Hi, I'm DemonEyesJoker, been on Smogon and Showdown for a while now. I made a Ubers team recently and would like some feedback on it. It's a semi-hyper offense team (semi because of Forretress).
Deoxys-S @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off
My hazard setter and lead most of the time. Not much to say, as it dies most games and if it doesn't, I leave it as fodder for later, set up more Spikes or something. Against other leads, I usually go for Taunt to stop hazards or Knock Off if I know they're going to go for Magic Coat. This set does go down to Deoxys-A though, so I have been considering replacing something with Extreme Speed, possibly Spikes.
Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Frustration
- Roost
My Mega and a strong offensive presence on this team, Salamence. Frustration is for Imposter Dittos, Roost for some recovery, as well as reduce damage from Stone Edges or Rock Slides. Substitute allows me to get up some Dragon Dances. Salamence usually finds opportunities to set up on Ho-oh (if it is at -1, I can just hide behind a Substitute while it goes for Sacred Fire fishing for a burn), some variants of Groudon and other Salamences who have just come out for a revenge kill or something.
Groudon @ Red Orb
Ability: Drought
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Rock Polish
- Rock Slide
- Earthquake
- Fire Punch
Primal Groudon to tear holes in the other team. Rock Polish brings Groudon's subpar speed up and the rest of the moves are pretty self explanitory. Rock Slide and Earthquake instead of Stone Edge and Precipice Blades because I've been pretty unlucky with the accuracy.:(
Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Fire Blast
- Thunder
My Primal Kyogre check and sole special attacker on this team. I'm considering replacing Hydro Pump with Surf (getting haxed to death recently). Fire Blast for Ferrothorn, Thunder for Kyogre/Primal Kyogre, the other two moves are STAB and boosted by Lustrous Orb, so they hit relatively hard. I choose this set over Choice Specs or Scarf due to things like Xerneas and Groudon being immune to Spacial Rend and Hydro Pump respectively. I find that most opponents don't expect Palkia being able to switch moves, so I manage to heavily damage the switch ins that it tends to attract.
Arceus @ Silk Scarf
Ability: Multitype
EVs: 128 HP / 252 Atk / 4 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Shadow Claw
E-Killer Arceus, used to clean up teams or at least damage them significantly. I'm running enough speed to outrun max speed base 90s and tossed the rest into bulk to handle threats better. Swords Dance raises Attack sky high, Extreme Speed is godly on Arceus (heh, get it?), being a +2 priority STAB move, Earthquake for Primal Groudon and Shadow Claw for Ghost types.
Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
Forretress is my Xerneas and Ekiler Arceus answer, taking any one hit and phazing them out. While they get phazed out, I often set up Toxic Spikes to hopefully get something poisoned, putting a timer on them and hopefully preventing them from going for setup. Max Special Defense allows me to check Xerneas better (unless it's running HP Fire), as Forretress has high Defense anyway. Rapid Spin allows me to get rid of hazards, although I no longer have a guaranteed phaze anymore, as Sturdy is no longer up.
Threats to this team:
- Xerneas: Geomancer Xerneas can't be handled if it's the last Pokemon remaining or if Forretress no longer has Sturdy and Xerneas has HP Fire.
- Yveltal: The physically defensive variant defeats most of my team, especially with Foul Play. It weakens my team a lot due to most of them being physical.
- Arceus: Ekiller can set up Swords Dance and wreck my team. Salamence takes a lot of damage switching in, even with the Intimidate drop, Groudon is screwed by the Earthquake and Forretress, if Sturdy is gone, can potentially go down if the other player just decides to boost again on it.
- Darkrai: Dark Void is really annoying. Forretress is my usual answer to this thing and can usually phaze it, but the Dark Void breaks the Sturdy due to Bad Dreams, so Forretresss is weakened and can't do much.
Any feedback would be great, good or bad. :)
Deoxys-S @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off
My hazard setter and lead most of the time. Not much to say, as it dies most games and if it doesn't, I leave it as fodder for later, set up more Spikes or something. Against other leads, I usually go for Taunt to stop hazards or Knock Off if I know they're going to go for Magic Coat. This set does go down to Deoxys-A though, so I have been considering replacing something with Extreme Speed, possibly Spikes.
Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Frustration
- Roost
My Mega and a strong offensive presence on this team, Salamence. Frustration is for Imposter Dittos, Roost for some recovery, as well as reduce damage from Stone Edges or Rock Slides. Substitute allows me to get up some Dragon Dances. Salamence usually finds opportunities to set up on Ho-oh (if it is at -1, I can just hide behind a Substitute while it goes for Sacred Fire fishing for a burn), some variants of Groudon and other Salamences who have just come out for a revenge kill or something.
Groudon @ Red Orb
Ability: Drought
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Rock Polish
- Rock Slide
- Earthquake
- Fire Punch
Primal Groudon to tear holes in the other team. Rock Polish brings Groudon's subpar speed up and the rest of the moves are pretty self explanitory. Rock Slide and Earthquake instead of Stone Edge and Precipice Blades because I've been pretty unlucky with the accuracy.:(
Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump
- Fire Blast
- Thunder
My Primal Kyogre check and sole special attacker on this team. I'm considering replacing Hydro Pump with Surf (getting haxed to death recently). Fire Blast for Ferrothorn, Thunder for Kyogre/Primal Kyogre, the other two moves are STAB and boosted by Lustrous Orb, so they hit relatively hard. I choose this set over Choice Specs or Scarf due to things like Xerneas and Groudon being immune to Spacial Rend and Hydro Pump respectively. I find that most opponents don't expect Palkia being able to switch moves, so I manage to heavily damage the switch ins that it tends to attract.
Arceus @ Silk Scarf
Ability: Multitype
EVs: 128 HP / 252 Atk / 4 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Shadow Claw
E-Killer Arceus, used to clean up teams or at least damage them significantly. I'm running enough speed to outrun max speed base 90s and tossed the rest into bulk to handle threats better. Swords Dance raises Attack sky high, Extreme Speed is godly on Arceus (heh, get it?), being a +2 priority STAB move, Earthquake for Primal Groudon and Shadow Claw for Ghost types.
Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
Forretress is my Xerneas and Ekiler Arceus answer, taking any one hit and phazing them out. While they get phazed out, I often set up Toxic Spikes to hopefully get something poisoned, putting a timer on them and hopefully preventing them from going for setup. Max Special Defense allows me to check Xerneas better (unless it's running HP Fire), as Forretress has high Defense anyway. Rapid Spin allows me to get rid of hazards, although I no longer have a guaranteed phaze anymore, as Sturdy is no longer up.
Threats to this team:
- Xerneas: Geomancer Xerneas can't be handled if it's the last Pokemon remaining or if Forretress no longer has Sturdy and Xerneas has HP Fire.
- Yveltal: The physically defensive variant defeats most of my team, especially with Foul Play. It weakens my team a lot due to most of them being physical.
- Arceus: Ekiller can set up Swords Dance and wreck my team. Salamence takes a lot of damage switching in, even with the Intimidate drop, Groudon is screwed by the Earthquake and Forretress, if Sturdy is gone, can potentially go down if the other player just decides to boost again on it.
- Darkrai: Dark Void is really annoying. Forretress is my usual answer to this thing and can usually phaze it, but the Dark Void breaks the Sturdy due to Bad Dreams, so Forretresss is weakened and can't do much.
Any feedback would be great, good or bad. :)