Groudon @ Choice Band Trait: Drought EVs: 252 HP / 252 Atk / 4 Spe Adamant Nature (+Atk, -SpA) - Earthquake - Dragon Claw - Stone Edge - Fire Punch I like Choice Banded Groudon a lot because it hits so hard. Earthquake is STAB and hits pretty much everything that doesn't resist it or immune very hard. Dragon Claw hits Rayquaza and Giratina-O and Dragons in general for massive damage or the KO and has good neutral coverage and Steel types should not really switch into Groudon unless it's Skarmory. Stone Edge gets Lugia for excellent damage on the switch and Ho-Oh as well. It also gives great coverage along Earthquake forming EdgeQuake. Fire Punch checks Forretress Ferrothorn random Scizors (though Eearthquake should do a lot) and always does at least 100% to the standard Specially defensive Uber variant and has a good chance of OHKOing Physical defensive with 252 HP 232 Def Impish after Stealth Rock. Ho-Oh @ Leftovers Trait: Pressure EVs: 192 HP / 240 Atk / 76 SpD Adamant Nature (+Atk, -SpA) - Sacred Fire - Brave Bird - Recover - Substitute Excellent tank that functions well in sun. Sacred Fire is STAB and is boosted by Groudon's ability Drought and has a nice 50% chance of burning the opponent, helping Ho-Oh's weaker defensive side and the rest of the team as well. Recover is excellent reliable recovery and I have it over Roost because first Ho-Oh usually doesn't Roost before the opponent. Also, the Roosting can be exploited by EQers for massive damage on it unless it's behind the sub. Substitute eases prediction, and avoids random annoying status pretty much. Giratina-O @ Griseous Orb Trait: Levitate EVs: 244 Atk / 252 SpA / 12 Spe Naughty Nature (+Atk, -SpD) - Draco Meteor - Shadow Sneak - Hidden Power Fire - Dragon Tail Draco Meteor is great STAB and is boosted by the Griseous Orb as well and has very good neutral coverage. Shadow Sneak is excellent priority to finish off weakened threats, for example Scarfed Kyogre with the bonus of being STAB as well and boosted by Griseous Orb. Hidden Power Fire gives Giratina a solid move to use on Forretress who tries to spin away hazards and is boosted by sun, but is not used for "general coverage". Dragon Tail phases opponents and racks up entry hazard damage plus the damage from the move itself and is boosted by STAB+Griseous Orb. Max special attack and Attack (pretty much) are used to hit as hard as possible while 12 Speed EVs outspeed Pokemon with 90 base speed (which there are a lot of in ubers) who have 4 Speed EVs but maybe I should run a bit more just for the heck of it but this seems to work well. Forretress @ Leftovers Trait: Sturdy EVs: 252 HP / 4 Def / 252 SpD Calm Nature (+SpD, -Atk) - Spikes - Rapid Spin - Stealth Rock - Volt Switch Specially defensive is to take Draco Meteors and such, and it already has pretty solid physical defense. Spikes helps the teammates do more damage and get some more KOs unless they get spun away. Rapid Spin is pretty crucial for Ho-Oh, and getting hazards out of there is just nice in general. Stealth Rock gives a bit of damage on the opponents switches as well and helps do damage in general. Volt Switch can be used to scout, and it also gives an opponent a free switch which I often find useful. Zekrom @ Choice Scarf Trait: Teravolt EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature (+Atk, -SpA) - Bolt Strike - Outrage - Dragon Claw - Volt Switch Bolt Strike is STAB, and deals with Kyogre and Lugia+Ho-Oh nicely. It's also backed up by an impressive 438 attack stat. Outrage hits many dragons in Uber super effectively, and is STAB as well. Dragon Claw is nice to use when I see the opponent has a Groudon lurking in the team using team preview and or Steel types or when locking Zekrom into Outrage is just a stupid idea. Volt Switch is nice to use when Kyogre is threatened out and the opponent most likely will make the obvious switch into Ferrothorn and is scouting as well+STAB but isn't really meant to do a lot of damage. It also works well on a Scarfer which Zekrom is and it uses the Scarf to revenge nicely. Arceus-Grass @ Meadow Plate Trait: Multitype EVs: 252 HP / 132 SpD / 124 Spe Calm Nature (+SpD, -Atk) - Recover - Grass Knot - Ice Beam - Thunder Wave Pretty safe Kyogre switch in and a good special tank/wall. Recover is again very nice reliable recovery and gives Arceus Grass more time on the battlefield and allows it to take more hits. Grass Knot pretty much OHKOes Groudon and Kyogre depending on the set, or does a lot of damage. Since most Pokemon in Uber are heavy, it's usually superior to Judgment. Ice Beam hits dragons for nice damage and it helps that some of them are x4 weak to it. Thunder Wave is used to spread paralysis, which the team abuses nicely. It helps Groudon and Ho-Oh a lot because Groudon can keep firiing off scary Earthquakes and Ho-Oh to outspeed things and maybe even get a free sub by spamming sub and hope for parahax, and recover when nessecary. Calm over Timid is used because I don't find outspeeding Garchomp important, and the extra bulk is very helpful. Because I'm not running Timid, I use 124 Spe EVs to outspeed max Spe 90s like Kyogre with max speed and a boosting nature. As for threats, I've found Extremekiller Arceus a problem to the team if that thing comes in at the right time and start setting up. Also Blaziken is sometimes annoying but mainly Arceus. How can this team be improved, any options I should try out?