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sharing my teams from slam, i did not rly have much motivation to build so i just spammed these 3 for the entire tour more or less. hopefully this is helpful for newer players, i tried to make it accessible for you to understand but if u have more questions then feel free to ask in dpp ubers cord and me or someone else can help.

:deoxys-speed: :tyranitar: :bronzong: :dialga: :giratina-origin: :garchomp:
this one is built around the core of trick room bronzong + banded tar, which is a core that originated in ou and was brought over to ubers by highlord with this team here https://pokepast.es/eee64e717e95add4

:dp/deoxys-speed:
Deoxys-Speed @ Colbur Berry
Ability: Pressure
EVs: 244 HP / 168 SpD / 96 Spe
Jolly Nature
- Spikes
- Extreme Speed
- Taunt
- Night Shade

the spikes are rly nice to provide the little bit of extra chip needed for cb tar and scarf chomp. the other important thing deo-s does is taunt lead forretress to prevent toxic spikes from going up, as these are horrible for cb tar mainly but also garchomp. colbur berry + espeed and the spdef investment is used to break the sashes on opposing lead deo-a/ray/ttar on turn 2 after i spike on turn 1. night shade is an uncommon option but i'm using it here to hit forretress and beat it 1v1 because that is one of deo-s's main uses here as mentioned. fire punch is an okay alternative for this but it sucks vs every other mon you will reasonably be hitting with deo-s, so i prefer night shade's ability to get consistent chip vs everything.

:dp/tyranitar:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 232 HP / 252 Atk / 16 SpD / 8 Spe
Adamant Nature
- Crunch
- Pursuit
- Superpower
- Outrage

crunch and superpower are mandatory here for unresisted 120 power coverage. don't be tempted to run low kick as u will regret it badly vs jirachi and i promise you the attack drops from superpower are rly not that big of a deal in practice. pursuit is a great option that gives you a lot of in-game flexibility and you can use it creatively. blissey and cresselia are useful targets that you can consistently trap but u can lowkey trap most of the tier under the right circumstances. personally i like outrage in the last slot as a nice midground move to lock into and hit most of the enemy team. in particular its very common for your opponent to have a healthy dialga + giratina-o to resist your crunch+superpower combo, and outrage is the best move you have to hit both of those at once. also bronzong being the most common dragon resist will not want to switch into you, and you lowkey contribute to some dragon spam on your team. an alternative here is stone edge for the strongest hit on neutral targets like kyogre skarmory and forretress. brave nature is an option here to outspeed opposing ttar and blissey in trick room, and i don't rly know which nature is better tbh but i like being able to outspeed them outside of trick room.

:dp/bronzong:
Bronzong @ Leftovers
Ability: Levitate
EVs: 244 HP / 12 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Payback
- Earthquake
- Explosion

standard bronzong with tr over rocks, i will never drop any of payback/earthquake/explosion as i find them all too important, so instead i drop stealth rock and fit it elsewhere.

:dp/dialga:
Dialga @ Leftovers
Ability: Pressure
EVs: 236 HP / 204 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Dragon Pulse
- Thunder
- Flamethrower
- Stealth Rock

i need rocks on something other than zong, so i'm using spdef dialga here. this is also fine as my kyogre switchin, as i'm leading with deo-s and therefore won't need to switch this directly into a full hp specs water spout. flamethrower is used here over something like roar/protect/draco because my only weather is sand, and its rly good to chip down bronzong/jirachi and fry forretress/skarmory/scizor outside of rain for the benefit of all my dragons. 68 speed is an arbitrary benchmark bc i like to creep other slow base 90s. since i don't want to constantly repeat this, you should assume this is the case for any base 90 speed pokemon where i don't explain the speed evs.

:dp/giratina-origin:
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 60 Atk / 180 Def / 200 SpA / 68 Spe
Rash Nature
- Draco Meteor
- Outrage
- Shadow Sneak
- Will-O-Wisp

groudon check and spinblocker. i love wisp last to spread chip damage but its mainly to hit bronzong, this will neuter it and make it struggle a lot to counter my garchomp over the course of the game. burned bronzong also struggles a lot vs dialga and giratina itself, and is helpless vs my own zong.

:dp/garchomp:
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Sleep Talk

seen a lot of garchomp hate (especially scarf) from players much better than me, however i still love it as a revenge killer for most offensive mons when supported well. chomp's speed is chosen here to make up for the rest of the team being very slow, and i feel it's quite well supported here between the wisp giratina, the dragon spam, and even ttar's pursuit. sleep talk sucks balls so you could consider toxic or backup stealth rock here, but having an extra out vs darkrai is appreciated as the team is quite weak to its dark+fighting coverage. stone edge might be best though to hit ho-oh from full, tho i haven't tried it yet personally.
:ho-oh: :latias: :rayquaza: :bronzong: :giratina-origin: :garchomp:
basically the idea is to stack a lot of spikes immunities, and because of this i'm able to ignore lead deo-s and exploit it for a setup opportunity and gain an early lead. i used to have cm t-wave kyogre in the lead slot for this purpose, but i changed it to ho-oh to desparately improve the stall matchup.

:dp/ho-oh:
Ho-Oh @ Leftovers
Ability: Pressure
EVs: 208 HP / 160 Atk / 28 Def / 112 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Substitute
- Recover

ho-oh aims to get an early lead with substitute and strong attacks before stealth rock goes up. with 208 hp your subs will survive blissey's seismic toss, and you can also survive 2 stealth rock switchins. with sub+recover you become a nightmare for sunstall to deal with, and offense will also struggle to kill you from full while avoiding heavy damage. 112 speed is to speedcreep lead tyranitar. while stone edge is uncommon, its better to just speedcreep them than to risk it. 28 defense lets you always live brave bird from opposing adamant cb ho-oh, that way you know it's always safe to stay in in the ho-oh mirror. the rest is invested into attack so you can hit as hard as possible.

:dp/latias:
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 132 HP / 124 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Thunder
- Recover
- Calm Mind

latias is arguably the best switchin to a turn 1 unrevealed kyogre, and this is especially important when i'm leading with ho-oh. palkia is similarly good however i wanted a nice little win condition with calm mind, as well as a spike immunity. the spread lets me speedtie with opposing lati twins while surviving 2 ice beams from timid scarf kyogre after rocks.

:dp/rayquaza:
Rayquaza @ Life Orb
Ability: Air Lock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Draco Meteor
- Flamethrower
- Extreme Speed
- Brick Break

mixed rayquaza my beloved... chosen here for its spike immunity, breaking power, priority, and air lock to check the occasional swift swimmer (kingdra would lowkey farm otherwise). brick break is a cool option that is generally worse than outrage, but you hit stuff like blissey without locking into outrage which is rly nice, as well as smth like ttar or spdef dialga if you don't want to lock into outrage or click draco (perhaps you don't want to risk the accuracy or drop to -2, or maybe you are already -2). however the main reason brick break is used here is because otherwise this team has too many things walled by heatran (made this change after eva farmed me with it). earthquake is even a little tempting however i like hitting blissey hard.

:dp/bronzong:
Bronzong @ Leftovers
Ability: Levitate
EVs: 244 HP / 12 Atk / 252 SpD
Sassy Nature
- Earthquake
- Payback
- Stealth Rock
- Explosion

standard bronzong, this is your stealth rocker and dragon resist. also sticks with the spike immune theme which is nice

:dp/giratina-origin:
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 172 Atk / 180 Def / 88 SpA / 68 Spe
Rash Nature
- Draco Meteor
- Outrage
- Shadow Sneak
- Will-O-Wisp

this is your groudon check. it ends up being pretty similar to ray, so they compliment each other and break for each other (how sweet of them). this is another dragon type mixed attacker that is spikes immune and has priority. wisp here helps chip down bronzong or other steels for the benefit of the rest of your dragons (especially chomp). this one has a more physically oriented spread than usual and i unfortunately can't remember why, tho it does hit mewtwo harder which is very scary for this team with a bulky calm mind set. the special attack is still high to hit groudon hard with draco.

:dp/garchomp:
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Sleep Talk

to be honest i actually dislike every single scarfer in this tier. chomp is alright tho as u do outspeed every other common scarfer, and i think it synergises nicely with the dragon spam and the wisp giratina. sleep talk once again is horrible, but very much needed for darkrai bc ur stacking dark weaks with latias and giratina. as a tip, don't be so eager to let this get slept immediately or you will basically just lose your scarfer for the rest of the game against a darkrai offense team. but its here as a last resort.
:deoxys-speed: :giratina-origin: :dialga: :bronzong: :rayquaza: :palkia:
this is the one i'm least sure about, but it is still decent. it used to be latios last and it was 4 spike immunes with spikes + 2 roar users, but then i replaced it with palkia because i prefer the mixed wallbreaking. the bulk up dialga slot is very flexible and it's possible something like calm mind mewtwo would make the team better.

:dp/deoxys-speed:
Deoxys-Speed @ Colbur Berry
Ability: Pressure
EVs: 244 HP / 168 SpD / 96 Spe
Jolly Nature
- Spikes
- Extreme Speed
- Taunt
- Superpower

the spikes synergise nicely here with roar giratina-o as a way to weaken targets like blissey and spdef dialga, as well as reveal the enemy team. so here is the spike lead. copy pasting from team 1: colbur berry + espeed and the spdef investment is used to break the sashes on opposing lead deo-a/ray/ttar on turn 2 after i spike on turn 1. unlike that team however i don't need night shade to hit forretress as my team is very resilient against toxic spikes, so superpower is just here as a default attack to do okay chip damage to a wide range of things (especially darkrai/tyranitar/dialga).

:dp/giratina-origin:
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 60 Atk / 180 Def / 200 SpA / 68 Spe
Rash Nature
- Draco Meteor
- Outrage
- Shadow Sneak
- Roar

this is the groudon check and spinblocker. roar is here to spread spikes damage and reveal new mons as mentioned above

:dp/dialga:
Dialga @ Leftovers
Ability: Pressure
EVs: 236 HP / 204 SpD / 68 Spe
Careful Nature
- Outrage
- Bulk Up
- Rest
- Sleep Talk

this end up being a very flexible slot because all the necessary team roles are covered by the other 5 slots, so i'm sure you could try many miscellaneous pokemon here (like mewtwo/darkrai for example). i went with bulk up dialga bc it's a cool set that i hadn't used much and wanted to try it here. it ends up working pretty well as an endgame cleaner, and gives you good backup defensive utility if you need to use it in the midgame (not recommended if you can help it).

:dp/bronzong:
Bronzong @ Leftovers
Ability: Levitate
EVs: 244 HP / 12 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Earthquake
- Payback
- Stealth Rock
- Explosion

standard bronzong to act as a dragon resist and stealth rocker

:dp/rayquaza:
Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 188 Atk / 68 SpA / 252 Spe
Naive Nature
- Outrage
- Dragon Claw
- Flamethrower
- Draco Meteor

this is another scarfer i find to be decent, its pretty unique as its the only properly mixed scarfer (outrage dialga or selfdestruct mewtwo only kinda count) so it ends up being very threatening. it's pretty similar to scarf chomp in the way it threatens with its strong outrage, but it comes with the advantage of air lock flamethrower to hit bronzong/skarm which makes it more self sufficient. this is good because i don't believe chomp has enough support to function here and i don't want another mon walled by skarmory. 3 dragon moves is pretty funny but they all serve their purpose: outrage is ur strongest move to lock into when cleaning up at the end of the game, draco is your strongest move that doesn't lock you in, and dragon claw is your safe spammable stab. earthquake is an alternative option to hit spdef dialga/heatran/jirachi harder but i prefer these moves. rayquaza also outspeeds smth like kingdra so you aren't forced to go dialga and lock into outrage in the middle of the game which feels horrible to do. you can use max attack if you want but i like having a bit of special attack in the spread personally as you do have 2 special moves. this particular amount lets you ohko darkrai with draco after stealth rock.

:dp/palkia:
Palkia @ Lum Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Spacial Rend
- Surf
- Thunder
- Focus Punch

lum palkia is used as the kyogre check and a fast threatening attacker. this team is not overly blissey weak or anything but all the other mons have to either lock into outrage or explode in order to hit it.. and while focus punch is also similarly awkward it at least gives you something to hit blissey with (as opposed to latios who is hard walled and can only roar). latios is fine tho if u wanted to try that out. for new players, don't be tempted to run hasty nature. timid focus punch hits blissey and spdef dialga hard enough already, especially with spikes support.
 
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