Caution: Watch your step
Hello everybody. Now I present my most successful Uber team. Since my work with my RU team is (almost) done (if curious, look here) I decided to give a try in this new metagame. Once a friend said that the most important thing in Ubers are hazards, and indeed he was right. So, no more talking, and let me show the team.
Team Building
Well, the team needed some hazards setupper, and Deoxys-S is an awesome spiker, while Dialga can easily setup Stealth Rock.
Hazards set, I needed a spinblocker now. Sleep Talk Giratina-O could both spinblock and spread Roar and Dragon Tail.
Just like Giratina, Lugia could also spam fast Whirlwind and Dragon Tail with Sleep Talk.
Now, Extremekiller Arceus was the best option to clean the game after Giratina and Lugia spread enough damage.
Specs Kyogre was only a filler wallbreaker, and also a way to disrupt the weather war.
With some testing some flaws were found: the team lacked offensive presence with Giratina and Lugia, while Kyogre wasn't doing a lot for the team. Forrestress came in place of Lugia, as another hazard setupper for the team; Arceus got a Spooky Plate, being able to be both the revenge killer and spinblocker; with a free slot I got use of the rain with a Scarf Palkia; Kyogre set was changed so I could play around Darkrai easier.
The team
Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Spikes
- Taunt
- Psycho Boost
Deoxys-S is the best spiker around. Amazing speed with Focus Sash almost guarantee a double layers of hazards, at the same time avoiding being Taunt'ed, unless I get Magic Coat'ed. Also, Deoxys-S has a special role in damaging Choice Scarf Kyogre, which could give the team a lot of problems with a full health Water Spout. Except against Kyogres, which I prefer damaging before setting hazards, it will set some Spikes and die. But the most important thing here is that Deoxys isn't the only one that can setup hazards in the team, making this team being able to play around spinners, and this is something crucial for a team that relies so much in hazards.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Spikes
- Volt Switch
Forretress is the main backup for Deoxys. As long as it set a single Toxic Spikes layer it will have it work done, as long as Deoxys did its work too; otherwise it must do Deoxys role at all. It may seems odd, but most of the times setting only a single layer is better because the difference of damage done from toxic and normal poison is of 6% in the first turn (normal poison does 12% while toxic starts at 6%). If any pokemon takes 3 turns to be taken down (the time when toxic began to do more damage than normal poison) it will be either poison immune or I didn't set enough layers to KO this (Ferrothorn is an example). Volt Switch is useful to break Focus Sash and some Multiscale, or giving some momentum with a slow Volt Switch; strangely enough, it can give a decent damage in pokes weak to eletric moves. Even not being so necessary Rapid Spin still is a useful move to have around.
Dialga @ Leftovers
Trait: Pressure
EVs: 252 HP / 56 Def / 200 SDef
Sassy Nature (+SDef, -Spd)
- Dragon Tail
- Draco Meteor
- Stealth Rock
- Earth Power
Dialga is the second backup for Deoxys. Thanks to its bulk it is much more easier to setup Stealth Rock with him than setupping multiple layers of Spikes
with Forretress. After getting most hazards set Dialga starts doing its main role: shuffling the team. As said, being bulk makes hard to KO it, and Dragon Tail and Stealth Rock already net some nasty damage, Spikes and T-Spikes only making it worse. I used to run Fire Blast instead of Earth Power, but then I noticed I was running a Kyogre, crippling FB power. Draco Meteor is a nice option because it can net some KOes in opposing dragons, a type quite common in Ubers, since Dialga carries a nice neutral damage from dragon moves.
Kyogre @ Lum Berry
Trait: Drizzle
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Surf
- Thunder Wave
- Thunder
- Ice Beam
Ubers, just like OU, is also a weather battlefield: most teams carries at least one weather setupper, some carries even both Kyogre and Groundon. So, I needed to at least disrupt non-rain teams with a weather. But besides of this Kyogre have another really important role: it is my main answer for Darkrai. Lum Berry is the best way I found so I could play around Dark Void easily, and thankfully most people don't expect this. Thunder Wave is here to help Palkia clean the game later, since the tier have some nasty fast Scarfers besides Palkia itself.
Palkia @ Choice Scarf
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Surf
- Thunder
Since the team now resolves around rain, at least kind of, Palkia was my option as the game cleaner. If I set enough hazards in the field most threats will get OHKO'd by either Spacial Rend or rain-boosted Surf. But, as said, rains still is quite a quite common matchup, and Kyogre is a beast by itself, making Thunder a more reliable option to KO the whale with less hazard support. Draco Meteor is the third STAB option, mainly because Palkia get in the game to end it, making the SAtk drop a big nuisance, but it still is a nice option to hit and run early game.
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- ExtremeSpeed
- Shadow Claw
- Earthquake
The team is completely reliant in hazards, so a spinblocker was needed. Actually, Arceus-Ghost is one of the best spinblockers of the tier because it can easily setup in most of them. Combining both ghost typing with the ExtremeKiller moveset made Arceus the perfect late game sweeper for the team, even under other weathers, something Palkia can't do quite well under sun. Shadow Claw is an amazing STAB, getting rid of many tanks, named both Giratina forms and Lugia, while ESpeed revenge kills a lot of stuff. Earthquake is a nice coverage move, getting rid of most offensive spinners of the tier, named Excadrill and Kabutops. But what really makes Arceus-Ghost really amazing is how difficult it is to revenge kill: Arceus packs a nice bulk thanks to its abusrds base stats, making most Scarfers not strong enough to KO it, while ExtremeKiller Arceus can't touch it with its STAB, giving an opportunity to KO it first, while being hit only by Aqua Jet and Bullet Punch, not very common moves at all, and all outpaced by ESpeed.

Hello everybody. Now I present my most successful Uber team. Since my work with my RU team is (almost) done (if curious, look here) I decided to give a try in this new metagame. Once a friend said that the most important thing in Ubers are hazards, and indeed he was right. So, no more talking, and let me show the team.
Team Building


Well, the team needed some hazards setupper, and Deoxys-S is an awesome spiker, while Dialga can easily setup Stealth Rock.



Hazards set, I needed a spinblocker now. Sleep Talk Giratina-O could both spinblock and spread Roar and Dragon Tail.




Just like Giratina, Lugia could also spam fast Whirlwind and Dragon Tail with Sleep Talk.





Now, Extremekiller Arceus was the best option to clean the game after Giratina and Lugia spread enough damage.






Specs Kyogre was only a filler wallbreaker, and also a way to disrupt the weather war.






With some testing some flaws were found: the team lacked offensive presence with Giratina and Lugia, while Kyogre wasn't doing a lot for the team. Forrestress came in place of Lugia, as another hazard setupper for the team; Arceus got a Spooky Plate, being able to be both the revenge killer and spinblocker; with a free slot I got use of the rain with a Scarf Palkia; Kyogre set was changed so I could play around Darkrai easier.
The team

Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Spikes
- Taunt
- Psycho Boost
Deoxys-S is the best spiker around. Amazing speed with Focus Sash almost guarantee a double layers of hazards, at the same time avoiding being Taunt'ed, unless I get Magic Coat'ed. Also, Deoxys-S has a special role in damaging Choice Scarf Kyogre, which could give the team a lot of problems with a full health Water Spout. Except against Kyogres, which I prefer damaging before setting hazards, it will set some Spikes and die. But the most important thing here is that Deoxys isn't the only one that can setup hazards in the team, making this team being able to play around spinners, and this is something crucial for a team that relies so much in hazards.

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Spikes
- Volt Switch
Forretress is the main backup for Deoxys. As long as it set a single Toxic Spikes layer it will have it work done, as long as Deoxys did its work too; otherwise it must do Deoxys role at all. It may seems odd, but most of the times setting only a single layer is better because the difference of damage done from toxic and normal poison is of 6% in the first turn (normal poison does 12% while toxic starts at 6%). If any pokemon takes 3 turns to be taken down (the time when toxic began to do more damage than normal poison) it will be either poison immune or I didn't set enough layers to KO this (Ferrothorn is an example). Volt Switch is useful to break Focus Sash and some Multiscale, or giving some momentum with a slow Volt Switch; strangely enough, it can give a decent damage in pokes weak to eletric moves. Even not being so necessary Rapid Spin still is a useful move to have around.

Dialga @ Leftovers
Trait: Pressure
EVs: 252 HP / 56 Def / 200 SDef
Sassy Nature (+SDef, -Spd)
- Dragon Tail
- Draco Meteor
- Stealth Rock
- Earth Power
Dialga is the second backup for Deoxys. Thanks to its bulk it is much more easier to setup Stealth Rock with him than setupping multiple layers of Spikes
with Forretress. After getting most hazards set Dialga starts doing its main role: shuffling the team. As said, being bulk makes hard to KO it, and Dragon Tail and Stealth Rock already net some nasty damage, Spikes and T-Spikes only making it worse. I used to run Fire Blast instead of Earth Power, but then I noticed I was running a Kyogre, crippling FB power. Draco Meteor is a nice option because it can net some KOes in opposing dragons, a type quite common in Ubers, since Dialga carries a nice neutral damage from dragon moves.

Kyogre @ Lum Berry
Trait: Drizzle
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Surf
- Thunder Wave
- Thunder
- Ice Beam
Ubers, just like OU, is also a weather battlefield: most teams carries at least one weather setupper, some carries even both Kyogre and Groundon. So, I needed to at least disrupt non-rain teams with a weather. But besides of this Kyogre have another really important role: it is my main answer for Darkrai. Lum Berry is the best way I found so I could play around Dark Void easily, and thankfully most people don't expect this. Thunder Wave is here to help Palkia clean the game later, since the tier have some nasty fast Scarfers besides Palkia itself.

Palkia @ Choice Scarf
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Spacial Rend
- Surf
- Thunder
Since the team now resolves around rain, at least kind of, Palkia was my option as the game cleaner. If I set enough hazards in the field most threats will get OHKO'd by either Spacial Rend or rain-boosted Surf. But, as said, rains still is quite a quite common matchup, and Kyogre is a beast by itself, making Thunder a more reliable option to KO the whale with less hazard support. Draco Meteor is the third STAB option, mainly because Palkia get in the game to end it, making the SAtk drop a big nuisance, but it still is a nice option to hit and run early game.
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- ExtremeSpeed
- Shadow Claw
- Earthquake
The team is completely reliant in hazards, so a spinblocker was needed. Actually, Arceus-Ghost is one of the best spinblockers of the tier because it can easily setup in most of them. Combining both ghost typing with the ExtremeKiller moveset made Arceus the perfect late game sweeper for the team, even under other weathers, something Palkia can't do quite well under sun. Shadow Claw is an amazing STAB, getting rid of many tanks, named both Giratina forms and Lugia, while ESpeed revenge kills a lot of stuff. Earthquake is a nice coverage move, getting rid of most offensive spinners of the tier, named Excadrill and Kabutops. But what really makes Arceus-Ghost really amazing is how difficult it is to revenge kill: Arceus packs a nice bulk thanks to its abusrds base stats, making most Scarfers not strong enough to KO it, while ExtremeKiller Arceus can't touch it with its STAB, giving an opportunity to KO it first, while being hit only by Aqua Jet and Bullet Punch, not very common moves at all, and all outpaced by ESpeed.
How the team works
Threats
Ferrothorn. Till now, it was the only thing that gave problems. It resist most of the moves of the team, and without a lot of hazards set, it is a really hard work to KO it.
Now, an overall look on how the team works: the main leader, as it seems, is Deoxys-S, which can play around most common leads I've seen around, like Darkrai (good players don't waste a Dark Void in Deoxys, but when laddering there isn't only good players at all) and Kyogre, only a slighty bad matchup for a lead is also Deoxys-S, falling to a speed tie to decide who taunts who. After Deoxys is down is time to either Forretress or Dialga finishes the work of setting the hazards, and that's why Dialga is prefered to set Stealth Rock while Deoxys sets Spikes. Most games I can easily setup 2 layers of Spikes and Stealth Rock, which will net something like 29% of damage; but some people let me set more layers of Spikes and Toxic Spikes, and unless it can sweep the whole team with the setup pokemon, which is quite hard as long as I don't let it get a lot of boosts. An ideal field is composed by 3 layers of Spikes, Stealth Rock and a single layer of T-Spikes; this means a total of 50% damage (25% from Spikes, 12,5% from Rock and 12,5% from poison); this damage is quite variable, however, simply because there are many common flying threats, but Stealth Rock compensates a little the lack of damage from the others hazards. With a closer look on the tier you will notice that most threats, both offensive and defensive, are grounded, while Levitate users are either too frail for the tier (Gengar) or can easily be taken down by Dialga with low risk of being KOed before (Giratina-O and Lati@s). Even Lugia, while being a huge wall and can only be hit by Rock, can be taken down (with some effort) by either Arceus's Shadow Claw or Kyogre's Thunder.
Threats

Ferrothorn. Till now, it was the only thing that gave problems. It resist most of the moves of the team, and without a lot of hazards set, it is a really hard work to KO it.