fire Blast.

*Swords Dance: Relies on Bullet Punch for its offense, which Kyogre and Dialga conveniently resist.

*Ubers Trapper: Really only useful against Latios, IMO. Mewtwo can be trapped by the regular CBer. Regardless, Scizor is often OHKOd by Latios' +1 Thunder and Stealth Rock, and the deal is sealed with a layer of Spikes.


Lucario: Swords Dance is really the only version that is cause for concern, which Dialga easily handles.

*Swords Dance: Dialga can outpace Adamant versions, while Jolly versions fail to OHKO Mewtwo with Extremespeed, Stealth Rock or not.

*Lead: Set up Stealth Rock and Spikes to the maximum extent possible, then go to Scizor to U-Turn as a Sashbreaking tactic. Use whatever to kill it after that.

*Agility: No Atk boost means he is much weaker than normal. Kyogre can Surf it to death, while Mewtwo's Aura Sphere will strike after an unboosted LO Crunch fails to OHKO. Scizor can also Superpower.


Tyranitar: Annoying, because it can remove Latios from battle with a CB Pursuit. Thankfully, I have plenty of checks.

*Lead: Set up Stealth Rock as I die to Crunch, then bring Kyogre in to force it out.

*Dragon Dance/Choice Band: LO DDTar is prone to Scizor's Bullet Punch, while those without LO can't OHKO Kyogre at +1 with Stone Edge. Choice Band also hates Scizor, and fails to OHKO Kyogre with Stone Edge (I'm talking 56 Atk Careful Tyranitar here).

*MixTar: Split EVs make it easier for Kyogre to deal with, and Scizor can Bullet Punch if that should fail.


Metagross: Quite bulky, but it still falls to Kyogre and is dented by Scizor's U-Turn. It isn't exactly a fan of Dialga's Fire Blast either.

*Choice Band/Scarf: Kyogre takes these, not fearing too much other than Trick or Thunderpunch. Dialga can take Meteor Mash or Thunderpunch and threaten with Fire Blast.

*Life Orb: See above. Kyogre outpaces all max speed neutral Metagross, and so does Dialga. Taking 10% per attack only helps me, as it could mean the difference between Latios KOing or not with Thunder when I try to sweep later on.

*Mixed: An odd set...Dialga can come in as long as it avoids Earthquake, and Kyogre can do the same bar Grass Knot.

*Agility: Needs Thunderpunch to really hurt Kyogre (or Explosion). Scizor can U-Turn, and Mewtwo outspeeds by 2 points with its Scarf, allowing it to Trick or Thunder, depending on how much damage Meta has taken.

*Dual Screen: Highly annoying...Mewtwo's Trick stops it or Kyogre can set up with Calm Mind.


Deoxys-A: Mad powerful, but its defenses are those of Carvahna's.

*Life Orbed Attacker: Latios survives all but Ice Punch, Scizor Bullet Punches it, Mewtwo outspeeds, etc. Switching in requires some prediction but it usually isn't too difficult to get Scizor or Mewtwo in.


Salamence: Not too difficult, as it is weaker than Rayquaza both offensively and defensively.

*Dragon Dancer: Mewtwo can revenge with Ice Beam, and Scizor utilizes Bullet Punch. Kyogre can lure it into Outrage so that my other members can handle the rest.

*Mixed Dragon Dancer: Kyogre can absorb Draco Meteor with relative ease, allowing me to bring Scizor in to Bullet Punch. Mewtwo outspeeds and can Ice Beam, while Latios outspeeds and can Dragon Pulse.


Heatran: Kyogre stops it rather easily, and it can't do much to Latios other than Toxic. Mewtwo also outspeeds and blasts it with Aura Sphere. Rain puts a damper on its performance as well.

*Taunt/Roar: Kyogre's Surf and Mewtwo's Aura Sphere.

*TormentTran: Can be rather annoying since Mewtwo is forced to struggle, but Kyogre's Thunder is still managing enough to break its subs and Surf it next turn.

*Rest/Talk: Kyogre, once again. Unless it carries Toxic, Latios can set up and Thunder.

*SpecsTran: Prediction is important. Latios can take fire and ground attacks but must avoid Dragon Pulse. Scizor can take Dragon Pulse, while Dialga can manage against Explosion.

*Life orb Heatran: Outspeeding it is nice here. Latios can use Calm Mind to minimize damage from Dragon Pulse, and Mewtwo can use Aura Sphere.


Manaphy: Becomes a threat if is sets up, but has definite issues against Latios and Mewtwo. Dialga can outspeed bulkier versions and Thunder / Outrage.

*Tail Glow/Everything else: Pretty much go to Latios and set up as it boosts its stats as well. SubCM chooses between Kyogre or Latios, Crophy can be Tricked / Thundered by Mewtwo, etc.


Jirachi: I'd much rather face ScarfJirachi than bulky Jirachi, because there is less paralysis. Kyogre and Dialga cover it.

*U-turn / Toxic / Protect / Wish: Dialga shuts this set down, hitting with powerful Thunders in Rain and Fire Blast otherwise. Scizor can U-Turn against it.

*Iborachi: Kyogre deals, not minding Body Slam too much. Same for Dialga, as rain weakens Fire Punch.

*Mix Jirachi: Dialga doesn't care about unSTAB Draco Meteor and Fire Punch, and Kyogre can set up on Grass Knot.

*Scarfrachi: Too weak to do real damage. Kyogre and Dialga take it on pretty well.


Defensive: This section will list the defensive threats in the metagame, and I’m sure you all with some form of intelligence will know what I mean. Keep in mind that some of the stuff I mentioned here are offensive stuff (e.g. CM Offensive Lugia), but these Pokemon are placed here because they are generally portrayed as walls.

Blissey: MixDialga and Scizor work well. Since my team keeps the pressure on strong, preventing it from healing often spells its doom.

Wish / Protect / Toxic / Seismic Toss a.k.a Standard: It often switches into Dialga expecting Draco Meteor, at which point I switch out to give the illusion of being all special. The next time it comes in, it is often struck with Outrage. Scizor has Pursuit / U-Turn / Superpower, and Mewtwo cripples it with Trick.

*Calm Mind Blissey: Outrage from Dialga, Scizor, and Mewtwo's Trick works wonders.

*Seismic Toss/Softboiled/Toxic/Whatever: Again, just keeping up the pressure is great against it. Scizor can even weather a Flamethrower thanks to the rain should it carry the attack.


Forretress: No offensive presence whatsoever, though it gets annoying when it spins away hazards. Strong attacks bring it down easily enough.

*Standard: No one cares too much about Toxic Spikes except maybe Kyogre, so they aren't too much of an issue. Dialga has Fire Blast / Thunder, Mewtwo cripples with Trick, Kyogre washes it ashore with rain-boosted Surf, and Latios strikes it down with +1 Thunder.


Lugia: Stealth Rock really hinders it, and it can't take Thunder and Surf scattered across my team.

*The Great Wall: Isn't walling much of anything, actually. Kyogre, Latios, Mewtwo, and Dialga all pack super-effective attacks against it, and the paralysis can spell its demise.

*Offensive Calm Mind: Latios laughs at Lugia as it sets up Calm Minds of its own before firing Thunder, and Kyogre does the same. If those two somehow fail, Mewtwo can Trick it a Scarf, sit back, and enjoy the benefits of LO.

*Defensive Calm Mind: Kyogre doesn't mind paralysis and shrugs off Ice Beam with ease.

*Choice Specs: Aeroblast can hit hard, but Latios switches in at +1 SpD with Soul Dew, and Dialga resists Aeroblast as well. Trick is a dangerous move to use given that I have the likes of Mewtwo and Kyogre on the team.


Giratina: Latios, Dialga, Kyogre, Mewtwo...this isn't too much of an issue at all.

*The Great Wall… again: Kyogre can set up on this with ease, and Mewtwo's Trick will cripple it. Draco Meteor from Dialga helps, but I have to tread carefully in case of Will-o-wisp.

*Calm Mind: Trick shuts it down, and Kyogre or Latios can set up alongside it.


Skarmory: Scizor is really the only setup opportunity it finds, as everything else hits too hard with Thunder.

*Standard: Dialga can blast it in either weather condition, while my other special attackers end its life with Thunder.


Cresselia: Sees little use against this team aside from screens maybe.

*The Great Wall… Edition 3: No Pressure or phazing means that it becomes setup fodder for Kyogre, or simply pounded by Scizor's U-Turn.

*Lunar Dancer: Mewtwo's Trick can stop it from getting off Lunar Dance, while Latios boosts up to bypass Light Screen.


Bronzong: Not too much of an offensive presence...screens or Stealth Rock is the extent of its support.

*Standard…set???: Kyogre can Calm Mind on it, threatening a sweep. Scizor's U-Turn does a good bit as well.


Deoxys-D: This one is tricky, since it isn't so easily defeated.

*Standard Spiker: Knock Off can be annoying, but Scizor can U-Turn to Dialga, whose Draco Meteor and Outrage threaten Deoxys.

*Agility / Toxic: Dialga isn't affected, neither is Scizor, so its really a matter of just wearing it down.


Registeel: Bulky, but lack of recovery really hurts it. Thunder Wave is annoying, though.

*Standard: Kyogre doesn't particularly mind Thunder Wave, so it can set up and finish Registeel. Scizor's is similar, with Superpower taking out large chunks that it has difficulty recovering back.


====

Obscure: The final part of the threat list contains a long list of Pokemon that are viable in the Uber metagame, but are rarely seen, hence “obscure”. By no means should you underestimate these Pokemon, though. In the right hands they can prove to be devastating. And truth to be told, my team can’t handle all of the Pokemon listed here.

Ludicolo: Kyogre counter, and possibly Mewtwo. Other than that, it's not getting very far.

*Leech Seed: Scizor's U-Turn can break the sub and shed Leech Seed, which allows Dialga to Outrage or Mewtwo to Trick.

*Rain Attacker: Great coverage, but it lacks the power to truly hurt Latios thanks to Soul Dew. Dialga can also use Outrage as well, taking at most neutral damage from Ice Beam.


Ninjask: Lol.

*Baton Pass: Bullet Punch.


Infernape: Not something that is seen too often, but Mewtwo and Latios are comfortable dealing with it.

*Lead: Take the Fake Out, and set up rocks and/or spikes as it kills me. Following that, Latios can deal with it.

*Swords Dancer: Again, Latios and Mewtwo. Their Psychic typing allows them to resist Mach Punch should it carry the attack.

*Choice Band: U-Turn or Shadow Claw are annoying, but Dialga resists both. Mewtwo and Latios can come in on Close Combat, while Latios and especially Kyogre can deal with Flare Blitz.

*Mixed: I have never seen this used in Ubers, but Latios and Mewtwo provide solid checks just in case.



Deoxys: Used mainly as an alternative lead to Deoxys-A, and is treated as such.

*Lead: Set up Stealth Rock first, to at least guarantee that. Follow up with Taunt to prevent it from attempting Spikes, and try to set up my own. If Stealth Rock is all I get, that's fine - Scizor's Pursuit / Bullet Punch deals with the rest.


Weavile: Great coverage against most of the tier, but I have some solid checks in the form of ScarfTwo and Scizor.

*Swords Dancer / Life Orb 4 Attacks: Scizor is my immediate switchin, and often the only one needed. Weavile hates Stealth Rock as it is, and is too frail to repeatedly switch into the many high-powered moves on my team.

*Lead: Get up Stealth Rock by sacrificing Deoxys, then go to Scizor.

*Choice Bander: Scizor is my most solid check, resisting both STABs. Sadly, it can Pursue Latios, which gets annoying.


Celebi: I've seen Uber leads, support, and a few other weird sets, but generally Dialga and especially Scizor (thanks to rain) can deal with it.

Support Based Set: Thunder Wave is annoying...but Scizor usually doesn't mind taking it. Leads allow me a quick Taunt to prevent Thunder Wave and Stealth Rock, then I set up my own hazards or Signal Beam if I don't want issues with it later.

Baton Passer: Latios can Calm Mind alongside BP Celebi, or I can have Mewtwo Trick the Scarf to foil the strategy entirely.


Heracross: Heracross can present serious problems, as its STABs alone really hurt my team. Revenging and prediction are my best bets.

*Choice Scarf: Not too difficult to deal with, as it lacks the power of SD and BandCross. Predicting its attack is the way to go - Dialga and Scizor take Megahorn, while Latios and Mewtwo take Close Combat. Kyogre can take one hit and strike back if needed.

*Choice Band: Much more dangerous, as outside of prediction nothing can safely switch in. Revenging with Scizor's Bullet Punch or Latios' Dragon Pulse is most effective. Tricking Scarf onto it weakens it as well, lessening the threat level.

*Swords Dancer: Not as bad as the Choice Bander, but still an issue. Playing by resistances is usually best, if I go to a faster pokemon then that usually deals with it.


Mamoswine: Rarely seen...but not too difficult to deal with.

*Lead: Get up Stealth Rock and attempt Spikes, though usually I only get the former. Afterward, go to Kyogre for Surf or Scizor for Bullet Punch.


Jumpluff: Rain really lessens its effectiveness, though Sleep is highly annoying. Scizor deals with it well, as does Mewtwo.

*Subseeder Supreme: Let Kyogre or Dialga take the sleep (preferably the first, to get up Rain), then go to Scizor to U-Turn. This breaks the sub and seed, letting Mewtwo finish things up.


Shiftry: Scizor really shuts it down, as it needs HP Fire or Fire-type weather ball to injure it. Keeping up rain helps as well.

*Nasty Plotter: Go to Scizor immediately, and U-Turn / Bullet Punch. In rain, Latios also outspeeds and can Dragon Pulse to revenge, while Mewtwo has Ice Beam.

*Swords Dancer: Again, Scizor. Bullet Punch or U-Turn to hurt it, or go to Mewtwo to Trick (helps to avoid Sucker Punch shenanigans).



Exeggutor: Another Sun+Sleep pokemon, how annoying. Bringing Kyogre in is useful, as it allows me to cancel sun and possibly force a Solarbeam charge (if it chose that over Sleep Powder for some reason).

*Sun Abuse: Like I said, Kyogre takes the sleep and changes the weather, which allows Mewtwo, Latios, or Scizor to decimate it. Exeggutor's low special defense doesn't really help either.


Tangrowth: Similar strategy as Exeggutor, but there is the risk of Power Whip. Regardless, changing the weather lets me regain control.

Swords Dance: Bring Kyogre in to take the sleep / Power Whip, then go to Scizor or Mewtwo to attack / Trick.


Gengar: Speedy but frail. Latios, Mewtwo, and Scizor stop it.

*Choice Scarf: Outsped by my own ScarfTwo, and ravaged by Bullet Punch / Pursuit. Kyogre can set up on Shadow Ball or Focus Blast, while Dialga will gladly come in on a ghost move.

*Life Orb: Scizor helps here, and Mewtwo still outspeeds.


Kabutops: Can be problematic with Swift Swim. Usually I'm forced to rely on Bullet Punch and LO recoil to stop it.

*Swords Dancer: Not cool. Adamant versions are outsped by Mewtwo, and anything else will be forced to take Bullet Punch.


Abomasnow: Annoying mostly because it changes the weather, no other reason. Dialga, Mewtwo, and Scizor keep it away.

*SubSeeder: Scizor's U-Turn works in the same way that it does against Shaymin-S and Jumpluff, and lets me bring in Dialga for a quite Fire Blast.

*Anti Lead: Not sure what this is, but I'm assuming STAB and Ice Shard. Get my rocks up, and go to Scizor.


Uxie: Screens are the only reason this is used.

*Dual Screen Memento: Mewtwo Tricks to foil the strategy, and Scizor's U-Turn does a sizeable chunk even through screens.


Magnezone: Can be pretty annoying actually, thanks to its typing.

*Choice Scarf (this includes Magneton, btw): It will trap Dialga often after I've used Draco Meteor, or possibly when locked into Outrage. Kyogre and Mewtwo can both deal with it, while Scizor will U-Turn out and can catch it next time with Superpower on the switch.

*Sub/Magnet Rise: Kyogre can Calm Mind to eliminate the threat, while Dialga has no choice but to blast away with Fire Blast. Mewtwo has Aura Sphere.

*Sub/Charge Beam: Boosting against Dialga will take some time, which allows me to do some decent damage. If the sub is broken, Mewtwo can Aura Sphere to pummel it.


Dugtrio: Another trapper...I can't really escape. However, most of my team can deal with it quite well.

*Standard: Traps Dialga and Mewtwo locked on Thunder...that's it. Scizor in turn traps it with Pursuit.


Cloyster: Most of my attackers are special, so it will have some difficulty.

*Mixed Lead: Taunt to prevent Spikes / Toxic Spikes, then switch to Kyogre to immediately threaten the opponent. Deoxys-S can set up Rocks later, and should still have its Sash.


Froslass: A non-issue, dealt with by Scizor or Dialga.

*Lead: Taunt to prevent Spikes and Destiny Bond, then Stealth Rock and Spikes if possible. Scizor deals with the rest.


Qwilfish: Not as threatening as Kabutops, IMO, as Dialga totally shuts it down. The lead is easily stopped.

*Lead: Taunt to prevent setup, then use Stealth Rock and Spikes accordingly. Dialga can then take it out, as I don't want it to have the benefit of rain.

*Rain Dance Attacker: Dialga stops it cold.


Hariyama: An interesting lead...not too troubling.

*Lead: Take the Fake Out and set up Stealth Rock, then go to Dialga for Draco Meteor or Kyogre for Surf.


Shedinja: If Stealth Rock isn't enough, I have other methods

*Standard: Set up Rocks and Spikes with Deoxys as they get greedy with Swords Dance. Dialga then rocks it with Fire Blast, or Scizor can use Pursuit.


Parasect: It really only has use against Choiced Kyogre...mine can switch to Ice Beam to circumvent it.

*Standard: Dialga can Fire Blast, Scizor U-Turns, Mewtwo Ice Beams, etc. Kyogre often takes the sleep if I need to switch in, but oftentimes it is the one coming into Kyogre.


Quagsire: Another Kyogre-specific check...dealt with by the rest of the team just as well.

*Standard: Dialga's Draco Meteor is tough for it to take, and Mewtwo can Ice Beam or Trick to weaken it (Recover is annoying). Scizor can U-Turn to Latios, who follows up with a quick Grass Knot.


Roserade: An interesting pokemon indeed. Sleep is annoying as always, but Dialga and Scizor generally limit its effectiveness.

*Lead: Taunt to prevent TSpikes/Sleep, then set up Rocks and possibly Spikes. I could also bring in Dialga to take Leaf Storm / HP Fire, then double switch back for more layers.

*Leech Seed Toxic Spiker: Scizor's U-Turn really hurts it, and Dialga or Latios can handle the rest.


Ariados: Toxic Spikes aren't too much of a concern at all, so it is rather useless.

*Toxic Spikes lead: Usually go straight for Rocks, but occasionally I'll Taunt. Set up Spikes and then switch to something to kill the spider off.


Delibird: Rapid Spin is annoying, as it stops my Deoxys. That said, it doesn't lay down hazards of its own so I can just come back in later with Sash intact, and set up.

*Lead: Switch to Scizor or something to scare it off.
 

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