Well I recently tried a stall team in OU and needless to say it didn't work out very well. So instead I've set my goals lower and decided on making a hazardous team in ubers. I've always been a fan of arceus so it was decided before hand that it would be my spinblocker of choice. The main purpose of the team is to set up as many hazards as possible then wall/stall/phaze my opponent to hell. Changes will be marked in red Now that you know how the team works, it's time to take a look: At A Glance In-Depth Analysis: Arceus @ Spooky Plate Trait: Multitype EVs: 252 HP / 96 Def / 160 SpD Calm Nature - Judgment - Flamethrower - Recover - Will o Wisp This is a bulkier version of the support ghost set and the main defense again spinners/opposing spin blockers while also having the bulk to tank a few hits. Notably getting 3hko'd by kyurem-b at the worst assuming will o wisp doesn't miss and 2-3hko'd by kyurem-w. Now one might argue that gira is a better spinblocker and that might be true but arceus has a few distinct advantages over gira which is why I'm using this. For one it has superior offense and the movepool needed to defeat opposing spinners or spinblockers. Secondly it has a more reliable form of recovery in the form of recover. Although the lack of lefties might hurt it a bit Arceus ultimately has more staying power than gira. Now for the actual moveset. Judgment is used to hit mewtwo's/opposing spinblockers that my team can't really dent without hazards. Flamethrower is for hitting excadrill/forretress. Recover is to just stall while toxic/burns chip away at my opponent and will o wisp is there to cripple physical attackers. Groudon @ Lum Berry Trait: Drought EVs: 200 Hp / 200 Atk / 108 Def 30 speed iv's Adamant Nature - Stealth Rock - Thunder Wave - Earthquake - Dragon Tail Typical Groudon. I usually lead with this just to setup rocks. The 30 iv's are for the occasional ty-tar/kyogre lead and ensuring I win the weather war. Losing the speed tie with dialga hurts abit but it doesn't make much of a difference overall. Lum berry is to counter darkrai leads which I then proceed to t-wave/dragon tail then rocks. Groudon is really just a suicide lead since after it sets up rocks I don't mind sacking it but with eq and dragon tail I hope to get some damage in first. In the off chance I see a zekrom I tend to just setup rocks with groudon and switchout so groudon can counter zekrom later. Overall it's mainly just used as a setup lead and possibly crippling a mon or two with twave and screwing with the weather since thunder's accuracy goes down the drain and kyogre's beastly stabs don't hurt as much but more on that later. Skarmory @ Leftovers Trait: Sturdy EVs: 252 HP / 96 Def / 156 SpD / 4 Spe Impish Nature - Whirlwind - Spikes - Roost - Toxic You don't see Skarmory much in Ubers these days but it surprisingly has quite a useful niche in Ubers. Base 140 Defense / 70 Special Defense and 65 HP looks measly compared to Lugia's titanic 106 / 130 / 154 or Giratina's champion 150 / 120 / 120 defenses. However, pure stats alone can be deceiving, Skarmory's trump card is its fantastic typing for physical walling and access to Spikes. It also forms the first part of my defensive trio. Skarmory will wall the hell out of any and all forms of extreme killer arceus while setting up the essential hazards needed for my team to sweep. It can tank pretty much any type of physical attack that comes it's way that isn't from zekrom. Ultimately skarmory's main purpose is to set up hazards while prepping for a sweep late game. As for its moves. Spikes lets it setup the essential hazards for my team to toxic spikes. Roost is to heal off any damage it might receive and it helps to put it back in the threshold for sturdy to activate. Toxic is to poison those few stray fliers/levitaters that are immune to toxic spikes and whirlwind is to stop skarmory from just being setup bait. The def ev's invested in skarmory are to avoid getting 2hko'd by kyurem-b and support groudon's fire punch. The SpD ev's help skarmory survive a little longer against special attacks since it's pretty frail in that department. HP is just for lasting power. Tentacruel @ Black Sludge Trait: Rain Dish EVs: 252 HP / 32 Def / 224 SpD Calm Nature - Toxic Spikes - Rapid Spin - Scald - Protect Now you might be thinking why tentacruel as a toxic spike/spinner as opposed to forretress which functions similarly. The answer is quite simple. Tentacruel walls the omnipresent kyogre. With it's def and hp it has the power to avoid getting 2hko'd by a non spec'd kyogre's thunder. Which is simply insane and it tanks kyogre's water spouts like nothing with its 12% recovery every turn and access to protect. It also walls the vast majority of special attackers not named mewtwo or kyurem-w with ease while setting up hazards of its own. Being able to absorb toxic spikes upon entry is just icing on the cake. This makes tenta the 2nd part of my defensive core. The moves should be pretty self explanatory in that tenta sets up toxic spikes while walling special attackers. Spinning away opposing hazards if necessary. Protect is for extra healing/toxic/burn stall if needed. Scald is to get a potential burn on physical sweepers that might decimate tentacruel otherwise. Palkia @ Expert Belt Trait: Pressure EVs: 156 SAtk / 252 Spd / 100 Atk Hasty Nature - Spacial Rend - Thunder - Substitute - Focus Punch Now I know what you're thinking. Sub punch? On palkia? Isn't that a bad idea? Wynaut just run scarf and 4 coverage moves? The answer is pretty simple. Palkia acts as the wall breaker/scout for the few weaknesses my team might have. It also acts as another essential kyogre counter since the goal with palkia is to sub on choice kyogre being locked into it's water moves and then use the appropriate coverage move after that. It also acts as an extreme killer....... killer. In the sense that most people that use sd extreme killer knows that scarfed palkia's draco meteor will only do around 50-60% which will ensure it doesn't 3hko but instead I just punch through and getting rid of extreme killer. Considering how gimmicky and unused this set is it has the surprise factor that's needed. Palkia's ev's are set so that focus punch can get a little bit more damage in. Enough to ohko extreme killer/kyurem after hazard damage while the rest are dumped into SpA and speed to get rid of the threats that focus punch isn't needed for. Lugia @ Leftovers Trait: Multiscale EVs: 248 Hp / 20 Def / 240 Speed Jolly Nature - Rest - Sleep Talk - Whirlwind - Dragon Tail Ah the final part of my three part defensive core and the glue that sticks my whole team together. Anyone that faces lugia will know that it can tank hits like a champ thanks to stellar defenses and multiscale and it's the final poke that comes out once all hazards are in place, spinners are dead, moldbreaker/terravolt/turboblaze users are dead. Now the first thing you might notice is the moveset. Why run resttalk lugia over toxic/whirlwind/roost/ice beam? The answer is simple. To phaze/stall them to hell. Lugia's multiscale will allow it to tank any attack in the uber tier while taking little to no injuries. However this lugia has a slightly different purpose than all the other great walls out there. It's whole purpose is to single handedly rack up hazard damage on an opponent. For the moves itself. Recover/roost is very unreliable since with rocks up and a powerful sweeper lugia will get chipped to death. Rest remedies this since it instantly brings lugia back to full health whether it be rain, shine, snow or sand it will have it's precious multiscale intact since weather damage occurs before leftover healing. Sleep talk is a must in order to make lugia not be a sitting duck er...... bird when it's taking a little snooze. Having Dragon tail and whirlwind might seem a little redundant but I assure you it's not since sleep talk giving lugia a 66% of phasing an opponent as opposed to 33% with rest/toxic/whirlwind which is amazing. Once the 3 turns of sleep are up just rinse repeat until the enemy is dead. I've been in multiple battles where my opponent was leading badly and lugia just walled him so much that they forfeited out of sheer annoyance. Also because lugia is asleep it doesn't get the negative priority that my other phazers have when using sleep talk which helps a tiny bit in allowing lugia to sweep. Conclusion I hope you all managed to live through reading this long wall of text and hopefully fix the holes in my team. Genearlly I'm seeing sucess so far but you never know. As always, rate, hate, and steal please!