ORAS Ubers RefreshMence + PDon - Peak 1834 (#1 Ladder)

Hi all, welcome to my first RMT on Smogon. I'm feeling pretty stoked right now, because I just peaked #1 on the Ubers ladder! I've been playing with this team for many months, making changes here and there to suit my needs. I apologize for some poor analysis, as this is my first RMT.


SantinoGomez is an alt. name.

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At a Glance:

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Analyses:

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Knock Off
- Psycho Boost
- Stealth Rock
- Taunt

Deoxys-A is my lead about 95 percent of the time. It offers the second fastest Taunt in the game, and packs a hell of a punch with Psycho Boost. Naive because the thing cares not for defense; a medium wind KOs it. Stealth Rock (to me) is more valuable than Extreme Speed, which I see frequently on opposing Deoxys-A. The combination of Knock Off (regardless of speed tie) and a switch to Aegislash (to absorb E-Speed and Shadow Sneak back) are usually good enough to defeat Deoxys-A.

As far as other common leads, I always taunt Darkrai, Groudon, and Klefki (unless I switch), before getting up rocks. Deoxys usually functions as a suicide lead, but if I switch it out after 1 HP, it does afford the opportunity to safe switch sometimes. Fairly standard.

252 SpA Deoxys-A Psycho Boost vs. 252 HP / 200 SpD Primal Groudon: 259-306 (64.1 - 75.7%) -- guaranteed 2HKO


Arceus @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Will-O-Wisp
- Extreme Speed

I play this thing VERY aggressively, almost to a fault. It's my Defogger, Will-O-Wisper, one of my Ho-Oh/Salamence counters, status absorber (mainly Dark Void, so I can freely switch to Choice Xerneas), and a pretty darn good P-Don check. Extreme Speed...it sounds weird, but don't knock it until you try it. It nabs clutch revenge kills and breaks Darkrai's Focus Sash. Plus, as aforementioned, I play it too aggressively to use Recover. The nature of my Salemence is such that it can be fine after one Stealth Rock, so I don't always Defog. Oh, and it neuters Lugia.

Some specifics:
Rock-Ceus avoids a OHKO from a healthy LO E-Killer, and can burn it, to cripple.
252 Atk Life Orb Arceus Earthquake vs. 248 HP / 0 Def Arceus-Rock: 231-273 (52.1 - 61.6%) -- guaranteed 2HKO

Arceus-Rock laughs at a Lum Berry E-killer, as it can burn twice, even if it loses a speed tie.
+2 252 Atk Arceus Earthquake vs. 248 HP / 0 Def Arceus-Rock: 352-416 (79.4 - 93.9%) -- guaranteed 2HKO

Good predictions (a la Lum Arceus -> PDon for a second Will O Wisp) lead to a dead Offensive PDon:
8 SpA Stone Plate Arceus-Rock Judgment vs. 104 HP / 96 SpD Primal Groudon: 150-177 (40.8 - 48.2%) -- 64.5% chance to 2HKO after Stealth Rock --- As I have mentioned, I play super aggressively, so people often try to setup both Rock Polish and Swords Dance, only to call me an idiot after I KO them.

Arceus survives a +1 Earthquake from Jolly Salamence, and cleanly OHKOs with Judgement. It plainly forces out other variants.
+1 252 Atk Mega Salamence Earthquake vs. 248 HP / 0 Def Arceus-Rock: 304-358 (68.6 - 80.8%) -- guaranteed 2HKO
8 SpA Stone Plate Arceus-Rock Judgment vs. 0 HP / 0 SpD Mega Salamence: 332-392 (100.3 - 118.4%) -- guaranteed OHKO



Aegislash @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- King's Shield
- Gyro Ball
- Shadow Ball
- Shadow Sneak


Aegislash, my Xerneas hard-counter. I run standard Specially Defensive EVs, but with Shadow Ball and Shadow Sneak instead of Pursuit and Toxic. Shadow Ball hits Groudon and Salamence harder, and Shadow Sneak gives me key priority to take out Deoxys-A and other weaker opponents.

The combination of Gyro Ball and Shadow Sneak take out Xerneas.
0 Atk Aegislash-Blade Gyro Ball (109 BP) vs. 184 HP / 28 Def Xerneas: 338-402 (76.9 - 91.5%) -- 25% chance to OHKO after Stealth Rock
0 Atk Aegislash-Blade Shadow Sneak vs. 184 HP / 28 Def Xerneas: 63-75 (14.3 - 17%) -- possible 6HKO after Stealth Rock
+2 252+ SpA Xerneas Thunder vs. 252 HP / 252+ SpD Aegislash-Shield: 143-169 (44.1 - 52.1%) -- guaranteed 3HKO after Leftovers recovery


Two Shadow Sneaks take care of Latios.
0 Atk Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Latios: 150-176 (49.6 - 58.2%) -- 98.4% chance to 2HKO
252 SpA Soul Dew Latios Draco Meteor vs. 252 HP / 252+ SpD Aegislash-Blade: 172-203 (53 - 62.6%) -- guaranteed 2HKO after Leftovers recovery


Mewtwo-Y gets taken care of by Shadow Ball and Shadow Sneak.
0 SpA Aegislash-Blade Shadow Ball vs. 0 HP / 0 SpD Mega Mewtwo Y: 210-248 (59.4 - 70.2%) -- guaranteed 2HKO after Stealth Rock
4 Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Mega Mewtwo Y: 164-194 (46.4 - 54.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Mega Mewtwo Y Fire Blast vs. 252 HP / 252+ SpD Aegislash-Shield: 176-208 (54.3 - 64.1%) -- guaranteed 2HKO after Leftovers recovery



Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Return
- Refresh
- Roost

Mega Salamence, my favorite mega <3. Often my win-con, Sal also checks Ho-Oh and E-Killer, sets up in the face of anything bar Arceus-Rock, Xerneas (both dealt with by Aegislash), and Kyogre (PDon), and is a menace to KO because of its bulk. I'll often wait to mega evolve in order to scout things such as PDon and Giratina (Roar, Dragon Tail, etc.) to save Intimidate. Once Mega'd, the basic goal is to get to +2, at which point I comfortably sweep. Late game, +1 is sufficient. Salamence also handles other mega dragons, especially if I switch in not having Mega'd. Lastly, I can use Salamence to absorb Thunder Wave from Klefki/Groudon.

Salamence v. Salamence:
0 Atk Aerilate Mega Salamence Return vs. 0 HP / 4 Def Mega Salamence: 157-186 (47.4 - 56.1%) -- guaranteed 2HKO after Stealth Rock
252 Atk Aerilate Mega Salamence Double-Edge vs. 248 HP / 136+ Def Mega Salamence: 180-213 (45.8 - 54.1%) -- 50% chance to 2HKO (I can Roost while the opponent takes recoil damage)
252 Atk Aerilate Mega Salamence Return vs. 248 HP / 136+ Def Mega Salamence: 153-181 (38.9 - 46%) -- guaranteed 3HKO

E-Killer:
0 Atk Aerilate Mega Salamence Return vs. 4 HP / 0 Def Arceus: 169-199 (44.2 - 52%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Life Orb Arceus Extreme Speed vs. 248 HP / 136+ Def Mega Salamence: 157-187 (39.9 - 47.5%) -- guaranteed 3HKO
+2 252 Atk Life Orb Arceus Extreme Speed vs. 248 HP / 136+ Def Mega Salamence: 208-247 (52.9 - 62.8%) -- guaranteed 2HKO

Lugia:
+1 0 Atk Aerilate Mega Salamence Return vs. 252 HP / 252+ Def Lugia: 178-210 (42.7 - 50.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Lugia Ice Beam vs. 248 HP / 0 SpD Mega Salamence: 260-308 (66.1 - 78.3%) -- guaranteed 2HKO
(RefreshMence laughs at Toxic Stalling Lugia)

Latios/Mewtwo:
+1 0 Atk Aerilate Mega Salamence Return vs. 4 HP / 0 Def Latios: 357-420 (118.2 - 139%) -- guaranteed OHKO
+1 0 Atk Aerilate Mega Salamence Return vs. 0 HP / 4 Def Mega Mewtwo Y: 394-465 (111.6 - 131.7%) -- guaranteed OHKO
(Obviously if I'm not set up, I switch)

Kyogre:
+1 0 Atk Aerilate Mega Salamence Return vs. 172 HP / 0 Def Primal Kyogre: 322-381 (83.8 - 99.2%) -- 75% chance to OHKO after Stealth Rock (This is dicey, I usually take the risk late game and switch to Aegislash (Ice Beam) and immediately to PDon (Origin Pulse) early game)

Xerneas:
+1 0 Atk Aerilate Mega Salamence Return vs. 184 HP / 28 Def Xerneas: 300-354 (68.3 - 80.6%) -- guaranteed 2HKO after Stealth Rock (Yeah...I switch, unless I know it's scarfed)

Groudon:
0 Atk Aerilate Mega Salamence Return vs. 104 HP / 0 Def Primal Groudon: 132-156 (35.9 - 42.5%) -- guaranteed 3HKO after Stealth Rock
+1 0 Atk Aerilate Mega Salamence Return vs. 104 HP / 0 Def Primal Groudon: 196-232 (53.4 - 63.2%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Primal Groudon Stone Edge vs. 248 HP / 136+ Def Mega Salamence: 134-158 (34 - 40.2%) -- guaranteed 3HKO (Dragon Claw does less)
252+ Atk Primal Groudon Stone Edge vs. 248 HP / 136+ Def Mega Salamence: 200-236 (50.8 - 60%) -- guaranteed 2HKO
+1 252+ Atk Primal Groudon Stone Edge vs. 248 HP / 136+ Def Mega Salamence: 298-352 (75.8 - 89.5%) -- guaranteed 2HKO (At this point, I'm usually screwed, as it's more often than not a Double Dancing PDon)


Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 20 Def / 252 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Grass Knot
- Sleep Talk

My Choice Xerneas is fairly standard, except I forego some bulk in order to outspeed Deoxys-A. I absolutely love using it in conjunction with Arceus-Rock (as the sleep absorber/sash breaker) to bait Darkrai into setting up, only to KO it. Against other Xerneas (usually Geomancy), I'll Moonblast once before switching to Aegislash. It's only real counters are Arceus-Steel/Poison, Aegislash (handled by Groudon) and Groudon (handled by Salamence or Arceus)...late game, Grass Knot also takes out Groudon. Moonblast also 2HKOs any Mega Gengar that think they can trap me. Xerneas is also my lead for the 5% of the times that the opponent has a Sableye.

252+ SpA Xerneas Grass Knot (120 BP) vs. 104 HP / 96 SpD Primal Groudon: 142-168 (38.6 - 45.7%) -- 16% chance to 2HKO after Stealth Rock


Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Dragon Claw
- Fire Punch

Last but not least, Primal Groudon, the best Pokemon in Ubers. This is my secondary win-con, and is a bear to break. It's the standard set in the Smogon Dex, and after a Rock Polish, takes out nearly everything. Kyogre and Salamence are the only truly safe switch ins, and PDon has a 37.5% chance of OHKOing Kyogre after rocks while damaging Salamence pretty heavily, even at -1. Groudon is also my key Klefki counter, as I don't particularly care about Toxic, it is immune to Thunder Wave, and easily KOs it.

252+ Atk Primal Groudon Precipice Blades vs. 172 HP / 0 Def Primal Kyogre: 301-355 (78.3 - 92.4%) -- 37.5% chance to OHKO after Stealth Rock
-1 252+ Atk Primal Groudon Dragon Claw vs. 0 HP / 4 Def Mega Salamence: 132-156 (39.8 - 47.1%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Primal Groudon Precipice Blades vs. 0 HP / 4 Def Mega Salamence: 147-174 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock (Roost)
252+ Atk Primal Groudon Fire Punch vs. 4 HP / 0 Def Arceus in Harsh Sunshine: 222-262 (58.1 - 68.5%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Arceus Extreme Speed vs. 104 HP / 0 Def Primal Groudon: 212-251 (57.7 - 68.3%) -- guaranteed 2HKO (Assuming I've set up)

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Threat List:

Primal Groudon
The best Pokemon in Ubers is quite the bear to take out. If it's lead, I usually Taunt it and Psycho Boost with Deoxys-A. That's usually enough to beat it with Arceus-Rock and Judgement. If I predict it well enough, Salamence can take it out (and doesn't care about Thunder Wave). It clean sweeps me if I allow it to set up both SD and Rock Polish, but then again, what team isn't clean swept at that point?


Mega Salamence
Variants with Double-Edge and Earthquake that have set-up usually end the game. If I can immediately switch Arceus-Rock in, then I'm fine, but if it gets to +2, GG. My Salamence also handles it fairly well, and people often try to set up on Aegislash, expecting King's Shield (I usually Shadow Ball twice in a row).


Xerneas
Aegislash can survive anything Geo Xern can throw at it and KO back with Gyro Ball. Not a big deal, unless I stupidly sack Aegislash early game, at which point I usually lose.


Arceus
Both Arceus-Rock and Salamence provide soft checks to E-Killer, as one can Will-O-Wisp, and one can Intimidate. Salamence avoids 2HKOs and can hit back.


Arceus-Water
I hate this thing. If it carries Ice Beam, then I usually use Grass Knot on Xerneas. If it has Judgement, Salamence can set up pretty freely. However, it's often very hard to scout, and a misplay often leads to a loss.


Klefki
Klefki is my least favorite Pokemon to play against. Only Groudon counters it, but the opponent knows that. If it's led, I can usually Taunt it (bar parahax), but it's a real beast to take out. Salamence can absorb status, but doesn't like taking Play Rough.

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I wish I had replays, but the Replay server is down, so I couldn't grab my most recent battles. I'll add some soon.

With that, I have finished my RMT. Please let me know if anything needs to be changed regarding formatting, and I'd love to hear your thoughts! Thanks for reading!​
 
Hi SanjivG cool team you have here. I don't have much to change about this team since its obviously proved its worth by peaking up at #1 on the ladder. I personally love bulky salamence archetypes and teams not slapping their stealth rocks on PDon. Here's a few things that i think could help improve your team. Hope this helps! :]

  • The first thing I noticed that doesn't really make sense to me is the combination of a Suicide rocks lead and Defog. Stealth Rock is really important in the current metagame and you shouldn't have your rocker go down if you plan to use Defog later in the game. I'll address what exactly to use later in the post as a couple of the other changes compromise you a little to Ekiller.

  • To help out with the weakness to Salamence, Xerneas, Primal Groudon, and Waterceus, I'd recommend changing your Rock Arceus to a Water Arceus and Aegislash to a Klefki of your own. The addition of Spikes on your team will make your Primal Groudon extremely hard to switch into, along with still effectively checking Waterceus and Xerneas. Waterceus is still a pretty good switch in to Ho-oh (which gets 2HKO'd by Brave bird but can recover stall) and can check EQ Salamence and Primal Groudon better. Waterceus + Klefki + Primal Groudon also have excellent synergy between the three mons. Klefki is good for Salamence won't get out of the Klefki vs. Mence situation without a paralysis. Klefki also wears down Lugia and Waterceus for Mence (which Lugia typically runs 248 HP / 124+ Def / 136 Spe and Ice Beam btw) with Toxic so make sure not to recklessly click T-wave with one of the in the back (or PP stalls if it needs to come down to such).

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Ice Beam
- Toxic
- Recover
- Defog


Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature / Careful Nature
- Dazzling Gleam / Play Rough
- Spikes
- Thunder Wave
- Toxic

(bolded goes with bolded, otherwise DGleam does a but more to Mega Sableye so I tend to like it. Foul Play can also be an option to lure Ekiller.)


  • These next two changes are pretty small but I would recommend Stone Edge or Rock Slide over Dragon Claw. This allows you to hit Ho-oh for a clean KO while still smacking the Lati twins pretty hard, something I think you can give up since you have solid checks for them in Xerneas and Klefki.
  • The next change is Thunder over Grass Knot on Xerneas. Either way you should check Darkrai just fine, and Thunder allows you to hit Ho-oh a lot harder instead of giving it free turns. Grass Knot doesn't hit much that you can't already handle, so Thunder provides a little bt better coverage and allows you to maybe take a chunk out of steels that switch in.

  • Finally, I would recommend changing your Deoxys to a Skarmory. Skarmory Sounds wierd since it is usually added to add Spikes to a team, but it also will be able to come in 2 or more times per game in the case that you use Defog. Since you already have Klefki it might seem a little odd but Klefki can't check many physical attackers like SD Arceus-Ground and PDon without a Fire move, while Skarmory can't check special attackers like Thunder Xerneas well. Skarmory makes you very secure against Ekiller as it is safe against various coverage moves Like Shadow Claw, Stone Edge, and Earthquake. Skarmory can also be a secondary check for Mence in the midgame so Waterceus can be healthy for a possible last mon Salamence. It also has nice phazing abilities in Whirlwind/Roar, which can be invaluable in conjunction with Spikes down. Skarmory is nice because it doesn't stack weaknesses with this team despite the stacking of steel typing, besides of course Fire which you have 3 other fire resists if worse comes to worst.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rock
- Toxic
- Roost
- Whirlwind


The way I would recommend playing the new team would be to spam Toxic, Spikes, and Stealth Rock to wear down teams to elimate Salamence checks in more balanced matchups, while utilizing scarf Xern and RP Pdon to clean frailer teams lategame.
That's all I have! I hope you enjoy the changes and that it helps the team n_n
 
Thanks for the rate! I'll mess around with the three changes and see what I can do! I worry that Skarmory is easy Taunt bait, but the Suicide Rocks + Defog does lead to some interesting calls that I have to make. I'll report back!

EDIT: First battle, Spike stack + Whirlwind Phaze...force a Rage Quit. Xern did Xern things on Darkrai. Didn't use Salamence or PDon. So far, so good!
 
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