ORAS Ubers HIDE AND SNEAK, GGeomancy PEAK 1667

Hey guys! This is my first ubers team and one I've been working on for more than a year. I finally managed to get quite high on the ladder with it and was hoping you all could help me make it even better. Feel free to use it as well if you want.

PROOF
upload_2016-6-24_5-8-7.png


upload_2016-6-24_5-9-4.png



Now before anything else, let's move onto why it's called "Hide and Sneak, GGeomancy".

TEAM

giratina-origin.gif
arceus-ghost.gif
xerneas.gif
hooh.gif
salamence-mega.gif
groudon-primal.gif


The hide aspect of the team comes in Arceus-Ghost and Giratina- Origin's move, shadow force. The sneak is because the duo pick off weakened foes with shadow sneak and extreme speed. Well Giratina more so than Arceus but you get the gist, right? Basically, the purpose of the team is to wear down the opposition, which then allows Xerneas to set up and sweep. Yes, like every other geoxern team.


giratina-origin.gif

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 136 Atk / 252 SpA / 120 Spe
Rash Nature
- Draco Meteor
- Defog
- Shadow Force
- Shadow Sneak


Apart from allowing me to make an attempt at a witty team name, Giratina's main two purposes are to get rid off entry hazards through defog and counter Primal Groudon, which is a staple on many teams as well as an excellent Xerneas counter. Levitate lets me switch into ground type moves. It's dragon typing allows me to switch into fire type attacks. The only fear is the occasional dragon claw as stone edge only 3HKOs from max offensive variants. Draco Meteor destroys every offensive variant and severely damages the support variant putting it in the range of a +2 Moonblast/Grass Knot from Xern. Shadow Force is extremely useful when Primal Groudon is switched out after eating a draco as it does a very good amount of damage to most switch-ins that aren't Yveltal. Lastly, Shadow Sneak is a useful priority move to have.

252+ SpA Griseous Orb Giratina-O Draco Meteor vs. 252 HP / 200 SpD Primal Groudon: 235-277 (58.1 - 68.5%) -- guaranteed 2HKO
252+ SpA Griseous Orb Giratina-O Draco Meteor vs. 104 HP / 96 SpD Primal Groudon: 261-307 (71.1 - 83.6%) -- guaranteed 2HKO


252+ SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0- SpD Giratina-O: 510-600 (115.6 - 136%) -- guaranteed OHKO (in order to punish people who try and set up)


arceus-ghost.gif

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed


Although I'm pairing Arceus-Ghost with Giratina as the "duo", the former has a completely different role. It's job is to either punch holes in teams for Xerneas to sweep or to sweep by itself. Max speed allows it to outspeed the majority of the metagame and speed tie with other max speed Arceus and Mega-Mence. Swords Dance boosts it's decent attack stat quite high, which when combined with Shadow Force's base power results in total destruction. Extreme Speed allows for good damage and a handy priority. Brick Break hits Tyranitar and Normal Arceus. It might not switch into Xerneas' counters but it sure doesn't let those counters switch into it after a boost.

+2 252 Atk Spooky Plate Arceus-Ghost Shadow Force vs. 252 HP / 0 Def Ferrothorn: 352-415 (100 - 117.8%) -- guaranteed OHKO
+2 252 Atk Spooky Plate Arceus-Ghost Shadow Force vs. 252 HP / 56+ Def Primal Groudon: 258-304 (63.8 - 75.2%) -- guaranteed 2HKO
+2 252 Atk Spooky Plate Arceus-Ghost Shadow Force vs. 248 HP / 0 Def Ho-Oh: 484-571 (116.6 - 137.5%) -- guaranteed OHKO



xerneas.gif

Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 180 HP / 28 Def / 252 SpA / 48 Spe
Modest Nature
- Geomancy
- Moonblast
- Grass Knot
- Hidden Power [Rock]


The set it pretty self explanatory. Geomancy and power herb are there as they're fundamental for this set to function well as this combination allows Xerneas' delicious, nutritious boosts to take place in one turn. Grass Knot is to hit Primal Groudon and Kyogre slightly harder. Hidden Power Rock is an alternative to Thunder which I find an unreliable way to deal with Ho-oh. It also has great synergy with Arceus-Ghost as it switches into Yveltal and the rare Arceus-Dark.

+2 252+ SpA Xerneas Hidden Power Rock vs. 248 HP / 52 SpD Ho-Oh: 384-456 (92.5 - 109.8%) -- 56.3% chance to OHKO

In comparison to this:

+2 252+ SpA Xerneas Thunder vs. 248 HP / 52 SpD Ho-Oh: 350-414 (84.3 - 99.7%) -- guaranteed 2HKO

+2 252+ SpA Xerneas Grass Knot (120 BP) vs. 252 HP / 200 SpD Primal Groudon: 256-302 (63.3 - 74.7%) -- guaranteed 2HKO


hooh.gif


Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk


Ever since an early version of this team got annihilated by a banded Ho-Oh, I fell in love with this mon. It's superb base special defense of 154 and hp of 106, which I think is the highest amongst all fire types, combined with regenerator makes it a very difficult mon to defeat. It takes care of all the steel types that bother Xerneas. Brave Bird and Sacred Fire are powerful stabs that hit incredibly hard, so much so that Brave Bird can 2HKO Primal Groudon. Sacred Fire also has a 50% chance of burning which is incredibly useful against mons like Lugia to break its multiscale. Earthquake is there for coverage against Arceus-Rock and Primal Groudon when I don't want to take recoil damage. Sleep Talk helps the team deal with Darkrai which otherwise destroys the first three members. It also acts as a make shift Xerneas check.


196+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 56+ Def Primal Groudon: 180-213 (44.5 - 52.7%) -- 21.5% chance to 2HKO

salamence-mega.gif

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


As I was telling you, after getting destroyed by Ho-Oh I not only added it to my team but I obviously added a counter to it. With intimidate before it mega evolves and it's increased bulk when it does evolve, this seemed like an ideal counter. Refresh alleviates the problem of Sacred Fire burn. Roost is necessary to heal of the damage done by Ho-Oh so that I can switch in multiple times. Return is a strong stab move due to aerilate that does a lot of damage even with no attack investment. Dragon Dance gives me an option to clean weakened teams if Ghostceus and Xerneas are not able to do so. Other than Ho-Oh it can deal with E-Killer Arceus, Pdon and other physical threats.

0 Atk Aerilate Mega Salamence Return vs. 248 HP / 0 Def Ho-Oh: 216-255 (52 - 61.4%) -- guaranteed 2HKO


groudon-primal.gif

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Thunder Wave


After talking about how deadly Xerneas is, I too needed my own Pdon. Thunder wave allows me to paralyse switch ins such as giratina and the lati twins. Stealth Rock as entry hazards are always useful. I chose Earthquake over Precipice Blades mainly because of the accuracy. Rock Slide helps me deal with Ho-Oh and the like. Groudon also helps check Arceus-Rock.

0 Atk Primal Groudon Earthquake vs. 184 HP / 28 Def Xerneas: 183-216 (41.6 - 49.2%) -- guaranteed 3HKO (This puts it in espeed and shadow sneak range after two hits)


THREAT LIST


diancie-mega.gif
Mega Diancie

salamence-mega.gif

Mega Salamence (after 2 DDs)

arceus-ghost.gif

Arceus-Ghost (SD variant)

kangaskhan-mega.gif

Mega-Kangaskhan


If there are any other threats that I have missed out please do let me know.

REPLAYS
http://replay.pokemonshowdown.com/ubers-388522930
http://replay.pokemonshowdown.com/ubers-387617657
http://replay.pokemonshowdown.com/ubers-387379146
http://replay.pokemonshowdown.com/ubers-386453573

FORMER MEMBERS

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Toxic
- King's Shield
- Shadow Sneak
- Gyro Ball

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Ice Beam

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

IMPORTABLE
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 136 Atk / 252 SpA / 120 Spe
Rash Nature
- Draco Meteor
- Defog
- Shadow Force
- Shadow Sneak

Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 180 HP / 28 Def / 252 SpA / 48 Spe
Modest Nature
- Geomancy
- Moonblast
- Grass Knot
- Hidden Power [Rock]

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

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

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Thunder Wave

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed
 

Attachments

  • upload_2016-6-24_3-1-46.png
    upload_2016-6-24_3-1-46.png
    7.4 KB · Views: 269
hey man nice team and gratz on the peak!

As far as your team is concerned, I can suggest accouple of things,

First off you claim to have a weakness to Salamence which i See, i can advise Shuca Dialga > Ho-oh

LiveFromTheGutter (Dialga) @ Shuca Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Flash Cannon
- Thunder

This is a great way to check salamence and be able to take the rocks off groudons back, on to my next suggestion which is Para Dance > Specially Defensive. This can take a focus blast at +2 from xerneas after rocks and can kelp leave the yellow magic on your opponents pokemon while staying offensive.

Diamonds Dancing (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 196 Atk / 48 SpD / 12 Spe
Adamant Nature
- Thunder Wave
- Swords Dance
- Precipice Blades
- Rock Slide

Some other things you can do is change Xerneas to a choice scarf variant with 32 Defense evs and a modest nature to check salamence at +1, and add a arceus groudon > Ghost, but your team is based around it so im leaving that up to you.

Gl With the team and I hope i helped :)
 
Hi n_n pretty nice team you have there. There are some changes you can make in order to make the much more solid.

First of all, looking at the team, Primal Kyogre looks a bit problematic for the team. If Primal Groudon is weakened, it can do some big damage. So i suggest you to use Latias instead of Giratina-O. While Giratina-O is a solid Primal Groudon check and a defogger, it can also somewhat check Primal Kyogre thanks to its bulk. But since it has no reliable recovery move, it can't come in multiple times, which is why, I suggest you to use Latias. Latias is a nice defogger and can pressure both Primal Groudon and Primal Kyogre, thanks to Soul Dew and also has a reliable recovery move. With both Latias and Primal Groudon, your team will be solid against Primal Kyogre.
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Defog
- Roost
- Draco Meteor
- Grass Knot

I decided to go with Grass Knot as it fits better in this team due to the following reasons. It's great against mons such as Arceus-Water, Arceus-Rock, Arceus-Ground, Tyranitar etc. This way you'll have a another check to the dangerous SD variant of Arceus-Ground, along with Salamence-mega. Psyshock is also very good against stuff like Ho-oh but since you already have Salamence-mega to deal with Ho-oh, Grass Knot fits very well here.

As for the EVs, 176 Speed EVs and a Timid nature are used to ensure that Latias is faster than Pokemon with base 100 Speed, such as Mega Kangaskhan.120 Special Attack EVs allow Latias to 2HKO both offensive and defensive variants of Primal Kyogre with Grass Knot and 2HKOes Primal Groudon that lack significant Special Defense investment. All other investment for this set goes into HP, allowing Latias to escape the 2HKO from Primal Kyogre's Ice Beam.

Looking at the threatlist, it seems Diancie-mega is pretty threatening to the team. In order to fix this, I suggest you to use a Calm Mind set instead of a Swords Dance set on Arceus-Ghost. This set will not only help deal with stuff like Diancie-mega, Arceus, Kangaskhan etc but it's also very good at wallbreaking thanks to Calm Mind. Will-o-wisp helps a lot against physical threats. Recover allows Arceus-Ghost to stay at a high amount of health so that it can continue to set up more Calm Minds.
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Will-O-Wisp

Max speed allows Arceus-Ghost to tie with max speed Extreme killer Arceus, Swords Dance Arceus-Ground etc. Rest of the EVs are place in HP And Defense for bulk.

Looking at the team, Yveltal with an offensive set is really troublesome for the team. The team does have Xerneas + Ho-oh to deal with Yveltal, but it can still threaten both of them thanks to Knock Off. So i suggest you to use Klefki instead of Xerneas. Not only Klefki will help with threats like Yveltal, Lati@s, Xerneas, Darkrai etc but It can also be used as an emergency check for top threats such as Salamence-mega, Xerneas, Arceus-Ghost etc thanks to to Prankster + Thunder Wave. It can pressure ground types with Toxic and also has access to Spikes, which helps a lot against bulky teams.
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Next up is Ho-oh. Your using a bulky band set, which is really good if your team is weak to Darkrai. But since you also have Klefki to deal with Darkrai now, I suggest you to use fast band set instead of a bulky band set. Fast band Ho-oh is extremely threatening against all play playstyles as it is able to out speed most of the stuff it needs to such as Offensive Primal Groudon (unless jolly), Offensive Primal kyogre, Giratina-O, Slow Ho-oh and some support Arceus forms such as water and Dragon. On top of all this, it 2HKO's Salamence-mega with Brave Bird (unless it's fully defensive), if it comes in directly and Ho-oh is faster than it, if it hasn't mega evolved, which is really cool.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Lastly, I suggest you to use Lava Plume instead of Rock Slide on Primal Groudon. Lava Plume is very good against bulky teams to pressure stuff like Sableye-mega, Arceus-Ground etc. Without Lava Plume, it's really difficult for Primal Groudon to set up Stealth Rock against Sableye-mega. Rock Slide is good too for stuff like Ho-oh as you mentioned, but you have Salamence-mega for it, so Lava Plume fits better.
Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
Good luck n_n

Edit: Also the changes Execute suggested are also good, so you can make two versions of this team. One with his suggestions and one with mine.
 
Last edited:
hey man nice team and gratz on the peak!

As far as your team is concerned, I can suggest accouple of things,

First off you claim to have a weakness to Salamence which i See, i can advise Shuca Dialga > Ho-oh

LiveFromTheGutter (Dialga) @ Shuca Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Flash Cannon
- Thunder

This is a great way to check salamence and be able to take the rocks off groudons back, on to my next suggestion which is Para Dance > Specially Defensive. This can take a focus blast at +2 from xerneas after rocks and can kelp leave the yellow magic on your opponents pokemon while staying offensive.

Diamonds Dancing (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 196 Atk / 48 SpD / 12 Spe
Adamant Nature
- Thunder Wave
- Swords Dance
- Precipice Blades
- Rock Slide

Some other things you can do is change Xerneas to a choice scarf variant with 32 Defense evs and a modest nature to check salamence at +1, and add a arceus groudon > Ghost, but your team is based around it so im leaving that up to you.

Gl With the team and I hope i helped :)
I am extremely sorry for the late reply! Thank you so much for the rate! It actually helped out a lot against salamence. However, I think I'll either use this groudon set and Ho-oh or the dialga set and my groudon set. I feel that any of these two combinations helps me handle xerneas better than just dialga and groudon as a focus blast crit would mean that I lose the game. Do you think this would be better? Thank you once again!
 
Hi n_n pretty nice team you have there. There are some changes you can make in order to make the much more solid.

First of all, looking at the team, Primal Kyogre looks a bit problematic for the team. If Primal Groudon is weakened, it can do some big damage. So i suggest you to use Latias instead of Giratina-O. While Giratina-O is a solid Primal Groudon check and a defogger, it can also somewhat check Primal Kyogre thanks to its bulk. But since it has no reliable recovery move, it can't come in multiple times, which is why, I suggest you to use Latias. Latias is a nice defogger and can pressure both Primal Groudon and Primal Kyogre, thanks to Soul Dew and also has a reliable recovery move. With both Latias and Primal Groudon, your team will be solid against Primal Kyogre.
Latias @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Defog
- Roost
- Draco Meteor
- Grass Knot

I decided to go with Grass Knot as it fits better in this team due to the following reasons. It's great against mons such as Arceus-Water, Arceus-Rock, Arceus-Ground, Tyranitar etc. This way you'll have a another check to the dangerous SD variant of Arceus-Ground, along with Salamence-mega. Psyshock is also very good against stuff like Ho-oh but since you already have Salamence-mega to deal with Ho-oh, Grass Knot fits very well here.

As for the EVs, 176 Speed EVs and a Timid nature are used to ensure that Latias is faster than Pokemon with base 100 Speed, such as Mega Kangaskhan.120 Special Attack EVs allow Latias to 2HKO both offensive and defensive variants of Primal Kyogre with Grass Knot and 2HKOes Primal Groudon that lack significant Special Defense investment. All other investment for this set goes into HP, allowing Latias to escape the 2HKO from Primal Kyogre's Ice Beam.

Looking at the threatlist, it seems Diancie-mega is pretty threatening to the team. In order to fix this, I suggest you to use a Calm Mind set instead of a Swords Dance set on Arceus-Ghost. This set will not only help deal with stuff like Diancie-mega, Arceus, Kangaskhan etc but it's also very good at wallbreaking thanks to Calm Mind. Will-o-wisp helps a lot against physical threats. Recover allows Arceus-Ghost to stay at a high amount of health so that it can continue to set up more Calm Minds.
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Will-O-Wisp

Max speed allows Arceus-Ghost to tie with max speed Extreme killer Arceus, Swords Dance Arceus-Ground etc. Rest of the EVs are place in HP And Defense for bulk.

Looking at the team, Yveltal with an offensive set is really troublesome for the team. The team does have Xerneas + Ho-oh to deal with Yveltal, but it can still threaten both of them thanks to Knock Off. So i suggest you to use Klefki instead of Xerneas. Not only Klefki will help with threats like Yveltal, Lati@s, Xerneas, Darkrai etc but It can also be used as an emergency check for top threats such as Salamence-mega, Xerneas, Arceus-Ghost etc thanks to to Prankster + Thunder Wave. It can pressure ground types with Toxic and also has access to Spikes, which helps a lot against bulky teams.
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Next up is Ho-oh. Your using a bulky band set, which is really good if your team is weak to Darkrai. But since you also have Klefki to deal with Darkrai now, I suggest you to use fast band set instead of a bulky band set. Fast band Ho-oh is extremely threatening against all play playstyles as it is able to out speed most of the stuff it needs to such as Offensive Primal Groudon (unless jolly), Offensive Primal kyogre, Giratina-O, Slow Ho-oh and some support Arceus forms such as water and Dragon. On top of all this, it 2HKO's Salamence-mega with Brave Bird (unless it's fully defensive), if it comes in directly and Ho-oh is faster than it, if it hasn't mega evolved, which is really cool.
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Lastly, I suggest you to use Lava Plume instead of Rock Slide on Primal Groudon. Lava Plume is very good against bulky teams to pressure stuff like Sableye-mega, Arceus-Ground etc. Without Lava Plume, it's really difficult for Primal Groudon to set up Stealth Rock against Sableye-mega. Rock Slide is good too for stuff like Ho-oh as you mentioned, but you have Salamence-mega for it, so Lava Plume fits better.
Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
Good luck n_n

Edit: Also the changes Execute suggested are also good, so you can make two versions of this team. One with his suggestions and one with mine.

Thank you so much for the rate and sincere apologies for the late reply! Thank you for suggesting to make two teams and try both versions out, I think that's a brilliant idea. I really like the idea of a fast Ho-oh as this slower set does lose a bit of momentum. You're right about the lava plume part so I'm definitely going to be running that. The Ghostceus set has helped out a lot too! However, with changing Giratina to Latias, don't I make this team a lot weaker to Deoxys-A? Thank you once again!
 
Back
Top